Crooked Bee
(no longer) a wide-wandering bee
Tags: D&D Next; Mike Mearls; PnP Interview; Wizards of the Coast
For the third installment in the Codex' P&P RPG interview series, we reached out to Mike Mearls, Head of the Dungeons & Dragons Research and Design team at Wizards of the Coast and Lead Developer on D&D 4th ed. as well as the upcoming D&D Next. In this interview, Mike discusses his career, D&D Next and D&D in general, as well as RPG design. The questions were contributed by Alex. Have a snippet:
We thank Mike for his time and Alex for the questions.
Read the full article: RPG Codex Interview: Mike Mearls on Dungeons & Dragons and D&D Next
For the third installment in the Codex' P&P RPG interview series, we reached out to Mike Mearls, Head of the Dungeons & Dragons Research and Design team at Wizards of the Coast and Lead Developer on D&D 4th ed. as well as the upcoming D&D Next. In this interview, Mike discusses his career, D&D Next and D&D in general, as well as RPG design. The questions were contributed by Alex. Have a snippet:
On the subject of exact rules, did Wizards take inspiration from computer or board games for the rules in the previous editions? If so, could you name some that were especially important? Do you see these more exact rules as something that could help the game make the transition to video-games and board games and other environments where there is no GM to make a ruling? If so, does the new edition's focus on modularity make it harder to make a boardgame or videogame based on it?
As far as I know, 4th edition was the first set of rules to look to videogames for inspiration. I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible and that creating a set of MMO-conversion friendly rules would help hasten that.
What we’ve learned since then is that the specific RPG rules aren’t very useful for making other games. Instead, the world lore, feel of the game, distinct features of each class, race, and monster, and so on are much, much more important. If you look at our current boardgames, they don’t use the same exact rules as the RPG but they evoke a similar feel. That’s really the key to us. We want to be able to have a clear, easily understood definition of what a wizard or paladin is. We can then transfer that definition into other games. As long as the feel and key story beats are there, the specific rules are secondary.
One aspect that was important for some fans in 4e is how the game is "balanced". Some see this as such an important aspect that they have stayed away from introducing house rules that could break this balance. What is D&D Next's approach to this? Are you still trying to carefully balance the powers and abilities each character can have? Does the modularity aspect of the system work against this? Conversely, do you see the modularity as helping people to tweak their own game, creating new rules, classes, skills, abilities and what not?
When we talk about balance, we want to make sure that the character classes are roughly equivalent in effectiveness across the three basic pillars of D&D play: combat, exploration, and interaction. Some classes might be better in one area that another, but the gap is never so huge that players feel ineffective.
From a monster stand point, the key to balance is to make sure that we can give DMs clear guidance on a monster’s power level and XP value. If a DM throws an ogre at the party, the DM should have a sense of how much of a challenge that might be. We don’t really care how the DM uses these tools. A DM might want to run lots of easy fights, one big fights, or put in monsters that the PCs aren’t meant to fight. We just want the DM to have a good idea of the relative power between characters and monsters.
For modularity, the key is to let DMs know how a new rule can change the game. We trust that DMs will alter the game to fit what they and their groups want out of D&D. If we have a lethal, gritty hit point option, we’re not worried about maintaining balance across everything because the DM has opted into that. To some groups, balance is meaningless, so there’s no point in trying to enforce that in all cases.
If we keep the core simple and transparent, I believe that it will be much easier to create new content. Precise balance is really only possible through lots of playtesting, but I think that if DMs use our existing content as a guide they’ll find it easier to create new stuff.
As far as I know, 4th edition was the first set of rules to look to videogames for inspiration. I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible and that creating a set of MMO-conversion friendly rules would help hasten that.
What we’ve learned since then is that the specific RPG rules aren’t very useful for making other games. Instead, the world lore, feel of the game, distinct features of each class, race, and monster, and so on are much, much more important. If you look at our current boardgames, they don’t use the same exact rules as the RPG but they evoke a similar feel. That’s really the key to us. We want to be able to have a clear, easily understood definition of what a wizard or paladin is. We can then transfer that definition into other games. As long as the feel and key story beats are there, the specific rules are secondary.
One aspect that was important for some fans in 4e is how the game is "balanced". Some see this as such an important aspect that they have stayed away from introducing house rules that could break this balance. What is D&D Next's approach to this? Are you still trying to carefully balance the powers and abilities each character can have? Does the modularity aspect of the system work against this? Conversely, do you see the modularity as helping people to tweak their own game, creating new rules, classes, skills, abilities and what not?
When we talk about balance, we want to make sure that the character classes are roughly equivalent in effectiveness across the three basic pillars of D&D play: combat, exploration, and interaction. Some classes might be better in one area that another, but the gap is never so huge that players feel ineffective.
From a monster stand point, the key to balance is to make sure that we can give DMs clear guidance on a monster’s power level and XP value. If a DM throws an ogre at the party, the DM should have a sense of how much of a challenge that might be. We don’t really care how the DM uses these tools. A DM might want to run lots of easy fights, one big fights, or put in monsters that the PCs aren’t meant to fight. We just want the DM to have a good idea of the relative power between characters and monsters.
For modularity, the key is to let DMs know how a new rule can change the game. We trust that DMs will alter the game to fit what they and their groups want out of D&D. If we have a lethal, gritty hit point option, we’re not worried about maintaining balance across everything because the DM has opted into that. To some groups, balance is meaningless, so there’s no point in trying to enforce that in all cases.
If we keep the core simple and transparent, I believe that it will be much easier to create new content. Precise balance is really only possible through lots of playtesting, but I think that if DMs use our existing content as a guide they’ll find it easier to create new stuff.
We thank Mike for his time and Alex for the questions.
Read the full article: RPG Codex Interview: Mike Mearls on Dungeons & Dragons and D&D Next