Tag Archives: Shannon Appelcline

In 1981 a Troll Named Grimtooth Set a Path for Today’s D&D Books

Grimtooth’s TrapsStarting in 1981, Flying Buffalo Games published a series of Grimtooth’s Traps books. They featured diagrams of traps that showed heroes on the verge of being folded, spindled, and mutilated. For instance, one sample shows a covered pit trap where the swinging cover severs a rope that drops a stone slab into the pit.

Dungeon Master: “As you advance down the tunnel, a trap door opens at your feet, dropping your rogue, Jasper the 8th, into a pit.”

Player: “Ha! Ring of feather fall!”

DM: “Ha! A two-ton stone slab drops on you, pushing you down the pit and crushing you to jelly! Do you have another character?”

Player: “Sigh. Say hello to Jasper the 9th.”

All the traps were ingenious, but very few could work in play.

Swing across chasmIn another example, a rope seems to offer an easy way to swing across a chasm, but at the end of the swing, the rope unspools several feet, flinging the victim into the wall, which is rigged to fire a volley of crossbow bolts into the victim’s body, before he drops into the underground river below, which I assume is full of sharks.

What paranoid adventurer would dare use a rope suspiciously ready for swinging across a chasm? And all adventurers in the world of Grimtooth will grow paranoid in a hurry. In practice, this trap gets bypassed without a second thought.

In most cases, even players who survive the traps will never notice the inventive mechanisms that make them function and that make them interesting. The traps could work in a sort of Toon/Dungeons & Dragons collision, where Wile-E-Coyote-like characters blunder into outrageous traps, only to reappear, without explanation, for the next scene.

Despite the traps’ minimal play value, Grimtooth’s Traps became a hit, leading to Traps Too, Traps Four, and Traps Ate. What made collections of useless traps top sellers?

“The traps were sometimes deadly and sometimes silly. They were often Rube Goldberg-esque, and not the sort of thing you could really use in an adventure,” Shannon Appelcline writes in Designers & Dragons. “However they were beautifully diagrammed and often very funny. The book was a joy to read.”

Much of the humor came from the books’ credited author, a troll named Grimtooth who relished inflicting inventive deaths on hapless dungeon delvers. “I feel that you’ll find this the most entertaining collection of traps you’ve ever laid eyes on. Besides, if you don’t like my book, I’ll rip your lungs out.” (Apparently, Grimtooth enjoyed Warren Zevon.) By flaunting the worst impulses of killer DMs, Grimtooth satirized a type familiar to roleplaying gamers in 1981.

Grimtooth first appeared on the cover of the fifth edition of Tunnels & Trolls. Then, in Sorcerer’s Apprentice magazine, editor Liz Danforth drew the troll as an icon for her “Trolltalk” column. Grimtooth gained his name in a reader contest.

While plotting humiliating ways to kill adventurers, Grimtooth offered some good advice. “A few of you numbskulls out there still haven’t caught on what it means to be a Game Master. A GM doesn’t slavishly follow anything—books, manuals, or edict from On High.” So when readers missed the joke and griped that the traps proved too deadly, Grimtooth invited tinkering. “Some of you have twisted ideas about how to administrate a dungeon, newfangled ideas about delvers escaping with their lives and stuff like that. Don’t ask me to to make my traps less deadly…change them yourselves.”

By the fourth volume, Grimtooth’s Traps Ate, the editors had abandoned any pretense that these traps might see play. Now the traps include dungeon basketball courts with mechanical arms that slam dunked characters, and deadly Christmas-themed rooms that killed adventurers pictured in Santa suits. (Why is volume 4 Traps Ate? The numbers 3, 5, 6, and 7 lack homonyms, so they were skipped.)

Grimtooth set the pattern for new Dungeons & Dragons books like Xanathar’s Guide to Everything. A D&D player can buy a Player’s Handbook and never need another book. Only DMs weary of the foes in the Monster Manual need another collection of monsters. But Wizards of the Coast aims to sell every D&D book to every D&D fan, so they lure buyers to books like Mordenkainen’s Tome of Foes by making the text entertaining. Part of the fun comes from humorous notes left by Xanathar and Mordenkainen, characters who owe much to Grimtooth.

As for the troll, his wicked engineering remains amusing. In Grimtooth’s Traps, The Addams Family meets Rube Goldberg.

How Much Would Gary Gygax’s Second-Edition D&D Have Differed From the Version That Reached Gamers?

In 1985, Dungeons & Dragons co-creator Gary Gygax shared his plans for a new, second edition in Dragon magazine. Even as his column reached print, Gary was forced out of TSR, ending his work on D&D.

This left D&D fans to speculate how Gary’s second edition would have differed from version that actually reached stores in 1989.

For the second edition of Advanced Dungeons & Dragons, designer David “Zeb” Cook wrote an introduction that sets his goals for the revision. “To make it easier to find things, to make the rules easier to understand, to fix the things that did not work, to add the best new ideas from the expansions and other sources, and, most important of all, to make sure the game was still the one you knew and enjoyed.”

To preserve the D&D games knew, TSR management mandated that Zeb and the other second-edition designers keep AD&D largely compatible with its first edition. That requirement blocked innovations like ascending armor class.

Like Zeb, Gary planned to keep the D&D players knew. Gary later explained, “The soul and spirit of the revised game would have remained the same. The change might have been likened to that from D&D to AD&D.” Gary planned some subclasses and other additions, but nothing that changed the game as played.

As for making things easy to understand and to find, Gary lacked the skills to meet those goals.

Gary had already tried and failed give AD&D a sensible organization. He and  started the first edition by tacking clippings from the original rules to bulletin boards in a logical order. Despite their intentions, the Dungeon Master’s Guide reads like an open window let a breeze clear the boards. Apparently, a janitor reposted the scraps. Gary’s strength came not from organization, but from an ability to heap fantastic ideas like a dragon’s hoard.

As for Gary’s writing, fans lovingly call his ornate prose and difficult lexicon High Gygaxian. I learned enough of his vocabulary to boost my SAT score. His style brings some charm, but hardly clarity. Once around 1980, as an exercise, I took a pencil to a page in my Dungeon Master’s Guide, striking unnecessary words. I thinned a quarter of the text. This insane exercise began my slide into blogging about D&D.

Could Gary have realized that a second edition needed skills that he lacked? Perhaps not, but I suspect that if Gary had remained a TSR, a time shortage would have pressed him to seek assistance. Half of the class ideas he floated in 1982 had languished for years. Sure, Gary had made time to compile his old magazine articles into Unearthed Arcana, but only when TSR’s survival required immediate cash. D&D historian Shannon Appelcline explained that Gary “wasn’t up to producing book-length RPG work of his own, due to the time required in running the ailing company. Thus, Unearthed Arcana was actually the product of diverse hands, including collaborator Frank Mentzer, design consultant Jeff Grubb, and editor Kim Mohan.”

If Gary had delegated writing of second edition, who would have drawn the assignment? Not Zeb Cook. Gary favored the notes his friend Francois Marcela-Froideval wrote for Oriental Adventures over the book Zeb Cook actually wrote, so Zeb was out. Likely, if Gary had remained at TSR, his trusted lieutenant Frank Mentzer would have written the new books under Gary’s supervision. In his work on Basic D&D, Frank demonstrated the ability to write clearly and to organize rules.

Update: In Game Wizards: The Epic Battle for Dungeons & Dragons, author Jon Peterson reveals that Frank Mentzer would have written Gary‘s version of second edition. “Gygax had long been grooming Frank Mentzer to take over a revision of Advanced Dungeons & Dragons: in a memo, Gygax invited Mentzer to notify him when he was ready ‘to begin this immense project,’ promising, ‘I will then schedule the creative meetings and direct the outlining of the changes to be made, time schedule, and personnel to be used.’”

In his introduction, Zeb avoids mentioning another goal: To sooth the worries of concerned parents who fear that the game will lead their children to the devil or to lose touch with reality. Among other changes, this led the designers to rename demons and devils to baatezu and tanar’ri. Gary would have made similar changes. In what Gary called a bow “to pressure from those who don’t buy our products anyway,” Gary let TSR retitle Deities and Demigods to Legends and Lore. He didn’t “particularly approve”, but he still bowed.

Under Gary, second-edition might not have been hugely different from the version gamers saw. Still, it would have been more idiosyncratic. Gary’s update would have introduced eccentricities like the mountebank, the class that inspires every gamer to say, “What’s a mountebank?” (A boastful charlatan.)

After second edition, D&D benefited from the skill of new designers. The game’s subsequent design teams brought innovations that Gary probably would have spurned. Leaving TSR forced Gary to design role playing games that defied comparison to D&D. (TSR sued him anyway.) But if Gary continued on D&D, I doubt Gary would have murdered his darlings and adopted inventions from other games. D&D’s new designers did both, and the modern game benefited. Plus, new teams brought skills for rigorous and mathematical design that Gary could not match. Gary’s strength came from ability to heap fantastic ideas like a dragon’s hoard. The order and elegance D&D needed came from other sources.

Related: From the brown books to next, D&D tries for elegance

Next: The game-design trends that turned D&D into a game Gary Gygax disliked

5 role-playing products that shaped how I play Dungeons & Dragons 1978-2000

Tomb of Horrors (1978)

In the early days, I enjoyed plenty of time to create my own adventures, so I had little interest in playing the published ones. But I still drew inspiration from them. Nothing inspired like Tomb of Horrors.

tomb-of-horrors-1e-coverBefore the tomb, dungeons tended to lack personality. Dungeon masters followed the examples in the rule books, serving players bland tunnels, square rooms, and monsters waiting to be killed.

The tomb overflowed with the personality of its fictional creator and its real-world author. Gary Gygax admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The tomb brought a menace unmatched by other dungeons. Its legend still draws players, despite its reputation for dead characters and tedious play.

The best part of the adventure might be the keyed illustrations that revealed its locations. The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so we encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See “Picturing the dungeon – keyed illustrations.”

For more, see “Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.”

Queen of the Demonweb Pits (1980)

You can fault some details in Queen of the Demonweb Pits, but not its big ideas. This adventure took the scope of Dungeons & Dragons and blew it wide open.

Q1 Queen of the Demonweb Pits CoverStart with the Demonweb, a web of pathways floating through impenetrable fog. The material of the path moves slightly. “Close examination will reveal faces, twisted and tortured, pressed against some invisible barrier, silently mouthing screams and howls.” These are the lost souls of the Abyss. Along the path, unsupported doors open into extradimensional spaces. At first, these doors lead to Lolth’s creatures. On the last level of the web, the doors open on alternate material planes that she targets for attack or other schemes. In unlocking these planes, the adventure made the world of Greyhawk and its kin seem like specks floating an a sea of creation.

Once players leave the web, they find Lolth’s stronghold, a colossal, steam-powered spider that walks across an alien desert. Many players disliked the spider-ship for its collision of fantasy and steampunk, but I loved it. A diet of Michael Moorcock books and Arduin had already shattered my reservations about mixing such elements. The spider-ship seemed like a fitting creation for a goddess whose power spanned a multiverse. The ship’s inscrutable purpose and destination suited her chaos.

Lolth’s spider-ship, the  Demonweb, and its portals suggested a D&D game with a scope that felt breathtaking.

For more, see How Queen of the Demonweb Pits opened Dungeons & Dragons to the multiverse

Escape from Astigars Lair (1980)

In 1980, Judges Guild published Escape from Astigar’s Lair, a slim module that sold for just $2. The adventure so charmed me that after I ran it, I created a similar challenge of my own to unleash on players.

Escape From Astigar's LairThe action starts when the wizard Egad dons a cursed helm and becomes possessed by the evil spirit of the mighty Astigar. Players take the roles of the druid Danier and the ranger Therain, who begin shackled to a wall in Astigar’s dungeon complex. The escape encourages shrewd problem solving. How can you cross a chamber swarming with flying lizards as voracious as piranha? How can you force Egad to remove the cursed helm? The obstacles in the lair inspired challenges that I would add to my own game.

I loved how Escape from Astigar’s Lair showed that combining oddball powers with ingenuity could prove more fun than blasting away.

For more, see “Little-known D&D classics: Escape from Astigar’s Lair.”

Fez (1980-1985)

In 1981, my buddies and I, at our first Gen Con, stumbled into the Fez tournament and had a blast, more fun than we had in that year’s AD&D Open. For several years, even as our interests wandered from AD&D to other role-playing games, Fez remained the Gen Con event we most eagerly anticipated.FezI The Wizard’s Vale was originally printed as Fez I Valley of Trees

In this blog, I’ve shown how a reliance of skill checks tends to encourage players to focus on their character stats and to lose interest in the game world. When a skill check solves any problem in the game world, the details of the problem become unimportant.

When I played Fez, little seemed to demand a roll. Behind the dungeon master’s screen, Fez was a D&D game complete with AC and HP. From my perspective, Fez factored rules out of the game, making immersion the game world all important. Normally, I would not want to play battles without character stats, but in Fez, the objective seemed to be to avoid fights.

Fez featured a play style different from the typical D&D game, and it blew my impressionable mind.

For more, see “Little-known D&D classics: Fez.”

Dungeons & Dragons third edition (2000)

Game historian Shannon Appelcline calls D&D’s original design chaotic modeling, with inconsistent game systems handling different parts of the game world. So strength has a range of 3-17, and then 18/01 to 18/00, while other attributes range from 3-18. Thieves roll under a percentage to gain success, attackers try to roll high on a d20, and (in some versions) ability checks require a d20 roll under an ability score. “The fact that the game couldn’t even keep its core range straight (was it yards or feet?) says a lot.”

3E edition launch shirtIn Thirty Years of Adventure: A Celebration of Dungeons & Dragons, Steve Winter wrote, “By 1987, the science and/or art of roleplaying game design had progressed significantly since AD&D’s first appearance. Games such as Runequest, The Fantasy Trip, Chivalry & Sorcery, Paranoia, Pendragon, Warhammer Fantasy, Star Wars, Call of Cthulhu, and many others showed that there were innumerable ways to build a quality, innovative RPG.”

Second edition designers Steve Winter and David “Zeb” Cook did their best to sort out D&D’s “ugly little systems that didn’t integrate with each other,” but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.” So D&D held to chaotic modeling.

In 1997, Wizards of the Coast took over TSR and new head Peter Adkison set the direction for a new edition of D&D. In Thirty Years of Adventure, he wrote, “After twenty-five years D&D was due for a major overhaul, but that the changes to the game should make the games rules more consistent, more elegant, and support more possibilities for different styles of play.” Adkison gave lead-designer Jonathan Tweet and the rest of his team the freedom to bring 25 years of innovation into D&D. The centerpiece of the revamp came in the form of the d20 core mechanic that became the name of the game’s foundation.

Future_of_D+DIn addition to the chaotic rules, D&D’s characters suffered from limitations Gary had created either for game balance or just to make humans the dominant race. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.”

I shared Peter Adkison’s beefs. When Wizards of the Coast made their big announcement leading to the third edition, they produced a shirt giving a taste of the barriers that the new edition shattered. For me, this shirt showed how third edition would embrace 30 years of role-playing game design ideas, and how it swept away senseless limitations. After years often away from D&D, playing other games, third edition welcomed me back.

When megadungeons ruled Dungeons & Dragons

In the early 70s, as Gary Gygax developed Dungeons & Dragons, he played the game seven times a week. He wrote, “As I worked at home, I did not schedule play sessions, but when a gamer or two dropped in on a day, I made haste to finish immediate work and put on my DM’s hat. Evening games with the regulars were generally scheduled a few hours or a day or two ahead.” Weekend games included 10 to 20 players.

How did Gary referee his ongoing Greyhawk campaign for a cast of characters that changed completely from session to session? (Nowadays, dungeon masters like me stretch to keep one or two absent PCs from upsetting our game’s plot.) How did Gary create material for so many games? (I always scramble to prepare one game a week.) In 1974, as Gary focused on publishing D&D, he began sharing campaign duties with a second referee, Rob Kuntz. (I would never dare attempt collaborating on a campaign with a second dungeon master.)

The secret to all these feats lay in the design of the 12+ level megadungeon under Greyhawk Castle.

Level 1 of the dungeon under Castle Greyhawk

Level 1 of the dungeon under Greyhawk Castle

Like Gary, D&D co-designer Dave Arneson ran a campaign for a large and fluctuating pool of players. Dave managed with his own megadungeon below Blackmoor Castle.

Every game session mounted a new expedition into the dungeon, so the particular cast of characters never mattered. These megadungeons enabled a style of episodic play that made those original campaigns manageable. Al from Beyond the Black Gate described the advantage well. “The scale and scope of the Megadungeon makes it friendlier to episodic play than for the more common ‘clear the dungeon’ style of play. The Megadungeon is the perfect place for short, engaging adventures in a compelling environment (even if those sessions just happen to combine into one long campaign).”

Gary never needed to adjust a session’s difficulty to party size or experience, because players could chose a difficulty by choosing how deep to delve. The game awarded more gold and experience to players who dared the lower levels. See “Why D&D characters get tons of gold and nowhere to spend it.”

Today, we tout the value of sandbox play, where players can take the game in any direction they want without feeling corralled by some story in the DM’s head. DMs tend to expect sandbox play to require improvisation and in-game adjustments. For instance, the designers worked to make much of the Princes of the Apocalypse adventure play as a sandbox. When I talked to dungeon masters about running it, we always focused on the challenges of preventing the PCs from straying into certain death.

The megadungeon let Dave and Gary to act as referees rather than dungeon masters—that term would not see print until the game’s second supplement Blackmoor in 1975. They could run a game entirely from notes, wandering monster tables, and the whims of the dice. If megadungeon referees choose, their campaigns never needed improvisation or in-game meddling. This gives players more control over their characters’ fate—more player agency—than in typical modern games.

Gary kept preparation manageable. He wrote, “I usually made one-line notes for my dungeon encounters, from around 20 to 25 of same for a typical level done on four-lines-to-the inch graph paper—a few more on five-, six-, or seldom used 8-line graph paper. The other spaces were empty save for perhaps a few traps or transporter areas and the like.” He and Rob Kuntz kept notes. “When the encounter was eliminated I simply drew a line through it, and the place was empty for the foreseeable future. I’d give Rob the details of any session he was not at and vice versa, so we winged all of [the campaign management]. Sometimes a map change and encounter key note of something special in nature was made, but not often.”

On page 4 of the original, brown book, The Underworld & Wilderness Adventures, Gary made a megadungeon a requirement for play. “A good dungeon will have no less than a dozen levels down, with offshoot levels in addition, and new levels under construction so that players will never grow tired of it. There is no real limit to the number of levels, nor is there any restriction on their size (other than the size of graph paper available). ‘Greyhawk Castle,’ for example, has over a dozen levels in succession downwards, more than that number branching from these, and not less than two new levels under construction at any given time. These levels contain such things as a museum from another age, an underground lake, a series of caverns filled with giant fungi, a bowling alley for 20’ high Giants, an arena of evil, crypts, and so on.”

The Doomvault from Dead in Thay

The Doomvault from Dead in Thay

Although folks don’t play megadungeons much now, the places remain uniquely suited to episodic play with multiple parties exploring the same space. Scott Fitzgerald Gray ingeniously used those strengths when he wrote the adventure Dead in Thay for a D&D Encounters season. The Encounters program lets players drop in a game store for a night of D&D. Different players may come for any night of play, shuffling each table’s adventuring party.

At first, the program managed these fluctuations by requiring every table to play the same episode in the adventure. The format limited players’ choices to battle tactics.

In Dead in Thay, each table launches their own, unique foray into a megadungeon called the Doomvault. By creating the sort of dungeon that made the Greyhawk and Blackmoor campaigns work, the season rediscovered some of the format’s advantages: episodic play for whoever attends, the freedom of a sandbox where players can change the environment, and manageable cooperation between dungeon masters.

When Shannon Appelcline looked back on the adventure, he wrote, “For the most part, Dead in Thay is a classic, old-school dungeon crawl of the sort you could find back in the ‘70s. However, it presents a more mature, more active dungeon, where the rulers of the realm can react to the players’ actions…and where the players themselves could change an environment.”

Next: One surprising reason Dungeons & Dragons players stopped exploring megadungeons

In fifth-edition D&D, what is gold for? The game within a game

The baseline Dungeons & Dragons game offers player characters plenty of chances to gain treasure and few chances to spend it.

When Dave Arneson opened the dungeons beneath Castle Blackmoor, Chainmail miniature battles served as a game within his game of dungeon crawling (or technically vice versa). Player characters spent gold to raise armies, launch fleets, and build castles.

Since then, various rules for clashing armies have complimented D&D’s editions. For more, see Dungeoneering and the Art of War by Shannon Appelcline. Few D&D players care to trade their characters’ adventures for a miniature wargame, so none of these war games within D&D lasted. Without the miniature game, PCs could still buy strongholds, but their clubhouses entered play about as much as a fancy hat drawn in a character portrait. Some players happily feather their characters’ caps, but most players will not chase simple trophies.

Instead, players favor investments that factor into play. Magic items affect the game’s core of adventuring, so they make a popular way to spend. To create a campaign where players eagerly spend on more than magic, expand the campaign’s scope beyond dungeon crawling and dragon slaying. Follow Dave Arneson and add a game within the game.

If you want to create a war game within your campaign, fifth edition D&D offers a set of mass-combat rules. The spirits of Dave and Gary will smile down on you as you play D&D as they always intended.

However, unless your group features a rare bunch of grognards, you probably need a secondary game that better suits roleplayers.

In this post, I review some history of the game within the D&D campaign and show how the story leads to 5 lessons.

D&D expands beyond fighting men

When D&D grew, many new classes did not suit the original goal of building castles and commanding armies. Perhaps thieves could build a hideout, but druids could only plant a tree. The original, stronghold-building game unraveled.

Lesson 1: The game within a game must match the players’ characters and their goals.

You need not tailor a game for each character, although you can. As a dungeon master, when you start a campaign, you can establish a goal for it. For example, the PCs must fight to free their homeland or scheme to raise a princess to the throne against her rivals and their shadowy supporters. The players can decide how their characters come to share the campaign goal, but they all need a reason to join together and work toward that goal.

A game within the D&D campaign should let players advance their characters’ goals.

D&D Companion Rules

TSR1013_Dungeons_&_Dragons_-_Set_3_Companion_RulesThe best attempt at a game within a game came when Frank Mentzer wrote the D&D Companion Rules (1984), supporting play from levels 15 through 25. These rules included Dominion rules to drag the PCs’ strongholds into the game. The rules give players something to do with their domains, even if it’s mostly bookkeeping.

PCs start with a county, build a castle, and watch its population and economy grow. Players do the calculations. When I read the rules, I admired the design, but the activity seemed colorless. The dominion rules seem like tending an aquarium, with more paperwork.

Lesson 2: Losing must seem possible.

Now imagine that the PCs hold a dominion at the last bastion on a hostile border. Imagine the PCs defending their subjects with shrewd administration, diplomacy, and typical PC heroics. This dominion game becomes compelling. Once defeat seems possible, the dominion turns from a bookkeeping activity into a game.

D&D War Machine rules

The D&D Companion Rules also included a War Machine mass-combat system that let players resolve battles without building a basement sand table. “To use the system, all you need is a pencil and paper, plus some knowledge of simple arithmetic.”

Lesson 3: The game within a game typically must to be simple, because the players sat to play D&D .

Traditionally, adding mass combat to a D&D campaign meant adopting another game—almost another hobby. When Frank Mentzer and Douglas Niles created the War Machine mass combat system, they made a key insight: For their game within D&D to work, it needed to be simple enough not to distract from the usual D&D adventures. If anything, War Machine brings too much realism. Most D&D players would happily adopt something as simple as the Risk rules.

Lesson 4: Players must see how their choices will lead to outcomes.

The pursuit of a simple rules might tempt you to reduce the game within a game to DM fiat. Instead of inventing some simple rules, you just rule on an outcome. Don’t make this mistake. Relying on DM fiat will rob the players of their agency: their sense that they control their destiny in the game. Players will wonder if your ruling just follows whatever narrative you dreamed up at the start.

Instead, the players should understand understand the rules of the secondary game well enough to plot strategy. They should know how their bribes will affect diplomacy rolls, and how the mercenaries they hire will swing the battle.

Battle Interactives and Epics

Some of my favorite games within a D&D game only spanned a single session: the convention games known as Battle Interactives or Epics. These games gather hundreds of D&D players into a ballroom, where they cooperate to reach a common objective. While players at each table race to win battles, the event’s organizers create a game within the game to track progress toward winning—or losing—the war. For more, see “Living Forgotten Realms Battle Interactive.”

These events work best when the organizers use a projector to display progress: battles won and lost, territories claimed, and so on. The players may not know the rules of the game within the game, but they see how its outcome turns on their actions.

Lesson 5: Show players their progress toward success.

Good games within a game tend to focus on a game board. This board might show provinces freed from the dread emperor’s rule, or it could just list electors and show their willingness to support the princess’s claim to the throne.

Advantage

In the typical D&D game, PCs wander the game world, looking for troublemakers to kill while increasing their battle prowess.

The game within a game helps transform your game world from a backdrop to something vibrant. It can transform PCs from drifters into people with a home. PCs can use their wealth to extend influence and change the world—and not just by murdering the troublemakers.

Disadvantage

Even the simplest game within a game demands a lot of work. Some players just want to slay monsters.

Next: In fifth-edition D&D, what is gold for? The cash-poor, big-score campaign

From the brown books to next, D&D tries for elegance

An elegant role-playing game gains maximum play value out of a concise set of simple rules.

Elegant rules…

  • apply broadly so fewer rules can cover whatever happens in the game.
  • play quickly with minimal math and little need to reference or memorize.
  • can be easily explained and understood.
  • produce outcomes that match what players expect in the game world.
  • enable players to anticipate how their characters’ actions will be resolved and the likely outcomes, something I call resolution transparency.

Rules-light role-playing games maximize economy by applying just a few rules across the entire game, but they sacrifice resolution transparency.

Dungeons & Dragons has never qualified as a rules-light system, but the game has grown more elegant by eliminating rules and applying the rules that remain more broadly. In “Design Finesse,” D&D patriarch Mike Mearls writes, “You’re more likely to introduce elegance to a game by removing something than by adding it.”

Elegant role-playing games start with economical rules, yet they still invite players into their characters, give them plenty of freedom to make interesting choices, and provide easy ways to resolve the actions so the outcomes make sense in the game world.

D&D started as an inelegant game: a bunch of mechanics that Dave Arneson and Gary Gygax dreamed up as they refereed, which Gary then wrote in his stream-of-consciousness style. In “A Brief History of Roleplaying,” Shannon Appelcline writes, “In various early versions of D&D and AD&D, you had one system to model Strength (a range of 3-17, then 18/01 to 18/00), one to model all the other characteristics (3-18), one to model armor class (10 to -10), one to model thief ability (0-100%), one to model skill in combat (a to-hit number from 20 to 1), one to model clerical spells (7 levels of magic), one to model magic-user spells (9 levels of magic), etc.”

Gary Gygax

Gary Gygax

Why so many systems? No one knew anything about RPG design, because none existed. Also, during D&D’s formative years, Gary was an incorrigible collaborator, always willing to add a friend’s new rule to the mix. Each of Gary’s brown-book D&D releases features the work of a different collaborator. Even in Advanced Dungeons & Dragons, Gary couldn’t say no to additions like weapon speeds and psionics—additions he regretted.

In 1977 and 1978, role-playing game design took two huge steps: Traveller introduced a skill system. Runequest united all action resolution around a core mechanic. These two games charted a course for elegant RPG design, and virtually all games to follow built on their innovations.

Player's Handbook (2nd edition)

Player’s Handbook (2nd edition)

Second edition Advanced Dungeons & Dragons cut some rules that no one ever used, but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.”

When 2E appeared in 1989, game publishers still limited new editions to corrections and tweaks. If a publisher wanted to create an incompatible new version of a game, they coined a new name, such as Megatraveller and Runequest: Slayers. Of second edition AD&D, Steve Winter says, “The [TSR] executives where terrified of the idea of upsetting the whole customer base and driving away customers, coupled with the idea that if we put out a new book, what happens to all the old books? We have stores with all these books. we won’t sell any new players handbooks for a year while we’re making the new edition because people will know what’s coming.” How different from the modern market, where people accuse publishers of issuing new editions just to spur sales?

It took the sale of TSR, and a new edition from Wizards of the Coast, to give D&D twenty-year-old innovations such as skills and a core mechanic. Third edition simplified by consolidating a myriad of different rules into the d20 check that gave the core system its name. On the whole, 3E isn’t simpler than AD&D, but it took the complexity budget earned through simplification, and used it to add depth to tactical combat and to character options.

Emboldened by the acclaim for the big changes in 3E, the 4E designers felt willing to outdo the changes. The designers attacked some complexities that the third-edition designers had kept as sacred cows. For instance, fourth edition eliminated traditional saving throws by consolidating their function with attack rolls.

Fourth edition tried for a simpler game by focusing on exception-based design. This principle makes trading card games such as Magic: The Gathering playable despite the tens of thousands of cards in print. The 4E designers built a system on a concise set of core rules, and then added depth by adding abilities and powers that make exceptions to the rules.

Even with 4E’s concise core, the thousands of powers and thousands of exceptions produced more rules than any prior edition. Still, no RPG delivers more resolution transparency than 4E. In sacrifice, the edition often fails to model the game world, creating a world with square fireballs, where you can be on fire and freezing at the same time, where snakes get knocked prone, and where you can garrote an ooze.

Among all the simplifications in 4E, only the use of standard conditions appear to remain in D&D Next.

Both 3E and 4E used more elegant rules to produce simpler core systems, but both editions grew as complicated as ever.  In “D&D Next Goals, Part One,” Mearls writes, “New editions have added more rules, more options, and more detail. Even if one area of the game became simpler, another area became far more difficult to grasp.” The D&D Next designers aim to deliver a simpler, more elegant core game, and then to add options that players can ignore if they wish. “We need to make a game that has a simple, robust core that is easy to expand in a variety of directions. The core must remain unchanged as you add more rules. If we achieve that, we can give new players a complete game and then add additional layers of options and complexity to cater to more experienced gamers.”

Next:  How D&D Next moves toward a simpler core game.