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

Thursday, December 4, 2025

Your "Story" Is The Problem

I am nearly done with Reddit. The other day I wrote I was seeing a "common theme" of discontent, but there is an even greater, pervading and UNDERLYING theme that I see over and over again, in complaint and questions alike...it goes something like this:
"Person (X) is being a jerk but I can't kick them because they're integral to the story..."

"Person (X) and (Y) don't get along but..."

"I'm trying to save my campaign that's been going on for (X number) of (months/years), but..."

"Our campaign is getting derailed because people aren't showing up..."
And blah blah blahdiddy-blah.

It's all the same problem: the "story" is getting wrecked, and everything is (thus) CHAOS. Pain and suffering and sorrow...oh, my!

I can't relate.

I can't relate because this has never been a problem for me. Just...never. Not even when I was a player in other people's games. Not even back when I was running Vampire the Masquerade, acting as the "Storyteller" of a "Saga" (rather than the Dungeon Master of a campaign).

We are playing a game...a GAME. The players are playing a game. No one is so "integral" to what's going on that the loss of one or more is going to END EVERYTHING. I mean...

(*sigh*)

Forget for a moment that we are playing (or discussing) Dungeons & Dragons. Let's just...for the sake of discussion...say you're running a game of Vampire. Oh, man, I ran so many "stories" (VtM's word for "adventures") back in the day. Blood Bond. The Succubus Club adventures. Diablerie: Mexico. Ashes to Ashes. The stuff in Denver by Night. Those are just off the top of my head...after all, it's been 30 years since I did the Vampire thing.

Did I ever have players who didn't show up, couldn't show up, or (in one guy's case) just did not want to show up (because he decided he hated VtM and would rather play Toon instead)? Yes, of course. Did it bother me if one of the regular players didn't show up to a session? Yeah, it did. Did it stop the session from happening? Nope...not once. Did it ever "derail" the campaign...er, "saga?"

Never. 

Because even when I was playing a game that used rather explicit language about how it was a "storytelling" game, even when the "adventure" being told was about a particular "story" (for example, a vampire girl who falls in love with one of the PCs but is already blood bound/enslaved to another vampire, etc., etc., blah-blah-blah)...the story is about the story, NOT about the characters. It doesn't matter how "integral" a character is to the story being told (and...spoiler...no PC is "integral")...you're running a world and a situation and if the PC isn't there (because the player isn't there)...so frigging what?

Look, an example: in the Blood Bond adventure (if I'm remembering right...Jeez it was a long time ago) there's this girl (Alicia? I think) who's supposed to fall in love with a PC. And then maybe she gets murdered. Or maybe she doesn't. Regardless it cause a big cluster that has to be resolved by the players. In my game, the PC she fell for was this guy named Michael. But what if I'd had her fall for Ben instead (the guy who really didn't want to play a vampire game but was only doing it because of his friends)...and Ben decided to ditch the campaign? Well, then, we'd say Ben's character disappeared one night (and who knows what happened to him...another mystery to solve!)...and then Alicia would either die or not die, maybe turn to a different PC for love/affection/protection (or not)...and the story would continue on, being a big cluster BUT WITHOUT BEN. Because you have to treat these NPCs as if they have lives and motivations of their own. And Ben (or Michael or Mike) is just ONE PERSON in the (imagined) "world" of the game. And that's how you treat the world as a Game Master.

Back to Dungeons & Dragons.

First off, what part of "Dungeons" and "Dragons" don't these whining people understand? Do their games not have dungeons? Do they not have dragons? What a jaded, sorry-ass world we live in when these things are not enough to get the juices of adventure flowing. NO. We must add DRAMA. And STORY. And BACKSTORY. Because MEANING.

Okay, sure, whatever. So you have some Big Bad Person who has "beef" with one of your PCs and you've laid out this whole series of events...plot points...to try to make an "engaging story" (i.e. "railroad") for the dumbass, er ignorant, er young and inexperienced players to enjoy. And then one of the players turns out to be a secret Nazi or something and the group needs to kick her Hitler-saluting ass to the curb. 

Oh, Nos! Our story!

What on earth is the problem? So, the PC just got eaten by a passing wyvern while relieving herself by the side of the road (it's D&D...shit happens) and now you simply need to adjust your Big Bad's actions to account for the fact that his beefing partner is out of the picture. What? Is he going to retire to a hermit hut and grow strange fruit a la Thanos? Or does he have some other nefarious plan to carry out now that the object of his ire is gone? 

Dungeon Master! Wake up! It is YOUR JOB to think for the NPCs!

You are not writing a script. Stop it! You are not writing a teleplay. Stop it! You are running a D&D game...I don't care if its 4E or 5E or 5.5 or Pathfinder 2 or whatever. You are supposed to BUILD A WORLD with CHALLENGES for the players to EXPLORE. Yes, it is OKAY for those challenges to take the form of an Apocalypse Clock situation or Yet Another Big Bad Evil Guy (emphasis on the YA part of the acronym)...but once you create the thing and set it in motion you must run it without attachment to an outcome

This is not scripted television. You are not Matt Mercer. You will (probably) not be paid money for running this game. FORGET PLOT. Forget it! Stop it! Your attachment to outcomes is the thing that causes every one of your complaints. "But, but, Sheila's supposed to defeat Baron Badness and avenge her father's death! I can't let Sheila walk from the game!" Why the hell not? Baron Badness can't make enemies of the other PCs? Heck, the other PCs can't avenge Sheila?

"But, but I created this awesome encounter that can only be resolved by a cleric of the time sphere with a specialization in abjuring magic..." [or insert some other gibberish that means nothing to me...a "Circle of the Moon Druid" or an "Oath of Vengeance Paladin"...whatever] So f'ing what? What would happen if something happened to the character BEFORE your quantum ogre encounter showed up? Huh? Would it happen at all? Is it logical for this shit to go down and mash the PCs? Then best to telegraph it so they know (and can either avoid the encounter or find a suitable replacement for the missing PC). That's nicer than how things work in the real world (where they'd just get mashed) which is FINE because, guess what, it's a game, not the real world. But don't throw a hissy fit about it!

Your "story" IS the problem...that's what this all comes down to. You want to tell me that you're the one who plays D&D the right way, that I am behind the times, that the game has moved on from my clunky 1E, etc., etc....fine. But I'm not the one bitching and moaning about how my game has gotten wrecked because one player or another misses a session or quits or had to get shit-canned for being an [insert-]phobe of some type. I've been playing RPGs for a long time and I've NEVER had this problem...but sure, pal, YOUR way of playing is the "right" way. Got it.

*sigh* Tell your stories if you must. Play your no stakes, no threat, "tea party" version of D&D if that's what floats your boat. Dive into "character development" and your character's inner mental space with all the fervor of a Freud fanboy psych major. Coolio...you do you. 

BUT, for the love of all things holy, STOP having an attachment to how you think said story "should" go or which particular PC is supposed to be "protagonizing" in any given session. Rather than spotlighting players, spotlight the WORLD...the campaign that you are created through the adventures/situations you are (hopefully) designing for your players to tackle. Let the "story" unfold as it unfolds, not as scripted by you...that script is the reason you can't have nice things.

Okay. I'm done.

Thursday, November 20, 2025

"Dear JB" Mailbag #49

*sigh*

Dear JB:

I joined a D&D campaign in person and have been mostly having a great time, but the DM seems roleplay averse, even when he doesn't have to roleplay.

We're a group of six plus the DM, and his fights are brutal and long. We generally lose a character every dungeon and individual encounters can last weeks. The last fight took us three sessions to finish, during which time two new characters were introduced because of deaths.

After the fight was finally over -- which again, took about a calendar month -- our newest player attempted to initiate roleplay, asking us how we had ended up in this cultist dungeon. We started to answer in character, but the DM quickly talked over us, sounding annoyed, and asking what we were going to do next so he could prep it. It killed any in-character talk and we just moved forward into the next fight. Likewise, I asked if I could commune with the gods for an answer to a question and was laughed at by the DM for wanting to waste a spell slot on something outside of combat.

I really get the sense that others might also want to have more roleplay time, as I've spoken to a few of them, but we don't want to upset the DM who has a very dominant personality. How can we best broach the topic that we would like some time between fights to explore our characters? The DM is a very nice guy who works really hard, but he does have a DM-versus player mentality when it comes to the game. Any advice?


How To Ask A DM To Let Us Roleplay


Dear Roleplayer:

A DM is required to have an adversarial mentality when it comes to the game; that's part of the gig. Your DM sounds like a bit of an ass...Commune is an excellent spell (there's good reason why it's included, why it is limited in use, and why it is only available at higher levels)...but providing players with challenging encounters is part of a Dungeon Master's responsibility. 

But that's not the main thrust of your gripe, which is the lack of time being allowed space for "roleplaying" and "character exploration" during sessions. I infer from your letter that you seem to think the DM's "brutal," combat-heavy style contributes in some way to his "aversion" to roleplaying.

Maybe. But not necessarily. His "being an ass," may contribute to the "ass" way he acts when you try to engage in "roleplaying," but to me he's just trying to run the game. If a player at my table tried to have an "in-character conversation" with other players about "why are we in this dungeon" in the middle of the session, you would find I'm rather curt about shutting this down myself.

And I'm a pretty nice guy. 

I'm writing this again, for the upteenth time, and it seems as crazy to me now as it ever has that I have to put these words in print: THIS IS NOT ACTING CLASS. The game is not about performance. It is not about character exploration. Jeez-Louise...even back in 2009 the OSR folks had the mantra "we explore dungeons, not characters;" it's as true today as it was then. We are playing a game called Dungeons & Dragons...a GAME.

Why do you have 300+ page rule books? Why do you have dice? Do these things help you portray your character better? Do they make you a more "believable" tiefling bard (or whatever)?

There is a difference between "role-playing" and "roleplaying." In a roleplaying game (RPG) you take on a particular role in the game using your character (again, the GAME term) as your vehicle for exploring the imagined setting and situation. You are not "portraying" anyone...the player character is YOU, your "game piece" with which you interact with the game. Without a character, you have no way to interact with the game.

"Role-playing," on the other hand, was coined by the psychiatrist Jacob Moreno in 1934 to describe a therapeutic method of acting out conflicts in order to understand different perspectives...a technique still used today in various fields.

That's not what we're doing in an RPG. When you sit down to play an RPG, you automatically engage in the act of "roleplaying," as you interact with the game through your particular "vehicle" (character). You are still using YOUR OWN perspective, just filtered through the lens of an individual who can cast spells, or fight with a sword, or that has pointy ears. And you do this in order to participate in a game of fantasy adventure...not a game of understanding the psychology of a dwarf or half-elf with childhood trauma. 

Does this not make sense? You're sitting at the table to play a game in which you are pursuing fortune and glory (the latter modeled as advancement or "leveling up") by facing dangerous challenges that your DM places between you and your goal.  I mean, that's the game in a nutshell.

What part of that involves pretending that you don't know "how we had ended up in this cultist dungeon?" Why on Earth would you waste time having an imaginary discussion in-character about something that is self-evident? 

This is performative narcissism. What? Are you hoping to win a Tony for your portrayal of Kettlewood the Gnome?  

For me, the REAL question is: why are you playing this game called Dungeons & Dragons? If you'd rather be acting, why aren't you polishing up your monologue and auditioning for roles? If you'd like to "explore your character" why aren't you writing a novel (or even a short story!) diving deep into the character's inner journey of discovery? If you want to do improvisational theater, why aren't you forming a troupe with these like-minded friends? If you want to do "collaborative storytelling," why don't you just do THAT? Grab some collaborators and tell some stories!

Why in the name of all things holy do you need a 900 page GAME to do these things? Is it such a BADGE OF HONOR to be labeled as a D&D nerd? Christ Almighty! Most of us hid this fact from our "normal" friends, back in the day.

Here's my advice, friend:

You write that you "have been mostly having a great time." You write that your "DM is a very nice guy who works really hard." That's a leg up over a lot of tables! And you have a chance to game in-person (as opposed to on-line)? That's the best way to play the game...human interaction! Yay!

SO if you want to play a game of D&D, and you have an in-person game with a DM who is both "nice" and "hard working" and the sessions are (mostly) "a great time" THEN quit your bitching. Do your flavor of "roleplaying" away from the table...i.e. between sessions. Hang out with your friends over drinks and talk and act in character...no one's stopping you! DO your "character exploration:" write a journal! In-character! Share it with the group! See if the other players want to do the same and share with you! 

This is all stuff you can do OUTSIDE the game at the table, and it can be fun...just in the same way a DM, working on their campaign setting, creating "lore" that players will probably never see can be a fun and enjoyable activity for the DM. I'll tell you a dirty secret of mine: my friends and I used to do this kind of stuff ourselves (back in the late-80s) because we were so invested in our characters, we couldn't even put them down when we were away from the table. We were big geeks, okay?

BUT...we didn't bring that stuff to the table. It may have contributed to situations and adventures, but we weren't "acting" in character...we were still PLAYING A GAME when we sat down. 

Focus on what you're doing when you're doing it. That's my best advice.

Sincerely,
JB

Thursday, November 13, 2025

"Dear JB" Mailbag #47

A birthday present for Yours Truly...


Dear JB:

How much roleplay is there in your games?

Seriously, everytime people here [at Reddit] discuss character choices theres usually a big thread of coments about "oh, that's a great option to roleplay your concerns/fears/doubts/powers into the game". In theory it does indeed sound great but most games I've been a part of are very gygaxian. So any roleplay scenes we do have is usually very short and "oh no, this is terrible" doesn't really go beyond the flavor of the scene for me. So really, how much do you folk actually go into character on your games?


How Much Roleplay


Dear HMR:

I've been playing RPGs for more than 40 years. Started around 1982 (age 9); today, I am 52 years old. Over the decades I've played with more than 100 different individuals (that's a rough count, but I can get to at least that number of people off the top of my head)...from elementary and middle school, through high school and university, a handful of times (briefly) after graduation, and then quite a bit since 2005 or thereabouts, including participation in 4 or 5 gaming conventions.

I've played a variety of RPGs over the years..not just editions of D&D, but all sorts of Palladium games (Heroes Unlimited, TMNT, Rifts), Chaosium games (Stormbringer, ElfQuest), White Wolf games (Ars Magica, Vampire, Mage, etc.), Atlas games (Ars again, Over The Edge), indie games (Risus, FATE, InSpectres, Fiasco, etc.), and, of course, TSR games (MSH, Gamma World, Boot Hill, Top Secret, Star Frontiers). Throw in some Traveller as well (Classic and Mongoose only). Lots and lots of games...ROLEPLAYING games.

By definition, an RPG is a game in which players play a role in the game. You are not a meeple moving around a board; instead you play some sort of character. A soldier. A magician. A scientist. A vampire. A mutant animal. Whatever. How much role-playing have I seen in my role-playing games? I've seen nothing BUT roleplaying in my roleplaying games.

But you're talking about something else.

You're not talking about playing a role. You're talking about role-playing, in terms of the psychiatrist definition, specifically:
"to act out or perform the part of a person or character, for example as a technique in training or psychotherapy"
[that's from Google dictionary]

I've never been to psychotherapy, but I've done more than a few "role-playing exercises" over the years, usually as part of on-the-job training dealing with a customer service component facing our external customers (man, it's been a long-time since I held a real job...I forget all the "corporate speak" I used to know). Usually, this was all done in aid of developing tactics for, um, "crisis mitigation" or "de-escalating conflict" and, uh, "active listening"...or something. Jeez, I don't remember all this jargon. It was...fine. It's stuff I can do in  my sleep, partly because I'm a trained actor and partly because I'm not braindead and I have enough empathy that I can shift my perspective to someone else's shoes. MOST people can do this...so long as they don't have crushing anxiety about "playing pretend" in front of other people. Then again, part of these trainings involved "cultivating a safe environment" in which to do these exercises.

[man, I do NOT miss the office life]

This, however, is not what occurs when I sit down to play an RPG. With a couple-three exceptions, I have ALMOST NEVER SEEN PEOPLE "PERFORMING" IN THIS WAY AT MY TABLE

The caps are for emphasis, not "yelling," but perhaps I do want to yell a bit. First, though, I'll talk about the exceptions:

AS A PLAYER: 

I've had the chance to play FATE a couple times at conventions. Once was a 1930s period piece (Spirit of the Century), the other was a Dresden Files session. As a game, FATE provides systems that interact with the "portrayal" of character traits on one's character sheet...in other words, act a certain way and get a bonus, fail to act and take a penalty. It's all good fun and allows a washed-up, ex-performer like myself to 'ham it up' and reap fat mechanical benefits from doing so. That's part of the game.

ALSO, there have been times where I was required to play (again in a tournament setting) a pre-generated "character" that had a literal personality/background to it. This did not require me to play "in character" (i.e. it did not require me to perform or use a silly accent) but it DID require me to "think" or "take action" based on the CHARACTER's motivations, rather than my own. I am thinking specifically of one convention game in which this occurred (a game of Mongoose Traveller)...but, now that I consider, playing Steve Jackson's Paranoia also requires this kind of "brain-shift." Hmm. So does Steve Jackson's Toon.

[as an aside, I tend to dislike Steve Jackson games...Car Wars, as a non-RPG, is an exception...and I especially DETEST Toon. It is really, really crappy]

[***EDIT: both Toon and Paranoia were written by Greg Costikyan, NOT Steve Jackson...although Toon was published by Steve Jackson Games. Costikyan also did WEG's Star Wars and the game Violence, both of which I own, neither of which I play, but (as with his other works) still make for entertaining reading. Thanks to Faoladh for pointing out my mistake!***]

AS A DM/GM:

When acting as the Game Master it is my job to play the part of all the non-player characters, nearly all of which are "not me" and are supposed to have their own motivations, many of which are specific to their "character" and vastly different from my own. In this way, I am "roleplaying" CONSTANTLY as a DM/GM, as I must get out of myself and into the head of the NPC/monster in order to determine what is the thing's appropriate actions/behavior. Sometimes, it is appropriate for an NPC to surrender rather than fight to the death. Sometimes it is appropriate to treat the players' character with deference...or scorn. It just depends.

Now, does this mean I am using odd accents or funny voices? Generally, no. If I "speak" for a character, it is generally because I've got a bunch of information to impart that's not easy to sum up, and it's EASIER for me to simply converse with the players "in character," rather than saying "He tells you this" (and then the players say something) "Well, then he tells you THIS" (and then the players ask some questions) "Then the guys answers this other thing" (etc.). Sometimes it is FASTER and more EXPEDITIOUS to respond as the person being interrogated/questioned. 

And the "funny voices?" That happens for one of three reasons: A) to distinguish ME (the DM/GM) talking versus THE CHARACTER, B) to distinguish one NPC from another NPC, or C) because I'm tired/silly/bored and lapse into something. However, "C" is a much rarer occurrence.

Here's a typical example of "A:" when the neonate vampire PCs are dragged into the room of Axle, the Prince of Seattle, I'll use a "voice" for the Prince (when he's speaking) while I use my "normal voice" to describe what else is happening around the players that their characters can see, hear, etc.

Here's a typical example of "B:" in my home campaign, when players pick up a retainer or NPC party member, I will (RARELY!) give this character a "voice" of its own...usually because the players had reason to interact with the individual. THEN, if I am describing a situation in which the party is conversing with a DIFFERENT NPC (who needs a voice to distinguish themselves from my "normal voice" DM descriptives), that character might get its own distinct voice to create separation for my players' ears. Still, this is something I ALMOST NEVER do, largely because I don't tend to create scenes where I'm talking to myself. That's...ridiculous.

[by the way, it IS helpful to have different voices in your "repertoire" if you (like me) enjoy READING BOOKS TO YOUR KIDS. It's helpful to the listener to be able to distinguish when one character is talking from another. I did this for years (duh). Of course, I was also on the speech team in middle school where this kind of practice is quite necessary. However, playing RPGs is NOT the same thing as "reading to people." At least, it shouldn't be...]

But these "voices" are a tool in the DM's toolkit, used for a specific purpose (or, as said, because it's late at night and I'm loopy from booze and just acting silly)...not because the act of play is performative. Even as a DM my responsibility is to RUN THE GAME; that's the only duty I need to perform. Being a dancing monkey for the players' entertainment? No. If they are 'entertained,' that is a tertiary benefit, at best.

So, then, HMR: to your question.

You talk about wanting to "go into character." You say you've read discussions of "character choices" that provide opportunities to "roleplay your concerns/fears/doubts/powers into the game." You seem to lament that most of your games have been "very gygaxian," whatever that means (I infer you mean it to be the opposite of what you presume an RPG is supposed to do). You SEEM to be talking about scenes in which PLAYERS are performing the act or portraying characters.

Look, pal: I don't run acting seminars. This isn't scene work. We are not working our script, rehearsing for some performance, or improvising high drama. NOT. AT. ALL.

We are playing a game. And that game does NOT have, as its objective, PUTTING ON A SHOW.

If you think that's what playing an RPG means, then sorry, you're wrong. Yes. You are wrong. You are playing the game WRONG. 

BUT...here's what DOES happen, when you play the game RIGHT:

Played correctly, your players should become fully immersed in the action at the table, so engaged with the game play that they lose track of space/time outside of the game. What's more, the MORE they are 'pushed' through the game play, the more they will identify (strongly!) with the character they are playing. They WILL speak as their character. They will act (i.e. BEHAVE) as their character, in game. Not because they are trying to portray "a character." No! Because the character IS the player. And the character subsumes more and more of the player's identity. 

It is not that players portray characters. It's that characters REPRESENT PLAYERS. We are not "acting as" characters; instead, the character is the vehicle which allows US to "act," i.e. take action in the game world.

And what does that look like? It can look like the PLAYER being angry or scared or upset or triumphant or doubtful or righteous...actual, honest-to-goodness emotions. Because the players are so invested in game play that they (momentarily) forget they are playing a game. A game that does NOT have "life-or-death" stakes...just a game! But they won't treat it like a game...instead, they will treat it with deadly seriousness. "We're all going to die!" is the kind of delightful exclamation that every DM wants to hear at their table because it means they are doing their job correctly.

The GM/DM's job is to run a tight game that keeps the players firmly glued (as best as possible) to what's going on. No, that doesn't mean you are putting on a show; heck, it doesn't even mean that you are constantly barraging them with life-threatening perils ("you're jumped by 15 assassins...again!"). No, you keep their attention by keeping them interested and engaged with the game being played...for example, if they hear a rumor of an adventure site, certainly loaded with treasure, while resting in town, let THEM (the players) decide how best to approach the situation. How to get there? What are the logistical difficulties? Do we have the resources to pursue the quest? Is it worth our time, effort, and risk? Let the PLAYERs debate this (while YOU just interject little tidbits to keep their fire stoked), and soon-enough-they'll be worked into a froth just trying to figure out how many wagons to outfit for the excursion.

RPGs are a way of "playing pretend" but they are not ABOUT the "pretending." The pretending is not an object in and of itself. This is not ComicCon...we are not "cos-playing." Cosplay, like LARP, is a different animal from an RPG. RPGs are still games to be played...even if modern RPG gamers seem to have forgotten this fact. 

Yeah, it's a nerdy hobby. So is wargaming and stamp collecting. Doesn't mean it's not enjoyable.

So, yeah: all my RPGs see a ton of roleplaying, but not very much "role-playing" at all. Even so, the players STILL get to feel genuine emotions (as opposed to portraying "fake emotions") and that, HMR, is one of the great joys of this type of game play. Embrace it.

Sincerely, 
JB

Wednesday, October 22, 2025

"Dear JB" Mailbag #44

Somewhere over the Arctic Circle, unable to sleep despite really trying (it was a comfortable ride, just had too many amps running through my veins), I decided I might as well put together a blog post from the ol' Reddit mail bag. Call this one "a brief interlude"....

Dear JB: 

I don’t intend this to be a rant, so I apologize if it becomes one.

Over the last 4 years I have been apart of 6 in-person tables. 2 as a dm, 4 as a player, and in all but one I find a constant trope is that players are loath to do anything that even resembles role playing, and I just want to know if this consistent with other peoples experiences.

In the games I dm’d I found myself initially asking players, “do you want to role play that for me. (ie almost guaranteed success) or do you want to roll for it?”

And I want to clarify, when I say role play, I don’t explicitly mean voices or pantomime. I mean describe what you are doing. How you are doing it. Your robbing a wallet, ok, are you going in two fingers and pulling slow, and you going for a, “hey buddy, give us a hug,” and pluck it, or do you want to walking into them and do a, “hey watch it!”

More often than now I’d be met with a slightly cringing, “does it matter? I rolled a 19.”

In the 4 games as a player I found it was pretty much the same. A dm dying for someone to interact beyond the mechanicals, but players focused on being uber efficient and getting thru as much as possible per session.

The only game that I found any different was in a store one shot that ended up going for 3 sessions where I was playing with 14/15 year old kids who were happy to full send it.

And to be honest, I was considering that dnd was maybe not for me before those shop sessions.

So I want to ask, is this just the way things are now? Or do you have a lot of role play at your tables? 


Is Role-Playing A Bit Of A Unicorn?


Dear Seeker of Unicorns:

No, role-playing is NOT “a bit of a unicorn.” But when it comes to the objectives of play, it IS a false god to worship…or even seek.

And, yes, if me saying that means “Dnd is maybe not for you” then, yeah, that’s what I mean.

However, I will elaborate.

ROLE-PLAYING HAPPENS. Happens all the time. Yes, yes, I’m talking about in D&D…even “old edition” D&D like the kind I play. It happens All The Time. Because the people playing the game…the players…are human beings and human beings anthropomorphize the shit out of things in the course of play. That’s a natural, human thing to do. And it includes talking in character or acting in character (and by “acting” I mean behaving, not acting like an actor on stage or screen).

D&D is a game. In the game, players face perilous dangers hoping for fame and fortune. We call these things “adventures.” The CHARACTER of a player, is the vehicle for the player to have those adventures in the imaginary game environment…the SETTING that is created by the DM. We call an ongoing series of such adventures a “campaign.” Got that?

SO, given that you have this particular vehicle (your elven thief or your human paladin or WHATever)…you use the capabilities of that vehicle for navigating the imaginary environment, i.e. “for playing the game.” And what is the game again? Oh, yeah: exploring an imaginary world, facing perilous dangers in the hope of winning fame and fortune.

What part of that requires describing in vivid detail how your thief picks a pocket? Or how they interact with a shopkeeper? Or even spending time and energy narrating the way you swing a sword?

NONE OF IT.

The players you complain about…the ones “focused on being uber efficient and getting thru as much as possible per session”…they are trying to play the game. They are trying to face perilous dangers and win fame and fortune. And they know their time is limited and they DO want to get through as much of the session as possible. Because That’s The Game. They are Playing A Game. They are ACTIVE. They are ENGAGED. They are not interested in performing theater for the table.

These are the kinds of players that a competent Dungeon Master WANTS at the table. They are PLAYING D&D THE RIGHT WAY, rather than screwing around like a bunch of goofball 14 and 15 year-olds.

If that’s not what you want out of the game…if what you want is performative collaborative storytelling…then, yeah, D&D may not be the right game for you.

But, of course, if that IS what you want from the game, you’re not alone out there. This is the major issue with the (majority) of the D&D community these days: they believe that this is what D&D is. They think this for a variety of reasons, mainly misinformation due to A) poorly written and/or unread instructions, B) lack of support/direction from the game’s publisher, and C) learning the game through on-line streaming “shows” like Critical Role and believing ‘O that’s what D&D looks like!’

Go join a theater troupe if you want to celebrate your improvisational acting skills.

Is role-playing a “unicorn?” I’ll say again: no. Role-playing happens all the time in a D&D game. Players internalize and identify with their character…they ACT (that is “behave”) as their character would, given the situation and circumstances of the game. They even “talk in character” on occasion, with or without changing the tone of their voice. They do this BECAUSE THEY ARE ENGAGED in the game…so engrossed that they tune out what is going on around them, narrowing their focus to the action at the table.

No flowery narration from the DM required. Just good, hard, solid D&D being thrown in their direction. Keeping the pressure on. So that they (the players) don’t have time to think about how silly the premise of such a game is, with its underground “dungeons” full of gold and goblins.

Yes, praying for “better role-playing” is praying to a false idol. What you should be seeking is better D&D. If you’re the DM, the way you control that is by world-building and running a tight ship of challenging – yet rewarding – scenarios. But if that’s not your bag…well, you can always play with the goofball kids at the shop, I guess. They seem to be on the same page you are.

Sincerely,
JB

Saturday, August 23, 2025

"Dear JB" Mailbag #38

Not dead, just in Portland for (another) soccer tournament...life is been especially hectic lately with tournaments, club volleyball tryouts (the boy), last summer excursions/trips, prep for school and the upcoming soccer seasons, and (of course) familial law suits. 

At least I have my health.  ; )


Dear JB:

How do y'all play intelligent, wise, and/or charismatic characters when y'all aren't personally IRL are not those? 

Like, if you play a character who has a notably high score in one of those stats, such as a artificer/wizard for intelligence, monk/ranger/druid/cleric for wisdom, or paladin/bard/sorcerer/warlock, what do y'all do to play them if you wouldn't personally describe yourself as intelligent, wise, or charismatic? 

Or in summary, how do y'all RP as characters with mental traits that you personally IRL do not have?


Curious


Dear Curious:

I have known very, very intelligent, very educated people who were VERY stupid and VERY ignorant about any number of things outside their field of expertise. I've known very sleazy, cowardly, rapacious and dishonorable people people who nevertheless had something that attracted and drew others to them (consider, perhaps, a certain someone living in a certain "white" house at the moment) or who proved effective leaders, highly capable of inspiring people despite being gruff, abrasive, and taciturn. Finally, I've known more that a few "spiritual" and "wise" people who still made a plethora of unwise decisions...mainly with regard to their health (smoking, overindulging in alcohol, being morbidly obese causing numerous ailments, etc.)...and there are plenty of examples of deeply devout, pray-every-day types who unwisely put their faith in charlatans and hucksters who bilk them out of their cash.

D&D is a game, and the game has systems in place that measures the manner a character is effective in a number of game-related ways. In AD&D, intelligence is largely a measure of how well a magic-user can learn learn spells, although it is also determines a character's capacity for learning new languages. That's all it does! Wisdom measures a character's mental fortitude to resisting mind control, and (for cleric types), allows them to call on their Higher Power more often when it comes to the performance of miracles (i.e. spells). Meanwhile, charisma measures the je ne sais quoi of a person when it comes to being likable (reaction) or commanding the loyalty of others...it doesn't mean the person is particularly attractive or articulate or silver-tongued or empathetic, just that people LIKE them and TRUST them...which could be for all sorts of reasons!

What players (and DMs) need to remember is that D&D IS A GAME and, for better or worse, these abilities, despite their evocative names, are just as abstract as "level" or "hit points" as a measure of character effectiveness. And when playing D&D in the correct fashion, that's the thing that matters. It doesn't matter whether the magic-user knows how to balance his checkbook, or knows the history of the realm, or the proper etiquette when partying with a kobold tribe; what does matter is how hard it is for the dude to learn to cast a fireball spell. Because we're going to need that fireball spell at some point (probably). 

We want fighters with higher strength scores because they are better fighters; we want clerics with better wisdom scores because they're better spell-casters...get it?

So, Curious, I realize that you are a 5E player and so you have a different idea of how D&D is supposed to be played and so "RP" (what other role-players...like myself...would call "play acting") is an important thing to you and your friends. But this is just another example of how DIFFICULT that type of play style is. If you think a character with high intelligence should act like some sort of genius planner/schemer on par with a Batman or Lex Luthor, you're asking something very challenging of any improvisational actor (considering especially that literary characters like Sherlock Holmes are written over a long, thoughtful period of time by authors who craft their stories in a way to show and emphasize their "genius" powers of the mind). And, for the record, that's NOT the kind of challenge the game was originally supposed to foster.

Meanwhile, as a Dungeon Master, I'll tell you that there's little that's more annoying than someone taking the OPPOSITE tack: making utterly stupid decisions with their character or behaving in a disruptive fashion just because their character has a low score in intelligence or wisdom or charisma. This is utterly ridiculous! Read Harold Lamb's Khlit stories about the curmudgeonly old Cossack who, despite being uneducated, completely illiterate, and rather blasphemous in his faith, still exhibits more crafty intelligence and experiential wisdom than any of the foes he faces in his adventures.  Just because your fighter has an INT of 5 doesn't mean YOU (as the player) need to choose stupid, stupid actions in the game or behave in a manner that will get you (and your party) killed...it just means you're never going to "dual class" as magic-user (or anything else with a score that low!).

So, forget the "play acting;" you should think of your character as your personal avatar: your vehicle for exploring the game world. Which it is. And just as different vehicles have different capabilities (different strengths and weaknesses) so, too, does your "imaginary person." In this vehicle, you may be capable of swinging a sword well, or learning the most complex of spells, or commanding the loyalty of a huge number of followers...regardless of what YOU (in real life) can do. And that should inform and influence how you play the game with that particular character

I'm not seven feet tall: I'm not going to be playing in the NBA. I don't have graduate degrees from M.I.T.: I'm not going to be a brilliant mathematician. That's just how it is. I, as a not-perfect-at-everything human, am forced (in this life) to work with what I've got. So, too, a player must work with what the dice (and their few choices during chargen) dictate.

Now, I realize that some of the folks who play D&D differently from myself are going to say something along the lines of:

"But JB! Playing D&D with the same old sorry tropes of strong, dumb fighters and wise holy clerics and powerful (but otherwise incompetent) wizards is B-O-R-I-N-G! We want to change things up, make interesting stories with interesting characters. This creates DRAMA without which the game grows O so stale. Without the type of "RP" you describe as "play-acting," the game is just crunching the numbers of hit points and people dying in holes for imaginary gold pieces which are little more than counting 'points.' Your old style method of playing D&D fails to account for the fact that the community...and the game itself (which cannot exist without the community)...has EVOLVED. These questions of how to play characters are important, because role-playing (what WE call role-playing) IS the game, That is what we sign up to play; that is what we WANT to play. If that's not what the game's about, then it isn't the game for us...get it?"

Oh, I get it.

Unfortunately, for folks who insist on playing D&D is this new, "evolved" fashion, I have no help for you. I have no answers to your questions. I have no advice to offer you (other than "play differently"). The issues that arise from your particular style of play are not issues that have to be dealt with in my "boring" style of play...but happily, neither I nor my players find our "un-evolved" style particularly "boring." 

Your preferences are your own, but don't base your paradigm on a false premise. You want to "RP?" Great. Best of luck to you. But the problems that arise from attempting to play a game with mercurial and/or limited rules aren't solvable by retaining a laissez-faire attitude towards the objectives of game play. Sorry.

Sincerely,
JB

Friday, March 28, 2025

Reunion [Book Review]

My friend wrote a book. Writing an un-biased review isn't really possible.

Over the decade and a half that I've been writing this blog, I've mentioned my friend Jocelyn many, many times. For good reason: she was my best friend during the formative years of my youth. As most of those formative years were spent in gaming-related activities (at least, most of the best bits) and as this is ostensibly a "gaming blog," Jocelyn is intrinsically tied to my personal history.

Of course, it's more than that: the people that touch our lives always have some impact on our growth as human beings. As we get older, that impact (generally) becomes smaller, as it is measured against all the other individuals we've encountered in our lives over many years. But when you're young, and your life experience is as limited as the number of people you've actually met, long-term relationships have a tremendous hand in shaping one's developing personality. Or so I'd hypothesize as it was certainly true in my case.

So, the novel: Reunion by Jocelyn Lindsay. I would describe it as "YA fantasy fiction written for middle-aged Gen-Xers." Which probably sounds less than complimentary (on a number of levels), but it's an honest description and will certainly be right in the wheelhouse of some folks.

I don't read much fiction these days. Well, I don't read much anything these days, if you're talking about books. And, yet, as I say that there's a number of works of fiction stacked on my nightstand. Harold Lamb's Wolf of the Steppes. ERB's Tarzan and the City of Gold. Alistair MacLean's Where Eagles Dare. Miller's A Canticle for Leibowitz. Space Viking by H. Beam Piper.  A lot of old books...and, in the case of Leibowitz, some that I've read before (multiple times!).

Of course, there's also "new" fiction. Gail Simone's Red Sonja Consumed. Naomi Novik's A Deadly Education. Susanna Clarke's Jonathan Strange & Mr. Norrell (hmm...actually, I recently shelved that one, having finally finished streaming the television adaptation of the book). These are...tougher...for me to get into. Not because they're poorly written, but because the direction these writers take are (quite often) not ones that hold much interest for me. It's not that they're young authors...all of them are about the same age as myself...it's just that...

I don't know. So much of it seems self-indulgent in a way that doesn't terribly appeal to me. Perhaps I care more about a good story and less about a characters' 'inner life' and thoughts. Or maybe it's just that the doorway into the protagonist's inner thoughts are so...mundane. We all have drama in our lives...things we bitch and moan about that really aren't worth the pain we cause ourselves hashing 'em...but do I read books to hear about other folks' drama? Just give me enough to understand the character and get on with the tale you're telling!

Reunion has quite a bit of this. The book is a slow burn with a lot of setup...the protagonist is coming back to a town she left behind twenty-five years ago, facing not only new (fantasy) dangers somewhat connected to the ones she fought in her youth, but also facing all the old friends and relations she cut out of her life, and dealing with both the fallout of those confrontations while enjoying the old camaraderie that rekindled friendships bring. 

As a middle-aged dude, it's a dance I've done myself, multiple times...although without the mosnter-fighting aspects. But I had coffee recently with a friend I hadn't seen in fifteen years. I went to a birthday party of a buddy I hadn't hung out with in 10. When my mom died, I got together with another friend that I hadn't hung out with since college (like 30 years ago). You live long enough, you experience this. Life is long and it meanders and we seldom retain the same tight bonds we did before jobs and marriages and kids. Seeing how our old buddies have changed...usually towards the decrepit end of the spectrum...reflects upon us our own mortality. Which has all sorts of different "feels" for different people. For me, it makes me wistful, melancholic and (often) maudlin...not my most flattering lights.

So...not my cup of team. Even so, I finished the book in just four or five days, the second half going much faster, with more energetic reveals and more active situations, despite interludes of characters taking the time to kabitz around kitchen tables. There is an ebb and flow to the book that feels very much like the life of a geezer in my age bracket...periods of reflection punctuated by high bursts of energy because shit needs to get done so I can get back to sitting on my ass and resting my aching back. Middle-aged superheroes. Yeah, if this is going to be a genre, at least I can understand it. And considering the declining rate of literacy in this country, perhaps it's the perfect genre for the aging literate types.

Now, for my regular readers, I'm going to make a gaming connection:

I've known this woman...Jocelyn...since long before she was a woman. No, we don't hang out anymore...she lives in Bellingham (where the novel takes place, natch) and the last time I remember seeing her in person was '96 or '97. But I know this author. And one of the most interesting things about reading her novel is seeing how the characters are all simply different aspects of her personality...all aspects I've encountered, years ago in our youth, through the playing of role-playing games, particularly Dungeons & Dragons

I can tell (mostly) which characters had their base behavioral pattern set down decades ago though our RPG play. And NOT because we were (like the 5E kids these days) trying to create "stories" and "original characters." Here is the thing that all the New School gamer kids don't seem to grok: our "original characters," back in the day, came NOT from creating an interesting backstory, but from playing ourselves in the avatar provided during the character generation process. You are ALWAYS playing yourself...but the act of playing ends up adapting your personality to the experiences of gameplay just as if you were living a different life.

When you roll up a fighter, you are still YOU...but you are you with muscles and armor and a high hit point capacity. When you roll up a magic-user, you are still YOU...but a you with limited (if powerful) magical resources, no armor, and few hit points. 

This shapes your personality. Forget alignment for the moment. If you spend adventure after adventure kicking ass on the front-line, how does that interact with and synthesize with your normal (real life) personality (i.e. the one largely shaped by your upbringing, parents, teachers, coaches, life experiences, etc.)? If you spend adventure after adventure in a supportive role, healing people (cleric types), how does that interact with and synthesize with your usual personality? From my experience (both for myself and what I've seen in others)...given enough time in a particular vehicle, your character's 'character' will change drastically, depending on what happens over the course of campaign play. It's not that you suddenly "invented" an OC out of whole cloth...it's just YOU, living out your life in a different body. And because of the sheer variety of PC options (not to mention possible game experiences) each PC can vary wildly from one to another, even though played by the same player.

It just happens. It's amazing. It's magical. And no backstory required.

So, I've seen the characters in Jocelyn's book before...Meg, Bianca, even Sam (although, she was a lot younger at the time)...at the gaming table. Other characters feel like they were probably drawn from people the author knows (Diana, for example, feels a lot like Jocelyn's mother to me...). Which, as a reader, I find fascinating...although I understand that this will be far less interesting to people who have no relationship to the writer.

Still...do all friends of a particular author feel the same when reading that author's book?

[side note: there is a character in Reunion named "JB:" a fat, balding, middle-aged jerk...who gets punched in the face a lot. I found that rather amusing...]

Reunion was published in September of 2024. It's seems obvious that it was a long time in coming (the book is set in 2015, and the characters are the same age as the author). As self-made rich folks are prone to say about their first million dollars, "Making the first is the hardest." Jocelyn just finished writing a follow-up Book 2 (Reverie) to what she's calling The Hellgate Chronicles, which is scheduled to come out in April. If you're interested in "modern day fantasy" in the vein of The Dresden Files, True Blood, or the various White Wolf RPGs, this might be your jam. If you just want to look into the mind of a fantasy nerd from the PacNW who actually grew up in the time period that Stranger Things portrays (unlike the Duffer brothers) you might find this an interesting window.

Of course, I'll be buying the next book in the series: the ending was compelling enough that I'd like to see what happens next. But I am hardly an un-biased reader/reviewer.

One critique (for the author, if she reads this): I kind of hated the inclusion of the sword. I understand the necessity to the plot, but I didn't like it. Sorry.

You can find blurbs and links to the book on the author's web site.

Happy Friday, folks.


Thursday, March 20, 2025

"Dear JB" Mailbag #19

[sorry to throw down more of these lazy-ass posts, but I'm a bit short on time recently]


Dear JB:

So firstly, context. My players have been getting along very well! The main thing I've begun to notice is that they tend to split into mini groups. 

Out of five they tend to split
  • Goliath barb and Gnome Artficer
  • Human fighter and human artificer
  • And rogue who sticks to her npcs.
Again, players are getting along well, but I'm a smidge worried that character motivations may split as the characters sometimes don't even get along lol.

Without strong arming them or going over the table, how could I get them together more?


How Do You Get Characters To Bond



Dear DM:

I'll admit that I'm a tad unclear on what you mean by the players tendency to "split into mini groups;" are you saying the party tends to split up while on adventures? Going separate ways in the dungeon? Because if that's the issue it is easily solved: most such parties will be destroyed if they insist on tackling adventure sites in piecemeal fashion. And once they create new characters (with the wisdom that comes from a 'hard knocks' experience) they'll be more like to stick together.

However, from your terminology ("artificer," "rogue") I gather that you're playing a newer version of the game. And perhaps your issue is with the characters simply "getting along" in the game world. That is, the characters...being played as actual entities separate from their players...sometimes allow their "character issues" to interfere with becoming a cohesive party. Or something.

Group dynamics are a tricky thing: people can be friends, co-workers, colleagues, and/or family members and might still have disagreements with each other. Even STRONG disagreements. Married couples and siblings (generally) love each other very much, and share strong bonds, but they can be deeply divided about things like politics or religion or even what types of movies or music they like. My brother and I, for example, have such a strong bond from sharing our lives together that often times we appear downright telepathic to others, because our minds and thoughts move in such similar ways. And, yet, we disagree on fundamental levels regarding politics, religion, and music (Bel Biv Devoe, Adam? Really?). 

And the larger the group, the more complicated those group dynamics become. Because each person in a group is a unique individual with their own likes/dislikes, hopes, fears, desires, and level of confidence when it comes to expressing themselves.

Now, once upon a time I subscribed to the idea that people could play a character that was different from themselves...the "this isn't ME making these decisions, it's MY character and how THEY would act" thing. However, over the years, I've only found one person who could truly be this objective about their playing piece: myself. And even to myself, my motives are oftentimes suspect. What actually occurs in this attempted dissolution of personality is that we tap into aspects of ourselves...sometimes aspects that we dislike or don't usually acknowledge even to ourselves, in order to "create" a persona that appears to be a different, separate entity. And I'm not just talking about "playing an evil PC;" check out the hardcore atheists that enjoy playing devout clerics (in a non-caricatured fashion).

It is similar to (part of) the process of an actor embodying a role: actors can only bring to the stage what is inside themselves and so they have to...purposefully...find that connection between their own personality and the character they are playing and weave the two together. We all have our "dark sides" and our "light sides;" what's more, we all have all the feelings/emotions that go into making the myriad of human behaviors and reactions to LIFE, as it happens...even if we don't all have the traumatic or uplifting experiences to cause those emotions to manifest into specific behavioral patterns.

But D&D is not acting: we are not attempting to shape ourselves into a character in order to portray the playwright's words in an effective matter, conveying the author's story with the director's themes. No.

What we ARE doing is playing a game of fantasy adventure. And our characters are the vehicles for that experience. And without all the mental gymnastics an actor needs to perform in order to (for example) transform Sir Anthony Hopkins into Hannibal Lecter, we can still say "Hm. If I were a wizard confronted by an owl bear, with only these few spells in my repertoire, what would I do?" That's it: that is what 'role-playing' is when it comes to the D&D game.

SO THEN: how do you get your players' characters to bond? By getting your players to bond. 

And how do you do that? Why, by imperiling them: putting their characters in jeopardy...if not mortal danger...such that it forces them to cooperate and rely on each other for aid and support. 

It's really that simple. The beauty of older edition games (which, I gather, you don't play) is that there is also a common objective (the attainment of treasure) which helps focus the players in the same direction. But with or without that, you ALWAYS have the objective of survival to fall back on...and this IS a game of fantasy adventure we're playing.  Adventures are dangerous; as Bilbo Baggins remarked, they're a nasty business that tend to make people late for supper. 

Will players continue to bicker and butt heads at times, both in and out of character? Yes, of course...because that is what people do, even cherished friends and loved ones. But they will form a strong bond if thrown into the fire together...an incredibly strong bond. And you, DM, are responsible for providing that flame. 

Sincerely, 
JB




Friday, October 25, 2024

"Storygamers"

Oh, boy. A loooong one for a Friday.

"Storygamer" is a term that gets bandied about the internet a lot these days, generally in a pejorative fashion. I seem to see it a lot amongst those folks identifying themselves as "CAG (classic adventure gaming) gamers," generally setting themselves up in opposition to this particular type, or style, of player.

First allow me to reiterate (or explain) that this label of "adventure gaming" is simply meant to distinguish what I do from what is usually considered "role-playing" these days (i.e. in the 2020s). Up until the 2010s, I certainly would have called myself a "role-player," and these games I play "role-playing games" or RPGs. When it comes to running AD&D, I take the same approach I have (pretty much) always taken...generally speaking, the same approach I've taken towards ALL role-playing games I've run over the years.

That being said:
1) it is remarkably difficult to run most RPGs in the style of AD&D (and as evidence, I will point to the consistent LACK of my ability run other RPGs over the long-term; most non-D&D games...with some exceptions...have been extremely short-lived affairs).

2) the AD&D I run these days is a much more mature, calculated, and conscientious than the AD&D of my youth. Credit this with having grown as Dungeon Master, and the years of work I've done on self-analysis and self-development.
But just because I distinguish myself as an "adventure gamer" does not mean I consider myself part of a particular tribe. I'm less interested in being a part of any particular community, and more interested in the game itself...what it can do for me, what I can do for it.

[it is similar to my feelings of the "OSR" back in the day; as I've written before, I never saw myself as part of a "movement," so much as an old geezer that wanted to play old games]

So, while I'm happy to die on this hill of championing 1E play, I'm far less interested in digging a trench around said hill, and spiking it pickets to keep out the "storygamers." ESPECIALLY because I feel that, these days, we may be using too broad a definition of just what a "storygamer" IS.

Here's a good blog post defining story games from Ben Robbins (of Ars Ludi). It's from October 2012, but holds up today, echoing many of my own thoughts (from 2013 and now). Here's a solid quote:
"A story game is a role-playing game where the participants focus on making a story together instead of just playing “their guy.” The alternative–which I played 100% of the time for more than two decades–would be adventure games like D&D, where your character is your turf.

"Yep, I said adventure games. I’ve used the term “traditional games” a lot but in hindsight it’s a terrible term for the games we’ve loved for decades. Back in the 70s and 80s these same “traditional” games were frickin’ radical. I think “adventure game” is a better term. In an adventure game it’s the job of the players to beat the adventure the GM presents. Again, not my invention: “adventure game” was a common term for D&D etc. back in the day."
Yep. I'm not the first one to call my kind of gaming (i.e. Dungeons & Dragons gaming), "adventure gaming." And neither was Ben, as he readily admits. But I digress; we were talking about "story gaming;" and here ya' go:
"In adventure games your job is to play your character and make good decisions for them. If you mess up (or roll badly) your character can die and be removed from the game. In a story game any character you play is a facet of the shared story. You may even sabotage your own character or spin them into tragedy because it makes the story more interesting. It’s a shift from “what would my character try to do” to “what do I want to have happen to my character” and in the story at large."
Or, to put it another way:
"In an adventure role-playing game you can only accomplish something because your character can do it. In a story role-playing game you can make something happen because as a player you want it, not just because your character can make it happen. In an adventure game like D&D you decide what your character does, but your ability to succeed is a reflection of your character’s traits...

"In a story game...the character isn’t the limit of your power in the game. The rules give the players authority over things that are outside their characters’ control..."
Got that? A story gamer is playing a different kind of game (a "story game") with mechanical differences that support that type of play. Lots of examples abound, many of which came out of the Indie RPG (Forge) think tank. But what about all those folks who play D&D with funny voices? Check this out:
"Take D&D, old school D&D even. The players control their characters and the GM controls everything else. The characters’ chance of success is based on their character’s fictional abilities (good fighters win fights, poor fighters lose fights, etc.). But the GM could say to a player “Hey, tell me about the monastery your character came from.” Suddenly the player has some story game-style input into the fiction: their character didn’t create the monastery they were trained in, that’s the player making up things they want in the game. Or the GM could ask the group whether they want the next adventure to be more wilderness or dungeon crawling or political intrigue. Again, now the players are making contributions outside their characters. 

"Those examples are not that uncommon in adventure games. So hey, that makes them story games, right? 

"Not really. The important difference is that those contributions are arbitrary and non-binding. The GM is deciding when to ask the players for world input (if ever) and if the GM doesn’t like what they propose she can decide not to use it. The GM holds the veto. In an adventure games rules system, story game-style participation is an ad hoc privilege, not a right, and it can be rescinded at any time or never extended at all. It’s not a system.

"On the other hand, if you’re a player in an adventure game and you can always decide to make “bad but interesting” decisions for your character but the penalties can be pretty brutal. Yep, it was awesome and dramatically moving to have your paladin take off his armor before the big battle to show his unshakeable faith in his god’s prophecy, but in game terms it meant you had a terrible AC and got cut down in a few rounds. Oops. Now sit and wait while everyone else finishes the fight. The adventure game doesn’t have a method to reward your decision because that’s not what it’s built to do. It doesn’t expect you to play that way."
I am quoting heavily from Robbins's blog post because he echoes my understanding and feeling on the matter. What he is calling "story games" I (as a Forum alum) would probably call "story now" games...games designed to tell a story and unconcerned with aspects of exploration of challenge. They're nice parlor games, but not anything designed for long-term play (i.e. play of more than a handful of sessions). And they're not bad! At least they have an objective of play (tell a nice story) and mechanics to support that.

But Ben was writing in 2013. In 2014 we see the advent of 5th Edition Dungeons & Dragons...and shit starts to hit the fan. Because the publishers of 5E (i.e. Hasbro/WotC) had absolutely zero concern whether or not their game is coherent, instructional, functional, etc. nor even if consumers have any idea/consistent standard of how the game is meant to be played. Instead, their sole concern, was reestablishing market dominance, i.e. reclaiming the market share they'd lost to Paizo/Pathfinder after the debacle that was 4th edition. They did not Give A Shit how or why people played D&D, just so long as people were playing D&D...and they were going to do their damnedest to make sure THAT would be the game RPG folks were playing. Everything to Everybody.

SO...the  "brutal" consequence of trying to do "story" while playing an adventure game? All that had to go out the window. Characters have to be EXTREMELY hard to kill (if not impossible). Players have to "give consent" for negative consequences to affect their character. Creating character backgrounds and establishing stories for PCs became part of the actual chargen process. "Balanced" character archetypes ensure that no matter what a player's particular preference of "flavor," the characters will be on equal footing. Screw asymmetry. Thus the ascendance of My Guy/Gal syndrome and let's-tell-our-precious-little-stories-about-ourselves.

*sigh*

After my last post about the Euro OSR, I had a private conversation with an individual who discussed some of the issues they've had with their players, despite running a 1E game:
"...my players do not want to be motivated by gold, they find the notion of upkeep and training costs silly from an in-game perspective. 

"We ran indeed into a conflict...I wrote in a short reflection on the state of the campaign and their player skill that "saving the NPC is essentially a pretense for adventurous play - as adventurers, you want to loot treasure as much as possible while on the mission" and they were offended. ...They do not play to level up (and perhaps to a small extent even are used that the GM just awards level up after 'successfully' finishing an adventure without the tracking of XP)...
And:
"To a large extent my players are able to formulate their own objectives of play, especially during a long term campaign (i.e. unfinished business, taking revenge etc.), although in practice I seed the world with adventure locales...

"They pick perhaps also to some extent in line with their character motivations, or - at the same time - what they as players find interesting and then retroactively, if at all needed, formulate a motivation for their character. Especially this 'thinking meta as a player and bending my PCs' motivation to what I want' is very foreign to players invested in their characters..."
This, in my estimation, is NOT "storygaming." There is a disconnect between the players and the DM, but it isn't a bridge too far to span. In fact, it would seem to require only a step sideways by the DM to make things work: these players are still interested in "adventure" gaming, they just need some facilitation.

Among many (most?) D&D players who look down on old style play, there is a perception that killing and looting is too simplistic, too coarse, too dumb an activity to engage in. "Kill monster, loot treasure, repeat, how boring!" Most of these players...at least the ones that haven't jumped on the YouTube train of playing D&D like Improv Night at TheaterSports...still want adventure, but they want meaningful adventure, if not grandiose. Just like a fantasy story they've enjoyed reading (or watching on a screen). Collecting gold, doesn't seem "meaningful"...it seems mundane. And they want to be transported...the "fantasy" of fantasy adventure gaming is, essentially, an escape from the mundane hum-drum of the normal world.

But when we look at the classic adventures that everyone still adores...Hommlet, Against the Giants, etc...we'll see that none of them are bereft of story. Good adventures are scenarios: they have a premise, an idea or concept that gives them meaning. There's a reason players are there. 

And the characters' "story?" They build that through actual play, the longer they survive. It is inevitable in campaign play: the PCs will build friends and enemies, allies and rivals. They will have ambitions and victories and setbacks and comedy and tragedy...the longer they play. 

DMs want our players to live in the world we're building. We want them to want to spend time there. And most players who want to play D&D (and, yes, I'd even include modern 5E players) want a fantasy world worth living in. It's the DMs job to create that world.

When we sit down to play D&D, we all need to agree with the core concept of the game: players are adventurers in a fantasy world. "Adventurers" are individuals with a certain skill set that use those skills (and their wit) to risk danger as their occupation. That's their job. They are not town guards, or bakers, or kings-in-waiting, or court jesters. They are adventurers.

And because they are adventurers, we "keep score" (in this game we've agreed to play) by measuring how successful they are at their job (i.e. how much money they make), with some bonuses (x.p.) earned for defeating opponents with violence...because violence is inherent to the adventuring profession. They risk danger with their skill sets, i.e. sword and spell. Again: this is the game we've all agreed to sit down and play.

That doesn't mean the players can't choose to buck the premise. One of the great joys of D&D is that players have agency to operate outside the strict parameters set by (for example) a video game or a Fighting Fantasy novel. They are here to live in this world...not follow a script (and if the players assume they're supposed to follow a script, it's the DM's responsibility to disabuse them of this notice up front ASAP! That's not the game!).  

And living in a world requires some means of supporting yourself. 

It is the DM's responsibility to run the world...and that means providing consequences both for action and for inaction.  Players...because they have agency...have their choice of how to deal with the dangers of the world and the costs of living there. The DM has to make sure that there ARE "dangers" and "costs" so that the players are properly motivated to engage with them. The players can choose not to seek out treasure...and they will eventually be out of cash to feed themselves or their horses, reduced to living like penniless vagabonds (and treated the same by the locals). They can choose not to stamp out the monstrous ogre tribe that's moved nearby...and they'll see the village where they're staying dwindle as people move away (or are eaten), shops close, beer barrels run dry, etc. 

It all comes down to the DM's world building.  The (1st Edition) game already has rules for handling most pertinent situations that arise during the game. But it's up to the DM to build the world in which those rules get used...and it's up to the DM to present the world in a way that engages the players.

The players have no interest in investigating the caravan raids that have been halting trade with the southern jungles? That will affect the local economy. The players aren't interested in the giants expanding their territory into civilized lands? Civilization will start to shrink. The players aren't enticed to break up a slaver ring that's preying on the innocent? More people will continue to disappear in the night. 

It is UNIMPORTANT that the players wish to create mannerisms for their character, or write up a backstory. That's FINE if they want to do that. Most 1st edition PCs already have a "backstory" of sorts: they have a race. They have a class. They have a name. You can already tell a lot about the character's pre-game "history" just from these things (and more if you want to use secondary skills). It doesn't make them a "storygamer" to want to do these things...nor even if they want to "self-sabotage" (like the paladin removing his armor before a fight). 

That doesn't make the player a "storygamer," because we are not playing a story game. We are playing an adventure game. If it means anything at all, it just means they're not a very good adventurer (certainly in the case of the dipshit paladin)...and that doesn't mean they can't get better!

As the Dungeon Master, YOU have all the power. You create the world; you run the campaign; you arbitrate the rules. Any issue or disconnect here really falls squarely upon the shoulders of the DM. At least it does for those of us running old edition D&D. Choosing to DM this older version of D&D means choosing to take up this mantle of responsibility.

Old edition D&D is not "collaborative" in the same way a story game is. Players looking for a collaborative game...one where they provide input that impacts the game in spite of the rules and the results of the dice...would be best served to look elsewhere. Because old edition D&D doesn't support that kind of game play. It never has. Yes, you can glom on rule additions (hand out "narrative change" points to players or whatever), but the more adaptations you make, the more bits you're likely to muck up (requiring more changes), the farther you get away from what works WELL about the D&D game, and the more you'd (probably) be better served by finding a game that already has the objective of "creating a story."

Or, you know, such players could simply write their own fiction...either solo or in collaboration with others. Just saying.

Those players who stick around are signing up to play an adventure game, regardless of whether or not they are giving their characters fictional "motivations." That's FINE if they want to do that. A motivation rooted in fiction ("The six-fingered man killed my father; one day I'll have revenge!") is nearly as good as a motivation rooted in game play ("I want to find a fireball spell...and get to a level where I can cast it!"). Motivations are good, because they incentivize action. Doesn't mean they're ever going to be fulfilled or come up in play (that magic-user might die before 5th level...). Them's the breaks.

As DMs we are not true "storytellers," because all stories have an ending to them, and our responsibility as a neutral arbiter to the game prevents us from having an attachment to ANY possible ending. We create adventures (scenarios) with which the players interact. These scenarios make sense in terms of the fantasy world we've created. Our world is run to the best of our ability with the help of the rules. It is a world of adventure: a world with monsters and treasure, dungeons and dragons. The better we build it, the more players will want to adventure within it, and the more adventures they will have. Until their characters die or retire. And it's only then, when a PC has ended, will we be able to say "Okay, hear's the story of Stoutheart the Grim..." Or whatever.

DMs are world builders; D&D players are adventurers. The interaction of these roles (builder and explorer) is the game. Not a "story game." An adventure game. And, if YOU (DM) are running an old version of D&D...like 1st edition AD&D...you have nothing to worry about when it comes to "storygamers." Storygamers will find story games to play in, and that will be a 'win' for everyone involved.

Build your world, run your world, love your world. Do that and all the other "noise" will cease to matter.
: )

Wednesday, January 25, 2023

YOU Are The Story

Jeez Louise...so many topics to get to (none of which are OGL-related, thank goodness!) and so little time. I'm trying to write a damn blog post about an orc (not just any old orc, but a SPECIFIC orc), and then THIS comes up. Sheesh.

But it's (kind of) important. 

So, Adam (Barking Alien, for those in the know) posted a comment on my last post (Boring Old D&D) saying:
"It's posts like this that confuse me in regards to what it is you enjoy and why you enjoy it. You don't go in for the Story, Narrative driven games but 'it's not just about killing monster and taking stuff'. How does that work? 

"How do you have no story but it's not just a video game with paper and dice?"
For the record, this is (perhaps) the thousandth time BA and I have danced this little dance. He is very much of the (now old) New School of RPG game play...the kind that came out of Dragonlance and 2E-era D&D, the kind that in the '90s led to White Wolf games like Vampire and all its many imitators. Games that wanted to explore story and genre until birthing (and being killed by) the rise of the indie, Story Now (or Narrativist-oriented) games. For those of us who've been around since 1981 (and followed the evolution of the hobby), its pretty easy to recognize the foibles of 5E D&D as the second coming (and rebranding/marketing) of 2E AD&D. 

[that's probably a whole 'nother post. What'd I say? Too many topics these days. However, here's a hint: WotC/Hasbro's quest to "more monetize" the D&D brand has direct parallels with post-1985 TSR]

ANYway. Adam is no 'spring chicken.' He's been playing RPGs nearly as long (or perhaps longer) than I have. He came in with Basic...Holmes, if I remember correctly...long before Dragonlance. Certainly long before 2E. One might jump to the question, "Hey, why isn't this guy on the same page as JB? He's an old geezer...doesn't he have the same sensibilities?" Just remember: the story-centric "role playing" that followed Wargamers Gygax/Arneson initial creation was created by folks OLDER than us. The Hickmans are OLDER than me...they were married adults in their 20s when they were writing epic Dragonlance modules.  This is not an issue of age, generation, or "wargamer background."

[in case anyone's wondering, I don't have a wargaming background]

The way I see it, the problem here is one of confusion and misunderstanding. There is a (LARGE) segment of the hobby that sees RPGs as vehicles for "telling stories." That "telling stories" is the OBJECTIVE of play. "This game [insert name] allows you and your friends to tell stories, just like [insert favorite book, film, or genre one wishes to emulate]."

Before going any further, in this post you need to BREAK that presumption. Even if the game instructions SAY that's the objective of play, you need to nip that right in the bud because there's a good chance that A) the game writer had a poor understanding of what was going on, AND/OR B) was simply emulating prior games description of 'what an RPG is' when they wrote it.

BREAK THAT PRESUMPTION. DO NOT PRESUME THE GAME IS DESIGNED TO TELL STORIES.

Okay. Are we clear? Blank slate everyone? Now we can advance.

There ARE games on the market that are specifically designed to tell stories. Once Upon A Time is a good example. Story Cubes are another. The Adventures of Baron Munchausen is yet another and also includes some elements of 'role-playing' in it. 

There are ALSO many RPGs (and pseudo-RPGs...like Fiasco) that have been published over the years that have the objective of telling stories, using recognizable RPG elements, that can somewhat succeed presuming everyone is on board with genre emulation. The Dying Earth RPG. My Life With Master. New Fire: Temikamatl. OrkWorld (maybe). Dust DevilsPrince Valiant. Maybe Amber Diceless. Christian Aldridge's Maelstrom (i.e. Story Engine) The degree to which the telling stories is supported by the game's mechanics (rules/systems) varies between games, but they are GENERALLY supportive of creating stories...in their particular genre...and they don't do much else. 

[there are other examples...really, too many to list]

Then there are...the other games. Games that are based on D&D concepts, mechanics, and play dynamics. "Role-playing games" they are called...games run and moderated by a game master while the other participants play the role of a single character. Games with explicitly stated (or else assumed) objectives of "telling a story." Of creating a narrative with a point to it. Because OTHERWISE the act of play is deemed to have no point or reason to play

Or, to use Adam's words, "How do you have no story but it's not just a video game with dice?"

This is coming at the game from the wrong angle. It is starting with the presumption that playing the game must be about something (it is), about something meaningful (it is), like creating a narrative with a plot a climax and heroic...or at least worthy...protagonists (it is not).  

Dungeons & Dragons was...originally...never about creating stories in the way an actual story telling game is designed. That doesn't mean stories didn't result from the antics of the players, stories that might emulate much of the genre books that inspired D&D (i.e. the infamous Appendix N). But any story creation was the by-product of play, not the point of play. The point of playing Dungeons & Dragons was playing Dungeons & Dragons.  And any textual statements to the contrary should be chalked up as either:
  1. a failure to understand/grasp the appeal of a very new, very unusual game by the original authors, AND/OR
  2. blatant lies and/or terrible attempts at marketing a game that was poorly understood even by its own publishers.
Later RPGs tried to take the "magic" of D&D into their own genres, settings, with tweaks to the system (as TSR did with Top Secret, Boot Hill, Gamma World, Star Frontiers, etc.). But for a number of reasons (which I might get to in a later post) these were LESS successful...and not just because people prefer elves and swords and magic. 

[like I said...needs its own post]

But SOME folks really still wanted elves and swords and magic but with something MORE. For the Hickmans, they had very specific design goals: they wanted objectives that weren't limited to pillaging and looting, they wanted an "intriguing story" that was "intricately woven into play itself," and they wanted scenarios that could be finished in an evening's play. When the Hickmans were hired by TSR, they incorporated these design priorities into their adventures and when those adventures were successful, the design priorities of the (for profit) company shifted to match.

And all the imitators of D&D followed suit.

Again, realize that creating a story was NEVER the "point of play" for the D&D game. The systems (i.e. rules) it has are there to facilitate playing D&D, not to facilitate "telling stories." People like playing D&D (it's why the game is so successful...and will be explained in that later post), just like people enjoy playing baseball or soccer despite there being no real "point" to the game. The point of play is the play of the game. You are not creating stories...you ARE the story. 

Some of the biggest name designers in the story-oriented RPG industry never understood this. Here's Mark Rein-Hagen, designer of Vampire: The Masquerade:
"I have always been in love with roleplaying. Slap-happy mad over it. Ever since that first Sunday afternoon when my father and I sat down with the church intern and played Dungeons & Dragons, it has been my passion....

"In short order we'd created our characters and begun our adventure. I rolled up a Dwarf and my father made a Cleric...we were prepared to encounter all manner of fell beasts and sinister mysteries, but not to be caught up by it the way we were. The adventure was called In Search of the Unknown. How apropos that title was I was not to realize until much later.

"After a few hours of play we found ourselves hopelessly lost due to a magical portal...(description of adventure follows)...I was so excited that I couldn't sit still whenever the gamemaster rolled the dice...and when we finally got out of the dungeon with our treasure and our lives intact, I raced around the house screaming with relief and exaltation.

"It was wonderful. It was exhausting. It was miles beyond any other experience I've ever had.

"In that afternoon I was transformed, elevated to a new plane. I had a profound, almost spiritual experience. My entire goal in roleplaying has been to once again visit that mystical garden in which I so enjoyed myself, and discover a means by which I might remain there...it is the sort of thing that changes a life.

"But the trouble is, it didn't happen every time I played. In fact, it didn't happen for a very long time...(long description of seven years of gaming, going from dungeon crawling to wilderness crawling to PVP to min-maximing munchkinism)...sure we had fun, but it wasn't exhilarating, it wasn't transforming, and it wasn't what I really wanted....

"Eventually, it grew altogether too wearisome, and I began to roleplay less and less. Roleplaying became a hollow experience, a sad reenactment of the rites of youth. 

"Then it suddenly happened again, while playing Runequest and exploring the ruins of Parvis. An experience just as intense and transforming as the first. All of a sudden I realized what I had been missing, and I was horrified. A skilled and intense gamemaster had brought back the magic.

"These two experiences are what, for me at least, define what roleplaying is about. Is is what attracts me, and continues to compel me."
[all excerpt taken from The Players Guide for V:TM, essay: "A Once Forgotten Dream," copyright 1991]

That's not the end of Rein-Hagen's essay, as he goes on to explain his thoughts about how to create that exciting, transformative experience in your own games. He arrives at the wrong (practical) conclusion despite having the right answers. He gives four simple points to follow, none of which require one to play a "deeply personal," "intense," "story focused game" like Vampire: The Masquerade:
  1. Make you mind as open and receptive as you possibly can
  2. Believe in the world and scenario created by the game master
  3. Identify with your character (the character is your avatar for interacting with the world)
  4. Exercise (grow/develop) your imagination
Of course, all that is just player-facing advice (this is the advice section in the PLAYERS Guide, after all). The part that he glossed over...or ignored/forgot/discarded...was the most important revelation of his essay: All of a sudden I realized what I had been missing, and I was horrified. A skilled and intense gamemaster had brought back the magic.

It's not about creating a story...it's about experiencing the fantasy. And to do that requires a skilled, intense, and committed GM...and players who are open, receptive, and committed to operating in the GM's world. When THAT happens...whether you're playing D&D, RuneQuest, Vampire, whatever...THEN you're getting the point of play. The point of play is the experience of playing. YOU are the story.
: )