Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Friday, 14 November 2014

Revisiting Old Predictions

We often make predictions, but how often do we go back to see how accurate they were? Alexis did me a solid this morning by reminding me of this blog post that I responded to way back in 2012. I am pretty sure that wasn’t Alexis’ intention, but let’s treat it as if it were.

My base prediction was:

It wasn’t the fault of fans that a toxic atmosphere was created, nor is it the fault of fans that 4e wasn’t well-received. Nor will the success or failure of D&D Next be due to anything other than the success or failure of WotC to put out a good product, market that product well, and undo to whatever extent they are able the ill-will their handling of the 4e release created.

And they have definitely taken some steps in the right direction, although I think that the NDAs for the beta playtest are a really bad idea (not required by most recent rpgs, including Pathfinder and Dungeon Crawl Classics, despite Mike Mearls’ claim to the contrary), and I don’t think 5e will fly without the OGL.

The systems that are doing well right now have the right combination of “good system + goodwill”, and I don’t think Hasbro is going to allow WotC the leeway needed to recreate the goodwill that was seen with the advent of 3e.

The rest of the discussion is actually, I think, worth reading. You will notice quite a bit of “IMHO” and “I think”, and this is largely because, as is obvious, no one can really be so sure what the future holds!

(1) The success or failure of D&D Next (now 5e) is the result of a combination of the product and of the goodwill WotC can generate.

If comments from Mike Mearls are anything to go by, 5e is a real success, and Hasbro is happy that target numbers have been reached. I doubt that anyone is going to claim that this is the result of “toxic fans” or a lack of good will towards WotC. In fact, between the time that I wrote my responses in the blog post and the release of 5e, WotC went out of its way to address the ill will generated with the 4e release strategy.

It is of interest to me that Mike Mearls continues to hedge in relation to the OGL, or what licensing 5e will eventually have. This suggests rather strongly that, despite 5e materials being created right now under the OGL, the system will have a different licensing arrangement. A return to the OGL would have been announced early, because it would generate interest and goodwill.  On the other hand, by deferring the question, WotC can hope to build up enough interest and goodwill related to the system itself that, whatever the eventual licensing, people will be too invested to quit.

And that was, AFAICT, the initial scheme:  Play it for a year, and then we’ll tell you the details about the licensing. Maybe.

(2) The NDA was a bone-headed move.

The NDA did was prevent prolific and prominent bloggers from discussing D&D Next explicitly. It was violated almost immediately, and anyone who wanted them could easily obtain the playtest materials.

But, in this case, perhaps that was the point. By making these materials appear hard to obtain (and that clandestinely), WotC may well have raised the interest in 5e in a way that an open playtest would not have.

(3) Hasbro will not allow the leeway needed to give 5e the goodwill seen with 3e’s release.

The jury’s still out on this. Certainly, that 5e is a better system than 3e or 4e has been touted regularly on various blogs and forums. Equally certainly, renewing access to early editions in PDF (and sometimes print) formats has generated a lot of goodwill. There is certainly a sense that WotC is listening.

As an obvious corollary, if 5e is wildly successful, that will be because of Wizards, not because of the fans. They will have produced and marketed a good product, and overcome the ill-will generated around the release of 4e. It will be an achievement.

Yes, I said that. So far, WotC does seem to have managed that achievement. In part, I suspect, by postponing the licensing announcements until player investment is heavy.

For 5e to be “D&D Next” it needs to feel like coming home…like a game that DM’s can take ownership of. It needs to not feel like a game you play only at the whims of WotC’s legal department.

I still hold this to be true. Whether or not DMs will feel that ownership once they discover the licensing terms is a whole ‘nother matter.


Well, I already know my opinions. Please “hijack” this blog by telling me what you think. I promise not to perma-ban anyone for not simply regurgitating my own thoughts!*










*And, yes, Alexis, that is me tweaking your nose. And no, I did not discover your blog post by searching from "searching for a name" on Google to stir up some controversy in order to maintain readership. Your blog is still on my reading list because, despite the many posts about how everyone else sucks, you do occasionally have very interesting things to say.

Monday, 30 May 2011

B is for Bennies Before Balance

I have recently heard someone complain that “sandbox” was an elitist term….which, frankly, left me nonplussed.  In my not-so-humble opinion, games are either driven by the decisions of the players (sandbox games) or the needs of an overarching plot (plot-driven games).  As a big advocate of a GM’s right (and responsibility) to say No, I fully endorse that any GM should run the type of game he or she prefers.  So long as you can find interested players, no one can tell you you’re wrong!

What I’d like to talk about today is Bennies – those little, unexpected, bonuses that come about through playing role-playing games.  In early editions of D&D, these bennies might have included finding a special magic item, or special gear, that makes your character more powerful.  In the early, sandbox-ier, days of rpgs, this sort of benny made perfect sense.  Playing more, and playing better, meant more and better rewards.  In addition, earlier systems used a shallower power curve and the sort of broad-based balance that easily supported these extras.

(In my own home game, I recently decided that the participating characters all became Trained in Profession: Sailor as a result of in-game action.  Although this “benny” is equivalent to only 1 skill point in game terms, it negates a -4 penalty to related skill checks, and was well received at the table.)

Some more recent games – most notably the WotC versions of D&D – have taken a narrower view of balance, with specific guidelines as to what characters at any particular level should have.  This would seem to work counter to the idea of bennies, because any benny sufficient to have an in-game effect is also perforce sufficient to “throw off the math”.

I would like to suggest that this need not be so.  Indeed, that it need not be important, even if it is so.

Especially if you are running an “adventure path” type scenario, rather than a sandbox, there is very little cost to granting bennies.  After all, if you run through a campaign over a period of six months, when the seventh starts, you start with a fresh slate.  Meanwhile, so what if a few fights are easier (and take less time!) than expected?  So what if the players can bypass your skill challenge?  There is no point to giving bennies that don’t have some effect on how the game plays.  And, when earlier clever play means you get an additional boost now, the players get a sort of shiny, glowing feeling.

The converse, of course, is that, if they don’t do well, they don’t get the benny.  Maybe they don’t even get the wealth-by-level guideline treasure.  And that is cool, too.  Consider it a “negative benny”, if you will.  Decisions mean more when they have ramifications down the line.  Even if that does mean that things are that much harder later.  Even if it does mean that the PCs lose.

Balance only takes you so far, in my experience and in my opinion.  At the end of the day, as a player, I want my decisions to have consequences, good and bad, both for me and for the campaign world.  Bennies are more important than balance.  But you need to strike a “balance” between the two!

(Sorry....this is a bit of a wandering post.  I suppose I should have called it "B is for Blathering"!)