• feature
  • WEDNESDAY DECEMBER 17 2008 6:00 PM

Wil Wheaton's Geek In Review: Keeping The Borderlands Alive

Last week, I spent an entire day playing Dungeons & Dragons Fourth Edition with some of my friends. Big whoop, you say. So did I. Ah, but I played in Seattle. With Gabe and Tycho from Penny-Arcade. And Scott Kurtz from PVP. And, to really twist the +3 dagger in your back, our DM was Chris Perkins from Wizards of the Coast, who made an adventure specifically for us to play. For the crushed peanuts and maraschino cherry topping on this sundae of HAWESOME, I got to play a class from the unreleased Player's Handbook 2. We recorded the entire session for a podcast, which will be released early next year.

Did I mention this class is unreleased? Because it was. I played a class that you haven't seen yet. I just want to make sure I get full bragging mileage out of this. I posted a little bit about it on my blog and Twitter (I can't go into specifics, for obvious reasons *cough* awesome unreleased class *cough*). I should not have been surprised (but I was) to find out that a lot of people seem to want to know what I think of D&D Fourth Edition.

If you're not a serious tabletop gamer, you may be surprised to learn that this version of D&D was extremely controversial in the gaming community. Mr. Peabody, fire up the Wayback Machine . . .

In August of 2007, Wizards of the Coast announced that they were updating Dungeons & Dragons to a new, fourth edition. I was mostly happy with the current edition, but I was cautiously optimistic. "Maybe they've absorbed a lot of feedback from gamers who played 3.0 and 3.5, and they're cleaning things up accordingly," I thought. (Yes, there really was a third-and-a-half edition. That's a topic for another column, ideally written by someone else.)

By October of 2007, I had heard a lot of crazy talk. Nothing was sacred, they were saying. Magic Missile was going to require a to-hit roll and there would be some kind of dragon character race. As I absorbed each bit of new, my condition was downgraded, from cautiously optimistic to increasingly wary. "Nothing is sacred? Dragons are for killing, not for playing! What next, are they going to replace the swords with walkie-talkies?" There was a definite "WTF? Han shot second?!?" vibe in the community. Gamers, like hardcore SF geeks, tend to fear change. Especially change which we determine, sight unseen, to be stupid.

I didn't spend a lot of time thinking about Fourth Edition until May, when I got a copy of The Keep on the Shadowfell, a first-level adventure with some pre-made characters and simplified rules, designed to be a teaser before the core rule books went on sale in June. I paged through it with as open a mind as I could muster, and though I saw that the rumors about Magic Missile and Dragonborn were true, I liked pretty much everything else I saw. In fact, it looked like it could be a lot of fun, and it reminded me more of the streamlined Red Box "Basic D&D" system I played when I was a kid than of the math-heavy, table-laden version of AD&D I traded for GURPS when I was a teenager.

I lucked into a set of core rule books a week before they were officially released. My world came to a complete halt while I devoured them. I'll eventually give each one its own review, but the short version is: The Fourth Ed Dungeon Master's Guide is the book I've wanted to read since I was 12. Everything you want to know about running a game Ñ and having fun doing it Ñ is in this book. I have a ton of experience playing D&D, but very little experience running games. I still wear a scarlet letter for several total party kills when I was a kid; this book gave me the confidence and guidance to sit behind the DM screen again. The Player's Handbook has a terrible index, and they made the mistake of telling us early on that something does "1[W] + Wis" damage without telling us what [W] is until the end of the book (SPOILER ALERT: it's weapon damage, like 1d8 or 1d12 or 2d4+6. Also, the monsters are calling from inside the castle!), but other than that, it gives you everything you need to create and outfit a character. The Monster Manual is full of Monsters. 'Nuff said.

I didn't actually get to play a game (stupid real life responsibilities) until last week, but reading the 4E core rule books inspired me to get all of my D&D 3.0, D&D 3.5, GURPS, True20, Mutants & Masterminds, and World of Darkness books out and remember exactly why I started playing these games in the first place. I didn't have to look very long; it was printed right inside the cover of the Player's Manual in my very first Basic Rules Set (the red box that served as my introduction to the system). "This is a game that is fun. It helps you imagine." You'll notice that it does not say, "This is a game that helps you feel superior to other people because you can calculate THAC0 in your head before the dice stop rolling," or "This game is deliberately designed to exclude anyone who doesn't have a degree in higher mathematics." When I played Fourth Edition, it was like they'd taken everything I didn't like about D&D, everything that had made it overly complicated and cumbersome, and thrown it all away. All that was left was the best lessons taken from 3.0, and the philosophy that made basic D&D so much fun in the first place.

So now you know where I'm coming from, but I need to add one disclaimer before I describe my impressions of 4E: I've only played once. It was for 10 hours, and it was with people I really, really like, but it was just one adventure. Having said that, however, what I experienced fulfilled and even surpassed the expectations I had after reading the core rules, a couple of adventure modules, and talking to people who play 4E in their weekly game. In the briefest of terms, it was hella fun.

How does it play? I think the best way I can describe it is: simply, without being simplistic. Gamers who play an RPG have to decide for themselves why they're setting aside the time and making the effort to get together. Almost every time, whether people have fun comes down to the DM and the players. It took me years of gaming, and no small amount of frustration, to conclude that a system's rules should provide a structure and some basic expectations for the game, but that a campaign or adventure is more fun when it's supported by the rules, instead of being defined by them. (Caveat: No game is suitable for everyone. If you can't stand horror movies, you won't have a good time playing World of Darkness, no matter how much you like the system and your fellow players. Further caveat: There are some badly designed games out there. I'm not talking about games with design decisions you disagree with; I'm talking about games with contradictory rules, broken cross-references, poor or no indexing, and probably little to no playtesting.)

My 4E experience started with character creation, which I did sitting on the floor of my office with pencils and paper, the Player's Handbook, and the Adventurer's Vault. I know there are online tools available to do it all for you, but I couldn't bring myself to use them; I'm an original analog gamer, man, that's just how I roll. (4d6 and drop the lowest FTW.) It took awhile because while I had read the books, I had never tried to use them, and there was some page-flipping while I wrapped my brain around the system. However, and this is crucial, I never got frustrated or felt bored. The process took some time because I had a learning curve and because there are several decisions to make, not because I was confused or because the rules were disorganized.

Now, to address some of the things I worried about before I played 4E. I keep hearing people complain that 4E is just WoW on the tabletop. Quite tellingly, I haven't heard this from anyone who has actually played 4E, but I understand the concern, especially if you're only looking at the combat rules in the store and listening to people complain on the Internets. Many of us have a lot invested in our 3.0 and 3.5 books, and may not want to take a chance on something that's going to be just like a damn video game. Aren't we playing this to get away from video games? I haven't played WoW and don't really care to, but if Blizzard's combat system is this fast and easy to understand, and this much fun, I can see the appeal. Every player got to do something important to help the party, and all of us contributed to each challenge, whether it was solving a puzzle, disarming a trap, or actually fighting lots of monsters.

(Speaking of WoW, I wonder if WoW is, for some gamers, "the other woman," threatening to split the party with a siren's call that's taking potential players out of our world and never giving them back...could that be why so many hobby gamers hate it so much? And if so, wouldn't it make more sense to hate on CCGs, which sucked away RPG players ten years before anyone knew what Warcraft was? Hey, as long as I'm kicking over anthills today, I'm going to make sure I stomp on as many as I can.)

You may have heard that player characters are much stronger at lower levels and that it's harder to die than it used to be. That's true. I can only speak for myself, but I don't see the problem. I like that my character isn't going to die from one encounter at first level. I like that I can use cool powers and feats and feel heroic right out of the gate, instead of slogging through several rooms of kobolds or skeletons, with numerous breaks to rest and heal between each encounter.

Speaking of healing, player characters get to use a certain number of healing "surges" each day, sort of like guzzling down an energy drink when you're pulling an all-nighter and start to flag. This does indeed fundamentally change the game I grew up playing, but I can't believe I ever campaigned without it. I don't want to keep going back to town whenever I have a tough fight. I want to keep exploring the world and meeting new NPCs. I want a trip back to town to really mean something, either that we've made some major progress in the campaign and have something to report, or we barely escaped a Gelatinous Cube and had to follow Sir Robin all the way back to Winterhaven, eating his minstrels on the way. (Yaaaaay.)

I'm not going to attack people who can't stand 4E the same way I've seen some anti-4E people attack others for liking it, because that just reminds me of watching two guys with ponytails argue about which Linux distribution is better while they ignore the stripper grinding on the rail right next to them. (She's working really hard for those singles, guys. Show some respect.) I will say to the 4E haters, though, that Hasbro's idiotic handling of third-party 4E support (also a topic deserving its own column) has effectively alienated a huge portion of the indie publishing world, and there's going to be plenty of 3.5 support out there for a very long time. Paizo's Pathfinder and Green Ronin's True20 seem to make a lot of people very happy, too, and there are a ton of other systems out there, so it shouldn't be too hard to find something that fits your game and your circle of friends.

I've been playing Dungeons & Dragons for 2d12 years. I remember when magic-users couldn't wear armor, when edged weapons didn't hurt skeletons, and even when an elf was a class. I have more polyhedral dice than [SOMETHING NORMAL PEOPLE HAVE A LOT OF]. I routinely tell my wife and friends that I have to "save vs. shiny" when I go to my friendly local game shop, and I didn't realize that graph paper existed for a purpose other than making dungeons until I'd been in high school geometry for a semester...and even then, I remained skeptical.

Few things in the world make me as happy as gaming, and I have two shelves of RPG books to prove it. I have a lot invested in those books, not just money, either, but time and memories. Each time I hear that one of the systems I care about is in danger of getting the Jar-Jar business, I have to save vs. kill crush destroy. At substantial minuses. If you'd told me six months ago that I'd be sitting here today writing about how much I love D&D Fourth Edition, I would have laughed in your face and called you a silly person. It is almost certain that I would have taunted you a second time, called your parentage into question, farted in your general direction, and observed that you were best suited for a career in empty animal food trough wiping.

Yet here I am, anxious to go pick up my Fourth Edition Manual of the Planes, and counting down the days until Winter Break so I can take my kids and some of their friends to the Keep on the Shadowfell, where I will get to play Kalarel himself, and try really hard not to kill them all in their first few encounters. Remember, it doesn't matter what edition of what game you're playing ... a system is only as good as its DM and its players.

Wil Wheaton rolled a critical failure vs. make deadline this week. Sorry, Nicole!



 

Previous

PAGE: 

1 | 2 | 3 | 4 | 5

Next

Comments
SockPuppet

SockPuppet

I'm lost
July 2006

DEC 20, 2008 03:09 PM

tadkil said:
However, Keep on the Shadowfell occupies the same place in my son's hearts that Keep on the Borderlands does for me. It's the first place they learned how to communally express wonder.



Your apostrophes need work. I was beginning to wonder what species your son is... smile

SockPuppet

SockPuppet

I'm lost
July 2006

DEC 20, 2008 03:10 PM

dholokov said:
Could some really really longtime players tell me if this Keep on the Shadowfell is merely an updated version of the Keep on the Borderlands?

And lots of lowbies dying wasn't fun to play, but it made sense in the larger sense of the D & D world. Otherwise, the entire world would just be run by the heaps and heaps of magic-users. It is weird that they originally tailored it for what works in the fictional geopolitical realm, rather than for the actual gamer. that's where GGs head was at.



What's weird about that? I can't play in worlds that don't make sense.

malkav11

malkav11

Saint Paul, MN
July 2003

DEC 20, 2008 03:39 PM

There are a lot of ways to explain things like that that don't involve giving the PCs the lifespan of the common household gnat.

For example - who says other adventurers are, by and large, using the same class templates as the PCs? Maybe the PCs are particularly natively talented. Who says magic-users by and large care about temporal power or want to get into politics? Maybe adventurers do tend to drift into positions of power and responsibility, but they're a rare breed. Or adventurers get really powerful, but they typically prefer to wander around fighting monsters and exploring ruins and such. Or they do that, and then when they retire they want to live a quiet life so they take up farming or what have you. Or maybe the heroes get magically sealed away when their jobs are done...

atomicant

atomicant

Portland, OR
June 2003

DEC 20, 2008 03:45 PM

formerviking said:

MisterEnrolled said:
I didn't understand a single topic this article covered.



And yet here you are commenting ...



seriously, dude. no need to be here.

Ticktockman

Ticktockman

Durham, NC
April 2006

DEC 20, 2008 04:37 PM

D&D kicked off my rpg craze 27 years ago, and while I haven't played 4E yet (and given my friends' enjoyment of Exalted likely won't any time soon), all the buzz -- positive and negative -- leaves me intrigued. But really, so long as the system is functional I'm happy to do some role-playing. With a good group it'll all work out.

-TTm

tadkil

tadkil

Duluth, GA
September 2004

DEC 20, 2008 07:23 PM

SockPuppet said:

tadkil said:
However, Keep on the Shadowfell occupies the same place in my son's hearts that Keep on the Borderlands does for me. It's the first place they learned how to communally express wonder.



Your apostrophes need work. I was beginning to wonder what species your son is... smile



1) Doh!
2) That was funny

Robotpet

Robotpet

USA
May 2008

DEC 20, 2008 10:48 PM

tadkil said:

SockPuppet said:

tadkil said:
However, Keep on the Shadowfell occupies the same place in my son's hearts that Keep on the Borderlands does for me. It's the first place they learned how to communally express wonder.



Your apostrophes need work. I was beginning to wonder what species your son is... smile



1) Doh!
2) That was funny



Time Lord, apparently.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

DEC 21, 2008 08:42 AM

MisterEnrolled said:
I didn't understand a single topic this article covered.



that is, no kidding, the saddest thing i've read all day.

J24U

J24U

Danvers, MA
February 2006

DEC 21, 2008 11:45 AM

I still game with a group I've been friends with for 16 years. My buddy's 3 year old daughter sits at the table with us most of the time. This x-mas I'm getting her her first D20. A giant white plush job that rolls really well actually. It's fun to watch her roll dice next to her dad, now she doesn't have to steal or lose our dice under the heating vents. biggrin

mingol

mingol

Singapore
July 2005

DEC 21, 2008 11:59 AM

atomicant said:

formerviking said:

MisterEnrolled said:
I didn't understand a single topic this article covered.


And yet here you are commenting ...


seriously, dude. no need to be here.


That's never stopped him before.

Quirky

Quirky

Birmingham, AL
October 2005

DEC 21, 2008 01:05 PM

formerviking said:

MisterEnrolled said:
I didn't understand a single topic this article covered.



And yet here you are commenting ...



Writers gotta know the limits of their audiences somehow.

mQx

mqx

Seattle, WA
January 2003

DEC 22, 2008 02:54 PM

Ainur said:
In response to baudot and mQx, and again, it's just my opinion, but I do believe that a great DM should be able to encorporate whatever other system, world, character, etc. their players wish to use/inhabit. There should be no boundaries so long as all the people involved are happy with the outcome. I took D&D players to outerspace once because that's where they wanted to go (it works in the context of deities and other planes of existence).



That's a good argument for the power of players and DMs, but not the argument (at least) I was making. Any of us can sit down and do storytelling with no rules at all; or we can take a basic set of rules and make-up whatever we want. I'm limiting myself to the base argument of system vs. system; the basic engine.

Now, to your point specifically, while someone *can* do all those creative things we both mentioned, the vast majority of players (especially new players) don't. They use the rules as written or close to it.

Gaming groups often take on personalities based not only on the actual personalities of the people, but the personality of the rules. Take a group of 1st edition gamers and the same group with 4th edition rules and the vast majority of groups are going to change their play style to suit the new rules... not vice versa. Otherwise, Will wouldn't be writing an article about his new, fun gaming experience with these fancy new rules.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

DEC 22, 2008 03:42 PM

game mechanics have a huge effect on playing style. ultimately, you can run any kind of game under any kind of system and have it work, so long as everyone involved is willing to make the effort. that said, it's pretty hard to portray a gritty world where death lurks around every corner if you're playing epic-level D&D. most epic-level D&D games are going to be, well, epic, simply because the game mechanics encourage that sort of game.

baudot

baudot

Oakland, CA
February 2004

DEC 22, 2008 03:47 PM

Ainur said:
In response to baudot and mQx, and again, it's just my opinion, but I do believe that a great DM should be able to encorporate whatever other system, world, character, etc. their players wish to use/inhabit. There should be no boundaries so long as all the people involved are happy with the outcome. I took D&D players to outerspace once because that's where they wanted to go (it works in the context of deities and other planes of existence).



Absolutely. But past a certain point you're not playing D&D anymore - you've built your own game. smile

I'd still take D&D for introducing new players anyday, and it's still the one system everybody knows, more or less. I play it more than anything else.

SockPuppet

SockPuppet

I'm lost
July 2006

DEC 22, 2008 05:00 PM

tadkil said:

SockPuppet said:

tadkil said:
However, Keep on the Shadowfell occupies the same place in my son's hearts that Keep on the Borderlands does for me. It's the first place they learned how to communally express wonder.



Your apostrophes need work. I was beginning to wonder what species your son is... smile



1) Doh!
2) That was funny



smile

Previous

PAGE: 

1 | 2 | 3 | 4 | 5

Next