Thursday, August 26, 2021

(Im)Balance In the Game

Player verses the GM
What we often don't talk about, but probably should, is game balance or imbalance between the referee and their setting and the players and their  character's abilities. What I am specifically referring to is the idea that the current edition of the world's most popular role-playing game and those GMs who feel it leans heavily in favor of the players frequently express an opinion that the game seems to be only getting more unbalanced as each new volume has been released, that it is all the while giving players more options and meanwhile mostly neglects the GM/referee; and finally, the negative effect this is having on the GM's "fun factor". There are a number of reasons why I think this may be a common perception. In this post I will discuss what my view of those reasons are and I will offer some insight how the problem might be addressed. As is the usual case for this old gray-head, my perspective is informed by decades of experience with a number of RPG systems including all of the previous editions of the popular game in question. 
Using the currently published series of rule books, it often seems that each encounter is set up to present a very limited "challenge" to a party of adventurers which have most of their class-based resources ready at hand. The more difficult encounter seems to be designed to wear down the party's resources or perhaps cause a weakened party to experience one or more PCs to fall unconscious while entering the usually temporary game status of "dying" and its related "death saving throw" routine. The authors of the current edition have indicated that character death isn't fun and should therefore be avoided - perhaps at all costs? 
The 5e dying mechanic involves a number of saving throws (each at 55% to succeed - roll 10+ on a d20) and uses the "rule of three" - three failed rolls before three successful roll will result in the player character actually dying NPCs don't usually get death saves. If the character is "stabilized" or makes the three death saving rolls, they can pop back up ready to continue the fight (unless the DM imposes optional Fatigue rules to give the previously "dying" some lasting detriment).
Rests, short (1 hour) and long (6-8 hours), will reset many of the adventuring party's resources including most class abilities (spells, etc.) and renew some or all lost hit points. As a result, resting between encounters (especially the long rest which generally resets everything) means that the party will start each encounter in a fresh state. The idea of slowly wearing the party down and depleting their resources through attrition (and resulting tension) is therefore diminished and a large part of the original game, namely resource management, is lost.
Encounters in older editions are often randomly determined (roll on a table) and can produce monster encounters that are way above the ability of the characters to comfortably handle. The idea here is for players to cleverly avoid such potentially "deadly" encounters, which often offer little to no rewards even when defeated. Combat is something for players to carefully consider rather than jump right into, meanwhile weighing the odds of loss verses gain. When players are so confident that any encounter can be dealt with by a headlong charge into combat because it is all "balanced" for them to defeat, the entire nature of the game is arguably changed.
If "balanced" encounters are determined to be the preferred style of play, there are still other considerations which can/should be addressed regarding game balance. The character races and classes found in the current PHB are often augmented by including the optional Feats and Multiclassing rules. Using these "options" will often result in player characters with even more powers than those built using only the basic mechanics. This "over-powering" is often much to the liking of players, but can cause even more encounter balancing headaches for the GM. The character options which sell players on additional books and make the publisher money also further expand the challenges for the GM - both in terms of having to purchase and read/master the new material and in terms of adjusting game challenges to be in line with the newly enhanced PCs which are being built using all the latest options. (It can result in a situation I personally have found tiresome as I try to keep up with all the latest and greatest for the game.)
Giving away too much to the players is something GMs are warned against even back in the earliest days of the hobby. (Mr. Gygax did just this quite often.) A game that players find too easy will not long hold their interest - nor the interest of a GM who feels like all their best efforts get easily rolled over by the powerful PCs. It is indeed a "balancing act" for any game to keep everyone happy. I honestly believe that players old and new want to feel challenged, and to know that they have earned their character's survival, as well as any PC rewards, and advancement.
The default setting of 5e is assumed to be the Forgotten Realms, which incidentally has morphed into a world only slightly resembling the Realms of previous editions making comparisons across editions more difficult. For those newer to the hobby than me, this presents perhaps little to ponder, I suppose, but for those GMs who have established a degree of comfort with an older and familiar setting (either the published Forgotten Realms or one of their original design) the GM may be at odds with default assumptions as they appear in the recently published sources - including rules tomes. I personally see the setting, the fictional world and all its inhabitant NPCs and monsters, as my GM's "character" or playing piece in the game. It is through control of these setting elements that the tone and story are staged, and a preferred style of play is prompted. (Having some experience with narrative or "story" games where designing the world/setting is an endeavor shared among all the players and not just the GM, I think that such a play style differs significantly enough from what I am describing here as to constitute an altogether different kind of game.)
The nature of alignment has also changed drastically through the editions so that in the current game, it seems that the concept of alignment is often given only passing attention. Originally (in Chainmail and the three little brown books) alignment consisted of grouping all creatures into three alignments, namely those who adhere to the principals of Law, Chaos or Neutrality respectively. The various creatures who inhabit the game world under this system are divided along these lines with Law seen as the closest to "good" and Chaos being associated with "evil" - although the exact nature of the moral concept of what constitutes "good and evil" are usually left to players gathering at each individual table to define for themselves. By the time that we have the Advanced rules, good and evil are an additional axis on the alignment chart, equal in weight to law and chaos, and the concept of alignment has moved to become one that involves character behavior and personality. 
Under this Advanced system of alignment, GMs are encouraged to "police" the actions of characters for alignment consistency. (Along with many other aspects of the game, I much prefer alignment as it appears in the "original game" outlined in the three LBBs.) Perhaps as a reaction to practices of prior years and the Advanced editions, a more recent trend among DMs has been to move away from the use of alignment altogether, but I think this eliminates the central theme of organized conflict and factions from the game thereby resulting in a less satisfying game experience.
In the decades long history of our beloved game, the balancing of power (including that existing between GM and players) has been a frequent topic of discussion. Early versions of the world's most popular role-playing game often reflect a power structure weighted in favor of the gamemaster. In the original White Box version of the rules it is assumed that the referee/GM may be the only player with access to a copy of the complete set of rules - published and "in-house". In the Advanced 1e rules, a first attempt is made to "standardize" the game so that every table will use what is generally similar mechanics, but in this edition many of the essential rules, especially those regarding combat, are located in the Gamemasters Guide and not the Players Handbook. The Advanced 2e Players Handbook is distinctly different in this approach since it includes all essential rules (including combat) so that the rules necessary to play the game are all put into the players' hands. 
In the publishing era of 2e we see the world or setting become the primary means through which the gamemaster is encouraged to shape their unique style of play. Setting takes a more active role during the publication life of this edition as can be seen in the number of classic worlds that remain popular. Dark Sun, Ravenloft, Dragonlance Planescape, and even more, all serve to illustrate some of the varieties in play style that can be achieved through the use of individualized rules that are specific to one setting. 
The 3rd and 4th editions encourage an even more standardized play style (along with the implication that the setting will be one of the  few "official" ones published by WOTC). The default and assumed nature of "balanced" play is herein assumed to extend across all tables regardless of individual GM fiat, and includes a default availability of magic items connected to leveling -in 4e the players actually choose their character's magic items from a list as part of the reward earned during play. 
Balance is frequently interpreted quite differently and is a more important concept for some players than for others. What balance ultimately rests upon is the ability of each player to enjoy the game. Few players, referees included, enjoy a game that seems heavily skewed toward a pre-ordained outcome. It is generally less fun to go through what may seem to be "the motions" of play when there is little chance of failure - or maybe no chance of success! 
It is the challenge that engages a gamer. The opportunity to be surprised by the outcome and a feeling that good play and luck has paid off. It's precisely this element of wanting to know how t will turn out which can bring us back to a favored game time and again.

Wednesday, August 25, 2021

Location Based Adventure

The Winding Way: Setting the Stage
When I set up a role-playing game session, I try to anticipate what might happen once my players interact with it through the actions of their characters - with my locations, my NPCs and with whatever monstrous creatures I populate my setting with. Then we all "play to find out..."
The art of refereeing an RPG depends greatly upon one's ability to multi-task. A good referee will possess more than one skill set. Part of the job is creation; to create a setting, scenario or an entire world. The ability to excite others, to describe, to manage suspense, to react and to improvise, to apply the rules and to make fair rulings, are all aspects of the multi-faceted job of the referee.
The way I personally run a game is from the perspective that the rules are mostly about character creation and advancement and combat. Everything else is handled through discussion between referee and players and role-playing out those interactions with NPCs. This portion of the game requires very few (if any) rules. Occasionally I will call for a die roll, just to cover the chance (including all those elements beyond our ability to understand, control or account for) that luck plays in the outcome of any endeavor. It's just my preference and it seems to work for many players who have enjoyed playing at my table.
My preparation for play is generally focused on the location. I try to create some place that is both interesting and that I and my players can explore to find out more about. One method I use for this is to borrow a bit of inspiration from something in my real environment - preferably several somethings that when combined will feel original and at the same time, a bit familiar. This has the advantage of giving me a mental place to draw upon should I need additional detail (who can predict what players will ask?) while also containing some mystery. The more experiences the referee has, the better able we are to draw upon a wealth of data to fill in our improvisational descriptions!
With a location in mind, I will populate it with creatures. It may be an NPC, a monster, two quarreling factions, or something else for the player characters to interact with. Again, jotting down some notes based upon a mental image of the creature or thing will get me started and if it is something with a motive, I will have an idea what motivates it - hunger, curiosity, taking a prisoner, or gaining some treasure?
Frankly, that is usually about all I have to start with. A map, a few notes and a good idea from which to draw additional inspiration from allows me to go where ever my players decide to take their adventure. For me, that is player agency - decide what you would like your players to do in this location. Sometimes my players will decide "this isn't interesting" and move on to another location, so it helps for me to give some thought to the broader area. This is where remembering where I originally borrowed my idea from helps. Over the hill? Across the river or onto the next town. Grab some inspiration and start making some notes as you play. That is how I frequently build my setting.

Tuesday, August 24, 2021

A Small Sandbox

The Witch Farm
It all started when a chromatic wizard from a far-off land immigrated to the area. A specialist in ancient lore and the necromantic arts, which were fairly common pursuits in the far-away country where he originated, the wizard came in search of a fabled "well of souls". Whether he found such is not recorded. What did transpire, and ultimately did reach this chronicler's ear, was his discovery of the ruins of a nearly forgotten civilization - one which had its own pre-occupations with defeating death. The wizard practiced his art farming the bone fields, growing crops of witches - creatures that soon began to prey upon the local population creating a reign of terror and many heroic deeds as adventuring types were drawn to the area by news of the evil afoot.  
A sandbox adventure is best when it's intimate and of limited scope. Much as its name implies, the sandbox exists in a "box". It has boundaries - even large ones do. Starting small allows the referee/world-builder to manage the scope of the setting and to present the players with a level of detail that will engage their characters. A handful of choice and well played NPCs - all of them characterized by some notable feature that makes them stand out as memorable - and a few rumors of evil doings will present the players  a menu of irresistible choices. As the adventure develops, your setting may expand to present a feeling that the fictional world is an expansive place, but by presenting opportunities that bring the characters back into the core of the setting, the sandbox campaign can remain manageable. The more time that the players spend exploring the local neighborhood, the more acquainted with it they will become, the more "real" it will feel and perhaps more importantly, the more likely they will be to care about what happens to the now familiar folks (NPCs, etc.) and the place they may start to think of as home (-base). 
With such notable TSR classics as an inspirational model, the referee may draw upon the likes of modules featuring Borderlands or Homlet as they create their own locale ripe for sandbox adventure. A small civilized nodule of imperiled citizenry to form the "home-base" for your adventurers combined with an external threat for them to conquer (or die trying!) and your campaign is off to a promising start. Mix in the particular interests as expressed by your players and many sessions of fun and entertainment surely await. Add in a few surprises in the form of an NPC (or three) who are not what they seem to be, and perhaps the subplots of a quarrelsome faction or two - the possibilities seem almost endless - and your campaign will continue to delight everyone. The longer the campaign lasts, the more you and your players will come to value this little sandbox they now call home.
It started with a rumor - some farmer claimed he lost a few sheep. Another complained about the "varmints" and their increased foraging in his vegetable patch. "It ain't natural, I tell ya!" he exclaimed.
Then there was the strange "disappearance".
Inquiry leads to some "strange doings" as reported to be happening at the old ruins. "It's witches... Burn 'em!" the crowd shouts.
"What about ol' Granny? I've heard she might be a witch."
Everyone seems to have almost forgotten about the stranger who passed through some months back asking questions about the old ruins and a magical well...

Monday, August 2, 2021

Character verses World

Standing Out in the Crowd!
The game, as it has often been played since the beginning of my interest in the hobby, is about the players, their characters and the actions that those characters take (or don't take much to evil's delight!), all done in a setting consisting of a particular fictional world, which over the course of many sessions, may see several characters that come and occasionally go. The world, or setting as it is often called, is the place where all the action in the game happens. Usually it is created by the referee or taken from a published author as the case may be when the setting is purchased for use "as is". It is always a fictional place (even when based on a "real world" location and time) where challenges await our players as they confront mysteries and the many dangers encountered by their characters. The excitement of playing the game most generally comes from interacting with this setting, the fictional world as it is, through characters that may take on a favored role through several sessions of play. 
The game world can be based upon our own world's  history or perhaps can be set in the modern day, using various real world locations, institutions, and even headlines taken from news stories, all as inspiration. Together this is the backdrop for the many actions our characters will take - both heroic and mundane. Because the characters are fictional, and therefore their actions are make-believe, the game is ultimately just that, an exercise in playing make-believe. It is a fiction, or entertainment for its own sake, and yet so much more for those of us who love the game.
Regardless of the character sheet, each player's abilities - and their game-craft (i.e. player skill at role-playing) is ultimately all that is pitted against the fictional challenges posed by the referee and the setting. 
This is the basis of the game. It is the job of the referee, or game master as the role is often titled, to set the stage for all the unfolding action by preparing a fictional world (ripe with intrigue!) in which the game will ultimately take place. Once the players are assembled, the referee describes the situation for them using the point of view of each of their game characters. The players say what they would like each character to do. The referee then judges the outcome of all actions taken by the characters by applying the rules as they are written and also by making any rulings necessary to cover the in-play events which are outside the scope of said written rules.
The challenge for all is to play the game well and to have fun. This is true for every participant, including the referee. The referee, it should not be forgotten, is also a player and as such, is just as invested in the game being fun for all as anyone else is. The role-playing game differs from many other types of game in that it is cooperative in nature - not competitive in the traditional sense of winners and losers. The adversary is the evil characters and monsters played by the referee - not the referee. The game is about the characters AND the world which is bigger than any character or group of characters and may provide the backdrop for many scenarios involving any number of characters.
The character may stand out as being memorable through the merit of exceptional deeds performed during play. It is our impact on the world that leaves an impression! Clever play, humor and heroic action makes for a remarkable character career. An eye-catching costume, superhuman game stats, and a unique background may assist the player in gaining a "feel" for role-playing the character, but such detail will rarely contribute much to a remarkable career. In the game as in real life, it s what we accomplish that ultimately determines our legacy.
Does our new character sheet become a character we will remember and talk about for years to come, or are they just another future tombstone marking a brief and non-illustrious make-believe, pen and paper life? 
Play and find out!