• About

northierthanthou

northierthanthou

Tag Archives: Dungeons and Dragons

A Haunted NPC

17 Friday Feb 2023

Posted by danielwalldammit in Gaming

≈ 2 Comments

Tags

Death, DnD, Dungeons and Dragons, Friends, Games, Non Player Characters, Nostalgia, Role Playing Games, RPGs

Eleymenen, The Murder Mage, wasn’t supposed to be a recurrent NPC, let alone my go-to villain for countless D&D campaigns. He had his birth in a simple premise. a small party of first level characters would get caught between two high level spell-casters blasting away at each other in a town market. This was first edition D&D, and I made him up under the clunky old rule for dual-classed characters. As I recall, I made him an 8th level Assassin and a 5th or 6th level Magic User. Had he meant to attack the player characters, Eleymenen would have slaughtered them easily, but that wasn’t the premise. He and another spell caster went to war with each other. The players just had to get out of the way, perhaps overcoming a minion or two on the way out of the area. They managed fine.

In any event, Elemenen survived the battle.

It seemed a good move to bring him back a few games later, this time to attack the players directly. I thought he’d be a recurrent baddy for a game or two before they killed him off and moved on to the next stage of the campaign. Instead, Eleymenen became a persistent nuisance to one campaign after another, growing in time to become a virtual demigod with unimaginable powers. The last time I hauled him out, he was still an 8th-level assassin of course, but he was at least a 22nd-level Magic User. My players were so sick of him.

I definitely overdid it.

But this isn’t a post about Eleymenen.

***

It’s a post about my old players.

What got me thinking about them was a decision to revise Eleymenen for my current home-brew game, perhaps to put him up against a new group of players.

I suppose I should have known working on Eleymenen would bring back old memories. The thing is, most of the players who struggled against this NPC back in the day are now gone. They aren’t around to gripe when he makes another appearance on the game table. I won’t hear their jokes, or even their complaints. I won’t get to see them wallow in despair at the mere mention of his name or plot against him one more time, and I won’t get a chance to give them that final victory, the one they earned several times over, so very long ago. It seems trivial enough, but I should have given it to them, that final victory. I should have let my players kill-off this guy for good way back in the 80s.

It’s too late now.

It’s a trivial thing, the death of an NPC.

It’s not a trivial thing, the passing of old friends.

At this particular moment, I find the two themes blend rather seamlessly together.

***

As a high school kid, back in the 80s, I always assumed I would one day stop playing RPGs. It just seemed like it would come naturally, a regular part of growing up. I was pleasantly surprised to find myself playing D&D all through college, a little more surprised to find myself playing it on and off through grad school, and very surprised to find myself still playing RPGs in my 30s and 40s. A few of my old players were still with me. Others had dropped out of the gaming world. But there were always new players. Well into my 50s at this point, I am no longer surprised to be playing these games, or even to find others my age still attempting to slay dragons with odd shaped dice and an arsenal of bad jokes.

Hell, I expect to kill orcs in the old folks home, if I make it that far.

What I never really thought about was the sense of loss that gaming sometimes brings to mind in the absence of old friends. I suppose I might feel this less if I hadn’t kept my games to a pretty consistent setting or if I hadn’t played with some of the same people for decades. Most of our campaigns took place in one or two different worlds. Old characters made frequent appearances, and steady players often got to bring a ringer into new campaigns. At one point, I realized my old characters were old enough to vote. So were those of my long-time players. These characters and their storylines were persistent enough to leave an impression.

In any event, the absence of these old plot-points and the players behind them is a growing part of my gaming experience. I can’t help but think of my old friends while sitting down to a game these days.

I know that I will never again experience the frustration of Andy’s efforts to derail the entire premise for a game session, never see him burn down a city instead of fighting his way into a building, which was the challenge I meant to set up. I won’t hear him badger me over a frustrating call, nor will I fight with him over the best dice at the table or the last good pencil in the house. I won’t marvel at his min-maxing skills or grumble over how late he was to a game session. I won’t cringe as he accidentally kills other player characters with errant fireballs. I won’t get to taunt Chuck with threats against a custom character or curse as he and Dan both team up to betray the entire party in the middle of a close battle. I won’t even get to laugh at Dan as his fighter spends an entire game session putting on his plate armor while everyone else has the fight of their lives. These moments and many likely them are mostly gone now. With a few exceptions, I am the only one who remembers them. There are few left to reminisce about these old memories. They are trivial because they are no more than a game, and they are profound because they are links to people I’ve known and loved.

“Remember when…” mostly falls on deaf ears now.

That does feel a bit lonely.

Still, there is a certain pleasure in knowing that the Pox Hounds I will attack us with sometime next month are all descended from one of Chuck’s old characters, or that the house rule for hand-and-a-half weapons came from Andy, a simple solution to a problem we batted around for months. My new players don’t know what it means to be the Russ of the campaign, nor will anyone know where my House-rules for GM’s characters come from Will, or that Will broke those house-rules all the Goddamned time. The next player to wear a suit of Sealy Posturepedic armor will probably never know about the story of Dan’s fighter and the great battle he missed, but that player will appreciate the chance to sleep in the comfort of some fine magical armor. And I will smile every time I think about it.

***

It’s an odd thing. When close friends and family pass, they always take a little of us with them. Memories once shared with others become personal matters. You can share the stories with other people, of course, but they will never resonate with anyone else the way they once did with those who shared the experience.

And who but a gamer would give a damn!

This happens in real life.

It also happens in the game world.

As long-time gamer friends pass away, they take away a little bit of the worlds you’ve shared with them, pieces of the stories you once told together. You can see traces of your old gamer friends in a house-rule, a recycled challenge, or even the design of a custom magic-item that had all of you laughing at one time or another. You hear them in the silence of an inside joke nobody laughs at anymore. You smile at them as you realize how they would have responded to a new challenge.

Players who moved away or simply quit gaming are one thing. You may one day talk to them again, perhaps even about the times you once shared rolling dice. That possibility alone keeps their memories light, but those who’ve passed away leave shadows on the worlds you’ve built together. Some days you feel that with more intensity than others.

Like when you decide to resurrect an old villain, for instance.

It seems odd to think of a game as something that carries so much weight, but this is just one of many ways that the lines between the fantasy framework of a game and the social networks of real life become blurred.  When friends leave, the often leave a mark. When those friends shared an imaginary world with you, they often leave a very real mark in that imaginary world.

***

I’ll be thinking about my old friends when I put Eleymenen back on the table to make life difficult for my new friends. They won’t know what’s up, the new group, I mean. To them, he will just be a particularly challenging boss villain, whereas he is in fact a sort of haunted character.

Very haunted.

Just not by anything in the game rules.

Share this:

  • Tweet
  • Share on Tumblr
  • Print
  • Email

Like this:

Like Loading...

Racism and Moral Exceptionalism at the Game Table

27 Wednesday Oct 2021

Posted by danielwalldammit in Gaming, Justice

≈ 1 Comment

Tags

D&D, Dungeons and Dragons, Frame Analysis, Games, Gaming, Race, Racism, RPGs, Stories

Island Gobbo by Jason Wiebe

I just watched an interesting presentation by Antero Garcia called; “Dungeons & Dragons in an Era of Terror, Nationalism, and Gamergate.” Academic discussions of role-playing games (RPGs) interest me for several reasons. It’s a chance to connect interests that I normally experience in different parts of my life (gaming and scholarship on the one hand, and storytelling in gaming and storytelling in other contexts on the other). So, I was excited to see a new source on the topic.

A copy of one of Antero’s books is on the way, but in the meantime…

This talk is a bit of an intellectual shotgun blast. Antero is busy introducing a broad range of themes and analytic tools for much of the presentation, so much so that his main point is barely taking shape at the end of the video here. Still that point, namely that race and gender politics (among other things) are very much a part of the gaming experience is a good one. I wish he had spent a little less time introducing his key terms and more time developing this main theme, because it’s definitely worth considering.

Anyway…

One thing that struck me about this presentation is a point that Antero makes a couple of times in here. He says that players are “supposed to enact racial practices” in games like Dungeons and Dragons. Take for example the following section of the Youtube transcript which starts at the 41 minute mark:

“Oftentimes when I had sit at the table play with other people if someone was a dwarf they would see an elf who’s play who is at their table and say I don’t like elves right and you were supposed to enact racist practices towards other races within the game right if you’re a human you’re skeptical of orcs right if you’re an elf you don’t like dwarves there is there is racism built into the system in terms of the attitudes you’re supposed to carry with other people”

Here we have the basic case for taking fantasy racism seriously. I am amazed at the number of players who don’t see this connection, but perhaps some folks are just being a little too defensive here. We don’t have to give up our dice or even our magical axe of kobald-slaying, but perhaps we could be asked to entertain the idea here that it matters when we choose to tell stories, interactive stories, set in a world where race and racism are built into the setting.

***

What struck me most about Antero’s presentation is that the norm here strikes me as significantly less obvious than Antero suggests. It may be that he oversimplified the matter in a hasty delivery, and I do think his point is essentially sound, but as presented, this does strike me as an oversimplification.

I don’t know that players in an RPG feel an obligation to play their characters as expressing racist attitudes towards other fantasy races within a given setting. Players are often expected to run their characters on the assumption that such attitudes are pervasive in the worlds where they live, and the significance of such beliefs are serious boosted by a degree of objective differences between the races which is often hard-wired into the games (orcs get a bonus to strength, dwarves to constitution, etc.), but despite all this, players are normally free to shape their own character’s attitudes within such a world as they see fit.

Simply put; players are free to buck the racist world in which their characters live.

More simply put (2.5 edition): Players are free to emulate the heartwarming story of Gimli and Legolas, a dwarf and an elf who somehow find it within themselves to become friends despite the widespread enmity between their races.

But does this happen often, you may well ask?

Yes, it does.

In fact it happens so often it gets a little tiresome. I recall once seeing a satirical bit on some gaming site in which the author complained that not all drow needed to be chaotic good rangers. Misunderstood orcs abound, and odd friendships are outpaced if anything but unlikely romantic couplings. It is sometimes a problem to see just how often and how easily players set aside the stereotypes built into fantasy races and rise above racist attitudes with an ease that belies even the social realities of the fantasy setting (let alone the hardwired elements of racial character built into the game). Sure, people sometimes play the stereotype. That does happen. But they also play against it. That happens too. So, it doesn’t really work to say of any given dwarf and any given elf inhabing the same campaign setting that the players running them are supposed to enact racist attitudes towards each other. It’s at least a little more complicated than that.

One way of thinking about it might be to suggest that the issue enters the discourse in the form of a presupposition rather than a normative principle. The players are expected to act as if their characters are immersed in a world within which elves and dwarves are likely to hate one another. What they are to do about it is another matter. Moreover, players are usually free to imagine the specific history of their own characters as they see fit, which means in practice, they can easily come up with reasons to make themselves the exception. “…oh yes, I’m a dwarf, but I was raised by a kind elven lady who took me in after I was orphaned in the last orc war.”

You get the idea.

Players are not necessarily expected to run their characters as racists; they are supposed to run them as characters in a world saturated with racism. That this is a world in which race is also assumed to be real certainly does complicate any efforts to buck the system, but the reality is easier to ignore in role play than Antero suggests.

***

So, does this solve the problem?

Are we in the clear now?

No guilt here?

Roll a die 20!

***

Unfortunately, no, this does not settle the issue. It just makes it more interesting. The problem now is what do we get out of the various performances people enact in role-play? Is a player who imagines his character as the exception to fantasy bigotry really delivering a kill shot to the influence of racism in his life or that of the other players at his game table? Or is he just enjoying a catharsis, perhaps even building up some cheap moral licensing credentials? Will his performance help the other players to see through racism in their own lives, or will they all emerge from the game a little more comfortable with their own prejudices?

The answer to these questions aren’t clear to me, and I suspect the answer varies within the details. Hell, I don’t even want to suggest that the answer varies between one player and another or one campaign and another; I mean, the answer may vary between one moment and the next in a single game. It might well be that a player running a fantasy half-orc expresses some genuine social awareness in her decision to spare the elven prisoners in the wake of a hostile encounter …only to give vent to some real malice when she BBQs a hobbit later that evening. The relationship between the players at a game table and the characters on that table and within the game universe is always complex, and real world issues cannot be mapped directly from one to the other, but neither can we say that what happens in game stays in game, so to speak.

It matters that race is built into so many game systems, and yes, we should be concerned about that, but we can’t say once and for all that a player running an elf-loving dwarf is any more enlightened than a player reveling in the chance to commit fantasy genocide with his Paladin heading off to slaughter every last goblin from the dark swampland..

Okay, maybe we can draw some judgements about the guy running that Paladin.

Maybe.

In the long run, I suppose the real question is what does it mean that a significant portion of the gaming public regularly chooses to interact with each other on the basis of fantasies in which race is real and racism is pervasive? That’s a damned good question. The question is at least a little more interesting when we acknowledge that these people are free to shape their own attitudes towards the issues of race and racism within these fantasy worlds.

Share this:

  • Tweet
  • Share on Tumblr
  • Print
  • Email

Like this:

Like Loading...

Of Ringers and Runts: An Experimental Exercise in Geeketry!

01 Friday Sep 2017

Posted by danielwalldammit in Gaming, Uncategorized

≈ 1 Comment

Tags

D&D, Dungeons and Dragons, Entertainment, Games, Narrative, Role Playing Games, RPGs, Story-Telling, Storytelling

Nerds only now! The rest of you guys just run along…

img450fd49cc8adeI think most of us who play RPGs have had this experience, the one where the game master (GM) brings in a ringer. It may be a non-player character (NPC), or it may be the GM’s own personal player character (PC, which was much more common back in 1st edition, …yes, I’m that old). Either way, the ringer towers over the player characters. He kicks ass while they struggle to make a difference.

One thing that strikes me about this is just how often the players will initially greet the ringer with joy. He or she typically shows up just when the player characters face some challenge they thought surely would prove too much. Suddenly they have a chance after all. With the appearance of a ringer, you can’t help but feel that hope is alive and well again. At least you can feel that way until somewhere during the course of that epic battle when the three orcs your ranger has killed don’t seem all that significant in comparison to the 6 giants, four ogres, and thirteen trolls the ringer has offed while you were struggling with a random goblin. The ringer is always a mixed blessing. He can win the day, but he can also make winning feel an awful lot like losing.

If the ringer is still in the group six games later, then I for one reckon it’s time to leave.

Should a ringer stick around for several sessions, the players begin to feel they are just along for the ride. The ringer can reduce player characters, and with them the players themselves to the role of an audience rather than a participant. It can take the fun out of the story, and it can make you reconsider how you want to spend your Saturday nights.

I think most gamers would say that it’s bad GMing to let a major character overshadow the player characters like that. It’s the job of the GM to challenge the players, not take center stage and enjoy their applause every time he wins the day. This is why so many frown on GM player characters. Game Masters shouldn’t run characters of their own, so the wisdom goes. That’s just asking for abuse. But in my experience, the taboo against GM player characters just contributes to the problem rather than helping to solve it. Almost every ringer that I’ve seen began as an NPC, just another character in the cast. This is what frees the GM to set them up with extra power. Often, the GM doesn’t even plan to keep the ringer around that long. he’s just another character in the overall plot-line, so it’s not big deal if he has a little extra power. The trouble is that GMs do become attached to interesting NPCs, so much so that they look forward to playing them, leveling them up, and watching the kick ass. A GM can feel this way about an NPC just as easily as he (or one of his players) can feel about a player character. In effect, some GMs have player characters, and they don’t even know it.

img452cb6a3c0f00Back in the days of first edition, a GM’s player character was most often rolled up according to the same rules as those of the players. This provided a bit of a check on the whole ringer problem. Abuse could still happen, but there was a bit more of a sense that the GM’s character was supposed to be part of an ensemble. When they come in over-powered to begin with, they inevitably become the star of the show, and the notion that a given character isn’t really a player character can very well serve as the excuse for a GM to field one who simply dwarfs anything the other players can produce.

***

Anyway, ringers are a problem, right? “Don’t do them!” That’s usually a pretty good rule of thumb. So, here is a thought experiment. What if we toss that rule aside? Is it possible to put a ringer in a campaign without ruining everything?

Okay, I know you can do it for a game or two, but what if the ringer was there for the balance of the campaign. Is it possible to do this without ruining the players’ fun?

In essence, this is a question of re-protagonization. In gaming, we often talk about deprotagonization, the process by which a character is made irrelevant to the story-line in a campaign, but what can be done to provide genuine significance to a character living in the shadow of a ringer? That is the question posed by the prospect of gaming (deliberately) with a ringer. It’s a thought experiment of sorts, but hopefully an amusing one.

How to go about it?

***

img450fd04546e89I can think of a few angles. Whether or not they would actually add up to a fun campaign, well that’s an open question! Anyway, here are the guidelines I would use to set up the campaign.

One: Much of the ringer’s activities take place offstage, leaving the player characters free to resolve their own challenges without the help of the big guy. For example, the ringer is a spell caster, and she is performing a complex task inside a building. The players must protect the building themselves. If they fail, her spell is ruined, and the overall plot takes a turn for the worse. What I really like about this example is the characters can fail without this resulting in a total party kill. If they blow it, then the enemy reaches the ringer, and the ringer then enters the fight. This way the PCs will probably live through their failure, but everyone will know the development is bad in the long run, because that spell was important. How? Well that’s a question for a larger plot-line…

Okay, this might be cheating a bit, because a ringer off-stage isn’t all that different from any other background piece of a campaign plot. Arguably, such things are happening just offstage in many campaigns. It’s just not that unusual. The full challenge of making a ringer work would be one of making it work when the ringer is standing right there beside the players, doing things along with them, and providing tangible assistance during the course of events. It could provide an interesting twist for a game or two to let the players cope with the sudden absence of their MVP, but if that’s the campaign, then your campaign doesn’t really have a ringer. That’s ducking the challenge here rather than facing it.

Two: Give the healer an inherently supportive role. What is she good at? She can heal like no-one’s business, or she is really great at support magic. She can make the other characters run faster, hit harder, and otherwise kick ass. If only they were a little better to begin with! (This works particularly well if you combine it with a definite plan for PC growth.)

What I like about this approach is it filters the impact of the ringer through the actions of the PCs. The ringer remains a ringer She can do amazing things, but the PCs will still have to kill the bad guys; they will still have to scale the cliffs, and they will still have to break open the door to the enemy castle. They may get a boost from the ringer, but it’s up to them to make that boost matter. In effect, the ringer becomes their own asset. It is up to them to make her matter.

What doesn’t work about this approach is that it soft-peddles the ringer to the point that she may not seem like a ringer. Fantasy movies and books are full of wise wizards with far more power than the warrior-protagonists which remain the focal point of such stories. Simply put, we care who wields the sword more than we care who keeps him healthy. That’s one of life’s little perversions, but I reckon it’s a common enough feature to storytelling, it doesn’t make much sense to deny it. A real ringer is a ringer than leaves carnage in his wake, not one that brings you back from the dead and gives you an energy drink. Maybe that shouldn’t be the case, but it is.

img4547cd6d641b0Three: Let a player run the ringer. I’ve done this countless times. My old first edition D&D campaign ran for over 20 years. Since we started a new plot-line every year or so, we would often roll one or of the old characters into the new campaign. This often meant that a single player would have a 9th level character or two while everyone else was starting at 1st. It could be fun. We let different players run the ringers in different campaigns, and with multiple characters on the board, no-one got bored. There was always plenty for the other characters to do.

This approach at least takes some of the sting out of the GM bias, but that may be all it accomplishes, and a PC-ringer poses problems of its own. If the ringer-rolling player isn’t present for a game session, then either someone else must run their character (something I don’t like doing), or your ringer is gone. How to explain the absence of the ringer or the player’s how to cope with his absence is sometimes a tricky question. Also, letting a player run the ringer makes it harder to control the relationship between the ringer and the other players. If that player is selfish, then she will deprotagonize the other players, and you can’t do anything about it without taking the player’s ability to run her own character. That’s no fun. It can all workout, but suffice to say that I don’t think this really solves the problems posed by putting a ringer in a campaign.

Four: Make the ringer its own challenge. It doesn’t have to be obvious that the ringer will help with tasks the players have set out to accomplish. Maybe she doesn’t really want to help at all and the players will have to talk her into it. Better still, if they must actively work to keep her on track over the course of the campaign! Is the ringer a drunkard? The players must keep her sober for the big fights. Is she really forgetful or otherwise aloof to the point of becoming utterly unreliable? If the player characters have to make decisions for her, or even role-play the process of guiding her actions, the ringer becomes an extension of the player’s own efforts. What she does is what they get her to do. It may still be her fireball, but at least it will be the players who told her where to place it.

On a side note: it could be interesting to give players powers enabling them to redirect the actions of the ringer. In effect, she becomes a power source, but at least some of her actions are determined by the players.

I think this approach is promising insofar as it gives the player characters some sense of control over the campaign. Still, convincing the hero to do the right thing isn’t quite as much fun as being the one who does it yourself. a fireball rolled up by another character will never be as fun as one you roll up yourself, even if you did talk the other person into casting it. Giving the PCs a care and feeding role to play in managing the ringer helps a bit, but this alone won’t provide a satisfactory solution to the problem.

img4577093b04e3cFive: You can give the player characters independent tasks and even long-term goals that diverge slightly from those of the ringer. Perhaps, the ringer is happy to demolish all the orcs in the northern wastelands, but she isn’t all that concerned about the elven princess the characters want to keep alive. Their challenge thus requires tasks that the ringer won’t help with and their sense of accomplishment will then rest (at least partially) on terms that don’t involve the ringer.

I think this is critical to resolving the problems posed by a ringer. Whatever problems the ringer can be relied upon to help the players solve, the players must face some problems they have to resolve on their own. If these problems can be put in play at the same time, in the same scenario, then so much the better. The ringer is in play on the table, and the player characters must do something for which her help will not be provided. Not only does this go a long way toward resolving the problems posed by a ringer; it can also spice up game combat in general. A battle with a subplot is more interesting than a straight-up fight, and if that sub-plot skews the significance of the characters present, so much the better.

Six: Let the characters progress to a level comparable to that of the ringer. This really is the big one, as far as this challenge is concerned, because it makes the ringer into a challenge that must itself be resolved over the course of the campaign. In effect, this turns the problem posed by a ringer into a source of meaning in itself. To make this work, though, you must risk letting the characters feel the weight of the ringer initially. Let them struggle to matter for challenge or two, then let them solve a problem or three, and finally give them a moment when they see the ringer as an equal rather than a superior.

For an extra twist, let the ringer become an enemy in this final moment, and let the battle with that ringer be the final test of progress. You know you’ve made it when your mentor lies defeated before you! …extra fun if some cryptic prophesy alludes to this early in the campaign.

Extra twist, or not, I think letting the players overcome the difference is the key to making a ringer into a positive force in the campaign. It’s an experience, I recall from my early days in gaming. I spent most of my gaming days playing first edition D&D. It was a consistent expectation back in those days that your character would start as a grunt and grow into power over the course of a campaign. Most importantly, first edition was a definite sense of diminishing returns. You could bring a 1st level character into an 8th level campaign, and by the time the other characters had made 10th, your own character was probably only one or two levels behind them. You weren’t quite even with the others yet, but at that point, you were one of the group, a force to be reckoned with. Watching your significance grow in comparison to the established characters in such a campaign could be a lot of fun. In effect, the over-powered characters provide a base-line from which you gauge your characters progress, effectively making it all that much more obvious than it would be in a campaign where the characters (and their enemies) are both relatively evenly matched.

The sense of character progress is something I missed in 3rd edition. The balance of power in that game didn’t shift much over the course of a game. If one character was 5th level and another 1st, ten games later, then 5th level character was till significantly more powerful than the 1st. You just couldn’t overcome the difference like you could in first edition. It’s one of the things that made the presence of a ringer that much more toxic in 3rd edition, I think. Under normal circumstances, the differences could not be overcome. I miss it. Maybe that’s what has me thinking about ringers.

No, I haven’t played 4th or 5th edition.

SixB: As a further twist on progress, give the ringer an active role in helping the PCs develop and grow. It’s easy enough to role-pay a mentor apprentice relationship, but it’s a little more fun to provide some significance to this in the game-mechanics. IN my home-brew system, I allow characters to share experience points, and I make this more effective under selected conditions, as in cases where the advanced character has specific teaching abilities, or if the characters have entered an established relationship of some kind). I let the players choose these things, of course, but I give these choices weight in character development. This can help to accelerate player character growth relative to the ringer even as it slows the ringer down. Such mechanics can help to facilitate the change in balance for an overall campaign. It’s particularly interesting when the players themselves have a ringer. Letting them decide how to deal with the differences in power-level provides another layer of meaning to the plot, and of course I try to ensure that the rewards for sharing experience and helping younger characters grow will outweigh any costs.

…of course, none of which is going to help any of the poor bastards when it’s time to meet the dragon!

Share this:

  • Tweet
  • Share on Tumblr
  • Print
  • Email

Like this:

Like Loading...

Taking The Piss Out of Magic: What it Isn’t and What it Really Isn’t: Special Gaming Edition

17 Saturday Jan 2015

Posted by danielwalldammit in Gaming, General, Movies

≈ 6 Comments

Tags

D&D, Dungeons and Dragons, Explanation, Lord of the Rings, Magic, Myth, Mythology, religion

flashlightDo you Recall that glorious moment in The Return of the King when Gandalf rides out to save Feramir and the last defenders of Osgiliath! Do you remember when he raised his staff and great light issued forth, driving the ring-wraiths away (along with all the cool kids who happen to be reading these here lines)? Yes, well, I do too. And now that it’s just us nerds here in the blog, let us talk of wondrous things!

What I’m particularly interested in on this dark morning here on the tail end of polar midnight, (aside from hope of a Gandalf-like ray of sun-light soon to come) is the way that some folks (ahem gamers!) often speak of wondrous things in particularly unwondrous ways.

‘Unwondrous’, Yeah, it’s a word now dammit!

One of the amusing meta-games that gamers have been playing ever since those heady-days of the early 80s is the game of “how do you stat that?” You know, the one where you decide that the Arnold version of Conan is a 10th level Ranger with an eighteen double-ought strength, and then your friend says; “hell no, he’s a 12th level fighter and he must have supernatural strength, 20 at least, …probably Chaotic Good alignment.” Then someone says; “You must be nuts! He’s easily true neutral.” …yeah, we geeks do that. Well anyway, the game of “how do you stat that” really comes into its own with magical effects, because stating magic helps to define the fantasy worlds in which the games take place.

In Tolkien’s work, mythic narratives began to flourish in fantasy fiction. Hell, for a time they almost seemed cool, cool enough for the mighty Zep at any rate, and this was a significant part of the cultural background informing the early days of pen&paper RPGs. But here is one moment where the game of stating the worlds around you  (real or imagined) always seemed to fall short for me, at least in mainstream games. They fall short really the minute the game of stat this is played.

You see, to stat that magic moment in which Gandalf drives off the wraiths in AD&D one would need to assign his light effect to a designated spell with a designated range, area of effect, and duration, all defined in precise mathematical terms. The effects of light on undead would be clearly defined in this spell, and the sort of power it takes to generate the spell would also be clearly explained. In Dungeons and Dragons and many of the games emulating it, this wondrous moment in the story becomes a function of well-defined principle of mechanics. One might even suggest that it becomes part of the natural laws of the universe in which the games take place.

Don’t get me wrong, I’ve enjoyed countless hours of manipulating precisely those very mechanics over the game table. Good times! I wouldn’t part with them for brand new vorpral sword. But one thing is definitely lost in this approach to gaming, the wondrous part of it all. The rules of mainstream fantasy games normalize the features of mythic narratives to such a degree that they become a kind of demi-science. One can often see gamers haggling over the details of some magic effect or trying to plot the precise mathematical formula needed to ensure that all the orcs on the game table fry-up in a fireball without singing the elven maiden. in most cases there is nothing mysterious about it; the game rules tell us exactly how this sort of thing works. It’s how many of these games are played.

What is lost in this approach to gaming is the very fluid nature of the narratives which inspire and inform the genre. The Lord of the Rings doesn’t really present us with a theory of Gandalf’s light, not a complete one at any rate. We might imagine that Gandalf is able to generate that effect because of some arcane set of rules we know nothing about, but what we have in a mythic narrative is simply the fact that he did that, odd as the whole thing may be. Wondering just how such seemingly impossible feats actually happen is an important part of the story. Wondering about it at the game table? Not so much. Not usually anyhow.

In the scientization of mythic narratives, the spell-books of classic fantasy gaming effectively set that wonder aside. Of course there are alternative approaches to the subject, such as those used in story-teller games, but my purpose here isn’t to argue for upping the nerditude of the game table. It’s to comment on something I consider an interesting twist in the culture of fantasy gaming, namely its tendency to frame wondrous things in terms of a well defined rational principles.

If fantasy games presents us with a kind of alternative physics, I don’t think this is entirely unique to modern perspectives on the subject. One sees it in references to The Force of Star Wars, and still more so in the theme-killing notion of Midi-chlorians (microorganisms responsible for the force. …blech)! You can see it in old Theosophical notions of an astral plane through which emotional and psychic powers turn out to follow a kind of physics in their own right, and of course you can see it in sundry New Age efforts to turn Quantum Mechanics into a science of wishful thinking. Folks use these notions and others like them to embed the uncanny moments of a narrative in a theory which makes sense of it. In some cases, that is the total point of the theory; in others it is one of many uses.

Time and again, folks seem to want to find a theory in stories made wonderful precisely because they defy our theories, or more importantly, because they defy our normal strategies for making sense of the world. What makes the moment Gandalf creates his light effect compelling is precisely our inability to fully make sense of it. It is likewise with more traditional epic narratives such as the role of missletoe in the killing of Baldur in Norse mythology, the origin of sea mammals in the in Sedna’s severed fingers, or the forceful eviction of the Gambler in Navajo legends (he was fired up into the skies from a great bow). What all of these and so many more narratives share is not conformity to an arcane set of natural laws so much as a momentary in-your-face violation of expectations which people are most familiar.

What I am suggesting here is that the notion of magic isn’t really a part of these narratives, or at least that it is not the key to understanding the momentary occurrence of irrational events. Such stories may relate information about a natural order (such as a world in which the availabile game-animals are in some sense part of an active relationship to Sedna), but that order does not itself explain the moment in which something odd springs forth from her severed fingers. One doesn’t really need a theory to appreciate the story, nor need one assume that the story could be explained by a valid theory. One needs only to understand that the outcome of the narrative will be meaningful. In the interim, the shear absurdity of certain moments in that story is a thing to be savored, not to be explained away.

The notion of magic along with its specific variations come into such stories in efforts to square them with more familiar realities. Where the uncanny can be a feature of such stories, it becomes a bug when one imposes an expectation of literal truth upon it. So, people sometimes concoct a theory to explain the matter. Those theories then provide an ad hoc defense of the uncanny, but they provide us with no real insight into the stories.

Magic, resides in the secondary and even tertiary rationalization of mythic narratives, but there is no reason to believe it resides in the narratives themselves. We needn’t imagine Tolkien plotting an area of effect for Gandalf’s wraith-baffling light ray, nor do we need to ascribe a theory of mythic-evolution to Inuit story-tellers relating the story of Sedna. Hell, we don’t even need to imagine that the Book of Genesis constitutes an attempt to explain the cosmos, though a world touched by the hand of Thomas Aquinas can hardly seem to imagine otherwise.

There is something in the effort to find a theory behind wondrous narratives that does violence to those narratives themselves. Such theories always end up falling short of their source material. It is the same whether we are talking about the hackneyed apologetics of fundamentalist Christians looking to read a consistent theory into all the traditions crammed into the Bible; an anthropologist trying to find such a theory in the oral traditions of some exotic people, or yes; something as simple as a game designer trying to fit a wondrous theme into a rule system. The explanation never quite lives up to the promise of its inspiration.

Sometimes that failure matters more than others, but for me at any rate, the disappointment is a fairly common reaction. What concerns me most nowadays is the ease with which people seem to accept that mythic narratives ought to have a theory behind them, a set of principles that will explain them, even if only in terms of an error. That just isn’t the case. Sometimes this expectation gives us bad story-telling, sometimes it steers a whole generation of fantasy-gamers right past the fantastic part of fantasy, and sometimes it leads people to genuinely misunderstand great texts and brilliant oral traditions. Either way the variety of magics are never quite as brilliant as the stories which inspire them.

Magic itself just isn’t all that compelling, but a man playing chess with a fish or a cat that sings itself into a dragon? No explanations required.

…or wanted!

Share this:

  • Tweet
  • Share on Tumblr
  • Print
  • Email

Like this:

Like Loading...

Geeks Only: Intruders from the Cool Table Just Move Along!

31 Wednesday Jul 2013

Posted by danielwalldammit in Gaming

≈ 13 Comments

Tags

D&D, Dungeons and Dragons, Evil, Fun, Geeks, Hobbies, Role Playing Games, RPGs

200px-Deities_&_Demigods_(front_cover,_first_edition)Just a quick note to say that I am running a summer youth camp right now, which is why the blog has been silent lately. What I’ve posted has been stuff written in advance (like this one for example). The kids will soon dismiss me, though, and I’ll commence bloggenating proper once I taste freedom.

***

Okay, most of you probably aren’t going to get the point of this story, and some of you may flee in terror shouting ‘nerd alert! nerd alert!’ That’s okay, because, well, …guilty as charged.

The game was D&D, and it may have been the mid-90s, but we were playing first edition. I was the Game Master, and two separate gaming groups (one from Las Vegas and one from Flagstaff) had come together for a single game session. Each of the players had several characters on the table and we were engaged in a massive battle with an army led by evil forces. At some point in the evening, the players had achieved a clear victory over that army, so I thought it was time to wrap up the long game session and give the players their just rewards for a battle well-fought.

I told the players that an evil God (Li Kung, I believe) had descended upon the battlefield and congratulated the party on their victory, asking them to consider sparing what remained of the evil army and allowing it to quit the field. In exchange for this, Li Kung would grant a number of favors. At this point I meta-gamed the issue and simply told each player that they could ask for 1 favor for 1 of their characters. The players readily agreed.

It didn’t take long for the players to begin making their requests. Most of the specifics were perfectly forgettable, but one of them stands out. This player prefaced his request with the words; ‘it can’t hurt,” which I actually thought was probably a safe assumption under the circumstances. He then asked for a Holy Avenger for his Paladin.

I thought about explaining to the player that his great and Holy Warrior ought not to ask an evil deity to provide him with a weapon that was supposed to be a symbol of his faithful service to his own (good) god.  Then inspiration struck me. I told the players that Li Kung nodded his head and then disappeared. The players chatted a moment in character, wondering where he went and whether or not this meant the deal was off. Then the evil one reappeared with a great sword, which he offered to the Paladin, the bloody stump of a human hand still gripping its handle.

“Oh goody!” the player was positively beaming.

He wasn’t entirely sure why the sword functioned as a simple +2 weapon.

71.271549
-156.751450

Share this:

  • Tweet
  • Share on Tumblr
  • Print
  • Email

Like this:

Like Loading...

Top Posts & Pages

  • "Seward's Folly" by Any Other Tree
    "Seward's Folly" by Any Other Tree
  • Northern Lights and Cold Hands
    Northern Lights and Cold Hands
  • The Erotic Heritage Museum in Las Vegas: A Very NSFW Review
    The Erotic Heritage Museum in Las Vegas: A Very NSFW Review

Topics

  • Alaska
  • Animals
  • Anthropology
  • atheism
  • Bad Photography
  • Books
  • Childhood
  • Education
  • Gaming
  • General
  • History
  • Irritation Meditation
  • Justice
  • Las Vegas
  • Minis
  • Movie Villainy
  • Movies
  • Museums
  • Music
  • Narrative VIolence
  • Native American Themes
  • Philosophy
  • Politics
  • Public History
  • Re-Creations
  • Religion
  • Street Art
  • The Bullet Point Mind
  • Travel
  • Uncategorized
  • Uncommonday
  • White Indians
  • Write Drunk, Edit Stoned

Blogroll

  • American Creation
  • An Historian Goes to the Movies
  • Aunt Phil's Trunk
  • Bob's Blog
  • Dr. Gerald Stein
  • Hinterlogics
  • Ignorance WIthout Arrogance
  • Im-North
  • Insta-North
  • Just a Girl from Homer
  • Multo (Ghost)
  • Native America
  • Norbert Haupt
  • Northwest History
  • Northy Pins
  • Northy-Tok
  • Nunawhaa
  • Religion in American History
  • The History Blog
  • The History Chicks
  • What Do I Know?

Archives

  • February 2023
  • December 2022
  • November 2022
  • October 2022
  • September 2022
  • August 2022
  • July 2022
  • June 2022
  • April 2022
  • January 2022
  • December 2021
  • November 2021
  • October 2021
  • September 2021
  • August 2021
  • June 2021
  • May 2021
  • March 2021
  • February 2021
  • January 2021
  • December 2020
  • November 2020
  • October 2020
  • September 2020
  • June 2020
  • May 2020
  • March 2020
  • February 2020
  • January 2020
  • December 2019
  • November 2019
  • September 2019
  • August 2019
  • July 2019
  • June 2019
  • May 2019
  • April 2019
  • January 2019
  • December 2018
  • November 2018
  • October 2018
  • September 2018
  • August 2018
  • July 2018
  • June 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • January 2018
  • December 2017
  • November 2017
  • October 2017
  • September 2017
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • January 2017
  • December 2016
  • November 2016
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • April 2016
  • March 2016
  • February 2016
  • January 2016
  • December 2015
  • November 2015
  • October 2015
  • September 2015
  • August 2015
  • July 2015
  • June 2015
  • May 2015
  • April 2015
  • March 2015
  • January 2015
  • December 2014
  • November 2014
  • October 2014
  • July 2014
  • June 2014
  • May 2014
  • April 2014
  • March 2014
  • February 2014
  • January 2014
  • December 2013
  • November 2013
  • October 2013
  • September 2013
  • August 2013
  • July 2013
  • June 2013
  • May 2013
  • April 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011

My Twitter Feed

Follow @Brimshack

RSS Feed

  • RSS - Posts
  • RSS - Comments

Enter your email address to follow this blog and receive notifications of new posts by email.

Join 8,098 other subscribers

Blog at WordPress.com.

  • Follow Following
    • northierthanthou
    • Join 8,098 other followers
    • Already have a WordPress.com account? Log in now.
    • northierthanthou
    • Customize
    • Follow Following
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
 

Loading Comments...
 

    %d bloggers like this: