There’s a lot I’ve thought about saying about 5E, mostly about things I don’t want. Things like the focus on Faerun as the default setting. Or using published adventures as a major, if not primary, part of the release cycle. Or the use of dragons as the be-all-to-end-all monster in a game that’s ostensibly about player characters. Or, heck, even the name. (Why not call it “The Dungeons and Dragons”? “2 Dungeons 2 Dragons?” “Live Dragon or Die Dungeon”? At least then the dragons get top billing.)
But there’s not a lot of point. 5E will be what it is whether I like it or not. It’s going to kill the company, save us all, or perform exactly as previous editions have no matter what a blog says and regardless of how much I play it. And, who knows, I might love it. I certainly warmed up to 4E once I figured out what it did, what it didn’t do, and how to accept and correct what I could. And there are parts of 5E I’m really excited about, parts that I hope make it into the final product (the basic rules don’t tell me a lot about monster design, and there’s no way I’m springing for the starter pack). It’s like judging a movie by the trailer; sometimes you get exactly what you expected, and sometimes you get The Mummy.
So instead of looking forward and shrugging, this might be a good time for looking backward and commenting, specifically about a campaign I ran some time ago. The Great Tower of Oldechi was an ontological mystery: the players knew they were in a tower and that they could advance in levels by performing tasks, but the exact nature of the tower and the way they advanced were questions they had to solve along the way. During their trip they learned more about their lives before entering the tower, explored a wide variety of worlds, and fought monsters, other explorers, and eventually the tower’s creator on the way to the top.
The campaign was somewhat special in that it was the first thing I ever did in 4E, and when I started I decided that it would be a full campaign from levels 1 to 30 corresponding to the thirty levels of the tower itself. It ran for 108 sessions over three years (you miss a lot of weeks in a college town) and ended with the players ascending to godhood so hard they were added to the pantheon in other campaigns I ran using other systems.
There are a lot of great stories I’m sure we’ll get into during a podcast, but that’s not what I want to talk about. The tower, and thus the campaign, was divided into seven sections, each controlled by a tower guardian. Each guardian had total control over his or her section of the tower, including deciding how the floors (demiplanes, really) looked, what monsters and allies lived there, what challenges the players might face, and the criteria by which they were judged. The seven guardians had seven distinct styles in how they designed their floors and how they treated both the players and the tower itself. Essentially, each tower guardian was a DM, and the PCs were players in a world they created.
I didn’t set out for the tower guardians to be different DM archetypes, but partway through the campaign I looked at what I was doing and worked with it from that point onward. In a sense it allowed me and the players to explore various styles while sticking with the same system, characters, and people, and it told me a lot about the way players react to DMs and vice versa. None of the guardians was objectively good or bad, but each had his or her points that fit or didn’t fit with the players specifically and the campaign at large.
So for this and the next few posts I’d like to look at each of the seven tower guardians to discuss their DMing styles and what that meant for the players in each section of the tower. In doing so I’ll go through the campaign retrospective that a single campaign writeup couldn’t have covered. That should cover us while I’m waiting for a 5E campaign to start.
Along the way, we’re going to play a game. The seven tower guardians share a unifying theme. When you figure it out, post in the comments that you did (but don’t say what it is, of course; that would be a spoiler). If you see the theme before the seventh guardian, congratulations! You managed to get it before every single player in the campaign.
The campaign started at the beginning in more ways than one. Of course the players were level 1 and it was the start of my first 4E campaign, but it was also the bottom of my normal escalation path. My recent campaigns tend to start with easy fights and challenges while the players get their bearings and feel out the world and their characters, and over time problems ramp up as the plot thickens. By the end of a campaign the players are barely hanging on, the villains are poised to win, and character death is unsurprising if not expected.
The Great Tower of Oldechi was no different. I knew that I wanted to start with simple floors and gradually get more and more complicated and unlike standard D&D. I had some great ideas for endgame floors, most of which I used. But to get there I first had to go through the simple, easy parts of the campaign so the later parts would seem that much better. There’s no point in hurling the players right into a demiplane set on the back of a city-sized, flying dragon at level 1. So I needed a tower guardian who was fine with relatively simple worlds and encounters.
Before I talk about the mundane guardian and his mundane world, I just want to talk about the party, which was anything but mundane. We started with:
- Varon, half-elf ranger, who was an incredibly curious case for 4E because his highest ability score was not his primary attack stat. Varon was a Charisma-based ranger, which is not a thing. It made him a decent party leader but not very good in combat, especially with his “lead from the rear” style.
- Rascon, tiefling bard, who managed to be everything Varon wanted to be but better because his class was actually build for it. Rascon was very nearly the “as likely to jump off a bridge as cross it” version of chaotic neutral but had some golden interactions with NPCs over the course of the campaign.
- Lao, bladeling wizard, another race/class combination you might recognize as not mathematically ideal. I don’t have a strong memory of Lao for reasons that will become clear shortly.
- Jaffar, elven avenger. Not even the player of this character remembers his name. We mostly remember the character because the player tended to choose powers he had a hard time saying. For that reason, to this day he remembers the name, text, and pronunciation of “angelic alacrity”. (Edit: turns out the character’s name was hidden on the campaign wiki, further proof that nobody reads those things.)
- Baerd, dwarven fighter, who was exactly what you would expect from a dwarven fighter.
…we think. It quickly became clear that the party wasn’t very fun for the players. 4E is not designed to handle suboptimal builds so half of the characters were meaningfully underpowered for such a low level, and before long we had a player unexpectedly leaving and another player unexpectedly joining. So on Floor 3 the party split up. One half of the party freed some captives, who happened to be characters designed by the members of the other half of the party. Some further shuffling happened between floors to work with everybody’s schedule. We ended up with this party, which we remember much better:
- Rascon, still.
- Laotzu, dragonborn sorcerer, who love spitting energy and damaging allies more than life itself. Laotzu was very effective in combat and very frustrating for me because of his high damage output and ridiculous defenses. But he is also the reason War Wizardry is the only feat we’ve banned in our local metagame; any mechanic that encourages a player to damage their allies, regardless of the scale of the damage or the benefit against enemies, is a recipe for trouble.
- Tela, goliath warden, who started as a mundane warden but slowly reskinned her powers over time to become more of a weather-focused defender. Unlike most characters she picked a deity available to PCs and stuck with it, and she ended up being the party’s most moral member by omission. Spoilers: Tela is the only character in this post who survived to the end of the campaign.
- Borris, dwarf chameleon. The thing I most remember about him is when his player explained that Borris had changed every floor. That is, more than 4E traditionally allowed. He had been creating a new Borris every level, complete with different classes, to see if the other players were paying attention. They weren’t, at least not enough to see through his heavy reskinning. This might have been a strategy I respected except I found out about it at the same time everyone else did.
- Hadarai, elven wizard. There’s a feat tree that allows wizards to hit a creature with cold damage to make them vulnerable to later cold damage, which put their damage at low levels nearly on par with strikers. Hadarai took that tree and made it into an art form. He had a tendency to solve all problems with the same at-will attack, even in skill challenges. “An air vent spouts poisonous gas!” “Arcana check to cover the vent with ice using ray of frost.” “The door is locked!” “Thievery check to disable the lock mechanism with ray of frost“. “The orcs are scary!” “Intimidate check to awe them with ray of frost.” At the time I was irritated. Now I’d probably allow it if all his other attacks did cold damage as well. Cryomancy is somewhat underrepresented in D&D.
This is the group that really started to play off each other, and they had some great stories. But we’re here to talk about their DM and villain, of sorts.
Alex was a fairly bookish human (and I mean that literally; he carried around a giant tome that he used as his primary method of attack). He interacted with the party between floors, during the downtime they used to gain levels, and no other time, but during those times he was fairly understanding and a little affable. His floors were incredibly boring compared to the later parts of the tower: plains, a forest, hills, a tundra, and a desert. On each floor the party had to kill some monster to progress; once they beat the boss, they could return to the beginning of the floor and enter a magical door that took them to the next level.
Again, I did not plan on having each tower guardian represent a DMing style when the campaign started. But looking back Alex is a perfect example of the beginning DM. His environments were the ones described in the books, his monsters almost all came from the monster manual, his puzzles were small and didn’t always mesh narratively, and he was friendly with the party but standoffish about the floors themselves. It’s the sort of DM a person thinks they should be if they’ve read the examples in the core books but not thought about the softer advice like “read the table” and “give the players control”.
This showed best in his mechanic for advancement. Each tower guardian decided whether a party merited admission to the next floor, and since they controlled the world there was no other option. Alex always had players advance by killing a boss, because that’s how D&D works: kill monster, get experience points, make numbers go up. Alex legitimately didn’t understand other methods of advancement or experience gain because the books didn’t explain them. He DMed with Intelligence but not the sort with carefully-balanced encounters and meticulous plots. He followed the manual for DMing in as much as it could teach him, and anything he couldn’t learn from reading wasn’t worth learning.
When I explained Alex to two of our local GMs, one responded “That sounds boring.” Before I could respond, the other said “Well, it was the beginning of the campaign. I think the players expected boring.” That’s a pretty good representation of how the players reacted to Alex. They tolerated him and his floors, but only because it was a way to get to later floors. Nobody loved the mundane levels, even if they did love some of the things they did there, and once they were past Alex they barely referred to him or his section of the tower again.
And that’s kind of how beginning DMs work, or at least the kind they teach in the core books. The rules can’t teach good DMing because that comes from other sources: experience, communication, theater, pacing, all bits of a whole that aren’t addressed by charts or text. The rules do teach what they can, but on their own they are insufficient for a good DM. The best they can do is create a tolerable DM who creates tolerable campaigns. Nobody watches the clock waiting for it to end, but nobody talks about it the next day. Alex was a larval DM who needed work, and his problem was that he had no interest in putting that work in.
When the players finally fought and beat him at his lighthouse, I don’t think they were glad that they were done with him per se. But they were so interested in what came next that his whole arc became an afterthought. The next DM was a little more evolved, and he played with the rules in ways both good and bad. But that’s another post.
In Defense of the Indefensible
World Engineer has a post about the impending 5th Edition, and I find it hard to disagree with most of what he says. Fighting over editions is bad, there’s no need to convert people, and so on and so forth. But while I agree with what he says, I think I disagree partially with why he says it. I don’t think that people complaining or worrying about 5E are motivated by childishness or spite. I think they’re motivated by fear.
I’ve been going to my friendly local gaming store for longer than I’ve been a friendly local gamer. Now I can’t swing a cat without hitting two ongoing campaigns, but for a while there were only two or three people willing and able to run a regular session. If you wanted to be in a campaign, you had to go through all the normal steps (seeing if a spot was available, making sure you were free on the day in question, arranging transportation, tolerating the other players and house rules) but with the added complication of a limited option pool. If you didn’t like either of the current games, you had no game.
The standard blackjack-and-hookers options didn’t apply either, because the players were similarly limited. There simply weren’t enough people to guarantee a group willing to play in 2nd Edition or try an indie system. Most of the available players were college students, which meant they were playing largely what they knew from high school and what the local clubs supported, and at the time the hotness was D&D 3.0. Even if I wanted to start a GURPS session gathering a group was an uphill climb. Campaigns with only two players aren’t very fun (trust me—I didn’t learn my lesson the first time).
When an edition change occurred, the problem escalated. When 3.5 came out, some 3.0 campaigns stuck around as a show of defiance but gradually petered out. When 4.0 came out, we had the same issue. Anybody who wanted to play in a 3.5E campaign was out of luck unless they managed to get into the one campaign that was playing it.
I suspect a lot of this mindset is still around. Folks in smaller areas or with limited gaming options worry not about the existence of a new system itself but the presumption that it will be adopted locally. It’s a Hobson’s Choice: if I don’t like 5E but every gamer in town moves to it, I can either play in a system I don’t like or not play at all. In that sense, a new edition may actually diminish my enjoyment of the game.
In an online world or with a large enough player pool, the problem is instead merely a dilemma. I can either stick with the people I like and play a game I don’t, or leave the people I like and look for a system I do. There’s something to be said about knowing that my friends are enjoying themselves elsewhere while I’m taking whatever I can get.
This is related to but distinct from the very real expectation that a new edition will prevent a company from expanding the old edition. When 4E was announced, 3E and the OGL went away (until Pathfinder, but it’s not like we knew that would happen at the time). When 5E was announced, 4E stopped as well. The edition died in the same sense as a language. It could not expand except via house rules, and coupled with players moving to the new edition the interest in expanding it faltered in kind.
We’re people. We have a strong loyalty to our favorite things, and anything that is not that thing is in some way less (or else it would be our favorite, of course). A favorite edition is no different. Every person who adopts 5E is a person who isn’t looking for 4E and thus isn’t interested in what I want or have, and the issue is exacerbated when adjacent editions are so different. Players aren’t really attacking people who play other editions because they think those players deserved to be attacked. They’re lashing out as a survival instinct: “if you would do the thing I do and enjoy it as much as I do, the thing I like would not be dying”.
They’re wrong, of course. No system or edition can last forever. Eventually 5E will die, and if it was sufficiently profitable 6E will come out, and we’ll complain about that too because it shows too starkly how dead 5E is. Pathfinder will die too, and in the sense of system expansion it may already be dead so Paizo can focus on world-building and adventure modules. Any gaming historian can rattle off a dozen systems that don’t have the player base they once did. The only systems that stand a chance aren’t really systems as all but vague concepts. Apocalypse World and its related games are large and varied, but that’s mostly because its core concept fits on a sheet of paper and trusts DMs and others to build the system for them. It’s a like a building—a house of bricks may fall, but bricks will still live in another building somewhere.
So while I can see why some players are worried about 5E and what it means for the system they want to play, I’m not. I tend to take a system and pervert it until it’s something I enjoy anyway, so doing it all over again with a new edition strikes me as more of an intellectual exercise than a death knell. But I do think I understand why people are upset, and understanding it helps me. If I know what players liked about a given game, I can adjust my game to work with it, like applying story game principles to D&D. It’s a little more fire, a little less brimstone.
This all assumes that people aren’t complaining about how 5E is a money grab. Of course it is. A business’ job is to find ways to get more money out of their customer base. By this definition your shoes are a money grab. “5E is Wizard trying to get more cash out of us” is no more a valid complaint than “cars travel on roads”. Don’t worry about whether a given game costs money—worry about whether it’s worth that money to you.