Daily Archives: November 16, 2014

CR = Combat Rating = Training Wheels = Fleeing From Gygaxian Naturalism

I was commenting on the Rambling Roleplayer’s “The Temple of Elemental Challenge Rating Calculation Evil” post when I realized my big problem with CR numbers.

It’s a set training wheels that I don’t need or want.

I’m used to playing 1e – there were no CR’s. I had to learn how to build adventures based on roughly equating Hit Dice to Level – sort of. Alternately, we could look at the old “Random Monster” tables for dungeon levels, which had a roughly accelerated version of that idea. Going one step further there was the old Wilderness Random Encounter tables which were Gygaxian Naturalism red-in-tooth-and-claw and had no correlation whatsoever to level, it was simply what you could run into “out there in the wild” (or in the city).

This might be because it is a game based on a wargame that predates the vast majority of “point build systems” that are so common today (the Citadel games, Ground Zero Games, etc.) It was rooted more in systems that replicated scenarios that were often less about “balance” and more about “interesting”. Could you survive as the British at Roarke’s Drift? Could you sink the Bismark? How would you handle Pearl Harbor? Can you do as well as Caesar at Alesia?

Instead of trying to build a “balanced scenario” players and DM’s really did engage in a least a little bit of “who can outwit the other” – in the same spirit as wargamers did. In fact, some of the joy of the DM was not so much in building a scenario that killed the players but in watching the players win against odds that were stacked against them.

That’s what made adventures like D3 so great – the idea isn’t to wipe out the entire city of Drow, it’s to sneak in and “win” by achieving the victory conditions. There is nothing “balanced” about the module at all in most respects. One of the most memorable adventures I played in as a players was similar, it was for essentially name level characters (9th-10th level) and was based on Stephen King’s novel Salems Lot – yes, it was a remote village that had been taken over by vampires. By “CR” standards it was utterly over the top and a level-draining, undeath-generating deathtrap, there was nothing “balanced” about it – but we still beat something like two-hundred vampires, along with the utterly evil vampiric version of Rutger Hauer’s character Étienne from Ladyhawke with the bastard sword that acted as a Ring of Vampiric Regeneration. Twenty-plus years later and I still remember that adventure, we had a great time, by finding and enlisting allies, some combination of Captain Kronus, Vampire Hunter and Vampire Hunter D by my recollection, plus finding a vampire-mesmerizing magical item (the Bloodstone) and then fighting smarter not harder.

There are some echoes of this concept in Rise of Tiamat, and that’s actually kind of cool. But it still talks about reducing Tiamat down from a CR30 threat to a more manageable CR18 for the supposedly ~15th level adventurers. I wish it simply talked about ways to allow a group of hopelessly outmatched 15th level adventurers to handle a CR30 threat. It bad gamer speak that robs, I think, the players of any real pride in the accomplishment of taking down Tiamat. “Sorry, that wasn’t the real Tiamat, it was the CR18 version – come back and brag when you vanquish the real one.”

As a long-term DM I don’t need the training wheels of a CR to tell me how to balance an encounter or adventure. Ultimately I’m not trying to build a balanced adventure. I’m trying to build a fun adventure, a challenging adventure, a memorable adventure, hopefully an adventure that my players will be talking about 20+ years from now.

I think the other potential problem with CR ratings is that it doesn’t actually account very well for exceptional players or “unbalanced groups” – I think I just witnessed that with the Cragmaw Hideout session. Three lightly armoured, high-magic characters essentially walked through the entire section by using stealth rather than what was clearly designed for a more “frontal assault” from the descriptions in the module.

The players job is to break the module, to shred any semblance of balance, and reap the rewards.

CR is a third and unnecessary wheel in that process.

TTFN!

D.

 

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Categories: Game Design | Tags: , , , , | 4 Comments

Wow! On an entirely different note…

I had the insight that my “Lost Imperium” idea for an alternate Dark Heresy game would also make a fantastic Traveller campaign – especially with the Mongoose rules that have all sorts of pointers towards the WH40K setting. I’m kind of amazed that I never seriously considered it. I spent so much time wrestling with the question of how to “fix” the Imperium to get an ATU that I could live with I never realized that all of the elements I was looking for are pretty much already present:

Imperial Nobility, Interstellar Trade, Stellar Empires, Alien Races, Psionics, High Tech, Low Tech, Lost Tech, “Ancients”, Cybertech, Lost Colonies, New Colonies, Interstellar Wars, Powered Armor, Imperial Agents, etc. etc. etc.

Really, it’s all a pretty nifty fit in a good many ways – the only clear boggle I can see is the basic (and somewhat fundamental) lack of Adventurer-class ships – unless of course I posited a change in the tech (and I could do that if I wanted I suppose).

I mean, yes, it’s a radical re-envisioning of a Traveller setting, but not as radical as someone who prefers a Proto-Traveller setting instead of the fully-fledged OTU from the height of the GDW era. I was never a huge fan of the Rebellion, enjoyed the old Paranoia Press and Judges Guild versions of the (then) ATU, even the last bits of the Classic Traveller OTU were pretty enjoyable – but the Rebellion was kind of “meh”… I actually enjoyed Hard Times more than the Rebellion and that is pretty darn sad when you think about it.

(Yes, I thought TNE was an abomination just like everyone else. Bad system, worse setting…)

Now, I’m enjoying the heck out of 5e right now and no desire to switch games any time soon, but this is kind of nice to have in my hip pocket. I always run better games when I can let my brain gnaw at an entirely different setting and system.

TTFN!

D.

Categories: Campaign Development, FYI | Tags: , , , , | Leave a comment

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