Wednesday, February 8, 2023

Paradigms of the D&D Rules Cyclopedia (or: Staring into the Abyss)

It's February 2023 already and I'm (seriously!) way behind with everything I planned to have happen LAST year. That said, I'm getting there. No day goes by with not at least some progress. Could be more, maybe it SHOULD be more, but I'm content with how it is. I'm getting there. Point in case: I'm tackling the final hurdles in finishing writing on be67, that Weird Sixties RPG I'm aiming to publish as soon as possible (if I'm lucky, May 2023 ... I always seem to publish big projects around that time, wonder why that is). Those last hurdles, however, are those really tough bits where so much of the rules converges that lots of interacting ideas need visualization. Welcome to another episode of the ...

Parody of original cover, fair use for sure ...
[Short side note: it seems that it is safe right now to at least talk about our house rules of old D&D iterations, therefore I'll keep telling you that be67 will be a collection of my D&D RC house rules mutated into a complete game ... I'll still take care that it is very much it's own thing, which means pushing a couple of concepts I used a bit further than I originally intended. Not a big thing, and still very much compatible with everything D&D or OSR out there, but this post will look at the core of some of the concepts in the D&D RC and how they relate to my version of those concepts. As I keep saying: be67 will not be D&D, it'll be a retroclone mutant of the D&D RC.]

The Game, as we see it

OD&D was famously vague with its rules. So vague, in fact, that it was almost impossible to play RAW (Ruled As Written) if you didn't have the war gaming background Gygax and Arneson had. To be precise, if you weren't part of those war gaming circles Gygax and Arneson frequented, OD&D would most likely be a mystery to you. Something inspiring, for sure, but IF you were able to make sense of it somehow without that context, it'd most likely be with a very different understanding compared to what the original authors intended.

Tunnels & Trolls (1975) is the perfect example of how that could still manifest a beautiful and complete game.

As far as TSR was concerned, they had two venues to explore: one was revisioning the OD&D toward a version that was more clear in its rules (that'd end up being AD&D), the other was making the entry into this hobby easier (which was attempted with Basic D&D). It ended up creating two very distinct versions of what D&D can be, both based on that vague first iteration, both, in a way, distinct variations of the same themes, ideas and concepts.

Now, we are talking the D&D RC here, which is the end point of that second strain, and, if not vague, it ended up being just as convoluted and incomplete as that first game, just on a bigger scale. We always knew this, I think, but the beauty of role-playing games is that it is possible to "wing it" on almost every level of resolution. Nowadays, a  skilled Gamemaster can GM a game with a very minimalist approach, no problem. They can also gain an (as in "one", not "the") understanding of a poorly explained game and make it work at the table.

As far as D&D is concerned, it means: the collective and documented experience of playing D&D in general makes for a great blueprint how to "summon" that kind of gaming experience. It is a paradigm:

paradigm (noun)

A set of assumptions, concepts, values, and practices that constitutes a way of viewing reality for the community that shares them, especially in an intellectual discipline. [source]

So mostly, playing the "idea" of the game will be close enough to the actual rules to make that approach work. But what's more: with a strong paradigm like we have with D&D and a little experience in playing it, it is easy enough to bridge what the rules might be lacking and still make it work. You get an idea where you have to end up, roughly.

In a way, the paradigm of D&D can take a lot of abuse before the game breaks (one could make the case that WotC did find that breaking point with 4E). It can also help masking some pretty major shortcomings in the rules ... which is something a dedicated collective hivemind processed and filtered most prominently in what the OSR was up until, say, 5 years ago.

What's more, while there never will be an official revision of the D&D RC, there for sure are retroclones rewriting and revisioning that game (Dark dungeon comes to mind, with its retroclone mutant Darkest Dungeon as an iteration moving away from D&D ... the latest version, combining both, can be found here). There are also tons of micro solutions to problems the rules pose and you can find them hidden all over the internet.

Some of it is about bridging gaps in the rules (perceived or not), some of it is about finding a true understanding of what all the numbers mean and how they relate ...

You want an easy example? Guns are a very specific and ignored problem in the D&D rules. At least I haven't seen any satisfying solutions to the problems guns bring to how the game is designed (the original solution, imo, was to circumvent the problem entirely by introducing wands and staffs ... but that's pretty unsatisfying to begin with).

Other good examples would be giant creatures and structural damage ... it is all there, in parts and pieces or as island solutions for specific monsters (I argued in the past that dragons give indications how we are supposed to create our own monsters ... see the argument made here).

[source]

And sure enough, all of this can be improvised in a narrative. No one would object to the idea that a dragon may just be able to do a lot of damage to structures, if it's able to bring the mass or firepower to do it ... That said, it'd still be nice to have a ratio behind it all. Not necessarily to apply it on every fictional building in a campaign, but because experience taught us that the game WILL break down for mid- and high-level games if those things need to be "winged", because characters could be that dragon (or its equivalent) and without rules to accompany that, it'll just get boring fast.

You see, all of those are problems hidden deeply at the core of the game, and if you were to write a game based on those rules, you are either forced to ignore them as well (the c/p approach of many a lazy game designer ...) or come up with a satisfying solution that suits the game. I keep saying: the D&D RC has an EPIC scope, but doesn't do it justice all the time. That can be a problem if you try to reproduce its results.

Here's another very specific problem: HD

The reason for this post is: I have no solution for this specific problem. Yet. All the pieces are there (as you will see), but I can't see a good way to condense all of this into core principles that work as a jumping off point for GMs new to the game (other than just doing the work and offering dozens of pre-made monster portfolios ... which would be a cop-out, obviously).

The problem is, many assumptions about how powerful monsters are rely on "legacy code". Some of it definitely derived from games like Chainmail, some expanded on through experience (you know it works because you threw it at a group and it worked), and build on that comes the whole rest you'll find in the D&D RC. There is no "behind the scenes" how the sausage is made, it's just a lot of sausages, ready for consumption.

Well, to be fair, it's not entirely true that there are no metrics at all to work with. There is an attempt to "balance" encounters in the RC, and it goes a little bit like this: it basically makes HD comparable with Level, which is a whole thing in itself, and not necessarily a tool of precision, considering that "special abilities" may be imbalanced to begin with. But anyway. So you take a group's total level and compare that to the "back engineered" HD of a monster (or NPC) to see how they relate. With that, you have a metric to asses how hard a confrontation MIGHT be (Tucker's Kobolds would be a great argument against that, but whatever).

Now, if the adjusted HD are, say, between 30 and 50%, it'd be a "good fight". As in, it'll tap into the resources a bit, it'll hurt a bit, but it'll most likely be a voctory, which is satisfying, and that is, of course, "good". 50 to 70% is, by that metric, "challenging", 110% (barely above what the characters bring to the table!) is categorized as "extremely dangerous".

D&D RC, p. 101



also D&D RC, p. 101
As I said above, it's not nothing. But the whole "adjustment" process is pretty much broken, and I have to find a way to make it all make sense in a way that would allow a GM to build a monster that'd be intentionally balanced from scratch and without much hustle. From what I can see (and, again, considering the scope), not even the math works out (as far as I'm aware).

Check it out. You take the base HD a Monster has. If there is anything added or substracted, it is basically rounded up or down. Then (also D&D RC, p. 101):

"[...] add half of the original Hit Dice figure for each power bonus. Power bonuses include:

• Each asterisk next to a monster's hit dice.
• Special NPC abilities.

For NPC parties, award a power bonus for each of the following conditions: 1) Everyone in the party has +2 weapons or better; and 2) There are spellcasters in the party. (Take the highest level of spells that may be cast, divide by two, then divide that result by the number of characters in the party, rounding up; the result is the power bonus added to the Individual Adjusted Hit Dice figure of every character in the party.)"

It's just ... okay? It'll give you a form of measure, I'm just not sure if I would trust it. As a matter of fact, I'd test that before believing it. Or rather, I'd have to see if it matches how I play it. Again, just from a game-within-the-game point of view, the Gamemaster is just as much a black box as the special abilities can be. I can bluff the players into making mistakes, just as a smart goblin would ... I will not lie or cheat, but I will have monsters and NPCs that'll give it a shot.

And there's the next problem: smarter monsters (than the base line), no change in xp range. Okay. At least there is some rules for it (D&D RC, p. 214). That whole chapter on changing monsters is inspiring, but not a lot of crunch, actually. Good ideas, almost no rules.

Size can be factored in, but it is a strange one, because changing the size of an EXISTING monster will alter its xp range and base HD exceptionally. Huge medusa, in an example, has HD 8+24, plus better AC, better to-hit, better saves, more damage! That'd be brutal ... and in no relation to other big monsters in the book? A big goblin like that would fuck up a normal orc, no problem (a 7 ft goblin would outmatch an orc with more hp, slightly better saves, more damage ... it's not much on that scale, but a lot when going bigger than that, as the Medusa shows easily). 

That's not even all of it. Look at the Gargantuan entry for monsters (D&D RC, p. 177), compare them ith their counterparts and THAN do the math to see if it fits. It doesn't. The gargoyle is not that much larger (still L), but features 32 (!) instead of 4 HD and deals about 4 times the damage. That's a legacy monster, for sure. They just didn't bother to align it all.

There's more. As those stars factor in as "special abilities", it is interesting to check what the thinking was there, so off we go to the section in the book about xp (D&D RC, p. 128) ... only to find out that each * basically denotes some ability that can be used in combat. Nothing else ... unless it can cast, which automatically counts as "weaponized", no matter the kind of magic (also interesting, also unbalanced).

I don't really get the distinction anyway, as EVERYTHING can be weaponized. Their argument is "if it can fly, no *, if it can swoop in to attack, it gets the *". Not even defenses factor in (they say there could be exceptions, but they don't say what they are). And another "soft rule" added to that, is called "Modifying XP" (same page) and basically advises "if it's tougher than you thought, give more xp, if the characters walk through it, give less.", which sucks, as far as advice goes (nothing to work with, just taking space, also diminishing clever play).

See the problem with that? I do.

It is all connected to HD, but inconsequentially so. It's not connecting all the dots. If you have (optional) rules for balancing, apply them to everything, connect them with how xp are calculated and monsters are created. Make it click, revise all the monster entries. Do the work. As it is, the problem is addressed in three different chapters, offering 2.5 different solutions, with all the island solutions you can come up with in the monster section. There is a vague idea what that could mean, but not developed enough to produce monsters with other than "making them up", and riddled with inconsistencies.

And that's assuming they touched the proper dials here. HD is a good measure for attack matrices, but it doesn't translate well into the size adjustments: they have to use tricks here, but they are basically inflate the HD+x and then add a indirect to-hit modifier. At best, it's not a very elegant solution.

Want more? What about things like Morale? It is so crucial to be able to overcome monsters by scaring them away instead of having the whole fight, with all the risks and resources that takes. Doesn't that factor into how dangerous an encounter is? 10 HD, but runs away as soon as it sees blood? That shouldn't be a problem for a group of level 1 characters. 

Or how about checking if the random encounter section creates results in line with the balancing idea? Don't bother, it doesn't (although it's the same fucking chapter!). It teaches a different lesson, however: there is no balancing encounters in the wild. There be dragons out there, and they don't care what level you have. And not all encounter end up in fights, AND the characters should not only encounter tougher foes, but should also learn the signs of such an encounter and how to evade them. It is all part of the game. Just different parts, offering different design philosophies EVERY TIME.

It's all kaputt ...

Let's say, a group's antagonist is a highly intelligent and very rich 2HD monster. Has the funds to give the group hell, and the smarts to be subtle about it. Could terrorize them for a whole campaign, no sweat. A real Moriarty (who might have higher HD, but needn't really in this context). If they caught him, the wizard of a high level group could take him out, bare-knuckle style.

If that would be the climax of a campaign ... xp would not rely on the enemy's HD, it'd be the creature's wealth AND all the challenges it threw at the group over the course of the campaign. Yes, all the monster xp gained, rewarded AGAIN (as per D&D RC, p. 127) plus the wealth.

And that's just that: with a shotgun approach like that, the moving pieces collected in between almost don't matter, what's important is how it is scaled towards the end of an adventure or a campaign so it doesn't overshoot all connected systems (like levelling and and so on). And even for that it has at least secondary safety measures. So D&D RC characters cannot gain more than one level for "an adventure" ...

Another side note: again, very weak with the terminology here ... What's an adventure? How about campaigns? What's if a normal session generates more than enough? What time of playing are we talking here? Say, a 12 hour session dungeon crawling (I do know people like that ... I sure was one of them when I was younger), all open-worldy, no story ... is that one adventure? Again and again just soft rules, ignoring the deeper, underlying structures.

And how unfair is that, if it occurred that you lose xp because of advancement? How easy is that to handle on higher levels? Say a group of high level characters drop a surprise round on a party of big bad dragons and take them out ... big haul, lots of xp, done in a days work. Why not? If you played long enough, you are bound to have some tricks and shortcuts collected for opportunities like that! Instead, nothing. The GM overshot and had to regulate ... fuck that.

What's more, say you just need a couple of hundred xp for next level, but you gain big time (like with finishing an adventure). Bad luck, chummy. You get one point short to gain the next level, everything beyond gets scrapped.

And there is yet another aspect: all the tools talked about here are about fighting monsters, but there is a shift in how xp are gained somewhere in mid-level range, where just killing and looting won't cut it anymore. The shift is away from combat and more towards actual role-playing.

There aren't enough dragons in the multiverse to advance even one high level wizard. Once your fighter needs 120.000 xp to gain another level, they'd rather have some drama where they can shine (good role-playing will gain a character 1/20 of what they need for next level, or in this case 6000 xp) than going for goblin genocide in the homeworld. Exceptional actions will net you another 1/20. If you aim for both, you'll advance every nine sessions, at least.

So. Many. Construction. Sites. So frustrating.

The D&D RC, if it where a bong ... [source]

Solutions: let's stare into that abyss a bit!

I could go on, but I won't. If you've read all the above, you get the idea. But how can I fix that for be67? What does it take to make it all work in unison? Cutting the "fat" here seems to be such a waste, although all of them are island solutions, there are some nice ideas throughout (obviously, duh). And my guess would be that it'd seem too one dimensional as soon as it all lines up into a pattern that actually leads to something like a coherent system.

The only thing I know is: I need that, for sure, since everything else is lined up already and this is the final piece. I cannot write my way out of that. So I won't. Lets take a look at the elements we have:

  • HD to have an idea how good a monster or NPC fights and how long it'll last (with the added benefit that the amount of HP also indicates level of maturity).
  • Damage output per successful attack (again, there is no rhyme or reason how that measures, but it really matters).
  • Saves are really important, since they are a great passive defense mechanism (no idea how to factor that in).
  • AC is there in the top five, but it just "is" in the rules (nothing to see here).
  • Morale, as described above, lots of moving pieces (no clue how they should connect).
  • Special abilities, which can be anything, but at least it is highly applicable AND we have an idea how they track.
  • Encounter challenge rating, not a good, but the best indicator we have how some of it at least connects.

What else? Treasure? Not necessary (although it factors in with xp). Number appearing? Well, that's a strange one, as it randomizes the balance rating. Maybe good to have a measure like that, but I think it might be a relic from dungeon generating tools that didn't make the cut for the D&D RC. So that's about it.

We can calculate which HD range relates to Total Party Levels in general, and (maybe) what outcome to expect depending on the Challenge Ratings. If you are aware of the sneak peak I shared of the book in my last post (NEG (blank), find it here), you can get an idea how there are additional measures that should make it easier to calculate and manifest a threat.

For one, a GM can track how dangerous the surroundings are, which maps nicely with the idea of a Challenge Rating. For the six Danger Scales presented in the NEG I'll go 20%, 40%, 60%, 80%, 100%, 120%. If you have the Total Party Level (TPL) as well as the Danger Scale (DS) and an Encounter occurs, there's already a lot to deduce from the available numbers. It just isn't that much of a help if you end up with one big number and a myriad of options how to resolve it.

I'm telling you, this will hurt a little ...

Say we have a group of 6 level 5 characters cruising in a DS IV kind of situation, that'd allow for encountering a (80% of 30) 24 HD entity. And the problem is: that could be ANYTHING. Even just reduced to the encounter table, there's so much to go with. I'm tempted to make it sort of a point buy system where the 24 (in this case) are a pool to buy all kinds of features, with some easy defaults to fall back on, if time's pressing.

It could be, however, information overload: would it be a good option to use a swarm, or one big fella? Maybe buy some damage options and better AC? So default is AC 9, reducing that would mean different costs for different numbers of enemies ... so that needs to be categorized. Single (one entity), skirmish (a division of the HD Potential) and mob (1 HD entities, all of them) encounters, maybe? At least that's what I did in ORWELL ...

Maybe it should scale a bit differently? Like, a single encounter should have the lowest AC default, skirmish encounters default a bit higher, swarm lands at 9. Easy. Default damage should be just as easily mapped with group size ... But having the option to buy shit with HD as the currency would mean it'll be reduced. You'd have to do THAT before deciding for group size, right? Right?!

[source]
Okay, so potential first, then group size, then the defaults (AC, Damage, Saves should be in there and Morale?), then using the Potential for specials. And that's it. Make it relate to the basic encounter key, give it something special, maybe dial a bit with the stats ... é voilà, basic encounter?

No no no ... Something's missing. Can't have the same defaults independent of the actual HD. Higher HD should have better defaults, right? So that needs to be done. Saves scaling HD like Level, maybe? Higher damages, maybe related to DS? DS could factor in all the time, actually. Still, that's a lot of information to decide on during a game ... And how would prepared monsters fit into this?

[source]

So we need to shift that paradigm?

Fifth attempt at this (I think). Anyway, had to put it to rest again for a couple of days to mull it over AGAIN. Here's the thing: they never cared to put it all together. In other words, the system I'm looking for, does not exist. The D&D RC is a tool box, consequently it doesn't amount to much until you do something with it. That can (and often will) mean we have to fill those gaps ourselves with the tools we like or our own solutions.

Which is good, as I can use something I came up with instead. It'll change the tone of the game a bit (compared to the D&D RC, that is), but only for the GM (which is another interesting observation, I think ... the game doesn't change much on the player side at all). So how could I go about this, then?

be67 already offers several frames I can work with. Encounters are themes and tropes a GM wants to see in an adventure, all of them geared and scaled towards an escalation (including clues a group might collect and stationary encounters they might explore). Characters are free to explore as they see fit and encounters are abstract enough to manifest independently of that.

Here, have an example! What we are playing now is a Narnia grindhouse feature where the group ended up looking for some lost kids in a Nazi occupied Narnia variant ... No talking lions yet, but we've only started. Anyway, the group enters through a portal and gets several directions to explore (hints to several stationary encounters). The first Encounter I roll is connected to the main plot: Nazis. As for what their motivation is, the Motivation Generator comes up with "A force of greed that is insane and aims for power". That's what I'm working with.

It is a Main Plot Encounter, so the characters should get a chance to learn something about what's going on here. I'm going through the stationary encounters, and there is a frozen lake with a mystery that the group will see soon in the distance. "insane greedy grab for power" sounds to me like they are taking something powerful they shouldn't, maybe in a place they shouldn't (very movie-villain like, I might add). I decide it'll manifest as a mining operation on the frozen lake. Those Nazis are cutting huge pieces of ice out of the lake and something is trapped in those pieces they carry away!

It was clear that they'd end up seeing the lake soon, because of their decisions. Encountering the mining operation fit that perfectly, imo, so I went with it. That same result on a different stage might have had very different results with the same encounter and motivation rolls, but should have covered the same themes just as well: greedy Nazis doing insane shit for power ...

Another narrative encounter might have been more benign or challenging or threatening, so what would have happened then on their way to the lake would have manifested very differently. That way you gain huge variety in encounters, but themed and with some escalation systems to forward the plot as the characters figure out what's happening (one way or another).

Anyway, so plot and stationary encounters come with a "Danger Scale" (as mentioned above) that alters how powerful those encounters are and changes as the characters interact with them (clearing a dungeon, for instance, would reset that stationary encounter to a DS II (default) or a DS I even). As far as "balance" is concerned, the Total Party Level (TPL) gives indicators what's how tough on a group.

I'd take that, but modify it to adding all of that up (Levels and HD from supporting NSC) and then taking a tenth of that as base line. If that produces fractions (.1 to .9, obviously possible), round down but keep that fraction in mind.

Danger in be67 is scaled from 20% of that TPL (very easy) to 120% (very hard), just like they indicate in the RC, but in steps of 20 % to align it with the DS. That tenth of a TPL is calculated easily enough, to see what HD Potential (HDP) that amounts to in a specific DS, just multiply that number with 2 ( for the 20% or DS I), 4 (40%, DS II), 6 (60%, DS III) and so on. Easy enough and actually quite fast, I'd say.

Now a GM has to decide what's needed in that specific situation. If it's less than what's actually available, it can well be improvised as long as the numbers aren't adding up to something more or way less powerful than indicated by the HDP of that encounter. Other than that, there will be rules to use the HDP to its full, well, potential.

The next thing that needs deciding is the size of the encounter. Is it a single beast/NPC/entity? A "skirmish" (which, for be67, means a group with the upper limit of character group plus DS)? Or a "mob" (which would describe a number of entities above the number of characters in a group + DS)? As a situation is already on hand, that should be easily to decide on the fly.

Mob rules in effect! [source]
While the TPL and the DS with the narrative and motivation generator results give you a target area (HDP) and a rough idea what could happen (group size, some elements of the encounter as well as a "stage"). Once the smallest HD unit of that encounter entity is defined, you also gain a couple of insights in as far as HD already determines how capable a monster/NPC/etc. is to hit something. We also already have guidelines for what HD can mean generally, as it nicely tracks with character levels.

Something like that will give a GM a base line to work with, as far as AC, Damage, Saves and Morale are concerned. What it needs, then, is comprehensive tables to make that information easily accessible. Done. A GM that knows if it'll be a single, a skirmish or a mob encounter and what HD a single of those entities will have, will just as fast have the basic default values needed to make it a fight.

As a cherry on top, that fracture from the TPL tenth calculated in the beginning, that can easily translate into that HD bonus we all know and love from D&D monster entries (+1, +2, and so on).

If you are GMing on the fly, this "fast lane" approach will help you immensely, but there is more ...

Introducing Builds & high complexity Encounters

Following the above, you'll see that the numbers a GM is working with at any given moment are moving targets, in flux until needed in a specific situation as all parameters may change quickly during play (DS changes, characters gain allies or explore alone, and so on).

The easiest way to alter those spontanious numbers quickly, is to provide a GM with what I call "Builds" or "Monster Builds" in be67. It is basically a collection of alterations that add variety in the base numbers (higher or lower AC or Saves and all that) as well as special abilities, combat tactics, treasure and even weaknesses.

That, then, is just thrown on the numbers a GM has come up with. Instant goblin soup. Or that werewolf you just needed. Or aliens, because why the fuck not. Builds is what GMs prepare for their adventures (think: grindhouse features), but are just as easily provided in the equivalent of monster manuals (and be67 itself will feature its good share of examples as well ...).

HDP will be a general guide what's possible or recommended here, but that's just to not overpower an encounter by accident and should formulate nothing more than an upper limit. Anything below that threshold should be fair game.

To get REALLY deep n dirty into the rules, be67 will also provide tools for GMs to create detailed builds themselves. It'll provide a GM the dials needed to have a somewhat balanced build to throw at all suitable TPL. It introduces weaknesses (blind, small, stoned, incestous, animal or plant, stuff that'd impede an encounter somewhat) and gives a coherent list of special abilities and combat tactics for inspiration, as well as guidelines to implement attributes, skills and other character traits for monsters and NPCs.

And that's it?

That's it. GMs get three grades of resolution to manifest ALL encounters the game provides as well as all the tools needed to DIY all aspects of it. With this, if it isn't written already, I feel confident enough to say that its now conceptualized to a point where it just needs to be written.

Is this still B/X D&D? I'd say be67 will produce similar results to a degree that it all stays highly compatible while doing something else entirely (like, being weird in the Sixties and introducing lots of GORE!). If you where playing it towards a more balanced version of the game. As far as the D&D paradigm I described above goes, I'd say that if you were to design a game like that from scratch nowadays, you don't (well, I don't) have the luxury of it not making sense. In my opinion.

The only aspects new rpgs need that MAY gain a distinct advantage against their (overwhelming) competition, would be compatibility and/or coherent designs. Coherent enough, at least, so that an aspiring GM could transcend the rules to a degree that allows for a complete DIY approach. If you can throw it at everything and do everything with it, chances are that people that bought it to at least read it, will get something worthwhile out of it.

Hence the headache of making this work as good as possible.

That said, I hope I could also show that the D&D RC is more than that one approach I chose to build my designs on. There is way more, and that's a good thing. In a way, having it being so "patchwork" and incomplete is part of the appeal of the D&D Rules Cyclopedia. It draws you in easily enough (playing early levels works like a charm, with enough material all around to make it even easier), and when you get to a point where you find some inconsistencies, it invites you to look deeper and engage with it even more that way.

I wonder if that imcompleteness is one of the secrets of its success, actually starting with OD&D, which (as I alluded to in the beginning) was just as incomplete (and inspiring), but for other reasons. Is it, even, the source of that paradigm I was talking about above? Something worth pondering on, I presume, but maybe impossible to replicate in a modern rpg?

As for be67, I'm happy how it shapes up. If nothing else, it is what my house rules look like as a full game, and it is what I use when I want to play a game like that, so it'll be handy to have around. But it is also a (hopefully) comprehensive deconstruction of early D&D (as you see above), so it may have value as that as well. Compatibility is the third important aspect, I think.

Structuring monster and NPC generation like seen above, it not only makes all monster manuals out there fair game, it is also quite the fit for the great systemless monster generators that managed to get my attention (my good friend Eric Diaz' great Teratogenicon and James Raggi's fabled Random Esoteric Creature Generator come to mind ... I'm sure that's just the tip of the iceberg), if more inspiration or just more meat on them bones is needed.

Anyway, this ended up being a long one again. I appreciate everyone reading this one to the end. Thank you for tagging along as I tried to sort this out for me, and I hope you took something away from joining me in this deep, deep dive into the machinations of the D&D RC! Maybe it'll also help gaining a bit of interest for be67. Either way, know you are appreciated.

Latest version of the cover ...


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