Rolling Out 5th Edition

Yavin assisted with game preparations.

Yavin assisted with game preparations.

After years of development and playtesting, the next edition of Dungeons & Dragons is upon us. My initial impressions of the free-to-download Basic Rules and Starter Set were favorable, and I was eager to play a few sessions with the new rules. After deciding that I would dust off my Dungeon Master screen and run the Lost Mine of Phandelver adventure, I needed to find an intrepid group of characters. I had the privilege of leading five players through the first major delve described in the Starter Set. What follows are my early thoughts on running the new rules and Lost Mine of Phandelver adventure over the course of an epic, 10-hour session with a specific focus on character creation, combat speed, combat presentation, and character death. Specific details contained in the Lost Mine of Phandelver adventure are avoided, so players awaiting a chance to play the adventure can read further without having a future gaming experience spoiled.

Character Creation

Each player ignored the pre-generated characters included in the Starter Set and created their own. While I was organizing a few last-minute details before the session got underway, the players helped each other create and finalize their character. It was a fun process, although it certainly took a good chunk of time as each player was searching for different rules at different times. A few people stumbled with the different modifiers and when they should be applied. For example, a weapon proficiency bonus is added to attack rolls, not damage rolls. The Passive Perception, Saving Throw, and Skills also took some time to calculate. I imagine (and hope) the Player’s Handbook will be more organized for character creation than the Basic Rules approach.

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But Now Here You Are, And Here I Am


Dragons! Dungeons! Onward!!

It has been approximately two years since I last played Dungeons & Dragons. I have supplemented my lack of D&D goodness with other roleplaying games such as Blade Raiders and Star War Edge of the Empire, and fun distractions like SolForge. But now that the next edition of D&D is alive and finally a real thing, I am quite excited to dive in, kick the tires, and butcher any number of metaphors while discussing the rules – and hopefully many future gaming sessions to follow.

During the past few days, I have read through some of the Basic Rules, which are available for free, and the Starter Set Rulebook. The following observations are from the perspective of a player and Dungeon Master that truly cut his teeth on 4th Edition, which may make me a bit of a rarity. And they are also made having not played the game yet. I am eager to try the rules and see if my initial impressions are accurate – or completely misguided. Below, I write about a few rules that caught my attention – for better or worse.

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Free Dungeons & Dragons!

It’s been quite some time since I’ve written about Dungeons & Dragons, but today’s news that the upcoming edition will release the core rules for the system through a free downloadable PDF has caught my attention. Mike Mearls’ announced that Basic Dungeons & Dragons will be available at no cost, “Anyone can download it from our website. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that.” Basic D&D will include rules to create characters (up to 20th level), essential monsters, magic items, and information needed to run adventures in wilderness, dungeon and urban environments. So after two-plus years of product development by a team of talented designers and playtesting by legions of fans, the core components of “the greatest gaming hobby ever invented” will be given away – for free.

The news strikes a chord for me because the future of roleplaying game distribution is something I have written about previously. In November 2012 – back when the game was being referred to as D&D Next – I explored how the concept of non-ownership would likely affect roleplaying games:

It seems safe to say that exploring viable digital distribution systems is essential to the future growth – and survival – of tabletop roleplaying games. The old way of buying books, movies and music are fading away and being replaced with new means of product delivery. Without innovation to meet the demands of those who prefer non-ownership, RPGs will suffer a nasty fate...

To summarize, non-ownership is the general trend for consumers to be perfectly content to not own a product. For example, many people no longer purchase physical copies of movies or music; instead, they purchase a subscription to a service like Netflix or Spotify. Even when people do purchase media such as books or music, many of the purchases are digital (e.g., Kindle, iTunes) and no physical product is passed along to the consumer.

Wizards of the Coast is speaking loudly to the non-owners out there, “Welcome to the party.”

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Ego Check: Craig Plazony, SolForge Featured Streamer

I previously reviewed SolForge and presented some of the reasons why I have launched myself into the game. It is one thing to play the game casually but quite another to get ahead in the more competitive aspects of the game. To learn about strategy, I searched for people talking about SolForge online and stumbled into the efforts of Craig Plazony. He has been playing SolForge since the beginning, volunteers for Stone Blade Entertainment, and streams live games while dispensing strategies for the audience. I reach out to Craig to see if he would be willing to talk briefly about the game, and he kindly agreed.

How did you first learn about SolForge? What motivated you to dive headfirst into the game?

Craig Plazony

Craig Plazony

I had been playing a couple of different TCGs like Shadow Era but I really didn’t like their systems. I was wondering through the floor area in GenCon and I found the game on display. I ended up coming back and playing 7-8 times before I put it down so I could do other stuff. I had so much fun and the game got me very excited. I use to play MTG but the expense was the biggest turn off so game really appealed to me. I could see the depth and complexity that the game could offer right away so I backed it for 100$ and started to become involved in the community.

Once I started being active in the community and enjoying the interactions with the other backers I became hooked. I wanted to be good at the game, know everything about it, and spread the word to others so it could grow big. Even now, after playing many of the other TCGs out there, I think SolForge has the best system and I really like their card design choices. All of this convinced me that this is the right place for me. Continue reading

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Iddy Approved: SolForge

My health is quickly draining away as fallen heroes on both sides of the conflict litter the battlefield. My trusted ally, Tarsus Deathweaver, who has been providing bonuses to attack and health to my party, was vanquished by the relentless Zimus, The Undying, a powerful undead soldier who earlier dispatched my female cleric in flowing white robes. The tension mounts as I know Zimus will be the death of me soon. I shift my attention to the diminutive Arboris Dragon, who has been quietly accompanying my party. He plots his next move and sends a Glowhive Siren to block Zimus’ next charge. The crafty Arboris knows her death will not be in vain. As Zimus splits the Siren in two with his mighty battle axe, her life force grants me and the party new life. Arboris absorbs this life and swells to enormous size and now towers over the battlefield. My pulse rises as I cast the perfect spell for such a moment, and it grants the mighty dragon the power to breakthrough all defenses. Even the legendary champion, Oros, the Chosen with his majestic two-handed sword is not enough to fight off the dragon’s onslaught. Arboris unleashes a devastating attack to vanquish my foes. I take in the outcome of the battle, and exhale. It was a close call for this group of adventurers but more glory awaits. There is always another foe to conquer.

Forge-&-DragonAt the moment, I’m not sitting around a table playing Dungeons & Dragons with a group of friends. I’m in the passenger seat of my wife’s car as she is driving us to a family gathering, and she is quite annoyed with the fact that I’m buried knuckles-deep in my iPhone playing a deck building game against a stranger.

Welcome to SolForge.

SolForge first came to my attention around the time I interviewed Justin Gary about his previous brainchild, Ascension: Chronicle of the Godslayer. I had gushed about that game after playing it at Gen Con in 2011, so when I heard Mr. Gary was working on another game – I totally dropped the ball and did not back the Kickstarter.

I was a fool!

Considering I have been playing SolForge on a daily basis for the past few months, the magnitude of regret I have for missing out on the Kickstarter is considerable. Let me explain why.

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Ego Check: Russell Tomas, Graywalkers Purgatory Creator/Team Lead

For those of you who were following me on Twitter about a year ago, you may remember that I became absorbed in XCOM: Enemy Unknown on XBOX 360. I thoroughly enjoyed the turn-based strategy aspect of the game, and how the gameplay was combined with traditional roleplaying elements like leveling and specialization. Since blasting through scores of alien invaders, I have remained on the lookout for another game with a similar style.

Graywalkers CoverOne game that could potentially fit into that mold is Graywalkers Purgatory, which is the brainchild of Russell Tomas – CEO and Creative Director at Dreamlords Digital. The company has been in existence for two years and develops games for iPhone, iPad, Android, PC, Mac, and browsers. Mr. Tomas was kind enough with his time to discuss the changing climate for tabletop and mobile gaming, the lessons learned from his first Kickstarter attempt, and his hopes to make Graywalker Purgatory an intellectual property that can penetrate into the tabletop, mobile, and PC gaming market.

You have now been in the gaming industry for about seven years. What developments have you noticed since you first started in the business, and would you describe those developments as positive or negative?

I’ve worked on both sides of the industry, on the publisher side as a top executive for large MMO publishing company, and now as a developer of PC/mobile games. For the past seven years, things have moved fast in the gaming industry. Within that time, MMOs were big, then Social Games grew big, and now Mobile games are on the rise and the indie gaming industry has been revived. All of these contributed in making gaming mainstream. It has not only legitimized gaming as a viable business industry, it is now seen as one of the most lucrative.

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Increasing Immersion with Obligation

We started a Star Wars: Edge of the Empire (EotE) campaign last year, and one of the more interesting components of character creation is the Obligation system. Obligation is introduced during character creation and remains an ongoing device throughout the life of the campaign that can be used by both player and game master (GM) to facilitate storytelling, increase tension, and introduce surprise action. I believe the Obligation system is an example of how mechanics can affect the amount of roleplaying and immersion at the table.

When building a character in Edge of the Empire, one of the steps is selecting the character’s Obligation. Quite simply, no one in the Edge of the Empire is a self-starter; every character owes somebody something.  While some players may enjoy forming a backstory – complete with layers of drama and intrigue – creating a detailed backstory is not something all players (or GMs) enjoy. For example, a player does not have to create any meaningful backstory for a 4th Edition Dungeons & Dragons character; the character is built by selecting desired attributes, powers, and gear. The player is asked to select Alignment to designate his or her moral compass, but after that initial selection is complete, alignment rarely comes into play for most groups. In other words, creating a backstory with any detail for a 4e D&D character is up to the discretion of the player and GM; Edge of the Empire’s Obligation system forces players to create a bit of backstory for their character.

Prologue Comics Wookiee Life Debt

I believe the Obligation system is something that could be used by other roleplaying game systems to enhance character creation and increase immersion. It forces the player to not answer answer the question, “What do I want my character to do?” But to also answer, “How did my character get here?” I will discuss the benefits of consequences of the Obligation system below.

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