There are probably as many ways to go about character generation (chargen) as there are referees. I've always been a fan of "3d6 in order" chargen for several reasons. Chiefest among those reasons is the fact it's simple and fast, my main criteria for rulings in my campaign. I like to keep the action moving.
Almost as importantly, however, is my belief 3d6 in order removes the emphasis from generating the perfect character and gets the player to rolling dice. Ability scores in original edition Dungeons & Dragons are simply not as important as in later versions of the game, it is the player's skill that makes the difference.
Still, there is often a need for a certain type of character in the game. If the party consists of four magic-users, a new player rolling up a fifth one might not be the best addition to the party. The dice are tools, not dictators and though it is fun to let random chance have a hand in all aspects of the campaign sometimes a bit a self-determination is in order. My solution? I offer two ways to alter rolled ability scores in my game.
The first method is "point sell" system (as I call it) in the rulebooks. Each class can "sell" points in 2 different ability scores to add to their prime requisite. I keep the same restriction as in the books, that is, no ability score can be reduced below 9. This is a good method if the dice have rolled a character similar to what the player already wants, but wants to "beef up" the prime requisite a bit.
The second method is much simpler but more useful for when the dice roll a complete miss for a certain needed (or desired) class. In this case I allow the player to swap any single ability score with the prime requisite of the desired class. For example, if the player rolled a perfect Cleric character with a 17 Wisdom and 5 Strength but he really wanted to player a Fighter? Under Method II he could swap the WIS and STR scores and wind up with a pretty strong Fighter who may be a bit lacking in common sense.
Naturally, a player may choose one or the other method as desired ...but not both!
A chronicle of my experiences with role-playing games in the 1970's.
03 May 2015
30 April 2015
D&D: The Movie(s)
[incidentally, if you want to see D&D: The Book of Vile Darkness for yourself ? It airs on Saturday May 9th on SyFy channel at 0100 hours.]
I posted on G+ last night regarding a big studio effort at bringing D&D to the silver screen. As you likely already know there has already been a film in 2000. The company behind it? New Line Cinema, the folks who brought you Jackson's LotR and Hobbit trilogies.
Dungeons & Dragons: The Movie (D&D:TM) was ... well it's difficult to put into words. On the one hand D&D:TM had a promising cast including Jeremy Irons, Justin Whalin, Tom Baker, and Thora Birch. On the balancing side you had an inexperienced director in Courtney Solomon and a low budget. These 2 factors alone are often the kiss of death for this type of film.
The best way I can think up to describe the film is schizophrenic. It couldn't decide if it was a slapstick comedy with wise-cracking Marlon "Snails" Wayans playing off straight man Justin "Ridley" Whalin. Or was it campy, with Jeremy "Profion" Irons chewing the scenery and milking the giant cow? Or was it menacing, with tough guy Bruce "Damodar" Payne in his black armor and armed with a wicked looking sword? Payne, by the way, was incongruously wearing blue lipstick which was never explained but was distracting and looked rather silly.
Overall, the film was mildly entertaining. I saw it in the theater and I must admit there was a rather awkward silence among the film's patrons, few of them though there were, when the credits rolled.
I didn't care for the excursions into comedy or the hammy portrayal of Profion. Wayan's Snails was almost a caricature comic relief character and not very funny anyway. The single dungeon delve was abbreviated and involved only one character while the rest of the party waited outside. The dragons were just plain awful. I realize both these last issues were related, in part, to the budget and freshman director, but a film must be judged on its presentation.
What did I like? The basic story was a good idea. I liked the main characters of Ridley and Marina. I thought Damodar was scary and liked the relentless way he tracked our heroes throughout the course of the film.
Dungeons & Dragons: Wrath of the Dragon God (D&D II) came out 5 years later, much to my surprise. I say "surprise" because (a) I didn't think it there would be another after the poor performance at the box office of the first one, and (b) it was actually pretty good (at least, when compared with the first). D&D II was a made-for-tv film that was a sort of sequel to the first film, taking place in the same milieu and involving the same antagonist but a new story-line and new cast.
D&D II had a third of the budget of its big-screen brother but was a better all around film. Gone was the half-hearted attempt at comedy while the acting, from the main characters at least, was better with much less ham and cheese evident. Even the dragons looked better, though this can be partially chalked up to improved CGI in the intervening 5 years. Best of all, the film depicted a believable adventuring party with each using their abilities to allow the party to progress. I found Tim Stern's Nim the Thief to be particularly well-played: surly, secretive, borderline uncooperative, but when push came to shove he was acting in the best interests of the party.
This one is my favorite of the 3 and it seems many folks who have seen both feel the same way.
Finally, we come to Dungeons & Dragons: The Book of Vile Darkness (D&D III) in 2012. Another made-for-tv movie but after the relative success of D&D II I was certainly willing to give it a chance. Unfortunately, between the acting and obviously lower budget this film fell short of already lowered expectations.
I really liked the story. I interpreted it as a fallen paladin questing to regain his paladin-hood. He basically had to look into the abyss and, for a brief while, the abyss looked into him (with apologies to Nietzsche).
Unfortunately? Between the pedestrian acting and low budget, this movie just didn't work. It can't even be bought here in the US of A last I checked. I had to log into the German version of Amazon, fortunately I speak and read German, and order it from there.
BOTTOM LINE The second film comes the closest to capturing the "feel" I expect of a film with D&D in the title.
I posted on G+ last night regarding a big studio effort at bringing D&D to the silver screen. As you likely already know there has already been a film in 2000. The company behind it? New Line Cinema, the folks who brought you Jackson's LotR and Hobbit trilogies.
Dungeons & Dragons: The Movie (D&D:TM) was ... well it's difficult to put into words. On the one hand D&D:TM had a promising cast including Jeremy Irons, Justin Whalin, Tom Baker, and Thora Birch. On the balancing side you had an inexperienced director in Courtney Solomon and a low budget. These 2 factors alone are often the kiss of death for this type of film.
The best way I can think up to describe the film is schizophrenic. It couldn't decide if it was a slapstick comedy with wise-cracking Marlon "Snails" Wayans playing off straight man Justin "Ridley" Whalin. Or was it campy, with Jeremy "Profion" Irons chewing the scenery and milking the giant cow? Or was it menacing, with tough guy Bruce "Damodar" Payne in his black armor and armed with a wicked looking sword? Payne, by the way, was incongruously wearing blue lipstick which was never explained but was distracting and looked rather silly.
Overall, the film was mildly entertaining. I saw it in the theater and I must admit there was a rather awkward silence among the film's patrons, few of them though there were, when the credits rolled.
I didn't care for the excursions into comedy or the hammy portrayal of Profion. Wayan's Snails was almost a caricature comic relief character and not very funny anyway. The single dungeon delve was abbreviated and involved only one character while the rest of the party waited outside. The dragons were just plain awful. I realize both these last issues were related, in part, to the budget and freshman director, but a film must be judged on its presentation.
What did I like? The basic story was a good idea. I liked the main characters of Ridley and Marina. I thought Damodar was scary and liked the relentless way he tracked our heroes throughout the course of the film.
Dungeons & Dragons: Wrath of the Dragon God (D&D II) came out 5 years later, much to my surprise. I say "surprise" because (a) I didn't think it there would be another after the poor performance at the box office of the first one, and (b) it was actually pretty good (at least, when compared with the first). D&D II was a made-for-tv film that was a sort of sequel to the first film, taking place in the same milieu and involving the same antagonist but a new story-line and new cast.
D&D II had a third of the budget of its big-screen brother but was a better all around film. Gone was the half-hearted attempt at comedy while the acting, from the main characters at least, was better with much less ham and cheese evident. Even the dragons looked better, though this can be partially chalked up to improved CGI in the intervening 5 years. Best of all, the film depicted a believable adventuring party with each using their abilities to allow the party to progress. I found Tim Stern's Nim the Thief to be particularly well-played: surly, secretive, borderline uncooperative, but when push came to shove he was acting in the best interests of the party.
This one is my favorite of the 3 and it seems many folks who have seen both feel the same way.
Finally, we come to Dungeons & Dragons: The Book of Vile Darkness (D&D III) in 2012. Another made-for-tv movie but after the relative success of D&D II I was certainly willing to give it a chance. Unfortunately, between the acting and obviously lower budget this film fell short of already lowered expectations.
I really liked the story. I interpreted it as a fallen paladin questing to regain his paladin-hood. He basically had to look into the abyss and, for a brief while, the abyss looked into him (with apologies to Nietzsche).
Unfortunately? Between the pedestrian acting and low budget, this movie just didn't work. It can't even be bought here in the US of A last I checked. I had to log into the German version of Amazon, fortunately I speak and read German, and order it from there.
BOTTOM LINE The second film comes the closest to capturing the "feel" I expect of a film with D&D in the title.
29 April 2015
Variant Character Classes
My feelings about popular variants changes with my moods and the needs of the campaign but, overall, I simply don't care for them. Many seem invented to fill campaign specific slots while still others are a bit overpowered, taking emphasis in game-play away from cooperation and the party pooling its resources and talents.
Still, I do use them and here are my general guidelines:
Archetypes are the best at what they do. IMC fighters are the best class at dealing and absorbing damage, magic-users are the best class at casting spells and using magic, and so on. So, for example, if you invent a warrior class that exceeds the fighter class in some respect I will add in some disadvantages to off-set this skill.
You can't do it all. Table-top FRPGs are designed around groups of player-characters, each with their own set of skills, working together to solve problems. So your character will be very good at his profession but still have to rely on the others for certain things.
No evil characters. This is not a popular stance these days but I make no apologies. I don't find running a campaign with evil characters such as assassins*, anti-paladins, death masters, demons or half-demons, etc. to be fun. You don't have to be a caricature of the All American Hero or anything like that, but you won't be committing murder, rape, or the like in my game. I put a lot of work into running the campaign and I have to find it fun, too, or it isn't worth my time.
I won't offset a mechanical advantage with a role-playing disadvantage. To go back to my example of a variant fighter? If you are better at sword-fighting than your typical member of the fighter class I'll likely limit your armor wearing ability or perhaps decrease your hit points. What I won't do is limit your ability to have magic-users or clerics in the party because members of your profession "distrust" magic users. Role-playing disadvantages often turn into what my character would do types of arguments. No! Mechanical advantages will be balanced out with mechanical disadvantages.
THE BOTTOM LINE Would any reasonable player wish to play the variant class over the archetype? Does your Blade Master variant class dominate player-character classes, all but replacing stock fighters? Then, in all likelihood, the class is over-powered for the purposes of my campaign. Of course, it should go without saying if the class is meant to replace an archetype (something I've never done) then this is not a consideration.
-----
* Yes, I have assassins in my campaign but they are NPCs, very Lawful, and have a lot of laws and societal expectations built into the specifics of how they are used.
Still, I do use them and here are my general guidelines:
Archetypes are the best at what they do. IMC fighters are the best class at dealing and absorbing damage, magic-users are the best class at casting spells and using magic, and so on. So, for example, if you invent a warrior class that exceeds the fighter class in some respect I will add in some disadvantages to off-set this skill.
You can't do it all. Table-top FRPGs are designed around groups of player-characters, each with their own set of skills, working together to solve problems. So your character will be very good at his profession but still have to rely on the others for certain things.
No evil characters. This is not a popular stance these days but I make no apologies. I don't find running a campaign with evil characters such as assassins*, anti-paladins, death masters, demons or half-demons, etc. to be fun. You don't have to be a caricature of the All American Hero or anything like that, but you won't be committing murder, rape, or the like in my game. I put a lot of work into running the campaign and I have to find it fun, too, or it isn't worth my time.
I won't offset a mechanical advantage with a role-playing disadvantage. To go back to my example of a variant fighter? If you are better at sword-fighting than your typical member of the fighter class I'll likely limit your armor wearing ability or perhaps decrease your hit points. What I won't do is limit your ability to have magic-users or clerics in the party because members of your profession "distrust" magic users. Role-playing disadvantages often turn into what my character would do types of arguments. No! Mechanical advantages will be balanced out with mechanical disadvantages.
THE BOTTOM LINE Would any reasonable player wish to play the variant class over the archetype? Does your Blade Master variant class dominate player-character classes, all but replacing stock fighters? Then, in all likelihood, the class is over-powered for the purposes of my campaign. Of course, it should go without saying if the class is meant to replace an archetype (something I've never done) then this is not a consideration.
-----
* Yes, I have assassins in my campaign but they are NPCs, very Lawful, and have a lot of laws and societal expectations built into the specifics of how they are used.
The Archetypal Character Classes
I use archetype in the sense of a perfect example of
something. The term is often used to describe the basic four classes of
D&D (or the basic 3 + 1 classes if you've been playing since the
beginning).
I don't have a lot of standard variant classes in my campaign. What I mean by standard variant is classes besides the four archetypes (fighter, magic-user, cleric, thief) included in the milieu. Variants, though present, tend to be one-offs based around a character concept by a player.
WHAT DO I INCLUDE? My wood elves are based upon the druid class from Eldritch Wizardry. They are one of 2 main classes of elves that survived the cataclysm that formed the campaign world into it's current state. The wood elves adapted and, to a degree, have continued to participate in the world of man.
I've also rearranged the Gnome class to be a bit different from the Dwarves. In my campaign Gnomes favor gems and jewels over gold and precious metals. They also have a special affinity with burrowing animals. Gnomes also breed superior war ponies in The Shattered Lands, prized both by themselves and the Hobbits. Dwarves also seek these fine steeds but IMC Dwarves and Gnomes are in a state of cold war threatening to go hot at any time. Last of all, Gnomes are the weavers of a mysterious silk cloth (garnrillon) prized by makers of magical clothing (e. g. robe of protection).
I included druid-type elves because I felt these would fit in well with my campaign milieu. Gnomes are included for no more reason than they were included in the TLBBs and I wanted them to be more than merely Dwarves Lite.
IS THAT IT? Assassins, martial artists, witches, and similar niche classes can be found as NPCs. While I'm not averse to having a player be a member of those professions, they are not commonly found adventuring and endure a number of prejudices from society.
Assassins in my campaign take the depiction of assassins in fictional accounts of the Far East such as the Amida Tong and ninja. They are Lawful, almost painfully so, and ill-suited to the adventuring life. These men and women are basically living weapons to be used once then discarded with extreme prejudice.
Martial artists, also called brawlers, are adept at weaponless combat in the finest tradition of Welsh and Greek wrestling. No flashy moves or flying kicks here, these guys are deadly close up but mostly useless in a sword fight. Brawlers are the bouncers in most places that need same in the campaign. Many a burly and over-served Fighter has been humbled by these fellows in the bars of my campaign. There is also a sect of monks, The Children of Ashing, who are mainly dedicated to brewing very good beer but have an enforcement arm of staff-wielding brawlers in the vein of Friar Tuck (et al.).
Witches are the healers and folk magicians of the common folk. They have staunch defenders among the people they serve, but they rarely need protection. First, they are dedicated to promoting weal and doing no harm to any living thing. Second, they have a number of magical abilities that make them dangerous opponents.
SO HOW DO YOU ADD CLASSES? I mostly make the player do the work. One wishing to play a variant class IMC must bring me a work up of the class with level progressions, abilities, saving throws, combat ability, and so on clearly laid out. This can be a photocopy of a published class or their own work. I review it, make any changes I feel make the class a better fit for my milieu and hand it back to the player. If he likes the changes, we're good to go. Otherwise, we repeat the process until we're both happy.
I also like players who taking the option of playing into a certain class. Want to be a knight? Play your Fighter in a knightly way. Want to be an alchemist? Have your magic-user delve into the mysteries of alchemy, seeking out masters of that arcane art. I like rewarding campaign level play and gamers choosing this route are rewarded in proportion to their role-playing ability.
THE BOTTOM LINE I will not guarantee a player the chance to use his or her character and the unusual skills of same. If you want to be a Thief-Acrobat? It's up to you to figure out how to make pole vaulting relevant to your group. Why would an Assassin, normally an NPC class, be adventuring with the player-characters? That's up to you the player to decide and then justify, not the referee.
I don't have a lot of standard variant classes in my campaign. What I mean by standard variant is classes besides the four archetypes (fighter, magic-user, cleric, thief) included in the milieu. Variants, though present, tend to be one-offs based around a character concept by a player.
WHAT DO I INCLUDE? My wood elves are based upon the druid class from Eldritch Wizardry. They are one of 2 main classes of elves that survived the cataclysm that formed the campaign world into it's current state. The wood elves adapted and, to a degree, have continued to participate in the world of man.
I've also rearranged the Gnome class to be a bit different from the Dwarves. In my campaign Gnomes favor gems and jewels over gold and precious metals. They also have a special affinity with burrowing animals. Gnomes also breed superior war ponies in The Shattered Lands, prized both by themselves and the Hobbits. Dwarves also seek these fine steeds but IMC Dwarves and Gnomes are in a state of cold war threatening to go hot at any time. Last of all, Gnomes are the weavers of a mysterious silk cloth (garnrillon) prized by makers of magical clothing (e. g. robe of protection).
I included druid-type elves because I felt these would fit in well with my campaign milieu. Gnomes are included for no more reason than they were included in the TLBBs and I wanted them to be more than merely Dwarves Lite.
IS THAT IT? Assassins, martial artists, witches, and similar niche classes can be found as NPCs. While I'm not averse to having a player be a member of those professions, they are not commonly found adventuring and endure a number of prejudices from society.
Assassins in my campaign take the depiction of assassins in fictional accounts of the Far East such as the Amida Tong and ninja. They are Lawful, almost painfully so, and ill-suited to the adventuring life. These men and women are basically living weapons to be used once then discarded with extreme prejudice.
Martial artists, also called brawlers, are adept at weaponless combat in the finest tradition of Welsh and Greek wrestling. No flashy moves or flying kicks here, these guys are deadly close up but mostly useless in a sword fight. Brawlers are the bouncers in most places that need same in the campaign. Many a burly and over-served Fighter has been humbled by these fellows in the bars of my campaign. There is also a sect of monks, The Children of Ashing, who are mainly dedicated to brewing very good beer but have an enforcement arm of staff-wielding brawlers in the vein of Friar Tuck (et al.).
Witches are the healers and folk magicians of the common folk. They have staunch defenders among the people they serve, but they rarely need protection. First, they are dedicated to promoting weal and doing no harm to any living thing. Second, they have a number of magical abilities that make them dangerous opponents.
SO HOW DO YOU ADD CLASSES? I mostly make the player do the work. One wishing to play a variant class IMC must bring me a work up of the class with level progressions, abilities, saving throws, combat ability, and so on clearly laid out. This can be a photocopy of a published class or their own work. I review it, make any changes I feel make the class a better fit for my milieu and hand it back to the player. If he likes the changes, we're good to go. Otherwise, we repeat the process until we're both happy.
I also like players who taking the option of playing into a certain class. Want to be a knight? Play your Fighter in a knightly way. Want to be an alchemist? Have your magic-user delve into the mysteries of alchemy, seeking out masters of that arcane art. I like rewarding campaign level play and gamers choosing this route are rewarded in proportion to their role-playing ability.
THE BOTTOM LINE I will not guarantee a player the chance to use his or her character and the unusual skills of same. If you want to be a Thief-Acrobat? It's up to you to figure out how to make pole vaulting relevant to your group. Why would an Assassin, normally an NPC class, be adventuring with the player-characters? That's up to you the player to decide and then justify, not the referee.
28 April 2015
If It Ain't Broke
The original 1974 boxed set edition of Dungeons & Dragons (OD&D), in my opinion, begs to be tinkered with. Yes--I know I ended a sentence with a preposition but, since we're all adults here, I just let it all hang out. At any rate, sometimes the need to tinker can overwhelm the simplicity of the rules. Take combat, a common sticking point for a lot of folks. As characters gain in level a lot of the areas gamers feel get overlooked are actually abstracted into the rules.
For example, let us examine the 2 advantages of of higher level player-characters: hit points and better "to hit" numbers in combat. Greater numbers of hit points reflects a lot of factors in a general way as opposed to specific and often complicated sub-rules sets referees tack on. More hit points means a player can stay in the fight longer, outlasting lower level opponents. Anyone trained in the various combat arts can testify winning a fight is often a factor of outlasting your opponent as opposed to landing that perfect kayo. But it could also be considered to reflect a better use of armor (and shield, if applicable), fending off damage that might otherwise place the character hors de combat.
In like manner, better "to hit" scores abstract increased ability to deal damage, obviously reflecting an increase in skill. Further, hitting more often and finishing an opponent more quickly is also a bonus, in a manner of speaking, to hit points. You don't have to heal or rest-and-restore hit points you've never lost in the first place.
As written, combat reflects reality fairly well. A better equipped and more experienced fighter will defeat a lesser opponent most, but not all, the time. The greater the disparity between the opponents the less likely the weaker shall overcome the stronger. But, there's always a chance. I once had a first-level thief character hold off 5 goblins for several combat rounds until help could arrive. He killed 3 of his enemy and survived the fight, though just barely.
I'll always agree with the referees right to change whatever rulings he sees fit. But, as Gary advised in an article of the The Dragon long ago, make certain you've played the rules as written and understand why they work as they do before making a lot of changes.
And please, don't open posts about your spectacular rules variant with "my group and I have considered the rules regarding [XYZ] and found them to be stupid and idiotic." Yes, I've seen that very statement made. You've just insulted the myriad players who like that rule the way it is. Geeks being what they are they'll rush to defend rule [XYZ], likely using language similar to yours, and ... voilĂ ... instant flame war! You've also given us a peek at how close-minded you are. Believe me, nobody looks at a statement like that and thinks to themselves how smart you must be. We know the rules work just fine because we've used them, some of us for decades. Even if we ourselves have changed them to address the specific needs of our campaign.
For example, let us examine the 2 advantages of of higher level player-characters: hit points and better "to hit" numbers in combat. Greater numbers of hit points reflects a lot of factors in a general way as opposed to specific and often complicated sub-rules sets referees tack on. More hit points means a player can stay in the fight longer, outlasting lower level opponents. Anyone trained in the various combat arts can testify winning a fight is often a factor of outlasting your opponent as opposed to landing that perfect kayo. But it could also be considered to reflect a better use of armor (and shield, if applicable), fending off damage that might otherwise place the character hors de combat.
In like manner, better "to hit" scores abstract increased ability to deal damage, obviously reflecting an increase in skill. Further, hitting more often and finishing an opponent more quickly is also a bonus, in a manner of speaking, to hit points. You don't have to heal or rest-and-restore hit points you've never lost in the first place.
As written, combat reflects reality fairly well. A better equipped and more experienced fighter will defeat a lesser opponent most, but not all, the time. The greater the disparity between the opponents the less likely the weaker shall overcome the stronger. But, there's always a chance. I once had a first-level thief character hold off 5 goblins for several combat rounds until help could arrive. He killed 3 of his enemy and survived the fight, though just barely.
I'll always agree with the referees right to change whatever rulings he sees fit. But, as Gary advised in an article of the The Dragon long ago, make certain you've played the rules as written and understand why they work as they do before making a lot of changes.
And please, don't open posts about your spectacular rules variant with "my group and I have considered the rules regarding [XYZ] and found them to be stupid and idiotic." Yes, I've seen that very statement made. You've just insulted the myriad players who like that rule the way it is. Geeks being what they are they'll rush to defend rule [XYZ], likely using language similar to yours, and ... voilĂ ... instant flame war! You've also given us a peek at how close-minded you are. Believe me, nobody looks at a statement like that and thinks to themselves how smart you must be. We know the rules work just fine because we've used them, some of us for decades. Even if we ourselves have changed them to address the specific needs of our campaign.
24 April 2015
He Was A Tall Short Man
I could send 10 friends to Disney World and get 10 descriptions of the place with areas of both commonality and vast difference. I'll lay odds I could send 2 people to Disney World who would spend the entire day together and yet still get 2 pretty different descriptions from them regarding the place. Today's post is inspired by statements from 2 men who both spent time playing D&D with Gary at the time of the original publication of the rules.
One tells in a very matter-of-fact manner of how players naturally evolved into the (so called) end-game of OD&D. Upon reaching name level or soon thereafter, players would naturally gravitate toward building strongholds, establishing realms, and joining the (ahem) game of thrones. This is sometimes accompanied by the rather snide observation of how modern day gamers (kids these days, I swannee) need everything spelled out for them.
The other insists the end-game is but a modern day fabrication of folks over-reading the rules and not making the game their own. Back in the day there was no expectation or even a trend toward building strongholds. Different opinion but, oddly enough, the same mildly condescending tone.
Which is right? Why, both of them, to my way of thinking. Oh, not in the way they look down, however subtly, on how others play the game. But I'm pretty sure both are giving an accurate accounting of how they perceived the game as played. They both sat at the table of the game's co-author. Perhaps not at the same time, but certainly within the general time-frame of one another. And both took away a different experience.
This is one reason I try not to look down upon how others play the game. It's easy to think we've got it all figured out and dispense our wisdom to others struggling to reach our level of familiarity with the rules set. I'm certain this 'blog sometimes gives persons that impression of me, which is why I struggle to keep my postings from sounding exclusionary. They are either my experiences with something from 40 years ago or my opinion expressed humbly. Well, as humbly as a great intellect and humanitarian such as myself can manage! Sorry, couldn't resist that last part.
By the way, the title of this post was taken from a seminar demonstrating the fallibility of eyewitnesses. Even to a recent, as in minutes ago, event.
One tells in a very matter-of-fact manner of how players naturally evolved into the (so called) end-game of OD&D. Upon reaching name level or soon thereafter, players would naturally gravitate toward building strongholds, establishing realms, and joining the (ahem) game of thrones. This is sometimes accompanied by the rather snide observation of how modern day gamers (kids these days, I swannee) need everything spelled out for them.
The other insists the end-game is but a modern day fabrication of folks over-reading the rules and not making the game their own. Back in the day there was no expectation or even a trend toward building strongholds. Different opinion but, oddly enough, the same mildly condescending tone.
Which is right? Why, both of them, to my way of thinking. Oh, not in the way they look down, however subtly, on how others play the game. But I'm pretty sure both are giving an accurate accounting of how they perceived the game as played. They both sat at the table of the game's co-author. Perhaps not at the same time, but certainly within the general time-frame of one another. And both took away a different experience.
This is one reason I try not to look down upon how others play the game. It's easy to think we've got it all figured out and dispense our wisdom to others struggling to reach our level of familiarity with the rules set. I'm certain this 'blog sometimes gives persons that impression of me, which is why I struggle to keep my postings from sounding exclusionary. They are either my experiences with something from 40 years ago or my opinion expressed humbly. Well, as humbly as a great intellect and humanitarian such as myself can manage! Sorry, couldn't resist that last part.
By the way, the title of this post was taken from a seminar demonstrating the fallibility of eyewitnesses. Even to a recent, as in minutes ago, event.
23 April 2015
Super-Duper Cheater Pants
I've run into the concept, once again, of a referee altering the game to suit his unique vision as cheating. I find this a curious idea. Not that the game can't be cheated in some way, by altering die rolls or character records and such. But, the referee's campaign?
The books themselves encourage tampering with the rules, to wit; making the game your own, why would you have us do your imagining for you, imagine the hell out of it. Or, as put recently by a member of the team who helped form the game itself: those are the fun parts!
It's terse, it may even put off some, but my campaign works the way I say it does. I don't intend that to be rude, I intend that to be a Mission Statement of sorts. You the player are welcome to know all the printed rules as well as anything the common man (were he real) living in my campaign milieu would know. Otherwise? You'll just have to poke it with a stick, wear it, taste it, talk to it, push the button, turn the crank, etc., to figure out what it does.
Likewise for my vision of how the classes and races work. If I decide, for example, Hobbits are mighty magic-users with unlimited progression within that class? That's how it works. There is literally and figuratively no aspect of the game I won't change to suit my campaign.
I recall running a temporary solo campaign game due to lack of players about 20 years ago. After conferring with the player about the game he wanted to play, I allowed him a relatively over-powered player-character. This PC was primarily a fighter with some abilities in both magic spell casting and thievery. As referee, it was incumbent upon me to run a game my sole participant wanted to play. Would I have allowed his PC in a game with more players? Almost surely not ... but this wasn't for a full game table. It was a limited and temporary situation we were both making the best of. Anyway, as I was sharing this information with another gamer a few years afterward, that person became quite indignant and accused me of cheating. Then, as now a few days ago when I read the same charge on a D&D related forum regarding Magic-Users able to wear armor, I just don't get it. I wouldn't run them that way in my campaign but that doesn't mean it's cheating.
OD&D resembles a rules book but it really isn't one in the meaningful sense of the term. It's more a collection of here's how the game might work -- now let your imagination improve upon this idea. Calling OD&D's TLBB "the rules" is akin to calling Lego bricks a toy. Lego is technically a toy, yes, but until you build something out of them there really isn't much entertainment value to be found in the box. And, because of this ephemeral nature of the so-called rules? I find the concept of calling their use as building blocks to a unique vision as cheating to be rather foolish.
The books themselves encourage tampering with the rules, to wit; making the game your own, why would you have us do your imagining for you, imagine the hell out of it. Or, as put recently by a member of the team who helped form the game itself: those are the fun parts!
It's terse, it may even put off some, but my campaign works the way I say it does. I don't intend that to be rude, I intend that to be a Mission Statement of sorts. You the player are welcome to know all the printed rules as well as anything the common man (were he real) living in my campaign milieu would know. Otherwise? You'll just have to poke it with a stick, wear it, taste it, talk to it, push the button, turn the crank, etc., to figure out what it does.
Likewise for my vision of how the classes and races work. If I decide, for example, Hobbits are mighty magic-users with unlimited progression within that class? That's how it works. There is literally and figuratively no aspect of the game I won't change to suit my campaign.
I recall running a temporary solo campaign game due to lack of players about 20 years ago. After conferring with the player about the game he wanted to play, I allowed him a relatively over-powered player-character. This PC was primarily a fighter with some abilities in both magic spell casting and thievery. As referee, it was incumbent upon me to run a game my sole participant wanted to play. Would I have allowed his PC in a game with more players? Almost surely not ... but this wasn't for a full game table. It was a limited and temporary situation we were both making the best of. Anyway, as I was sharing this information with another gamer a few years afterward, that person became quite indignant and accused me of cheating. Then, as now a few days ago when I read the same charge on a D&D related forum regarding Magic-Users able to wear armor, I just don't get it. I wouldn't run them that way in my campaign but that doesn't mean it's cheating.
OD&D resembles a rules book but it really isn't one in the meaningful sense of the term. It's more a collection of here's how the game might work -- now let your imagination improve upon this idea. Calling OD&D's TLBB "the rules" is akin to calling Lego bricks a toy. Lego is technically a toy, yes, but until you build something out of them there really isn't much entertainment value to be found in the box. And, because of this ephemeral nature of the so-called rules? I find the concept of calling their use as building blocks to a unique vision as cheating to be rather foolish.
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