Monthly Archives: August 2017

D&D Adds Psionics: What Could Possibly Go Wrong?

While editing the third Dungeons & Dragons supplement, Eldrich Wizardry, Tim Kask developed D&D’s first rules for psionics. He loved psionic combat and threw his enthusiasm into the task.

His rules answered D&D’s biggest critics. First, they stood separate from unrealistic notions of class and level. Second, they adopted a point system similar to the spell points touted by critics of Vancian casting.

Kask balanced and tested psionics to perfection. But when Eldrich Wizardry and its new psionics rules reached fans, some liked the topic, but few liked the rules.

Few players cared to learn the intricacies of psionic combat with all its tables and charts. Some players liked adding the extra powers onto their characters, but hardly any DMs allowed psionic characters in their game. The new rules mostly ignored D&D’s system of class and levels. They unbalanced play.

Tim Kask balanced psionics for a setting where intellect devourers, brain moles, cerebral parasites and other creatures sensed psionic users and sought them as prey. He loved psionics and imagined a game-world that fostered mental duels against psychic creatures.

In practice, nobody played D&D Tim’s way.

Psionics suffered from more than imbalance. Psionics grafted an complicated new game onto D&D. Virtually nothing in the new rules resembled rules already in D&D. By creating rules that answered D&D’s critics, Kask created rules that failed to match the rest of the game.

Role-playing games without character classes and with spell points can work brilliantly in a game like Runequest (1978), but the incompatible rules fared badly in D&D.

Perhaps the failure of psionics taught Gary Gygax some things.

In the July 1978 issue of The Dragon, Gygax would defend D&D’s character classes from critics. “If characters are not kept distinct, they will soon merge into one super-character. Not only would this destroy the variety of the game, but it would also kill the game, for the super-character would soon have nothing left to challenge him or her, and the players would grow bored and move on to something which was fun.”

Gygax also defended Vancian casting against point-based systems. “Spell points add nothing to D&D except more complication, more record keeping, more wasted time, and a precept which is totally foreign to the rest of the game.”

Now, game designer see value in keeping game rules concise and applying a simple rules broadly. Fifth-edition designer Mike Mearls wrote, “You’re more likely to introduce elegance to a game by removing something than by adding it.” But in 1975, folks were still figuring out RPG design. So designers like Kask felt free to graft a psionics game onto D&D. Whenever Kask talks psionics now, he explains that he would design them differently.

Even as Eldrich Wizardry went to press, I suspect Gygax understood some points he would argue later. So why did Gygax open D&D to a psionics system that ignored classes and that used points? Because during the development of Eldrich Wizardry, Gygax still held to his a long habit of collaboration. If a collaborator like Tim Kask felt passion for some addition to the game, Gygax opened the way. Many of these “official” rules never entered Gary’s Greyhawk game. Still, he welcomed other dungeon masters to pick and choose, to shape their own games. (Over time, Gygax would become more protective of D&D’s rules. For much more on his evolving attitudes, see Basic and Advanced—Dungeon & Dragons goes two directions.)

Psionics became unpopular because it added 70s parapsychology and an entirely different sub-game onto D&D. The concept only lasted because the notion of psychic powers resonated with players.

In the years to come, designers found ways to make psionics at home in D&D. They would integrate psychic powers into settings like Dark Sun, and they would express psionics using D&D’s core rules. For example, when David “Zeb” Cook updated psionics for 2nd edition, he created a mental version of THAC0. Potential psionic rules for 5th edition use character classes and even revive the name of Steve Marsh’s Mystic class.

Gary Gygax experimented with psionic characters to offer players a defense against the terrible power of mind flayers. Eventually, his original justification for psionics moved from the real world into the game world. In 4th edition lore, psionics manifested in the prime material plane to help its inhabitants battle intruders from the Far Realm—intruders like mind flayers.

How Psionics Accommodated D&D’s Critics

In 1966, Gary Gygax fielded a personal ad in the General seeking gaming opponents. He included the line, “Will cooperate on game design.” In the years to follow, Gygax proved a zealous collaborator. Aside from teaming with other designers, he wrote a flood of articles proposing variants and additions to existing games. In the early years of Dungeons & Dragons, Gygax brought the same spirit to D&D. He published rules and ideas from the gamers in his circle, and figured that players could use what suited their game. In the Blackmoor supplement, Gygax wrote, “All of it is, of course, optional, for the premise of the whole game system is flexibility and personalization within the broad framework of the rules.”

D&D owes its psionics rules to this spirit.

Just after D&D’s publication, future-TSR-designer Steve Marsh started corresponding with Gygax. Marsh sent many of the aquatic monsters that would appear in the Blackmoor supplement. Also, he proposed a Mystic character class based on the mental powers attributed to Indian mystics. Always the collaborator, Gygax saved the class for later attention.

Gary credited this cover with inspiring the mind flayer

D&D’s psionics started with the mind flayer, which first saw print in Strategic Review #1 in spring of 1975. The creature’s mind blast sent a “wave of PSI force” that could easily incapacitate a party. The monster terrified players. TSR employee Tim Kask recalls, “monsters with psionic powers like Mind Flayers were too horrible even in a fantasy game as they wielded an unstoppable weapon.”

The mind flayer’s power inspired Gygax to draft a countermeasure. “I should have left well enough alone; but no!” Gygax experimented with mental powers for D&D. He created a Divine class that boasted psionic attacks and defenses, and then sent the class to players in his circle.

“I soon hated the whole business, but Len Lakofka and his group in Chicago loved the concept,” Gygax wrote, “and Tim was enthused about the addition as well.”

“Yes, I probably lobbied for their inclusion in AD&D,” Kask recalled. “No, Gary did not love them as I did. But he was wise enough to know that for D&D to continue the phenomenal growth, we had to offer stuff that others might like even if one or more of us didn’t.”

The classes from Gygax and Marsh both reached a big bowl where Gygax collected ideas for D&D. When Tim Kask earned the job of editing D&D’s next supplement, Eldrich Wizardry, he took the bowl.

Gygax’s Divine class (and author Sterling Lanier) provided the notion of psionic attack and defense modes. Marsh’s Mystic class inspired the psionic abilities. Marsh also took the blame for denying elves psi powers. “I was 5’2” at the time and built like a wrestler, because I was a wrestler, and had more sympathy with dwarves than elves.”

Kask brought an enthusiasm. He wanted psionics to inject a new vigor in the game. In Eldrich Wizardry, he explained the goal. “The introduction of psionic combat is bound to enliven games grown stagnant. It opens up untold possibilities for both players and the DM, and in so doing recognizes one of the favorite topics of science fiction and fantasy writers: the unknown powers of the mind.”

When Tim Kask devised the psionics rules, he made two decisions that seemed to answer D&D’s biggest critics.

Critics disparaged D&D’s class system as unrealistic and confining. Rather than limit psionic abilities to a class, Kask separated psionics from D&D’s classes. Anyone could be psionic (except for elves). Steve Marsh recalls, “I wanted a character class, but [Tim Kask] decided that the abilities belonged available to everyone.”

To D&D’s critics, the process of memorizing and forgetting spells seemed unrealistic. They argued for a spell point system. Rather than patterning psionics after D&D’s spell casting system, Kask adopted a point system.

Separating psionics from D&D’s system of class and level threatened to create overpowered characters. Kask saw this potential and worked to inject balance. Characters who added psionics paid a price. Fighters gave up strength and potential followers, magic users lost spells, and so on.

None of these drawbacks fully offset power of psionics, so Kask added a second disadvantage. Intellect devourers, brain moles, cerebral parasites and other creatures sensed psionic users and sought them as prey. When dungeon masters single out psionic characters as targets for attack, the game becomes balanced.

The mental combat system added another new element to D&D. “I LOVED psionic combat and had great fun devising it with all of its tables and charts,” Kask recalls.

“I hammered and twisted those psionic rules forever, and inflicted play-testing on the gang until they got sick of them.”

So Tim Kask created psionic rules that answered D&D’s biggest critics, rules that he tested to perfection. What could possibly go wrong?

Next: Psionics: What could possibly go wrong?

RelatedGary Gygax Loved Science Fantasy, So Why Did He Want Psionics Out of D&D?

Gary Gygax Loved Science Fantasy, So Why Did He Want Psionics Out of D&D?

In the fall of 1985, just as Gary Gygax left TSR, Dragon magazine issue 103 revealed his suddenly obsolete plans for second-edition Advanced Dungeons & Dragons. Not all his plans featured additions and enhancements. He aimed to remove two parts of the game. Both items on Gygax’s hit list appeared in original D&D. Both struck Gygax as poor fits with D&D’s medieval fantasy.

Gygax’s first target, the monk, rode in on the same craze for kung-fu action that fostered a TV show, comic books, and the 20th-highest-selling single of all time. Gygax wanted monks moved to an oriental-themed add-on.

As for the second target, psionics, Gygax wanted to “remove the concept from a medieval fantasy role-playing game system and put it into a game where it belongs—something modern or futuristic.” But Gygax freely mixed elements of science fiction with medieval fantasy. He wrote Expedition to the Barrier Peaks, the adventure with a ray gun on the cover.

In the years before D&D, many popular fantasy series started with medieval worlds and added psionics to include something that worked like magic. Gygax included Andre Norton on his Appendix N list of inspirational authors. Her most popular series, Witch World, mixed psionics and magic. The Deryni series by Katherine Kurtz started in 1970 and centered on a race of humans with magical and psychic abilities. Marion Zimmer Bradley started her Darkover series 1958 and wrote it for decades. Set on a lost colony planet, Darkover mixes medieval technology and psi powers that work like magic.

In the 70s more than today, people saw psychic potential as a frontier of science that merited serious investigation. By using psionics to create a sort of magic, science fiction authors reframed their worlds from an impossible fancy to places that could exist someday, somewhere. Many science fiction fans enjoyed the step toward reality.

D&D’s notion of psionic attack and defense modes comes from another book featured in Appendix N, Hiero’s Journey by Sterling Lanier.

Gygax enjoyed a dash of sci-fi in his fantasy, but the flavor of psionics in D&D lacks the feel Appendix N. The flavor shares more with the 70s popular culture and pop psychology that brought psychic aura readings and biorhythms. The concepts may come from appendix N, but names like “Ego Whip” and “Id Insinuation” draw terms from psychology.

D&D’s psionic rules injected modern science into a fantasy world. The rules come rife with scientific terms: “Mass Domination,” “Probability Travel,” “Energy Control,” and so on. Why would someone in a D&D world call a psionic power “Molecular Rearrangement” rather than Shapechange? How would they know about molecules? When I first read the psionics rules, names like “Intellect Fortress” and even “Id Insinuation” inspired me, but too much of the jargon failed in a D&D setting.

Aside from a flavor that evoked 70s parapsychology and pop psychology, D&D’s psionics suffered a second problem: The actual rules owed more to the critics of D&D than to the original game.

Next: How psionics accommodated D&D’s critics

Do You Know that Good DM People Talk About? I Hate that Guy

Do you know that good DM everyone always talks about? I hate that guy. Actually, the guy could be a gal. We’ve never met. I just imagine a guy so I can picture myself punching him. Does that make me a bad person?

I’m sure plenty of good dungeon masters read this blog. I love you folks. I hope I play at your table.

The DM I hate is some guy people keep talking about. Shut up about a good DM.

Apparently, we DMs have to put up with grief because a good DM can fix it.

If an adventure suffers from poor organization, lapses in logic, dull encounters, weak hooks, or any other faults, a good DM can fix it. Any of us who struggle with it obviously don’t measure up to a good DM.

That good DM must think he’s so great.

When it comes to role-playing games, a good DM is willing to forgive any lapse and eager to fix any fault. No amount of extra effort is too much for the guy.

Has a rule ever caused trouble in your game? A good DM just patches problems with house rules. His players never mind stumbling across extra rules locked in a good DM’s head. A good DM apparently never runs a table for strangers in organized play.

To a good DM, broken character features don’t exist. If anything consistently lets one character outshine the others, a good DM just designs encounters to single out and thwart the overpowered character. A good player doesn’t mind.

I suspect a lot of companies print adventures with a good DM in mind. They know that he reads a 256-page adventure like a novel and masters every word. A good DM hates white space and headings. Cram more text on the page! A good DM doesn’t need an index.

When a good DM uses a published adventure, he prefers sandboxes that lack hooks that draw characters through a narrative. Such hooks might lead players to think that, say, questing for the sun sword stands as a more valid choice than opening an inn in Barovia. That’s too close to railroading!

I think good improvisation skills help a DM, but a good DM improvises as much as possible. Game prep only tempts bad DMs to limit their players’ options. To a good DM, my game preparation must seem unsavory.

A good DM hates boxed text. How dare a writer put words in his mouth? For some reason, a good DM can fix anything but boxed text.

So you can see why a good DM gets my goat. Any time I have trouble in my game, someone tells me why a good DM never suffers the same problems. Any time I claim that a role-playing product could be better, someone always tells me that good DM would just fix it. I can’t measure up.

I wonder if auto mechanics enjoy driving unreliable cars because they know a good mechanic can replace the parts that fall off.

What Could be Better than Wandering Monsters?

In a D&D game without time pressure, all the risk and adventure disappear. Players gain time for painstaking caution. After every 5-minute adventuring day, characters can recuperate. As locked doors fall to axes and walls fall to picks, dungeon obstacles disappear.

Every adventure needs a source of time pressure. In the original D&D game, time pressure came from the threat of wandering monsters. But wandering monsters suffer drawbacks. The threat of wandering monsters speeds the game, but a random fight against 1d4 basilisks just stalls the narrative. See Time Pressure, Wandering Monsters, and D&D’s Social Contract.

As D&D matured, characters found bigger goals than “loot the dungeon.” Dungeon masters gained another source of time pressure: A race against time or against enemies. Escape the Hidden Shrine before poison gas chokes you. Retrieve the Rod of Seven Parts before rivals. Chase a crazed Derro through tunnels. Slay a giant lord before reinforcements arrive.

In the best adventures, whenever players consider whether they can rest, they must weigh the cost of stopping. But when a goal takes days or weeks to achieve, little of that urgency drives the characters in the dungeon. When characters face months campaigning against evil, a little extra time in the dungeon hardly matters.

How can a dungeon master make dungeon adventures feel tense and active? In this post, I share 4 classic techniques. Then I tell a secret: the lazy way to make stopping in a dungeon feel like a risk.

Make random encounters better

Not every dungeon brings the urgency of poison gas or a midnight summoning. Sometimes players just need to feel that every moment they delay brings a risk of attack.

For random encounters to shape behavior, the players need to understand the danger of standing still. In You Roll for Random Encounters Wrong (And So Do I), I recommend explaining the risk of random encounters, and then making the rolls in plain sight. If you track time, keep the tally in view too. Check off the hours, 10 minutes at a time, on the squares of your battle mat. Seeing the time advance will inspire players to keep a steady advance.

Wandering monsters in G1 Steading of the Hill Giant Chief

Gary Gygax’s first adventure in print, Steading of the Hill Giant Chief (1978) hints at some other ways to improve wandering monsters.

  • Reduce the frequency. In original D&D, monsters had a 1 in 6 chance of appearing every 10 minutes, but Gary’s published adventured kept lowering the frequency. The fifth-edition Dungeon Master’s Guide suggests rolling every hour and starting an encounter on a d20 roll of 18 or higher.
  • Make the monsters fit the location. Bigger dungeons tend to feature areas ruled by factions and areas that fit a theme. Random encounters should fit the neighborhood.
  • Give monsters a reason to wander. Gary said that good modules should have a reason for everything. When monsters have a purpose, you can imagine how they react, what they carry, and other things that make them more interesting than 4d4 orcs. Most importantly, the dungeon stops feeling random and starts feeling like a place where things happen even when no adventurers see.

Prepare random encounters in advance

Random encounters work better when you prepare them in advance because you gain time to embellish them. At the table, roll to see whether an encounter occurs, but then use a prepared encounter.

When you run a published adventure with encounter tables, you can roll in advance or just pick your favorite to prepare. Then decide why the monsters wander and think what they carry and how they will act. See Create better encounters by considering what your monsters want. Consider taking treasure, a clue, or a story element from another part of the dungeon and assigning it to the wanderer.

If you create your own adventure, skip random encounter tables. Prepare one wandering encounter per area. If your hourly roll prompts a random encounter, use the one you prepared.

Real time pressure

In 1975, GaryGygax brought Tomb of Horrors to the Origins convention to serve as a tournament adventure. Teams of 15 players (!) competed to thwart Acererak’s deathtrap. Despite the tomb’s lack of wandering monsters, a 4-hour time slot turned the adventure into a race against time. Since then, real time limits provide the most exciting source of time pressure. Players need to do more than press ahead; they must play quickly. Real time pressure makes the D&D Open so thrilling. Real time limits fuel the best multi-table Epic adventures. I love these games, but they feature players racing for high scores or for glory against other tables. Can a real time limit work when a table plays alone? Today’s players would expect their DM to adjust an adventure to fit the time. I doubt one table could match the urgency of a competition.

Beyond wandering monsters

DMs tend to run dungeons as static places where nothing happens until the characters reach a keyed location. I’m as guilty as anyone. The players deserve most of our attention, leaving little thought for the monsters lurking in other rooms.

Despite our tendencies, dungeons play best when players feel at risk even when they stand still. Not every dungeon relies on wandering monsters to create this feeling.

Organized resistance

Some dungeons feature organized resistance. When adventurers arrive, factions of monsters can sound an alert and organize a defense. Parties that stand still come under siege.

While exciting, such dungeons challenge DMs. To manage the resistance, we must remember the monsters in a faction, their locations, and figure their responses to the players. I run these adventures by marking the monsters and locations on the dungeon map. Without such a reference, my evil pets wouldn’t stand a chance.

Scheduled movements

Map showing my notes for an organized resistance to a party entering from 1

In dungeons like the Sacred Stone Monastery in Princes of the Apocalypse, the monks eat meals, perform training, and so on according to a daily schedule described in the key. In theory, a DM should somehow account for the time of day and the denizens’ movements. (All creatures in dungeons are denizens. Only Gary knew why.) I admire the ambition of such dungeons, but never bother paying much attention to the schedule. In practice, the monks could gather in the shrine at dusk, or they could just happen to be in the shrine when characters arrive. No player will notice the difference.

The lazy way to pressure dungeon explorers

Let me share a secret: Even if your dungeon lacks organized resistance, and you skip wandering monsters, and you never track scheduled movements, you can still make stopping feel perilous.

To make players feel at risk even when they stop, attack them sometimes when they stop.

Players grow accustomed to dungeons where nothing happens until characters enter a new location. An occasional attack that breaks this pattern makes players realize the dungeon isn’t a safe place to linger. Plus the dungeon and it’s denizens will seem active—a place where things happen beyond the characters’ current location. These sorts of encounters contribute to immersion.

When you devise a dungeon, plan an unkeyed encounter or two that fits the theme.

Sometime as the characters stop to search, investigate, or collect treasure, start the encounter. Have monsters enter from a direction that fits the logic of the place. Perhaps the monsters sneak in for a surprise attack. Perhaps the monsters stumble on the characters.

I find the notion of monsters busting in on the heroes for a change appealing. With the characters scattered around the room, such reversals create unusual, and fun, tactical situations.

In published adventures, you can create similar encounters by just pulling the monsters from a location until after the characters arrive. Pick a room with monsters and some interesting features that might occupy the players’ time. Then assume the monsters have temporarily left the room. As the characters interact with the fountain or the bookcase, the monsters return.

Suddenly nothing in the dungeon feels safe. That’s how I like my underground deathtraps.