Top 4 rules questions from new Dungeons & Dragons Next players

Update: I’ve posted an updated version using the final, fifth-edition rules.

I’ve played Dungeons & Dragons Next before, but Gen Con 2013 gave my first chance to run it. I served as dungeon master for five tables. Virtually all my players brought experience with past D&D versions or with Pathfinder, but none had played the next iteration of D&D. This post answers the top 4 questions these players asked about the D&D Next rules. Even if you’ve read the rules, the disengage action probably works differently than you think.

1. Are there opportunity attacks?

Yes, but you only provoke opportunity attacks when you leave a creature’s melee reach. This means you can circle an enemy without provoking so long as you stay within the enemy’s reach. If a creature’s reach exceeds 5 feet, then you can even move 5 feet away without provoking.

If you want to leave a enemy’s reach without provoking, use the disengage action, which lets you move half your regular movement. Because disengaging takes your action, you cannot disengage and also attack or cast a spell—a harsh price for breaking away from the melee. At least you can disengage across more squares than you can shift.

I suspect disengage exists as an action rather than a type of move because the designers elected not to add the complexity of different types of moves, each with different rules. Notice the absence of another type of move with different rules: the run. I think the overall simplification of a move loses more than it gains.

Unlike fourth edition, you only get one opportunity attack per round, because you only get one reaction per round. Due to this limit, and because withdraw allows you to move half your speed, D&D Next encourages more fluid, dynamic combats. I favor this trend.

As the system stands now, you can freely cast spells and use ranged weapons without provoking. For spells, I see no mechanical problems with this change. Wizards will still avoid melee because they’re fragile. I’m happy to see clerics wade into the fray, casting and bashing.

Ranged attacks absolutely need to provoke, because otherwise ranged fighters gain unmatched advantages over melee specialists. Without fear of opportunity attacks, ranged specialists can operate both from a distance and in melee without penalty. Melee specialists enjoy no offsetting advantages.

Update: In the D&D Next Q&A: 12/13/13, designer Rodney Thompson writes, “Though exact details are ongoing, we think it’s likely that there will be some consequence for making a ranged attack while engaged in melee. We do not intend to use opportunity attacks here because we want to keep opportunity attacks as streamlined as possible.”

Update: If you make a ranged attack from melee, you suffer disadvantage on your attack roll.

2. Is there flanking?

No, but the rogue can sneak attack when an ally stands next to their target. During the convention, I briefly talked rules with D&D tzar Mike Mearls. He said that some players find flanking difficult to grasp—not so much with figures that occupy a single square, but with large figures where flanking positions aren’t completely obvious. I expect we will see flanking, and possibly facing, in tactical combat rules.

3. What spells can I cast?

In D&D Next, everyone casts like a third-edition sorcerer. Wizards and clerics prepare a certain number of spells for their day. And then wizards and clerics both get a certain number of castings at each level. You can expend a casting to cast any prepared spell of the same level or lower. Unlike the classic, Vancian system, you can cast a prepared spell more than once as long as you can spend another casting of the proper level or higher. This system grants casters an extra measure of flexibility, while avoiding the risk of preparing a roster of spells that proves useless, resulting in a bad day in the dungeon. There should be no bad days in the dungeon.

4. Does a diagonal move cost one square or one and a half?

D&D Next offers no advice on resolving movement on a grid. Instead the system cites all distances in feet rather than squares. Avid miniature gamers like Dave Arneson and Gary Gygax would surely approve. This leaves dungeon masters and players to choose between the more accurate process of counting 1.5 squares per diagonal move or the simplification of counting 1 square for a diagonal. I went with the accurate 1.5 method, so I could avoid troubling the spirits of Dave, Gary, and Euclid.

During the convention, someone suggested the mental shortcut of counting every second diagonal move as 2 squares. I like that approach and marvel that I’ve never learned it before.

Next: The top 3 rules questions from new D&D next dungeon masters

Gen Con 2013 recap and the D&D Championship visits the Lost City

I’m back from Gen Con and four days of terrific gaming.

For this year, Wizards of the Coast elected to focus its attention on exposing as many as possible to Dungeons & Dragons Next, and so they dropped all Living Forgotten Realms events from the convention. Pushing D&D Next seemed to work. Players new to D&D Next filled my tables and I met a lot of Pathfinder devotees willing to sample the new D&D system.

The lack of LFR disappointed some players and judges, but I appreciated the chance to run D&D Next for the first time. The absence of LFR at this convention doesn’t signal the end of fourth edition or of Living Forgotten Realms. New LFR adventures are coming. The Winter Fantasy convention will feature a slate of LFR events, including a new, paragon-level battle interactive.

2013 D&D Championship - battling Zargon in the lost city

2013 D&D Championship – battling Zargon in the lost city

Although I dungeon mastered the Crisis in Candlekeep delve twice, my DM highlights came from running the Murder in Baldur’s Gate launch adventure three times. Murder in Baldur’s Gate forced me to develop an aspect of my DM skills that I’ve rarely exercised in the past. I’ll write about that in an upcoming post.

As usual, playing the 2013 Dungeons & Dragons Championship delivered as much fun as I ever have playing D&D. The Championship features a lethal adventure intended to test even the best teams of players. The unforgiving challenge brings a sense of peril that you never see in typical adventures, because in typical adventures the odds always favor the players. The event’s time pressure amps up the urgency and demands fast play.

The Lost City (1982) by Tom Moldvay

The Lost City (1982) by Tom Moldvay

This year the author of the championship adventure, M. Sean Molley, created a tribute to the 1982 Lost City adventure by Tom Moldvay. The first round dared teams to recover three staffs from locations in the lost city. Earlier fourth edition championships played solely as tactical miniature battles, but this year’s adventure added puzzles to the mix—a welcome nod to the old tournament classics. The final round required characters to use the staffs in a fight to destroy past and present versions of Zargon, the evil demigod of the lost city. I marvel at how skillfully a battle with so many variables was balanced on the narrow line between difficult and impossible.

As a dungeon master, I admire the DMs in the championship, who must play fast, fair, and show total command of the rules. They do enjoy some perks: Where else can a DM coupe de grace a fallen character without straining D&D’s social contract? Even among this elite crew, our DMs Brian and Sean stood out as exceptional. Plus, our DM for the finals happened to be the adventure’s author.

I played on the team that claimed second place—for the third year in a row. We’re like the 1990-1993 Buffalo Bills of the D&D Championship. Still, I’m thrilled to do well.

Will next year’s Championship be the first to feature the next iteration of the D&D rules?

Multiple attacks, ability checks, and keyed illustrations revisited

Murder In Baldur's Gate Launch Weekend

Murder In Baldur’s Gate Launch Weekend

At Gen Con 2013, I’ll be running the Dungeons & Dragons Next adventure Murder in Baldur’s Gate most mornings and afternoons. If you attend Gen Con, check my photo in my About section, and then find me and say hello. In real life, I’m less grainy and less out of focus.

I have yet to run D&D Next, so I’m studying the latest rules packet. After the convention, I plan to write some posts discussing aspects of the design. Until then, I want to revisit a few topics.

In “Changing the balance of power,” I told how D&D Next’s flattened to-hit bonuses weakened high-level fighters against low-level enemies. “Fighter-types should hew through the rabble like grass until, bloodied and battle worn, they stand triumphant. Instead, they wind up muffing to-hit rolls against one mook.” I mentioned that restoring multiple attacks would restore the balance. Perhaps the designers reached the same conclusion, because the latest playtest packet grants multiple attacks to fighters and to some other classes.

The playtest package’s DM Guidlines advise skipping ability checks when a character uses a high ability score: “Take into account the ability score associated with the intended action. It’s easy for someone with a Strength score of 18 to flip over a table, though not easy for someone with a Strength score of 9.” As I explained in “In D&D Next, ability modifiers are too small for the ability check mechanic,” the current D&D Next rules practically require this sort of DM intervention because the system fails to give someone with Strength 18 a significant edge over a Strength 9 character. The result of the d20 roll swamps the puny +4 bonus. In practice, the system math makes flipping the table only sightly easier at strength 18.

Ulder Ravengard card from Murder in Baldur's Gate

Ulder Ravengard card from Murder in Baldur’s Gate

In “It’s Mathemagical!,” Mike Mearls discusses plans to introduce escalating ability-check bonuses of up to +12. This may finally give exceptional characters a chance to stand out from ordinary characters—at least at higher levels. Still, the game screams for a system where abilities grant bigger bonuses to ability checks. If a +1 bonus per ability point worked for Moldvay in 1981, then it works in Next. Why not adopt the steeper bonuses? I assume that the designers feel wedded to using the same ability bonuses for ability checks as for attacks and saves.

Way back in “Picturing the dungeon – Other publishers revive keyed illustrations,” I praised the face cards Paizo produces to accompany their adventure paths, so I’m delighted to see similar cards packaged with the Murder in Baldur’s Gate launch adventure.

Pyramid of Shadows - View of the Bridge

Pyramid of Shadows – View of the Bridge

In “Picturing the dungeon – keyed illustrations,” I shared my love of the keyed illustrations included in some early adventures. I lamented how TSR and Wizards seemed to have abandoned this enhancement. Recently, a clearance sale prompted me to buy most of the 9 original adventures shipped for fourth edition. To my surprise, many of these adventures include keyed illustrations. In Pyramid of Shadows, a dungeon with a classic feel, the illustrations seem to hold clues to the adventures or show complicated scenes too difficult to describe, so the pictures compliment the adventure perfectly. In some of the other adventures, the illustrations simply add flavor.

From Blackmoor to Dungeons & Dragons: the invention of the dungeon crawl

In my post, “How the dungeon crawl’s advantages propelled Dungeons & Dragons to success,” I argued that the invention of the dungeon crawl contributed as much to the initial popularity of Dungeons & Dragons as the invention of the role-playing game. In the dungeon, D&D found a fun and evocative activity for a group of players.

The strangest thing about focusing a game on parties of adventures who explore monster-infested dungeons for treasure is that this activity never happens in the fantasies that inspired the game. At best, you can find elements: treasure in the mummy’s tomb, orcs in Moria, traps in a Conan yarn, and so on.

Dave Arneson’s Blackmoor game—the campaign that spawned D&D—began with a gaming group playing fictional versions of themselves in a fantasy world. The characters became champions in series of miniature battles featuring armies clashing above ground. Without any further inspiration, the Blackmoor game might have evolved into a role-playing game such as Chivalry & Sorcery, a game I found short on fun. But somehow, Dave invented a new activity that transformed the campaign and ultimately made a lasting addition to popular culture.

Dave Arneson never gave a good account of his invention the dungeon crawl. By the time people started asking, he obviously no longer remembered the details.

Playing at the World by Jon Peterson

Playing at the World by Jon Peterson

I’m currently reading Playing at the World, Jon Peterson’s sprawling, exhaustive investigation of D&D’s genesis. The book spans 700 dense pages, and seems to encompass a lifetime of research. In writing the book, Peterson explored sources like early interviews, court testimony, and Gary and Dave’s contributions to wargaming fanzines in the 60s and 70s. This is no breezy read; Peterson’s style is scholarly: He cites Greek terms in the Greek alphabet. He includes a quarter-page footnote on whether the author of an 1803 book of chess rules spelled his name with one or two “l”s. (I won’t spoil the answer.) But for anyone who shares my interest in D&D’s early history—or in the games and fiction that inspired the game—the book is a feast. I relish every detail. I drew on Peterson’s discussion of the origin of the dungeon for this post.

Blackmoor moves underground

The nascent Blackmoor campaign had very few ingredients that seemed to lead to dungeon delves. The campaign used Gary Gygax’s Chainmail rules, which never mention dungeons. At most, they suggest using graph paper to map efforts to tunnel under fortifications.

Dave’s Blackmoor games did include a toy castle, which served as the focus for the above-ground battles. Castles can have dungeons, although in 1971, the dungeon of popular fiction was an underground jail rather than a sprawling compound stocked with monsters and treasure.

Nonetheless, in 1972’s second issue of the campaign newsletter, the “Blackmoor Gazette and Rumormonger”, Arneson reported on dungeons below the castle where “heroes went looking for adventure and treasure.” In Playing at the World, Jon Peterson writes, “By this point, Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.”

So what inspired Arneson to invent the new style of play?

Different Worlds issue 3 June/July 1979

Different Worlds issue 3 June/July 1979

His best account may come from the “My Life in Role Playing” article Dave wrote for Different Worlds issue 3, from June/July 1979. “How did it all start in Blackmoor? I can’t really say. I had spent the previous day watching about five monster movies on Creature Feature weekend (ch. 5), reading a Conan book (I cannot recall which one but I always thought they were much the same) and stuffing myself with popcorn, doodling on a piece of graph paper. I was also quite tired of my [Napoleonic] Campaign with all its rigid rules, etc., and was perhaps rebelling against it too (in fact I’m sure I was!!).”

Robert E. Howard’s influence

While Robert E. Howard’s Conan never willingly enters a dungeon, he often finds himself trapped in dungeons, forced to overcome monsters to earn freedom.

Weird Tales 1935 -The Hour of the Dragon

Weird Tales 1935 -The Hour of the Dragon

In “Hour of the Dragon,” Conan is imprisoned in the dungeon under the palace of King Tarascus in the Nemedian empire. A sympathetic slave girl gives Conan a rough map of the tunnels, and then warns, “Beyond these dungeons lie the pits which are the doors to Hell.” To escape, Conan defeats a monster that was one of “the goblins of Hyborian legendry, and were in reality ogres of the natural world.”

In the “Scarlet Citadel,” Conan finds himself chained in “the very Halls of Horror named in shuddering legendry, the tunnels and dungeons wherein Tsotha performed horrible experiments with beings human, bestial, and, it was whispered, demoniac, tampering blasphemously with the naked basic elements of life itself. Rumor said that the mad poet Rinaldo had visited these pits, and been shown horrors by the wizard, and that the nameless monstrosities of which he hinted in his awful poem, The Song of the Pit, were no mere fantasies of a disordered brain.”

Playing at the World summarizes the events that follow. “Conan also begins his tenure in the dungeon of the ‘Scarlet Citadel’ chained to the wall, though in this case he has been left the plaything of an enormous serpent known as Satha, the Old One. Inadvertently freed by an assassin who came to take his life but instead fell to the serpent, Conan sets out with a torch in one hand and a sword in the other to find an exit from the dungeon. In his exploration he meets other monsters, including humans horribly reshaped by the evil wizard Tsotha. Eventually, he finds himself lost in a maze of tunnels with no obvious exit; its various rooms are described almost thoroughly enough that one could sketch a rudimentary map of the area. Finally, he discovers and liberates Pelias, a rival sorcerer of Tsotha, and together they escape when Pelias conveniently resurrects a deceased eunuch on the other side of the bars who can raise the gate. Jointly, the ‘Hour of the Dragon’ and the ‘Scarlet Citadel’ establish dungeons as places to explore, where monsters reside that must be confronted.”

In “Rogues in the House,” Conan is lost in the pits below the house of the Red Priest, where he evades the traps that slay companions who lack Conan’s “steel-spring quickness.” Although the covered city of “Red Nails” lies above ground, its interior shares the ambiance of a dungeon.

J. R. R. Tolkien’s influence

Arneson names Conan rather Tolkien as a source, but I suspect that The Hobbit and The Lord of the Rings provided nearly as much inspiration. Tolkien’s parties of heroes keep finding themselves in sprawling, underground compounds.

The Hobbit takes readers into the goblin king’s warrens under the Misty Mountains, where Bilbo gets lost in the tunnels and encounters Gollum. Next, the dwarves are imprisoned by the wood elves in an underground fortress. “The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.” Finally, Bilbo and his party reach the abandoned dwarven city under the Lonely Mountain, where Smaug sleeps in the “great bottommost cellar or dungeon-hall of the ancient dwarves right at the Mountain’s root.” Even though the tunnels under Lonely Mountain do not fit the definition of dungeon as an underground jail, Tolkien takes a bit of poetic license and refers to the halls as a dungeon. The dwarves sing,

Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold.

Unlike any of the Conan tales, in The Hobbit, the adventurers seek the dungeon in search of gold and treasure.

The Lord of the Rings revisits the dungeon again with Moria, the vast underground compound where the fellowship encounters both orcs and the demonic Balrog.

From Blackmoor to Dungeons & Dragons

In 1971, Dave Arneson started with a toy castle and the notion that something might lurk in its cellar. He added a treasure hunt from Tolkien, traps from Robert E. Howard, lurking monsters from both authors—and perhaps from some creature features—to invent a new activity for the characters in his Blackmoor campaign. When Gary Gygax played one of Dave’s Blackmoor games, the experience so fired Gary’s imagination that he went on to do the hard work of fleshing out the game that would become Dungeons & Dragons. In the process, Gary’s imagination and broad knowledge of sword and sorcery would add countless details inseparable from the game. Ultimately, the dungeon crawl proved so compelling that took root in popular culture.

22 Reasons why a non-player character won’t cooperate

In “a priest, a warlock, and a dwarf walk into a bar and…nothing happens,” I wrote about how most players only find role-playing encounters compelling when they have a objective to achieve and an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements.

Typically, role-playing encounters combine an objective of gaining information or help, with the obstacle of an uncooperative NPC.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest.  At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

I suggest an approach to role-playing encounters that yields more challenging and interesting encounters, along with more memorable NPCs.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome their objectives.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters.  Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons a non-player character refuses to cooperate.

  1. She doesn’t want to get involved.
  2. He doesn’t like your kind, for example, strangers, elves, adventurers, or meddling kids.
  3. She doesn’t believe she can help.
  4. He thinks the players will only make things worse. They should leave well enough alone.
  5. She wants something: a bribe, an errand done, or to be convinced that she stands to gain if the players succeed.
  6. He has been paid to keep silent or to stay out.
  7. The players have insulted or offended her.
  8. He thinks the players efforts are dangerous because they don’t understand what’s really going on. He might know something the players don’t or he may simply know less than he thinks.
  9. The players have unwittingly  caused her to suffer a loss.
  10. She feels that helping the players will betray her duties or obligations.
  11. He needs more information to support the players case before he can act.
  12. She knows or suspects that she or the players are watched.
  13. Someone he loves or respects told him not to help.
  14. She is secretly involved with the other side.
  15. The situation benefits her, for example, by raising the value of her trade goods, or by hurting competitors or rivals.
  16. She fears the players might claim a treasure or reward that she expects to get.
  17. He is allied with rivals or competitors to the party.
  18. She’s been threatened.
  19. Someone she loves safety is threatened.
  20. Someone he loves is involved with the other side.
  21. He’s not involved but might be implicated, perhaps for doing things that once seemed innocent.
  22. He’s being blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and unfun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

D&D next re-empowers DMs; players stay empowered

How much should the outcomes of the characters’ actions be decided by the game master instead of the rules?

Before role-playing games, the rules of a game specified every action players could take, and then decided the outcome of each possible action.

The invention of the dungeon master freed players from the tyranny of the rules. Most editions of Dungeons & Dragons expected the DM to make frequent decisions about the characters’ fates.

CORE5-8 The Dantalien Maneuver

Taming bad dungeon masters

The DM’s power to augment the rules enabled the hobby we love, but this power enabled capricious DMs to zap characters when players failed to laugh at their puns, to demand to be addressed as “Mr. DM sir,” to curry favor by lading treasure on their girlfriends’ characters, and to win D&D by killing the rest of the party.

Perhaps inspired by all the tales of bad DMs, the fourth edition designers shrank the DM’s role as much as possible. Potentially, a 4E DM’s duties could be limited to reading the box text, running the monsters, and announcing the skills that apply to the skill challenge. As much as possible, 4E shifts the game to the combat stage with its well-defined rules. In stark contrast to earlier editions, 4E’s spells lack effects outside of combat. Fourth edition defines combat powers as tightly as Magic cards, so the DM never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. (You can.) For action outside of combat, 4E presents the skill challenge, where the DM only has to decide if a skill helps the players—but only when the skill challenge fails to list the skill in advance.

Restoring DM empowerment

Now the D&D next designers speak of returning dungeon masters to their traditional role in the game, or re-empowering the dungeon master. See Rodney Thompson’s first answer in this Rule-of-Three post and Monte Cook’s discussion in an early Legends and Lore, “The Temperature of the Rules”.

The phrase “DM empowerment” may be misleading, because the goal of DM empowerment is not to tickle your DM’s power fantasies. DM empowerment lets DMs fill gaps in the rules—and sometimes override the rules—with their own judgement. DM empowerment lets your wizard use spells outside of combat, among other things. If Mike Mearls came from a marketing background, we would be talking about restoring player freedom instead of DM empowerment.

You might say, “Even though 4E minimizes the DM’s power, my character still has the freedom to try anything.” Really? When did you last try to use a power outside of combat? Do the 4E rules even explicitly allow powers outside of combat? As much as possible, 4E limits your character’s actions to the familiar bounds of the rules.

Even though 4E allows you to attempt things outside the rules, players tend to limit themselves to the menu on their character sheets, just as they rarely stray from their favorite restaurant’s menu.

Players who limit themselves to their defined powers make my job as a 4E dungeon master easier, because I worry about allowing players to improvise actions that duplicate powers. The game includes powers that do things like trip or blind, and this suggests that these stunts require special training. If I allow anyone to throw sand into a foe’s eyes, effectively duplicating the rogue power Sand in the eyes, am I diminishing the value of a level-7 power? If I allow the improvised power, I set a precedent. What happens when a trick proves too repeatable? I don’t want characters to enter every combat flinging handfuls of sand. No real-world army prevailed with such tactics. I never want to say no, but I’m wary of yes.

In practice, as a DM, I allow improvised actions when the unique situation makes the action difficult to repeat. Repeatable actions demand extra scrutiny, because they must always be a little less potent than a comparable power.

Resolution transparency

The opposite of DM empowerment is not player empowerment or player entitlement, it’s resolution transparency, where the outcome of any action is resolved by rule so players can anticipate the likely outcomes in advance. Resolution transparency lets you subject your enemies to both ongoing cold and fire damage without ever worrying whether the DM will decide that the cold douses the fire.

Player empowerment, also known as player agency, refers to the players’ ability to change the game world. When players lack player agency, either they lack meaningful options because they are being railroaded, or because the DM’s favorite non-player characters upstage and supersede the player characters.

Player entitlement means players enjoy unrestricted access to all game options for their characters. They can, for example, shop for any magic items their characters can afford.

Rules volume

DM empowerment and resolution transparency effect the volume of rules a game needs. Both original D&D and D&D next fit their core game rules into a few pages by relying on the DM to resolve all the areas the rules fail to cover. Rodney Thompson writes that D&D next “trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

In theory, a game could give players freedom while maximizing resolution transparency by including mountains of rules that cover every possibility. For example, 4E might include a damage-type table that reveals that cold cancels fire. The lightning damage type might bear extra rules for dealing with damage transmitted through water and physical contact. The 80s saw several games with such extensive rules, but nobody plays Aftermath much anymore.

How fourth edition avoids too many rules

Fourth edition features greater resolution transparency than any other role-playing game, while avoiding extra complexity. The design works this magic by focusing the game on combat encounters and skill-challenge encounters. These two activities provide a way to ignore all the messy, game-world details that otherwise require mountains of rules or a game master’s judgement to resolve.

For combat, 4E’s designers opted for broad, simple rules that gloss over the physics of the game world for the sake of playability. For example, a power’s flavor text never matters, just its keywords. And while the keywords matter, their meanings do not. “Lightning,” “cold,” and “fire” damage could as easily be “kootie,” “loogie,” and “mojo” damage.

Skill challenges provide an activity where the game-world provides flavor, but where only the list of applicable skills actually matters in the game. As originally conceived, skill challenges grant players resolution transparency, while making the game-world unimportant. Players wind up studying their character sheets and lose any immersion in the game-world. See my series starting with “Evolution of the skill challenge,” for an analysis of the skill challenge, and how the activity changed to allow greater DM empowerment.

By glossing over the game-world’s messy details, these design strategies diminish the importance of the game world and focus everyone’s attention on the rules and stats.

Advantages of DM empowerment and resolution transparency

Both DM empowerment and resolution transparency have advantages.

Benefits of DM empowerment

  • Grants players more freedom to interact with the game world.
  • Enables lighter game rules by trusting the DM to fill the gaps.
  • Makes the game world more important, enhancing player immersion. Monte Cook writes, “Empowering DMs from the start facilitates simulation. No set of rules can cover every situation, and the DM can address fine details in a way no rulebook can.”

Benefits of resolution transparency

  • Allows players to anticipate the likely outcomes of an action in advance.
  • Players understand their options because the rules list most of the actions their characters can take. Players rarely need to ask the DM what they can do; they rarely need to ask, “Mother may I?”
  • Limits the importance of the DM’s skill and personality.

For my taste, I tend to prefer resolution transparency during combat, although 4E goes farther than I like. Outside of combat, I want players immersed in the game world, not in the game’s rules, so I favor DM empowerment.

Tabletop games need empowered DMs to succeed

The biggest competitor to D&D is not another tabletop game, it’s World of Warcraft and countless other computer and video games that duplicate most of the D&D experience, 24/7, with better graphics. D&D enjoys two competitive advantages: face-to-face social interaction, and the DM’s ability to account for actions outside of the game’s rules. A game like 4E that eliminates the DM’s judgement from the game throws out a key advantage. Without a DM, why bother to log off?

How the dungeon crawl’s advantages propelled Dungeons & Dragons to success

You know about computers and the killer app—a program so compelling that people purchased the computer just to run the application. VisiCalc was the Apple II’s killer app; Lotus 1-2-3 drove customers to the IBM PC.

Dungeons & Dragons came with a killer app baked in—the dungeon crawl. The dungeon provided such a powerful setting for the first role-playing game that I suspect the game’s success owes as much to this setting as to the invention of the role-playing game. (For a taste of fantasy role playing without the dungeon crawl, read my post, “Chivalry & Sorcery: What if Gary and Dave had not found the fun?”)

From Gauntlet to Diablo, the dungeon crawl is now such a popular video game convention that it stands as its own genre. Even folks who think tabletop games are all like Monopoly and see video games as unworthy of attention, know of Indiana Jones, the Tomb Raider movies, and the Mines of Moria. The D&D dungeon may seem a little tired by now, but in the early 1970s, nothing exactly like it existed in the imagination.

The dungeon has developed such a huge role in popular culture that we struggle to imagine how novel and compelling dungeon crawls were 40 years ago.

In 1977, when I first overheard kids at my new school talking about Dungeons & Dragons, I managed to learn just two things about the game, but these hints electrified me. In D&D, you played a person in the game who grew in power through experience, and you explored dungeons filled with monsters, hidden secrets, and treasures—often magical. I went home, opened the yellow pages, and called countless hobby shops in Chicagoland, searching for one that stocked this astounding game. When I finally located a copy at the distant Hill’s Hobbies, I coaxed my mom into providing a ride—but not until the weekend. Still excited, but facing a torturous wait, I sat down with some graph paper and speculated on how a game of dungeon exploration might play.

My enthusiasm was not unique. The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Dave Arneson ultimately declared the above-ground conflicts lost to forfeit. Dave Megarry of the Blackmoor game wanted to capture the dungeon experience during Arneson’s down time, so he created the Dungeon! board game. Before D&D’s release, Minneapolis fan Louis Fallert played a dungeon adventure with Dave Arneson’s game club, and then concocted his own dungeon-exploration game inspired by the experience. By the summer of 1974, the Minneapolis-area featured 9 dungeon campaigns that had branched from Fallert’s “Castle Keep” game. See “Rules to the Game of Dungeon” for more. In “How leaving the Dungeon left a big hole in role-playing games,” I described how even science fiction games like Traveller struggled for years to leave the long shadow of the dungeon.

Stone Mountain dungeon cross section from 1977 basic set

Stone Mountain dungeon cross section from 1977 basic set

The dungeon crawl offers several essential advantages:

  • Ease of play – The dungeon’s walls limited options, making the game master’s job manageable. In a Gamespy interview, Arneson said, “Dungeon crawls were, I think, the easiest things to set up because all you had to do was draw a grid map and didn’t have to worry about the great outdoors and setting up trees and stuff. People also couldn’t go wandering off where you didn’t have a map because it was solid rock.” More than anything, the wide-open space of Traveller drove designers to attempt to duplicate the dungeon experience in space.

  • Group play – Dungeon exploration provided an activity for a party with divergent skills. A host of role-playing games ranging from Chivalry & Sorcery to every spy game ever struggled to find reasons for characters to work together.

  • Obstacles – Dungeons provided an excuse for monsters, tricks, and traps. Their inevitably-insane architects gave dungeon masters free reign to create a funhouse environment.

  • Goals – The treasure underground gave a reason to explore, and a gave players a common goal.

  • Flavor – Dungeons provided an evocative setting full of secrets and ripe for exploration. For me, the most evocative illustration in the blue box was the underground cross section. I wanted to crack the mysteries of just such an underground complex.

Nowadays, some D&D players dislike dungeon crawls and that’s fine. Forty-some years of evolution have taken D&D to villages, forests, palaces, and across the planes of the great wheel. Dungeon masters no longer prepare for play by following the instructions from the 1974 brown books. “First, the referee must draw out a minimum of half a dozen maps of the levels of his ‘underworld.’” If you dislike dungeons you can still like D&D. (If you don’t like dungeons or dragons, then you probably just play to seem cool.)

The best of Appendix N: The Broken Sword

Among Dungeons & Dragons fans, Poul Anderson’s Three Hearts and Three Lions gets the most attention, as it contains Gary Gygax’s models for the paladin and the troll. But as a read, Three Hearts and Three Lions pales next to Anderson’s finest fantasy, The Broken Sword.

Poul Anderson's The Broken Sword 1971 edition

Poul Anderson’s The Broken Sword 1971 edition

With The Broken Sword, Poul Anderson writes a book inspired by the same Norse sagas that fired Tolkien’s imagination. But while a nostalgia for an idyllic past colors Tolkien’s work, The Broken Sword hews closer to the bleak reality of history. The heroes of The Broken Sword see murderous viking raids as an ordinary summer, and enslaving thralls as the prerogative of the strong. Here, the elves and other “good” faerie folk seem as dangerous and amoral as the trolls and goblins—all well suited for frightening a skald’s listeners around the fire. If you think the Feywild lacks menace and danger, then the The Broken Sword becomes required reading. Both gods and faerie bring doom to the mortal men unlucky enough to cross paths.

The story turns on a witch’s entirely-justified quest for revenge. No fairy tale plot of poison apples or spinning wheels, her plan relies on cunning and dark bargains. The story adds a changeling, an apocalyptic war between elves and trolls, forbidden love, and a demon-haunted runesword. The Broken Sword jams more passion and emotion in a slim volume than modern fantasies work into a fat trilogy. The tale’s villains earn nearly as much sympathy as the heroes. As the story hurtles forward, both heroes and villains call on ever more dangerous means to achieve their ends, knowing they draw closer to doom, but unwilling or unable to stop.

The book’s demonic runesword and growing sense of doom echo Michael Moorcock’s Elric saga because The Broken Sword provided half of Moorcock’s inspiration for Elric, and set the tone for Moorcock’s other fantasies. (The second half of Elric’s inspiration came from the notion of reversing Conan’s qualities, turning a mighty, barbarian warrior into a sickly, ultra-civilized sorcerer.)

Originally published in 1954, The Broken Sword quickly dropped out of print until 1971, when the success of the Lord of the Rings  opened the door for paperback reprints of other fantasies. For the 1971 printing, Anderson took the unusual step of revising the book. He drew on 16 years of additional writing experience to make it “more readable.” You can find an excellent account of the differences between the two editions in Broken In Two: Poul Anderson’s two versions of The Broken Sword.

I read the 1971 version about 20 years ago and recently read the 1954 original version. The original cuts closer to the flavor of the mythic sagas, complete with more ornate, more poetic language. Still, in 1985, I enjoyed the leaner prose of revision more than I would have enjoyed the original. I suspect that, like me, most modern readers will find the 1971 edition “more readable.”

The Broken Sword ranks with Guy Gavriel Kay’s Tigana as my two, favorite single-volume fantasy books.

A priest, a warlock, and a dwarf walk into a bar and…nothing happens

Some rare number of groups can stroll into a tavern populated with lovingly crafted and colorful characters, and then spontaneously mingle for a night of role playing. I personally have never seen this happen, but I know it’s possible, because these players constantly boast that they gamed for entire night without rolling a single die. (Sometimes I feel the same vibe of subtle snobbery that comes from the guy who never stops mentioning that he doesn’t even own a TV.)

In my experience, all players enter the inn and follow this procedure:

  1. While the dungeon master describes the lovingly crafted and colorful occupants of the inn, update your character sheet or sample the snacks.

  2. Enjoy a moment of vicarious wealth as your character, who carries thousands of gold in loose change, pays a gold piece for a 1cp cup of ale because keeping track of coppers is too much bother.

  3. If you play a dwarf, act out your character’s exaggerated appetite for ale. (To players of dwarves, ale provides as much material as airline food and 7-Eleven provides to stand-up comics.)

  4. Look for the mysterious hooded figure beckoning from a corner.

  5. If no figure beckons, wait for the bar fight.

  6. If no bar fight erupts, look in puzzlement at the dungeon master while you wait for the adventure to begin. “Innkeeper, have we entered the wrong establishment? I was told there would be adventure here.”

In Dungeons & Dragons, as in fiction, the really interesting action happens when the characters have both an objective and an obstacle that stands in their way. The bar scene fizzles because the players lack both of these essential ingredients.

In the early days, the objective (treasure) was as simple as the obstacles (dungeons and dragons). Now we enjoy more variety, buy we still need the core ingredients of objectives and obstacles to keep the game moving and fun.

By objectives, I’m not thinking of the players’ long term goals for things like ending the Prince of Murder’s reign of blood or restoring your family’s honor. If your players boast great role-playing chops, then each character may hold a different long-term goal. I’m interested in the sort of immediate objectives the players can accomplish in the next encounter. Convince the fearful witness to name the assassin. Pass the troll that bars your way. Save the orphans from the creatures in the cellar.

The lack of one of these essential ingredients explains some of the game’s less-interesting stretches:

  • After the outcome of a battle becomes obvious and the monsters cease to be a threatening obstacle.

  • Any scene where the players’ patron fills them in on backstory or congratulates them on their success.

  • When characters walk into a bar populated with lovingly crafted and colorful NPCs, but when the characters lack any objective that they can reach during their visit. (The goal of indulging your dwarf’s appetite for ale does not count, because no obstacle stands in her way—unless she is broke; that could be interesting.)

You can pace your game by looking at the players’ objectives and the obstacles they face. If no obstacles challenge the party, then consider summarizing events until something new blocks the players’ progress.

If the players lack objectives, then unveil some new development that suggests their next step. Characters should start each scene with an objective that can be achieved in the scene, and they should end with a new objective or, better still, a choice of objectives. A steady supply of objectives keeps the game moving forward and the players eager for more. A choice of objectives prevents the players from feeling railroaded.

Group scenes and mass confusion

In Dungeons & Dragons, the dungeon master assumes the role of every non-player character. As a DM, when I must portray two NPCs at once, I often see the players grow confused about who is talking. Certainly if I were better at voices—and better at sticking to a voice—the confusion would lessen.

Short of voice acting class, I avoid the problem by contriving to have the players interact with one non-player character at a time.

Undead Fred cookie cuttersIn your favorite TV comedy, have you ever noticed how cast members with nothing to do leave the scene? Partly, this happens because actors hate standing in a scene with nothing to do, but moving extraneous characters offstage also focuses attention on the important ones. As a DM, you have a tougher job than a TV writer, because when you speak in character, the players may not always recognize your character. Find an excuse to trot out your NPCs one at a time, play their part, and then have them excuse themselves to go to the loo or to take cookies from the oven. (Many dark necromancers enjoy baking to unwind.) If you need characters to argue two points of view, let one convince the players, and then leave. Then have a second NPC meet to present an opposing point of view.

Now suppose you’re Mel Blanc and Jim Dale rolled into one awesome dungeon master. Great! Can I play at your table? Nonetheless, you still shouldn’t have more than one NPC onstage at once, you showoff.

As a dungeon master, you must work to offer each player as much time to play and interact as possible. That means that even if you can portray every member of the king’s council as they argue strategy, you should resist the temptation. Give the players a bigger role in the discussion by limiting yourself to a single NPC. If the players wanted to see a one-man show, they would have gone to the theater.

As you deploy your cast of characters, weigh the advantages of forcing the party to split up to meet NPCs separately. In “The Dungeon Master’s Guide 2 remakes the skill challenge,” I suggested splitting the party to force everyone to contribute to an interactive skill challenge. But even without a skill challenge, dividing the party always serves as a great way to encourage less-vocal party members to take the spotlight. In the dungeon, never split the party, but in the castle or guild hall, send them their separate ways.