As a gaming experience, Dungeons & Dragons is just too iconic for me to let go. There are plenty of other games that are tighter, more modern, or have a host of other benefits, but it doesn’t seem to matter. It wasn’t even the first game I touched! That would be the d20 Star Wars Roleplaying Game, while I was in high school — yes, I’m a youngun. So, I can’t precisely say why I’ve taken such an interest in “recreating” a flavor and experience I’m not sure I’ve ever had.
I played a bit of D&D 3.5 in college, and liked it fairly well. I think that had more to do with the GM and his setting than the rules themselves, which I always found too fiddly. “Use Rope” as a skill always seemed out of place to me in a game about adventuring heroes, and I think my group in the day had similar qualms. We played a lot more of Savage Worlds, for one, than we ever did of 3.5 D&D. One guy was even intent on developing a wholly homebrewed d6-based generic system to run any game that struck his fancy, and had the monster Word file drafts to prove it.
D&D’s Fourth Edition came out during the summer after my senior year when I moved back from Spokane, and after a long dry spell for me when it came to tabletop gaming. Parts of my old college group had graduated or moved away, and getting folks together reliably had been hard. Being back in my hometown of Portland and having access to some solid friends combined with the promise of a newly streamlined version of the RPG genre I loved was a sweet promise. I bought the 3-book set on a whim from my local gaming store on the day it released, and in my giddy excitement managed to rope a couple friends into rolling up new characters post-midnight — on a weeknight! Ah, those were halcyon days. We had a blast for a while (years, really), but the constant rollout of content led to feature-bleed between classes, and ruined some of the magic once we began to see all the raw math at work, repeated in every new power. We had grown as gamers, too, and had tried indie games that did fascinating social & storytelling things that made D&D seem lacking.
In my head, though, I was always on the lookout for a system that could be the D&D I wanted. I toyed with Savage Worlds for a time, as it’s a favorite for generic pulp roleplaying, but I found its social mechanics even less developed than D&D of any stripe. Running a Deadlands: Reloaded game with Savage Worlds also turned me off the system for D&D, as its feel wasn’t quite what I wanted in the end. Our group played a fantastic run of the Dresden Files RPG, set in an urban fantasy version of our own city (before it was cool enough for TV!), and for a while I was sure I had my winner. Even now, if I was going to try a story-focused game in a D&D style world, FATE and the DFRPG would probably be my starting point. It has a universal system for combat, skills, and social encounters that makes sense for each of those uses, which is impressive as hell.
It was playing DungeonWorld, based on Vince Baker’s ApocalypseWorld, that proved to be the real watershed moment. This, this was the ticket. A solid 90% at least of what that game is doing is what I want, and I’ll be psyched to see what the game looks like in its finished form. Its philosophy of interesting success & failure is one that more games should employ.
So DungeonWorld had a lot going for it. It was dead simple to play. It was fun. It was class-based, and those classes felt really cool in different ways. It did genius things with turning gear into a storytelling resource (the Adventurer’s Kit with spendable uses for undending purposes was a favorite). It pointed the way to the D&D I wanted to play… but it didn’t give me enough. A campaign with those rules, and I’d run out of room for players to advance pretty quick. Monsters were thin on the ground. And I still wasn’t totally happy with the social end of things. A near miss, but I was hopeful.
And then… I heard the rumblings. The blogosphere was disturbed. Could it be true, so soon? Wizards of the Coast soliciting player input for the next edition of D&D? Was this rumor, or fact? To my surprise, it was real. To my further surprise — I liked a lot of what I was hearing.
Whether by design of Wizards or by player demand, D&D Next is shaping up to be something a lot more like my ideal D&D than any previous version. Its classes remind me of that feeling I got looking at DungeonWorld class booklets. It has a skill system that seems both stripped down and versatile. It’s got modular systems to add complexity where your game might want it, but doesn’t lump it in by default. It encourages more free-form play. It weights non-combat mechanics evenly with combat ones (best shown in the excellent background benefits). It restores interesting-ness to mundane equipment, and special-ness to magic items. As of this writing, the math for some things still seems a bit off, but they’re still in early stages of the design & development process. I kind of like how bumpy and unpolished the experience is thus far, though — it gives a genuine sense of seeing a game designed in real time, and with your feedback helping guide that evolution. I have high hopes for the finished product it becomes.
Someday, I need to run Primetime Adventures, and see how good a fit that might be for a D&D game. I tend to conceptualize my games as TV series or movies to begin with, so using a system meant for that is something I really need to do. Alas, the original version is out of print and the new one is still in a limited playtest (last I checked).
Right now, and somewhat ironically, there’s another take on D&D influenced by modern indie games, and that’s the one I’ve chosen to kick off a new campaign this month: 13th Age, being designed by former Wizards honchos Rob Heinsoo and Jonathan Tweet. It too is still in playtest, though it is an order of magnitude closer to being published, as is the expansion book currently being Kickstarted (three more days — get in on that!). Heinsoo helped design D&D 4e, Jonathan Tweet did 3.0/3.5, and the game feels like a smart hybrid of what each version did well. It also incorporates some baked-in social roleplaying & storytelling elements to give players & GMs more hooks from the get-go.
Why start my campaign with 13th Age and not D&D Next? Frankly, from a pure numbers standpoint, it has a load more finished classes & monsters for me to use in my game. I’ll let D&D Next continue to percolate and evolve in the meantime. I’m still very new to the 13th Age system, as is my group, but so far we’re definitely enjoying the game it offers. It has a nice mix of the familiar and the new. How close will that mix be to my ideal D&D? I don’t know. Between 13th Age and D&D Next, I’ve got a lot to look forward to, and only time will tell. You can certainly expect to see more information about how 13th Age is panning out, as our campaign develops.