Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Tuesday, June 4, 2024

13th Age Interview List, Annotated, with a Bit of 4E

Blue Dragon in Battle, 2E art by Simone Bannach

The interview list comes first. At the end there's a note about this weekend's 4E interview and streaming game on the GenCon channel!

I’ve been busy with interviews the past few weeks. Mostly about 13th Age, often about the 2E Kickstarter that’s about to end on Thursday morning, sometimes about D&D 4e and other games. Here’s a slightly annotated list of recent interviews, starting from the most recent to appear and going back to the earliest in this cycle, more or less!

The interview with Tim Linward at Wargamer.com was the best interview because he homed in on one of 13th Age’s two strongest pitches. As Wade Rockett puts it, “13th Age is what happens when dnd designers, not suits, have creative control over dnd.” Tim also turned so many good phrases himself that I was writing them down. We also covered inspiration from Frostgrave’s business style and a refusal to emulate Warhammer, and a bit on the creative/slash/destructive nature of the playtest games in the group Jonathan and I play in.

Of course J-M DeFoggi’s streaming/video interview with both me and Jonathan for Beyond the Table was the best interview because Jonathan and I teased each other as we roamed through many aspects of game design, from using everyday speech in our rules (as a continuity with the hobbyist nature of early roleplaying) to creating characters with art cards in Everway (which also has a beautiful new 2nd edition) to the new structure of the ranger class that has kept it out of the current packet. (It will show up in the Gamma Playtest Packet and an update that will come a bit after the Kickstarter). I also learned that one of my cardgame designs is Heinsoonian and I hadn’t realized it.

Just before that, Mildra the Monk’s interview of just-me was the best interview because he systematically grilled me about 2E’s treatment of eight of its nine character classes. He gave me a pass on the fighter, probably because I’d discussed that in a Discord call after the impromptu 13th Age 2E Launch Party. (There will be a similar event/Q&A session on the 13th Age Discord channel at the end of the Kickstarter on the morning of Thursday the 6th, starting around 10 am Pacific Time.)

I’ve been pestering my friend Matt Miller to launch his gaming podcast “From the Depths” and he finally soft-launched to put the interview out on Bandcamp. It’s the best of the interviews because Matt has a Radio-God-Voice and because he edited down nearly two hours of conversation and we talked about so many things, including 4e.

Ben Riggs & Scott Bruner invited me to an episode of Reading D&D Aloud. The text I chose was the Arduin Grimoire by Dave Hargrave. That probably makes it the best interview for people who love echoes of the early days of rpgs. We didn’t get much deeper in the Grimoire than the top and bottom of the experience point rewards chart (What's Worth More XP? Nuclear Weapons or Satan's Pitchfork?) and some of the entries on the special ability charts for each of the classes, which led discussion of One Unique Things. (Jonathan’s interview showed up a couple days later: Do We Play RPGs Better Now Than in the Past?)

Teos Abadia had me on Mastering Dungeons while Shawn Merwin was away. I can’t believe we covered such a diverse list of topics in under an hour, Teos keeps things moving while asking great questions. You can see the list on the Youtube page, and skip around to what interest you. We nodded to a bunch of games I worked on or designed, the OGL, working on teams, 4E’s goals, 13th Age’s innovations, and plans for 2E beyond the Kickstarter. He had a longer list of questions we didn’t get to that I was looking forward to answering, so maybe this will happen again.

There was another text interview that may have been the best because Andrew Girdwood of Geek Native wasn’t convinced by my attempt to evade answering questions about the future of the industry. I talked a bit about how solitaire rpg gaming used to mainly consist of reading game books, and now includes watching people play. And I got to talk about the whole 2E creative team for a minute.

La Taberna del Rol introduces itself in Spanish, and then in a couple minutes starts an interview in English with Spanish subtitles. Sin duda fue el mejor. We introduced our plans for 13th Age 2E and our desire to build a tool kit that other games could borrow from. I demonstrated my occasional inability to make an elevator pitch. We talked a lot about 4e and whether it was ahead of its time, and what the heck was going on with the OGL.

And speaking of 4e…. here’s a teaser link to a 4e interview and game session that hasn’t happened yet! Peter Adkison is celebrating D&D’s 50th Anniversary with interviews and games by as many of the designers as possible. I’ll be running a 4E game for Andy Collins, Liz Argall, Wade Rockett, and Derek Guder on Saturday, June 8th, two days after the 13th Age KS ends! It will be on https://www.twitch.tv/gencontv, Saturday, June 8th, at 10am pacific time. We'll talk about the game first, then play.

Thursday, May 23, 2024

Update on the Ranger and the 13th Age 2E Gamma Playtest Doc

The 13th Age Second Edition Kickstarter is rolling strong! I’m working on finishing two pieces that weren’t in the document while Jonathan is refining monsters, cleaning up rules, and going through our long list of desired improvements.

Last night in my Spearpoint Dwarfoids playtest campaign, Jonathan played a 5th level ‘wood dwarf’ ranger. (That's not a wood-dwarf ranger above, that's a gnome ranger and her badger, a 2E illustration by Simone Bannach!) This new version of the ranger class had a great first playtest, no rules hassles and it held its own. I think the ranger’s major design issues are solved. Now I need to finish all the math and paragraphs that make a class fully playable.

When that’s done, and when we’ve finished revising the intro adventure, we’re going to release another version of the Playtest Packet. I believe that will happen shortly after the Kickstarter ends. Call it the Gamma Packet. Pelgrane will also update the current-draft that people who back the Kickstarter are getting.

The Gamma Packet will also have many corrections fixing typos, redundancies, errors, pratfalls, and ideas swiftly revealed as bad. We’ll put out a playtest questionnaire along with some pregen characters after the Gamma Packet when the draft has less static for people to cut through.

In other news, I've been getting interviewed by good people lately. Here's an interview by Teos Abadia from a couple days ago.

Monday, March 25, 2024

Jonathan Sells Tekumel

We're still working on the Beta Playtest Packet for 2E, as well as arranging art and helping set up the 13th Age Second Edition Kickstarter. . . details to arrive soon!

But in the meantime, Jonathan Tweet has a simpler fund-raising effort in progress, and it involves Tekumel. And Planned Parenthood. So I'm giving his effort a space to live in blog world. He's including notes on the Tekumel campaign he ran a few years ago, about 6 years before we began working on 13th Age.

If you are interested in this treasure trove, contact Jonathan through his Facebook author-page: https://www.facebook.com/JonathanMTweet

LATE MARCH: IT SOLD!

Jonathan says . . .

Here’s my third game collection that I’m selling off to raise money for Planned Parenthood ($150 raised so far).

TSR’s Empire of the Petal Throne by M A R Barker was the first culture-based, world-centric RPG. In 1977, when my dad took me to the college where he taught so I could see the students playing RPGs, they were playing Empire of the Petal Throne. Over the decades, this setting has reappeared repeatedly with different treatments and rules sets. It’s like nothing else: an ancient, stratified culture with malevolent gods whose worship includes orgies & human sacrifice; an oppressive empire with traditional clans of various status; haunted ruins of the world’s ancient past; and a planet where most of the sentient beings, animals, and monsters are decidedly alien. Humans on Tekumel are descended from space-faring earthlings, but science collapsed long ago after a cosmic catastrophe separated the planet from the rest of the universe. There are no stars in the Tekumel’s sky because its star system is alone. Now humans are stuck here with the alien inhabitants of this world, plus numerous bizarre sentient being that likewise descend from space-faring species. Some ancient tech remains, but it’s treated like magic. Many sorts of beings, including humans, cast spells through psychic power.

As a teen, I played a little Empire of the Petal Throne, then I collected Tekumel works over the years, and finally around 2005 I ran several sessions using my own custom rule set. My rules used the d20 system for combat but an all-new system for character generation and powers. These rules were the first time I had spellcasters casting spells so powerful that they took 2 rounds to cast. The super-simple rules were inspired by the virtually unknown RPG Conrad’s Fantasy, by “Red” Rahm. (Conrad’s Fantasy and Rahm’s other inimitable RPGs are another collection slated for a later charity sale.) My rules, campaign notes, and character sheets are part of this package. You can also see more at https://www.jonathantweet.com/ept_topics.html.

Raymond Feist’s Riftwar books are based on his alt-D&D campaign, which featured an invasion (through interdimensional rifts) from Tekumel. Feist changed the invading planet’s name, but his “Kelewan” is clearly Tekumel with the serial numbers filed off.

This set ranges from a reprint of the original game rules to the most recent game sets that I know of. The Tekumel hardback in this set sells for over $100 these days, and the Mitlanyal volumes go for $200 to $300 each. This collection includes a bunch of great resources that I would have loved to have had back in the day when my teen game group played in this intricate and highly alien setting. The art, for one thing, is far better than it was in the ’70s! Included in this collection are dozens of official Tekumel miniatures, as Tekumel is a setting for minis battles as well as roleplaying. This collection is for someone who loves Tekumel or for someone who loves Planned Parenthood, and I’m asking for a $500 donation plus shipping. If you know any Tekumel fans, please let them know. You might also want to acquire this material on behalf of a good game library.

Monday, January 29, 2024

Greg Stafford & the First Copy of D&D

(Young Greg painted for King of Dragon Pass by Stefano Gaudiano)

Before you read my story, read the story in Greg's words from the Chaosium blog, February of last year.

It's a great story and I was extremely amused to read it. But my amusement may not have been the same as your amusement, because I was comparing it to the story as Greg had told it to me, back when I worked at Chaosium!

Greg was a storyteller supreme. The best. I can see why he might have been more circumspect in the codex than he was with me. I'm not certain which version shades more towards truth. That doesn't really matter to the story . . .

When Greg told the tale, we weren't talking about Dungeons & Dragons. We were talking about White Bear & Red Moon, specifically about how Greg had tried to work out a publishing deal with various companies, shopping it around. I think it was after the first printing had sold out, he wondered if there was a way to publish the boardgame with a bigger company.

And he went to see Gary Gygax at TSR. As Greg told the story, Gygax was doing well at that time, he received Greg in a nice office. But it did not go well for Greg and WB&RM. Early in the conversation, Greg told Gygax that he thought he had owned one of the earliest copies of D&D . . . and here we diverge!

The way Greg told it, most of the copies of D&D had been stuck at the printer because the bill hadn't been paid yet. They weren't releasing the games to Gygax. And Greg's brother-in-law worked at the printer, or had business there, and saw the game, and thought it looked like something that Greg would like. One way or another he got a copy and sent it to Greg at a time when Gygax was being prevented from getting copies out to anyone else.

Maybe Gygax was amused later, but according to this telling, he wasn't happy with Greg at that moment. The attempt to publish WB&RM through the resurgent TSR went nowhere, and in this telling, Greg turned the story into a sort of fable about waiting until after the deal is done to tell funny stories that will only be funny to you.

(Greg the storyteller, again painted by Stefano Gaudiano for King of Dragon Pass)

Friday, June 9, 2023

Vault of Mini Things!

Last week before our 13th Age 2E playtest, Jonathan handed me a big plastic bag full of Cardboard Heroes. They were mine, the bag I used as D&D minis and Earthdawn minis and The Fantasy Trip minis back before I mostly switched over to the pre-painted plastic figures we were making for D&D at WotC. I’d loaned the cardboard heroes bag to Jonathan ages ago when he needed more baddies for the 3e Elysombra game and the bag had been forgotten in a box of game supplies.

I spent a couple minutes rummaging through the cardboard zombies and lizardfolk and dragons, wondering which I might use. And then Sean noticed the rummage and told me about the all-grown-up version of flat-hero minis that’s being funded on BackerKit right now. It’s the Vault of Mini Things from TinkerHouse Games.

I love this project! I currently use prepainted plastic minis, and I sometimes use painted metal when it matters and I’ve got the right figure handy. I’ll be supplementing and occasionally replacing those minis with the figure in this set.

Marshall Short’s art on these figures and the various terrain settings is fantastic, and he also has a PrintableHeroes Patreon that includes VTT figures.

The Vault’s organization and storage system is clever and will pack a huge number of options into a relatively compact box.

And terrain is often the weakness of my games, and I’m excited about using this Vault’s selection of terrain either alone or supplementing maps.

The official BackerKit campaign lasts another week.

It’s worth browsing the site to see all the great minis and terrain that’s included. Here are three snippets that caught my eye: a pair of side-by-side heroes that I’d like to play as a team (frog guy! sorcerer gal!), some of the dungeon terrain, and a few of the magic items/spell effects that I definitely don’t have miniatures of anywhere else!

Saturday, December 3, 2022

Three-Dragon Ante: Giants War Notes & Variants

Three-Dragon Ante: Giants War is an expansion of Three-Dragon Ante, just out from WizKids. (Earlier blog post here.) The set plays off D&D’s story of an ancient war between dragons and giants. Most of the new cards are based on D&D’s familiar giants: frost, fire, storm, stone, hill, and so on, along with Giant God cards for the bigger-than-I’d-originally-remembered giant pantheon.

You need the original 3DA set to play using Giant Wars, because every gambit awards one stake to the strongest dragon cards and the other stake to the strongest giant cards.

Time & the Endgame

Three-Dragon Ante has always played differently with different numbers of players. With two stakes that can be won each gambit, instead of one, Giants War increases the distinctions between three-player, four-player, and larger games.

So far, in my experience, three-player games are the most likely to invoke the variant end game. If no one has won after you’ve run out of cards in the main deck and shuffled in the middle game, score three more gambits and end the game after the third gambit’s toast. To win a three-player game before the toasts, you sometimes need to push the ante heavily instead of giving opponents time to recover. That’s true in all forms of 3DA, and more true when there are three players and two stakes per gambit.

Even if you’re not playing 3DA as a drinking game, I recommend raising beverages as you toast these final three hands. And if you’re making the toasts aloud, the final toast echoes better as “To fools like us!”

Variants for One-Stake Games

If you want to play a straight 3DA game with just one stake, all three of the new dragon suits will work so long as you shuffle the Mortals and Legendary Dragons (including the new Io and Shadow Invader) into a separate Legendary deck at the start of the game. You’ll need to play with either or both of the new Copper Dragon and Gold Dragon or the Legendary deck will be untapped. The new Gold Dragon from Giants War will always get to draw a Legendary card as long as someone else has played a card in the gambit, but if you lead with the Gold Dragon, you’ll only get a regular card.

I haven’t tried this variant. It seems like the Legendary deck will be kind of slim without all the Legendary giants, so I believe you should skip shuffling cards from the Legendary deck into the main deck at the start of the game.

If you’d rather play strictly with dragons and the original 3DA rules, skipping the Legendary deck, the new cards to add to the game are Io, the Shadow Dragon suit, and the Shadow Invader.

Both the new mortals—the Emperor and Ranger—will work in either variant. In fact, they’ll be more powerful than they are in Giants War games.

No Emperor’s Gambit

And speaking of the Emperor, yes, this is a very different version of a card that was at the core of the Emperor’s Gambit expansion for the original version of 3DA.

People often ask if the Emperor’s Gambit set that WotC published in 2010 going to be reprinted or revised. I’m pretty sure the answer is no, because hardly any of the dragons that were the core of Emperor’s Gambit have been brought from 4e forward to D&D 5e. 3DA licenses D&D’s dragons. Even if one or two of the iron, adamantine, mercury, earthquake, etc. dragons that populated 4e show up in 5e, I doubt the rest will appear.

So while we wait for dragons that probably aren’t going to show up, I’ve recruited some of the characters and mechanics from Emperor’s Gambit, including putting the Earthquake Dragon’s heavy-roller power on the new Fire Giant.

The Start-Small Variant

One more variant before I go, which started as an accident when I forgot to shuffle cards from the Legendary deck into the main deck at the start of the game!

Instead of correcting the mistake and re-dealing, I thought about it a second and decided it wasn’t bad to start everyone out with normal cards as their first hand. It feels a little bit like the “no dirt on the first trick” rules that some people use in Hearts. So, the Start-Small variant rules that you shuffle the 6 Legendary cards into the main deck after each player has been dealt their starting 7-card hand. Yes, ‘dirt’ in the form of a Legendary card might show up as you draw cards during the first gambit, so that’s a tiny bonus for people playing to draw.

Tuesday, April 28, 2020

Monster Design Tools: Using Size/Strength as Well as Level


Igor Coura asked a question on Twitter that’s better answered in prose. Igor is in the middle of converting some monsters from other F20 games to 13th Age, and found himself wondering why we use the category of large monsters to mean “twice as powerful as a normal monster.” Other F20 games tend not to do it that way, when they want a more powerful monster they just use a higher level creature.

13th Age monster levels determine the important stats that shape every combat: attack bonus, defenses, and hit points. We created the extra-knob for double-strength (and even triple-strength) monsters because we wanted certain monsters to survive longer in a fight, to have more weight as something that the PCs have to take seriously. If you add a couple levels to a monster, it certainly has to be taken more seriously, but as monsters (and PCs) gain +1 attack & defenses each level, the leveled-up monster is also going to be harder to hit and have a much easier time hitting the PCs.

Fighting higher level monsters is certainly one experience. Fighting tough monsters of your own level is another experience. Therefore, when we decided we wanted both experiences in the game, we seized upon the somewhat obvious idea that a bigger creature of a certain level might be tougher than a normal-sized creature of a certain level. Large creatures that are double-the-hit-points-and-damage are part of the story our system is telling. Players can generally count on discovering that large creatures are twice as tough as normal sized creatures, and huge creatures might be three times as tough.

We’ve really liked the impact of having double-strength monsters, so much so that in books after the 13th Age core rulebook we introduced double-strength creatures that aren’t large. We just wanted to be able to emphasize that a named NPC monster was tougher than the rest, or that a particularly puissant spellcaster or wrecker was going to be twice or three times as much trouble to handle.

We didn’t stop there. 13 TrueWays added weakling monsters, creatures that were only has as tough (hit points and damage) as normal monsters. They’re tougher than mooks, and can’t be killed in batches like mooks, but they’re deliberately not as serious a problem as normal antagonists . . . while still using the attack bonuses and defenses that sit in our game’s sweet spot. That felt right for a couple of the new devils invented by Robin Laws, creatures that have abilities that can be serious campaign problems but their raw combat stats aren’t the point. (Shout out to the honey/slime devil, one of which became the star recurring villain of my 13th Age Glorantha campaign when reskinned as a Lunar Chaos priestess.)

And speaking of 13th Age Glorantha, that’s the book where we introduced elite creatures, creatures that are half again as tough as a normal monster of that level. That power level felt exactly right for the Thanatar acolytes—and it’s telling that when I supplied the final hit points/numbers for Ruth Tillman’s similarly spooky jackal priests of the Great Ghoul in 13th Age Bestiary 2(page 123), elite status seemed right. The elite 150% mark is great for extremely dangerous combatants or leaders who you still want to encounter as part of a larger group. Double-strength and large monsters tend to eat up the building-battles possibilities while elite creatures supply some of the same punch while appearing in threatening numbers.

That’s the point of having monsters at different strengths at the same level: to give GMs flexibility when building battles. Well-built battles tell different stories, stories that feel much different when fighting mooks, weaklings, elite, large, or triple-strength enemies. Variable strengths work along with monster-level to provide multiple dials we can adjust each battle and each adventure. 

Tuesday, March 17, 2020

Guest Post: Tweet's Projects

Since Jonathan Tweet is temporarily between blogs, he occasionally posts on game design here. He's something of a minimalist so I added italics and boldface.

Jonathan says. . . .

Here’s a list of my current projects, from a game that’s done and in the publisher’s hands to games that are just in the beginning stages of design. I always have several projects “live” at a time, although sometimes a single project takes over most of my schedule. Over the next months and years, here’s what you might see from me. 

Design complete: A science-oriented kids’ game with a new publisher. 

Largely complete: Sourcebook for a new publisher, offering a new take on a well-loved setting. 

Design underway: A new edition of Everway, where I can apply what the free-form roleplaying game design community has learned and invented over the last 25 years. Working with the Everway Company, comprising people I’ve known since Everway’s debut. 

Underway: Monthly 1,000-word essays about my history in RPG design, posted on EN World. 

Underway: Sourcebook for another new publisher, also offering a new take on a well-loved setting.  

Underway: In the tradition of Grandmother Fish, another lovable picture book that teaches evolution science to pre-schoolers. 

Maintenance: Every year, I update the content of the game-design course I teach each fall through the University of Washington. 

Beginning stages: Head-to-head card game. Latest brain storm. 

Beginning stages: A story-oriented supplement for 5E with a new publisher. 

Beginning stages: Possible relaunch of a quirky trading card game from the 90s. 

Back-burnered: Non-fiction book, Jesus for atheists

Monday, November 18, 2019

New 3DA ability and archetypes for tournament play

WizKids is running Three-Dragon Ante tournaments on Friday and Saturday of PAX Unplugged in Pennsylvania, December 6th and 7th. They had the fun idea of having people play in-character using the roleplaying rules for meshing 3DA with D&E 5e!

I thought a bit about how the current roleplaying rules would work in a casual-but-still-competitive tournament. My feeling is that the Ante Manipulation abilities (page 26 of the rulebook) aren't right for tournament play. They're OK in a home setting where players are accustomed to picking on each other week after week, but they're both vindictive and distinct from the way the game usually takes players' money, so no Ante Manipulation abilities in this tournament.

To help the fighter/barbarian types who are most likely to have the Threats & Promises ability we just ruled out of the tournament, here's a new Card Draw ability that's for characters with muscles. Like the other Card Draw abilities, Getting Angry Now lets you draw two cards when it triggers.


Getting Angry Now
Pre-requisite: Strength 16+
Trigger: You just lost a gambit with the second-strongest flight, or tied for second.

I'd say it makes perfect sense to let it be used if you're the second weakest when the Druid has awarded the gambit to the weakest. You're gonna be angry. 

If you bring your own character, the folks running the tournament will help you you select abilities that are right for the tournament. If you're showing up to play and you don't have a character ready, here's the short list of possible character archetypes I put together for WizKids to work from. These archetypes use the abilities as printed in the rulebook, with one exception: the Desperation ability is fine, but could get irritating if used too many times in a game, so for tournament play I'm suggesting that each player with the ability can only use Desperation once per game. Since it's therefore one of the weaker abilities, characters with Desperation will also have another ability that's on the weaker side, so they'll never be entirely out of options. 

3DA Archetypes

Drow Rogue
Card Draw: Versatile Trickster

Dragonborn Fighter
(Player chooses their color!)
Card Draw: Draconic Ancestry
Card Draw: Desperation [[but only usable once per game]]

Gnome Bard
Card Denial: Cutting Words
Card Draw: Fast Hands

Half-elf Paladin
Card Draw: Inspiring Leader

Half-Orc Barbarian
Card Draw: Getting Angry Now
Card Draw: Desperation [[but only usable once per game]]

Halfling Rogue
Card Draw: Gambling Background

Human Cleric
Card Draw: Blessing of the Trickster

High Elf Wizard
Card Denial: Mystic Discouragement
Card Draw: Practice Counts

Wood Elf Ranger
Card Draw: Desperation
Card Draw: Practice Counts

Other heroes…

The halfling rogue’s ability is fine for any player character who has a lot of experience gambling.

The half-orc barbarian’s abilities work for any strong fighter-type.

The wood elf ranger’s abilities work for any character who otherwise doesn’t belong at these tables!


Thursday, August 15, 2019

Three-Dragon Ante Legendary Edition Preview: A New Archmage


Today we’re looking at one of the mortals from the original 3DA that always struck me as a missed opportunity . . . and how it has changed now that I got the opportunity to revise the cards that were the least fun.

The Archmage

Here’s my honest assessment of the Archmage’s power in the original 3DA set: I can’t remember it. I remember every other card. I can never remember what the Archmage did unless I had the card in front of me. When we published the Emperor’s Gambit expansion for 3DA I started playing with custom decks and the Archmage hasn’t been invited to my table for years.

So I have to look at the original cardset again. OH. Right. It used to read, “Pay 1 gold to the stakes. Copy the power of an ante card.” Let’s count the ways that was bad.

First: The Mortal Tax

Why did mortals cost 1 gold to play in the original set? It wasn’t for play balance. Back when I came up with 3DA I had the notion that it was meant to a game all about dragons. Mortals, I thought, might have wild powers, or might not, but there needed to be an expected cost for playing them. The same reasoning originally led me to rule out color flights of three mortals.

By the time I designed Emperor’s Gambit, I understood that forcing a 1-gold cost for playing a mortal was a silly/meaningless game mechanic with no story payoff. The mortal tax went away and it hasn’t been missed.

Second: Oddly Weak Power

But speaking of story, what was I doing making an Archmage, a powerful wizard, so dependent on ante cards that are by definition almost always cards that someone has decided aren’t worth playing? Maybe the card offered a hint of a gambit-opening tactic: “I could put a high card in the ante, make everyone ante a lot of gold, and have a good chance of using that card’s power through the Archmage as the first player in the round.” Maybe, but so what? That tactic seldom qualified as the smartest use of good cards. Even when it triggered its power, the original Archmage was usually reduced to stealing a few coins or cards from the ante. It rarely seriously affected the game.

the new Archmage

New Arch-Magic

The first goal with the new Archmage was to live up to the card name with a power that feels magical. The second goal was to change the power into something that can affect the way you play. Playing the new Archmage early in a gambit may paint a target on you for your foes’ Red Dragons but it’s also going to ensure that the high or middling cards you plan to use to challenge for the stakes will trigger their powers no matter how puny the flight of the player to your right.

As powerful magicians who generally favor the side of Law, it’s not surprising that Archmagi would rather not team up with Copper Dragons! If you play a Copper Dragon after triggering the Archmage, you must want to throw a little Chaos into your flight.

Incoming
Three-Dragon Ante: Legendary Edition should be on shelves in about a month!

Tuesday, July 2, 2019

Three Dragon Ante Preview: The Dracolich & the Dragonrider


Three-Dragon Ante: Legendary Edition aims to replace the long out-of-print core set originally released by WotC in 2005. As explained in my previous post  on the contents of the new set, Legendary Edition is a mix of the original cards, a handful of Mortals from Emperor’s Gambit, updates of a few cards from the original set that have been revised with more interesting mechanics, and 17 entirely new cards.

Today I’ll show off an update of one of the original cards and one of the new Mortals.



Dracolich

Back in 2005, the Dracolich’s power read: Copy the power of an evil dragon in any flight.

That wasn’t the game’s worst power, but it wasn’t great. Occasionally you could pull off a combo with evil dragons you’d played earlier in a gambit. But not often. Usually you were somewhat reliant on the cards that your opponents had played. That type of reactive play wasn’t all that interesting, especially since a couple of the evil dragons in the core set had weak powers that have been slightly improved in Legendary Edition!

I didn’t think it was worth trying to hold on to the original ability. Instead, the new Dracolich, pictured above, wants to trigger its power when it’s played alongside other evil dragons. A bit like the Emperor from the Emperor’s Gambit set, the Dracolich is capable of boosting your flight’s Strength without giving the foe to your left a better chance of triggering their own powers. It’s obviously not much use alongside good dragons and Mortals, but if you can hold on to the Dracolich until you’ve got two other powerful evil dragons you should be capable of fighting above the evil dragons’ normal weight class.

It’s also worth considering as an opening bluff. Convince opponents it’s not worth fighting you this gambit and you may be able to take the stakes with middling cards.




Dragonrider

Illustrated by the wonderful Craig Phillips, who has now created all the illustrations for the game, this new Mortal can also play for Strength or for misdirection. If you can trigger its power in a flight with two strong dragons, you’re riding a winner. Played early in a gambit it can let you feel out the opposition. Is anyone going to rise to challenge? Or is an opponent clearly setting up a Druid, at which point you might even be able to challenge for the weakest flight!

In fact, one of the sneakiest uses of the Dragonrider is to team up with a Druid! Trigger the Druid and the Dragonrider alongside another Mortal and your 0-Strength Dragonrider can win through weakness!

The Rules

For more on Three-Dragon Ante: Legendary Edition, see the rulebook that WizKids has put up on Boardgame Geek.

Tuesday, March 26, 2019

The Return of Three-Dragon Ante!

I've kept quiet for months, but the hatchling is out of the nest! The photo below is from W. Eric Martin's Board Game Geek report on this year's New York Toy Fair

WizKids will be releasing Three-Dragon Ante: Legendary Edition later this year. I'm overjoyed to have the game coming back to print and I think both long-time players and newcomers will find something to like in this edition. I apologize for announcing the upcoming game without explaining more about its contents and intentions, but WizKids hasn't made the detailed product announcement yet.

If you're not familiar with Three-Dragon Ante, it's a card game of luck and skill that I designed to be something like Hearts in terms of complexity and playtime, though not in technique. In some respects, 3DA is the opposite of poker, since instead of folding out of hands, savvy players milk their cards for as many micro-rewards as possible, setting up later success. As an in-world game based on the iconic chromatic and metallic dragons, it's what heroes and other tavern-goers play for gold in the worlds of D&D, and you'll find it referenced a few places in the D&D Players Handbook.

Thursday, May 5, 2016

Three Dragon Ante mix, with coins

We played Three Dragon Ante a few weeks ago, just a couple days before the coins from the last Campaign Coins Kickstarter showed up in the mail. So for next game, I'm ready with metal coins. It's a benevolent circle, given that 3DA helped inspire Campaign Coins to start making gaming coins!


Later this year we'll be able to play with dwarven towers from the 13th Age Coins and Icon Tiles kickstarter, which sure looks like it's going to fund in style and will probably be making the twelve-sided icon die from our 13 True Ways kickstarter available again. (You can find a few of the square dwarven tower prototypes anchoring the coin pile above.)

For those of you who have both the original Three Dragon Ante and the Emperor's Gambit sequel, here's the card list I'm playing Three Dragon Ante with these days, a mix of dragons and mortals and dragon gods from both the sets. This set-up has a good mix of card drawing, outright theft, and manipulation of the ante cards. If people have other mixes they play to get different effects, I'm curious to hear it.

Evil: 
Earthquake
Gray
Green
Purple
Red

Good: 
Adamantine
Bronze
Iron
Silver
Steel

Mortals & Li'l Dragons: 
Hatchling
The Dragonslayer
The Druid
The Emperor
The Queen
The Sorcerer
The Spy
The Thief
The Wyrmpriest

Dragon Gods: 
Bahamut
Io
Tiamat

Monday, March 10, 2014

Guest Post: Ritual & Roleplaying Games

My 13th Age collaborator Jonathan Tweet does most of his social media through G+ these days. When he has a gaming blog he wants to run, I post it here. This time he's responding to requests for a discussion of RPGs and rituals.

Jonathan Says:
Religion, rituals, and roleplaying games all work because people are suggestible. Maybe you’ve heard that being suggestible is a bad thing, as if it means you have weak character. But maybe instead you can think of being suggestible as being not stupid but sensitive. Your brain is whirring along unconsciously, picking up subtle cues from your physical and social environment, and adjusting your perceptions and behavior accordingly. Most of the time this all happens below conscious awareness, but sometimes we take fate into our own hands and manipulate ourselves, and that’s where you get things like religion, ritual, and roleplaying games. While early roleplaying games may have had a ritual quality to them, it’s the array of modern, funky RPGs that are really exploring this territory. 

As children of the enlightenment, we atheists tend to downplay ritual or even deride it as a form of mind control or superstition. Humans, however, did not evolve to be rationalists. We evolved to use rituals, and the anthropologist and neuroscientist Terrence Deacon goes so far as to posit that our ability to think symbolically arose out of ritual practice before we had language. Whatever the origins of rituals, human cultures have innovated all sorts of them: dances, hymns, chants, prayers, auguries, sacrifices, salutes, christenings, weddings, funerals, processions, graduations, meditations, mantras, liturgies, prostrations, poses, consecrations, oaths, vows, and initiations. Rituals work on an unconscious level. As C. S. Lewis said, kneeling in prayer is qualitatively different from standing in prayer because humans are animals, and our bodies affect our souls. Lewis knew that our creator has given us instincts for humbling ourselves in front of a greater power; he just failed to identify evolution as our creator. 

It’s easy to see the role and power of rituals in religions, but maybe it’s a stretch to see it in roleplaying games. I think I can see it.

Rituals have this funny way of working even if you know they’re fake, says world-renowned primatologist Franz de Waal. As he points out, a placebo works even if you know it’s a placebo. The conscious part of your brain knows it’s just a placebo, but the unconscious part of your brain gets tricked, and more often than not it’s the unconscious that’s running our lives. A college professor of mine used to attend Roman Catholic services because he was moved by the symbols and the drama. He didn’t believe a lick of the theology, but that didn’t matter to him. Roleplaying games can be like a ritual that we know we’ve made up.

Roleplaying games have built-in ritual elements. They take place among circles of initiates, who share a special reality and use insider terminology. Traditionally, one participant serves as the psychopomp or shaman, guiding the group through the game’s events. The Roman Catholic priest virtually becomes Christ during the Eucharist, and the Dungeon Master becomes “God” during a D&D session. Participants assume special roles, and they refer to each other by secret names. Players cast lots and consult the results to find out their respective fates. If you participate in enough gatherings, you progress along the game’s path, with more and more secrets revealed to you as you go. You level up. You discover the stairs to the 8th level of the dungeon. Outsiders routinely attribute further ritual elements to roleplaying, such as using candles and wearing funny hats. It’s as if the uninitiated can sense the ritual element of our games and expect to see ritual paraphernalia incorporated into them. 

The player-character role resembles the role of a ritual participant in that the everyday self is left behind. In most rituals, such as taking bread and wine in Christian liturgy or the hajj pilgrimage to Mecca, the participants leave their public identities to become equals. In other rituals, such as the when the Huichol Indians undertake a spiritual quest to obtain peyote, the various participants assume archetypal or mythic roles. Maybe one of them always has to play the cleric.

A religious ritual often has an explicit, supernatural purpose in terms of the individual, but the natural effect of the ritual is often to improve group cohesion. The Roman Catholic Mass, for example, reportedly infuses the participant with the grace of God, but what it surely does is confirm the individual’s membership in the group. Roleplaying games likewise provide a shared experience that binds the group together, and the teamwork element of RPGs sets them apart from competitive games. When I was at GottaCon last weekend, I met a crew of D&D players who recounted how the game had brought them together as a friendship circle and had given them shared experiences that they treasure. If you’ve been part of a successful roleplaying group, you know what they meant. 

Some roleplaying games have played up the ritual elements of gaming, especially the new crop of indie games. Perhaps as RPGs have moved past simulation, they have sometimes adopted more ritual elements. My game Everway (1995) features a Fortune Deck, like a tarot deck, which is used in place of dice as the random element. The card art features archetypes, symbols for astrologic signs and planets, and deities from across the globe. Polaris (2005) by Ben Lehman uses stock phrases to open and close each game session, as well as to regulate the progress of play. Instead of a GM running a group of players, the players cycle through game roles, sometimes playing their character sort of like normal, and otherwise portraying some aspect of the world while another player plays their PC. These roles have evocative names, such as “Mistaken” and “New Moon.” These esoteric references, like elements in a religious ritual, help player feel as though they are tapping into a cosmic order. More prosaically, games such as Vincent Baker’s Apocalypse World (2010) channel player choices and behavior, with formal limits providing a structure that encourages the sort of order and repetition that are also found in rituals.

So even though we know we’re not medieval heroes or post-apocalyptic bad-asses, something happens unconsciously when we put on those roles, especially as part of a group. These ritual elements originally bubbled up organically, but today indie game designers are incorporating ritual elements intentionally. It leaves me wondering whether we might see more elements of ritual incorporated into games, and that that might look like.

Tuesday, December 10, 2013

Numenera and the History of Plunder

I had a wonderful time at Dragonmeet and in London with the Pelgrinistas. One of the happy discoveries on returning home is that my 13th Age co-designer has a a guest blog ready to roll. Over to Jonathan.


Now that Bruce Cordell’s and Monte Cook’s Kickstarter campaign for The Strange is over, we can once again pay attention to Numenera, Monte’s new RPG about exploring the mind-boggling world of the far future. Numenera is remarkable for, among other things, its emphasis on loot. The game is explicitly about exploring the mysterious world and recovering wondrous artifacts from ages past. Many of these devices are powerful enough to influence the course of a game session or campaign. They’re game-changers. In some ways, this emphasis is a return to original D&D and a reversal of a general trend in RPGs away from loot. 

In original D&D, there was precious little to differentiate one fighting man from another, other than magic items. Fighters had no skills, powers, or tricks, just stats. But loot found in the dungeon made one fighter different from another. An elven cloak made one character invisible, while a necklace of missiles let you throw fireballs. Magic items dropped randomly, based on big percentile tables, so they could be disruptive. The level of a treasure determined the chance it included a magic item but did not influence which random of magic item you found. If a low-level character randomly found a big magic item, it changed the game’s dynamics. The party could now take down monsters that had outclassed them or avoid obstacles that would otherwise have stymied them. Our campaigns were thrown off-balance, but it sure was fun to cut loose with overpowered magic items. 

With 3rd Ed, Monte, Skip, and I rationalized the random tables, categorizing magic items as mundane, minor, medium, and major. The idea was to reduce the disruptive effects of magic items, making loot less of a factor in differentiating characters. Even so, there were plenty of ways for magic items to have a big impact on play, especially anything that let you go invisible, fly, or otherwise substantially change the fundamentals of combat and dungeoneering. In 2007, Fourth ed took normalization even further. Magic weapon abilities, for example, were all made modest enough that each one was less valuable than an additional +1 on attacks would be. A +2 weapon with no ability is better than a +1 weapon with the best ability. That approach ensures that the weapons’ special abilities can’t disrupt game balance. Thirteenth Age follows this logic as well. Outside of the F20 tradition, loot has generally been even less important. My own RPGs (Ars Magica, Over the Edge, and Everway) have little loot to speak of, and you see much the same in Champions, Call of Cthulhu, Vampire, Feng Shui, and other significant RPGs. 

An exception that proves the rule was my slim RPG Omega World, a d20 take on Gamma World. I created that game specifically to recapture some of the disruption that had been balanced out of 3rd Ed. Omega World was meant as a change of pace, without the balance necessary to handle campaigns of indefinite length. Random good luck and random bad luck were built into the game’s DNA. Like Gamma World before it, Omega World was about characters with strange powers exploring a mysterious, fallen world, hoping to find powerful artifacts from ages past. Which brings us back to Numenera.

Numenera takes loot to the next level. The very title of the game refers to the unfathomable technology left over from eight past “worlds.” Here, game-changing loot isn’t a problem to be moderated. It’s the core of the game. How do you get over-the-top loot without knocking the campaign off-balance? Monte squares this circle by giving each item limited uses, often one. Using crazy loot is part of the game, but the action doesn’t spiral out of control. Monte has preserved for us something that most RPG designers have left behind—preserved it and advanced it. It’s exciting to see Monte bucking a nearly universal trend and giving players an experience that’s hard to find elsewhere. Numenera successfully advances classic roleplaying tropes in ways other than loot, such as character identity and dungeon crawling, but discussion of those will have to wait for future posts.

--Jonathan Tweet

Tuesday, October 29, 2013

One sorcerer blog, two voices

After a couple months away, Jonathan recently returned to our 13th Age table playing a halfling sorcerer named Samlael. Well, the halfling is sort of half of the character. Samlael's One Unique Thing is that he learned sorcery from his familiar, a small green snake named Winder. Winder does all the talking for Samlael, who only speaks in his normal halfling voice when he is casting spells. In other words, Jonathan has stepped out from his usual pattern of playing small spellcasters with funny voices. This time he's got a small spellcaster whose familiar has a funny voice. You play what you love.

All the other PCs knew Samlael back when he was a skilled courier in the Elf Queen's service, back before he met Winder and learned magic. Samlael's reintroduction to the PCs was one, no, two of the freakier roleplaying sessions I've GMed. Not because of anything I set up. Just because of Jonathan's absolutely faithful maintenance of Winder's creepy snake voice, speaking of Samlael in the third person: "He's really happy to see you guys too," Jonathan hissed while Samlael bounced up and down gleefully and gave his old wood elf comrades big knee-hugs. The combination of apparently normal halfling personality and creepy snake intonation was a freaky gift that kept on freaking.

So much so that before the next session, Jonathan took the time to clarify that although he was weirding the table out with his roleplay, the key to the story was that Samlael and Winder are not scaring everyone in the world. They have so much charisma and magical mojo that people just go along with the arrangement, it seems unique-interesting instead of unique-freaky. We've gotten better at playing it this way, so much so that while the wood elf PCs are busy putting their kingdom together, Samlael has wound up presenting himself as an Agent of Distinction (Jonathan's wonderful choice of official title) and the main spokesperson for the ever-so-busy elves.

So that's the story side. On the mechanical side, Jonathan has written this this guest blog on sorcerer mechanics as they relate to the history of DnD spellcasting.

Jonathan says: 
My 13th Age sorcerer casts empowered spells, which are a new way to embody the original approach to spellcasting. In D&D in 1974, a magic-user’s spells were special. They were more powerful than a fighting-man’s attacks, but the magic-user cast fewer spells than the fighter made sword attacks. This original formulation—spellcasters with one-use spells and fighters with infinite-use attacks—survived all the way through 3rd Edition and on into Pathfinder. The problem is that high-level spellcasters not only get more spells but the average power level of their spells also goes up, creating a multiplier effect. High-level spellcasters deal more damage than the fighter, round after round after round. Fourth Edition solved this problem by normalizing all the classes, so that they all have comparable access to limited-use, high-power attacks. For the first time ever, D&D classes were really balanced, but they were also too similar to each other. The dichotomy from 1974 was gone. Fighters had limited-use, high-power attacks just like the wizards did. Magic wasn’t special any more. Rob and I brought this dichotomy back in 13th Age, where spellcasters have more limited-use, high-power attacks than fighters do. If we did our work right, the classes are still balanced even though their power profiles are different. The sorcerer in particular embodies this dichotomy with its “Gather Power” class feature. A sorcerer can spend one turn “powering up,” and then cast a double-strength spell next turn. It means that my sorcerer casts two or three bigs spells per battle, while the ranger makes five to ten attacks in the same number of rounds. The classes are balanced, but magic is still special. 

Wednesday, October 23, 2013

13th Age Bestiary Sighting: Couatl

When the 13th Age Bestiary updated *today* for people who purchase the Hatchling Edition pre-order, there was a special treat. Yes, this time the 220+ pages of the Bestiary includes all 52 of the intended entries instead of accidentally leaving out the couatl. Special!

The couatl dodged the first Hatchling Edition because I'd created the monster outside the book's standard process. I wrote the couatl in the middle of the project when we needed a replacement creature. I sent it along to the editor instead of sticking it in the pool with the other submissions and only noticed after our Hatchling broke out that we were one couatl shy of a full nest.

It wasn't that long ago that I asked Robin Laws for a new story for D&D's couatl when I was leading the design of the 4e book WotC called The Plane Above: Secrets of the Astral Sea. Robin's couatl were all about status competition and serving as patrons for adventurers and would-be-heroes who they pushed on to greater heights or deeper dangers. And also: brilliant cloud-palace ziggurats.

My new take on the rainbow flying snake could incorporate Robin's couatl story if you choose that route for your campaign. But most of what I've written hinges on elements unique to 13th Age, such as the icons. There are probably also traces inspired by my recent re-exposure to the mysteries of Shadowrun's dragons. In the words of the opening flavor text: Some monsters exist to fight, to feed, to dominate, or to destroy. Couatls exist to remind the icons that reality may be more complex than what they’ve made of it. If your 13th Age campaign is getting anywhere near epic tier, or if you enjoy monsters that shake up what everyone else considers reality, you're going to want to check out this couatl.

 Below, Rich Longmore's take on what a couatl looks like on first glimpse, when it's flying traditional rainbows instead of iconic colors.