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19 March 2004 — Geeky Sunday (23)

Andrew, Joel, and I met at Dave's house for a little bit of fun last Sunday. We gathered to play Dungeons and Dragons, that rite of passage for geeks everywhere.

[cover of D&D blue bookI was introduced to D&D in 1978, when I was nine years old. I took to it immediately because the way we played it, it was a loose and flexible game of imagination. The rules were only guidelines. Using these guidelines, we co-operated to create fantastic stories of trolls in caves, mysterious giants, and dragons on mountaintops, with great heroes capable of vanquishing them all.

D&D was one of my primary hobbies from fifth to eighth grade. I played with Chris Watson and Darren Misner and Dave Carlson and Torey Lam (though never with all of them at the same time). Girls had dolls; we had Dungeons and Dragons. (They serve similar functions in child development.)

Even during high school — when I threw out my secular music because of its Demonic Influence — I could never turn my back on Dungeons and Dragons. At the time, there was great furor over how evil the game was, how it promoted Satanism and witchcraft, led to teen suicide. I had to marvel that anyone could make such arguments. (Though for some reason I bought into the "Thompson Twins are evil" bit. Shudder.) They'd obviously never played the game. Some people will rail about anything.

In time, I outgrew D&D. My interests lay elsewhere. I continued to play similar games on the computer, however: Zork and Enchanter (not strictly role-playing games), Pool of Radiance, Wizardry, Might and Magic (I, II, and III), Final Fantasy II, and, eventually, a couple of MUDs (Northern Lights being my favorite — I wasted weeks on that game from 1994-1996). Though my interest in computer games has waned in recent years — and despite the fact I've never played a massively-multiplayer on-line role-playing game — I'm anxiously awaiting the arrival of World of Warcraft. It looks fantastic.

In college, Andrew and Dana and I began to play GURPS (the Generic Universal Role-Playing System), a sort of vanilla Dungeons and Dragons with much greater flexibility and — in my experience — much less fun. Because the system is generic, the rules take center stage instead of the gameplay. The three of us have had a series of GURPS sessions over the course of a decade (and Andrew ran a local campaign in from 1997-1998), but they've never held the appeal to me of old-school Dungeons and Dragons.

So, when Dave recently volunteered to lead us on a D&D campaign, I was anxious to join.


Here is the story of our adventure, complete with geeky D&D jokes:

Our adventure begins in the hamlet of Hammett, miles from nowhere. Hammett is the pastoral home of some two thousand souls. Somehow, we — Oxalis the druid/weaver (J.D.), Thiamine the first-level battle mage (Andrew), and Funt McCracken the fighter/shipwright (Joel) — have managed to find ourselves at the same table. We're all out of work. Funt was laid off at the shipyards in Talendi (a major port city 25 miles to the north) — "corruption in the shipyards" — and I'm not able to get any work as a weaver because I'm not particularly skilled. We're drowning our sorrows in stout ale. Ah, many glorious adventures have begun in just such a fashion.

As we exchange bawdy tales, Thiamine notices we're being scrutinized by a man sitting alone in the corner. The man approaches us, introduces himself as Int. Int claims to be in the service of one Draca Feathersmith, and he invites us to dinner at Feathersmith's estate on the morrow. "My employer may be able to provide you with jobs," he says.

Thiamine and Funt do not trust this Int. When he's gone, they discuss how this seems like a trap. "I'll pump the barmaid for information," says Funt. "If there's one thing I enjoy doing, it's pumping barmaids for information."

The barmaid tells us that Feathersmith is an importer/exporter (though not for Vandelay Industries) from Talendi, and that he spends his summers in Hammett. He's well-known throughout the village.

Amidst protests from my companions, I purchase a bottle of Tunabdalin for Feathersmith. It costs me ten gold pieces. (To put this into perspective: my entire fortune comprises 144 gold pieces. My companions have probably thirty gold pieces combined.) Funt buys a dagger in order "to be prepared". (In real life, Joel was an Eagle Scout.) My character, who, as a druid, normally sleeps in the woods, bathes and washes his hair and puts on his best self-woven clothing.

Int comes to pick us up in a carriage. Thiamine and Funt are still wary. When they meet Feathersmith, they do not trust him. Oxalis proffers the bottle of Tunabdalin in an effort to win Feathersmith's favor. Over a fine meal, Feathersmith explains his business proposition. He will give us each 150 gold pieces if we safely deliver a chest containing a ceremonial ring and dagger to Talendi.

"Why don't you deliver it yourself?" asks the wary Thiamine.

"Other people are looking for these objects," says Feathersmith. "I'm too well known, and they would attack me. What I want is your anonymity."

"We have lots of that," says Thiamine.

Feathersmith leaves the room so that our party can discuss his proposition. My companions are wary. They're always wary. (In fact, they seem downright paranoid.) Thiamine is willing to take the job if we receive all of the money in advance. He thinks that we can't afford to make the trip otherwise.

"I can loan you the money," says Oxalis. "I have plenty. But I'll have to charge you interest."

"Druids don't charge interest," says Funt. "Jews charge interest."

"I'm a Jewish druid," says Oxalis.

When Feathersmith returns, Thiamine outlines his proposal: we'll deliver the items if we're paid in advance. "What do you think?" he asks.

"I think you're all chaotic neutral is what I think," says Dave as Dungeon Master, not as Feathersmith.

"No," says Joel. "We're all chaotic stupid."

"Is Feathersmith lying?" asks Joel.

"Would you like to make a perception check?" Dave asks.

Joel rolls a die: a one, a critical failure.

"Feathersmith seems perfectly trustworthy," says Dave.

While Thiamine and Funt debate whether to take the job, Oxalis (a druid, remember) admires the wood in the table, and the chairs, and the walls, and the sideboard. "What kind of wood is this?" he asks. Nobody knows. We take the job.

We set out the next morning.

"I need to buy some food," says Funt. "I forgot to buy any."

"I have food," says Thiamine.

"How much?" asks Funt.

"Three days rations," says Thiamine. "How far is the walk?"

"About four days," says Dave.

"I can pick leaves and berries," says Oxalis. "Look over there: an especially tasty tuber."

Funt ignores me. "Can you share your rations?" he asks Thiamine. They agree that they'll share half rations.

In order not to be seen, we opt against taking the road, instead cutting through the Northern Forest, an area with which Oxalis is moderately familiar. Feathersmith has provided us with a map, which is convenient. That means we can debate whether to head east, past the mage's tower, or north, past the unexplored ruins. We opt to pass by the unexplored ruins.

As we walk, we hear howling. "You hear wolves while you're out in the woods," says Dave the DM.

"Is that unusual?" I ask.

"Not really," he says. "But it could just be coyotes. You're not sure. You're only a first level druid."

After a few hours of walking, we come upon a strange beast. It looks something like an armadillo, but with a gem set in its forehead. "I offer it some of my rations," says Andrew.

"Some of my rations, you mean," Funt mutters.

The beast takes to Thiamine, begins to follow him around. Thiamine calls him Navy (armadillo-->army-->navy — such is the thought-process of a first-level battle mage). What's more, he begins to pick up premonitions from the beast. Treasure?!? it seems to think, and Thiamine hears its voice in his head. Danger?!? it thinks and suddenly we're face-to-face with a goblin and four kobolds.

We engage them. Oxalis is severely wounded while trying to cast a spell that would have made the nearby weeds entangle the goblin. As he's casting, the kobolds set upon him. Fortunately, Thiamine and Funt prevail.

The next day, we encounter with a pack of dogs. Again Oxalis is wounded while attempting to cast a spell (this time trying to communicate with the dogs.) Thiamine and Funt kill all but one of the beasts.

That evening, Oxalis stumbles upon another pack of dogs. They surround the group.

"It's lovely having a druid around," says Funt. "You're so useful."

"As bait," says Thiamine.

As if to prove them wrong, Oxalis charges into battle with his oaken cudgel. He smashes the head of the first dog. Thiamine the first-level battle mage and Funt the shipwright handle the remaining beasts with ease.

According to the map, the next day we'll pass close by the ancient ruins. "We should go check it out, just to be safe," says Thiamine. Funt is ambivalent. Oxalis thinks the group should push on to complete its mission within the allotted time. "Navy senses treasure," says Thiamine, and the clinches it. The next morning, we explore the ruins.

We find a decrepit temple. There's an altar that might be hiding a trapdoor. "We don't have time," says Oxalis.

"It won't hurt to look," says Thiamine as he pulls a lever. The altar moves aside to reveal stairs into darkness. "Navy senses treasure nearby," says Thiamine.

We descend the stairs into darkness. Thiamine, an elf, and Oxalis, a half-elf, are able to see in the dark. Funt, however, is merely human, and so we must light a torch for him. We explore the hidden passages until we find a room containing several desiccated corpses surrounding a chest. "Navy senses treasure here," says Thiamine, and he moves toward the chest.

As he does, the "corpses" spring to life. They're skeletons! They set upon us, striking down Thiamine and throwing themselves upon Funt. Funt repels them, but only just. There are some tense moments when we think Thiamine may be dead, but he manages to pull through. We revive him and then open the (trapped) chest. We divvy up the loot.

Returning to the temple, we're confronted by a druidic fellow with a long beard. He introduces himself as Sam. He tells us that our companion animal, Navy, is a carbuncle. Sam is wary of our presence, and seems insistent that we leave. We do.

Time is running out. We need to be in Talendi to deliver our parcel on the morrow. Still, our tribulations are not over. As we near the forest's edge, a giant serpent falls from the treetops and attacks Funt. It's all we can do to fight the damn thing off and then break for the open plains to the north. We pitch camp and pass an uneventful night.

The next day, we arrive at the port city of Talendi. After a few delays, we make our delivery to Lady Brandowyn Lister. She is grateful. She pays us our money and then offers to give us further work. Will we accept her employ, or will we return to explore the forest temple? Tune in next month for the next exciting chapter!


One joke didn't fit in the telling of the tale. During the character creation process, I was purchasing my equipment. I noticed that you one could buy farm animals, and the following exchange occurred:

J.D.: Oooh. Livestock! Can we buy sheep?
Andrew: Hm. If you put banded armor on sheep and drove them in front of you…
Dave: It's a war-lamb!

Heh.


And that's what happens when grown get together to play Dungeons and Dragons. Lots of Satanism and witchcraft, huh?

On this day at foldedspace.org

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2003Boy in a Well   Over the past couple days I've heard bits and pieces about the angry farmer who drove his tractor into a pond in Washington, D.C.

2002Frustrated   On Sunday I drove to six different stores around Portland searching for her album. None of them had it. What a colossal waste of time. I would have gladly paid $10 to be able to download the thing from an online source.

2001Disjointed Morning   I'm not the best judge of weather at 5:40 a.m. I had intended to bike to work today but when...

Comments
On 19 March 2004 (08:34 AM), Lisa said:

Why were the Thompson Twins evil?


On 19 March 2004 (08:36 AM), Jeff said:

Wow. Pretty exciting stuff. Almost as exciting as when you used to talk me into playing it when we were young lads.

Tune in next week when the same foursome will play Pong on the Atari 2600!


On 19 March 2004 (08:42 AM), Courtney said:

Urrrgggghhhh...I love my geek....I love my geek....I love my geek....I just don't need to know in detail just how geeky Andrew is. ;)

Alas, this is not the only reminder. He's staying at school until 9:30 tonight to play computer games with his students. Arrggghh! Hello!!! It's Friday! It's also the first night of Spring Break! Guess I'll just stay home and knit.


On 19 March 2004 (08:59 AM), J.D. said:

Lisa: Why were the Thompson Twins evil?

Short answer: When you're searching for the Devil, you find him everywhere you look.

Long answer: Some people — many of them Christians — want to find evil everywhere. It's as if this makes them feel fulfilled. In the mid-eighties, one of the evils against which some of these people railed (and they probably still do) was rock music.

At Zion Mennonite, our youth Pastor — Steve Good, a fine man — showed us a video, or series of videos, about the evils of modern rock, especially New Wave. Most of those New Wave musicians were HOMO-sex-u-als, don't you know? What's more, their lyrics were blatantly godless.

The video held up Depeche Mode as an example (a valid one, in this case), but it made a lot of other, more ludicrous condemnations. The one that always comes to mind is Thompson Twins.

Thompson Twins?

They were about the most innocuous band in the world, right? Not according to the guy in the video. Their songs featured lyrics like:

"I'm glad in these hard times
There's hope in your eyes
I don't need a religion
Cause this love never dies"
(from You Take Me Up)

and

"Are you practicing for judgement day?
Or do you really mean those things you say?
...
Can't you see there's just no promised land,
Doesn't happen that way"
(from Day After Day)

and

"I'm sick and tired of payaing for the sins
Of fathers and the mothers and the pushers and the shovers
But most of all the Lord about us
Who made this stupid mess we're in"
(from Future Days)

They've actually got a lot of anti-religion lyrics scattered here and there in their songs. This irked the guy on the video. But I think they're biggest crime was that they were HOMO-sex-u-als.

Anyhow, I bought the "music is evil" bit hook, line, and sinker, and rid myself of all my albums. Dumb dumb dumb dumb. I had some good hard-to-find eighties stuff that cannot be replaced now.


On 19 March 2004 (09:01 AM), dowingba said:

J.D. that was beautiful. You totally captured the awesomeness of real, old school D&D. You realize I'm going to pester you to write the next chapter, and the next, until you've got another LOTR on your hands.


On 19 March 2004 (09:07 AM), Kris said:

Slow day at work, hon?
p.s. Simon just brought in a bird. Feathers everywhere. Thanks, Simon!


On 19 March 2004 (09:47 AM), Joel said:

It occurred to me later on that if we'd let you cast some of your spells BEFORE rushing in to battle we might have had a little more success. And you wouldn't have received so much beating.
While I am very impressed with your recounting you did forget to include Andrew's devastatingly unsuccessful spell that summoned a cloud of gnats around the python's head. And my head.


On 19 March 2004 (10:26 AM), Denise said:

Ok - I find the story of the D&D weekend very interesting and fun to read...but being a girl, and not having any D&D experience myself - I just don't get it.

Do you make all that up on your own? Is there a book that tells you what attacks you? Do you just make stuff up and the Dave says, "Yes, that's ok," or "No, that's too weird,"?

I just don't understand how the game is played - not that I want to play it, just looking for a bit of understanding how it is created.


On 19 March 2004 (10:49 AM), Joel said:

Denise, it's kind of a weird combination of all that you mentioned. Dave controls the overarching shape of the story- where we are, the things people say to us, how much things cost, the general kind of encounters and action we experience- but we players also have a certain amount of autonomy- what we say, what we do in a given situation (within reason. If I try to make Funt do something impossible Dave either tells me so and asks me to do something else, or tells me so and punishes me by having Funt do nothing.)- where we go, and how we deal with the other players- and there's a final random element that involves the dice, an element that no one really controls. These three elements need to be balanced for a fun story to take shape. If everything can depends on the roll of dice the game starts to resemble craps. Similarly Dave can't be capriciously vicious or blockheaded and we can't be too "chaoticly stupid" or things fall apart.


On 19 March 2004 (11:00 AM), Denise said:

Ok - so then do you all take notes during the game, or just Dave (or just J.D. and Dave)? It is all very interesting, and makes for great reading.

I say geek-away! I look forward to your next round!


On 19 March 2004 (11:01 AM), Denise said:

And what happens when Funt moves to South Dakota?


On 19 March 2004 (11:12 AM), Joel said:

Funt becomes more powerful than we can possibly imagine? Or perhaps more machine than man, twisted and evil (to mix geekaphors)


On 19 March 2004 (11:17 AM), Dana said:

JD doesn't like GURPS because he prefers to prioritize Narrative and Gamist interaction, whereas I'm more of a Simulationist, which happens to fit GURPS a bit better. But just as I used to really like Champions/HERO, I used to really like GURPS. Big Eyes, Small Mouth/Tri-Stat-dX does what GURPS tried to do, but in a much more rules-light, narrativist-friendly way. Tri-Stat-dX is a free download, by the way. (Lots lots more Gamist/Narrativist/Simulationist (GNS) speculation and theorizing at http://www.indie-rpgs.com)

Denise, yeah, you pretty much make it all up as you go along, and the rules are mostly there to adjudicate when two people who are playing want different things to happen -- the rules tell you how to resolve that conflict.

While D&D generally has a lot of the Narrative Authority for the setting assigned to the Dungeon Master (Dave, in this case), there are many games out there that play with that convention (Anvilwerk's Games "Donjon", for example).

My favorite RPG of all time is probably Call of Cthulhu, which JD has never played, followed by a game called Over the Edge, which JD has also never played, but which I gave him a copy of 1st Edition about four years ago. Perhaps some day he'll read it.


On 19 March 2004 (11:21 AM), J.D. said:

More info for Denise:

Yes, we have books from which we draw our rules. There's the "Player's Handbook", the "Dungeon Master's Guide", and the "Monster Manual". There are other books, but these are the Holy Trinity of D&D books. (Personally, I prefer the old-fashioned "use only one book" variety, but that's just me.)

We use the rules in these books to direct our gameplay.

Different people and groups of people adhere to the rules to differing degrees. It's a matter of story.

I prefer to emphasize the role-playing aspect of role-playing games, which means more storytelling and "acting" (such as it is) and less reference to esoteric charts. Sunday's session was ideal for me because although there was plenty of combat, it was highly abstracted: "I swing my oaken cudgel at the dog." And then the roll of dice. And the results. Some people want (need) more detail than this. I don't.

For me, the fun stuff is shared creation of a story. I like making up the fact that my druid sees a potentially tasty tuber in the forest. I like the fact that Andrew's character is all paranoid and stuff.

Oops...Dana just said some of this. And I agree with what she said. Dana likes the rules, even collects and reads rules to these different games.

Maybe I'll have to dig out Over the Edge and give it a read-through. For me, though, the gaming system is almost irrelevant. I'd be just as content sitting around making up an actual story with friends over the course of an afternoon.


On 19 March 2004 (11:41 AM), Dave said:

To answer Denise's question(s), first, I take notes so that I can remember certain things. My assumption is that the players take notes as well. If they don't remember things I'm not going to remind them about it until it bites them in the butt.

As for how do you decide what to do, that's a good question. Basically, I think of myself as the author of a book in which the characters can do whatever they want and I provide the setting for them to do it in. I have, as Joel suggested, an overarching "plot" that I provide to the players. Most of the time they're kind enough to go with the plot. Other times, well, they express their free will, in which case I have to wing it. Sometimes that means trouble. In most cases the players are all working together as a group against whatever obstacle, puzzle, or problem that the DM presents to them. Sometimes you get situations in which players are actively opposing each other, but that usually doesn't last for very long, since it's not much fun for the group to have the party fighting with each other. It can be entertaining, however, to have small side issues. After all, it's "role playing" and each person takes on a role. Not everyone wants to do the same things.


On 19 March 2004 (12:05 PM), Dana said:

The Return of Yet More Answers for Denise (in 3-D)!

There are a couple of different kinds of notes that people take when gaming.

The first are formalized notes, generally mandated by the rules -- they are generally encompassed on what is known as a character sheet, and each player has one listing what the player's character knows, what he's like, what he has, and what he can do.

The exact nature of how that is all determined and recorded varies a lot from one game to another. Usually there is one character per player, with everybody else in the universe (literally) being handled by the Dungeon Master (DM in D&D) or Game Master(GM, which is used in almost every other RPG, as DM is trademarked).

So the GM (Dave, in JD's example) probably came to the table with a sheaf of notes he'd worked up before the game started. He probably made additions to those notes as the game played through. Each player had at least their own character sheet to track the state of his or her character, and possibly additional sheets to make various incidental notes, doodles, diagrams, ideas, and (usually) volatile things that come from the character sheet, but whose values vary a lot, so that you don't end up having to erase and rewrite constantly, thus eventually wearing the character sheet out.

More Information:

Wikipedia RPG entry

The Forge, which has a bunch of great articles on RPG theory.

Some freely available RPGs which don't suck:

Tri-Stat dX (the PDF version is free)

The Pool and variants

Risus: The Anything RPG

Some non-free RPGs that don't suck

Call of Cthulhu

HeroQuest

The Riddle of Steel

The Burning Wheel

Paladin and Donjon, both from Anvilwerks. Paladin is the single best Star Wars inspired/themed RPG I've ever seen. It's elegant and fantastic.

Sorcerer

Traveller

The Dying Earth RPG -- JD, you could a lot worse than checking this out if you enjoy heavy narrative gaming.

Over the Edge and Unknown Armies, both published by Atlas Games.

Mutants and Masterminds for Super Heroes, and Spaceship Zero for wacky 50s B-Movie adventure, both from Nicole's company, Green Ronin

Whew!


On 19 March 2004 (12:24 PM), Joel said:

Alright gentlemen and lady, I think we've fallen all over ourselves enough on Denise's behalf (sheesh).


On 19 March 2004 (12:53 PM), Denise said:

Wow! Thanks, guys and gal - that is very helpful, and lets me understand a bit better about the game. It all sounds very cool. I like the mystical, perhaps that is why I am drawn to the story line.

As said before, geek-away! The world needs more geekiness anyway. I try to be geeky whenever possible, life is more fun that way.


On 19 March 2004 (01:01 PM), Dave said:

Has anyone here actually played the Mutants and Masterminds game (aside, I'm assuming, from Nicole)? I toyed with the idea of running that type of adventure, but Powell's didn't have a copy on the shelf when I was there. Justifying to Karen a trip to a game store to look at a game that I may or may not buy and which no one I knew already possessed didn't really seem likely, so I shelved the idea.


On 19 March 2004 (01:32 PM), Dana said:

Re: Mutants and Masterminds

I am an avowed disliker of the current 'd20' gaming system which lies at the heart of D&D3e and whatnot.

Mutants and Masterminds is a modified version of this rules-base. It maintains some of the same core mechanics, but deviates significantly from the 'stock' stuff. In fact, it's fair to say that it's effectively a new game. I haven't played it, but I do have it (and some of the source material).

From a graphic-design point of view, it's maybe a bit busy, but it definitely captures the essence of four-color comic books And the Freedom City supplement is one of the single greatest Superhero RPG supplements of all time, even if you don't use the M&M rules (the other great supplement, in my opinion, is the old Champions product Strike Force).

The core mechanics fiddle with how you handle levels (you kind of pick a power level, and make all superheroes that level of power, as opposed to strict experience points, there's a point-based meta-rule powers construction system (a similar idea to what's in the core of Champions, although a pretty different implementation of that idea), and instead of the way normal d20 combat is handled with Armor Class, you actually do a "Save vs. Getting Hit" role when somebody connects with you.

I think it's definitely a good system, and the production quality is top-notch. It's definitely worth a perusal in the game store if you are interested in the source material and gaming.

(On a bit of a tangent -- The free RPG systems The Code and The Code 2, a very very different take on Superhero RPG systems -- the first version basically handles Batman, The Question, and similar types of characters, while the second adds more 'real' superhuman bits and hero teams).


On 19 March 2004 (01:52 PM), The Computer said:

The Computer is your Friend. Trust the Computer. If you do not trust the Computer, you may be used as reactor shielding. Thank you for your cooperation, Citizen.

(Definitely Scroll down for the FAQ (You can just search for "MONGOOSE GETS PARANOID" and read from there))


On 19 March 2004 (10:43 PM), mart said:

"the morrow project" was the coolest rpg.


On 20 March 2004 (11:11 AM), Nikchick said:

JD doesn't like GURPS because he prefers to prioritize Narrative and Gamist interaction, whereas I'm more of a Simulationist, which happens to fit GURPS a bit better.

ACK!! Dana has joined the cult of Ron Edwards!

Seriously, as much as Ron and his disciples at The Forge throw around the terms "Narrativist, Gamist, and Simluationist" as part of their everyday academic discussions of game theory, real people just don't talk like this. NO ONE in the actual game community (outside of people on The Forge or those who spill over from The Forge to RPG.net) uses those terms when talking about games and gaming. Designers don't use those terms when designing their games.

The whole cult of Ron Edwards really creeps me out. Aside from the fact that he reminds me of my ex-husband in all the worst ways, I also have no respect for his so-called informed theories ever since the time he lectured me on the creation and ideals of Vampire: the Masquerade. Since I was intimately involved in the development of V:tM, I had first-hand knowledge that Ron was absolutely wrong, not that he was about to let facts stop him.


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