[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, every day of the week except Sunday. Our topic for the month is Advanced Dungeons & Dragons: how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception. Consider this a 'crash course' in the subject]
J is for Jaded...the cynical, tired, world-weary view many have when it comes to this nearly 50-year old game that is Advanced Dungeons & Dragons.
I mean, that's the real reason people don't want to play AD&D, right? Not because it's out-of-print (it isn't), but because it's old and creaky and un-supported compared to the new hotness with its DM's Guild and D&D Beyond and corporate-sponsored community. First edition is just some odd relic for nostalgic wargamers...curmudgeonly, grey-bearded grognards, yeah?
I mean 1E is just so much "Oh, no! Yet another group of orcs! And, oh, look...these ones have a pet cave troll." (*yawn*) I mean that's just a sleep spell followed by flaming oil, no? If you've seen one bag of gold and a +1 sword, you've seen them all, amirite? BORING.
Oh, and AD&D combat. Sure. Roll for initiative. Roll to hit. Roll for damage. Repeat. Over and over and over. How TEDIOUS...and yet that's 90% of D&D combat, no? Maybe with a charge thrown in for good measure. Lighting torches and dutifully marching down stone stairways into dark passages...again and again. A grinding slog of searching for coins so one can level up and do it all over again...didn't that type of play go out of style circa 1988?
And the players of this edition...boy-howdy, what kind of neck bearded mouth-breathers these guys are. All jokes about their appearance aside, what kind of MENTALITY drives a person to find this kind of game "fun?" To want to butcher monsters and rob them of their (imaginary) possessions? What kind of sick, freakish behavior is this?
Is it any wonder that the "OSR" is filled with "rules lite" games? After all, if all you want to do is go down a hole, stab some things with a sword, and steal their stuff, what do you really need for rules? Why NOT just run a simplified game with streamlined procedures and let your imagination carry the day when it comes to creating monstrous challenges and fantastical magic treasures? I mean, don't these "lite" RPGs give you the same gameplay for a lower cost in terms of time and effort?
And even if you MUST have your "complex," pseudo-wargame (because you're a big ol' nerd who likes the crunch), just how long can you sustain interest in running the same six scenarios time and again? Ancient tomb, labyrinthine cavern, evil temple/shrine...is it really six scenarios? Maybe four if you count stronghold of tyrannical overlord as one. Maybe.
These are the words of the jaded. Know them. Let them penetrate you. Flow through you. And then continue on their merry way.
Do not apologize for your hobby. Do not make excuses for it. Do not even try to justify it to people. You like what you like. There are far worse vices and far sillier pastimes than playing AD&D.
But what about YOU? Are YOU feeling jaded by the game play of AD&D? Well...let's talk about that.
A jaded AD&D player, unfortunately, doesn't have much recourse available to them. Chances are that any cynicism they've acquired is largely due to the Dungeon Master. You can try to 'up your game,' looking for adventures elsewhere (i.e. outside the dungeon), pushing your DM to expand the scope of play...but sometimes that's a no-go. In those cases, your best choice of action (IMO) is to become a Dungeon Master yourself, modeling the change you want to be.
On the other hand, if you're a jaded AD&D DM, you're going to need to take a long, hard look at yourself in the mirror. For the DM who feels stuck in a rut, who no longer feels the "fire" of enthusiasm for the game, it's never an issue of "bad players" or "burnout" (although people will often advise the jaded DM to switch groups or 'take a break' from running). No, if you're feeling your game is dull, staid, repetitive, and/or lackluster there is only one way to rekindle your spark: work harder. That your game feels lackluster is a direct result of failing to meet your own expectations.
What? There's not enough fantasy in your game? There's more fantasy in the core books than you'll probably get to in a lifetime...I've been playing for more than four decades and *I* haven't used every monster, magic item, and spell. If your orcs are "boring," it's only because you're using them as cardboard cutouts, the RPG equivalent of pixels spawning only to be killed. Give them motivations, give them agendas, give them plans. Tie them to the environment, to your campaign world. Enjoy them...tart them up with personalities, names, idiosyncrasies. NOT because you're trying to entertain your players with "funny/weird NPCs;" players are far more likely to simply beat such creatures to death instead of interacting with them (this IS D&D, after all). No, you are entertaining yourself...AND you are world building. Those 'cheap deaths' at the hands of bloodthirsty players can have consequences.
What if the orcs aren't "bad" at all, but a tribe of surface dwelling types that are engaged in a brisk trade with a local human community...perhaps the town or village that the players use as a base of operations. Maybe the mayor was actually paying the orcs a small stipend to keep the road clear of bandits; maybe some of the orcs had intermarried with members of the human population. Or perhaps not...perhaps the orcs were steering well clear of the humans (only occasionally ambushing the lone villager or lost merchant that wandered into their territory) but was instead engaged with a more remote group of more vicious humanoids...for example an alliance with some gnolls against a small group of ogres. Killing the orcs might upset the gnolls; it might also overturn the balance of power in the region as the dissolution of the orc-gnoll "buffer" incites the ogres to come down from the hills and raid the human village. Lots of possibilities.
But perhaps you feel you've already exhausted ALL possibilities with orcs. If you have, my question to you is: why are you still using orcs in your scenarios? Are you not awarding enough treasure to advance your players to a level where they can come into conflict with bigger prey? How many years, how many sessions have you been playing "small ball?" Long enough to get bored, sure...does that mean years? Because after a year or two of regular play, you should have players of a high enough level that they can start exploring other planes of existence...where the weirdness is both expected and encouraged. But if, after two to three years of solid play, your players are still under 7th level in experience, then you're probably doing something wrong. Either your players are complete numbskulls (which means you could/should be helping them, teaching them how to tackle/handle challenges more effectively). OR you're simply not opening enough possibility for them by seeding your game with adequate amounts of treasure.
Trust me on this: you want new, exciting, ennui-breaking potential in your game? Give your players treasure. Level them up and you'll have whole new horizons to explore.
No AD&D Dungeon Master should ever feel bored or jaded by their own campaign. Your campaign is YOUR world. If it's not exciting enough, or interesting enough, that's something YOU need to fix...by making it more interesting and exciting. The fault of a dull, uninteresting game lies solely with the Dungeon Master running the game.
And the good news is: knowing that it's your own fault gives you all the power in the world to change it. Just dig a bit deeper...you can do better if you try.