Sunday, October 27, 2013

Why Pathfinder is Popular


Dungeons and Dragons may not be a videogame, but it is the ur-example of roleplaying games, without which games like Skyrim or Final Fantasy would not exist and which, I'd argue, is actually more influential for modern fantasy than even Lord of the Rings due to compiling and collecting so many sources. And while the main game has gone through four editions, with a hiatus for a fifth one coming our way, that's not what I'm here to talk about.
I'm here to talk about Pathfinder. It's been called the true 4th edition by many players of the game despite not being produced by Wizards of the Coast (the actual owners of D&D). Its existence is owed to the fact that Wizards allowed their third edition of the game to be open-sourced, allowing any other publishers to use their rules along with a whole bunch of their creatures and races in exchange for a bit of legalese at the back of their books.
But, to put a long story short, they abandoned the third edition for a fourth one after a good run of eight years, due in no small part to an array of massive game balance problems (As in, with the right books you could build a character who was literally omnipotent from level 1), and that new edition was vastly different than any before it, more akin to the less-detailed but more balanced videogame rpgs, and massively divisive.
And, when they changed editions, they also abandoned the company that used to produce their magazines (Dungeon and Dragon) to produce them in-house. And the people behind said magazines, Paizo, had to release something new soon or else go out of business. And the system was still open source so...
Well, that's how we got Pathfinder. And it's been proven to be far more popular than 4th edition, or at least as it gained popularity it's seemed to eclipse it, to the point where some have speculated that the recent announcement of fifth edition is a reaction to this. But why? And what does this say about the gaming community?

Well, the first thing one notices when looking at Pathfinder is that you can access a large chunk of it for free. Well, that's an understatement. You can access EVERY SINGLE PIECE OF CORE RULES MATERIAL EVER, LEGALLY! And this isn't a hidden fact, oh no, this is actually prominently featured on Paizo's site, the Pathfinder SRD. That's thanks to their use of the open source system to be sure, but to make so much of it available speaks to something.

And I think what that speaks to is the spirit of open-source-ness amongst the gaming community. We've seen a lot of memes and projects develop out of collaborative effort, such as the internet boogeyman Slenderman or the fully-fleshed-out tabletop RPG Adeptus Evangelion. And in the history of D&D I've read, the open-sourcing of third edition was done in that same spirit, to make D&D the fans' and nobody elses'. And while fourth edition moved away from that, with its open-source agreement that was unclear and most often unused, Pathfinder embraced it, and has been rewarded by the market for it. We are nerds and we want to control the things we love.

Also, another thing you'll notice is the rules. D&D 4e gained most of its balance from restricting the powers of each in-game “class” to a set patternof “powers” that only really applied in battle and differed only in the ways they applied themselves to battle tactics. It also gained most of its infamy from this. Though they began breaking up this paradigm later in the edition, Pathfinder did it differently right from the start. Instead of making, say, the wizard weaker, they just made everything else stronger. And those other classes they did weaken, they did so in ways that were subtle and still fun to play (I.E., the cleric could no longer use the best armors and the Druid had much more limited, but still versatile, shapeshifting abilities). Compare the original SRD to see the difference, and you'll see there's a pretty big gap in there. In addition, they improved the classes thought to be Weak, like the fighter and the paladin, and boosted their power. The fighter now has far more things that are exclusive to him, and no levels, and the Paladin's healing and class features have been boosted way up!
This shows what I think is the great triumph of Pathfinder over 4e, which is that it knew what to keep and drop. While the upcoming D&D Next appears to be doing something similar, Pathfinder knew that people liked the old system just fine. Specifically, they liked the fact that classes felt different other than by power source. The Wizard still casts a certain amount of spells per day (Though with weak unlimited-use ones for backup), the Fighter still smacks things straightforwardly (albeit with a lot of extra feats). It's not that people were unsatisfied that they had these nitches, but that they did not fill them well.

And the list of creatures adds to this reverence for tradition. For, while there are quitea few typical fantasy staples like orcs, trolls, dragons, and the typical D&D staples like otyughs, umber hulks, gelatinous cubes, and so-on, the fact of the matter is that they also do quite a bit new. There's a lot of more obscure mythical creatures used, like the Akhlut or the Pukwudgie or the Garuda, alongside some new ones like the Vemerak (A horrible underground scorpion monster with fungus powers) and the Slurk (A slipperey-slimy walrus-fanged frog domesticated by the underground-dwelling Kobolds).

And not to mention, alongside the fantasy staples like Elf, Dwarf, Human, Halfling, Gnome, ect, the races include such things as half-vampires, half-genies, xenophobic winged folk, shadow-puppet people, and so-on.

But nobody is as angry about the inclusion of these weird races as they were about D&D 4e's inclusion of the comparatively mundane Dragonborn (Dragon people) and Tieflings (Demon people). Why? Because they kept them out of core. The weirder didn't replace certain races, as they did with the half-orc and gnome in the first days of 4e, but were instead given their own book (the Advanced Race Guide) and they kept the . Likewise with the monsters, 4e had some baffling omissions from the first monster book, like the Iron Golem, the Rust Monster and all the Metalic Dragons. All those unique monsters I mentioned? They were in the later books, with the first monster book being occupied by the classics (And also the Froghemoth).

So, over time we see a clear trend for what they tend to keep: Keep the things that aren't broke, fix the ones that are, and keep it diverse. While 4e made some drastic changes to the system, some of which were great, some of which were total failures, Pathfinder took a look at the previous edition, saw what people didn't like, and fixed it. At the same time, given the examples I mentioned, they also managed to add new and exciting ideas to the game, but, at the core, the game was still 3e, minus the glaring balance problems.

And so, the core lesson to this is just that: When you are handling a licensed brand KNOW WHAT THE CORE IDEAS ARE AND HOW THEY APPEAL TO THE FANS! Now if only Michael Bay could learn this...

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