Let’s Stat at the Beginning, Part One

20230118_113939Back in the Before Times (2022) I talked about taking on a little personal project, to approach D&D 5e as if I were doing a developmental edit on a manuscript. Basically, taking the “just house rule it!” advice we’re barraged with on social media whenever a problem with the game is brought up, and going full out. And given the latest business with the OGL I would be lying if I’m not now approaching this project with a certain amount of glee.

There are a number of places in the rules I could start my revamp. In fact, today I was originally going to revisit two previous articles I wrote about keeping the Stats versus ditching the Stats. But I think a better place to start is with the Stats or Ability Scores themselves, and ask some questions.

From the start Dungeons & Dragons as a game had two big influences: wargaming and bioessentialism. Unsurprising when one of the game’s creators, Gary Gygax, was both a wargamer and a bioessentialist. This isn’t a primer so I will leave it to you to go look up terms which might be unfamiliar. Suffice to say, both of these things contributed to the Ability Scores as we know them today, with all the inherit problems therein. Couple that with multi-edition design choices favoring nostalgia over an honest look at whether these abilities are still useful as they are (spoiler, they aren’t), and right from character creation we are saddled with problems.

Because ability scores are the first thing players generate for their characters in most games, those scores set the tone as far as what type of game can be expected. They signal to players what the game considers important; simply put, if it isn’t important a game doesn’t stat it. By asking you to generate a Strength score, for instance, the game signals that raw strength will be important or useful in the game. So let’s look at what 5e considers important:

  • Strength: raw physical prowess
  • Dexterity: agility as well as hand-eye coordination
  • Constitution: physical endurance, mechanically it also affects hit points (a topic for another article)
  • Intelligence: supposed to indicate memory and reasoning ability, but often defaults to a nebulous idea of how “smart” a character is
  • Wisdom: they don’t really talk about what Wisdom is in the game, jumping almost immediately to the skills and other things it affects
  • Charisma: meant to measure force of personality, but in practice often tied to physical beauty and “sexiness”

Before we look at anything else, we can see that based on solely what D&D does as a game, the first three Ability Scores fit. As the game focuses primarily on combat, for instance, it makes sense you would need to know how hard a character can hit (Strength), whether they can avoid a hit or hit at range (Dexterity), and if they are struck, how well they weather that hit (Constitution).

The remaining three Ability Scores are almost specific to particular character types, as opposed to being generally useful in the same way as the first three. Intelligence is of primary use to wizards and other skill-focused characters, but lies flat on the page for anyone else. Similarly, Wisdom is ill-defined except as the province of the religious folk in the game and otherwise doesn’t come into play except to punish physical-type characters. Charisma could be an Ability of use to everyone, and given how hard folks argue that D&D “does emphasize roleplaying, actually!” you might be forgiven for thinking its presence supports this. But I would argue that, when a particular ability is almost universally considered a “dump stat”, you might need to revisit whether it is working as intended.

So basically we have three Ability Scores which are of vital importance to every character, and three which are situationally important but depending on party build, may not be important to everyone, or even anyone. And yet, every character has to generate these scores, useful or not. Seems like a bit of a time waster, huh? Especially when you consider that, having rolled up these numbers, you never use them again. Oh, you use the bonuses they represent, but the Ability Scores themselves are never rolled against or have any effect on gameplay.

So why have them? And if we’re going to keep them, do we need to keep these ones, or are there better ways to start building a character for the game 5e says it is? What type of game does D&D 5e say it is, anyway?

You have probably heard of the Three Pillars of the D&D game: Exploration, Social Interaction, and Combat. These three pillars are meant to be the focus of gameplay, and there is an expectation good designers and GMs will incorporate all three in a balanced fashion into their designs. In reality, 5e strongly supports the Combat pillar with the bulk of the ruleset dedicated to how that works, allocating only a fraction of its total page count to the other two pillars. When someone is telling you to “just houserule it!” or “make up something that works at your table!”, it’s almost a guarantee it relates to the Exploration or Social Interaction “pillars”.

But what if we took the game at its word, that these Three Pillars are actually equally important? What Ability Scores would we develop to drive home that importance and balance right from character creation?

Come back next week for Part Two, and we’ll look at some options.

Wandering Grateful

01.Wanderhome_AdvertLast night we aired the second part of Ways and Wanderings: The Beginning, the Wanderhome RPG actual play that started planning back in June. I had mixed feeling as I watched it; proud to see the thing we had accomplished on screen and shared with people, but also sad as the project came to a close. Those feelings aren’t new, I’ve had them in different measure on every theatre production I’ve stage managed.

The next stage, where I take a good, hard, objective look at everything and see what could have worked better, is familiar as well.

But before I get there, I want to take the time to be grateful for this project and what it brought back into my life. So a bit of backstory.

As I mention above I used to be a professional stage manager, something I have also mentioned in the occasional tweet. I loved theatre and I loved the work. Moreover I was good at it, like just obscenely stinking good at it, which gave me the confidence to keep being good. What I don’t talk about a lot is why I was a stage manager and not am a stage manager. I’m not going to go into details, but the last production I worked on was a snarling ball of jealousy, spite, gaslighting, and anger, which I probably could have weathered if it hadn’t come at a time of great betrayal and turmoil in my personal life. Simply put I was professionally cut off at the knees while at the same time any personal supports I could expect crumbled. That production was the last I ever worked on professionally.

So as I say thank you to the folks who worked with me below, I’m not just thanking them for this production. I’m also thanking them for restoring something I thought was dead and gone from my life. Through actual play production I’ve re-discovered a set of skills and a love of bringing together disparate pieces to form a greater whole. As I need words they fail me, and I can never express how this whole process has restored me. All I can do is say thank you.

So let me do that thing! Immeasurable thanks to Anne, Abadonne, Jes, Krissy, and Wowzerz for saying yes and coming on this journey. I loved every moment, I hope it isn’t the last we all take together. You’ve all given me a gift I will work to deserve.

Thanks to the visual artists who gave so much, Allie and Lukas! Both of you made us look professional and pretty, you’ll be my first calls if (when) we do this again.

A huge thank you to Danielle, without their technical expertise recording these sessions we literally wouldn’t be here. And for stepping up when it was time to air, making sure we looked good on the day. An absolute joy to work with.

And thank you to our show sponsors, their support was instrumental in bringing this production together:

Please go show them some love on socials if you can.

Thank you to the two third-party creators who helped bring to life two of our characters. Please go check out Matthew Gravelyn and Philippa Mort and shower them with support!

Lastly, thank you to anyone who came out and watched our shows, or shared our Tweets, or plan to watch the VODs by and by. We hope you loved what we put out in the world; moreover, I hope you’ll join us for what we are planning for 2023. Plenty of Wanderhome journeys left to take and we would love you along for all of them.

I’ll post later about things I would have done differently or changed. For now I want to sit in gratitude and pride for a while. Both have been in short supply for a time and I find them pleasant.

Solo Saturday Part Two!

Dorklord_Canada_Logo_Wht_BG_Lo-Res.jpg-01This past Saturday was Solo Saturday the First! By every metric I care about it was a rousing success: folks came by and engaged, I had returning viewers, some of the creators dropped by at various points, money was donated to Extra Life, I got new followers, and I played four excellent games. It was a great day!

It was also my first stream as a newly minted Twitch Affiliate, which was fun. I still have to poke around my channel and figure out all the bells and whistles. But that’s something for me to pull together over the next several weeks.

But it definitely went well enough that I’m going ahead with Part Two this coming Saturday, November 26, at 10am MST/Noon EST.

Games!

Finishing out my Extra Life Game Day line-up, I have four games on the schedule (all times MST):

In between games I’ll also talk about Extra Life, chat about TTRPGs in general, and talk with chat. But while I am talking with chat there will also be…

Prizes!

This is the one thing I forgot to do last Saturday! Every two-hour block I’ll run a giveaway for a $10 gift card for DriveThruRPG. You must be in chat to win, and if there is no winner in a block, I’ll add $10 to the next block’s gift card. No purchase or donation necessary, just be in chat and be willing to share your email address with me so I can send your gift card.

That’s it! Swing by and enjoy some great games next Saturday, follow the links and pick up the games and play along!

Solo Saturday!

Tomorrow, starting at 10am MST/Noon EST, I am playing eight hours of Solo TTRPGs in support of Extra Life! There will also be chatting, and prize giveaways, and stuff.

“Oo, stuff! Tell us more about the Stuff, Brent!” I will, I promise, but let’s take things in order.

Games!

Picking up from where I left off in my Extra Life Game Day line-up, I have four games on the schedule for tomorrow (all times MST):

In between games I’ll also be talking about Extra Life, chatting about TTRPGs in general, and talking with chat. But while I am talking with chat there will also be…

Prizes!

Every two-hour block I’ll run a giveaway for a $10 gift card for DriveThruRPG. You must be in chat to win, and if there is no winner in a block, I’ll add $10 to the next block’s gift card. No purchase or donation necessary, just be in chat and be willing to share your email address with me so I can send your gift card.

“But Brent, what about the Stuff? We want the STUFF!”

Stuff!

20221029_142353As promised, let’s talk about The Stuff. A few weeks ago I cleaned up all of my loose dice and put them back in a large candy jar I use to store them, pictured here. There are a lot of dice in there, in fact there are…actually, why don’t you tell me? Check out this post on Twitter for entry details and the Prize pack. Some pretty sweet indie TTRPGs up for grabs, so don’t miss out!

That’s it! I hope to see you tomorrow on stream and as always, feel free to drop an Extra Life donation if you are so inclined.

My Extra Life got an Extra Life!

Logo for Extra Life fundraisingI had glorious plans for Extra Life back in the summer. Laid them all out, started organizing, planning, it was great! And then when I tried to execute on those plans at the beginning of September, I discovered that my hardware was not up to the task, even in the simplest ways. So I shelved those plans.

But things change, and things put on shelves can be taken back off and put back in use. Thanks to a generous friend who wishes to stay anonymous, I have the temporary use of some hardware that will let me stream! Friends, I am so grateful, and super excited to put at least some fragments of my plan into action for this year. Extra Life is dear to me and it was breaking my heart to not be able to support it how I wanted.

I can’t do everything I had planned to do back in the summer, there just isn’t time for me to pull together the players for me to GM a bunch of games. So this year is going to be a Solo TTRPG Fest, from now-ish straight through to the end of the year.

My updated schedule of events looks like this:

  • Remainder of OCTOBER: Thursdays at 6pm MST/8pm EST, streaming Solo RPGs!
  • NOVEMBERGame Day Solo-athon! Lineup TBA, but it’s going to be a whole raft of solo TTRPGs for 24 hours. Watch some great games and my fatigue-induced mental decline!
  • (The Rest of) NOVEMBER: Thursdays at 6pm MST/8pm EST, streaming Solo RPGs! Games TBA.
  • DECEMBER: Thursdays at 6pm MST/8pm EST, streaming Solo RPGs! Games TBA.

I will add more details as events come closer, but this is the framework. If you are a Solo TTRPG creator, or you have a favourite you think I should consider, please reach out and let me know about it! And of course all the rest of my Extra Life shenanigans are in full swing, so please click the link for that information.

  

Just a Coffee

Dorklord_Canada_Logo_Wht_BG_Lo-Res.jpg-01This is a hard post to write. I try as much as possible to focus on TTRPG stuff and show off a good mix of the myriad projects and events going on in the space, along with projects I’m working on. But there is no getting around it, I need to ask for some help.

Without going into details I can’t share yet, my family got some terrible news this past week. Coming out of COVID and with both my parents retired, this is going to stretch them thin. Obviously I’m stepping up to help my family as much as I can, but that is going to mean my resources will soon get stretched as well. But I can’t not help them, they’re family.

So I’m doing something I don’t do very often. I’m asking for help. If you like what I do around here and want to lend a hand, probably the best way to offer direct support is to buy me a coffee. Honestly, just one coffee from everyone who subscribes to the blog, who follows me on Twitter, who showed up to read my post on the whole Satine and Jameson situation, that would be enough to give me a buffer and help my folks out. At this point I want to say thank you to everyone who has already bought me coffees, your generosity and support mean the world to me.

If Ko-fi isn’t your bag, check out my Support page for other ways to help out and often get some cool stuff. I’m still editing as well; I was about to wind down for the end of the year but I’ll get back in the harness to help my family. So if you need editing work done please reach out. Until the end of the year I’m doing everything at my Zine rates, so now is a pretty good time to hit me up.

That’s it. I promise I’ll share details when and if I can, within the bounds of protecting privacy and not trauma dumping. And like I said, times are tough for us all right now. If you aren’t able to help out monetarily, I totally understand. Maybe help with a share or a retweet if you can? Spreading the word may get this in front of someone who can spare a coffee, and that’s help enough.

Thank you.

There’s No “We” in AI

Dorklord_Canada_Logo_Wht_BG_Lo-Res.jpg-01AI generated art has been the hot button topic in the TTRPG space for the last little while. There are, as so often happens, respected voices in the industry coming out on all sides of the, well, let’s call it a “conversation” to be polite, which it mostly hasn’t been. And that’s understandable, especially as more details about AI sites and how they operate become available.

For those who aren’t on top of this newest development in AI: these sites use keyword/keyphrase searches to amalgamate images from across the internet to create “new” art matching the prompts you gave. As you refine your prompts the AI refines its “creations” and you get closer to the image you want. That’s a very simple breakdown of how it works, you can certainly find a more in depth explanation with clever use of your internet search engine of choice.

People who support this new development in the TTRPG space talk about how it opens up opportunities for them, giving them access to art assets they wouldn’t otherwise have. And at first it can be hard to argue with that, especially when quite a few of these creators come from the marginalized areas of our hobby. When they just want to get their game to market, what harm does it do if they use AI to give themselves a snazzy cover they otherwise couldn’t afford?

Opponents to AI art generation will point out the harm is two-fold. First, if TTRPG creators can write some clever prompts and click a few icons and out comes an art, why would they ever go through the bother and expense of hiring an artist to do the work instead? So the income of artists in the TTRPG space is impacted. Secondly, and at the same time, the AI is “creating” its “art” by doing what computers have always done best: performing millions of calculations and grafting together bits and bobs from various existing art on the internet. Not only is the AI blocking future income for artists, but simultaneously it goes back and steals previous art, often from the same artists.

One could argue that, initially at least, there won’t be a noticeable financial dip for freelance artists. The creators most likely to use this technology first are the ones who couldn’t have afforded to buy art in the first place. But that drop will come when, around the time a small or Indie TTRPG publisher would normally “level up” their products by reaching out for their first pieces of art, they instead keep using the AI. One doesn’t have to get hit by a falling rock to know this avalanche is coming.

I’m not an artist so I can’t speak to whether what an AI generates could be considered art. And frankly I don’t think that argument is important, at least in relation to the TTRPG sphere. What I am is someone who helps publish TTRPGs and has plans to publish my own work in the future. And looking this new tech over and weighing up all my options, I can say without doubt that I will never use AI generated art in anything I publish. Likewise, I wouldn’t knowingly buy any TTRPG that relied on AI images for its graphic design.

Why? I could certainly make the points that have already been made by other artists and creators. There are any number of ways for TTRPG makers to get free and inexpensive art for their projects. Searching DriveThruRPG and Itch will get you access to any number of art bundles, most artists I know with a Patreon have a patronage level which gets you stock art you can use, there are stock art sites…the list goes on, right down to just not using any art in your game.

I know, I know, but if I can be honest for a second? Great art has never saved a bad game for me. If I had a bad time playing your game, no amount of pretty imagery and clever layout will make me pick up that game again. Contrariwise, I come back to games with little to no art constantly because I love the game. One of my favourite games is the ashcan of Crossroads Carnival by Kate Bullock. Beautiful, haunting,  game, the art is sparse. Which fits the game very well, but if the game wasn’t as excellent as it is I would never give the visual aspects of the game a second thought.

Back to why I won’t use AI art. Like I said, I’m not interested in whether it’s art or not, and I think the argument that it will open up opportunities for small creators is shaky as well. Some have tried to say that this is just the march of progress and artists will have to adapt, likening this moment to the invention of steam-powered looms in the 18th century and the effect that had on cottage artisans. I tweeted my reaction to that analogy already, but in short for those who don’t want to click through: the only way that analogy holds up is if the machines created roved the countryside, stealing and stitching together the textiles of cottage weavers. It is not the same and saying it is shows an ignorance of history, economics, and people.

The reason I won’t use AI art is actually pretty simple. I’m most interested in how this affects people in our space, or dare I use that supposedly dirty word, community. And a large portion of our community, the artists themselves, have told us this will directly and indirectly harm them. That’s it. And if we actually want a community and not just a mob with similar interests, we need to listen to them. We can’t call ourselves any kind of a community if we don’t listen to the folks being harmed and take steps to mitigate or eliminate that harm. Marginalized or not, small creator or not, and especially because there are options available, if you have to hurt someone in order to publish your game, is it worth it?

And when the AI comes for the one aspect of your game you currently control, the words, will you still feel the pain is worth it? Think that day isn’t coming? There’s that ignorance of history again.

One thing I want to note because I’ve seen the use of AI-generated art excused because the creators in question are “hobbyist” or part-time creators. I think that’s part of a larger discussion for another time, because discourse about who is a “One True TTRPG Creator” keeps popping up. But I would make two points really quick. One, if someone steals from me, I don’t care if they only steal in their spare time. And two, likewise, once they’ve stolen from me it hardly matters to me whether they fence the stolen goods or not. They’re still stolen.

So that’s where I am with all this. I’m not sure how this is going to play out in the TTRPG space, but I get the feeling it’s going to be messy and noisy. I think we weather the storm by thinking of people first, especially if you have a hard time thinking of artists/creators as people and not just a Twitter handle.

Change of Plans

Logo for Extra Life fundraisingIf you’ve been following my Extra Life plans you might have wondered why there were no ads going out for games this weekend. There’s good reason for that.

Sadly, I had to cancel my planned games this weekend. The loss of my best friend last month, coupled with the death of my cousin Randy a few weeks ago, hasn’t left me in a good space. Certainly not a space from which I could organize a TTRPG marathon, however much I might have wanted it. I’ve barely managed to stay on top of other projects, and then only because I hate letting folks down. Something had to give, though, and in this case letting the Extra Life event go disappoints only me, which I can handle.

The rest of my plans for the year are still in place. So look for me to advertise my solo streams for September soon. I have three of my four games chosen, I’m just taking a look for a good fourth solo TTRPG.

And obviously everything else, the incentives and the “$10 to Infinity” project, are still very much a going concern. I hope that you’ll take a moment to donate and take advantage of those, especially the second, as it is near and dear to my heart.