It’s a big topic that I will now try to unpack in a series of Tweets. t.co/1TRQh19OTk
3.5 and 4 were very much driven by an anxiety about controlling the experience of the game, leaving as little as possible to chance. They aimed for consistency of play from campaign to campaign, and table to table.
The fear was that an obnoxious player or DM would ruin the game, and that would drive people away from it. The thinking was that if we made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.
The downside to this approach is that the rules became comprehensive to a fault. The game’s rules bloated, as they sought to resolve many if not all questions that arise in play with the game text.
At the same time, 3.5 and 4 were driven by the idea that D&D players wanted as many character options as possible, presented in a modular framework meant to encourage the search for combinations that yielded characters who broke the power curve.
These two aims play together in an extremely terrible way, at least from a design perspective. Your core system has to cover everything... meanwhile you are adding more cases and content to your game. Good luck with keeping those things in balance!
IMO, the basic design premise suffers from a fatal flaw. It misses out on a ton of the elements that make RPGs distinct and doesn’t speak to why people enjoy D&D in the first place.
With 5th, we assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.
In terms of players, we focus much more on narrative and identity, rather than specific, mechanical advantages. Who you are is more important than what you do, to the point that your who determines your what.
In broad terms - and based on what we can observe of the community from a variety of measures - we went from a community that focused on mechanics and expertise, to one focused on socializing and story telling.
Mechanical expertise is an element of the game, but no longer the sole focus. Ideally, it’s a balanced part of all the other motivators. If balanaced correctly, every has their fun. Enjoyment isn’t zero sum.
As D&D is descriptive rather than prescriptive, individual groups had different experiences. However, that was the design trend and what we saw in the community as a whole. It’s been interesting to see things change with the change in rules and the flood of new players.
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The only question in game design that really matters is, “Why does a player care about this?” Yet, it’s something I rarely see designers bring up. Most RPGs never answer it.
D&D 5 aims to make you care about your character as something that is your personal creation, and the ties between your creation and everyone else’s (DM or player).
Probably the biggest shift from 5 and both 3 and 4 - we stopped caring about consistency from table to table. That ran counter to what we saw as the fundamental strength of tabletop roleplay vs. MMOs.
My earlier tweet about language and spoken bandwidth is prompted by some thinking I have been doing about dungeon design. I'm using this image as an example. Let's assume the party is standing at point M with a torch.
As a DM, you have to describe both the room and the hallways depicted. That includes the location of four doors and three corners. That's a fair amount of info to juggle. How much of that can the players actually process?
We don't often think about a dungeon as an information construct, but that's essentially what it is. A complex dungeon might be frustrating if only because it's a bear to process without drawing out the map as you go.
I'm developing a new style of DMing for myself, riffing off my earlier tweets about railroading. It boils down to this - in a game of D&D, the DM provides the foundation of energy and action for the session, but NOT the direction. I'll explain using combat as an example.
I've been putting a lot of work into my combat management and presentation over the last few months, especially as streaming is something I do more of and, honestly, really love doing. It has made DMing into a true skill you can watch grow. I love that.
In combat, my job as a DM is to provide forward energy, narrative opportunities, and quick pivots to avoid dead spots. The bad news is that doing this well is hard and burns a lot of energy. The good news is that if you hit a 5 on a 10 point scale, you're still doing fine.
Railroading has gotten such a bad rap in RPG circles that we forget it is one end on a continuum. The opposite end is aimless drifting, with a DM who sits back and throws no hooks, injects little or no action. I’ve played in these games. They are THE WORST.
Too much choice is an empty wasteland. No choice is just the DM talking while the players listen. My experience is that most DMs tend toward railroading when they start, then back away when/if they gain exposure to other styles.
However, a lot of the anti-railroading advice is pretty bad, IMO. You can either way over-prep and over every possibility, or just have stuff happen regardless of which choice the PCs make. They’ll never know you pulled that trick unless they read your notes, right?