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Thursday, January 7, 2010

Character Death

A recent post by Orclord and the resulting comments following the post has me thinking about character death in RPGs. It's a touchy subject and reactions vary by individual. I'm not proposing that I have any of the answers to the question of how to handle character death, but rather just exploring some of my thoughts and feelings on the subject.

One of the things that may affect the way a player reacts to this situation is based on how they are approaching the game. Putting on our RPG theory glasses, lets look at those approaching a game using Step on up (Gamism). In this approach the player may see the character as a resource, something that is controled and changed over the course of play. Losing a resource can be a major set-back; all the time spent acquiring experience points, gold, equipment, magic items, or what have you is lost and you must start over again.

This often isn't too big of deal because it was (hopefully) a fun ride getting the character to this point. It may be no worse that landing on a chute and having to work your way back up the ladder (to use a board game analogy); whip up a new character and more fun is on its way. If, however, the individual happens to be a very competitive person, then this could be a hard hit; they may be feeling like they just 'lost' the game.

I've been there. I've had a couple of characters that I've spent a lot of time on and then lost them to in-game death. When they died it really was a lot like losing a hard-fought competition. The worst was an AD&D campaign run by my friend Hank. We had a definite win condition: free our tribe from the desert. We died in the battle of the gatehouse and our people would not be released. It was pretty crushing and was, in fact, the end of the campaign so it was doubly hard. I did have a great time playing and though we never got into the double-digit levels he was one of my favorite characters. Stepping back I can look at the whole campaign as a tragic story, which leads me to my next point of view.

From a Story Now (Narrativism) perspective a character death must be viewed from the larger vantage point of the story that is being created through play. If the death served a purpose to further the plot of the story then it would likely not be a big issue for the player; it may be view with great enthusiasm for being able to achieve a sense of pathos in the game. If, however, the death had no story tie-in, then it may seem like a senseless waste and be very difficult to rebound from.

A lot of this will depend upon the game system used. Many indie rpgs give players lots of Story Now opportunities and greater control over plot. Sandbox play leads to Story After (making a story out of the actions that the characters experienced), but there is some opportunity for Story Now based on those occasions when a player chooses to let their character die. I had a first level character who, with very few hit points left, willingly sacrificed himself in order to delay the villain so the party could escape (ask me over a drink sometime, I love to tell stories). This was a character death I did not lament and I think that shocked the DM that someone would do that willingly.

That brings me to The Right to Dream (Simulationism) in which players will deeply immerse themselves into the character they are portraying. This is potentially one of the most difficult player deaths to deal with. If the game system is one supporting Story Now and the player has some control over the plot then they may deem it best for the character to die to fit the needs of the story. Like the example above, this shouldn't be a problem.

The problem comes when the death is unexpected (as most character deaths in traditional RPGs tend to be). In this case, the character is not a resource or a tragic protagonist in a story; the character is a loved one, cherished and adored. This can result in very emotional outbursts and possible fits of depression. In John Coyne's book Hobgoblin, the book opens with the protagonist playing Hobgoblin, a D&D-esque game. His character, a 20th level paladin, is killed as a result of an unlucky roll (ain't that the way it always happens). This is mirrored against the sudden death of the protagonist's father - illustrating (in my mind, at least) the level of loss the protagonist was feeling over his most beloved character.

Now you may be saying, 'Alright already! It's a game, fer cryin' out loud! Get a life!' Yes, this may be true. A good separation of fantasy from reality goes a long way to lessening the sting of a character death. However, I offer you this position: creating a player character for an RPG is like any creative endeavor - you invest a piece of yourself into it. There is no greater form of sympathetic magic. Add to this the time an energy spent on a character that has been played for a very long time and it is exponentially more difficult to divest yourself from those feelings.

Now, how can the blow of a character death be lessened? The best thing in my bag o' tricks is to talk about the game before you sit down to play; some folks like to call this a Social Contract. Before play, talk about the game, talk about the setting, talk about the genre and talk about the characters. Let players know how death works in your game. Let them know if there are any safety nets for character death, such as resurrection spells or cloning. This will go a long way to helping players keep character death in perspective.

And even then, all the prep in the world may not be enough to alleviate the pain of a character death. If you are bothered by your character's death, talk about it as a group or talk to your game master. And as they say, time (and a good psychotherapist) does heal all wounds.

Tuesday, January 5, 2010

Out with the old and in with the new

Well, it is time to get started again: new year, new resolutions. Inspired by the latest Canon Puncture Podcast, I'm hoping by posting my gaming & blogging related resolutions here I will have more accountability to sticking to what I say. Even though this is a time for new beginnings, a friend reminded me that everyday is a fresh chance to start over or continue working on your goals.

To make this a little easier I'm breaking down my resolutions into New Things, Improvements and Continuing Items. Without further ado...

New Things
  • I want to run at least three different games at conventions over the course of this year. I may run the same game at more than one convention, but I'd like to try to vary what it is that I'm running. Current candidates are Swords & Wizardry Whitebox, InSpectres, Faery's Tale and Demigods (see below).
  • I want to put together a free RPG for use in libraries based on the Percy Jackson series of books as a way to tie RPGs into reading. This will be a re-skinning of John Harper's Ghost/Echo which provides a simple and easy-to-teach framework for a storytelling game.
  • I will begin developing, playing and documenting an original Old School setting suitable for play with Swords & Wizardry Whitebox. All this exploring into my gaming roots has caused me to be bitten by the Old School Renaissance bug.
  • I want to run at least 4 introductory RPG sessions in a library. I felt I had great success with my last one and hope to continue the trend.
  • I want to run RPGs for children under the age of 10. I may do this as part of my convention play, playing in libraries or playing with children of my friends.
  • I want to start illustrating my RPG play. This means art for any setting/game material as well for any campaigns I'm running/playing. This is my personal challenge for Creative Every Day 2010. I found this through my friend Mick Bradley and thought this was a worthwhile pursuit. While most of what I do in this blog is creative, I, inspired by Mick, wanted to push myself further. I'll be posting my results for all to see.
Improvements
  • I was posting on average about 4 times a month on this blog. I would like to up that to averaging 8 posts a month. Posting has helped me in working out a better understanding about what I like in RPGs.
  • I want to post adventure logs more regularly for my current campaigns. I started off fine at Obsidian Portal and then dropped off. I would like to post from both the GM and Player perspective for all my campaigns. I'll cross-link here for anyone interested in following my actual play.
  • At the close of last year I had started contributing to the Games in Libraries Podcast. This year I have stepped up as host and audio editor for the podcast. This will most likely be an annual rotating position, but I wanted to make sure this great podcast continued to reach listeners so I stepped up my participation.
  • I want to step up my participation in conversations related to my RPG passion, whether it be posting comments on blogs or forums. I will continue participate at The Escapist, Kids-RPG and look for a good forum for some Old School discussions.
  • I hope to be more disciplined in logging what I'm reading that is RPG related. I started off using an app in Facebook, but now, thanks to Daniel Perez's suggestion, I'm using GoodReads which has had the added benefit of putting me in touch with what my friends are reading.
Continuing Items
  • I want to continue regular play as both GM and player in campaigns with my children and friends.
  • I will continue to learn and explore my RPG passion though gaming, blogging and podcasting.
  • I will continue to strive for a good balance in all my endeavors. While I have only listed my RPG related resolutions I will be working on resolutions for other areas of my life as well.

Follow Your Bliss,
JJ

Thursday, December 17, 2009

Being loud!

Sometimes someone on the internet says something so eloquently and completely that is seems pointless to try to add to it. These types of posts resonate at some core level with your spirit - simpatico. Such is the case with a post from Fred Hicks.

One of the reasons I started this blog was to do some soul-searching using the backdrop of RPGs. In the process I found things that I really love to do - talking and playing RPGs. As a result I've been finding others of like mind and beginning some dialogs with these folks. I found that I really enjoy this aspect of blogging very much and have started doing more posting of comments on other's blogs. I hope others will take the opportunity to be silent no more, to talk about the things you love and share ideas. Find a blog or forum you like and start talking or start a blog of your own. Be Loud!

I want to thank all the readers who have taken the time to comment on this blog over the last six months; I'm just getting started and hope to improve my blog-fu with more practice in the New Year. Wow, six months. It sounds weird to say (type) that out loud. I'm proud of being able to post on a semi-regular basis and hope to improve the regularity and frequency in 2010.

Now, having said all that I wanted to let any regular readers of my blog know that I will be taking a short break from active blogging; I am going to spend some quality time with my family. I'm going to unplug and play and sing and be silly. I hope to come back in the New Year recharged and rejuvenated - I have a good feeling about 2010. I want to do more to update readers of any projects I'm working on as well as dreams I'm looking to make real. I'll be using my own gaming as a way to talk about the things I like and the things I don't, the things I do well and the things I need to work on. And I hope to hear from any readers that find what I have to say interesting.

Wishing everyone a warm season's greeting, a fruitful new year and remember to always follow your bliss,

JJ


Tuesday, December 8, 2009

The world is not a 1st level dungeon

If you had asked me a year ago if I was an 'old-school' gamer I would have answered yes, primarily based on when I started gaming. But since I've started my Back to Basics campaign I've been doing a little reading and realized that when I started didn't matter as much as how I played. Based on what I've read (Grognardia, Retro Roleplaying, and the Quick Primer for Old School Gaming) I feel that I can now say with certainty that I was an RPG Grognard.

One example of this is the concept of a sandbox in old school RPGs. A sandbox represents an area in the game world where the players may freely interact with the environment. The GM creates a locale with many areas keyed for possible encounters. This is less story-focused than most games today. Players would wander about and trigger an encounter if they went to the right place.

In this approach, there is nothing that requires the GM to only put 1st level encounters surrounding the starting point for the campaign. Now some new players (especially if they have any experience with MMORPGs) may be asking why would you do that? Why put a potentially Total-Party-Killing encounter right outside the characters' front door? I used to wonder that too, until I got schooled by a true Grognard.

I had the privilege of playing in Hank's campaign during my last two years in college. Hank lived on my floor in the dorm and I quickly learned that he and others on the floor played AD&D, so we started a group. Hank was a frustrating player because he had an idedic memory and could quote from Players Handbook, Dungeon Masters' Guide and all Monster Manuals. I had to resort to creating a lot of new material to keep him guessing, but that is a story for another time.

Hank invite me and a few of the players from our group to play in his original fantasy world. We were nomads who were trying to escape the desert. Every year the nomads send a small party of adventurers beyond the mountains surrounding the desert to find a way to open the portal blocking the only overland passage in or out of the dessert.

His world was not a 1st level world; he even warned us of that. Before we were 5th level (the highest level we ever reached before dying in the Battle of the Gate) we were negotiating with shadow demons, devils, high level magic-users and all manner of potentially party-killing encounters. But we survived (for the most part). We learned to play by our wits. We negotiated, bargained and worked out all manner of deals to prepare for the battle at the gate. We planned and prepared spells and tactics. We made alliances and hunted for magic items to use in the upcoming battle. And though we failed to achieve our ultimate goal, we created a great story in the process.

Yes, story. All that wandering around, encountering, dealing and adventuring became our story. While we set out and interacted with encounters on the map we were able to create a really cool story in the process. James over at Grognardia says it better than I can so check out his post to see what I'm talking about.

Finally I'd like to thank Hank for running some of the best adventures I had the pleasure of playing in. Hats off to a true Grognard.

Follow Your Bliss,
JJ

Tuesday, December 1, 2009

Narration Rights

A recent blog post from Troy Costisick has me thinking about narration rights in games. A while back I talked about including an Inspectres-style narration approach in my Back to Basics game. This went over wonderfully. It was embraced so well, in fact, that my sons have started doing it in our 3.5 edition of Eberron. All in all, this is great, but when we had an encounter in our most recent B2B session, I'm rethinking the whole thing.

Here's a little background. I'm running B2 Keep on the Borderlands, a Gygax classic. Since it came in my Basic boxed set of D&D I felt the need to run it. I never really understood D&D well enough back in the day to do it justice. I wanted to run it even more now as a way of sharing a bit 'history' with my boys (like explaining LPs and introducing them to Canadian rock legends Rush, much to my wife's chagrin).

I'm playing it as part of the B1-9 In Search of Adventure mega module. This adventure is just one stop along the way, but one I thought worth spending time on. It is very different from most of the other adventures in B1-9. Being released in the early years of D&D it lacked any 'boxed text' descriptions (more on this in another post). Its style is also more 'sandbox' oriented than story driven (again, more on this too in another post). Suffice it to say that B2 is more setting based rather than encounter or event based.

The event that triggered all this rethinking stems from the first set of caves they've been exploring - the kobold's lair. Specifically, when the hoards of little, scaly, dog-faced creatures started swarming the party the players wanted to describe their successful attacks. This had the effect of really slowing the game down. I felt the urge to keep the action moving and was chafing at their descriptions. I had thought that they could only describe their finishing moves when dispatching a kobold, but since almost every one of the little buggers dropped from one hit this didn't help to speed things along.

Let me state for the record that if our B2B group gets to play a total of three hours in one session that is rare. With the younger players, life and work schedules, we generally only get about two solid hours of play in any given week; it will take a total of three play sessions just to get through the kobold's lair. You can imagine how slow progression is in this situation.

At its roots, the issue is a battle between my gamist - tactical combat, problem-solving, room clearing, treasure grabbing - and narrativist - why are the characters doing what their doing, story telling - sides of me.

After reading Troy's post I see that the problem lies in trying to add narrative control to a task resolution system rather than a conflict based resolution. To highlight the difference: conflict based - characters wish to defeat or drive back the kobolds attacking them; task based - character swings his sword at the kobold in front of him. Since D&D deals with every swing and strike, it is inherently task based. Adding elaborate description to each swing adds a lay of detail that may smother play.

For now, to keep things moving, I'm planning on limiting the successful descriptions to make key encounters more special. This may tip my hand at 'boss level' encounters, but that is something I'll worry about after I've tried it out for a while.

Follow Your Bliss,
JJ