Friday, May 17, 2024

Dungeons & Dragons Monster Manual 3.5

During the course of reading all these hundreds of rpg books, there's one idea that I've clung to with steadfast conviction - that it is nigh-impossible to make a bad monster book. Monster Manual 3.5 has put that assumption to the test.

It's not that it's bad per se. In many ways - organization, presentation, mechanics - it's better than the 3.0 book it's replacing. And every fault it has was present in the original. But maybe that's the problem. This is a book that got longer in the revision, but it didn't grow. It's just a list of one set of monster stats after another, with minimal flavor text (and the bulk of that just being a physical description) and little understanding of monster encounters as anything other than a physical brawl to the death. 

I partially forgave the 3.0 version for this fault, because it was a brand new edition and I felt like it was just giving a mechanical conversion for the players' assumed AD&D monster libraries, but by the time 3.5 came around, that excuse was getting pretty thin. A lot of 3.5 players were, in fact, d20 system natives, with little connection to the old lore and little access to the out of print books that would have explained (to choose a totally random example) that the Ravid was, in fact, cool as shit.

What 3.5 needed was not just an update to the original Monster Manual, but a new methodology for how D&D's monster books would be written. Unfortunately, that would only come with time.

Despite all that, I largely enjoyed this book. My notes are my usual random fare ("Behirs hate dragons - is this worldbuilding?") Looking for a pattern, I'd say that I had mixed feelings about the way this book supported "monsters as characters." I found the demihuman entries, which would essentially just reprint their PHB stats, to be terribly tedious, but I also desperately wanted to play a Vampire Monk/Shadowdancer . . . if it weren't for the punitive ECL modifier. I guess I like monster characters in theory, but MM3.5 has the quick and dirty version of Savage Species greatest fault - creatures are overstatted to make them a threat to a team of PCs, so when you reverse-engineer them to be player characters, you have to cost in all the extra boosts they get to not go down like chumps. 

Okay, the minotaur has 19 Strength, sounds good. Give me a +4 strength bonus, I'll slap it on my standard array's 15 and wind up with a cool, muscular cow-man. I'll leave the Constitution score up to chance and forgoe the racial hit die for normal class levels and we could maybe get this done with a +1 ECL.

Except, of course, you have to assume that the monster stats are for a completely average specimen, so the Minotaur PC stats have to give a +8 Strength adjustment and a +4 Constitution adjustment and six racial HD, so you wind up playing a level 8 character who is somehow both less interesting and mechanically worse than an equivalent PHB character. Damnit, WotC, I just want to play a guy with big horns and big muscles. What is so hard to understand about that? I can't speak for all of humanity (but I will, just watch me), but I'm positively certain that people want to play monsters because they're intrigued with the monster's concept, not because they want an exact match for the creature's MM stats. If you're going to provide stats for monster PCs, the least you could do is make them viable PC stats.

In any event, the lack of a 3.5 vampire class is a real missed opportunity. 

Moving on, several of the monster entries came with a second stat block, to show a version that had class levels or which had undergone the monster advancement process. I guess these were moderately useful, though only one is actually going to linger in my memory - the Truly Horrid Umber Hulk.

I like that a lot. More monsters should be named by a hyperventilating Victorian. 

And I've probably come to as good a place as any to wrap up. My conclusion - the 3.5 Monster Manual does what it needs to do, but it only does what it needs to do, and maybe that's something I can respect, but it's not something that I can bring myself to love.

Ukss Contribution: A rare bit of flavor - sometimes older female dragons will not want the hassle of raising another clutch of dragon babies and give their excess eggs to "nondraconic foster parents."

I have no idea what, precisely, is being imagined here. I'm guessing the dragons are being raised by powerful creatures of the dragon's alignment, like a sphinx or a lich or something, but all I can picture is an ordinary human family who has been thrust into a hilarious domestic comedy. "My Daughter, the Dragon" or somesuch.

As per my wont, I will be implementing my own half-assed interpretation into Ukss.

Monday, May 6, 2024

(Shadowrun) Target: Smuggler Havens

After reading Target: Smuggler Havens I can't help but feel just the teensiest bit responsible for 90s FASA's absolutely chaotic supplement release strategy. The Game Information chapter, in the course of giving me rules and plot-hooks to go along with the book's smuggling-related fiction content, bid me to reference twelve different Shadowrun books (not including the core, which I have to grant as a gimme, because that's what corebooks are for). I think about this and I ponder the alternate reality where I say, "fuck my dwindling shelf space and modest budget" and proceed to collect a complete set of Shadowrun supplements and . . . it feels like seeing what happened to the other guy, after I passed on the Monkey's Paw. And maybe it doesn't make a lot of sense to feel responsible for something that happened when I was a teenager and only owned something like eight AD&D 2nd edition books, but I'm keenly aware of the fact that the target audience for this book was people almost exactly like me.

Which is probably why I enjoyed it as much as I did. I'm not entirely sold on the idea of smuggling as an alternate Shadowrun campaign model, but that's less a shortcoming of the book and more a lack, on my part, of any great experiences with "rural cyberpunk" as a genre. I can see how evading the Coast Guard, Border Patrol, and Customs Enforcement is a parallel challenge to the corporate security and privatized police forces of the game's normal heist capers, but I can't quite wrap my head around it as a team activity and Target: Smuggler Havens really didn't make a case for the illicit transport of cargo across international borders as a form of punk rebellion against satirically exaggerated capitalism. I can't help but think back to Broken Dreams and its smuggling plot-hook of outwitting the MPAA by transporting pirated movies on physical media. The contrast with this book's toothless and vague trade in telesma (spell components, basically) is palpable. That's embarrassing - being out-punked by Transhuman Space, of all things.

Target: Smuggler Havens almost gets there, when it suggests that New Orleans is a hub for zombie smuggling, but it barely scratches the surface of the concept's potential to be a 21st-century parable. Zombies "never ask for raises or strike for better working conditions?" Whoa. You may really be on to something. Take it a little farther, tie it in with the genre's overall themes of corporate lawlessness and the objectification and commodification of the human body for the sake of capitalist rent-seeking. Oh, no, we're done? Okay. I guess one paragraph is enough for this potential game-changer of a campaign arc. It just seems a shame, because this is one of the few times that Shadowrun's juxtaposition of genres actually enhances, rather than distracts from, the overall political critique that is so essential to good cyberpunk.

Another time happens a little later in this same book, when discussing Japanese whaling vessels - "Of course, the whales fight back now." Big salute to our magically-awakened cetacean comrades, organizing in community defense against imperialist aggression. Someone should make an rpg-scenario about that someday.

I'm being a little too hard on Target: Smuggler Havens, though. It's not really an adventure book, it's more of a setting expansion, taking us to corners of the Shadowrun universe hitherto unseen (I'm assuming). I can now theoretically run games based out of Vladivostok and New Orleans.

And as sci-fi/fantasy locations, they're pretty good. You've got international intrigue and different criminal factions (though, as pointed out in Mob War! it's unclear how the Mafia continues to justify its existence) and that extra Shadowrun special sauce of weird swamp monsters and insurrectionist taiga shapeshifters. But I'm feeling that same dilemma I always feel when an rpg goes to real places - it's cool to see the world through this fantastic lens, but what sort of hash is the fantasy making of the place's real culture and history?

With Vladivostok, I don't have even a glimmer of a starting point. On any average day, I spend approximately 0 minutes thinking about it. Shadowrun's Russia is going through a bit of a hard time, thanks to sectional conflict and an authoritarian central government, and I might normally say that such a depiction is in poor taste, but seeing as how neither fictional nor real-world Russia has much respect for Ukranian sovereignty, I'm kind of okay with it. It's not like they're depicting a historically marginalized group like the Lakota as a bunch of trigger-happy xenophobes . . .

Oh, right. Although, I suppose the worst you could say about that is that it's pretty typical for the setting. If you're caught smuggling almost anywhere, border patrol will shoot you. No real reason to think the Native American Nations would be the exception.

New Orleans is trickier. Call it a victim of early Shadowrun's half-assed worldbuilding, but I'm finding it difficult to square the city's history of fraught racial politics with the notion that it considers itself the "cultural and spiritual capital" of the Confederated American States. Likewise difficult to swallow - the notion that it lost the status of political capital to Atlanta. Maybe my brain has been rotted by too much contemporary politics, but having two of America's most iconically Black cities form the core of a state whose borders exactly mirror the Confederacy gives me the heebie jeebies. I once said the lack of Black characters in the Chicago book was an oops. This shoots past that to a full-on yikes.

It doesn't help that Shadowrun also has this weird thing where the fantasy races act as a stand-in for racial prejudice, but also the real world races they're standing in for are still there, just hanging around (this shows up in the Vladivostok chapter too, where a lot of the city's population are metahuman refugees who fled persecution in Japan, but then there's a thing where the nearby oceans are unsafe because Japanese corporations will hire Chinese and Korean pirates as expendable assets). The absolute recklessness of this approach is perfectly captured in the following quote:

"Because voudoun began as the magic of the oppressed, it touches the outcasts of New Orleans, especially the poorer metahumans pushed to the outskirts of the metroplex. The tradition is strongest among orks and trolls. . ."

Ahhh!!! I am not nearly smart enough to do this work. I feel like I'm just one or two supplements away from reading about the vibrant and creatively rich tradition of orkish rap music. Like, you can't just take a Black thing and make it a goblin thing, right? Not in a world where Black people exist. Not even if you're overall positive about the culture you're borrowing. 

I think that's probably the essence of Shadowrun, though. This is a future where much of the world is decolonized . . . because indigenous people are just that more magical than the rest of us (not just in America - Russia lost a large chunk of its territory to native Siberian shamans). It's probably a pretty bad form of representation but . . . do they get point for trying? I don't fucking know.

Now I feel a little guilty for ragging this book about its missed opportunities for anti-capitalist satire, because it turns out that a big part of the game's appeal for me is a similarly shallow "but the elf has a machine gun." By that standard Target: Smuggler Havens is exactly the sort of book I'm looking for.

Ukss Contribution: I really like zombie smuggling as the premise of a mini-campaign, even though I'd prefer the PCs to be trying to shut it down. However, reading this book has made me keenly aware of the fact that Ukss does not have anything like the Free City of Kronstadt - an anarchic stateless port of call for pirates, smugglers, and rogues of every description. Every fantasy setting needs a place like that. Sorry, zombies, I don't make the rules.

Saturday, May 4, 2024

Dungeons & Dragons 3.5 Dungeon Master's Guide

The Dungeon Master's Guide is the quintessential book that you read exactly once and then only intermittently reference for all the rest of time. I think I may actually be at precisely three full reads - one that I finished just now, the 3.0 version I read six months ago, and the 3.0 version I read 20 years ago. At no point between those occasions have I ever felt the urge to do it purely for pleasure.

But don't let that give you the wrong idea. I'm not down on the DMG at all. I think it's a perfectly fine reference book. In many ways, I greatly admire it. It aspires to a kind of transcendent blandness, to be such a perfect non-entity in itself that you'll be tempted to use it for everything. Whether it succeeded or not is hard to say, though the history of the d20 boom suggests they made some progress in that direction. Certainly, there were long stretches where it felt like I was reading a generic gaming encyclopedia (normally, I dislike using the word "generic," but when a book spends seven straight pages describing various types of architectural features - including door hinges and tapestries - I feel like maybe it's a little bit warranted).

Now we come to the part where I comment on my more specific observations. Just for fun, I went back to my post on the 3.0 DMG, to see if I already covered anything from my current round of notes. Amusingly, I jotted down the exact same quote both times through - "high-level fighters always hit with their primary attacks and other characters rarely do." I guess there's to pretending that wasn't an intentional design feature, despite the fact that it makes no fucking sense.

But aside from the stunning revelation that I have the exact same opinions about two books that are 75% identical (the 3.5 DMG is approximately 50 pages longer than the 3.0 DMG, but most of those extra pages are devoted to butchering Planescape or making a less functional version of the Epic Level Handbook), most of my observations are tiny, almost annoying, nitpicks. Like, I understand the game balance logic behind putting divine spells onto scrolls, but theologically, it's absolutely wild to think about. You've basically got an IOU from God for one future miracle, redeemable by whoever happens to hold the scrap of paper it's written on. I would say "make it make sense," but I don't actually want it to make sense. I want to port the idea into Nobilis or Unknown Armies or Mage: the Ascension and make it the centerpiece for the world's dumbest heist story.

Is that really a D&D 3.5 thing, though? It might just be a bit of general D&D weirdness. . . time to consult the archives!

It's actually in every version of D&D (and both editions of Pathfinder) except D&D 4th edition. So I can't blame 3.5 for how weird an idea it is (if a Cleric of Erythul grabbed a Resurrection scroll scribed by a Cleric of Pelor, they could just, what, bring the world's most depraved necromancer back from the dead using Pelor's divine energy and there's no mechanism anywhere in the planes to stop that kind of shit from happening). But the lone counterexample also means that I can't just give it a pass either. The game doesn't have to be that way. 

Let's see, what else?

Complaints about the alignment system? Yawn.

They nerfed the Ring of Jumping for no real apparent reason. A bonus of +30 feels like a genuinely cool magic power, but what is this new +5 version supposed to do? Is it one of those things where the level 2 characters need a bit of trash treasure to make them appreciate the cool stuff they'll get later on? Or is it just a matter of finding big numbers to be scary? Perhaps a bit of tactical rebalancing? If you give a martial character the ability to extend their horizontal leaps by 30 feet, that might make them too effective at positioning themselves. I don't know. All I can say is that it's a bit of a personal bugbear. I love making characters who can do massive jumps and the old Ring of Jumping was one of my most wishlisted items.

Do I have more? Yes. Is it all similarly inane bullshit? You'd better believe it. 

I suppose it speaks well for my mood. I was a little worried that having to read a second set of 3rd edition core books was going to be an unbearable chore, but it turned out to just be a regular chore. Core books, by their very nature, spend a disproportionate amount of time talking about boring stuff (or else they are so abstract that don't feel like they're talking about much at all), and the 3.5 DMG was no exception. My overall opinion - on the balance an improvement over the first version (anti-jumping bullshit notwithstanding), but maybe not by enough to justify its existence. Even looking into the future and giving it credit for all the great supplements it supported, that's balanced out by all the stuff it suddenly invalidated. 

Even with all that ambivalence, though, it's sobering to think that this is almost certainly the last time I'm ever going to read this particular book (but then again, I thought the same thing back in 2001, so who knows what the future will hold . . . )

Ukss Contribution: I'm thinking of something that's been in every version of the DMG I've read thus far, but is silly enough that I strongly suspect it's my last change to pick it - The Broom of Animated Attack.

It's something that only exists because of early D&D's weird antagonistic relationship between the players and the DM, but it's never failed to make me smile. The players think they've found an enchanted flying broomstick, hop on, and try to make it go, but then BOOM! It starts beating the shit out of them. 

From a world-building perspective, it's a bit of a challenge. Flying on brooms has to be common enough that people will see a broom and think, "wow, that's one of those flying brooms," but then there has to be some quirk of the enchantment that leaves open a possibility that one of those brooms is going to be a complete asshole. I think I'm up for it, though.