This week on UnderDiscussion we officially upgrade frequent guest Hooligan into the third host of UnderDiscussion, and what better way to do that than with an actual play of one of the best games of 2011: Quarriors! Slacker joins us for a surprisingly long game of what is usually a snappy dice game. This one clocks in at just under fifty minutes.

Play

Just a quick little contest that only requires you to answer one question: What’s your favorite episode of UnderDiscussion of 2011? Answer in the comments section of this post. The prize will be a $10 gift certificate to DriveThruRPG. I’ll select a winner at random (using Random.org) next week, so be sure to answer before 11:59am central time on Tuesday Jan 24th 2012.

I’m going to, from now on, try to make these as RPG-centric as possible.

  • Jean-Luc Picard famously said, “Being first at any cost is not always the point.”
  • As for SoS abilities, don’t spam it if you can’t take it is what I tell ‘em.
  • What I find unrealistic is that the other PCs let you live.

I find it sad that multiple people at the table thought it would be perfectly reasonable to bring a loaded weapon to church.
Well, first of all, an unloaded gun isn’t much use. And second of all, not everyone is okay with dying in church. As convenient as it is.

  • I mean if the GM specifically says that he’s running a very four color cartoonish style of superhero game where the villain’s plan is always this zany scheme to kidnap the Statue of Liberty and stuff like that, where it’s very unlikely that civilians ever get killed, then it’s ok if the villain escapes and does it again because hey the heroes need something to keep them busy, right? But if the villain is typically committing violent crimes where people are killed then I think it is the GM’s responsibility not to make the players feel like a bunch of saps for handing him over to the authorities only to escape time after time. Otherwise I think it is perfectly reasonable for them to be asking themselves, “Is our code of justice costing lives that we could otherwise be saving?”
  • Some groups switched to Pathfinder simply because the GM said, “I’m only running Pathfinder, if you want to do 4E you’ll need a different GM.”
  • You are wrong! I invoke nerdrage to prove it!
  • Laugh all the way to the bank as the GM vows silent, swift, revenge.
  • My dad was an old school newspaper man, who said, “Never get in an argument with a newspaper which buys ink by the ton.” It is still good advice, even if it needs to be modernized in this digital medium.

Helaman wrote:
Assuming your characters maxed out at level 6, what class(es) would you play and why?
LazarX Replied:A different game. Being forever restricted to third level spells is fine for some, but it’s not my cup of cocoa.
Let me put it this way. Looking at the game, it shows you Mt. Everest and once you see that mountain, you want to climb it. You arrive there all pumped up, and then E6 ropes off everything but the foothills and tells you that’s where you’re restricted to climbing not just now, but forever.
Handing out a feat every now and then isn’t the same thing. It’s not the same as playing a game without levels those games have a structure and a rhythm that accomodates it. But D&D and it’s children have always been about Mt. Everest. I might not ever scale the peak, I might fall into a crevasse, but at least I know the mountain is there and potentially climbable.

Mostly so I can justify them in the RPG feed.

On this week’s bonus episode the Undergophers reveal the contents of “The List.” The band name list we’ve been collecting for three years. This episode is being marked Explicit.

Play

Now that I’ve detailed two important ways of growing awareness of D&D as a brand that people will want to buy, let’s look at how I think the launch of the fifth edition should be handeled.

D&D needs an intro box AT LAUNCH

It’s no secret that I work in at a Friendly Local Gaming Store, and while that doesn’t give me insight into the inner workings of the RPG business it does give me some experience in how RPG books get bought and sold in a real world environment. Or more specifically, how they’re not.

At least once a month I have someone ask me where they should start with RPGs. I always point them to the Pathfinder Beginner Box and to the D&D Red Box. I personally feel that these are two very important products for their respective lines. RPGs can be daunting to get into. Without an intro product an employee has to explain that an RPG group will need 2-3 books, plus dice to start out with and pray that the customer doesn’t ask why there are all the extra books setting next to the ones that were just suggested. Almost everyone I’ve ever talked to about getting into RPGs looks at the shelf of books and says “I need all of those?” Explaining that you only need three $40 books plus a $6 set of dice at the bare minimum doesn’t exactly entice people. But the beginner box does.

The Pathfinder Beginner Box is a perfect example of an intro product. It has dice, it has the quick start rules right on the character sheets, it has an intro adventure, it has minis, it has a play mat, it has a solo adventure that guides you through how to play, and it has a rule book geared toward younger players that doesn’t condescend at you. It has all of that in a single box that I can point to and go “That’s all you need.”  This kind of thing needs to be a launch release. Yes, D&D needs to put out a core book and a campaign setting at the same time, but those products need to be an addition to the intro box, and as we discussed before, it needs to be tied into the cartoon that you’re releasing at the same time.

Speaking of the core book, D&D needs to stick to a single form factor, and I think the form factor should be the one they went with for essentials. They’re smaller and easier to transport if all you need is just the character stuff from that book, they’re easier to shelf in big box stores (an important consideration if you want D&D to become a core Hasbro brand) and they’re cheaper, leading to more sales. While I think you could sell both hard and softcover versions of the core books I personally believe that there is more of a market for a cheaper softcover and would only release the hardcovers later as a premium collector’s edition product. The core book should be everything a player needs to play: The rules, the character classes, the basic equipment. Leave magic items for a later book, they should be an addition th the system, not a core part of it.

So far we have a intro product for those who are just getting started and a core book for players who know what they’re doing and just want to play, now we need game mastering stuff, and there are three products that should exists. The first is a game mastering guide. The 4e guide and the Paizo Gamemastery guide both do an excellent job of filling this role and should be emulated. Don’t but game rules in this book, that’s what the core book is for. This book should be all about advice on running the game and dealing with players of all stripes.

The next thing that should exist at launch is a monster box. Yes, a box. It should have all the pawns or tokens that exist in the included monster book. It gives great value for the dollars spent and is difficult to pirate compared to just a regular monster manual.

The third thing (and honestly the least inportant) is the generic fantasy setting that you want to be the flagship of the line. I aassume it will be Forgotten Realms. Do not release this as a player book and a GM book, that just irritates everyone. Release it as one large book, and keep it as crunch free as possible. There’s no need for a thousand more “=2 to X because you’re from region Y” feats. Just include the good stuff from the setting.

I think that this setup would serve the D&D brand well as an introduction to a new edition.

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