Monday, March 22, 2021

Disease

For those able, here are my rules for disease.

My son-in-law K is a power gamer; he's arguably the best player in any of my campaigns.  He's excellently versed in the game without being jaded, he's a tactical genius and he's able to be both dispassionate about bad things that happen and emotionally involved in the sheer pleasure of the campaign.  From a rules-lawyer standpoint, he'd be hard for many DMs to run ... unless, like me, they're perfectly happy to be called out on the rules when forgetting how they work.  Oh, and my son-in-law is better versed scientifically and mathematically than I am.  He thumps me occasionally on those subjects as well, which I accept as best for the game.

He began playing in my game at 17, along with my daughter, many years before they were married.  And three weeks into the campaign, I killed his 1st level druid character with a cold.

They were walking towards the city of Samara on the Volga river in Russia when it started to rain.  They decided to keep walking.  I rolled the base chance of catching disease on page 13 of the original Dungeon Masters Guide,  for everyone in the party.  K's number came up, though it was a 1% chance (cool weather or climate).  I rolled acute, terminal on page 14.  Just like that, "Pikel" was dead.

Pikel is an 11th level druid in my game.  He was carried to Samara, raised and continued on as a character.  K never faulted me for the decision to make the roll; never faulted me on a world that will let natural elements kill players; never mentions it except when the matter of walking in the rain comes up.  He and the party have been caught in worse weather, brutally worse, including freezing winter rain on the shore of the Caspian and arctic climate while toiling along the river Pechora in the far north.  The party survived those journeys by chance and through preparation ... but one of the things about disease is that it isn't "rational."  It's capricious.  A fact we're painfully aware of now.

I'm writing this post on disease because it came next after Aging in the DMG.  I've been writing my way through the DMG for a month now.  As it happens, I've gotten through the front part, which is mostly punditry about gaming, and into solid rules, with tables and firm results.  This sort of content, incidentally, is all over the original DMG.  It doesn't exist anywhere in 5e, as near as I can tell.

I read about players rage-quitting over being killed by a wandering monster.  I had a conversation with my daughter today where she talked about players rage-quitting over not enough treasure, and the not kind of treasure, and an unequal treasure division between players.  Correct me if I'm wrong — and I'm not — but there's clearly something toxic about a community that a) argues that rage-quitting is a reasonable response to the manner in which a DM adjudicates either happenstance or reward; and b) that expects the rule-makers to continuously reset the game measures in order to soothe the marketing demands of such people.

I believe firmly that the crippling of D&D began here, with disease.  Deviations have multiplied plentifully in the DMG so far: how stat dice are rolled, what level do you start at, the deliberate failure of the designers to write effective rules fully and an over-reliance on the DM's skill in keeping players from becoming bored if they don't get what they want.  Those things, I feel, are matters worthy of discussion and debate, and were by not means clearly understood when I began as a DM.  But this — the use of disease.  Or rather, the decision not to use it; and then to argue that it shouldn't be used, because the insertion of a real world consequence that can strike any person any day is "wrong," or "unfair."  This is where the game's meaning began to fall apart.

We're watching a country fall apart in the same way.  The indisputable fact of Covid will not be accepted as fact by a substantial part of the United States.  To that I can add the indisputable fact of climate change, which the conservatives in my country, Canada, decided yesterday isn't real.  We can add to that a host of things, including Biden's constant, frustrating assertion that racism, violence, greed, whatever is on today's docket, "isn't America."  When it plainly fucking is.  Pardon the political digression, the metaphor is made.  A considerable number of human persons are simply not capable of seeing the intrinsic benefits of a game that, like art, reflects life ... because so many humans are incapable of life.

There is no other way of correlating the evidence.

The next subject heading in the DMG is "Death."

Guess what I'm going to say.

4 comments:

  1. "A considerable number of human persons are simply not capable of seeing the intrinsic benefits of a game that, like art, reflects life ... because so many humans are incapable of life."

    Christ, when you put it like that... I can't but agree.

    I wonder, idly, just how many (or few) people out there are even capable of mustering the imagination -- or the reading abilities -- necessary to play the game. Lord knows that it's a truism among website owners that "nobody reads on the Internet." Not true for readers of this blog, of course, but so many people just skim, just scroll, just treat text as yet more "content" filling up the page and don't pay attention -- there are Tiktok videos to be watched, after all. Who cares about reading? Who cares about playing a game which requires reading? What do you mean, this game can run for years?

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  2. I don't remember who it was, but someone recently did a blog post or YouTube video talking about the diseases in the 1e DMG. Sometimes you see a supplement or blog post about diseases for 5e and they always are completely made up with weird fantasy lingo names and symptoms. I really dislike those, and there's never any practical advice on when to actually apply them in game. Also I think in od&d diseases were presented as actual real world diseases like cholera or dysentery, but then in ad&d gygax changed the table to symptoms and removed the actual names. I prefer knowing what the disease is as opposed to just the symptoms because people understand what cholera is as opposed to just saying they have such and such symptoms. It's more relatable I guess.

    I do see value of diseases in the game, but I don't believe I've ever really used them. I don't like the idea of rolling for disease every single month; I understand the reasoning, it's just the 1e system is something I'm not satisfied with. I would like something that is based more on exposure and determining when disease is present in the first place. And yes I realize I could get to work and fix the "problem", but its something that's not very high on my list of things to develop.

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  3. Since I began with posting my own version of the rules, obviously I'm not satisfied with the 1e rules either.

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  4. The family and I just got our first COVID test yesterday (my daughter's been sick the last few days, so we were required to get tested before the kids could return to school). Fortunately, all tests were negative (it's just a cold).

    Did I blog about the 12 year old kid whose character acquired a terminal stomach infection from a few months back? That was when I was still using the OD&D rules (disease tables found in the back of the "Blackmoor" supplement), and they'd spent a little too much time swimming a filthy swamp with open wounds (I guess...the result was from dicing anyway). He didn't have a chance to "rage quit" however...circumstances prevented us from continuing the campaign.

    [I wonder if he would have, though; his introduction to D&D was through 5th edition]

    Dealing with environmental issues...inclement weather, disease and pestilence, food scarcity in winter, etc...are things that had depth and richness to a campaign. But there are folks who consider such inconveniences to be the antithesis of "fun," especially when it requires added complexity to the game rules.

    Unfortunately, many of the people most concerned with having "fun" have forgotten (or missed the point) of what fun IS in the game of Dungeons & Dragons. Dealing with, experiencing, and (hopefully) overcoming adversity is, in fact, the point of the game. When you reduce the game to battles of attrition (via dice rolling) and tactical maneuvering on a map board, coupled with play-acting on the side...well, okay, sure that's a game one can play. But it seems like pretty shallow stuff. And a lot of work is involved with the creation of such shallow play.

    [my son and I were in a game store Sunday and he was flabbergasted at the page count of the 5E books. He'd never examined them before]

    Anyway. Looking forward to the discussion on death.

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