The D&D Next Playtest is here
If you’re into D&D, and haven’t been living under a rock these past 6 months, you know that the playtest material for the next iteration of the game has been unleashed to the world. In it, Wizards of the Coast includes sample characters, an adventure, DM guidelines, and a basic players’ packet. It gives you everything you need to get a taste of the new system, and to try out some specific areas that have been deemed appropriate by the staff.
I want everyone to keep in mind that this is not the complete game. Do not look at this playtest material through the lens of being complete. There are many, many aspects that have not been included, and you can be assured that Mike Mearls and the WotC team will guide you in the direction you need to go. My only contribution to this edition thus far has been in the form of playtesting. I am not on the game development team (R&D).
This playtest is a good starting point for playing out the core mechanics of the game, and bringing them inline with the legacy of D&D’s storied past. A lot of different things are in play at this point, and I hope you enjoy the material as much as I have over the past half year.
To follow my insights on D&D Next as material is made public, please follow me on Twitter.
If you want to sign up for the playtest, please head over to this page.
May 24, 2012
Musings on Continuity
Continuity in a fictional world is something that I consider important. It ensures a standard is maintained so that I can continue to experience the vibe that attracted me to it in the first place. Here is a piece I wrote for Critical-Hits.com that was published today.
April 4, 2012
4e DnD: Restructure the way you play
One of my good friends, Peter Seckler, tweeted recently about a topic that I have wanted to cover for a long time. Now that I have a few moments, and some caffeine in my blood, I figured that I would tackle it. Peter has been active in the D&D community for years and has contributed significantly to the RPGA. I value his insights and consider him knowledgeable. His tweet read as follows:
point buy stats interlock with roles to create a rigid (and fragile) “right” way to play D&D. It all has to go. #dnd
I’m a big fan of 4e. I enjoy the ease of which I can set up a campaign. I love how easy it is for me to run the story the way I want to without too much interruption in the form of sourcebook reference. That being said, it is far from perfect. I, too, like Peter, dislike how interlocked attributes are with specific classes and roles. It adds a certain cookie-cutter feel, regardless of the numerous paths to creation that exist. Try out the following to add variety and change to your 4e campaign or game.
After choosing a race, but before anything else, randomly roll attribute stats. Choose to rolls 3d6, 4d6 (drop the lowest), or some other method that you prefer. Have them roll them in order; STR, CON, DEX, INT, WIS, CHA. By forcing your players to do it this way, they will make a conscious decision about their class in a meaningful way. We’re all not designed to be football stars or award-winning scientists. We do the best with what we have, based on our abilities. A professional football player likely rolled a high STR, CON, and/or DEX. Equally, the scientist probably has a high INT/WIS. They made the decision on what they would do in life off of what would be fulfilling, and what they are naturally good at.
Try it out, let me know how it works. You may just be surprised at how the game changes when certain choices are not immediately the best option. 4e is forgiving in that many of the roles can be filled in different ways. Don’t fear that a good leader may not be present, in example.
- Matt James (@matt_james_rpg)
March 26, 2012
A blog in a sea of blogs
Several big projects have been on my radar in the past year and I haven’t had a lot of time to devote to engaging the D&D community. One of them, a documentary about my experiences as a disabled combat veteran, has consumed a large portion of my time. Hopefully, in the coming months, I can wrap that project up and devote even more time to the community. You should still check back here often. As time permits, I’ll be tossing up entries for you to read that will hopefully be valuable to you in some way.
Something that I wanted to point out: My game design work is done on a freelance basis. As much as I would love to contribute to the game on a much deeper level, I honestly only design content that is either asked of me, or that I pitch, and get approved. I have very little (if any) say in how the game moves forward. My opinions are my own, and do not represent that of Wizards of the Coast, or any other gaming company I do work for. It stinks that I have to point this out, but in today’s day and age, it’s a necessary disclaimer.
One last thing, before someone asks, I will not be covering D&D Next anytime soon. For any and all information regarding it, you should check out the section that Wizards of the Coast has put up in support of it. You can find it here. People that I consider good friends are working on it, and just know that it is in able hands. Some will hate it, many will like it, and I feel swaths will love it.
- Matt James (@matt_james_rpg)
March 26, 2012
