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.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
I had a few people ask if I actually fit satisfying sessions of D&D into an hour. I 100% and have been doing so for almost five years now. The key is rebalancing monsters for faster but still dangerous combat, and streamlining the core rules for everything else.
A thread:
Working from home, I found that I cannot spend more than an hour in a single Zoom call. My brain just fries. So I started running RPGs at lunch. We started with Boot Hill, a game ran to celebrate the life of Brian Blume. He passed away early on in the pandemic.
Boot Hill has a *lethal* combat system. I ran an initial gunfight, and things zipped by because that game has two states combat:
* Take cover and play defensively, maybe survive
* Get caught in the open, die
Used the troglodyte in my Wednesday game. This session nicely wraps up what I want from one hour of D&D: two significant battles, exploration/puzzle, roleplay scene, and a chase. We also spent about 10 minutes catching up, and ended 5 minutes early.
First bit of action was a quick chase using rules inspired by the classic James Bond 007 RPG. Party ran down a bullywug scout. Captured him, interrogated him, learned a bit about this dungeon level. RP all ran in-character, including me blubbering like a frogman.
The rogue scouted ahead, spotted trogolodytes who had overrun a bullywug guard area and were hiding in there. Party moved up to attack, unloading a LOT of spells to take out the trogs before they could make a counter attack.
There's a weird bit of technical debt embedded in D&D - the time and distance scales don't quite sync up. It's been in the game since the beginning and shows the game's roots in Chainmail.
This also ties to why 5e characters feel like superheroes.
TL;DR - The modern idea of the "encounter" as one keyed room in a 10 or 5 foot per square map is wrong. The encounter is that entire map. Exploration takes place between those maps. Dungeons should be built as keyed nodes connected by passages/stairs/etc.
5e characters feel like superheroes because unless the entire dungeon has the chance to engage them, it's hard to build single shot fights that can threaten them. The sweet spot between easy fight and TPK is perilously small. Instead, you want threats that ramp up as the fight continues. You beat 5e parties through attrition. They can always out alpha strike you.
BITD, we had 1 minute combat rounds and 10 minute exploration turns. That seems reasonable, if the playing area is a large miniatures wargame. We, the players, stand above a sand table like Greek gods on high, watching each minute elapse as we push blocks of miniatures around.
Bonus actions are hot garbage that completely fail to fulfill their intended goal. It's OK for me to say this because I was the one that came up with them. I'm not slamming any other designer!
At the time, we needed a mechanic to ensure that players could not combine options from multiple classes while multiclassing. We didn't want paladin/monks flurrying and then using smite evil.
Wait, terrible example, because smite inexplicably didn't use bonus actions.
But, that's the intent. I vividly remember thinking back then that if players felt they *needed* to use their bonus action, that it became part of the action economy, then the mechanic wasn't working.
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.