Monday, September 12, 2011

Is There A "Wrong Way" To Play D&D?

Dammit. I really did just want to blog about dinosaurs.

[*sigh*]

Is there a "wrong way" to play Dungeons & Dragons? No, there is not. Not really. D&D is a game, which (as a term) is an important distinction from either "play" or "sport." Man, I wish I still had my textbook from phycho-physical development (that was what my high school called "P.E. class"). Well, whatever...if I remember correctly, the main distinction between game and sport is the presence of a finite time limit (which D&D does not have) and the distinction between game and play is the presence of rules/structure.

D&D does have a rule set that provides it with structure, but it is a very loose rule set, explicitly stating that certain aspects of play will need to be improvised or refereed and that none of the rules are sacrosanct or incapable of change, should the DM choose otherwise.

Does this mean D&D is really just "play?" No...even if the DM chucked ALL the rules out the window, it would still have an inherent structure that "play" lacks, namely the presence of a "DM" in opposition to "players."

Right? Okay, yeah, let's just say it is so for the moment. SO...being a game with explicit text allowing changes at a whim, I suppose the only way possible to play D&D in a "wrong way" is to play in a fashion that doesn't jibe with the rules/structure as laid down by the DM. If the DM says everyone's going to roll D30s instead of D20s for attack rolls, than not doing so (playing the contrarian) would be playing wrong...with some predictably unhappy consequences for the player doing so.

All right, so, having said THAT...I do think the D&D game as written acts as an excellent vehicle for some styles of role-playing, and is less than adequate for certain other styles.

Oh, man...I really want to say "FAR less than adequate" but I know I'm already going to be ruffling feathers with this whole line of discourse.

In fact, screw this...I got two hours of sleep last night and it has been one exceptionally long day. The baby's been sick the last couple days, and this is my first real break in more than 24 hours. I'm going to veg out and watch some Monday Night Football. Or fall asleep in front of the TV. Or a little bit of both...zzzzzz...

[Tomorrow: Dinosaurs]

Sunday, September 11, 2011

I cannot forget...

...that tomorrow (September 12th) is my brother's birthday. I have to remember to give him a call.

It's been a rough couple-three years for my Virgo brother, a person with the normal hyper-critical tendencies of his sign, especially for himself. Many times I find that the most important thing I can do is encourage him to NOT dwell on those negative things that have happened in the past but instead focus on a more constructive, positive future.

Easier said than done, of course, and something I need to model myself as much as possible (like forgetting the unfortunate 2005 Super Bowl or today's opening day Seahawks loss). But focusing on positive action...being courageous and compassionate to all...does help. And even if it doesn't entirely erase the negative memory of the past, at least you'll be accomplishing something positive in the world, rather than wallowing in past miseries.

Cheers folks. Tomorrow, I'll be talking about dinosaurs.
; )

What Can I Say?

The defense played their ass off, as I expected. T-Jack and the offense came alive in the second half and played their asses off (except Russell Okung, for some reason).

And then the special teams completely wilted in a way that utterly blindsided me, giving up TWO back-to-back touchdowns on kick returns, right after the Seahawks had pulled within two points.

Ugh. Finding ways to lose. Hopefully, though, the coaching staff can build on the GOOD things that happened in today's game. Congrats to the 49ers (enjoy the win, folks).

Special Mention: great work by the refs on a penalty-heavy day. Thanks, folks.
: )

Saturday, September 10, 2011

Opening Day: T-Minus 5 minutes (PST)

Welp, tomorrow is Football Sunday for the first time this season, and my favorite team will be playing down in San Francisco against our division rivals the 49ers. As usually occurs for me this time of year, thoughts of the roar of the greasepaint and smell of the crowd has conjured the urge to pull out Ye Old Blood Bowl set and mock up a skirmish...er, scrimmage...between the two teams in a true "fantasy" fashion.


Under sunny skies, I can only imagine the players warming up, the QBs limbering up their arms...


The rookies high-fiving each other for not being cut...


A few last minute pep talks...


And then, of course, the solemn faces for photographers while the National Anthem reminds us of all the unhealed scars of 9/11.

That is less interesting to me, though I know it is sure to be discussed on all the networks to some extent or another. What IS interesting to me is knowing just what the hell is going to show up for the Seahawks tomorrow. The pre-season flurry of cuts and new acquisitions, not to mention incredibly suspect play from our O-line in the four pre-season games gives most Seattle fans a lot of anxiety.

Not that 49ers fans don't have their own anxiety (can Jim Harbaugh turn Alex Smith around?). But I have a feeling the Niners own offensive line woes might find him running for his life.


And who knows how the injuries will pile up.


On the other hand, perhaps Frank Gore will have his regular annual field day with the Hawks, while the defense looks bemused...


I can only hope Marshawn breaks off a good run, leaving Niners strewn in his wake...


And the refs play a fair game (of course)...


But of course, it all hinges on Tavaris ("T-Jack") Jackson, and whether or not he can show he can be a 1st string QB in the NFL...even in the paltry NFC West. Oh, man. We'd better make some kind of showing or it's going to be a loooong season!


Ugh. Well, I'll be watching the game regardless...with my cap on my head and my son in my lap. Will it be worth watching? Will I watch till the bitter end? Yes to both! It's football for goodness sake!

I'd wish all the fans out there luck but, unfortunately, half the teams are going to lose. I can only hope y'all have fun regardless.

Go Seahawks!
: )

Hand-Waving Rewards

I realize that several of my regular Thursday night table-mates read my blog, so I need to preface this post a bit. I’ve got some harsh words…or at least “potentially inflammatory” ones…regarding our recent forays into the Dungeon Crawl Classics RPG, and most of these are going to be directed at the style of our GM, Luke, because it illustrates something I want to write about. I want to be clear that I do not mean this post as an indictment of Luke’s GM skills or his ability to run a fun game; I’ve been having fun along with the rest of you, and I wouldn’t bother showing up if I thought his game was total garbage.

That being said, I’m going to be blunt here and, anyway, Luke’s a big boy.

All right, let’s get down to it.

Thursday night’s game had the usual cast of DCC miscreants at the table. I had missed last week (being in Montana), but I wasn’t the only one. As with the last two sessions that I attended we started in town. Luke (our GM) asked who wanted to “carouse” (a random roll that spends money and has the potential to earn you XP…though there’s a better than average chance of an interesting “mishap” occurring). This particular game mechanism is one Luke first adopted a couple weeks back. As I did previously, I chose to abstain from carousal; though this time I was doing so due to a lack of funds (in the earlier session, I spent my cash instead on a suit of chain mail…go figure).

A couple members of our party suffered misfortune due to their carousal checks, earning the enmity of a local cult. To atone for their sins, they were tasked with stomping out a slave ring at a rival temple. They in turn got the rest of the party involved; we invaded the place, and kicked everyone’s ass. A couple of PCs were knocked out in the process, but all ofthe character’s survived.

At the end of the session, the evil shrine had been all but cleaned out and our charming of the high priestess ensured we took every available scrap of treasure. Luke said he didn’t want to bother adding up all the treasure in the module and simply ruled we each received 100 gold pieces worth of treasure. He then awarded XP and informed us we each had earned 200xp for the evening.

This was not an unusual evening as far as rewards go. Luke always hands out XP at the end of a session, and the amount we have received has always been some flat, arbitrary number. This was the 2nd time I had used this particular character (since he became 1st level). In my prior session he had received 300xp.

Arbitrary, flat numbers. Regardless of character action.

Some of the PCs have a LOT more experience points (for those who don’t already know, in DCC you earn XP in order to go up in level, just like in D&D). The guy sitting next to me had 1300 by the end of the night…close to three times my character’s total. Part of this has to do with his character being present for an extra session or two compared to mine. Part of this has to do with him “hitting it big” on the carousal table and earning an extra couple-three hundred XP (or more).

Um…what exactly is our goal here?

Hmm…perhaps the question isn’t really specific enough. How about this:

What is our motivation for playing this game? What is the objective of play? In-game, what the hell are we trying to do?

Reward systems influence behavior. That’s not up for debate; if you don’t agree with it, you’re probably reading the wrong blog. Systems of REWARD in a game INFLUENCE BEHAVIOR. Period. If your game provides “reward mechanics” it is going to have an influence on player behavior, i.e. the actions they take within a game.

For me, good game design includes system mechanics that reward behavior meeting the designer’s objectives of play (JB's Axiom #3 of good game design…remember those?). The reason why it’s “good” game design? Because the reward will influence behavior, and if that behavior enforces the game designer’s objectives, then you have designed a system that will get people to play the way you (the designer) want it to be played.

In Old School D&D, the reward players play for is increased effectiveness. Characters go up in level and gain the ability of having more dramatic impact on the imaginary game environment. While the acquisition of magical equipment often provides increased effectiveness, such acquisition is generally left at the (arbitrary) mercy of the DM’s generosity/stinginess. However, ALL players can count on LEVEL improving their characters’ effectiveness, and they know the way to gain level: by earning experience points through the accumulation of monetary treasure and the defeat of opponents. Gaining XP is a non-subjective means of earning reward: if I acquire 2000 gold pieces, then I acquire 2000 experience points, and if I am a fighter, that will mean I advance to second level.

So what does that compel me to do? Fight monsters and look for treasure of course!

Now if I simply receive X amount of experience for showing up and sitting down, what does that compel me to do? Show up and sit down, sure. What does it compel me to do in the GAME, though?

Not a goddamn thing.

Why bother formulating plans or carrying on elaborate manipulations of a charmed enemy if the GM is simply going to award you a set amount of gold? Why bother taking risks, or doing ANYthing interesting/courageous if the GM is going to award the same amount of XP to you as the guy who holds the torch and fires his crossbow every other round?

Right now, my character has absolutely ZERO motivation to take any kind of bold action, or attempt anything particularly clever. Hell, right now, the MAIN things I can choose to do (as a player) to increase my character’s effectiveness is A) make sure I show up (and survive) every single week, and B) spend as much money as possible on carousal rolls and hope I get lucky. These are the only two things that will bring my character the promised reward of increased in-game effectiveness.

Not that you really need “in-game effectiveness” when your main actions alternate between drinking/whoring and cowering in the back of the party.

[actually, I believe character level IS added to the carousal roll meaning you party better as you go up in level, and extra hit points DO mean extra survivability while cowering…still, that's not exactly what I call “adventure”]

What a bunch of horseshit.

Now, it may sound like I’m railing against good ol’ Luke’s style of reward allocation (and I am) but this is not the first time I’ve heard of this…only the first time I’ve experienced it. Many times I’ve read posted (both on my blog and elsewhere) with ideas of XP allocation for similar non-merit play. Ideas like:

  • “I just level PCs up after a certain number of sessions,” or
  • “I just hand out X number of experience points per hour,” or
  • “I just reward PCs for the completion of missions (sometimes the same amount whether they succeed or fail!).”

Every time I read one of these suggestions, I cringed inwardly at the thought off what it would do to the game play experience. Now, though, I’ve actually had a chance to experience this style of reward system and I can tell you exactly how it makes me feel:

Pretty irritable.

Not outright angered perhaps, but definitely annoyed. And it has nothing to do with an anti-commie agenda or anything…it doesn’t piss me off that everyone receives the same reward regardless of action and/or merit. That doesn’t irritate me…in fact, if you’re handing out arbitrary rewards, I think you’d BETTER do it consistently.

What does irritate me is this: my actions make no goddamn difference.

Regardless of whether I play smart or stupid or cautious or reckless or brilliant or bonehead. Regardless of whether I crit every roll or fumble every roll. Regardless of whether or not I play in alignment or whether or not I even play cooperatively with my fellow players…or instead try to stab them all in the back. Regardless of ANYthing…

Flat 200xp. Thanks for showing up.

Galling is what it is. The whole bonus-XP-for-random-carousal-die-roll is hardly worth mentioning in light of the main issue. At least with THAT you can make a statement about your character by whether or not you choose to participate.

I suppose for some people, the idea of hanging out with their buddies, rolling dice, laughing, and drinking beer is enough…that the fun of the game is NOT in any imaginary objective, but in imagining you are a big strong warrior, or a furtive thief, or a mutated sorcerer, or whatever. I suppose that there is enjoyment to be had in “playing pretend” with likeminded adults in a safe, non-judgmental environment, and that the game mechanics are present simply to provide some structure for what would otherwise certainly devolve into something sordid…or worse, “zany.”

Hell, what am I saying? “Suppose?” OF COURSE, there is enjoyment to be found in exactly these things…that’s why I still enjoy showing up to the game despite the overall pointlessness of the exercise! But even so, I find myself wanting more from my game (otherwise I wouldn’t bother venting my complaints across the blog-o-sphere!). I mean, if all I want to do is drink and blow off steam and shout obscenities and make off-color jokes, I could do that over a game of pool or darts or in a karaoke bar. If all I wanted to do was imagine myself as a strapping fighter, I could daydream or write short stories with myself as the hero.

Getting handed a couple hundred XP after a moment’s reflection from the GM makes me think, “why bother?” It feels condescending. To me, it’s pretty f’ing lame.

*sigh* I’m sure I’m going to catch flak for this post.

[by the way, one thing I didn’t point out is that the DCC RPG…at least in its Beta form…does NOT have any type of reward “system” built-in. It has levels, it has XP needed to earn levels, but it has no rules on how that XP is acquired. Luke’s decision to hand out flat amounts of XP per session is a perfectly valid choice…as I said at the beginning of this post, this is not meant to be an indictment of him. What I AM trying to indict is the whole “play for pay” idea and what an irritating concept it is. I say this having experienced it firsthand…I think it SUCKS and believe that any reward given without merit or deed is a pretty damn paltry reward]

Friday, September 9, 2011

Embracing Chaotic Evil

The thing I really like about games like B/X or DCC is that you have the freedom to play any character class you WANT to play, regardless of the random dice rolls for abilities. And yes, this is a plus because I REALLY LIKE random dice rolls for ability scores:

A) It speeds character creation
B) It models the inherent “randomness” of genetic selection
C) It prevents min-maxing munchkinism


Now sure, with both B/X and DCC there are some limitations with regard to demihuman characters; B/X requires (fairly easy) minimum ability scores and DCC requires the proper 0-level background career. But as far as the main human classes go, it is wide open: you can play a human fighter with a Strength of 7 or wizard with an Intelligence of 4 and it ain’t a problem. In other fantasy games with random chargen, this isn’t the case, either because of explicit rule (AD&D chargen) or emphasis on ability scores (D20 and later). For both B/X and DCC, a character’s CLASS and LEVEL are the most important factors with regard to in-game character effectiveness.

So, yeah…I like it, and not just because I’m a dude who values his own independence and personal freedom of choice. I especially enjoy it because of what that freedom reveals about the players at the table.

After all, if you have the freedom to choose any character class, aren’t you going to take the one that sings for you?

Maybe not…perhaps you’re still going to take a cleric simply because you rolled a high Wisdom score. This in and of itself may reveal something about a player (either he’s a “gamer” concerned mainly with maximizing his traits, or perhaps he lacks a certain amount of imagination).

For me, it allows me to indulge my own primal fantasies of traipsing around a fantasy countryside, acting especially loud and obnoxious, and hitting things with an axe whenever I have the opportunity. My current DCC character has a Strength of 10 and an Agility of 8 (out of a 3-18 range)…the guy does NOT have the archetypal stats one would expect to find in, say, a D&D barbarian (of any edition). And yet, my character insists on walking point, kicking in doors, and getting “stuck in” at every opportunity. The “warrior” class abilities of DCC insure an ample chance for surviving this style of play (initiative bonus, attack/damage bonus, “mighty deeds” ability, etc.) and if I wasn’t so enamored with the battle axe, I could optimize my character even more with a long sword and shield.

But sword-and-board doesn’t suit my personality.

I also seem to have gravitated towards a “chaotic evil” style of play in this game. I’m not sure why, exactly…unless it has something to do with the “reward system” of the game (haha…that’s an in-joke…wait till you see my next post). Certainly, when I’ve played other games…like Spirit of the Century or Risus, just to name a couple recent ones…I haven’t played all “gung-ho,” nor been so quick to dive into the local slave trade.

Something about DCC seems to bring out my inner demonic self.

I suppose it’s really just a bit of pro-active role-playing…the game doesn’t offer anything in the way of real, in-game objectives (what? Yeah, you heard me) and consequently, one only gets out of it as much as one puts in. My over-the-top actions are a defense against waiting around, stagnant, for the next opportunity to “roll the dice.” And the whole campaign setting seems pretty dark and twisted to me…starting up a charity organization for the local widows and orphans just doesn’t seem to be the right course of action in this particular game world.

Anyway, I’ll post more about my “wallowing in decadence" in the future (perhaps); right now, I need to watch my boy. After that, I intend to vent a complaint or two regarding my recent role-playing experiences, and that I'm afraid will require a separate post entirely.

Wednesday, September 7, 2011

Back in Sea-Town...

...but nothing worth posting as of yet. Had a very relaxing/refreshing weekend, but appear to have strained my back at the airport hauling more luggage than usual (the real price of traveling with an infant). Will hopefully slip back into my normal routine in a day or so.
: )