Copyright © Mark Kelly 2025. |
Lucky them.
Grey clouds, blustering wind and lashing rain on an early Autumnal day in September. Perfect role playing weather - or at least, that's the memory I have, delving back to a time when I first started out in the 'hobby', though I refer to it as a passion. For those reading this who were once rollers of the dice, or the controllers of the dice (yes, that means you GMs/DMs), then you'll understand what I mean when I refer to it as a 'passion'.
When you take your first tentative steps into the world of role playing games of the traditional paper & pencil kind it's a sensation loaded with both expectation and an anticipation of the unexpected.
By the very nature of imagination, already images of places, dark and fantastical, of creatures known in role playing lore and those yet to be encountered or imagined permeate before your mind's eye, in a swirling vortex of heady excitement and anticipation. But best of all, is the creation of your alter-ego, your 'character'. Not only of what they will look like, and what class you will be able to choose from, but the ultimate dice rolling convention of rolling of stats.
Many die rolling choices are offered by game systems, and some are 'tweaked' by DMs/GMs in order to make things a little more 'exciting' for the newly formed player group as they huddle around the table, fresh character sheets at their fingers tips, pencils waiting patiently, some already dreaming up wild and wonderful character names, whilst some are dreaming up their character-to-be 'back story'.
And then there is the seasoned role player. This is the person who sits calmly, rolling their D6 in order to 'warm them up'. I've had some players state that they were, "getting rid of the low rolls."
Then comes the question: do you allow the standard 3 x D6 (for ease of topic, I'm referring to AD&D/Dragon Warriors character creation here) for the stat rolls? And do you allow the re-rolling of all 1's? Maybe you decide to go the 4 x D6 option, and discard the lowest D6 rolled, giving players three high rolls - or maybe even better, re-roll 1's and keep all the highest rolling D6?
Everyone wants a character with at least one rolled 18. There is another school of thought: roll your D6, then arranged to taste, so a player can 'customise' their assigned rolls to the stats specific to their chosen class and/or race.
Now if you want to be a hard-ass DM/GM, then it's basic 3 x D6, stats rolled in order and all numbers stay as is, no re-rolling of 1's. That's pretty savage. In defence of such a method, it will make players treat their characters with a modicum of caution and respect, considering the likelihood is that most will have 14's as their highest stat score, and the rest, are just plain average or below.
SQUISHY NEW CHARACTER TIME.
However, this does make for some very interesting role playing action and decision making on behalf of said 'squishy' party, as even a basic encounter can lead to a guaranteed early character death if handled without due care and attention, or place the entire party into a no-win scenario.
Personally, I prefer the prospect of a squishy party. Players have a tendency to consider, evaluate, plan and then ultimately act. Nothing more frustrating than a party of gung-ho characters with near maxed-out stats charging into every encounter like Vegans going after a Burger Van.
The game is about heroes and heroic deeds and daring-do, and having a near invincible party detracts from such a premise. Characters who risk death on every encounter and are willing to take that chance, they become the true heroes.
RAINY DAYS.
Why do rainy days make me think of roleplaying days gone by? For the simple reason, at the tender age of 17 it was on such a rainy day that I was introduced to a basic D&D dungeon, by a rather spotty, lanky, blond-haired friend I'd newly acquired at one of my first full-time jobs in the heart of Cardiff's city centre.
This geeky-looking pipe cleaner framed kid was reading a magazine during one break, and I happened to cast a glance at the cover. It read, 'White Dwarf'. I was curious, and he noticed my scrutinising of his magazine cover. He cast me an expression of one who has been noticed for something out of the ordinary. He smiled, and on reflection, I think, smugly.
The conversation arose from that meeting and we became friends. It was he who introduced me to Dungeons & Dragons, but poorly. His DM style was one of impatience, exasperation and lack of understanding. Of the latter, he couldn't comprehend why I didn't 'get it'. My poor, newly created character died in the tunnel that led to the dungeon. The poor sod hadn't even met a Bugbear or Goblin, but was fried to a frazzle in his cheap-as-chips leather armour, club in hand and a piss-pot for a helmet - no, just joking on the helmet - because he'd, or rather I, had touched glowing stones in the incorrect sequence.
I mean, come on! My first time creating a character, which made no sense to me. What did all these numbers have to do with anything? Why do I have to write down so much? I thought this was supposed to be a fun game? This is too much like bloody school! These and many other similar confused thoughts flooded my head. And flashing stones in an archway within a tunnel in the side of a hill? If you'd slapped me across the face with a wet Kipper I couldn't have been more confused.
The sneering derision on my new friend's face as I failed miserably at what he considered to be an obvious action for opening the dungeon door has stayed with me ever since. Though some good did come out of it - I vowed I could do better. And I did, for nearly thirty years, and God-knows how many hours.
ORIGINS.
Oddly enough, my first session as a Dungeon Master had the huge number of two players, and my game system of choice was 'Dragon Warriors' - first edition paperback series in six parts. I still have those treasured books, though very worn, but well loved. I think when I die I'll have them cremated with me, so at least in the afterlife I can bore the tits off the Angels by trying to get them to sit down and join me in a campaign of Dragon Warriors - Angels, yeah, I know. Pretty optimistic of me. Well, at 61, I've got to plan ahead at some point.
My original group grew from two to three, then we added a fourth, and then a fifth. Sometimes we'd have 'guest' players (bane of my existence, trust me), who would just go mental out of sheer enthusiasm, excitement and showing-off in front of half-a-dozen peeps sat around a table - think sugar overdose in a five year old approaching bedtime. It could be bedlam.
I've experienced many, many laughs, and times of high tension, disputes over ill-gotten gains, arguments as to who was going to kill what, where and how. I've had players in tears, I've held them in thrall and deathly silence en masse as the scene before them unfolds through my words. I've even had players come close to physical blows - a rare thing, I admit.
Given my time over again, I wouldn't change a thing - except maybe some of those 'guest' players. A big 'no no'.
Role playing, when conducted correctly, is a wonderful group endeavour. It forges bonds of friendship that have stood the test of time. You'll create stories of which will also accompany you through the years to come. But it's the comradery it evokes and nurtures amongst you and your players, the 'old guard' who have weathered your storms, travelled your cities, delved into your darkest dungeons, and still come back for more, groaning in disappointment when you end a session for the evening.
It can be, simply put, a magical experience. Treasure those moments, for they are some of the best you will ever create whilst sat around a table with friends - and not get arrested.
I close with the brilliant, Aviators - "No One Will Save You". Known for their musical gaming contributions, this song, for me, encapsulates the whole mood of role playing. Enjoy.
No comments:
Post a Comment