New Red Box Revisited

Books have had a good run. Sturdy, portable, with a great user interface, for well over two millennia books have been the easiest way to distribute and conserve ideas. But there is a new kid in town, and he is quickly taking over. The internet has killed the newspaper. Magazines are barely breathing, and books are next. 

And I for one say good riddance. 

I don’t hate books. I have a lot of them. Some of them I love dearly. There are books in my library that are full of memories; many of them are gaming books. Each one acts as a sign post to some new idea found within the course of my life. They contain passages that echo within my thoughts and emotions, and the ides that are manifested in those roman characters printed on fibrous pages either opened a new world, or challenged my ideas of the existing one. For those of us who have grown up with books, and especially those of us whose favorite games tend come in books, it may seem strange that I’m so willing to throw these old friends under the bus. 

Oh, it’s not easy. When I say good riddance to books, it’s is not without more than a tinge of regret. But the strength of books does not lie within its physical form. It lies within the fact that up until now it has been the best taskmaster for its goals. This is an important thing to remember when evaluating our tools.   

A group of my students, young game-loving nerds in their late teens and early 20s took it upon themselves to pick up a new Red Box (also known as the Dungeons & Dragons Starter Set) and learn to play this game that I talk about so much. Not only am I an enthusiast of D&D (to put it mildly…full snarling nerd may be a better description), I’m also keenly aware that it was one of the major contributing forces of the strange and wondrous gaming revolution that we currently live in, and that newest version of the game is always striving to stay relevant within that revolution, even though some of its fans don’t want it to be. I often do strange things like ask my students to actually play analog games, which they often loathe to do until you plop one in front of them. 

My augment is that you can get closer to the game elements and mechanics in those games rather than trying to use inference and whatever bits of information that devs and designers decide to interface with video game mechanics. And as much as some people would like to put up divisions between analog and video games (or even the various business categories that make up the analog and video game industries), there is a constant conversation between them, in a relationship similar to (and sometimes as frustrating as) the relationship between novels or graphic novels and movies and television.   

I’m not always successful getting this point across to a bunch of young know it alls…but that’s to be expected. Youth is wasted on anyone but me. Needless to say that I’m thrilled when I get though, just a little. 

Their report back to the game was mixed. The first and most important lesson D&D, the group learn in spades—D&D needs a good Dungeon Master. Thomas, who elected to serve in that role, has all the qualities you need for a good DM. He has a keen sense of fun, picks up audience (i.e. player’s) cues and is more interested in being fair than to be right. If Rikky (Rock’n’Roller) elected to be DM, he would have want to try out the death and dying rules as soon as possible, and would have figured out how to expedite that goal with revisions to The Twisting Halls as necessary. Rikky’s not a tool, he just always has a keen realization he is playing a game, and games are meant to be punished. 

Hey kids, if you make a rogue in the Red Box, don’t forget this part. That sneak attack is really, really, really important!

But that’s a good lesson for them to learn. I think video games are always looking for balances in validation vs. challenge and ways that it can get the computer to act more like a director or a Dungeon Master when it comes to pacing narrative and game play. 

But there were trouble spots. 

“The rogue and the wizard did crappy damage,” Tom told me. 

“The wizards, okay, but that magic missile is neat, right?”  A wizard having this problem didn’t seem odd to me, and I am fucking ecstatic that the auto-hit magic missile is back in the game. Absolutely count me in as one of those folks who thinks that magic missile is auto hit, or it’s something disguising as magic missile. I lost that argument a few times in 4e dev. The real WTF moment was the rogue damage. 

“No, magic missile was cool. Rob used it a lot. He also liked the charm of misplaced wrath or something like that. Stunning a guy is good! 

“A 1st-level stun?” I asked. That seemed odd to me and I hadn’t read the new powers yet. “Is it a daily?” 

“No it’s an encounter! It’s really awesome.” 

Later I looked it up. Encounter power; daze until end of your next turn, not stun. That seemed more reasonable. 

But wizard weirdness aside, I had to get to the important point—was the rogue using his sneak attack? I could tell by the look on Tom’s face, he had no idea what the hell I was talking about. 

All in all, a group of young adult game enthusiasts raised on video games had a good time playing D&D, but did not feel like they had a handle on it by the time they got done playing that box. This, along with the various things I had heard from the war stories, finally had me cracking open the box and play through the solo adventure. 

I was disappointed. You start out on a wagon on a lonely road, with Traevus a mule driving dwarf merchant who is taking you to Fallcrest. 

Let that sink in—your introduction to D&D is playing Miss Daisy to a mule driving dwarf. 

Things get better, goblins attack, and you can imagine yourself doing something to get into the action, but even the illustrations on the first page are ill-conceived. On the page where you get some flavor text telling you about your destination and the features of the world you’re passing by on your donkey carts and then later introduces you to goblins (and refers you the illustration on page 5) it gives you two pieces of artwork…one of a female human, and the other of a male elf. Because we don’t have their likenesses engrained within our popular culture. The goblin illustration here and either a map of the area, or a landscape of the Moon Hills would have been better choices. 

While the story has some twists (like the guy on horseback shaking his fist in frustration at fleeing goblins) most of the choose-your-own-adventure is consumed with filling out your character sheet and explanation of meta D&D concepts. In many ways I think that it assumes you’re more interested in learning the rules and assumptions of D&D than playing a fantasy roleplaying game. That may be true for your hardcore D&D player, but that is not true for the potential D&D player. We are dealing with potentiality here, folks. 

Soon, the solo adventure starts droning on like a 2e rule book, and the game is find the important bits. The rogue in Tom’s game did poorly because sneak attack is explained once, as a paragraph of text in the seven paragraph long section 86. And unlike most the other toys you get as a rogue in that paragraph, it doesn’t have a card. So I think more often than not, the striker is going to go without his striker mechanic when people try this game out of the box, and new players will get the impression that being a rogue just sucks. 

But these little mishaps aren’t the main problem. Anyone who has worked in the RPG industry knows that they are common. RPGs are quite complex, and can’t get the staffing or often learn from the processes from other game studios. The biggest problem is that if you are trying to get new players to love D&D you should never put the beginning product in a book—not in this day and age. The wonder and revolution of D&D is not that it has complicated rules. It’s that you can be transported into a world cooler than you get to live in, and be a hero. Very few of us fell in love with the game by reading it. We did so by playing it. We learned the rules when we had to, and someone usually the dungeon master showed up. We learn how to play games by playing them. And today (and this may come to a shock to some of you) we can teach people to play games though interactive interfaces. 

Books are going away because the internet is a better avenue for the distribution and conservation of ideas (at until Skynet becomes sentient…but hey, I don’t care what those movies hint, if that happens we are screwed). RPGs in books are going away because it is not impossible for you to have a table-top RPG that uses digital interfaces to help people play the game. 

It’s just that few people are doing it yet.

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5 Comments

  1. As for books, they will be around a lot longer than you think. At $189 for a Kindle or $499 for an iPad (not to mention the extra $50 or so a month for a data plan), it’s a little much to expect everyone to switch to electronic sources for gaming. Laptops and desktops have been around for a while and I have seen people try to incorporate them into the game, but they are too clunky and take too much space for everyone at the table to have. Sure, everyone is going to have a smartphone in the future, but I still don’t because of the cost of phone and the data plan. A lot of kids don’t have them and that’s the target market for introducing people to the game.

    • I just realized it is $50 a month for a data plan for a smart phone (iPhone, not iPad), so that is less of a burden. Still, the up front cost is pretty high for a teenager to get some sort of reader or smart phone. It will be a while before they become a necessity.

    • This year at Gen Con I saw at least one computer on nearly 70% of the tables. There were also a lot of iPads. So much so, that we were told to put them away for the final of the D&D Championship (they didn’t want us looking at PDFs of the various Orcus incarnations, which we weren’t supposed to have, but a lot of us did). Take that anecdotal evidence with the fact that Amazon recently announced that it “sells more digital books than hardcovers and that it expects its digital sales to pass paperbacks soon.” (Source: http://www.icv2.com/articles/news/18359.html that also has some interesting information on digital comics.) The tide is definitely turning. Data plans will become cheaper, interfaces will improve, your personal library will be a database connected to files on a server (like my digital books on Kindle Whispersync…my smart phone knows what page I was on the last time I read the book on my iPad, and lets me read from that point). And if you don’t think a lot of kids don’t have smart phones, you have not been hanging out with a lot of kids. The news is full of stories about how schools are trying to regulate and keep up with kids and their smart phone usage. Here are just a few links on the subject http://www.cbsnews.com/stories/2010/09/14/earlyshow/living/parenting/main6865244.shtml, http://www.msnbc.msn.com/id/16044093/, http://www.nytimes.com/2009/05/26/health/26teen.html?_r=1 http://www.msnbc.msn.com/id/39037519

  2. The funny thing about the difference between daze and stun is that the latter is not included in the list of conditions on page 16 of the DM’s Book. That’s probably because there doesn’t seem to be any monsters or effect in the Red Box that applies the stun condition. Pretty smart, actually. There were plenty of times in Red Box that I wondered if more simplification of game concepts a lower level should have occurred. I actually think this were true in D&D in general. I’m not talking about conditions or things working different, but just like you don’t encounter stun at lower levels, there could be other things on that list. A better and progressive plan of when game concepts occurred throughout level. It’s a good tool for training new players and Dungeon Masters.

    That said, I was really puzzled by the fact that it doesn’t seem like grab is explained in the Red Box, but a number of monsters use it. By the time you get to grabbers, I think many fledgling DMs will ask WTF. Maybe that will get them to buy the Rules Compendium and Heroes of the Fallen Lands. Maybe the explanation is buried in there somewhere. But then again there may be a stun condition effect that I missed. Too bad I don’t have (and probably will never have) a PDF of the Red Box books.

    Reading through the September rules update, I am also puzzled by the change to sneak attack from once a round to once a turn. I’m not puzzled to why they made the change. I’ve been using that rule in a home campaign since the release of 4e (and never like the 1-round limit on sneak attack). The puzzling part is why that change didn’t make it to the Red Box. It seems like the buried reference to sneak attack eluded both my students and any last pass made to the rulebook to make sure it synced with the Essentials rules updates.

  3. I absolutely agree with everything you said. Cracking open that box, and reading through the book was helpful at times, but it really raised a lot more questions than it gave answers. While I’m sure some of the answers reside in the DM book, there are some things that I think could have been better stated. Like the difference between “daze” and “stun”. A lot of us I think take that as the same thing, and while that may be better explained in the DM book (or it might not be… Tom hasnt let me see it) that seems like important information to have, seen as how all of us are so new to D&D and its MY spell that I’m using.
    The choose your own adventure part of the book serves its purpose, but does little to explain WHY I’m putting certain stats into certain areas, and what exactly those stats MEAN. But all in all, I found it much easier to put together than the older books made it out to be.
    All in all, it was a good experience, be it one that is ever changing as we learn more about the rules and interactions within the adventure. It’s going to be a lot of fun, as we’ve already added two more players to our group, making that a nice even 4 (5 if you include Tom, the wicked puppet master) and I look forward to further adventures together.

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