There has always been a part of me that's been an adventurer. Though I like to think I am, by nature, rather demure and more likely to sit quietly at home with a cup of tea and a stuffed bunny rabbit, I have devoted a fair amount of my time learning the skill of travel and exploration. These days my nerves aren't up for another 3am flight when it's about 12 degrees farenhight at the airport and then sailing across the Caribbean Sea until crusted salt and 30 hours of no sleep are the insane gods I pray to. Still, I consider myself an adventurer of the mind; always learning new skills and sending my mind to fantastic new worlds and planes of reality. Better yet is crafting those worlds by my own demented will!
Being able to create is something I crave down to my very core. Though, telling a story is something I have never quite gotten the hang of until much recently when I have discovered more interactive ways of doing it than traditional one sided texts. I'm trying to get a video game development project to a viable and sustainable state. That will be a story for another day, for this day I want to talk about old fashioned, pen and paper, Role Playing Games.
I think it is safe to say that Dungeons and Dragons is the most well known game of this variety. Often the butt of many jokes such as that old American telephone company commercial, ("So what level dungeon masters are you guys?" "Dungeon masters don't have levels! Dork!") some misguided warnings of corruption of our fragile youth like that infamous moral comic strip, (The one where someone kills herself because the character in the game died) and perhaps a bit of mysticism and intimidation of the uninitiated, with a rule book more complicated than Risk or any other conventional board game could ever hope to have.
My history is not one that was particularly suited for role playing games. The people I knew in school, who we don't know any better than to call our friends, had often talked about playing it. I know that even if I ever was invited to those sessions that I would not have been treated with any respect. In fact, it is very likely that I would have come out of it with a personal possession of mine being broken, destroyed or stolen. It's happened far too often. I had read a few books and manuals in my highschool years, wondering how I could ever play them by myself. Some of them obscure- raise your hand if you remember Erma Felna. Anyone?
Last year I bought my brother the 5th Edition D&D starter set for christmas. Naturally I was chosen to study the rules and come up with a game within the week. People will often say that Game Mastering for the first time is a frightening prospect. I suppose it is, but for me it wasn't too bad. I already have some experience in laying out dungeons and thinking of where the player might poke their noses around. The hardest part for me was, and still is, having any kind of voice at the end of the session. I need to research ways to help with this. I also found very quickly hat no matter how well I prepared a puzzle, the players will always find a shortcut to the solution I haven't considered, or smash their way through, ruining everything I had planned and now I have to make everything up on the fly. But this is a good thing. It's something that I think defines the game and sets it apart from the video games that take so many influences from it.
A year later and I have a stack of Pathfinder books on my shelf. Pathfinder is apparently based on the 3.5 edition of Dungeons and Dragons. Why so many editions? How can anyone keep track of all this! This is precisely why I chose to focus on Pathfinder; it just seemed like a stable and well tried system to start from. And honestly, I like the artwork.
The rules may seem intimidating and monstrous to anyone who is used to games like Clue or even the decidedly more obscure but still worth your time if you can find it: Key to the Kingdom. Indeed, it takes several sessions to really get the hang of it and not constantly screw up the rules so badly that the game totally breaks down. One major criticism I have with the Pathfinder rulebook is that it is very difficult to look something specific up in a hurry. Tables are not very well labeled and sometimes not even referenced in the text. Make sure you study how to level up before you actually do it or you will be very quickly frustrated. thankfully, I have found a website that indexes all the rules from an easy (or at least more intuitive) central menu.
Rules are one of the biggest problems I've been having recently. My brother and his friend, although they understand role playing and the general format of the adventures, at any mention of a rule more complicated than rolling a d20 (that's a 20 sided die) and adding their strength to it is met with groans and eye rolls. To be perfectly honest, they are not wrong. The rules are only there as a guidline. If you, reader, want more of a free form improv style adventure, then as long as your group expects the same thing there is nothing wrong with that. I however, like a little bit of structure.
I don't pay all that much attention to the lore of the universe. A lot of it is contradictive and some is just plain dumb. But I feel there is something to gain from keeping track of your character's skills; watching them grow, telling their story through what they can and can't do well and making them unique and yours. I started rationalizing this. I thought since I paid for these books (OK, I bought a lot second hand and I just like having stacks of books around) and put in the time to study the rules I have the right to dictate what rules will be followed. I put probably too much time into the game for what I feel I get out of it. And besides, I'm the GM. But I do wonder if there is an age effect here. That crisis when we realize we can't "play" like we used to as children has never affected me like some poetic souls tell us it has effected them. I can't say I have ever been frustrated by it. But maybe I am now. Maybe this need for structure and well defined rules and boundaries is my adult brain being unable to play freely. It is an interesting thought.
If you spend any time looking up Pathfinder or D&D you will quickly find a great deal of underwhelming reactions to it. The leveling up system is indeed cumbersome and video gamey and not very realistic. I will start worrying about realism when I play a game where elves and sorcerers don't exist. But for the gamey stuff? Well yeah, it totally feels like a video game at times. However, I would not complain about King Solomon's Mines because it reminded me too much of Indianna Jones. I'm unsure exatcly what year the first Dungeons and Dragons manual was pulished but I do know that whatever video games that existed at the time did not have the complex mechanics and deep, lush worlds that they do today. And I actually kind of like it.
I imagine Dungeons and Dragons to be very cartoonish. This is not a bad thing; any fan of animation will tell you a cartoon does not have to insult the intelligence of its audience. One can tell moving, awe inspiring and thought provoking stories through the medium. At the same time, one can run around in scanty armor with a great battle axe and rip off every single piece of fantasy pop culture you can think of for the sheer joy and appreciation that these themes and archetypes exist. I enjoy the game as a game. I feel this way with video games as well. This is not to say that I cannot be immersed in the game world. In fact, I would argue that I am even more immersed because of it.
This is something that I don't know how to fully describe. When I play a game like the classic Sonic the Hedgehog, realism is the last thing on my mind. To me, it knows it's a game and doesn't try to hide that. The world inside the game is built around it and us reality obsessed humans cannot try to project our world onto it without some serious negative side effects. And I love it. We don't need to make sense of floating coins in the sky and sideways moving rotten mushrooms. They follow the laws of their own universe just as we follow the laws of ours. If we are stepping into the game world for the sake of leaving ours for a little bit I don't see the point in trying to bring our world with us anyway.
In addition, Role Playing Games can do something Video Games cannot. A game designer must build the world well in advance; everything the player will see must be thought of before the player thinks of seeing it. There may be some alternate endings and branching paths to give the player the illusion of free will, and indeed I encourage all designers to include these in their games, but in the end, the player follows a set and pre determined story. When playing a game like D&D, plans are constantly foiled, important characters killed, dangerous dungeons totally side stepped and new ideas being implimented before they barely have a chance to be considered. That's part of the fun of it. When a player just barely escapes danger and everyone stares silently at the settled dice for an awestruck moment, or rolling so poorly that the character face absurd, hilarious and highly improbableconsequences. A spell bothced so badly the entire party is set on fire and new characters springing up to help a woefully underpowered team fight the poorly calculated villain's destructive sorcery.
I wish I could play more often than I do. Often times I'm promised a session and it never happens. And while I do enjoy being the Game Master, I never really got a chance to be on the other side of the table. No offense meant to anyone of the age of 13, but maybe you should stick to GMing players your own age...! Let's pretend I don't have any social anxiety for a moment. There used to be a weekly gaming session near me long before I was interested in the game, but it's no longer active, and the internet reliability at my house makes online sessions a hassle to shedule. Though not impossible, I should say. Hopefully I'll get a chance to play a magical rat character I created soon enough. In the meantime, I'm left listening to stories of memorable sessions on youtube or listening to The Adventure Zone podcast.
Everyone should give the game a chance. Especially anyone studying writing, acting, game design, leadership, or any of the multitude of skills one learns from playing an old fashioned, pen and paper role playing game.
Let the dice fall as they may,
Phano