Showing posts with label Role-playing. Show all posts
Showing posts with label Role-playing. Show all posts

Wednesday, January 23, 2008

A Dungeons and Dragons dilemma

An interesting difference of opinion--and gaming styles--recently cropped up during our regular Dungeons and Dragons game. The scenario involved an interesting quandary about player versus player-character decisions, and revealed a simple truth about role-playing games in general: That sometimes, there is no right answer.

To provide a little background: The island nation of Aflitan had just declared war on the island of Ilsardia, whom our party (or at least three of us) have sworn oaths to protect. Our party was hurrying to stop an all-out attack that we thought was about to occur on the peaceful village of Hommlet. It was now early evening, and the attack was to come sometime before daybreak.

En route, my PC (an elven ranger) noticed a single set of tracks leading away from Hommlet--a strange finding, given the snowy conditions, the time of day, and the general unsafe conditions of the road. We reasoned that it may have been an Aflitanian spy off to deliver a signal for the attack. But opinions were divided: should we make all haste to Hommlet, or follow the tracks and investigate? Ultimately, we decided to violate one of the oldest and most sacred rules of the game ("Never split the party!") and break into two groups: Tristan and Shem, our human fighter and halfling thief, respectively, would press on at all speed to reach Hommlet and warn the populace. I would follow the tracks with our cleric and wizard.

Our progess following the tracks was slow and Tristan and Shem reached Hommlet first. Naturally, the worst scenario occured--an attack had already begun. Hearing yells of pain and the clash of steel on steel--and witnessing a Hommlet defender pass his spear clean through an attacker, only to have it strike back, seemingly unfazed (undead?)--Tristan and Shem drew their swords and charged into the fray.

So was this the appropriate action? One of our players who controls the wizard PC (Cyrus) argued vehemently against it, and with good reason. When attacking piecemeal, a party is much more vulnerable. In D&D, as in real life, there's strength in numbers. Each PC has a role in combat, with bow users and spell-slingers providing long range support for the toe-to-toe fighters. Shem and Tristan also deprived themselves of entering the battle powered up with valuable "buff" spells, like haste and bless, that our wizard and cleric could have conferred.

Secondly, no one likes to sit and watch from the sidelines. Presumably when we next meet, I and the wizard and cleric players will to have to wait and watch a couple rounds of tense, exciting combat as we rush back toward Hommlet.

In summary, these are all good reasons for irritance. But Dungeons and Dragons and role-playing aren't that simple, and there's another side to the story to consider.

In role-playing games (as is evident by both their name, and their nature), the player assumes a role--that of his or her character. The degree to which we imbue ourselves into these roles varies from player to player. This level of player immersion typically falls into one of three camps:
  1. Players who actually adopt voices and accents and "become" their character as much as possible.
  2. Players who play out how they believe their character would act in a given circumstance, based on their character's alignment (i.e., good, evil, neutral), personality, history, and other factors.
  3. Players who consider their character to be an abstraction, and play their PC as an extension of themselves. In other words, I, Brian Murphy, am also Arden the Ranger, and Arden has the same beliefs and exhibits the same behavior that I would in a given situation.
Personally, I tend to hew closest to option no. 2. I'm not one for mimicking voices and mannerisms, but I like to think and act as Arden would act, even if it means that I might make a less than tactically-sound decision. I get a kick out of stepping outside myself. But there's also something to be said for option 3: D&D can be enjoyed as a fun game, in and of itself. There's a host of tactical decisions to make, resources to keep track of, experience points to be gained, etc.

In summary, Tristan was "right" for rushing into his combat, as it was a heroic, selfless action and villagers lives were in peril. And Cyrus' player was right, as Tristan's decision was not tactically sound, and may cost us in the end. Suffice to say that there's many ways to play and enjoy role-playing games, and none are inherently better than the other.

In the end, it's all a matter of style and opinion. Can you say the same for Monopoly or Trivial Pursuit? Hardly. And that's why for me, role-playing games are a great hobby and remain a constant source of entertainment and fascination.

Wednesday, January 16, 2008

Getting nostalgic for old school Dungeons and Dragons

While surfing the boards today at RPG.net, a Web site devoted to role-playing games, I came across this ultra-cool link.

Click through, check out these fine old-school miniatures by Otherworld, and if you're of a certain shared background, I guarantee that you'll experience an intense bout of nostalgia. I did, as I was immediately (and pleasantly) assaulted with a flood of memories about first edition Advanced Dungeons and Dragons.

For those who haven't been following the game's progress, D&D is currently on version 3.5, and by the summer a fourth edition is due for release. Like 2.0, 3.0, and 3.5 before it, fourth edition promises sleeker rules, more options, and more "fun" than ever before. On most days I find talk of new rules and new versions of D&D a good thing, as it represents progression, a refinement of a rules-system that has brought me great pleasure since I started playing circa 1982 or so.

But not today. These old miniatures brought back the countless hours I spent with the old first edition books, aging tomes like the Players Handbook (the one with the gem-eyed, fire-lit, leering idol on the cover, above), and the Dungeon Master's Guide (the one with the three adventurers battling a towering, muscular, red-skinned efreet on the cover, with the fabled City of Brass floating over a flame-swept sea of oil on the back, below).

Role-playing games were simpler back then. Certainly there were rules (and first edition AD&D had its share of them, often byzantine and difficult to find in a pinch due to poor organization in the books), but when we didn't know a rule and couldn't be bothered to look it up, we simply made it up on the spot. Sure, we had impossibly high-level characters and ran "monty haul" campaigns in which +5 holy avengers and Axes of the Dwarvish Lords were scattered across the land, but it was fun.

If this sounds like nostalgia talking, you're right. The games I play now are better, more focused, and more immersive. But I believe that it's more than just fond, hazy memories of childhood coloring my perceptions. Even though later iterations of the game are arguably better--cleaner written, with more coherent rules, and more options that allow for more character customization--first edition AD&D has it all over the later editions in one crucial aspect--flavor. The old books were far more evocative of adventure, of mystery, and of danger. Version 3.0/3.5, despite its superior rules, simply can't compete in this regard.

Here's an example. From the 3.5 Dungeon Master's Guide, page 7, "Style of play:"

The DM provides the adventure and the world. The players and the DM work together to create the game as a whole. However, it's your responsibility to guide the way the game is played. The best way to accomplish this is by learning what the players want and figuring out what you want as well.

Ho-hum. Essentially all the 3.5 rules are written like this: Dry, text-booky, highly accurate but devoid of color. Compare and contrast with the AD&D first edition Players Handbook, p. 109, "Successful adventures", written by the incomparable Gary Gygax:

Characters with stories related about their exploits--be they cleverly wrought gains or narrow escapes--bring a sense of pride and accomplishment to their players, and each new success adds to the luster and fame thus engendered. The DM will likewise revel in telling of such exploits...just as surely as he or she will not enjoy stories which constantly relate the poor play of his or her group! Some characters will meet their doom, some will eventually retire in favor of a new character of a different class and/or alignment; but playing well is a reward unto itself, and old characters are often remembered with a fondness and pride as well. If you believe that Advanced Dungeons & Dragons is a game worth playing, you will certainly find it doubly so if you play well.

If that doesn't make you want to grab a torch, a sword, a 10-foot pole, and head into the underdark, I don't know what will.

If you need further proof of first edition's greatness, go back to that link up above and click on that troll miniature. That menacing, hollow-eyed visage is--and always will be--Dungeons and Dragons to me.

Saturday, October 20, 2007

An adventure completed

Recently I had the fortune of finishing up Legends are Made, not Born, which marked my return as a Dungeons & Dragons dungeon master (DM) after some 17+ years since my last DMing experience. And what fun it was!

As you can read about in a previous post, the players in this module are effective "zero level" PCs, or normal townspeople who decide to become heroes by doing battle with an ogre that has kidnapped two townspeople. The PCs gathered information and purchased supplies in the town of Dundraville, then made their way to Skulltop Hillock, where the ogre lives. Sneaking in via a little-used back entrance, they battled their way through some cave denizens, including giant centipedes and a ghoul (the corpse of a long-dead warrior-king), before encountering the ogre Blogg.

After a PC sprang a log deadfall trap which awoke the drugged and sleeping ogre, an epic fight ensued. In the end, one PC was knocked out by the ogre's massive club, but Blogg was dead and the day was saved. Or was it?

The PCs soon found out from Blogg's sniveling captive hobgoblin servant Gurt that the "real master" had charmed Blogg and ordered him to capture the two townsfolk. The master--Suto Lore, a "power thrower," lives in the tunnels below Blogg's cave, said the terrified Gurt. The adventure was about to get a lot bigger and more sinister.

The PCs pushed ahead and made their way down a trapped ladder and a past a trapped hallway to Suto's quarters. There they found Suto's diary and uncovered a diabolic plan: Suto is seeking to locate the Codex Ilyium, a book of great and evil sorcerous power, but can only find it by summoning the demon Frogroth. Suto has created a demon summoning circle and is only a day away from his final preparations.

After battling Suto's enchanted broom(!), the PCs made their way to the temple. Alerted to the PCs presence after they set off a screaming shrieker, Suto prepared himself with a host of spells, including mage armor, obscuring mist, and levitate, and cast summon monster, summoning a fiendish spider to drop on the PCs as they entered the chamber.

Soon a pitched fight began. Suto was well-protected, and all the PCs could see of him was a billowing pillar of smoke. Several arrows were fired too low and went under the levitating wizard. Bec, the party's muscle-bound fighter, was bitten by the spider. Although the PCs slew the critter, it slowed them down enough for Suto to summon a small fire elemental from a brazier in the room. This thing proved nasty, as its blows inflicted both bludgeoning and fire damage.

Soon two PCs were down. Suto then cast hold person on Bec, who was frozen to the spot, and the fire elemental burned him alive (sorry Bec). Three PCs--half the party--were either dead or unconscious, and I was worried that my first time DMing in almost two decades would result in a TPK, or total party kill!

But the PCs proved both heroic and resourceful. Lord Casimir, a snobby son of a nobleman, bravely charged past the elemental and into the billowing smoke to thrust and cut wildly. Even though he was blinded by a glitterdust spell, he ran Suto through with a sword-thrust that had about a 1 in 20 chance of hitting. The few remaining PCs finally wore down the elemental with arrows and magic missiles, and the fight was over.

Truth be told (and if you're reading it here, players, its your bad), the PCs never found the "voice below" hinted at in Suto's diary, a small demon (a quasit) that was in league with Suto, and resided in the bottom of the pit in the summoning room. Of course, we didn't finish until 2:45 a.m. so everyone was tired at that point, including me, and I probably could have done a better job tipping the players off. Ah well, perhaps this could lead to another adventure...

Regardless, the PCs had defeated the evil wizard, rescued the two prisoners, and returned to Dundraville as heroes. The town welcomed them with cheers and kisses, and old Tarik one-arm, a retired fighter who lost his arm battling Blogg years ago, clapped them on the back over a cold ale at the Merry Riot Inn, and had this to say:

"As I've always said--legends are made, and not born, and you have taken the first step on a much larger journey, lads and ladies."

Overall, it was a fun night and a fine example as to why I love this game. The adventure--both the module itself, and my own--was complete.

Tuesday, September 25, 2007

Behind the DM screen again, part 2

Part 2 of a 2-part series about my experience dungeon mastering a game of Dungeons & Dragons after a long, long absence.

As I stated in a previous post, I recently stepped behind the screen again and dungeon mastered my first game of Dungeons & Dragons in more than 17 years. The module was "Legends are Made, not Born," from the excellent Dungeon Crawl Classics line, published by Goodman Games.

The adventure background is as follows:

For the past few years, an ogre has demanded monthly tribute from the town of Dundraville. Since the demands were ale, sheep, and occasional mundane supplies, the town complied with these demands. The ogre was content to collect his extorted goods, and leave the town alone. However, last month, the tribute changed. In addition to ale and sheep, the ogre demanded gold and building materials!

But the situation has grown even more grim. The ogre returned yesterday with yet more demands of ale and worse: townsfolk! The town was in an uproar and denied the ogre’s request. The brute flew into a rage and grabbed two townsfolk and hauled them back to his lair. They’re destined for his gullet, no doubt!

But amidst all the turmoil, six brave townsfolk have vowed to confront the ogre, and bring him to justice. The brave ones include a noble’s son, a gnomish alchemist, a member of the town militia, a wizard’s apprentice, a local trapper, and a mysterious elven witch that lairs in a nearby forest. With the aid of the local druids and brewer in town, the last batch of ale the ogre took was laced with a mild poison to help incapacitate the brute. Now it’s time for brave heroes to finish the deed.


Overall, the experience was very rewarding and a lot of fun. In several hours of play we managed to cram in a good mix of role-playing, which involved interacting with a half-dozen NPCs in Dundraville, gathering rumors, and buying equipment. The PCs entered the cave from a little used rear entrance and, once inside, did some exploring and fought a few cave denizens, including a ghoul (the animated corpse of a long-dead warrior). The evening culminated with a great brawl with the ogre Blogg, and a cliffhanger (we weren't able to finish, unfortunately), and I think we all left happy.

Of course, looking back, I made some mistakes and wish I had a couple "do-overs." First, the bad:


  • About 15 minutes into the session I was was feeling lost and nervous and felt like quitting. Fortunately, this feeling passed.

  • I did a poor job portraying two NPCs, in hindsight due to lack of preparation: Sherynella, a female druid, and Kerwin Krell, a local shopkeeper.

  • I had meant to have the townspeople give the PCs a rousing send-off as they left town, but forgot. In this module the PCs are townspeople who decide to become heroes, and I had planned a dramatic exit as they marched off to fight the ogre.

  • I didn't know enough about the pregenerated PC's backgrounds to weave them fully into the fabric of Dundraville. As a result, occasionally the PC's interaction with the town's NPCs seemed stilted and artificial, as though the PCs were outsiders instead of locals. Again, this was due to a lack of preparation on my part.


Now on to the good, which I (think) outweighed the bad:


  • I liked my characterization of Tarik One-Arm, a grizzled old fighter living on the edge of town, as well as the way I handled the bartender Clay and his staff at the Merry Riot Inn. Tarik came off as suspicious and gruff, only warming up when the PCs offered to help him chop wood. Clay was a jovial halfling coping with the loss of his three barmaids (one of whom was taken by the ogre), and two replacement serving wenches struggling at their job. Not surprisingly, I had thought about these NPCs' motivations in advance and how they would react to the PCs.
  • There was good description and game play during the PCs' exploration of the ogre's cave. It seemed tense and fraught with danger.
  • We had a great concluding fight with the ogre Blogg. The encounter started with the party's gnome setting off a log deadfall trap, which roused Blogg from his sleep and started a running fight that eventually involved a wolf and his hobgoblin keeper. Three members of the party threw up a wall of crates, which wound up on fire in the midst of the melee. I had to make several ad-hoc rulings when Blogg burst through the wall of crates and bowled over two PCs, but it went very smoothly.
  • I was able to weave some of the PCs backgrounds into the story. For example, I made Bowen, a PC farmer who is destined to become a ranger, familiar to several local farmers, and took care to have the townsfolk react to Lord Castimir--a well-known noble--with a mixture of awe and scorn.

I'll leave you with three lessons learned:

1. Preparation is critical. Some DMs are excellent at flying by the seat of their pants, but I'm not one of them. The best encounters and most memorable NPC interactions during my adventure were all those for which I had made the most preparation. The lesson? Know your material.

2. When you start, start with a bang. I wish I had began with an encounter that required immediate reaction by the PCs. This would have removed the early feelings of awkwardness and nervousness. It also gets everyone engaged in the adventure immediately. The tendency of most players at the start of an unfamiliar campaign is to wait to be led into the adventure (guilty as charged).

3. Weave the PC's backgrounds and personality into the adventure/campaign at every turn. This makes for greater player involvement and keeps them engaged. The PCs are supposed to be on the center stage, after all, and everyone likes their chance to shine. Having been a player for the last seven years, some of my favorite gaming experiences were those times when the DM drew on my character's background or motivations and wove them into the tale. Involving your PC makes you feel like you're a part of the scenario or campaign world, and not just an observer.

Sunday, September 23, 2007

Behind the DM screen again



Part 1 of a 2-part series about my experience dungeon mastering a game of Dungeons & Dragons after a long, long absence.

About a month ago I had an experience I can only describe as simultaneously terrifying, draining, exhilarating, and rewarding. After more than 17 years, I stepped back "behind the screen" and found myself dungeon mastering a Dungeons and Dragons game.

It was, frankly, a surreal experience. Staring over the top of a cardboard screen at four expectant players, an adventure module (pictured above) spread out before me, the time had come to finally run a game again. Not unlike a disc jockey at a wedding, it was my job to help deliver the night's entertainment, and either send everyone home happy or fail miserably in the attempt.

So how did I get there? Let me explain.

As I've stated in a previous post, D&D is my primary hobby and has been a big part of my life. As a 10-year-old kid, my parents bought me the basic D&D rules, and I was off and running. Being the official keeper of the game books, and one of (or perhaps the only) person in my group--which included some neighborhood friends and my older brother--to have read the rules, I became the de-facto DM. I didn't know what I was doing half the time, and I'm sure there's many rules we either misinterpreted or broke, but it didn't matter. We were all having a blast.

When I entered high school, however, my gaming slowed, and by the time I hit college, it had stopped. I was playing sports, starting to date, and D&D was no longer "cool" (aside--D&D never was cool, but until my teenage years, I never felt the need for it to be so). I kept all my old box sets and hardcovers, of course, and from time to time (under cover of darkness) I'd break them out and read them. But my playing days were effectively over.

Fast forward to 2001. D&D had received a shot in the arm with the release of third edition. I was married, working full-time, and thinking about having children, and the days of being "cool" were long gone. Naturally, the time was right to start up D&D again. Through the EN World Web site, an online community of D&D players, I located a gaming group in Southern New Hampshire, and for the last six years or so have been happily playing.

Let me rephrase that. While I've been playing for the last six years, it's been as a player only. With two committed DMs in our group, I was not required to DM. This had its perks, I soon discovered. All I had to do was show up with my character sheet, slip into and out of my role when I felt like it, and roll a D20 when it was my turn in combat. I was even free to get up to eat or use the bathroom whenever I wanted to.

But fun as playing was (and is), after a while I felt that something was missing. You see, when you're the DM, you own the game. The world is yours, so to speak, and you are its creator. You create the NPCs, their motivations and personalities, you map out the dungeons, pick the monsters, place the treasures and traps. It's a whole new ballgame from simply running a single player-character.

We were wrapping up one DM's campaign arc and about to switch gears and resume our second campaign with the other DM. There was a natural break in the action, and I opened my big mouth and offered to run a game. I pitched it as a one-shot adventure with pregenerated characters, and, much to my surprise, the group accepted.


Of course, with great power comes great responsbility, and I was about to find that out first hand.

Thursday, September 20, 2007

Dungeons and Dragons fan, and (proud?) of it


I'm a huge fan of Dungeons & Dragons and of role-playing games in general. I've been playing D&D since roughly age 10 when my parents, after some begging, bought me the Tom Moldvay box set (you D&D historians know the one--it has the fighter and the fireball-flinging female mage about to battle a green dragon on the cover). Despite a long break with the game in the 1990's, D&D has always been a big part of my life and my chief hobby.

There, I've said it!!!

So why is it that only my immediate family and a few close friends know about my favorite pastime? Why do I keep my keen interest in RPGs a carefully-protected secret at work, at family functions, and from society at large?

Let's not kid ourselves--there's still a huge stigma attached to these games, that's why.

No, I'm not talking about the devil-worshipping, underground steam tunnel/black magic stigma associated with D&D that had parents panicking for the souls of their children in the 1980's. I'm talking about the stigma of nerdiness.

Extreme nerdiness.

Despite the fact that the Harry Potter novels are selling through the roof, that millions of "normal" people flocked to the theatres from 2001-2004 to watch Lord of the Rings, and that no one bats an eye when husbands and wives play computer role playing games like the crazily-popular World of Warcraft, D&D is different. It and other pen-and-pencil, table-top RPGs remain a subject of derision, and its players the object of skepticism. In my own experience, at least, the myth persists that D&D players are fundamentally flawed, out of touch, overweight, cat-piss smelling freaks hovering at the edge of society--and it probably always will.

Never mind the fact that I'm a middle-aged, happily married man with a loving wife and two children. I have a decent paying job in a publishing company. Despite my recent growth of beard, I'm well-kept and in reasonably good shape. At work and elsewhere I'm regarded as an (semi) intelligent, run-of-the-mill, family man. The good folks I play with are all successful, hard-working, great people with lives and families.

Nevertheless, I fear that this veneer of normality would be irreparably shattered into a thousand fragments were I reveal that on some Saturdays I assume the role of Kos Vilmirian, a hard-drinking, wealth-mongering fighter/rogue from the seaside city of Marsember in the Forgotten Realms. I quail at the thought of letting slip the fact that I enjoy rolling 20-sided dice and pushing around painted minatures on maps of sprawling underground dungeons with other grown men (and women) once or twice a month.

I can imagine the conversation at work:

(Me): "So Steve, what did you do this weekend?"
(Steve): "Watched the Pats game with my buddies, went out drinking Saturday night. "You?"
(Me): "Well, we slew the archmage Antarax and his undead minions who were planning to overrun the village of Rithwic. And I scored an awesome +3 Frostband longsword!"
(Steve): *Dies on spot*

You get the picture.

Perhaps my thinking is wrong, and that my friends and co-workers would accept my hobby. Maybe someday I'll grow a backbone and declare to the world that I like slaying pretend orcs, tramping through imaginary dungeons, and searching for make-believe treasure hordes.

But for now, baring my soul to cyberspace will have to suffice.