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Tuesday, August 23, 2016

D&D 5e Review (ArborDale I)


So, my kids bought me the books for 5e for Christmas! Pretty cool since they are pricey and I would have eventually bought them anyway. I had played 5e during the playtest a couple of times and was not unimpressed by it's ability to play quickly, with little to bog down in the way of mechanics. The action in a 5e game stays pretty rapidly paced. I was not overly fond of the power level difference between monsters and players but it wasn't as bad as it could have been.

Well, since the kids bought them I decided we would try and play the game in a campaign instead of our old Castles & Crusades standby. I thought, since we are now about seven or so sessions into a campaign of sorts, I would review the game in the same manner I did Hackmaster when we gave it a whirl about a year ago or so.

So without further ado, and in the same style as my last review here is my ratings for the new and re-tooled iteration of D&D.


Overall Impressions
So I use a four star system from * (1) to **** (4) Stars to rate the game where one star is the lowest rating and four stars is the highest. I broke my analysis into a total of 5 areas. My opinions for ratings were as follows:
Ease of Play: ***
Speed of Play: ****
Realism: ***
Fun: ****
Old School Sensibility: ***

It is important to know that the current age of gamers in this group is 24, never gamed before, 16, 15, 14 and 11 have all gamed several times, with myself as GM. This has undoubtedly affected my feeling of the game and general gameplay.

Introduction
We have been playing a relatively straightforward homebrewed mega-dungeon set in the kingdom of ArborDale. The PCs were enlisted by a local friar to investigate some mysterious lights that had begun appearing on the top of a distant volcanic monadnock called The Broken Finger by the local populace, The rumors were that it was haunted, but those long circulated ghost tales had remained unsubstantiated for as long as anyone could recall. However, with the appearance of the strange nighttime lights the local peasantry were becoming concerned and pressing the Friar to do something to allay their growing fears. The Friar, however, upon some investigation over the past month has become increasingly troubled that there might be something even more sinister than a distant haunting afoot, though he has kept the particulars from our innocent PCs. The PCs include, a Tiefling Monk named Calei, devotee of the Goddess of Dance and practitioner of a rare dance-like martial art form. She had been raised by "dark fairies" as a child and so has a chaotic streak which causes her no end of troubles in her studies in the monastery. There is also a Silver lineaged Dragonborn Ranger from the distant ruined forests of The Broken Lands to the West. The outlands are a mystery to most as they lie beyond the border kingdoms of which Arbor Dale is one. Rhogar the Outland Ranger, has undead as a favored foe and tells of the forests of Broken Lands being rife with the remains of the living from the long ago Time of the Dead. He, now at third level, travels with a ghost-like White Wolf as a companion. The Dwarven Fighter Bones McGreedy, is a grumpy sort with an grumpy battle-axe to match often itching for an argument the two of them. Bones, due perhaps to his irascibility, has made fast companions with the party's guide obese and overly sweaty Uncle Fester the Donkey Husband. Bones has lent Fester his hand-axe, as Fester has become a less than willing companion since the party endured capture by hobgoblin/cultist slavers and he was forced into the heart of adventure. Magic power is supplied by the party's sorceress, an Elven Outcast named Adryha. She, for reasons unknown even to herself, was cast out of Elven society and raised herself in the company of wild beasts. Whether through her own resourcefulness and inner need or from birthright she began to manifest strange powers which aided her in her survival and yet also nearly spelled her doom. She was rescued in her young Elven teen years by the spirit of a Blue Dragon that resided in an ancient set of ruins deep in the wilderness that had become her home. This ancient spirit sensed in her some level of kinship with the dragonkind and thus tutored her in the ways of mastering her inner power and leading her into successful sorcerership as well as the other necessitites of culture such as her oen Elven tongue as well as draconic and common. She has grown suprirsingly close to Kiedis, the half-orc rapier wielding lute strumming bard, as she has no real prejudices against orc-bloods having been raised alone and away from her kind.
This party of adventurers have passed through a two session wilderness romp followed by an infiltration into the ancient ruins atop the Broken Finger. They have since escaped from the capture of the cultists and humanoid forces within the ruins and fled to the lower level of the finger. Having explored most of that level they finally met the visage of the First Necromancer Nividian whose, ancient spell-trapped visage has sent them to be imprisoned in a distant pocket dimension called Averoignne from which they are now questing their way back.

Ease of Play
5e runs quickly. I will admit to stumbling some as I learn the rules, and still feel as if I am acquiring facility with the rules. There are some rules I am not overly fond of, but they do not inhibit play, and the system is not at all clunky or awkward. Once grasped most rules can be adjudicated quickly and fairly to the satisfaction of all concerned. I would rate the game moderately difficult for new players, and not difficult for players with an experienced GM. Character design can be somewhat challenging the first time, but is not overly complex. I would say new players can be up and running inside of 45 minutes and perhaps as little as 30. With guidance new players can create a PC in 15 minutes, just as can experienced players who need to roll up a new PC. And using the shortcuts--if you know where and what they are for quickbuilds can ensure than 15 minute max in most cases. Oh, and by the way I am talking about the full rules, not the basic rules, which, due to less options can go a little more quickly.

Speed of Play
Actual play in 5e is as quick as any game I've played in the D&D line. I suppose there are some rules hitches that might slow down things if you're not used to how the work, but that is not the fault of the game as it is a learning curve. And even then they only slow it down due to the time it takes to look them up or learn how they work. I wouldn't put it on par with a streamlined version of basic rules such as BFRPG or LoTFP or LL, but it is awfully close. And the added rules of 5e give some flavor that those games don't possess. Most combat sessions run under 15 minutes,

Realism
Not particularly designed to be realistic, 5e does classic high fantasy rather well. It would do better if it toned down the player power levels, but then it would potentially lose some of its appeal and fun for characters who like that. But this power level, though not "realistic" in the sense of more medieval and less fantasy doesn't aim for realism per se. However, a greater equality between mosnters and players might aide the verisimilitude. The area I am perhaps most concerned about is the healing rates and ratios which are based on the assumption of abstract hit points, but to allow full healing each night is in no way realistic, especially when a PC has dropped to zero HP. I understand the lesser renewal of HD for healing kind of gets a the fact that players are "wearing down" as they go--but that represents fatigue better than it does wounds with claws, bites and weapons. This is of course where the gritty rules come in. I haven't incorporated them yet as I don't like any of them perfectly well, and we are just getting used to the game as written right now. But this is the one rule I will likely play with as we go forward. The realism in 5e is sacrificed some for player survivability and speed of play. Not necessarily a bad thing, and not too noticeable in play except for my angst over healing and power levels.

Fun
This is a fun game. I have enjoyed it more than 3.5, 4e or Pathfinder. I would rank it behind 2e for me in terms of preference, upon which I don't think it improves but certainly comes closer than recent iterations have. The game is liked by many players because players have a high survivability and a fair degree of power at lower levels. I haven't played high levels yet, as we are now level 3. We also have yet to have a player death. We've come close, but none so far.

Classic Sensibility
As mentioned above 5e does a better job than recent version at emulating a more classic style of play. I would like to see death saving throws done away with and healing made a tad more realistic. I would also like to see player power level stepped down especially at lower levels. These are not deal breakers, by any means and for what it does 5e is quite nice to play. I am currently testing a favorite old school module in 5e land and we'll see how that goes and plays compared to our play to date. That might give a nice comparison as well as insight into how old school resources play and how much "conversion" is required. Though technically not a part of my review there are opinions a plenty that support the idea that 5e has hit a sweet spot for many gamers and I applaud WoTC and the design team for achieving their goal of bringing people back into the fold and not losing many new converts in the process. Moreover, society seems more aware than ever of those two little letters Dave and Gary first touted so long ago: D&D.

Monday, August 22, 2016

Raise Blog!

Believe it or not, I've never had a character resurrected. We played pretty hard core back in my player days, and mostly at levels below ten. So, resurrection was usually way too expensive or hard to find. Your local cantrev priest was not in possession of such power. A few characters I DMed tried to find it, but always failed in some manner or other.

So here I am contemplating the attempted resurrection of my beloved gaming blog. As my last entry, almost a full year ago, shows I had come to a bit of a cross-roads in my gaming life. I had found a game I really like, HackMaster but was having a hard time making a regular game happen. HackMaster 5e is certainly old school in spirit, but certainly was its own creature as well. Taking its inspiration from AD&D, but transformed by gamers I strongly identified with into a new, modern game that preserved all the oomph I so loved, while clearly taking the game in a new direction HackMaster was a sort of philosophical schooling for me.

I tried, and failed to start several virtual HM games, mostly due to time and schedules of those concerned myself most of all. I found some guys willing to give it a go locally (when we weren't playing PathGrinder), but several moved on, and schedules still crushed me most of the time. I played with my kiddos once; and in truth this was all the gaming I was really getting done, with my own kids. But the kids loved Castles & Crusades, which they had cut their gaming teeth on, and we mostly defaulted to that for quick one-offs. It was easiest to whip up on short notice and just pull out the dice and game whenever I had some spare time. Meanwhile I wrote and puttered with several gaming projects, mostly late at night when the kids were in bed, my homework, office-work, and such were finally done.

I had left the blog, because I was no longer struggling with what old school was, and how to embrace and support it in my gaming life. And I felt somewhat disingenuous prattling on about old school vs new school. The gaming scene had seemed to come to terms with it, and in truth, I had too. The problem was I couldn't settle on what to write about. I missed interacting with the gaming world via my blog, but wanted to shift from the old world of my blog to a new focus in my gaming life. So what to write about? And was this blog the most appropriate way to interact with readers in this new way?

I tried to build a new blog on which to offer resources and gaming material I had written. But there are numerous designers out there now with offerings much better than I might be able or have the time to produce commercially--even for free. And what with so many avenues for self game-resource publishing, there was little need for another such startup. And that wasn't necessarily turned my crank anyway. I prefer to talk about games and gaming experience and theory. I also have a strong nostalgic current running through me that comes out in my gaming regardless of the game I'm playing. So, why not keep on referencing the Classic era of D&D via my current play and reflect on these experiences through a Classic lens?

Yes! I think I found the sweet spot for a second life for Classic RPG Realms. Thus, after much consideration, I journeyed to the Temple of the Digital Masters and made the offering to secure a Raise Blog Spell cast by a will, if not all too sympathetic Cleric, and the rest as they say will be history :-)

Now to see whether I survive my system shock roll or not ...

Thursday, August 6, 2015

End of an Age

The time has come for me to seriously consider retiring Classic RPG Realms. I started the blog initially as a gaming club blog and as a vehicle for OSR exploration. The bulk of my entries have been about me philosophizing about gaming, theorizing about gaming styles, and figuring out what is and is not old school and, perhaps more importantly, what my personal gaming is all about.

Now I feel as if I'm in a different era of my gaming life. I'v learned a few things about gaming, my own preferences and styles, and people in general. Allow me to summarize some of what I fell now ...


  • I am less "purist" about my gaming than I thought I was. What matters most is that you are gaming and that you are having fun.
  • Old School is relative to the person discussing it. I have come to realize that style and preferences are more relevant to what you like to play than fixed categories.
  • Gaming is the most awesome hobby in the world. Admittedly a personal view, but if I have learned anything since I started gaming back in 1981 it is that gaming in no small part has made me who I am, has shaped my life and my personality, has given me so much more than I could ever count, has lifted me up, challenged me, tore me down, made me think harder-deeper-more creatively, introduced me to thousands of incredible people, given my imagination a home, given me a place to truly be me, allowed me to live my dreams, and in short saved me from existential oblivion more than once. There are many people in the world, and they each have their hobbies, their past times, their passions, their meaning, their purpose. For me it has been gaming. 
  • I love gaming in general, and there aren't many games I would simply refuse to play.
  • That said, I have rather rarefied tastes. Luckily for me my "strange brew" intoxicates a growing minority of gamers out there. I am into the weird, the unusual, the outre', supernatural horror, the macabre and the fantastique. The growing group of gamers includes devotees of Dungeon Crawl Classics, Crypts & Things, Into the Odd, Astonishing Swordsmen & Sorcerers of Hyperborea, Lamentations of the Flame Princess, Bloody Basic, and the like. I read HP Lovecraft, Clark Ashton Smith, Jules Verne, Poe, Lewis Carrol, RE Howard August Derleth, Steven Brust, Lord Dunsany, George MacDonald, Arthur Machen, Clive Barker, HG Wells, Jack Vance, M.R. James, Laird Barron, JL Borges, Frtiz Leiber, Manly Wade Wellman, Bram Stoker, Shelley, Lord Byron, Ray Bradbury, John Keats, WB Yeats, Abraham Meritt, Michael Moorcock and the list could go on, but you get some idea. But these authors are not your "typical" authors of speculative fiction. This, in turn, flavors my preferences to games as much as the games themselves. I have appreciated retro clones, variants and straight clones for their presentation of gritty "old school" style art that embodies many of the fantasy strains cultivated by the authors mentioned above. 
  • I am also incredibly nostalgic about my gaming past. There is simply something about those older editions--which for me encompasses Original, Classic & Advanced editions of Dungeons & Dragons (along with Gamma World 1st edition, Arduin Grimoire ('77-'78), Call of Cthulhu 1st to 3rd editions, Classic Traveller, et al) that evokes a powerful imaginative affinity within me. Those games and I are one, we are cut of the same cloth. I am uncertain if it is mechanics, art, tone, organization, writing style, or the gestalt, but some magic they contain will always make me preferential and deferential to them. Ask me which games are "best" and one of them will likely come to the fore. 
  • Rules lite is as much an ethos as it is a rules set. We can safely say games like GURPS and Rolemaster are not exactly Rules Lite. However, a game like AD&D, is not as light as say a bare bones d20 game or even Castles & Crusades. But games that are not so "light" can play by an ethos that encourages DM fiat, flexibility, creative rule making, and a "make it possible" mindset that seems faster and freer than some games that are "streamlined" but stricter in their ruleset. A lot of how light and fast a game is depends on the style of the GM and the social contract between GM and players.
  • I like being scared. I mean who "likes" being scared, right? The whole point of terror is that you do not like it. But fear is an element of adventure. We cannot have adventure without danger, the unknown, death and damnation. Their has to be something "at stake". When I am afraid that my character may die it lends a reality to the game unattainable by other means. I thus believe my job as a good GM is to scare you. You should feel the heart pounding, hair raising, goose fleshing fear that comes with facing nearly insurmountable odds. It may seem like this is an adversarial type of play, but ultimately it is required at the heart of good adventure (for me anyway). 
  • Friends are more important than the game. Who you play with becomes more than a partner on your adventures, or someone who enjoys your portrayal of the world. They become comrades in this life as well. You will share triumphs and defeats with them in game and out. They will come to mean more to you than the paper their character is written on, much more--and this is as important a part of gaming as gaming itself. Of course, true friends share things in common with us, and for gamers this means the game is often the most important thing. If you can understand this paradox, you "get it".
  • The current state of a gaming is an outgrowth of Gary Gygax's vision expressed in his book Role Playing Mastery.  He foresaw that there would be those who, as a part of "mastering the game" and role playing games in general, would begin to create their own gaming material and eventually their own games. Today we are inundated with games, settings, adventures and supplements of all types. The vibrant age that was initiated with the Original's versions' injunction "don't let us all do all the imagining for you" is upon us. It's a glorious age, and one we should all revel in.
  • Lastly, I have spent too much time now debating systems and editions and old school and new. I have felt for some time a need to move on to sharing some of what I create, and less to opining about what is or isn't gaming. I also see so much in the gaming world to celebrate as of late. And by "late" I mean in the past 10 years. I want to start doing just that.
Thus I come to a point where I consider whether maintaining my current blog is a help or a hindrance to my new efforts. I could keep the blog as is and simply do a retro-fit. I could shift my design and emphasis to something new. This would perhaps cause the least disruption to my readers and be the "easiest". However, it does cause me some angst to think of trying to fit new wine in old bottles as it were. Perhaps my new creative endeavors would be better served in a new platform, with a fresh start? I am not certain as of yet but would love to hear any input you have.