I hate shipping costs.
One of the (myriad of) challenges that come with being a one-man publishing mogul is that I am my own mailing department...which means that when someone orders one of my printed books (right now, that limited solely to The Complete B/X Adventurer), I'm the person that stuffs it in the envelope, walks it down to the post office, and pays the sometimes exorbitant fees that the USPS is forced to charge these days. In the past, I've given a "discount" to our Canadian neighbors by charging them U.S. prices, even though the mark-up is a bit higher than domestic (i.e. "inside the U.S.") shipping. All overseas shipping...whether it's too South America, Australia, Europe, or Asia...is at the same eye-gouging rate, and I'm forced to tack-on accordingly.
Shipping costs blow. No, not in a good way. In a day where every entertainment-marked dollar is precious to the average folk, it's a damn inconvenience to charge people an extra fifth or quarter or third the cost of their product just to get the book. Is it as much as a $9 beer at the Mariners game? No...but $9 is only a small percentage of the overall cost of "a night out with the family" when you're paying over $100 including parking, tickets, food items, and souvenirs. $5 on a $20 book (soft-cover) is just asking a lot of folks.
I don't like paying shipping costs on products I purchase; that's one of the reasons I order so few things on-line. Yes, there are ways to avoid paying them...ordering (marked-up) items from sites that offer "free shipping," or bundling several products together from a single distribution outlet (like Noble Knight), for example. But I am not a distributor and unlike my wife's company, I wasn't long ago purchased by a multi-national mega-corporation that includes corporate shipping companies (like FedEx) as one of their many subsidiaries (such relationships allow for "friend prices" between all the members of the mega-corp's "family").
*ahem* SO...shipping for 5AK is shaping up to be a bit of a headache. What I would LIKE to do is ship it in a small box...like the post office's smallest size flat-rate box. Based on the dimensions listed on the USPS web site, that should hold the entire contents just fine (three volumes, four dice) without any risk of bending/damage and the price to ship anywhere domestically is under $6. Now that's still more than what I've charged for U.S. shipping in the past, but not much more (close to $4)...and 5AK is going to ship quite a bit heavier than the previous books, so that cost might have been going up anyway.
However, while the domestic flat-rate box is under $6, rates outside the country are quite a bit higher: $20 to Canada and $24 overseas! That's charging nearly the same in shipping as I'm charging for the whole damn game...or more if I can somehow get my price point down to $19.99 (working on it).
That's not just ugly, that's outrageous. Even for (or especially for) folks in Europe who are used to paying premiums on goods. That's going to cost me sales, pure and simple, which means poor(er) distribution overseas, in markets that might actually be salivating for something different from the normal WotC fare.
But I don't really know what to do about it...I'm not about to fill a duffle bag with copies and hop a plane to the UK to set-up a local mail outlet. And my assumption is that FedEx or UPS would be more expensive for shipping overseas (though probably faster).
[hmmm...would it be worth it to cross the border to B.C. and ship inside Canada? Maybe. The border's not too far from Seattle, and if the demand was enough and the cost-cutting enough it might be worth it. Besides, the wife's in the process of getting me a "global access" pass anyway, so I could zoom through the short line at customs. I'll have to check into Canadian shipping rates]
And I suppose the only other option is to mail the game in a padded (or non-padded!) envelope and "hope for the best." But, man, that seems sketchy. I already get the occasional email about a book being wrecked/damaged by the post...and I still don't know what it's going to cost, even in an envelope.
All right, that's enough sighing and crying and boring distribution woes. I'll try to get back to "gaming posts" (though I've been busy sketching out the adventures I'm going to run for Dragonflight...I think I'm going to use these 4th Edition dungeon tiles for a B/X adventure, but it's a pain in the ass that they're not marked for easy/quick assembly. I also wish they were at least a little more...um..."grimy," but I realize that's just a preference of aesthetics). However, if anyone has any ideas on how to get better prices shipping outside the USA, I am open to suggestions.
Thanks!
EDIT: Just checked and found that shipping a similar sized parcel, regular delivery, from B.C. to Ontario would be $13-15, depending on actual weight. Ugh! Canada!
Wednesday, July 31, 2013
Monday, July 29, 2013
5AK at Dragonflight XXXIV
Dragonflight XXXIV is happening the weekend of August 9th and I will be there, along with copies of 5AK for sale...at least, that's the (half-formed) plan of the moment.
However, it's entirely possible the books will sell out before I even get there (I didn't say likely, just possible). Regardless, I've signed up to run 5AK a couple times during the weekend, so the system will be on display...assuming anyone signs up for my table.
I've signed up to run a total of five events, so I'm planning on a busy weekend (not to mention a LOT of prep work the week before). What I'm running includes:
- 5AK (two sessions; different adventures)
- Cry Dark Future (demo)
- KWN (a demo of my space opera supplement for Dave Bezio's X-Plorers)
- B/X D&D (a mid-level dungeon crawl for my Saturday evening "cool down")
There really isn't much on the event schedule that I'm terribly interested in playing at the moment, so I'm hopeful that at least a few people will show up for the games. However, I see that my B/X time-slot is in direct competition with someone running Labyrinth Lord...if no one shows up to my table, maybe I can get into his.
Anyhoo, should be fun. I'm looking forward to it. Hell, I'm even renting a car for the event.
; )
Sunday, July 28, 2013
Top 10 Troll Questions - 5AK
It's been a long day.
But a good one. I mean, we made it back to Seattle safe and sound and found our house hadn't burned down and the beagles hadn't run away and because of a small bout of food poisoning my wife gets to put off flying to South America for at least one more day.
[even sick time with the family is better than no time]
We got up at 6ish after being awake and active till close to three so that we could make the early ferry ride back to Seattle. All went as planned and I managed to keep my eyes open the entire drive (the rest of the fam were crashed out in the back seat) which is, of course, a good thing.
However, even with a siesta this afternoon it's been a looong day. And, yes, I realize no one really wants to hear about that.
We're on a countdown now till the release of 5AK, my only (current) entry into that category of games called D&D Mine or (more prosaically) Fantasy Heartbreakers. That's right: it's really difficult to consider 5AK something much more than a "fantasy heartbreaker," though it bears fairly little resemblance to 1st edition AD&D (the mark of many FHBs)...it's still just another fantasy adventure game with a "team-up and step-up" mentality that does NOT bear the "D&D" stamp of name recognition and so is destined to for second-class (or third-class) status.
Which is fine. The train has left the station, so to speak (or rather, the car is rolling down the hill with the keys locked in the ignition) and there's really no stopping it. I've got a bunch of dice manufactured for the thing, filling bags in my office. The manuscripts are at the printer for their first print run and I will be charged for it, using the money made in my earlier publishing ventures (no "kickstarter" for me!). And...well, that's it. The rewrites are done...I can't change what will be coming out of the print shop at this point. The first printing is going to be as good (or as bad) as it will be and it's pretty much out of my hands.
All I can do now is hock my wares.
To this end, I've decided to dedicate the next few days (and next few blog entries) to talking about 5AK, using topics of conversation I might normally take but solely applying them to the subject of my own game. This will, of course, irritate some of my good readers who could care less about a new fantasy heartbreaker and who want more D&D style subject matter (and who are already tired of my random digressions on all things that pull my attention). So be it. One thing I did NOT do a whole helluva' lot of with my 2nd book (The Complete B/X Adventurer) that I did with my first book (the B/X Companion) was talk about it much, or blog about it much, or mention it in other peoples' blogs or on various forums or whatnot. And you know what? It didn't sell half as well (even counting "print only;" the B/X Companion has sold far more electronic copies than it ever sold in print). Even though there's stuff in TCBXA that is useful to most folks B/X or LL campaigns (unlike the B/X Companion which is mostly only useful to high level campaigns).
So, yeah, I think I'll have to talk it up a bit (or talk about it anyway). I'll try to do a post a day until it comes out, but...well, we'll see what time allows of me.
To start off, we'll try a softball post: Random Wizard threw up a ten question poll on his blog that a bunch of people have been using as fodder for their own blogs, and I'm going to do the same (I did say, "softball," right?)...except that I'm going to apply all the questions to 5AK. This should be at least a little fun, because RW tried to take the most contentious topics for his list of questions. Perhaps it will pique the interest of folks who are curious. Here goes:
1) Race (Elf, Dward, Halfling) as a class? Yes or no? There are no "races" in 5AK, only classifications of adventurers, and there are no "demi-humans" in the default setting, solely in an appendix of optional rules. If the optional rules are used, each is a subclass of a main adventurer class.
2) Do demi-humans have souls? All sentient beings in 5AK have souls, including jinni. Demons, as fallen angels, technically are souls.
3) Ascending or descending armor class? There is no "AC" stat in 5AK, ascending or descending. A character's class of armor (light, heavy, or none) makes it tougher for an opponent to inflict damage (i.e. "to hit" or make a successful attack) but combat is based on the original CHAINMAIL rules, not the alternative combat tables first seen in Book 1 of OD&D.
4) Demi-human level limits? If the optional rules are used, the demi-human subclasses are limited in the maximum level they can achieve.
5) Should thief be a class? Thief is a major class; it has two subclasses.
6) Do characters get non-weapon skills? Thieves (and thief subclasses) have non-weapon, "thief skills." New characters start the game with random advantages that can sometimes resemble (or are, i fact) "skills."
7) Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)? This is an apples-oranges question. Magic-users use magic. Fighters fight. If you want to do something magical, call on a magician; if you want to kill something, call on a fighter. They have different arenas of specialty in 5AK with very little over-lap. A mage can swing a sword or axe (and if they want to attack/kill something, that's the best way to do so)...but a hero is a lot better at it.
8) Do you use alignment language? No.
9) XP for gold, or XP for objectives (thieves disarming traps, etc.)? Define "objectives." There are some XP bonuses in 5AK (usually for one-time experiences), including "milestones," that might be an objective of play, but no one gets XP solely for disarming a trap. XP is awarded for gold and monsters, but the amount of XP awarded diminishes as PCs gain experience (i.e. "go up in level").
10) Which is the best edition: ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next? Well, I'd like to think 5AK is pretty good. Many early editions have their own special charm to them. To answer "which is the best" I need to know "the best what?" Different editions are better (or worse) depending on what you're looking for.
Bonus Question: unified XP level tables or individual XP level tables for each class? There are three distinct XP level tables in 5AK, though thieves and clerics share the same one.
All right...well, that was fun. Tomorrow, I hope to do something a little less softball, and a little more weighty. But right now, it's time to hit the hay. Later!
; )
But a good one. I mean, we made it back to Seattle safe and sound and found our house hadn't burned down and the beagles hadn't run away and because of a small bout of food poisoning my wife gets to put off flying to South America for at least one more day.
[even sick time with the family is better than no time]
We got up at 6ish after being awake and active till close to three so that we could make the early ferry ride back to Seattle. All went as planned and I managed to keep my eyes open the entire drive (the rest of the fam were crashed out in the back seat) which is, of course, a good thing.
However, even with a siesta this afternoon it's been a looong day. And, yes, I realize no one really wants to hear about that.
We're on a countdown now till the release of 5AK, my only (current) entry into that category of games called D&D Mine or (more prosaically) Fantasy Heartbreakers. That's right: it's really difficult to consider 5AK something much more than a "fantasy heartbreaker," though it bears fairly little resemblance to 1st edition AD&D (the mark of many FHBs)...it's still just another fantasy adventure game with a "team-up and step-up" mentality that does NOT bear the "D&D" stamp of name recognition and so is destined to for second-class (or third-class) status.
Which is fine. The train has left the station, so to speak (or rather, the car is rolling down the hill with the keys locked in the ignition) and there's really no stopping it. I've got a bunch of dice manufactured for the thing, filling bags in my office. The manuscripts are at the printer for their first print run and I will be charged for it, using the money made in my earlier publishing ventures (no "kickstarter" for me!). And...well, that's it. The rewrites are done...I can't change what will be coming out of the print shop at this point. The first printing is going to be as good (or as bad) as it will be and it's pretty much out of my hands.
All I can do now is hock my wares.
To this end, I've decided to dedicate the next few days (and next few blog entries) to talking about 5AK, using topics of conversation I might normally take but solely applying them to the subject of my own game. This will, of course, irritate some of my good readers who could care less about a new fantasy heartbreaker and who want more D&D style subject matter (and who are already tired of my random digressions on all things that pull my attention). So be it. One thing I did NOT do a whole helluva' lot of with my 2nd book (The Complete B/X Adventurer) that I did with my first book (the B/X Companion) was talk about it much, or blog about it much, or mention it in other peoples' blogs or on various forums or whatnot. And you know what? It didn't sell half as well (even counting "print only;" the B/X Companion has sold far more electronic copies than it ever sold in print). Even though there's stuff in TCBXA that is useful to most folks B/X or LL campaigns (unlike the B/X Companion which is mostly only useful to high level campaigns).
So, yeah, I think I'll have to talk it up a bit (or talk about it anyway). I'll try to do a post a day until it comes out, but...well, we'll see what time allows of me.
To start off, we'll try a softball post: Random Wizard threw up a ten question poll on his blog that a bunch of people have been using as fodder for their own blogs, and I'm going to do the same (I did say, "softball," right?)...except that I'm going to apply all the questions to 5AK. This should be at least a little fun, because RW tried to take the most contentious topics for his list of questions. Perhaps it will pique the interest of folks who are curious. Here goes:
1) Race (Elf, Dward, Halfling) as a class? Yes or no? There are no "races" in 5AK, only classifications of adventurers, and there are no "demi-humans" in the default setting, solely in an appendix of optional rules. If the optional rules are used, each is a subclass of a main adventurer class.
2) Do demi-humans have souls? All sentient beings in 5AK have souls, including jinni. Demons, as fallen angels, technically are souls.
3) Ascending or descending armor class? There is no "AC" stat in 5AK, ascending or descending. A character's class of armor (light, heavy, or none) makes it tougher for an opponent to inflict damage (i.e. "to hit" or make a successful attack) but combat is based on the original CHAINMAIL rules, not the alternative combat tables first seen in Book 1 of OD&D.
4) Demi-human level limits? If the optional rules are used, the demi-human subclasses are limited in the maximum level they can achieve.
5) Should thief be a class? Thief is a major class; it has two subclasses.
6) Do characters get non-weapon skills? Thieves (and thief subclasses) have non-weapon, "thief skills." New characters start the game with random advantages that can sometimes resemble (or are, i fact) "skills."
7) Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)? This is an apples-oranges question. Magic-users use magic. Fighters fight. If you want to do something magical, call on a magician; if you want to kill something, call on a fighter. They have different arenas of specialty in 5AK with very little over-lap. A mage can swing a sword or axe (and if they want to attack/kill something, that's the best way to do so)...but a hero is a lot better at it.
8) Do you use alignment language? No.
9) XP for gold, or XP for objectives (thieves disarming traps, etc.)? Define "objectives." There are some XP bonuses in 5AK (usually for one-time experiences), including "milestones," that might be an objective of play, but no one gets XP solely for disarming a trap. XP is awarded for gold and monsters, but the amount of XP awarded diminishes as PCs gain experience (i.e. "go up in level").
10) Which is the best edition: ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next? Well, I'd like to think 5AK is pretty good. Many early editions have their own special charm to them. To answer "which is the best" I need to know "the best what?" Different editions are better (or worse) depending on what you're looking for.
Bonus Question: unified XP level tables or individual XP level tables for each class? There are three distinct XP level tables in 5AK, though thieves and clerics share the same one.
All right...well, that was fun. Tomorrow, I hope to do something a little less softball, and a little more weighty. But right now, it's time to hit the hay. Later!
; )
Saturday, July 27, 2013
Countdown to 5AK - Ten Days Till Release
Give or take.
[somewhere in the San Juans....Orcas Island to be specific...]
The magic of the internet is truly a wonderful thing when it comes to "getting work done." I can email manuscripts to proof-readers I've never met, get the documents back, and (after making changes) get the finished volumes of to the printer electronically. If I was so inclined, I could simply have the printed books shipped to my home and never see anyone but the postmaster...but I'm too much of a control freak to be that hands off.
It was back in February 2012 that I first suggested people stop wasting their brain power absorbing new rule systems being published as part of WotC's business model and simply write their own version of D&D, an idea I referred to as "D&D Mine" (in direct opposition to "D&D Next"). My idea at the time was to do a small, free supplement for OD&D, not unlike Planet Eris, that would simply combine a bunch of my house rules along with (perhaps) a simple setting fit for the D&D game.
Somewhere along the line in the last year and a half, that idea morphed into something waaaay different. Deconstructing the original game led me to building the thing from the foundation up. The "simple setting" became a deep research project into the 8th century middle eastern history and culture. The small, free supplement became a three volume fantasy adventure game with its own set of custom dice. I didn't start this project with any particular ambition, but sometimes stuff just snowballs, ya' know?
Yesterday, I sent the final manuscripts off to the printer. I'm hopeful that the print run will be complete by the 5th (in time for Dragonflight) and that there won't be any issues. Barring potential problems and set-backs. 5AK should be ready for release to the public within ten days or so. The price point hasn't yet been determined, because I don't know what the final cost per copy is going to be (the price per 3-book set has gone up $3 in printing costs just between my May quote and now, but I'm hoping they'll swing me a break and allow me to "pass on the savings to my customers"). My plan is to also make the books available as PDFs for a substantially lower cost, and that will probably (hopefully) happen by mid-August.
Anyway. Just wanted to give people a heads up. Now I've got to wander down to the ocean and see if I can find my family. Expect more updates in the near future.
Monday, July 22, 2013
Addendum to “On Role-Playing”
In the air,
somewhere over the country of Mexico…
There are
several problems with writing a 30+ page essay and posting it as a series of
installments on a blog. As I wait for my second drinkie (damn, I hate this
Beefeater gin), allow me to enumerate them:
1) If you’re not a trained writer (for
example, myself) you run the risk of completely derailing yourself. I don’t
do outlines, I’m not terribly disciplined, I forget what the hell I was talking
about…and by the time you reach the end of the damn thing you may have wandered
into territory you never wanted to explore in the first place. THAT is just
part of the pitfalls of being a hack…though
I’m pretty sure most of my regular readers are familiar with this part of my
“writing style” and allow for it to a certain degree.
2) Any subject you can write 30 pages about is
probably a subject that you could write 300 pages about. The fact of the
matter is, if I was doing real doctoral research on the history and evolution
of gaming (and wanted to be a real credit to the subject) I’d need to do a
shit-ton more research: polling people, reading articles and past interviews,
doing careful in-depth analysis of entire scopes of work, including secondary
sources like adventure modules and supplementary books. I wasn’t setting out to
do a thesis paper on the subject, and my “research methods” are nefarious, if
not downright suspect: I limited myself only to the main text of the rulebooks
(with the question of “what would a new player, just picking up the books,
find?”), which provides an extremely limited context for a subject worthy of
deeper exploration.
3) I’m a blogger, not a writer. There may
be some blogs that are done by real journalists or technical experts, or that
have a battery of “staff” writers, but this isn’t one of those types of blogs.
It’s just one dude, venting his spleen more often than not. I definitely fall
closer to the “pseudo-intellectual” than the “anti-intellectual” but it’s hard
to call what I do true “academic discourse.”
4) Blog readers have short attention spans. You can’t post a 30 page essay. I mean, you can, but the internet is not the
greatest medium for reading anything, let alone huge-ass, meandering diatribes.
You’ve got to break it up into digestible pieces, even when the whole thing was
written (and meant to be read) as a whole…otherwise, folks tend to move on to
the next blog (and much as I say I’m
writing this thing for myself, I’m not so dishonest to say I don’t appreciate
an audience for my rambling ego). However, this leads to the next problem:
5) I can’t just fisticuff with every single
commentator, because (usually) they are only responding to a portion of the
entire picture.
Now, that
doesn’t mean the “entire picture” as a whole is sound…see points #1
through #3 above. However, it just
leads to a number of separate sidebar conversations in which I end up saying
things that seem to (or actually do) contradict the things that show up in the
blog as the installments post in their scheduled order. Which is confusing to
some people and frustrating to myself.
So I took
some time off from the blog. That is to say, once I got to Mexico I continued
to follow what people were saying (about me and the essay) but I just stopped
responding to the comments. I was pretty busy anyway (family, fun, vacation,
etc.) and my internet connection was spotty most of the time as it was, but
honestly I wasn’t ready (mentally or emotionally) to get involved in arguments
over something that I’d finished writing (and kind of put out of my mind) about
a week before.
But right
now I’m in the air and a trick of Fate has put me in a 1st class
seat while my wife and child are napping behind me and, okay, let’s get down to
it.
Folks, you don’t have to agree with me.
That’s the only hard and fast rule.
Yes, it’s
true that I have a lot of negative things to say about the latter editions of
D&D (about 1983 onward). I am a seething cauldron of emotions when it comes
to these editions and it bubbles over at times. It causes me to say all sorts
of ugly, mean, spiteful things. To be downright disrespectful. Damn it, I’m entitled to my opinion, people…just
like you!
One thing
about me, I have strong opinions. And I have an opinion about what role-playing
– the ACT of role-playing – is. It’s
about putting yourself in the shoes of your character…imagining you are that character for the span of a
game session.
That means
having an emotional investment, not
detachment (viewing your character as a pawn or playing piece). YES, you can view your character with
detachment…as a chess piece to move about a board, or as an actor to be
directed in this imaginary film/story you’re putting together. But that’s not
what I call role-playing.
Maybe YOU
call it role-playing. Hell, maybe you don’t care if it’s role-playing or not
(or if you’re doing it or not) because you just like to play the game and it’s
totally fun and intellectually stimulating and a hoot to have a couple beers
and tea-bag the party thief when he’s unconscious because he was being an ass
anyway.
That’s cool
folks…who am I to say you’re not “doing it right?” It’s a game. You play it.
You enjoy playing. Bully for you…keep up the support of the hobby.
But let’s
not be short-sighted. Let’s, just for the moment, consider whether or not there
is a value to keeping this hobby,
this thing (whatever it is), alive
and well. I know, I know…that’s a whole ‘nother 20 post series on “what is the
value of role-playing games” that I really don’t have time to write. But let’s
just BRIEFLY ask ourselves…is it worth keeping alive? Because it seems to me
that the hobby is on life-support. You can have a ton of new people buy books
and play a couple games because they’re interested in this “Dungeons & Dragons
thang” they’ve heard so much about, but if they get bored and don’t stick
around, you’re not growing the hobby…hell, you’re not even sustaining the hobby.
Now, some
hard-minded folks really, truly don’t
give a fuck. I understand that. Some of them are folks who realize, “hey,
we’re not curing cancer here” and place little value on the hobby as anything
besides passing (if intellectually stimulating) entertainment. On the other
hand, some of these hard0minded folks DO give value to the hobby, but only for
themselves…the “let those with ears hear and those with eyes see” folks content
to let the chips fall where they may. So long as THEY can play who cares what
happens after their lifetime?
Me, I don’t
fall into either of those camps. For me, I do
find value in the game and not just “value for myself” but value for others…I
think it’s valuable that it exists at all. Just another opinion, people, you
don’t have to agree. And being of value I look to see what is special about the
game…what does it have that will promote itself and keep it alive that will
allow it to compete with other forms of interactive entertainment vying for the
attention of people in this world and generations to come.
Grok me? For me, the first and foremost
answer I come up with is “the facility of the act of role-playing” (see
above). I’ve said this before in
other posts. That’s the deal. And so I get a little worked up when I see the
designers of “the world’s favorite fantasy role-playing game” leave out
instructions on what role-playing is, or how one does it.
Because…okay,
look. I know and understand that there are people who really, really enjoy a
tabletop RPG with more “crunch.” There are plenty of people who prefer 3rd
(or later) editions specifically because they have extra rules, extra character
customization, extra tactical stimulation. Just like in the “old days” when I
was a kid, you’d master the “basic rules” and then look to expand on them: and
we incorporated all those old supplements and Dragon magazine articles into our
games at one time or another, as much for the novelty as for “rounding out” the
system and fantasy world. Why not simply start with a game that has those
“extras” already built-in?
I understand that there are some players
(identified at times – by themselves and others – as “hardcore”) for whom the
older games, especially B/X, are too simple for their tastes. There are lots of
players who started with “beginner versions” of D&D (keep in mind that this
whole conversation is solely regarding D&D being the most well-known
gateway drug to RPGs)…who started
with “beginner versions” but moved onto more complex systems precisely because
they wanted complexity. People who found flavor and inspiration and FUN in
things like kits and non-weapon proficiencies, in skills and feats, in “daily
use powers” and “healing surges.” And who, because of their grounding in the
basics of the game (or because of the mentoring of more experienced gamers)
have no problems incorporating the act of role-playing into their play.
Likewise, there are some people who DON’T understand or care to involve themselves
in the kind of “investment” or “role-playing” that I’m talking about, and yet
they still enjoy themselves and are committed to keeping the hobby alive
through their support.
I understand
that. I get that. And if you’re
having fun, that’s all Cool and the Gang.
But what about enticing new players? What about KEEPING players whose only
exposure has been to 4th edition and who find that it’s just easier
to start an on-line MMORPG account with a couple buddies then bother to read
and master hundreds of pages of rules? What about expanding the hobby outside ourselves (the older, dying breed), and
our immediate children (who probably want to distance themselves somewhat from
their parents), and the handful of weird, brainy throwback types who can pick up
a copy of Pathfinder, with no other background or training in gaming, and
digest the whole thing and develop a
passion for the game?
Yes, there
are other more pressing issues in the world. I had the chance to watch Burt
Wonderstone (the most recent Steve Carrell/Jim Carey flick) on the
plane, and there’s a part in it where a magician character has chosen to “help
the poor” in developing countries by giving
the starving children magic kits. “I’m bringing them magic,” he says,
completely obtuse. “Don’t you think they’d prefer food and clean water?” asks a
reporter. “But I’m a magician!” is the reply. Sometimes when I’m blogging about
role-playing (or ranting/raving), I bear more than a passing resemblance to
this particular character. Who the hell cares if I’m bringing the “good news of
role-playing” to the masses (if I’m even doing that), when there are more
important problems I could be putting my mind to solving?
Again, it
comes back to whether or not you think this kind of gaming has any value aside
from entertainment. I do. I think it has more value than, say, your average first person shooter video game. But
again, that’s just my opinion…I’m not trying to write a logical proof or
argument here. And some might call me biased or accuse me of promoting the game
simply because I’ve engaged myself (in a small fashion) in the business of
publishing RPG books. To which I’d
reply: if I thought other games were more valuable (to people), I’d be
engaging in those instead. Or bothering to learn more about them. Or at least
playing them. That doesn’t mean the value of an RPG is more important than,
say, bringing medicine or food or peace to people in need…but then I already
have a day job that has a strong “human interest” element so I don’t feel too
guilty about what I do with this blog and my writing and my entertainment
dollar.
And for me,
that “act of role-playing” thang is a valuable thing to preach about…and
something of which to be critical when examining these games. And something to
be thoughtful about (as in “to think about”) when considering the different ways
people approach the hobby.
Now, this
doesn’t address the concerns of Alexis
who rightly points out that some people use the excuse of “playing in
character” to be inexcusable assholes.
That’s because that wasn’t one of the
points or concerns of the essay. To me, I suppose I can say there is an
“acceptable level of assholism” that can be incorporated in the game (I’ve
discussed this before in other posts), but the threshold of what is acceptable
varies from table to table and is part of the social contract that needs to be
worked out in every gaming group. Where there are problems, it is because the
group was not explicit enough in delineating the “lines that shall not be
crossed” (or when one player stubbornly refuses to respect those lines and then
deservedly needs to be kicked to the curb). But as with the act of role-playing
itself, I feel that this is another form of instruction that would do well to
be IN THE MANUAL ITSELF. Because it is not, people are left to work this shit
out for themselves, often leading to abuse and hurt feelings in the
“trial-and-error” process. You can put the responsibility on the players to be
mature enough to deal with this…but if we’re talking kids (ages 10 and up, remember?)
or hormonal teenagers, that can be a tall order.
And the
alternative (which I think Alexis supports) of divorcing the act of
role-playing from game play (or, at least, the act of imagining yourself
someone other than yourself, or playing a different personality, or having the
opportunity to do so) is, I think, a poor substitute. But then, he and I seem
to disagree on the subject in general…at least the part where I think the act
of role-playing should be a priority
of instruction and design. Not because role-playing has some measurable quality
(Lord knows, there is terrible and banal role-playing, even after leaving the
assholes out of it), but because the potential of the act IS the value of the game itself. The true value to which all other
values are secondary.
Of course
there ARE other values to a game like D&D; I’m not disputing that. It
stretches the mind and the imagination (two different things in my opinion). It
encourages camaraderie and teamwork (depending on the challenges presented).
It’s fun to play and an amusing diversion.
I just don’t
think those are the main values of the game; I think those are things you can
get elsewhere. The “fantasy role-playing” thing? That’s different. It’s neither
constrained by the limits of reality (such as in LARPing) or the limits of the
context (such as in the bedroom).
Anyway, I
think that’s about all I want to say on the subject at this time. As I stated
in the beginning of this whole long-winded deal-i-o: you’re welcome to
disagree.
[posted after a safe landing in SeaTac and a good night’s rest…thanks
for reading, folks!]
Thursday, July 18, 2013
On Role-Playing (Part 11 of 11)
D&D (and other “true”
role-playing games) allows you to do this same kind of play: pretending to be
someone that you’re not in an imaginary game environment. You can pretend to be
your favorite Lord of the Rings
character (Viggo Mortensen or Orlando Bloom, I suppose), fighting orcs and “evil
minions” and whatnot. But in general, RPGs are BETTER than the type of
pretending you did as a kid because you’re usually not pretending to be someone
else’s imaginary character, but instead your very own imaginary character.
Sure there are RPGs modeled on specific IP (like Serenity or ElfQuest)
that might provide you with the means to play one of your fictional favorites,
but usually you’re creating your own character…and one often modeled on
yourself (or little-used facets and/or aspects of your personality) giving you
the opportunity to experience things (in your imagination) that you normally
never would…or ever would want to!
For example, many
long-time players of D&D have had the pleasure of playing an evil character
(or, if they haven’t, have at least been tempted to do so). Now, my gut
instinct is that MOST of the people that play D&D are not “evil” people, at
least in the way the alignment is defined in the game (of course, most of us
probably haven’t killed folks for gold in real life, either)…but it can be fun
to explore one’s “dark side” in a safe (i.e. IMAGINARY) environment. We all have a dark side to our personality…it’s
our decisions of whether we (in real life) choose to do good or evil that
defines what kind of human beings we are. However, exploring one’s dark side in
real life leads to real life suffering (for both ourselves and for others),
whereas exploring it in a game can “scratch that itch” that might otherwise
lead us down a bad path.
[and hell, it’s just fun sometimes to pretend you’re a “bad guy;” look
at all the actors that have won Oscars
for portraying terrible human beings because they were able to really “dig into
the character” and “let themselves go.” Plus, in 21st century fiction being a “bad guy” is
often synonymous with being a “badass”
and who doesn’t like to pretend to be THAT on occasion?]
Some individuals enjoy playing devout followers of a fantasy religion, even when their real life attitudes towards spiritual institutions range from ambivalence to complete disapproval. Some folks who live their own lives meekly find thrills in leading the charge in the fantasy world, boldly being the first into action. I've known large folks who enjoyed playing small and stealthy types, and pragmatic business types who wanted to play champion-the-weak-give-all-to-charity paladin characters. It's all "make-believe" but it's a game that can be experienced by adults as well as children...provided they are given the space to do that. And maybe a little direction.
Getting together with
like-minded individuals who are willing to “let their hair down” and role-play
can be a fantastic experience. For many people, it requires a certain degree of
trust (because the concept of pretending as an adult can make them feel silly
or self-conscious), and those who can allow themselves the vulnerability of
that kind of play open themselves up to an intimacy with their friends and
gaming companions that we find hard to match in other aspects of our life.
Which is a GOOD thing by the way: we should recognize that we are all humans
carrying around the same mental hang-ups (and same secret desires to be James
Bond or Captain Kirk or Boba Fett or whoever). Putting it on display not only
allows us the freedom to explore our own imagination, but tells others, hey,
you’re not alone in this. That may be a "duh, no shit" statement for a lot of readers but it's worth stating.
Now, I started this whole
series because I posted my experience playing D&D Next and said it wasn’t
what I’d call a “role-playing game” (meaning that it didn’t seem designed to
facilitate the ACT of role-playing) and people took umbrage with that. Some folks pointed out that D&D had
never encouraged people to “role-play” and I took umbrage with that; after all, most of my best and
most intimate role-playing experiences have come while playing Dungeons & Dragons, and I feel I
learned how the act of role-playing was accomplished through my
playing of D&D over the decades (and learned it well enough to transfer that knowledge to other
table-top role-playing games).
But it seems that MY experience is different from that of other folks…so much so that
we sometimes seem to be talking a completely different language from each
other. This essay, long and meandering though it is, is my attempt to
explain my “role-playing language”
while simultaneously examining the possible origin of others (and thereby
understand their “role-playing
language”)...in an admittedly brief and superficial manner. My hope is that this can be used as a basis for on-going discussion
on the subject…for getting folks on the same page. Or (if not that) at least
getting people to grok where I’m coming from.
AND…having said all THAT, I know there are still some people
who are going to disagree with me and think all this is just a bunch of
pretentious gibberish and that I’m a bigger half-wit than any designer I’ve
managed to libel in this particular series. And I promise you, I am totally
okay with that. As with most of the things on this blog, I’ve written this
series at least as much for myself as for those reading it…it’s helped me codify my
thoughts in what is (for me anyway) a focused thought pattern. Just writing this all down has been (for myself) helpful.
On that note, I’m bringing
this thing to a close (finally…jeez, if I’d been this interested in writing in
college I’d probably have a doctorate instead of just a B.A.). Holy crap…it's over 30 pages long! Anyone who’s managed to stomach their way through
this whole thing...poor grammar and stream-o-consciousness that it is…I totally
give you props for your fortitude!
Now…since I'm in the process of doing edits anyway, should I go back and rewrite 5AK to specifically address
role-playing (what it is and how to do it?)? Ugh. That’s a question I'm going to have
to think about for a bit…
; )
Wednesday, July 17, 2013
On Role-Playing (Part 10 of 11)
Cook writes, “rules become
less important in this style.” For God’s sake, why? Because you’re not fighting
all the time and 80% of the rules are geared to combat? Okay…but what about
other rules: like spells and skills and alignment and race?
Cook writes, “since combat
isn’t important, game mechanics take a back seat to character development.” What the f? Character development is
part of the game mechanics (and a big
part of 3rd edition). UNLESS what he means is PERSONALITY
development, which is a different thing…and again, personality can be developed
just fine in active, adventuring-type adventures, too, due to the choices a
player makes.
Cook writes, “skills take
precedence over combat bonuses.” Did you just frigging write that “rules become
less important” and “game mechanics take a back seat?” Then why O why, if this
is true would SKILLS, perhaps the stupidest part of this stupid edition
suddenly rise to prominence…especially if “whole gaming sessions pass without
making a single die roll?” Because everyone’s taking 10 and taking 20? That’s a
pretty important game mechanic if you’re not rolling dice. Of course, using a
skill is NOT role-playing anyway. Why am I bothering to write a rebuttal to
this half-wit?
Cook writes, “feel free to
change rules to fit the player’s roleplaying needs.” If the rules don’t matter,
why bother changing them? If we’re going to be involved in a game, rather than
sitting around writing communal fiction, then don’t we need rules? Or is Cook
trying to throw a patent on the idea that ANY type of “communal storytelling,”
regardless of rules/mechanics is the same thing as “playing Dungeons & Dragons?” ‘Cause that’s
just stupid-stupid shit.
Yes, I’m going to change
the rules to meet my player’s needs (note his use of the singular possessive…is
each player supposed to have their own needs met even though they each operate
under different standards?). Tammy can cast ANY spell in the book, at any time
because she’s a “powerful wizard.” Joey can use any feat in the game because
he’s “the greatest hero that ever lived.” But it doesn’t matter much because
I’m “streamlining” combat: roll D6 and if your roll equals or exceeds the DM’s
then you win the encounter. You can add your level to the roll. Every three
game sessions you go up in level…now we can focus on role-playing our
“political negotiation” adventure and develop our personalities without
worrying about gaining XP through the combat.
Are we still playing
“D&D” at that point? Is it only D&D because my “elfin thief” has
pointy-ears?
It doesn’t matter, really.
It’s fairly obvious that “role-playing” isn’t a big part of 3E. Other than this
section, there are only two places where role-playing is addressed (or, really,
that the term “role-playing” is used). The first is a section called
“role-playing monsters” which gives advice on how a PC with using a
non-standard species for a character might adjust the creature’s normal
“monstrous tendencies” to better fit with a heroic adventuring party (it’s a
short section). The second section (which is even shorter) is regarding the
awarding of XP bonuses for “good role-playing.” The award works out to be about
the same as that given in the Rules Cyclopedia (1/20 of the amount needed to
reach the next level), but the guidelines are arbitrary and the examples poor:
players can expect a reward for saying something funny that makes the other
players laugh? I don’t know, it’s just…
Well, I know what it is:
it seems like they could have done a better job writing and articulating what
role-playing is and how it works, but the fact is that it was not a priority of game design in the third edition. And you know what? That’s just par for the course. This essay was NOT written to bash
WotC and smear its designers (I have other blog posts that already do that)…my ranting
rage is just another digression. THE POINT OF THIS SERIES is to explore the
following:
- What role-playing IS (much more than what it isn’t), and
- How Dungeons & Dragons, through its various incarnations, has specifically informed us on the subject of role-playing.
Because it would seem I’ve
read something about this D&D thang
being some kind of “role-playing game,” and yet there appears to be a real
disconnect between players as to what exactly that means.
And after writing this
over the course of the week, I think I’m starting to figure out why that
disconnect exists: a combination of several reasons.
1) Different editions of D&D place different emphasis
on role-playing as an aspect of the game. D&D as originally conceived was a wargame, not an RPG. Over time,
the role-playing aspect (taking on your character’s persona in-play) received
more emphasis, before being backed off in 3rd Edition (not
necessarily on purpose but due to other aspects of play being emphasized and
prioritized), to being removed almost completely in 4th and 5th
edition. You can visualize it like a bell-curve.
[by the way, people: do NOT bother telling me that you CAN role-play
with 4th and 5th edition…I can “role-play” with Monopoly,
too, and it doesn’t make it an f’ing role-playing game]
2) Regardless of its relative emphasis, D&D has never
prioritized the articulation of role-playing. I really don’t think this can be debated. Through the years the focus
of all editions have been on the exploration of dungeons and this has been the
prime emphasis of the rules. Despite calling itself a “roleplaying game”
D&D has never spent much word count on the subject, preferring to focus on
dungeon design, monsters, spells, treasures, combat rules, etc. Role-playing
was initially incidental, and its
never been wholly focused on – as a priority and feature of play – in any iteration.
3) Players (including DMs) are as guilty of assumption
with regard to role-playing as the game designers. Everyone seems to “know” what role-playing is…until
they start actually talking about it. It’s like the dirty secret within the
role-playing community that role-players don’t really want to talk about.
Do you know what I mean by
that? It’s like there are some people who have trouble confessing their play
(and enjoyment) or role-playing games to non-gamers, but even amongst gamers
themselves, there seems to be a stigma attached to admitting they
“role-play”…even to other players of role-playing games! That’s just like self-hate
or something. It’s like you’ll be judged as one of “those” types of gamers if
you admit that you like to (God forbid!) PRETEND to be your character at the
table. Pretty soon you’ll be wearing a fucking cape or something!
Jesus, what a
dysfunctional bunch of people we are. And I’m talking about humans, not gamers.
Role-playing is the act of
playing pretend, but it’s “pretend all the way.” Like when you’re kids playing
at recess and you say, “I’m Luke Skywalker, you’re Han Solo.” Or “I’m Batman,
you’re Superman.” Or even, “I’m
Joe Montana, you’re Jerry Rice.” It’s understood (when you’re a kid) that you
are NOT really these individuals, you are simply pretending to be them for the
moment. You pretend you’re fighting Galactus, or shooting Stormtroopers, or
throwing TD passes in the Super Bowl. You know you’re really NOT that
person…it’s just pretend…but while
you’re pretending, you’re not thinking like little Jimmy, you’re trying to
think like “your guy.” The kid playing Han Solo doesn’t say “Okay I’m pulling
out my lightsaber and using the Force,”
because that’s not what Han Solo does…get it?
We did this kind of thing
a lot as kids: I can remember playing Star Raider (an old Atari video game) with my buddy and pretending we were actual Galactic
Heroes. We even had names: “Starhawk” or “Blackstar” or something (I don’t
remember) and his sidekick “Asteroid Jack.” Now Star Raider was not an RPG in
any sense of the term…it was space-ship shooter with a POV of being in the
cockpit and was, in fact, a one-player
game. But there was two of us playing, so one would be responsible for
“navigation” (checking coordinates on a separate screen and watching the radar
for approaching enemies) while the other guy was the main “pilot” (in charge of
actual flying and shooting). It wasn’t weird…it was just pretending.
[to be continued]
[to be continued]
Tuesday, July 16, 2013
On Role-Playing (Part 9 of 11)
DND3. My
first real stint into “non-role-playing role-playing.”
Yeah, I think that’s how
I’d honestly describe it. I played a lot of 3rd edition early on
(for the first couple-four years or so…heck, maybe five) and I made a lot of
interesting characters, but I can’t for the life of me remember doing much role-playing
at all. Isn’t that silly?
Part of it, I chalk up to
the sheer mechanics of the game: most of the time I was thinking of how to best
use my skills and feats and five-foot steps for maximum effect. My characters
had a lot of interesting “builds.” I killed a lot of faceless monsters, of whom
I remember…um. Not a single one. Wow. That’s amazing. I know I played at least
two PCs (in two different campaigns) from 1st level up to 8th
or 10th and I don’t remember a single encounter off the top of my
head. My buddy ran me solo through WotC’s “Forge of Fury” adventure (with a
couple NPC buddies), and I think I
made it all the way to the end…but maybe the campaign crapped out before that
(I believe a dragon is supposed to be the final encounter in the adventure, and
I sure don’t remember fighting one)…I know Forge
was a very looong adventure.
Yeah, the characters are
much more memorable than the encounters, and the game was pretty much all about
encounters. I had pretty solid concepts of what my characters were (how they
looked, their skill sets, etc.) but only the bare minimums of “personality,”
and this was never developed in the course of play. At least not to my
recollection…maybe I’m blocking the memories?
If you think I’m writing
this just to throw stones at WotC or 3rd Edition or Pathfinder (which, mechanically, is
pretty much the same thing)…well, you’re wrong. I’m doing an analysis of
role-playing here, and I’m attempting to be as honest and “neutral” as
possible.
[as a side note, I never did talk much about 2nd Edition AD&D because I don’t own the books for
reference…however, much as I loathe
2nd Edition, I will say that I had some very rich role-playing experiences with that edition of the game.
See, I’m being nice here! It’s not all “crap-on-anything-not-B/X”]
So that was my experience.
From the perspective of role-playing (as in, “this is a role-playing game so
you should be able to engage in the act of role-playing”) DND3 was a total dud.
But maybe I just wasn’t
“doing it right,” i.e. maybe I just wasn’t role-playing within the parameters
D20 Dungeons & Dragons sets for itself.
Just what, exactly, does the 3rd edition PHB say about role-playing
your character?
Not a single, blessed
thing.
The only place I even see
the term “roleplaying” (no hypen) is on the back cover which says:
Here is the indispensable manual of fantasy
roleplaying.
And that’s it. I’m reading the introduction even and absolutely nothing. For an
“indispensable manual” on the subject, the book doesn’t even bother to define
role-playing or a role-playing game. It tells you how to make a character, and
it provides you with a lot of rules for playing the game…but apparently
role-playing isn’t part of this game. Or if it is, then there’s an assumption
on the part of the designers that people just know what to do and how to do it
or that it will come naturally or…well, or really I don’t know what they were
thinking. Maybe they weren’t thinking.
Or maybe they just wanted
to get back to the game’s real roots as a small-scale, skirmish level fantasy
wargame. I mean, that’s what we’ve got here, albeit one with an extreme degree
of detailed character customization.
Now, I’ll admit I didn’t
bother rereading the PHB in its entirety, so perhaps I missed a sidebar on
role-playing, but even so you’d think that something billing itself as a
resource on the term would be a little more upfront and obvious with it, right?
Nothing in the table of contents, index, or glossary answers the newbie
player’s question, “What IS role-playing?” That’s just so f’ing shortsighted. I
mean, isn’t it? For the first time in a while, I am filled with the strong urge
to punch WotC in the face. Repeatedly. And here I’d thought I’d made peace with
them (in my mind) and decided to adopt a live-and-let-live philosophy. Nope…I’m
always finding something new that makes me want to bust heads.
“Manual of fantasy
roleplaying?” Are you fucking kidding
me?
The 3rd Edition
DMG is a little better, in so much as it addresses role-playing (or
“roleplaying”) in the section labeled Determining
Styles of Play. Here it breaks those styles into three categories:
- Kick In The Door
- Deep-Immersion Storytelling
- Something In Between
Tempting as it is to post all
three of these, I’m already nearing 12,000 words so I’ll limit myself solely to
the second topic, which I actually find somewhat offensive:
From the Dungeon
Master’s Guide (Monte Cook, page 8):
The Free City of Greyhawk is threatened by political
turmoil. The PCs must convince the members of the ruling council to resolve
their differences, but can only do so after they’ve come to terms with their
own differing outlooks and agendas. This style of play is deep, complex, and
challenging. The focus isn’t on combat but on talking, developing in-depth
personas, and character interaction. Whole gaming sessions may pass without a
single die being rolled.
In this style of game, the NPCs should be as complex
and richly detailed as the PCs – although the focus should be on motivation and
personality, not game statistics. Expect long digressions about what each
player wants his or her character to do, and why. Going to a store to buy iron
rations and rope can be as important an encounter as fighting orcs (And don’t
expect the PCs to fight the orcs at all unless the characters are motivated to
do so). A character will sometimes take actions against his player’s better
judgment because “that’s what the character would do.” Adventures deal mostly with
negotiations, political maneuverings, and character interaction. Players talk
about the “story” they are collectively creating.
Rules become less important in this style. Since
combat isn’t the focus, game mechanics take a back seat to character
development. Skills take precedence over combat bonuses, and even then the
actual numbers don’t mean much. Feel free to change rules to fit the player’s
roleplaying needs. You may even want to streamline the combat system so that it
takes less time away from the story.
Okay, Monte Cook is a fucking half-wit for writing this.
Let’s leave aside the
condescension for a moment (at least he left the quotation marks off the word
“story” in the last sentence). Let’s leave aside (for the moment) the complete
gibberish that occupies half of this section. Let’s simply consider for the
moment that WotC is still billing Dungeons
& Dragons as a “fantasy roleplaying game.” In point of fact, they specifically
refer to it as “the world’s most popular
fantasy roleplaying game” (back cover of the PHB). And then they write
THIS, as their example of what “roleplaying” is (in stark and extreme contrast
to playing the game in the “kick in the door” style). Riddle me this, Batman: if THIS is “roleplaying” and D&D is a
roleplaying game, why the hell do they make roleplaying sound like IT’S THE MOST BORING THING EVER FUCKING
INVENTED?
Any game where buying iron rations is a more important
encounter than a life-or-death struggle with a group of enemies (orcs or ogres
or peasants with pitchforks) is the STUPIDEST GAME EVER DESIGNED. And let me
clue you in: that ain’t role-playing,
pal, unless the character you are trying to portray is a rank imbecile and delusional in the extreme. ROLE-PLAYING is making
behavioral choices as if you were the character…it’s imposing the character’s
persona on your own mindset. In what world would any competent person
(imaginary or not), treat a trip to the local mercantile as more important than
an axe being swung at your head?
That’s just retarded. But
most of what’s written in this section is just plain stupid. Players can create
a “story” just as readily with a game involving combat…and it will certainly be
a more exciting one than the watching-paint-dry political scenario Cook
describes. The difference is, if it’s going to be an interesting or intelligent
or halfway-good story then, yes, you
have to consider whether or not your characters have a motivation for fighting
the orcs, as opposed to the brain-dead
(i.e. “kick in the door”) style of killing every monster one stumbles across in
a dungeon.
[to be continued]
Monday, July 15, 2013
On Role-Playing (Part 8 of 11)
Talking with an accent or
having an emotional scene or impassioned outburst are not necessary to the act
of role-playing. Role-playing is about the CHOICES you make as a player: Who do
you fight? When do you run? What are you willing to offer in negotiation? Who
are you willing to aid…or spare from the knife? Role-playing is about
considering the feelings of the imaginary character and (for the duration of a
gaming session) making them your own.
People make the mistake of
thinking play-acting is the same as role-playing and then get upset and
frustrated that their 18 charisma character isn’t a “smooth talker” (because
the player isn’t a smooth talker in real life) or that their 18 intelligence
character can’t hold his own in intelligent discourse (because the player can’t
in real life). They get upset that they can’t “role-play the way they want to”
and perhaps more upset that the people who DO play-act well are getting XP
bonuses because of it (!) and then they want rules and systems for governing
“role-playing” (like adding a “negotiation” type skill) and before you know it,
you have 3rd edition (*sigh*).
Play-acting is superficial. Role-playing is not
play-acting, even though it can
incorporate play-acting. Play-acting is saying, “Have at thee, villain!” before
attacking. If you have a (character driven or derived) reason for attacking
said villain, then sure you are role-playing…regardless of whether you use a
funny accent or not.
However, I’ve gamed with
plenty of d-bags whose only real motivation was the player driven one of
“kill-loot-level” and who paid only the barest of lip service to justify their
in-game choices of action. Hey, D-Bag: if you don’t have a reason to kill-loot,
maybe you shouldn’t be doing it. Get a World
of Warcraft account already.
Really. We all understand
that part of the fun of D&D is leveling up…hell, it’s a damn imperative
since the game, as written, only allows full exploration of its content by
increasing in power and status (i.e. level). But man-o-man, especially in
free-form or “sandbox” type campaigns I’ve seen some behavior that just struck
me as…well, as wrong. Not because players weren’t getting along (they were),
but because…well, because I wanted some
role-playing. Not a lot, just a little…just something.
Watching players (mentally) salivate over imaginary points…especially when the DM’s
trying to create a rich and diverse environment for players to engage and
interact with…is just discomforting (and a little sad). But I guess I’m an
elitist snob about a lot of things, not just role-playing.
[for the record, these folks were ones I played with, not ones in
adventures or campaigns I ran as a DM. I tend not to be too easy on characters
in my games, and these types of players seem to gravitate to a
more…um…”forgiving” breed of DM than myself]
So anyway, where was I? I
mean besides 22 pages and 10K+ words into this thing. Oh, yeah…3rd Edition.
Unlike AD&D 2E, I
still own my core rulebooks for the 3rd edition of Dungeons & Dragons. I do this so
that I’ll never again be tempted to buy them again. Well, that’s the main
reason…they also have historic significance, some interesting design things,
and a lot of nice, inspirational illustrations.
Hmmm…but before we delve
into 3E, I’d like to anecdotally mention that I had the chance to talk with Tim Morgan down at Gary’s Games today. Tim runs the store and has decades of
experience playing and running role-playing games. He’s also a designer himself
and only last year published his magnum
opus, Ellis: Kingdom in Turmoil…a 600 or so page RPG that I will
probably never play because, you know, “too big.”
I put to Tim the same
questions about role-playing, I’d previously asked of Kris, Kayce, etc. It took
him a couple tries to grok what I was asking, as he’s used to parents (and
others) coming into the store and asking “what’s a role-playing game” and he
has some standard spiels he likes to rattle off. However, I finally got him to
answer the question (describe the ACT of role-playing, etc.), and the gist of
his answer was:
When you take actions that you normally wouldn’t and
that are actually detrimental to your character.
Which is a little
different from my own take, though it would still follow the self-sacrifice guidelines of Allston’s Rules Cyclopedia. However, it hashing it
over with him, it turns out we were NOT quite on the same page, though only
because of his preferred method of role-playing: he wants his characters to get
into predicaments and suffer. Now,
that’s simply Tim’s preference if he likes playing characters that are always
destined for doom…but he also seems to enjoy what the Forge-ites would call
Pawn-Director stance (or Pawn-Author stance) in terms of his approach to RPG
“play,” and for me this kind of breaks the idea of role-playing for me. Not
because you can’t play that way in those imaginary fantasy games we lump under
the umbrella term “role-playing games,” but because playing with a detached
viewpoint is removing oneself from the vicarious fantasy play one
experiences in the ACT of role-playing.
So that was interesting (that we disagreed)…I’m not sure I was able to
turn him on the point, either, which leads me to wonder a bit how this series
of posts are going to be received when I finally start putting them on the
blog.
; )
The other interesting
thing was when I asked him the part about how he learned to role-play, what his first experience was with the act of
role-playing (not just with playing an RPG). Tim was VERY specific with his
answer: he remembered being in a gaming group that was playing a
post-apocalyptic RPG in high school and he wanted
to engage in the act of role-playing, but didn’t feel it would be
appropriate/acceptable with that particular group and so moved on to a
different gaming group where it would be…however, nothing taught him, he simply wanted to “do something” that he couldn’t
even articulate at the time.
He also said that he had
played a lot of Dungeons & Dragons
before, had started on D&D as a kid in fact, and had never before engaged
in (or been interested in) “role-playing” or anything more than wargaming-type
dungeon crawls. As it turns out, his
introduction to D&D was through 1st
edition AD&D, with maybe the briefest of stints with Holmes Basic (a couple-few weeks before
getting his first PHB)…so the form of D&D he grew up on was in that strange
period prior to Moldvay when “role-playing” aspect of the game wasn’t
emphasized.
So, so different from my
own gaming origins.
Okay, I’m going to call it
a night and try to finish this up tomorrow with D&D3. I’ve been writing
this “essay” for almost a week now, and even though I intend to break it into
installments, it’s going to be a loooong slog for readers. I can only hope it’s
at least a little helpful to folks.
[to be continued]
Sunday, July 14, 2013
On Role-Playing (Part 7 of 11)
Of course, the RC introduction
is almost the last bit of role-playing advice to be found in the book (other
than the bits recycled from Mentzer that were recycled from Moldvay). The part
of character generation that includes creating a “personality” and “background”
are non-starters in the arena of role-playing, as far as I’m concerned: playing
a character with a well-developed backstory does NOT necessarily mean you’re
role-playing and you certainly don’t need to lay this kind of “groundwork” in
order to role-play. If anything, I found these to be distracting passages from
the matter at hand (just as I find “general skills” and “weapon mastery” to be
distractions from the otherwise versatile game rules)…but then ol’ Allston does
me (and everyone else) a solid.
In the section on
experience (Chapter 10 of the Rules
Cyclopedia), Allston goes completely off the reservation by redefining the
way XP is awarded in D&D. Remember this is D&D we’re talking about, not “AD&D.” Prior to the RC, XP in
D&D has always-always-always been awarded for two things: defeating monsters and finding treasure (true in the original
LBBs, Holmes Basic, B/X, BECMI…hell, even in Mentzer’s Immortal rules!). In the Rules
Cyclopedia, Allston provides FIVE things that earn a PC experience (not
counting Dominion income):
- Role-Playing Well
- Achieving Party Goals
- Defeating Monsters and Opponents
- Acquiring Treasure
- Performing Exceptional Actions
We don’t need to have a
discussion/rant on sticking monsters and treasure at #3/#4 on the list. But “role-playing well” as
item #1? Does Allston even bother to define how one would judge such a thing?
As a matter of fact he does.
Allston provides three
specific examples of “role-playing” that might earn XP for a player character: good alignment play, exceptional heroism or sacrifice, and other exceptional role-playing. The
third one doesn’t quite work for MY definition, as it only involves “play
acting” (having emotional interactions, making an impassioned speech,
blah-blah-blah) which may or may not have anything to do with actually
role-playing. However, the first two DO coincide with the idea of choosing
player action based on character motivation. Good alignment play is the same kind of thing discussed
previously…this is Sister Rebecca refusing to heal Morgan Ironwolf because the
latter is acting non-Lawful by killing prisoners previously promised mercy. The
second is a little different; check this out:
From the Rules
Cyclopedia (Aaron Allston, page 127):
Exceptional
Heroism or Sacrifice: Awards can go to the character who is fully aware
that he’s likely to suffer greatly from his decision, and if given the option
to run away or escape unscathed, makes the hard decision and performs an act of
great sacrifice or bravery. In such a case, you may want to give the character
an experience bonus. But be careful! When a character is sure he’s going to win
the encounter, he’s not being heroic or self-sacrificing. When a character
knows he can be resurrected easily, he’s not being heroic if he faces death.
Only when the character knows that he’s likely to suffer greatly for his action
is it heroism or sacrifice, and so the DM has to evaluate each “noble” act in
that light.
Certainly, an act of
heroic self-sacrifice is a clear example of my definition of role-playing: the
player is choosing an action based on the character’s objective. The player
doesn’t want his character to be “sacrificed;” players (generally speaking)
want their characters to survive and thrive and prosper. The character
(especially one of Lawful alignment and heroic temperament) might be willing to
do so, given the proper circumstances to do so…but being an imaginary avatar,
only the player has the capability to “pull the trigger” on such an action…to
throw himself (or herself) to the wolves due to a decision based on the character’s personality.
The interesting…and
irritating…thing to me is, of course, that this perfect example of role-playing
(complete with solid XP reward) encourages
the kind of behavior that really gets my goat in the post-1981 editions of D&D
(BECMI, 2E, etc.). Don’t get me wrong…as I said, I am impressed with the actual
text describing an act of role-playing and applaud the stick-to-itiveness when
it came to latter day TSR staying on message. But, Allston could just have
easily listed other examples of
role-playing that weren’t the purist of pure “heroic, self-sacrificing”
motivation: Betraying a companion for profit (because a PC is a scurrilous
rogue). Taking actions to impress or woo a paramour. Swearing oaths or
following religious paths that are an inconvenience to the character. Trying to
avenge a fallen companion against a foe far greater than the PC’s capabilities.
But all pet peeves aside, it’s a solid and explicit example with an encouraging
reward built-in.
In the past, I’ve railed
against arbitrary awards for “good role-playing” (such as in, say, your usual World of Darkness game), but I don’t
mind awarding XP for role-playing when the game presents some clear way to
measure the accomplishment. And inconvenience
(to the player) caused by taking actions true to the character’s motivations
and objective seems fairly cut-n-dry, i.e. easy to arbitrate as a DM. That
being said, the bonus for play-acting does get on my nerves. Please allow me to
rant for a moment…and in the process I’ll elaborate a bit more on “what the act
of role-playing is” (as I promised I would, so many pages back).
Once upon a time I was an
actor. No, not a professional (paid) one, but I studied acting, got my university
degree in the subject, and spent a lot of time on stage in costume and makeup.
And I was a pretty good actor. It took me awhile to get the knack, but I did
(eventually) and got stellar reviews for solid roles reciting a LOT of lines
(try doing Chris Frye’s A Sleep Of
Prisoners sometime…frigging blank verse). But whatever…I enjoyed it and I
was good at it, and it had NOTHING TO DO WITH MY ENJOYMENT OR LOVE OF
ROLE-PLAYING GAMES.
I was a good actor…when I had someone else’s
lines and direction. But I was absolutely terrible at improvisation. Acting on the spot. “Theater Sports.” All those kids
that go on to small troupe comedy that relies on improvisation? I could never
have done that. I’m not wired to do
that. And play-acting at a gaming table is a very similar animal and one I
don’t much enjoy and one I’m not very good at.
That includes portraying
NPCs as a GM (the role in which I usually find myself). Yes, I have done
accents on stage in the past…when I had coaching and access to tapes and time
to practice and rehearse. But I am notoriously lazy in my prep work for
gaming…I draw a map, make a few notes, consider a reasonable (fantasy)
situation, and then bring it to the table. I don’t practice or “rehearse” NPCs.
When I want to distinguish NPCs from each other I might pitch my voice high or
low, but generally it all sounds pretty much the same. And as a PC, I’m even
worse (generally loud and obnoxious regardless of character).
The point is, my failings
in this regard (or my previous enjoyment of “stage life”) have very little, if
anything, to do with my role-playing hobby because play-acting is not role-playing.
I realize this may be beating the proverbial dead horse, but it’s an important
concept to grasp, and there are a few people out there who continue to confuse
the two. Role-playing (again) is modeling your in-game choices on your
character’s behavior; it is superimposing your character’s views and desires
onto your (real life) mental state, so that you choose your actions as if
you were the character. If that means sacrificing yourself heroically
because you’re a lawful paladin, or your cleric’s deity has demanded it, then
so be it…you or I (real people) might not be willing to take such an extreme
course of action as heroic self-destruction (or a variety of other unpleasant
and distasteful actions)…but when we role-play, we are not thinking as our real
life selves. We are instead standing firmly in the boots of our characters.
[to be continued]