Game Blurb: Learning Game Design with D&D

written by Ian Hertzberg

 

This article is going to be talking about pen & paper role-playing games such as D&D. If that all sounds like a load of jargon to you might I suggest taking a look at one of my previous articles: D&D and Modern Game Design.

If this isn’t your first time rolling a D20 or any other kind of funny shaped dice then you’ll fit right in.

So, you want to get experience in narration or design or maybe narrative design but, like me, you’re not a computer whiz who has a decent command over programming languages like C# or Java Script.  Well, you’ll probably have to deal with those things someday, but it doesn’t have to be now. In fact thanks to pen & paper role-playing games you can actually start designing right now.

For this article, in particular, I’m going to be using Dungeons & Dragons or D&D as an example, but this applies to any and all pen and paper role-playing games. I’ve just picked D&D for this example because it is what I’m most familiar with and because there is a free lite version of the rules that you can download and use by clicking on this link. The Basic Player’s Handbook and the Basic DM’s Handbook should have downloadables at the bottom of the page.

Okay so you have the rules, but now what? Well reading the Player Handbook and DM Handbook both is a good start. You don’t need to read them cover to cover, although you should read both in their entirety later down the road.  For now start by getting a feeling for how the game is run, the introduction section of the player handbook is a great place to start as it acts as an overview as to what D&D is.  You’ll also want to keep these on hand when you play to consult the rules.

(Sidenote: I almost forgot, but you’ll need to pick up various polyhedral dice: a d6, d8, d10, d12, and a d20. You can get these at a local game store or download one of the free dice apps on either the android or ios app stores)

Okay, so now that you’ve looked over both handbooks maybe you’re starting to see how this could lead to learning about narrative and design. Dungeons and Dragons is a series of systems you can use to create not just a story, but an experience that is realistic in the fact that it simulates a universe governed by various laws and properties not too dissimilar from our own and allows players to interact with that universe in any way they see fit. Open world sandbox games attempt to do the same thing. So in essence, DM-ing a Dungeons & Dragons Game is like being the designer of your own open world sandbox game. Neat, right!?

As a DM you’ll be the judge of the  rules as well as create the games: setting, non-player characters, determine loot,  create combat encounters, traps, puzzles, ect. Most of those fall under aspects of game design. So, what I would encourage you to do, starting out, is focus on the aspects of design that interest you the most the ones you are really good at working with.

What do I mean by that? Well, I mean focus (initially) on the elements in games that you love the most. I’m a fan of narrative, so I’d make a narrative-heavy adventure with a grand over-arching plot, a cast of colorful characters, vibrant locals, and maybe some romance for good measure. You, on the other hand, might really love games like Dark Souls with really tight level design and grueling, but not impossible combat encounters. So, you’d then focus on creating an adventure with plenty of traps and difficult encounters with monsters using grid paper and battle mats to map out the exact positioning of each monster and trap. And if you’re the kind of person that likes to design mechanics over experience then try and change the rules a little bit or create a new class. Playtest them with friends and try and figure out what’s fun and what’s broken.

Remember, this is just where you start, you’ll want to work on all aspect of design in a campaign as you will have to work with all of these aspects and make them work together in a cohesive manner in order to create a truly great experience. And don’t feel bad if you’re lacking in one area or another; we all have our strengths and weaknesses. That’s why there are often multiple designers working on a game and why dev teams have the various leads that they do. Focus on just becoming proficient in all aspects of design, not perfect, practice makes that, or so I’m told.

Thanks for reading the article. I hope this inspires you to try playing pen & paper role-playing games and use them as a tool for learning game design while also having fun. If you’re having trouble making a campaign or just want to know more about D&D and how you create and run games I’ll post a few resources below that’ll be able to help you out.

As always leave your thought and opinions in the comments.

Resources:

Dungeons & Dragons Official Website

The Official Players Handbook

The Official Dungeon Master’s Guide

Matthew Colville

Mat Mercer’s GM Tips

Dungeon Master’s Guild

Game Blurb: D&D and Modern Game Design

If you’re interested in game design chances are this isn’t the first time you’ve heard of Dungeons & Dragons (D&D for short) or pen and paper roleplaying games, but you may not know the important role that they play in the history of game development and design that makes them relevant to the games industry today.

Way, way back, in a mythical era, called the seventies, two guys, Dave Arneson and Gary Gygax, played a miniature wargame called, Chainmail, with supplemental rules for a fantasy setting created by Arneson. The game took place in Gygax’s basement and when it was over the two began collaboration on the world’s first pen and paper roleplaying game: Dungeons & Dragons.

 

Gary Gygax
Gary Gygax

 

Dave Arneson
Dave Arneson

 

In case you’re not familiar with the terminology pen & paper games are games that do not require a specific board or game pieces with the exception of various dice. You can use other objects such as game boards and miniature figures if you wish, but they are not needed.

D&D itself is a pen & paper roleplaying game, in which players create a character of various races and classes that represent them in the game. Players then use these characters to interact with a world (usually of the fantasy genre) created by a DM or Dungeon Master. The game itself provides rules or systems for how players can interact with the game’s world and whether or not their attempted actions fail or succeed. In short, the rules govern the chance of success of any action based on stats assigned to the player’s characters.

twenty sided die
You can blame twenty-sided die for any misfortune with random number generators.

 

If this system seems familiar to those you find in roleplaying games it’s because D&D’s systems were the inspiration for a ton of different video games. Modern game series like Dragon Age or Pillars of Eternity pull heavily from these systems and other games pull individual mechanics out of this system and use them in their games.

Here are just a few:

CHARACTER CREATION

Assigning attributes point, skills point, having feats or abilities, these mechanics found in many roleplaying games and even some non-roleplaying games all stem from D&D originally.  Even the concept of having a class that outlines your characters abilities or being able to play as various races that appear in literary works of Fantasy such as, J.R.R.Tolkein’s, Lord of the Rings.

Character creation sheet
This is how you create a character in D&D

 

COMBAT

Baldur's Gate Enhanced Edition Logo
If you want to see one of these games for yourself you should look at the remaster of Baldur’s Gate one of the most critically acclaimed Dungeons and Dragons games.

In the mid 90’s to early 2000’s Wizard’s of the Coast, D&D’s publisher, worked with video game developers to make games that were a direct port of D&D’s mechanics and rules.

Modern games still, to this day, often utilize various elements from D&D’s combat mechanics. Whenever you see combat damage as an integer greater than one number and lesser than another you can thank D&D and the use of dice rolls to determine varying factors such as damage or a character’s chance to hit. Any time you see the term “critical hit” or critical damage you can thank D&D’s critical hit mechanic that grants players bonus damage for rolling a ’20’ on a 20-sided die.  The idea of “leveling up” comes from D&D too. Players gather experience points as they interact with the world and gain more experiences. Once a player has enough points they “level up” and are able to increase varying stats and abilities of their character.

STORY / NARRATIVE

D&D was one of the first games to feature branching narrative or multiple narrative paths. Not only can DM’s plan for branching narrative and construct it before players sit down for a session, but DM’s can change the story on the fly based off of player’s choices creating a fluid and believable world.

This is one category in which D&D has a strong competitive edge and one of the reasons I believe it is still so popular today. D&D’s open systems and rules allow for unprecedented freedom in the choices of its players and allows them to truly play a role in shaping the story versus choosing between ‘Choice A’ and ‘Choice B’ as we do in so many other games today.

These are just a few of the ways D&D has played a role in shaping the modern game industry and without it I believe the games we play today would be radically different. So, next time you land a critical hit in World of Warcraft, create a new character in Destiny, level up in Skyrim, or choose between several different dialogue options in Mass Effect remember the game that pave the way for it all: D&D.

Commander Shepard and the dialouge wheel featured in the Mass Effect games.