Sunday, 22 April 2018

What Is It Good For? GMing a Star Trek war campaign

I've been trying to remember every single roleplaying game I've been involved in that featured actual, literal war. It hasn't come up that often.
  • There's been Star Wars. That's maybe a bit obvious. Although even then, we've still played a fair bit in Old Republic-era campaigns, focused on (comparatively) peaceful adventuring between war periods.
  • Technically, all Warhammer Fantasy and 40K campaigns must occur during ongoing warfare, because that's how those settings are designed. But I can only name one Fantasy scenario we've yet played where people being at war (off stage, in their character backgrounds) was even mentioned. In 40K, it's debatable what legally, technically counts as actual warfare vs. what counts as private spats between rogue traders. But we did have one session focused on an entire planetwide war against orks.
  • Stargate also technically mainly occurs during the relatively vague and mostly low-intensity human/Goa'uld war, but I think we mostly ignored that in favour of exploration missions.
  • I wrote and ran a Fallout prequel adventure, set right at the start of World War III, though the focus of that was on what follows within the rural USA. The opposing side in the war are never seen at all.
  • There was a brief anti-Zhentarim uprising we helped in a Dungeons & Dragons campaign, and we've started the war-driven Silver Key adventure a couple times without finishing it. Technically the Blood War is all-pervasive in Planescape, but we only ever had one subplot directly tied to it.
  • And of course, I was the first and probably only GM ever to actually try to run Johnny Nexus's satirical WWI trench warfare scenario, The Big Push.
That's 9 or so minor examples in my 21 years of roleplaying. My point is that while war has occasionally been mentioned in my roleplaying experience, it's seldom been the main focus, the central plot-driver. It's usually peripheral, a background context thing. It seldom dominates whole campaigns.

So it's perhaps surprising that the most clearly war-oriented campaigns I've ever run have been set in Star Trek.
A small selection from the close to a billion (with a B) killed in the Dominion War. (Click to embiggen.)

The first time was sort of accidental, or at least not what I'd intially planned. It was the second season that followed my early science ship campaign's first, purely sciencey season. For reasons I can't fully remember, I decided to turn it into a Federation/Cardassian War campaign. Perhaps I thought that context would add drama. Perhaps I was low on sciencey ideas. Perhaps I just realised that we were technically playing during that war and felt compelled to insert any canon reference I could link my campaign to at all. But a dinky little science ship doesn't belong in a war zone, and Star Trek in general doesn't belong there. There just wasn't much my players could believably be expected to achieve. And I'm pretty sure that whole game subsequently fell apart because it wasn't what the players wanted, or had learned to enjoy in season 1.

That's not to say there weren't dramatic moments of creative shock. I thought I had my players beaten for certain, when their maguffin objective was on a planet the Cardassians were guarding with an entire heavily armed moon. It was the Andorian chief engineer who suggested grabbing the largest possible asteroid with a tractor beam, accelerating it over the longest possible distance, in a straight line to intercept the moon. I couldn't justify anything less than cracking the moon to pieces, sending its inhabitant-crew rushing to evacuate. A plain warship crew likely couldn't have planned that, let alone executed it. But their Tellarite science officer was an orbital mechanics specialist, he was guaranteed to hit. And the chief engineer could make it a reality.

But that was an exception. Most of the rest of the campaign was dull, repetitive fetch quests and minor skirmishes. There was far less room for real excitement and discovery than there had been with the science missions. And the hard grip of canon meant there was little room for diplomacy with the Cardassians, which ought to be another Trek staple. But perhaps the problem there was that I was still an inexperienced GM. Maybe I had run out of ideas in general for the time being.

Skip ahead 7 or 8 years, when I've played in and run all sorts of different things, including the Maquis campaign I wrote about before. The inflexible grip of canon now wanted to push us into an even worse war campaign, the Dominion War. A lot more had already been written about this, with unofficial supplements to the Last Unicorn rules, and quite a lot of official content in the Decipher rules, relevant to the Dominion, if not explicitly their war with the Federation.

But hells, it's all dull, especially for any characters who are not built, rules-wise or story-wise, for combat.

It's plenty dull for the GM too. I should specify that I'm not much of a GM for hack and slash dungeon crawls either. I started with D&D and played in more than a few hack and slash games. But they tend to bore me. I get that others might enjoy it more, but it's not for me. So already that's one major aspect of war campaigns I object to. But it's not the only part, even if you like tactical combat games.

A more fundamental reason to dislike war campaigns is what separates roleplaying games from miniatures games and board games: Playing a role, not merely pushing pawns about, watching them hit each other. D&D may have been born out of simple wargaming in the '70s, but the reason the hobby has evolved into its own thing since then is that roleplayers do simply want more. More complexity, more variety, more options, more depth. A pure combat campaign reverses that. If the game only offers violence, with no motive other than violence for its own sake, and no hope of tricking or debating or convincing opponents out of their opposition, then the game just is less in every way.

It's not just a disadvantage to players either. It's a big strain on the GM, trying to think up creative new ways to say "go there, kill those people," week after week. My initial thinkng had been that a special operations setup might provide inherently more interesting missions, but in fact they still mostly just amount to "go, kill". Even "fetch/steal/rescue" or "investigate/spy" inevitably just reduces down to "kill", when there's no option of a peaceful solution to the obstacles the players face. The reason for going there becomes trivial when most of every session has to be resolving unavoidable combat. War is pretty stupid.

There's also the philosophical concern, central to Star Trek, that violence is a rubbish way to solve problems, at best something to leave til a last resort. Typically, when people fight in Star Trek, it's to set up a lesson about why fighting is bad. If you're in a whole war, and next session you're definitely going to be fighting again, it's hard to make that moral lesson seem honest and meaningful. Just repeatedly learning, over and over, that war is hell, without being able to stop it, turns what's supposed to be a fun, friendly game into something far too similar to a collection of First World War survivors' poetry. I don't think most GMs or players are technically able to do justice to something that serious. And quite a few won't be emotionally mature enough either, which increases the odds that the game will just miss the point and ask players to celebrate war, rather than condemning it. If that's what you want, you should probably watch waaaaay more Star Trek.
And take extra careful note of what this short but crucial scene from "What You Leave Behind" signifies about the entire preceding Dominion War story arc, and war in general.

"But DS9 did it!", I hear you say. "They did a great job of it!", I hear you add. "Maybe you're just a shit GM!", I hear you once more. Well, fuck you, you're shit too. But yeah, I probably was shit at it, especially in my earlier campaigns. "Earlier" is the key word in there; I've made all the big mistakes that can be made in my over 17 years of playing and running specifically Star Trek roleplaying games. Feel free to learn from my extensive collection of fuckups. And the relevant one here is failing to notice that DS9 didn't actually make its Dominion War arc about combat. They had really good writers, who understood what a terribly boring series that would make, far better than I did as a younger GM. Most of their War arc was actually spent looking at the people involved: The political actors pushing the war; The cultural implications for the Starfleet officers asked to do something antithetical to what they originally signed up for; The cultural contrasts with the Klingon, Dominion and other militaries that the Starfleet people have to uncomfortably interact with; the interaction between Starfleet people and the relatively powerless civilians around them; And of course the normal random personal affairs that happen in anyone's life, thrown into contrast against the abnormality of the war. They wrote about virtually everything except for the fighting, most of the time.

(Notice also, for comparison, that the more right-wing and blatantly militarist Stargate franchise avoided leaning on war stories most of the time too. Even though the plot of SG-1's pilot episode was, "Goa'uld declare war on Earth, US military decides to fight this war without letting anyone else know or try smarter ways to resolve it", the majority of subsequent episodes were actually completely unrelated to that war, and were instead just general science fiction stories.)

(I might even point to Blackadder Goes Forth as a competent example of how to tell a war story with hardly any actual fighting in it.)

My main point there is that these are not light, easy stories to tell. It's easy to tell them badly, in ways that aren't sensitive to the reality of people getting killed. And it's easy for them to get repetitive and dull, in ways that exploration and science stories won't.

So I'm not saying it's impossible to run a decent Star Trek roleplaying war campaign. I'm just saying you're almost certainly not qualified to, so don't get cocky and rush into it. But if you really must, here is a list of alternatives to "go there, kill them" stories, which might help you steer away from the most dull, repetitive stuff:
  • Aid delivery and relief services for wartorn planets, including interacting with local victims about their losses.
  • Similarly, figuring out how to cope with refugees, both as large-scale logistics, and as individual-scale personal interaction.
  • Strategic planning, behind the lines, including only getting to receive (delayed, incomplete, or unreliable) remote reports of what's happened, without participating directly.
  • Getting to know the crew of a starship on a personal level (possibly in much greater depth than a TV production in the '90s could normally accommodate, using only one-off extras and guest stars), only to have to cope with their subsequent loss.
  • Being responsible, for an extended period, for the well-being of prisoners of war. (My great-grandfather ran a POW prison in Scotland, so I have a few uncommon insights into what this might entail.)
  • Conducting the specifics of negotiating, and then putting into practice, a peace treaty, including treaty requirements that might be uncomfortable for the player characters.
  • Post-war resettlement, reconstruction, and emotional readjustment.

Saturday, 24 March 2018

GMing a Maquis roleplaying campaign

A few years ago, I ran a Star Trek roleplaying campaign centered on a Maquis ship taking part in the anti-Cardassian uprising of the early 2370s. The game had its ups and downs, and I think there are lessons to learn from it, if you're also planning to run a Maquis game, or a Starfleet/Cardassian campaign with a major Maquis presence, but also some general lessons.

I must warn in advance, this is mostly a long ramble about my personal GMing experiences and observations. I don't pretend that what I'm suggesting is the absolute only and best way to run such a campaign.


Lesson 1: Are you really sure you want to run a Maquis campaign? They're not really very Star Trek, in most respects; it's not at all a given that they're the good guys, even if the Cardassians were mean to them first. Voyager glosses over this, most of the time, so that we don't find half their main cast too unlikeable, but DS9 felt more free to paint the Maquis as morally dubious. So what exactly do you have in mind for your Maquis? Do your players have the same in mind, or something much different? And does the stuff seen in the series about the Maquis really match what you were looking to do? How will you meld all of these different perspectives into something coherent and enjoyable? It helps to give yourself a clear focus of the tone, genre, and style of play you want to focus on. One of my big mistakes was letting my campaign wobble around fairly out of control for most of its dozen episodes.

I had a pretty vague sense of what I wanted, to begin with. I had come up with a pretty desperate impending invasion scenario, inspired by Star Wars: Dark Times, a real no win scenario. But I'm not generally interested in Star Wars, and somehow I got it in my head that the Maquis of Star Trek are analogous to the Rebel Alliance of Star Wars (bonus lesson: they're really not very similar). So I switched settings. And then I never ran that scenario.

An opportunity arose to start a new campaign for a brand new group, and that happened to be the campaign I had on my mind at the time. But it needed a setup and it needed some exploration of the characters and the space they were supposed to care about, and an expansion into a wider campaign landscape (spacescape?), and I may have gone a little nuts on showing my players everything remotely related to the canon Maquis. We had a lot of episodes far away from their home planet. This meant there were a lot of specifics we didn't get to cover, which I'll detail below. But one specific thing we lost was a good place to insert my original no-win adventure idea.

And that may have been acceptable, or not, but the point is that I had a very vague campaign plan from the start. We didn't focus on what the player characters thought they were protecting, nor on why the Cardassians wanted it, nor much on how the Maquis organisation worked. It turned into a lot of rushing from episode to episode, seldom linked, running errands for strangers at random. It lacked a unifying theme, because I as GM didn't have one in mind. And so it never built up into much of anything.

Episodic Star Trek works - it's the original form of the show - but I don't think it works as well for the Maquis. They deserve something more serialised and deeply thought through, because their existence is so brief, specialised, and narrowly focused. I know I don't like planning out a whole campaign ahead of time, when it feels like it might all be thrown out anyway, but this is one story worth digging deep into the preparation for.

Lesson 2, don't be afraid to be rough on them. The Maquis was perhaps a hopeless cause, and it was definitely under-equipped. Although TNG, DS9 and VOY tended to focus on Starfleet officers who are swayed to join the Maquis, bear in mind that the majority of Maquis will be non-Starfleet civilians, probably poorly trained for what they're trying to do. There is no rule that says they ought to be competent.

The challenge for players ought to be figuring out how to get by despite the overwhelming odds, not to simply mitigate them. Any time they find a solution to one of their major obstacles, think about how the big-brained, well-resourced people of Starfleet or the Cardassian Central Command might act to counter that solution. The players should be helped to feel they've accomplished something when they survive at all, even if they fail at everything else. And if they die trying, that shouldn't be a surprise nor a major failure.

I gave my players a stolen Oberth class science ship for their Maquis vessel. I mainly did that because it let me (sentimentally) bring back the same old Oberth my previous group had used and then retired in our earlier, very conventional Starfleet exploration campaign, a decade earlier. But while an Oberth is puny and insignificant by the standards of most 24th century Starfleet starships, it turned out to be a massive battleship by the standards of the even tinier Maquis raiding vessels. Even a small, specialised science ship like that made my players a bit overpowered for their context. This skewed how tough they felt and how they approached their missions. It meant they weren't motivated to be cautious and subtle.

And then they wanted to upgrade it more, which I admit I hadn't expected or planned for. Starfleet crews tend to accept whatever ship they've got, and keep it more or less the same. But a Maquis crew somehow felt much more attached to their vessel and were strongly motivated to wring out every last bit of potential from it. I think that's great roleplaying, realistic for their context. But if I'd thought of that ahead of time, I would have intentionally started them out with something far weaker, so that their upgrades would still only raise them to a fairly weak level. As it was, and using the possibly dubious Decipher rules, their upgrades eventually made their little Oberth a reasonable match for much larger Cardassian warships. The players liked that, but it undermined the purpose of playing a grim Maquis game. And it required some convoluted setup for me to de-undermine it later.

Similarly, I should have put a lot more effort into NPC planning, to make that the focus for how players could get things done. They should have been relying on sketchy contacts and delicate negotiations, not simply blasting their way through every obstacle by force. I introduced some concepts from espionage-oriented games like Delta Green and Spycraft, but I probably should have leaned on those ideas a lot more heavily.

For example, we introduced the idea that the Maquis operates in a cell structure, with each cell fronted by only one individual, who only knows the identities of other cell representatives, so that the majority of all cell members remain anonymous within the Maquis, and cannot betray each other as easily. It's fairly typical resistance movement stuff. But in our game, each cell appeared only as the crew of a different Maquis vessel, so that there was nothing covert or anonymous about them, as far as the players were concerned. We never got to see a station- or planet-based cell in action, or one that was mobile but only hitching rides on someone else's ships. There was also never any situation where anyone was captured, and the integrity of the movement depended on the correct use of the cell structure. In other words, we wasted the cell concept. Things like that are worth building more properly into the story of the campaign. Use them, don't just mention them.

Once you've got the social conflict of your campaign set up better, then you can also afford to be more brutal on the players in this way too. And I don't simply mean make all the NPCs assholes. They can be decent, upstanding UFP citizens, but that's precisely why they'd be less likely to help out a violent, criminal uprising who are technically across the border in a foreign state now. Or they can be dodgy criminals and smugglers, but why would they risk their lives and businesses by drawing the wrath of both Starfleet and the Cardassians on themselves? And if the players try to engage any Cardassians non-violently, then you need to know how to make that feasible but realistic for them too. Definitely plan out your major NPCs in good and varied detail.

Lesson 3, related to lesson 2, is to be aware that the Maquis will end. If you're sticking strictly to canon, they end in disaster when the Dominion just rolls right over them in a few days, where the Cardassians and Starfleet had struggled to reign them in for years. Most Maquis will be killed, and survivors will be imprisoned for probably the remainder of the Dominion War. In short, they fail. Even if your player characters manage to handle themselves exceptionally well, and they can get more done than expected, there's still little to no hope that they can survive the Dominion. So that puts a pretty nasty deadline on the campaign.

(My Maquis campaign was transformed into a Dominion War campaign at that point, which I regret wasting time on. But I'll come back to that in another post. For now, my main advice is to simply end your campaign, no later than the Dominion takeover, and start something totally fresh to replace it.)

If you want to break from canon, that's your call as GM. But it'll take a fair bit of planning to figure out how to play that out. Will you give them a chance to resist the Dominion, even when the whole of Starfleet can't? Or write the entire Dominion War out of your timeline somehow? That's a pretty huge change, and while you might relish exploring that, it will take much work.

But personally, I appreciate that the whole campaign should reasonably lead to failure and death. It's all a tragedy, and it's not typical Star Trek*, but arguably that's the nature of the Maquis. They represent a failure of reasoned diplomacy. The terms of the Federation/Cardassian peace treaty were not good or sensible, they were rushed through unreasonably; their attempt at making peace at any and all costs wasn't a real, lasting peace, and the diplomats ought to have known better. And the response of the affected (former) Federation worlds and their inhabitants wasn't too sensible either; armed resistance was a stupid idea, bound to fail, and they should have known better too. It was all a case of trying to have two wrongs make anything other than just two wrongs. But none of that makes the characters' motives unbelievable or uninteresting, so it still makes for good storytelling.

(*Actually, arguably, on a grander scale it is typical Star Trek, to illustrate that those whose main, best idea is to resort to violence will be doomed in the end. But what I meant above is that it isn't typical Trek to keep focusing on these doomed characters and their doomy doom.)

Lesson 5 is to pick a scale of action. If the player characters are supposed to care about a single shared colony planet that they all came from together, then try to limit your focus to just that planet and its nearest neighbours. It's a tiny focus by Star Trek standards, but makes good sense for a Maquis game. If I were to run such a game again, I would definitely run one whole cheery, fun episode based on that focal colony, as a flashback to the time before the Cardassians take over, early in the campaign, to give players a taste of what the good old days were like and what their characters are trying to reclaim.

Alternatively, if you're planning to let your players have a hand in leading the entire Maquis movement, across the entire DMZ and the Badlands, then it's likely worthwhile introducing a formal strategic sub-game element, a way for the players to know objectively (if unreliably) what sort of a difference they (and their NPC colleagues) are making to the success or failure of their goals. I have no such strategy rules handy, but I'm sure there are boardgames they can be borrowed from, and the new Command supplement for Star Trek Adventures includes a "Fleet Engagements" chapter that might make a useful part of that too. At the very least, the GM could arbitrarily update a campaign map or type up field reports that spell out the broader consequences of player actions.

Either way, it's important to give the players a sense of the consequences of their actions.

And finally, lesson 6, find some non-French historical references to model things on. While the Star Trek Maquis are named for the historical French group, they aren't really all that similar, except maybe in intent. And perhaps coincidentally, perhaps intentionally, DS9 then latched onto Les Misérables as its literary go-to reference for the Maquis to model themselves on, and kind of milked that dry. And there's nothing wrong with throwing in yet more French associations, but it might start to come across as cheesey if it's always only that.

Besides, there are so many other historical rolemodels for your characters to pick from, some successful, some failed, any of which might be considered appropriate inspiration: The Viet Cong, the Yellow Turbans, uMkhonto we Sizwe, the Chetniks, the Free Papua Movement, or the Shining Path, to name just a handful from Earth's history alone. Whatever you and your players think of such organisations, it's worth bearing in mind that the typical Maquis member likely would see some common ground with them, maybe even venerate them, and understanding why is useful for unpacking your characters' motivations, fears, and limitations.

And if you're running a straight Starfleet campaign, but want to insert the Maquis into it as a source of conflict, then that's probably the main advice I'd give for making them interesting opponents for your players: They may be immoral, they may have a bad plan, they may be doomed, but they really must have some complex motivations driving them, or they're just generic space baddies, and that's a huge waste of their story potential.

Wednesday, 14 March 2018

A partial comparison of Star Trek roleplaying systems

I got into Star Trek roleplaying unexpectedly in 2000, when a school friend called to say that, at a recent convention, he'd foolishly agreed to join some weird older fanboy stranger's campaign, and would I and our other friend Jamie like to take his place instead. Jamie and I went, Jamie quit pretty soon after, but I kept going back for more, for over a year. It was exactly what I wanted at the time. I was a new roleplayer, having started with AD&D in 1997, and I had grown pretty sick of the only two choices I knew at the time: AD&D dungeon crawls, or Vampire teen angst. I loved Star Trek, and I was glad for the chance to immerse myself in it, solving technical problems, rather than killing things or having compulsory emotions. I played our ship's chief engineer, so it fell on me, more often than not, to come up with practical solutions to the puzzles the GM liked to set us. In hindsight, there was probably more to it than that, but that's what I was focused on at the time.

A couple years later, I got a rulebook of my own, and decided to try running Star Trek roleplaying games myself. I didn't realise at the time that this would lead to much more varied experiences and plots, or that I'd always be the GM and never the player in any Star Trek game for over 15 years. For whatever reason, nobody else around here ever wants to run it.

Now we've started playing the latest incarnation of the game, Star Trek Adventures, and this has had me comparing all the different systems I've used over the years. I thought it might be useful to someone, somehow, to read my comparisons, so here they are, below. The two main aspects of each system I'd like to focus on are their crunch and fluff: How well their rules worked for my needs, and how well they managed to capture the feel of the series for me. My approach is subjective, but luckily, my subjective opinions are objectively the correct ones.

The rules systems are presented here in the order in which I first used them, rather than publication order, to show how my opinions were altered over time.



Star Trek: The Next Generation Roleplaying Game (Last Unicorn Games, first released 1998, first played 2000)
Rules:
The "Icon" system. The core mechanism is to roll a variable number of d6's, and hope their total sums to greater than a target number the GM sets. It's simple and it works, but it doesn't do much more than that. When I first tried it, the first thing it reminded me of was the old West End Games Star Wars roleplaying game, which I had first used about a year or two earlier, but actually they're fairly different. The rules are well explained and logically laid out; a simple three-colour coding of the pages of each chapter worked surprisingly well. There are two other incarnations of these rules - the Star Trek Roleplaying Game (for TOS), and the Star Trek: Deep Space Nine Roleplaying Game - but they function identically, and even though the TOS book rearranged the order of the chapters from the TNG book, they kept the same chapter colour-coding, so I still knew exactly where to look for whatever I needed.

Character creation used a lifepath system, which I tend to enjoy, though this one didn't feel that flexible or creative after I'd created a dozen or so characters with it (as GM, helping players get started), and it demanded a lot of fleshing out that it didn't help the player with very well. The experience system wasn't too smooth. I get the impression that the point-buy costs for character improvements were chosen on the basis of making a clean and simple looking table, rather than trusting strict mathematical guidance. Characters jumped from hopeless to superhuman (supersentient?) a little too easily. I remember longer-running player characters eventually becoming a little bit godlike, at least within their specific fields. In hindsight, this probably wasn't nearly as bad as the problems we later had with the Decipher rules producing actual, literal gods. But it was my first inkling that a Star Trek-like game doesn't really need or want traditional D&D-style levelling.

The starship rules were initially very flimsy and barely worth using, though I still knew them backwards, once upon a time. Large parts of them (like the tractor beam rules) never made complete sense. I guess they were pretty good for simulating onscreen TOS and early TNG levels of battle detail, and just barely alright for supporting more interesting science and engineering missions. Eventually, after Last Unicorn packed it in, some of their writers put out a whole series of big, fat PDF-only books, including Spacedock, which focused on a ridiculously over-complicated rebuild of the starship rules. This had waaaaaaay too much detail for a roleplaying group to use. We tried playing one session using the Spacedock rules, and we got almost nothing done, with so many new rolls to make. It was the worst kind of endless dice-rolling battle grind. But they hadn't merely made it into a set of wargamers' combat rules either; Spacedock includes insane levels of detail on things wargamers would never touch, like precise details of the life support system (clearly not an essential system...), the recreation facilities, the science labs, and engineering checks for installing incompatible alien devices on the ship.

Spacedock as a whole was unplayable... BUT! It wasn't bad as a behind-the-scenes GM's reference guide, to get a rough sense of what a given ship of a given size and type could feasibly contain or achieve, and what kind of dice rolls could simulate all that. For example, my current campaign, using the new Modiphius rules, has already borrowed from Spacedock to determine the departmental structure of the ship's crew. Nobody's (successfully) attempted to replace Spacedock for any of the newer rules systems, and it might just be a crazy idea to try it. But there's definitely a core of usefulness to it, considering how much time the player characters will spend with their main starship.

Feel:
The core Last Unicorn books each inhabited their chosen series really well. The writing was generally clear and concise for rules, but also clearly emphasised the themes and tones of the series. Small vignettes at the start of each chapter showed how characters other than those seen on TV could fit into the same sort of roles (to help new roleplayers get away from coping the series too closely). Slightly mediocre art wasn't amazing (it occured around the same era that White Wolf was doing very elaborate stuff, and D&D had progressed beyond the simple doodles of the '80s to things like DiTerlizzi's Planescape art), but did make a good effort to complement the writing, showing Trek-like characters and places, while still drawing the reader's imagination away from the limited confines of mimicking the TV show directly.

The supplement books went further adrift, and I didn't enjoy them as much. They didn't add much to the rules, but they also went with a weird mashing of their own made up non-canon fluff, and bits of non-canon borrowed from other sources (like FASA). A lot of it was uninteresting, unhelpful lore that I imagine most GMs (certainly I) glossed over and replaced with something closer to either strict TV canon, or custom homebrew fanfic.

The main disappointment I had with these rules, though it took me a long time to notice it had been tricking me for years, was the relative emphasis the rules place on different kinds of activities. Combat rules mass over more than one whole chapter, while science and diplomacy are barely given rules at all, and are relegated to the darkest hidden corners of a chapter. This gives an uncomfortable disconnect between what the fluff is telling you Trek should feel like, and what the rules are spelling out that you ought to be focused on. As a result, for the first major campaign I ran with the Last Unicorn rules, I started out running a pure science and exploration campaign, but once I got more familiar with the rulebook, it suddenly transformed into a war campaign. My players enjoyed it less, I enjoyed it less, and the rules were less useful for that job anyway.

Star Trek Roleplaying Game (Decipher, first released 2002, first played 2002)
Rules:
The "CODA" system. Basically, a cheap knock-off of the then-new d20 system, made to look a bit like the previous Icon system it replaced. I gather Decipher was a company staffed by quite a few former Last Unicorn employees, so they got away with a handful of blatant cut&paste duplications. But it's still surprising just how different they made a lot of things; maybe they thought it was a mistake to emulate a model that had just failed?

Anyway, the core mechanic is to roll an exploding 2d6, adding a skill+attribute modifier, and hope their total sums to greater than a target number the GM sets. This hemmed in the larger dice piles of Last Unicorn's rules. Instead of a lifepath method for character creation, you just pick a species (race) and profession (class), and select the traits (feats) to make you more developed. It took the structure of D&D 3rd Ed fairly blatantly. This was odd, considering Wizards had then instituted their Open Game Licence policy, so Decipher could have just used the actual d20 system; realising this, I and others later tried houseruling exactly that kind of game, which I'll describe later.

Either way, the CODA rules were functional, but a bit meh. They failed particularly badly at very low and very high experience levels, where characters were useless and ridiculously overpowered, respectively. Gail, one of my players, recently reminded me that I once asked her to roll 60-something to fly a runabout at full impulse (i.e. hypersonic) between the buildings of a narrow city street. Target of 60-something. On 2d6. And she made it. (And then another character made a similarly insane Engineering check to transport someone aboard during the split second they passed by that point.) The end of that campaign just got silly, as I found it increasingly close to impossible to challenge the players in any way. I tried reigning in the experience gains, a lot, but the damage was already stuck by then. This cemented the idea in my mind that Star Trek don't need no stinkin' XP rules.

Where I can't fault the rules is their organisation and layout. Mimmicking the D&D3e rules led them to also copy the D&D3e layout, and that was an expertly-developed foundation to start from. Decipher did go a little nuts on expansion books, and some were more worthwhile than others. But the two core books (their PHB and DMG analogues, further reflecting their D&D emulation) were a good starting structure that later rules expansions could plug into with relatively little hassle.

Feel:
Decipher was not very Trekkie, in feel, which is odd, considering how many Last Unicorn staff had migrated across to it. It wasn't jarringly un-Trekkie, it didn't miss horribly, it just didn't work hard to represent the feel of Star Trek, so it ended up with a more neutral feel. In part, this was because of a greater emphasis in the writing on rules and crunch, rather than on tone, feel, themes, fluff, etc. But where they did put fluff into it, they didn't feel like they were trying very hard. Original art was replaced with screen captures from the series and movies, which in many cases actually managed to be less clear or evocative than the mediocre quality art of the Last Unicorn books. It didn't inspire you to go out and adventure, so much as it seemed to point at itself and say, "Hey! Hey! Remember this [insert your subculture] reference!? This was a thing, right?" That's not so bad if you're a more experienced Star Trek GM or player, and you already know how to ignore the rulebook and have your own fun. But I don't think it's the smartest way to hook new players' imaginations. It also just didn't look very nice aesthetically.

The terrible experience creep of this rules system also infected the subjective feel of it. We see Star Trek characters on screen acting competently and expertly in their fields, but they do have a capacity to fuck up, and that is a source of both drama and realism. Characters in this game who lose that capacity also lose part of their personality, their response to failure and tragedy, because nothing ever goes wrong for them. It gets kind of dull.

The Decipher books are even worse than the Last Unicorn books when it comes to relative emphasis on violence vs. anything else, with combat rules incorporated into nearly every chapter. Being overly trusting of the rules-as-written lured me very badly into a lot of time-wasting war stories that proved to be as boring as any campaign I have ever written or run. There's a similar pattern to how my Last Unicorn campaign went: Things started out as a political campaign (a Maquis campaign, just for something unusual), but as I got more and more accustomed to the combat rules, it turned more and more into a combat campaign, very quickly. It's not that I didn't want to write exploration and diplomacy adventures, but that I got into the habit of writing what the rules easily allowed me to write. And if you're not consciously aware of that trap, it's hard to keep yourself out of it.

Star Trek: The Roleplaying Game (FASA, first released 1982, first played 2004)
Rules:
An early roleplaying game, and thus relatively simple by later standards, FASA's game was expanded greatly over the years. But it was also designed from the start to fit together with their ship battle game, which sways both its rules and fluff towards a more combat-driven feel, which is the same thing I've just noted in both the Last Unicorn and Decipher games.

I wouldn't say I know these rules well enough to comment on them a lot, but they've added something to my opinions, at least. I believe I only ever ran about 3 or 4 sessions using these rules, and they were fine. It uses a d100 roll based on a set of attributes and skills, which reminds me very much of the BASIC system (as used by Call of Cthulhu, which came out a year before FASA's Star Trek), though officially they're unrelated. And that's a fine system for all sorts of uses; they're lightweight, fun rules that get the job done. Every few years, it occurs to me that I could just homebrew a BASIC-based Star Trek adaptation, but I've never quite gotten around to it.

Note that FASA had its rough predecessor to Last Unicorn's later Spacedock expansion, in the form of the Ship Construction Manual, a much simpler book that really only deals with making custom combat stats for their ship battle subgame. But I will give them credit for at least pointing out that starships must have some sort of laundry aboard, even if they failed to provide extensive tables of laundry variants to pick between.

Feel:
Space marines are dumb. And FASA bears a lot of responsibility for insinuating that dumb concept into the public perception of Star Trek, especially in gaming circles, where the shows never have. Similarly, FASA is responsible for promulgating a lot of the most clearly militaristic interpretations of how Starfleet and its vessels might operate. In the '80s, when hardly anything had ever been on screen, they sort of had the excuse that they needed to make shit up to fill the vast blanks in canon that existed before TNG came along. But of course, this still implies some very active rejection of the anti-war idealism that Roddenberry had already filled TOS with.

That said, it should be noted that the core roleplaying rulebooks FASA started with didn't go that way, and it was mainly later supplements and expansions (and other FASA games) that sought to militarise things. Either way, the damage is now done, and decades of roleplayers sharing FASA ships and fluff around (for use with whichever setting) has contaminated lots of useful sites with things that only ever existed in FASA, and which TNG and later series explicitly rejected.

I think it's relevant that FASA's internally developed version of the Star Trek universe had drifted so far during the '80s, that it wound up badly incompatible with what was eventually shown to be the nature of the Federation and Starfleet on TNG. You can't really blame them for making things up on their own, but I can't see what appeal it would have for anyone who had the glory of '90s Trek to enjoy.

My own d20 homebrew rules (played 2011)
Rules:
While I never quite got around to making anything like decent BASIC rules for Star Trek, I did somehow make a few different iterations of homebrew rules using the d20 system as a foundation, borrowing bits over the years from SG-1, Spycraft, Star Wars, and Prime Directive. When D&D5e came out, I even started converting my earlier attemps into what became Star Trek Next. I am aware that there a few other homebrew d20 Trek systems floating around out there.

I won't waste your time spelling out all the rules adjustments I made, back and forth, and I believe we only ever actually ran 2 test adventures using any version of these rules. Mostly, it was fun for me to experiment with concepts, trying to learn how to make the experience I knew well from the screen fit with what the dice could represent. I also went through a (possibly unhealthy) phase of obsessing over starships and starship stats, and it was something that could definitely be gamified in a few different ways. I probably used the Spacedock rules more to explore these other systems, than I used it for Last Unicorn's own system.

Overall, I don't think any of this was a big success. D&D just isn't a good foundation for the kinds of stories Star Trek tells.

Feel:
Since I was making it up myself, the feel was pretty much what I made it, which is I suppose what we should ideally always have in roleplaying games. Perhaps there's some lesson here about feeling a sense of ownership over the rules, in order to make them work for the game, instead of letting the game work to suit the rules, or something.

My own Star Trek Conception homebrew rules (played 2016)
Rules:
My last attempt at a homebrew system adaptation borrows from Fiasco. I'm a big Fiasco fan, it's a surprisingly genius rules system, and so it feels a little surprising to say that I've still only ever played it once. Once I gave up on a reasonable d20 adaptation, I got it into my head that the story-driven rules of Fiasco would be an ideal basis for a much better, much Trekkier system. And I'm not awfully disappointed with what I put out, though I definitely have to admit that what I wrote leaves a huge amount vague and unspecified and up to the GM. I guess it's more like the skeleton of a system, than a full rules system.

Feel:
As with my earlier homebrew stuff, this felt exactly like my own style of game, because that's very much all it was. It would have to be run by someone else to see if I infused it with any partlicular feeling to its fluff. I think I left it a bit barebones for that.

Star Trek Adventures (Modiphius, first released 2017, first played 2018, apparently no wikipedia page yet)
Rules:
The core mechanism of the 2d20 system is simple and smart. You roll at least 2d20, aiming to roll below a number representing your skill at the task, and for each die that makes this, you score one success. The GM sets a target number of successes, and sufficient successes means you do the thing. That's not that tricky, and it conceals some pretty convoluted roll probabilities, allowing the GM to fine tune the challenge over a very wide range. It's excellent protection against the PCs becoming godlike, and it also encourages PC cooperation to make high target numbers surmountable.

There are a number of lesser rules to expand that, and mostly they're fine. But the core rulebook buries all of these in endless rambling prose, never concise and to the point. Reading one rule, it will end in an apparently simple statement. What you're expected to know is that this statement contains one or more crucial rules key words, adding further depth to the rule. Then you're expected to get lucky finding the place or places in the book that defines that key word. There, you'll face many paragraphs, perhaps many pages, of waffle about their proprietary key word, and you'll need to dig out the little bit of it that is relevant to the rule you were originally reading about.

The rules aren't the problem, they work well. The layout and writing style are the problem. I like to think that if rule A can't possibly be understood without rule B, then rules A and B should at the very least be on adjacent pages, under a shared heading, and definitely in the same damn chapter. The rules organisers at Modiphius and I disagree on this. They've also divided the book into a player front half and GM back half, though without a particularly clear boundary between the two, and I certainly wouldn't mind if some rules had to be split up to accommodate that player/GM division. But they mostly haven't sliced things up that way: The GM section is pretty full of unnecessary duplications of rules exactly cut&paste from the player section.

Once you've penetrated that, it's a good system. I find it easily supports my improvisations, and I like how much it rewards character roleplaying, rather than munchkin rollplaying. With no experience points to worry about, players can focus on who the character is, not what their stats are. I initially mistook their Milestone system for an experience point analogue, but it really isn't. It's more a mechanism for letting characters develop their personalities, and it ties together with just about everything else in the rules. It provides exactly the character/story-driven kind of game I was hoping a Fiasco adaptation could achieve, but by a mechanically very different route.

In short, Star Trek Adventures seems to address a lot of my past concerns about other Trek roleplaying games. I will definitely buy their second edition, if they hire someone to organise its contents more sensibly.

Feel:
I am also very pleased with the tone Modiphius is striking so far. Their prose is rich and deep, compared with the relatively bland Decipher text, and it reflects the tone of '90s Trek (especially TNG) really well. And unlike FASA and Last Unicorn, they so far seem to be fairly cautious of trampling over canon, with their own little sandbox piece of the Galaxy set aside for messing around with their own ideas, away from the main canon.

Modiphius's rules are also the first I've seen to incorporate a serious, detailed science mechanism, based on the actual scientific method, and even if it isn't perfect, I deeply appreciate the attempt. At the same time, they don't go too deeply into combat rules, and even set them as equal to what they call their social conflict rules (for non-violent but not necessarily friendly character interaction). This balance is a huge step ahead of the previous official games. Their expansion books so far have pretty much upheld all of this.

The Modiphius books also earn points for some amazing art. Like the Last Unicorn book art, they give us glimpses at Starfleet officers and ships that we don't recognise from the series, doing all sorts of exciting things in exotic places that a '90s TV production (and most movies) could never incorporate. This really helps to fire the imagination for roleplaying purposes. And the quality of art is well above what Last Unicorn used.

What remains to be seen is how well they can grow Star Trek Adventures to incorporate ENT, DISCO, and perhaps even the Abramsverse. I'm not overly fond of most of ENT, but there's definitely some interesting stuff in it that better writers could explore in more interesting ways. I love DISCO, based on its first season, and it seems like its characters would snap perfectly into the Values rules mechanism. But Modiphius have so far avoided touching this still-in-progress production.

Saturday, 10 March 2018

Clarifying Values, Directives and Milestones in Star Trek Adventures

We've been playing the new Star Trek Adventures roleplaying game, and it's off to a good start. The rules are becoming intuitive quickly enough. But we bumped into one particular barrier last session, with the rules about Milestones, which led me to research those rules more, and I found that a lot of people online have reported similar confusion about this. So, I thought it might be a useful public service to comment on what I've found so far.

Very broadly, this rules system makes some very different assumptions than traditional D&D-style roleplaying games (including some past iterations of Star Trek roleplaying rules). Everything in the rulebook ultimately links back to the characters' Values, the characters' deepest-held beliefs and opinions; this means that rules effects and storytelling are inextricably linked. I happen to think this is pretty brilliant, and perfect for a more intellectual and questioning setting like Star Trek (and I'd like to steal this for a Planescape campaign house rule too). Sadly, these rules aren't always laid out and explained as clearly as I'd like.

My first mistake was to compare milestones with experience points. That's a poor comparison. I saw that milestones lead to character stat changes, and jumped to the wrong conclusion about them.

Instead, think of milestones as game mechanisms for when a main (player) character's fundamental beliefs are altered. It's actually closer to a sanity point mechanism (such as those used in Call of Cthulhu, Warhammer, Unknown Armies, etc.), than to an experience point system. But unlike sanity checks, changing a character's Values in Star Trek isn't necessarily traumatic or involuntary. They're just learning from their qualitative personal life experiences, whatever those are, rather than piling up abstract, arbitrary, quantitative experience points.

And what changes about the character must also be related to what actually happened to them, not just bought off a general purpose menu. Because sometimes a change in attitude/perspective/priorities leads to changes in practical behaviour, the milestones allow for re-prioritising Attributes & Disciplines (and other character details) instead of taking on a whole new Value, either because you simply choose to start putting more effort into one area of work over another, or because an actual physiological change (like a major injury) forces the shift.

But it's usually going to be a sideways change, a mental mutation, and not a linear advancement up to a higher level. You also aren't always going to see these changes happening every single session, because real people and believable fictional characters don't flip their personalities that quickly. It's assumed in this system that Starfleet officers are already at the top of their game, the main characters are "born" high level, and so there's no real need for constant advancement all the time. You're not level 1 Bilbo leaving the Shire for the first time, you're Lieutenant Commander Gandalf, and it takes something pretty major and uncommon (like not letting the Balrog pass) to significantly alter you. And when you are altered, it's most likely an inner psychological/behavioural change.

Not all mental changes are the same. Some are fairly minor, resulting from lesser experiences. Some are transformative, resulting from huge epiphanies, discoveries or shocks. Below is my explanation of the sorts of things considered major enough to trigger a milestone:


Normal milestones
 
Gain one of these for any one of:
  • Challenging a Value/Directive: Outright rejecting one of the character's beliefs or orders, in practice, because it gets too awkward to stick to it in the face of an encounter where the character could solve a problem by doing the opposite of what their Value/Directive suggests they should do.
  • The positive & negative Value/Directive thing: [EDIT: It's just been pointed out to me that the player section of the book, pg.139, uses the word "or" for this rule, while the GM section, pg.293, uses "and". I have edited my explanation here to "either/or", pending official clarification from on high.] The part of the rule we weren't sure of last session. It requires one of two things to happen in an episode:
    EITHER The player must inform the GM (and the GM must be able to concur) that one of that player's character's Values/Directives is relevant to a test, so they get to spend a Determination point on it (the positive use),
    OR the GM must inform that player (and the player must be able to concur) that one of
    that player's character's Values/Directives will cause them to face a Complication in a scene (the negative use). If the player tries to dodge that negative Complication by abandoning their character's Value/Directive, then that triggers the Challenging a Value/Directive option instead.
  • Serious traumatic injury, of the sort that makes people reconsider their lives.
Spotlight milestones
Players gain these when they qualify for a normal milestone AND it's decided that their main character carried the episode far more than anyone else did. The rule book says players ought to vote on who this is. What I'm thinking of trying instead is to start writing occasional episodes (maybe even solo adventures, for those players who feel like a non-group session) that are custom built to focus on one main character at a time. The player can still cock it up by failing to participate well in their own episode, but I think this is fairer than arbitrary voting. (Though I think it's also fair to remain open to post hoc decisions that a character turned out to be the focus of an episode, even if this wasn't the GM's original plan.)

Arc milestones
Players gain these from collecting a series of spotlight milestones. They're meant to be a big deal, so it's a slow crawl to reach one.



One last thing to clarify: Directives. I've sort of informally been throwing these into my games, but not emphasizing them very much, and not really getting my players to treat them as rules mechanisms. Now that I've revised this section of the rules in more detail, I begin to see why it's better from a rules perspective to be more explicit about Directives.

Directives are short-term, shared Values that come from your mission orders. (I think the rule might have been clearer if they were named Mission Values or Context Values instead.) A Directive could apply to just one character, but usually they apply to the whole crew together, for some given period of time. And the rules purpose for this is that it allows the GM to run adventures that don't always have to be tuned exactly to their players' own personal Values, without cheating them of the potential benefits of getting to spend Determination points (or, for that matter, earning milestones). Players may as well simply add the currently active Directives to their characters' lists of Values, and treat them as the same thing, for rules purposes. The only difference is that Directives are changed from outside, from up the chain of command. If a character ever refuses to follow an order, that's basically Challenging a Directive.


GMs can encourage and reward players for paying attention to the mission at hand, like responsible Starfleet officers, by using the Directives for the mission as opportunities to get into character, and to gain rules benefits when attempting tasks. But, because of the Challenging a Directive option, it doesn't have to be boring railroading, and characters can stick to their own beliefs at the expense of the mission (or vice versa). It all helps to keep the story interesting, and the characters growing.

Saturday, 13 January 2018

Dungeons & Dragons for Vegans

Before I spread any disinformation, let me clarify the title: Obviously no decent, neutral good vegan would go around killing and/or eating treants and myconids and other intelligent creatures, just because they happen to be more plant matter than animal. You simply don't eat anything with a mind. But it did strike me as funny that I, as a vegan, would happen to get a little obsessed with the vegetable portions of the Monster Manual, and the title came from that.

40 years of treants. Click to embiggen.

But this is an interest that predates my vegetarianism and later veganism by a couple of years. I had had been roleplaying as a player for years, when in 2002 I bought the Planescape setting, my first roleplaying book purchase other than core rules. I set about writing up my very first attempt at a serious campaign of my own, based out of Sigil. The campaign didn't last more than 2 or 3 sessions, and most of my prose-heavy, illustrated notes were never put to much use, directly. What's relevant to this post is that I'd borrowed someone's Monstrous Manual to help me plan my campaign, and it was the first time I'd ever sat down to read the whole book. And what grabbed my attention the most were the plant and fungus creatures.

Why had we never played with these before, I wondered. Why did we always fight the same orcs and goblins, when there were these crazy, weird, interesting things instead? They're all so different from each other, and from anything else, with the clever, detailed ecologies and cultures that 2nd Edition monsters were written with (and which, sadly, later editions tended to neglect). Better still, many of the plant and fungus creatures worked logically together as a whole symbiotic ecosystem of different things that could kill (or at least challenge) the player characters. I thought these fit in especially well with the natural weirdness of Planescape, so it was a perfect idea for me to start exploring, though I've since found that interesting plant creatures can work well in just about any sort of genre or setting. I'll occasionally steal one of these for non-D&D roleplaying, especially science fiction games, when I need something weird and surprising.

Perhaps what I liked most about the more humanoid plant/fungus creatures was that they often weren't automatically Evil combat monsters (which are always just a little boring to me), but could be interacted with more civilly - BUT it would necessarily be weird, alien interaction. I felt, and still feel, that this is a great way to make challenging NPCs for players to talk to, especially in tense, urgent situations. (When Rhys-Davies portrayed Treebeard on screen not long after I'd written that first campaign, it went some way to illustrating to me how effectively that sort of alien plant-mind storytelling could be done, so clearly I was far from being the first person to think of it.)

I had been thinking about all of this again recently, and somehow I got curious about how 5th Edition had affected my old favourites. That got me wondering how they compared across all other editions. And that, inevitably, led me to spend a week researching a spreadsheet of every plant, fungus or algae creature that's been officially published by TSR and Wizards of the Coast. I threw in Pathfinder too, partly because it's an unusually popular D&D variant, and partly because Paizo have made it so easy to find all their monster stats and descriptions online, so it was minimal extra effort for me. It turns out that some of Pathfinder's original additions to this collection are pretty nifty.


My rule of thumb for deciding what to include on my list was whether the real world equivalent of a creature would mindlessly stay fixed in place (plant-like), or whether it would intelligently wiggle itself around (animal-like), or perhaps neither. In short, I was playing animal-vegetable-mineral with the Monster Manuals. Anything explicitly described as a form of plant, fungus or algae, I included (and I'll collectively call those 'vegemonsters' here, for simplicity). Excluding anything from the animal kingdom was easy. I also excluded constructs, mineral-based creatures, energy beings, and entities of pure magic (including elementals). Slimes and oozes made me stop and think. The clearest descriptions of these all compare them with real world bacterial colonies, which might look vaguely plant-like at a macroscopic level, but are made up of wiggling things on the microscopic level, so I excluded them. The other notable anomaly is the dryad, which has been in the game since the very start, but which only 4th Edition describes as being an actual plant; all other editions call them plant-adjacent fey spirit things.

Myconids, in glorious 5th Ed quality illustration
Comparing the editions has been interesting. The main reason my spreadsheet has the 'Shape' column is that I was concerned that different editions were renaming practically the same species multiple times, with only small stat changes. Lumping them together by approximate body shape helped me to narrow that problem down, and highlight, for example, all of the tree-man things that seem a lot like treants, but which aren't named as treants. Creative GMs can decide for themselves what to do with this sort of duplication, but I can see why some were a little unnecessary and were eventually abandoned by TSR/WotC.

Treants were the first plant creatures in the game, originally named ents (until Tolkien sued) way back in the pre-D&D Chainmail rules (1971). Yellow mold joined treants in the earliest D&D core rules (1974). But it was the Greyhawk supplement (1975) that first pointed out creative ways to use all manner of plants as traps, though it offers basically no real rules or detailed explanations of these. The 1977 Basic D&D rules did very little with this idea, while the parallel 1977 Advanced D&D 1st Edition rules expanded on the early Greyhawk suggestions greatly. AD&D 1st Ed codified a number of plant and fungus creatures that could do what the earlier edition had hinted at, and more, especially in its Monster Manual 2.

AD&D 2nd Edition (1989) picked up everything from 1st edition, and then went nuts, pushing its total statted vegemonsters to over 100, many in the core Monstrous Manual (and its Monstrous Compendia predecessors), but also in the setting-specific expansions that followed over the course of the 1990s. I note that the Planescape setting (1994) that first nudged me into exploring this only added two new types of its own to the pile, though its razorvine is unusually distinctive and iconic to the setting. I'm not aware of any other setting that has its own defining species of plant like that, and it's not even an intelligent plant! The Dark Sun setting (1991) necessarily needed a variety of much more unusual desert plants, with more complicated justifications, to replace the default temperate species of traditional D&D settings. And the horror theme of the Ravenloft setting (1990) allowed for a few more dangerous and nasty vegemonsters.

3rd Edition (2000) trimmed back the vegemonsters a lot. Its first Monster Manual only had half a dozen different kinds, though the Monster Manual 2 caught up with quite a lot more. 3rd Ed is also notable as the first edition to officially drop the venerable yellow mold (which still hasn't returned in later editions), leaving the treant as the only one in my spreadsheet to be found in every single edition of D&D. The new Eberron setting (2004) added some nice new stuff to the game (no new vegemonsters, since they focused so much on constructs), but neglecting most other published settings in this and subsequent editions led to a much greater net loss of official content of all sorts.

4th Edition (2008) hated creative and interesting monsters in general, cutting back on all sorts of creatures, especially ones that didn't have obvious combat roles. Note that the 4th Ed Monster Manual had a lazy habit of giving a pair of alternate stat blocks for many monsters, with very little decent justification for why they would exist in different forms with different abilities. The bottom line is that the 4th Ed Monster Manual only really has around half as many different species as it pretends to, and this is reflected in my spreadsheet too. Though my spreadsheet counts each stat block separately, I only count 4 real distinct species of vegemonsters from that book, 5 if you count their peculiar (and possible mistaken) change to the dryad. This edition was clearly a regression, in several senses.

5th Edition (2014) is still relatively new, with only two main monster books out so far (including the very interesting Volo's Guide, which would make an excellent birthday present for me), but I'm pleased to see that there's been at least some recovery of previously abandoned vegemonsters, with especially detailed write-ups for the myconids and vegepygmies. I don't expect future expansions will include every single vegemonster from past editions, but I do hope they'll bring back some of the better ones, as well as introducing some creative original types. Even if they don't, I'm glad to see that they're at least getting comfortable with fluff and lore again.

Roleplaying isn't about rules and stats, those are just a handy framework. What first grabbed my attention about gas spores and shriekers and russet mold and obliviax, over 15 years ago, was not their number of hit dice nor their XP value. What made them interesting was the weirdness of plants with their own agency, and the deep and unusual descriptions that someone had written for each. And from that I, as a new GM, could begin to see how to use them in interesting, unexpected ways. Obviously I adapted them to suit my own needs, as a good GM should, because lore is not dogma. But I would always much rather start from a fully fleshed out and contextualised idea, than from a dry pile of stats and special abilities. Making up stats is the easy part; if I want to make up my own totally original creatures, the rules crunch is not what'll slow me down. But when I don't want to have to make up my own creatures from scratch (which is the point of having a Monster Manual), then I want them to be fully pre-cooked for me, not half-baked. 2nd Ed got this right, more often than not. 3rd and 4th didn't understand it. I hope that 5th and beyond will get it better and better.