Friday, 18 June 2021

Failures and fatalities - why Dungeons & Dragons is awful for Actual Plays, looking at Dimension 20

Recently, I've watched Dimension 20's Fantasy High Season 1, and the show's first two episodes really encapsulate why Dungeons & Dragons is awful for Actual Plays.

Some disclaimers and qualifiers before I get further. I'm not hating on Dimension 20 (I've seen a few of their shows and I do enjoy them for what they are), the people involved (I've enjoyed their performance through that show), or saying that you shouldn't play D&D (although there are so many better options...). I'm focusing precisely on Dungeons & Dragons as a framework for a gaming performance in the format of a video or audio Actual Play. I'm also speaking as someone that has 5 years of doing their own Actual Plays and as someone that has watched a few APs in their time.

So without further ado, let's talk about Fantasy High (spoiler warning for various episodes of the series, as well as some Escape from the Bloodkeep).

Fantasy High


Fantasy High is a show about a group of adventurers going to an adventuring academy, a fantasy high school where you learn how to be an adventurer, filled with all of the D&D races and classes. A pretty okay setup that gets elevated by the amount of colourful characters that populate the school and the nearby town. From an ice-cream djinn, through a chill werewolf guidance councillor, down to anarcho-socialist halfling family. The player characters are also a colourful cast - you have spoiled rich son of a pirate, a gentle half orc barbarian that doesn't want to hurt anyone, a rebellious tiefling bard going through some issues after her horns recently came in and her dad learned he has been cucked, etc. All in all, the characters are really interesting, the performance through the entire show has been great, I could listen to these things all day with glee. That is, if it wasn't for the second half.

Dimension 20 has a formula for their shows. You usually have two kinds of episode formats that keep alternating - a free form roleplaying with some light checks and conflicts, and then the big set piece fights. They are gorgeous to look at, featuring large customised areas, a lot of unique minis and so on:


The craft on display is phenomenal, there is no denying that. Dimension 20 has taken the D&D formula of "minis fighting" and made the best version of that I have seen. However, it still doesn't solve the issue of this being D&D that we're talking about. So let's set the scene:

It's episode 2 of Fantasy High. All the PCs got into detention for one reason or another. You could run it as your stereotypical "detention bad, the teacher running it is a warden, everything sucks", but no, Dimension 20 is better than that (heck, they even work with sensitivity consultants, kudos to them!), and the guidance councillor starts encouraging the PCs to talk about their feelings, whether they have trouble at home, etc. It's a tiny one minute of a show, but it showed potential, especially when one of the characters started opening up about their issue at home (it was the tiefling, now living alone with her mother who she's on a war path with since she won't tell her anything about her real father). But just as that's about to happen, we hear screams from the cafeteria and it's off to fight we go!

In the cafeteria we find a large cream corn monster, a possessed lunch lady, and a bunch of animated corn cobs, and we have ourselves a level 1 adventurer fight. What follows is a series of mishaps, bad rolls and just a lot of what could go wrong does go wrong. The tiefling gets knocked out cold at the start of the fight, and through the rest of the encounter, that player sits there and stews, unable to contribute anything but quips about how people should throw her body around (I don't hold anything against the player there, it did look frustrating!). A few others, including a swashbuckling jock son of a pirate repeatedly have problems climbing the tables and lose a good deal of health and turns because of that. Enemies start multiplying to the point they murder two player characters (and they do fail their death saving throws and actually die). A prissy elven wizard is reduced to bludgeoning the lunchlady to death with a magical spatula and her scepter (the lunchlady has been the tiefling's freshly adopted role model, since she was going through a rebellious spell and respected a blue collar worker for being the only honest person in the school), with her dying words telling the elf to remember that she killer her with her own hands.

I'm going to leave out the number of times people have been going in and out of many of the cream monster's buttholes, and just skip to the end where the heroes manage to defeat it. Since this is a show that's built on the characters that were just introduced and two of them have died, the GM has to pull out a deus ex resurrection to put the show back on the road. Not to make it consequence-free however, they have the quirky principal of the school (if Dumbledore was a bit more peppy but also a D&D character) murder the soft-spoken guidance councillor with a gun before committing a suicide and using a phoenix egg to resurrect the two PCs - a life for a life. At this moment the tiefling player still upset about having to sit in the time-out through the encounter wants to also commit suicide to bring back the lunchlady, but since they are unconscious they don't get their wish.

So all of that fight was a big clusterfuck, pretty much all due to D&D's rules. So let's start breaking things down.

Failures of D&D

Character death vs character-driven show

Dimension 20 is a pretty character-driven show. One of its core appears is that you can count on there being a cast of colourful characters at the table, portrayed by some very talented people, and through the show you get to have some of their problems, arcs and so on come to the forefront. For example, initially I disliked one of the PCs being your stereotypical born-again-bible-thumping-christian-coded girl that worshipped the Corn God. It felt too much like the proselytising type trope at the outset. However, through the serie she started reflecting on her life after having a brief death experience and realising the Corn God is a bit of a douche-bro and can't answer the problem of evil. Later she realises she has been raised in a fundamental family, been part of a religious extremist cult and discovers herself anew. It's really great.

D&D, however, is not a game that promotes that. Rules as written, the characters can die pretty much during any fight and you're not really meant to get too attached to them. Heck, one of the reason why "grognard" is associated with the game is because it's kind of like going to a ruthless war - what's the point of getting attached to the new level 1 guy if he's going to bite the dust during the first fight. Nobody cares about your backstory until you're level 3 and can survive an encounter with a rat.

Sure, that can be okay to play if you're into that, and the more recent editions of the game have softened the danger a little bit, but trying to do a character-centric game in D&D is still a liability if you don't fudge things or have some convenient way of bringing the characters back.

And for those that think that a story without the stake of character death is meaningless or the like - watch any popular movie. You know going into like, any Marvel movie that no character there will randomly die without a proper payoff and definitely not before their arc is over. You know Thor won't be Ragnarok'ed and will be there for the next movie. You still get invested.

Incompetence, coolness and stunting

D&D is awful when it comes to character competency due to its linear rolls. Chances are whatever you try doing at level 1 you will fail. It's not a game that wants you to be a cool badass, it's a game that wants to watch you faceplant into the floor whenever you try something.

Part of it is its approach to how it handles cool actions. When you declare that you will do something cool, like swinging down a chandelier and leaping from one table to the next before backflipping over the enemy to stab them in the back, the game expects your GM to make you roll to see if you pull it off and tell you "no" if you fail a roll. If you do the most boring action though ("I move forward and attack"), you don't have to roll anything special.

The thing is, you do want the characters to show off how cool they are. It makes the game more interesting, and definitely more fun to listen to! So don't penalise them, don't make them roll and fail, heck, give them bonuses for being cool! That's one of the things I enjoyed about Exalted - stunting. Basically, the cooler you described your action the bigger bonus you got. A lot of the players in Fantasy High could easily do really cool stunts and the game would've been even more cool for it (as it stands, it's only so cool with a pirate jock riding a hellbeast motocycle onto a stone golem to do a cool stunt on its back's half-pipe to throw it into a pit of acid...).

Rolls are boring, damage is mostly meaningless

When playing D&D, you spend a lot of time rolling dice, especially in combat. Add situations where those rolls get more complicated, such as with the use of inspiration (and if you take a shot each time someone on the show gets an inspiration you will get pretty drunk...), and you spend a lot of time rolling your math rocks.

Sure, this is fun when you're actually doing it yourself, but for a viewer, the rolls are only interesting if they are high-stakes, or someone ends up rolling a botch or a crit. Sooner than later individual rolls stop mattering, since a character suffering 5 points of damage out of their 80HP pool is just noise.

Once again, Dimension 20 does the best with what they have. They put visuals up to illustrate people's health as it changes and make the process as engaging as possible, which is commendable, but such edits are someone's job there. It would be quite a bit of extra work for anyone that is not doing this as a full-time job.

Similarly, when you're hoping to get a good story out of dice rolls like these, you also tend to have a low "signal-to-noise ratio" so to say. It takes a lot of time rolling, tallying numbers and so on to move the action one step. We had some bad games like that in the past (a 4 hour session with a 3 hour fight that was mostly rolling and not much interesting stuff going on until the end), and these days for our podcast we tend to go for lighter systems to avoid precisely such problems.

In general, it's much more interesting to play a game like D&D than to actually watch the game being played - passive vs active engagement and all that. You will have to put in a lot more work to get some interesting content.

Fights and rolls create funny moments, not interesting stories

A good RPG system helps you create interesting stories and character moments. Unfortunately, D&D combat isn't that great for it. Sure, it can create funny moments, and sometimes cool moments, but they are rarely interesting stories, despite how much time you're devoting to it.

For perhaps the best illustration of it, I'll have to turn to Dimension 20's other show, Escape from the Bloodkeep. It's a show where the PCs are knockoff evil characters from knockoff Lord of the Rings fighting the heroes. Many times in that show the Witch-king of Angmar would face off against Samwise Gamgee, who was armed only with a frying pan and a whole heap of enthusiasm. The thing is, the hobbit had such high stats that he would routinely stand his ground against the Witch-king and batter him pretty handily with that frying pan, turning their fights into some slapstick Bugs Bunny skit, all because the Witch-King couldn't kill this one halfing. Was it funny? Yes. Was it an interesting story? Not really. It was slapstick. Unfortunately, that's about as much as D&D gives you.

Sure, everyone has an awesome story about how one roll change the course of their game's history, or how they rolled an impossible roll and just dominated some situation. However, those are often stories about a single cool moment, not big interesting stories. Sure, it can be a fun entertainment to see your enemy roll nat 20 and then you matching it with your own nat 20 and the table exploding with emotions, but it's kind of like action for action's sake in a movie - entertainment without a deeper meaning.

Sitting in the death roll penalty box

Many times during the Fantasy High run the characters ended up at death's door, having to roll their death saving throws and not getting to do much. Again, the worst offender was Episode 2 where the tiefling player pretty much had to sit out the entire fight in the penalty box just because they got KOd early and nobody could heal her. You could see and hear the player's frustration with the system and being an unconscious deadweight in the corner of the room. Again, I don't fault the player for any of that - it's the system that creates these scenarios.

When you play a game, you don't want to have to sit and do nothing. Being forced to skip your turns is one of the least fun things because you don't even get to have to focus on coming up with strategies on how to not lose. And if you are doing a show professionally and have some actual actors on your show, you don't want them to sit by the table and not act out their character. It's not fun for them, and you're paying them some good money to sit and do nothing.

Ideally, you'd have a system where characters don't go down that easily and can always contribute something. Fellowship does that pretty well for example - it takes a lot of beating to put someone down (most of the game focuses instead on a death by a thousand cuts, so you know it's coming), and even if you are badly hurt you still have pretty good odds at doing something to contribute to the game.

Regularly scheduled murderhobos

D&D is a game that's focused on combat and murdering enemies. Countless people have pointed out the problematic colonial issues with that, and how Gygax essentially says Paladins would be okay with the Sand Creek Massacre. So how do you square that with a fantasy 50s americana setting of Fantasy High? The answer apparently is - you don't.

While you can gloss over killing of corn cuties and other monsters, the things get problematic when you are fighting humanoid NPCs, especially when they are a part of the same school the PCs go to. Unfortunately, Dimension 20 being a D&D show and one with an episode structure of there being a fight every second episode, there are some times when things get really iffy if you think about them.

In Episode 3 the PCs learn of Johnny Spells, a greaser teen that likes to hit on high school girls despite not going to the school. They get some cryptic message telling them to investigate him to try finding some lost girls. At the end of the episode they find him in his greaser joint with his buddies doing some aggressive dance routines. Overall, the character came off as a cross between someone cool and kind of creepy, but it's never really been established by that point that he was a scumbag or anything.

But oh no, the clock is ticking and it's almost the end of the talking and investigation episode, and you know what that means, it's time to start your regularly scheduled fight. The format must remain unchanged, and a lot of people have put in a lot of hard work to make some cool minis, so instead of confronting Johnny and trying to figure out what his deal is, or even getting the magic mcguffin they came in here for, the team decides to steal the mcguffin and the keys to Johnny's car and book it.

Episode 4 is a street race fight, where the PCs fight Johnny and his gang that are trying to get his car back. This being D&D of course involves a good deal of violence, since the mechanics inform the playstyle. So the PCs murder a group of teens after stealing their ride really for no reason at all, other than this is a Dimension 20 show and the episode number is even, so we have to fight.

And again, I'm not saying that Dimension 20 did a bad job at making the fight itself entertaining to watch, or that the minis weren't cool to look at, it's just that the script being so rigid and you having to have a fight every second episode will inevitably lead to the PCs being murderhobos. I would love to instead see a system where you have different resolution systems so you can have competitions that aren't just murdering each other. Or a system or setting where it's okay to fight one another since the people don't get murdered at the end (make it like a campy Transformers episode or something, where people shoot one another but that's okay, there will be there to shoot one another many times more). But no, this is D&D and violence is always an option.

Sure, you could argue that in that world it's okay to murder people, but late in the season the characters do go to jail for murdering people and the police do explicitly say it's not okay, so the text of the show doesn't support that argument.

So if you're planning on running a game where you don't murder everything as a way of resolving your conflicts by default, D&D doesn't have much to offer in this regard.

It's there to sell you toys

D&D is not only a game about fighting, it's also a game with deep roots in miniature wargaming that's owned by Hasbro, a toy company. If I was a cynic I would say that chances are a game pushed by a toy company will want to sell you toys, and I might not be far off. There are so many miniatures you can buy for the game it's crazy, and when you see a show like Dimension 20 playing with their cool minis your brain might go "boy, I want some of that plastic tosh to play with! Let me get my wallet!".

Luckily, I haven't seen Dimension 20 try to push their own line of minis in the merch store, but I'd kind of be weary of promoting a game in good conscious that kind of encourages you to buy overpriced plastic and a lot of books to be able to play "like the cool kids on TV".

This also means you can't really run D&D as an audio-only podcast without making it really dull to listen to or cutting a lot of boring content out. Not everyone has the budget to set up cameras for the crew, buy minis, paint them well, do some action shots during the fight and so on. Even running it virtually in some third party program to create a virtual arena you still have to have a good enough computer to record and render everything. This creates a much higher startup cost for anyone wanting to run the game than something that can be comfortably played in the theatre of the mind.

And again, this is more of a deeper discussion about whether it's okay to support a game that is not free of controversy and possibly creates a pressure for the show's audience to buy its merch through peer pressure of sorts. But that's a bit beyond our today's discussion.

The flip side

Of course, things can't really be clear cut. While D&D is really an awful game for an Actual Play when looked through its mechanics, that might not really be that important. D&D does being in a lot of eyes to the show because it's popular and people know it. A lot of people won't tune in to the show to see the Dimension 20 crew, they will tune in to see a high-production D&D unfortunately. So it's up to the show producers to weigh in the drawbacks of using a system they have to struggle with the benefits of a large audience and possibly a large corporation to boost their visibility.

Conclusions

Dimension 20 is probably the Actual Play with the highest production value I have seen. It executes its premise and works very hard within its constraints to bring perhaps the best version of what it sets out to do. It is unfortunate though, that what they have to work with is D&D.

D&D from a mechanical standpoint is a liability for any Actual Play show. It limits what kind of stories you can tell (everyone must be a murderhobo or an accessory to murderhobos), has a tendency of killing characters off prematurely, puts players in a timeout box when they do avoid death, and is something you have to have a good setup to record your minis, play areas and so on so your viewers don't get lost in the action.

In return the game rewards you with nothing but its BRAND. Sure, that might be good enough for a lot of people, but personally I'd love to see some more indie games getting the love and attention.

Of course, playing the game yourself is different from doing it as a performance. It is a different kind of engagement since you are in control of the action, rather than just witnessing what's happening. You can still enjoy a game even if it's not a good fit for an Actual Play.

And hey, if anyone from Dimension 20 want a pitch for a cool game, why not copy our Fellowship game in the Transformers universe. It's another Hasbro product, and it would be cool to see what you do by taking the existing toys and modding the heck out of them. The game can support someone playing Tripticon, a giant godzilla, while someone else is a tiny Mini-Con on their shoulder. Now design your show around that and it would be a spectacle just to see what your players could do with their cool, transforming, modded toys! ;)

Make this a game Dimension 20, I know it will be awesome!

And if you're in the mood for something with similar vibes to Fantasy High that doesn't use D&D, I remember enjoying the Offseason Monsterhearts episodes from the Arms of the Tide podcast, using the Monsterhearts RPG.

1 comment:

  1. I don't like DnD 5, but you're wrong in the death part. It's stupidly hard to die in DnD 5.

    First you need to take enough damage to fall down, Second you need not to receive any healing or stabilization for three rounds (combat is normally over before that) or get attacked by two enemies that act in a row (very few GMs will do this, the ones that will do will normally advertise it beforehand) before another person can use either a healing spell or a Medicine check on you. By the way, if they're carrying a Medicine Kit, this roll is a guaranteed success.

    The only time I've seen a DnD5 character actually die was when a level 1 party with no healers and no medkit didn't know that they could stabillize even without one.

    The most common deaths in DnD are either ignorant newbies or TPKs since it is so easy for one character to restore another.

    I didn't watch D20FH, but I've read your blog post, and I infer from this quote that it falls under the "ignorant newbies" case.

    "Enemies start multiplying to the point they murder two player characters (and they do fail their death saving throws and actually die)."

    Why did they roll more than one save to begin with?

    I have ran once a combat of 4 players VS 1 demon. Initiative order was Monster > Monk > Healer > Other PCs. The monster was mounted over the monk, making him unable to get up. It had two attacks. He would strike at least one every round, bringing the monk to 0 HP. If he hit another, it would be an instacrit (unconsciousness rules) which marks a character at 2 failed saves. The healer would up the monk to 1 HP with a healing spell, and erase all death saves. Next round, the monster would hit the monk again...

    So the monk got downed 5 consecutive rounds without coming close to death.

    And when you do die, just bring 1000gp to a Cleric. Heck, they can even do it for 100GP if you're fast enough.

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