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Monday, 16 August 2021

Episode 50: A cRPG About 3rd Edition PnP D&D!

Those who have known me for some time will know that my RPG interest stems from a PnP (pen and paper) AD&D background. For me, NWN2 offered the best way to get AD&D PnP scenarios into a cRPG environment. Importantly, it offers an excellent interface that allows individual companion possession as well as encouraging multiple players to team up and play a game together. For my own campaign, there was still a lot of work for me to do with respect to improving the MP coop environment, but at least the core program was flexible enough to allow me to transfer from one medium to another. Over the years I have been doing this I have noticed other builders use NWN2 from quite a different angle. My observations follow ...

THE CORE REQUIREMENTS

Turn-Based Combat System

When I first started designing The Scroll, (using NWN1 at the time) my initial modules were created around a completely unique true turn-based combat system that I spent a long time coding within the NWN1 environment. It involved individual players controlling their own mannequin, which in turn controlled every PC they owned. Through this system, as DM, I was able to control the combat in a true turn-based system, which allowed DM and players alike to take turns according to when the next creature's initiative came along. Of course, when NWN2 came along, which allowed the instant switching between PCs for players, the mannequin concept I had developed could take a back seat if we were prepared to play a pseudo-turn-based system: where all players and DM (or AI) assigned their actions at the same time for the up and coming combat round. To me, the newer NWN2 approach offered greater benefits for us, not only as it meant I would not have to edit every spell to work in a true turn-based system, but it reflected a more "real" response in a combat round. (The spell editing was something I had started with NWN1, but stopped when the decision was made to switch to NWN2 when it came along.) Another benefit of moving to NWN2 was that it meant I could create the campaign for a larger audience, now allowing the new turn-based system to be merely an option for any new players that may like to play my campaign using tactical turn-based combat.

As the years have passed, however, I have seen less and less interest in some of these key elements of gameplay of which I hope to cover here: tactical turn-based combat being near the top of what appears to me a wave of "old ways rejection". I hasten to add this is not the case for myself or my own players, as we still very much like to play a combat using a character by character assignment in every encounter! However, I think there are other elements of which I hope to cover below, which have also taken a hit to inclusions due to changes in attitudes. I will approach these as I believe they have impacted the gameplay.

Resources: Rest and Recovery

Much of what governed the way a D&D module played in the PnP days was as much about good player management of their player character (PC) resources as anything else. Timelines, equipment, spell uses and hit points all mattered! I know there may be those who would argue they still do, or maybe there are others that will argue they are glad that such aspects of play no longer matter. My argument, however, is that while I am quite keen to see changes to mechanics that add interesting elements of gameplay, I am saddened when (in my opinion) elements are broken, or simply removed altogether. To me, it matters because such changes also break some of the key gaming aspects of a role-playing-game (RPG), especially with respect to the spirit of a D&D module.

Even the official NWN2 campaign suffered from this when players are allowed to rest almost at any time and anywhere. A simple pressing of the "R" key to rest and most (normally all) ailments, hit-points and spells are fully recovered. It becomes such a farce that it begs the argument of even having any "usage" for such recovered elements of play at all! Furthermore, once these kind of resources "no longer matter", such things as tactical combat (pause and assign commands) becomes meaningless, as we may as well use all our best resources against any foe because the moment the fight is over, we can just recover everything! It's no wonder that players today do not appreciate the more tactical side of playing a D&D combat. Basically, it has changed from players carefully considering their "limited" options to ensure they progress both in story and character as a team effort, to one of a fast solitary mega-build to compare their PC builds to their fellow players. Just look at the way coop games have declined over the years. I am referring to true D&D party coop and not large MP worlds.

The Timeline

The alteration of or even complete omission of a timeline also has damaging repercussions, albeit more subtle than that mentioned above. For while "free resting" is an obvious abuse of a timeline, it is made worse if left out altogether. When playing an RPG, events are occurring, and normally within a time frame. At the very least, even if no actual calendar is used, the world should reflect changes in light from night and day, even if scripted to do so if not through actual time passing. Otherwise, again, the player is no longer thinking about the resource of time and how that may have an impact on what they need to achieve. 

Basically,  the more we remove aspects like the importance of time and resource management, we are moving away from the RPG and into the realm of an "adventure game". There is nothing wrong with an adventure game, for I have played many and still enjoy them now. My point is, however, as the years have passed, I have noticed builders, even of AAA "RPGs" steer away from these traditional core RPG gaming elements.

Suspended Realities: Items & Encumbrance

I believe there is a difference between a fantasy game that considers resource management and one that does not. I have already mentioned the effects of some of the more obvious resource management issues to do with combat, but there are others that I would like to mention here too, such as encumbrance. Once again, I know the arguments used with such a game mechanic, but to ignore it completely (or even partially) can (in my opinion) imbalance a game. If you allow any PC to carry any amount of equipment (including gold), then one of the benefits of having strength among the PCs becomes less of an importance. The point I am trying to make, however, is that when too many aspects of gameplay mechanics are ignored, then we move away from the player even considering what they carry. Anything and everything becomes a viable item for the pack-rat that such a system encourages, leaving any items of importance just another bauble in the avalanche of "prizes". Personally, I believe the game is already over-generous with the strength allowances it gives. My preference, however, is to encourage an environment that gives value to finding a bag of holding or at the very least has players recognise the carrying capacity of a low strength PC. This is why to this end, I ensure gold does weigh something in my campaign.

The Economy

This brings us nicely to the economy of a world. I am the first to admit that balancing such is no easy task, but a clear game-breaker for any resource considering world has to be how common certain items are found in a world. I understand that certain items are necessary to help a world move along, but the value of a fantastic item is truly lost if every other vendor carries the next best thing.

IN CONCLUSION

I was going to consider some other aspects of gameplay that reflect a spirit of D&D, but I believe if the core concept of managing resources is understood as a vital distinguishing mark, then other aspects such as archetypal classes and NPC interaction also fall into place. I hope I am not alone in my observations, and that others also would like to reclaim some of those elements that have fallen by the wayside with time. Or perhaps I and others like me, are now a dying breed. Maybe the RPG has moved on to those who have better dexterity (for real), and don't really want to know about role-playing an avatar in a world where tactical choices beyond a bigger and better sword or spell matter, as long as they can beat the next creature that comes along and grab its massive horde. Please understand that this is NOT a complaint about any specific choice or style of play, but at worst, a lament for a kind of "depth" to a game that appears to be no longer in fashion. What about you?

MODULE 2: PREDESTINATED DAYS

For those interested, Predestinated Days will be written and designed in a style as close to PnP 3.5E AD&D rules as I can achieve, with some of my own additional mechanics that reflect the current world setup and main plot. This means you will need to consider resource management, and have the option to switch to turn-based combat if you need to, to help manage your resources. You will have to consider what PCs you have in your party to help manage all those situations you may find yourself in, but will also have the flexibility to adapt to the situation with any PC if you take time to learn about the world. You will face different creatures with different backgrounds and goals. You will come across difficult locks that only the best at lock picking can crack. You will also encounter puzzles to test your mental agility, and characters ready to test your moral fibre. Think D&D with an AI DM at the helm, as you will not simply be able to kill your way through the game.

But, you will not be left without the means to succeed. You can only fail if you lack the ability to manage a party of PCs both carefully and wisely. It's not a casual game, although you can certainly make it a lot easier by dropping the game options where I have taken care to allow easier foe and puzzles, but even with such adjustments, the player NEEDS to make careful decisions. It's a true traditional D&D game (as close as I could make it), based on a PnP campaign, including some of the original paper written dungeons, that will have you having to stop and think at times. If you have ever played PnP D&D, then I hope you know what I mean ... otherwise, unless you like a challenge beyond input device twitches, then maybe it won't be for you. ;)

Below is an original image of a city called Southstrong from my PnP campaign, of which some areas will be used in Predestinated Days. The two images below the map show a tavern from that city, and a thief attempting to pick a lock. (GUI improved from the first module to work on chests now.) NB: The option to switch to a NWN style pick lock is also available on the GUI.

Original Pen And Paper Map Drawing of Southstrong

A Tavern Within The City of Southstrong

Chest Demonstrating the Lockpick GUI

 

EPISODE 50: UPDATED VIDEO FOR THE SCROLL






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