Thursday, July 21, 2022

Come, Herpminadelphius!

Following yesterday's discussion:

Making the Character

Most D&D versions provide a step-by-step method for generating player characters from scratch, which is helpful for the new DM. It helps enormously when we become exceedingly familiar with the routine of making characters, so we can be a helpmeet to players – especially new players – we introduce to the game. I recommend that you puzzle out as many nuances of your particular rule book by actually making two or three dozen characters, from start to finish. Try to view each part as the player would.

For some, making character after character is an exciting prospect; for others, it might become a bit tedious. Remember that you’re doing it to acquaint yourself with the character making process – tough it out as best you can, but get at least two dozen characters made. Three dozen is better.

When the time comes to direct the characters through the method, we can encourage them not to spend very much time providing incidental details regarding their character’s likes or dislikes – or even the character’s origins. These things can be left for later, if we need to include them at all. Primarily, we need to concentrate on getting the character’s structure ready for game play ... and for that reason we can concentrate on the bare bones of detail we need.

We may loosely divide the character’s construction into four categories: the character’s physical and mental qualities; what the character knows how to do; the character’s resilience against enemies; and what the character possesses.

Lot of thought to possess 251 words ... and now we come to a crossroads.  How deep into the game do we wish to go, given that we're talking multiple versions being addressed at once?

I think that depends on whether we intend to produce a pamphlet or a book that stands up to being read multiple times.  Because I write long posts, I'm sometimes accused of going on too long about a subject.  Surely that's not what we want here.  At the same time, I'm trying to show through these posts how much deliberation goes into writing a tiny amount of words — even a single sentence.  Writing a lot isn't always a question of waffling on ... sometimes, we write a lot because there's a lot to say.

So, what is here to say?  Well, we can address the age old question of what the ability stats are, what they stand for, the difference between wisdom and intelligence and so on; we can write on whether we need a distinction between charisma and comeliness; we can talk about alignment; and how much coin to give a character to start the game; and we can talk about restricting character names.  I played in a game my first year with a fellow who's two characters were named "Exlax" and "Fruit-of-the-Tomb."  Are these names acceptable?  Are they real names, or monikers?  Should the character be forced to admit to a real name, whatever they call themselves in-game?  These are questions a DM will have to answer for his or her self, and for the players.

One comment I made yesterday to Sterling is relevant.  Players will ask the DM questions, which the DM will have to answer.  These are questions that have been around since the beginning, which I and my mates had to puzzle out for ourselves — through more than a few violent shouting matches.  Some, I know, will argue this was good for us; that every group of players needs this trial by fire to sort themselves out as DMs and players.  That if they're committed to the game, they'll be fine.  I can't agree with this approach.  Ultimately, it led to the company interposing itself to offer defacto statements for DMs, to the point where young, foolish DMs write directly to the company to have the company make decisions the DM ought to make.

But "Aha!" says the Gentle Reader.  "That proves DMs have to work these problems out for themselves!"  Does it?  Or does it prove that one voice, whether it's that of the DM, the company or me, is not a reliable source.  There's an argument to be made that the company should have taught how to resolve these matters rather than shooting straight in and assuming the Voice On High approach.

Consider:

As DM, you will face arguments.  Players will seek alternate interpretations of a rule's language, one that better favours their position, and will concoct all sorts of arguments for why a change needs to be made to maintain the "integrity" of the rules.  This behaviour can be witnessed in all human interactions, from personal agreements between employees and bosses to deliberations between states.  Most players will, at one time or another, however much they have, attempt some argument in the hopes of getting a little more.

Our position is strengthened by our expecting this.  We need to ready ourselves for pitches the players make, preparing arguments of our own that we can implement if need be.  That requires more than knowing the rules.  We must know how to defend them, and why.  Otherwise, the players will run roughshod over our campaign, claiming duress that we've caused them by failing to give into their demands.

Believe it or not, the solution is to demonstrate greater strength as a DM than the other can as a player.  This doesn't mean to be deaf, dumb and blind to the player's suggestions or questions — and if the player does invent some interpretation that we can't legitimately produce an argument against, we should let the player have his or her way.  But we mustn't let ourselves be bullied.  If the player raises his or her voice, stand up from your chair and repeat your position.  If the player stands as well, hold your ground.  And if the player gets out of control, ask the player to leave.  Should it come to that, give every opportunity for the player to return and apologise — but make it clear that the matter is settled, and that as a DM standing in defense of your game, you have nothing to apologise for.

Unless, of course, you lose control yourself.  Apologise for that.


This is merely a first attempt, of course.  But it gets across the point I'm making.  Note that I won't use the term, "rules lawyer."  Don't ever use this term!  It was created by presumptive DMs to disparage any player voice that might disagree with the Holy DM and it's worked well as a label to shout down players.  Part of the problem with the above text is that it fails to make it CLEAR ENOUGH that as a DM, you're often wrong — often very, very wrong — and that needs addressing also.

The whole matter of DM-decision-making is a quagmire, but it can't be ignored.  It's something we'll have to come back to again and again.  My chief point at present is that the phase above about readying counter-arguments to what the players say.  A DM cannot just decide, "I'm using training rules in my game."  That's a recipe for 101 arguments from players; myself, I'd leave a game on that fundamental point by itself.  A DM's got to justify that rule ... and that justification has to be very damn good, because the rule is a flagrant cash-grab and abuse of the player.

Look:  in game, I've earned my experience.  I've made decisions that let me survive from 4th to 5th level and I've acquired every point by standing up to monsters and what the hell else.  And now you, as DM, are going to impose a completely unreasonable TAX on my actions?  What the fuck?  Now I pay real taxes because they make roads and schools and stop bad things from happening through fire and criminal behaviour ... among thousands of other good things.  But this is a totally arbitrary tax that awards the DM nothing.  Nothing of value to me is purchased with these ridiculous piles of money I'm handing over, while all I'm getting is the DM's say-so that "Yes, okay, you're 5th level now."

The fact that it's a cash grab is written straight into the rules of a book that tells the DM, "Don't let the players read this book" (or words to that effect, I can't be bothered to find the exact quote).  Guess why.  Because any player reading about the tax imposed by the training rule sees clearly how the DM is bending them over the gaming table.  In 40 years I've never heard an argument proposed that reasonably justifies this rule.

But do I want to go through every rule in the book, point-by-point and create a counter argument for the new DM?  Gawd no.  Thus the crossroads.  Clearly, some tools need to be provided.  Some structure of how to build a counter-player argument must be included, and how to cheerfully accept good arguments from players when they're provided.  The best strategy I have is to address a fair collection of rules throughout the book — two or three hundred, say — and try to explain the motivation behind circumventing them, as well as reasons to let them be.  Then, let the DM, thus armed, make his or her own decisions on what's the best approach.

We cannot let this thing be the Wild West.  We've tried that approach and all that's happened is present-day you-tube videos 43 years after the fact arguing that yes, we should definitely make players pay for training.  This is ridiculous.  At some point a general consensus must be built that will let these many BAD IDEAS of Gygax and Arneson DIE.

I appreciate that the reader may not be overly credulous that this is possible.  Perhaps this is not a tide against which we can swim.  But the alternative to addressing this ongoing idiocy is to let it go on.

I can't see that as a rational approach.

The right answer is to thread the needle on the subject better and with greater aplomb than has ever been done before ... which might be a truly difficult argument to make if I were discussing Hobbesian politics or Kantian philosophy.  Thankfully, I'm not.  I'm addressing thinkers on the scale of Gygax, Arneson, Mentzer, Mearls and Perkins.  "Titans" in this industry, but ... well, to borrow a scene from the ancient Heavy Metal comic, Tex Arcana ...



... it's a small pentagram.


P.S.,

Lastly, here's a quote from a renovator I regularly watch, discussing the philosophy of self-motivation towards renovation that applies equally well to DMing.  I include it here specifically because many parts are not my approach, but would obviously be very useful to a person not possessing my personality.  Yes, I'm able to conceive of that.

"How to be the person that's going to want to do it, and follow through with doing it ... that's the tricky part.

"I feel like you have to blend in when dealing with other, but be quietly aggressive.  Many people act in a way that makes you overestimate them, but in many cases they are not very competent.  I feel being underestimated, or someone others are not even thinking about is best.  Think long term and don't get distracted by temporary delights that are not important to you — that being the important part.  Don't be selfish and think only of yourself; it's not very motivating long-term, and it's easy to let yourself down — versus your children, for example.  I personally believe following the straight and narrow path is best.  When you deviate, you experience resistance.  All actions have consequences, so be slow to act and consider if the results are worth it.  It's okay to not always get what you want.  If I did everything I wanted, I would not have the things that I love the most."

7 comments:

  1. I have the impression that you are trying to cover too much ground with the approach you're putting forward here.

    First there's the heads up that to the would-be DM that he or she will face push-back on rules from players and that's good to point out. Second, you point out that he or she should be prepared for this, but you've already alerted the would-be DM about this so the admonishment to prepare for that is a little hand-holding of the author; still OK, but I would feel slightly crowded as a reader/learner. Eventually, this text tells me how to interact with people who hold an adversarial position to my argument. That happens to the DM in D&D, but it happens to people everywhere else in other pursuits too, and now the author is no longer instructing me in the specific skill of DMing, but in the general skill of rhetoric.

    At the point of your instruction becoming so general as to be talking about rhetorical skill, while absolutely a skill required for effective DMing, your scope has grown beyond what you can effectively address in the work at hand.

    This course has some prerequisites. If you try to teach those too, you'll die before you get to the meat of the course you really mean to teach. Tell your students, briefly, they need those pre-reqs to get the most out of the course, but then move on and assume that they're either with you or will go back to fill the blanks then re-read to catch back up. If you keep going back to help the slowest student, the rest will never get benefit of the advanced course.

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  2. I should also have commented on my first thought which was how well you packed so much into 251 words. (Strunk would be pleased. As you will see in your mailbox in the hopefully not too distant future.)

    Which fork to take at this crossroads depends on a few things, I'm sure you are considering these, but I would be primarily considering "who is my audience?"

    If you look at your readers of this blog as your audience then your readers are deeply and broadly experienced DMs who are seeking to elevate their skill. You've written much of this series as if your audience is new, would-be DMs who have no idea what DMing is and are only peripherally, if at all, aware there is even more than one version of D&D out there.

    It would be noble to address your words toward the latter group. I'm not certain that they are listening, however, and I think that people in the former group are listening. Perhaps it would be most noble to teach the teacher as it were, and focus your attention those who don't require much in the way of basic instruction, but would benefit from a more collegiate seminar in advanced topics.

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  3. I concur that the work above is not sufficient. I'm feeling around in the dark for the words I need ... and so it does. It's why we don't write only one draft. I took a shot and I missed. Assume another shot would be better.

    I don't understand this phrase, "I would feel slightly crowded as a reader." Crowding the reader, making the reader uncomfortable, banging the reader in the chest with my finger and saying, "What about this then? Did you think of this?" That's my JOB.

    Let me handle my scope. I know what I'm doing.

    On the whole, I don't understand a lot of this advice you're giving. It makes no sense. "Assume" my reader understands what I understand? This is a book for a person who has never been a DM and you're worried that advanced students won't get benefit from it? What? I'm an advanced DM and I get nothing, from no book, EVER. I sure don't expect to learn something from a book for new DMs. Why would you?

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  4. My audience are the subset of players who appear at my game table during a con, look at the book about how to be a DM and - realising deeply that they haven't the slightest idea how to be - grab the book with both hands and hug me with money for writing it. You just don't know, Sterling, the people I meet when I sell in person. Fundamentally, most DMs don't think they know how. They've been let down by every book, every pundit on youtube and their own players. They're dying of thirst in a desert, drinking the sand because it's all they've got. The only thing this book needs to sell is to be fat, big and have a title that says it's not sand.

    Past that, the only person I need to please is myself. And I'm mighty hard to please. I hate virtually everything I write. I'm astounded when I read something months later and it holds up. But this means that damn it, before they put my book down, they're going to bloody well know how to DM.

    Damn what they're aware of. Damn what they want to learn. They'll "listen," though, because I'll say things that are NEW, and which actually describes all the shit that other authors "skip over" so the readers will fill in the blanks and then re-read to catch up.

    EVERYONE requires "much" in the way of basic education. JEEBUS. Don't you know that yet?

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  5. I'm not sure how I lost track of the fact that this whole exercise is about writing for the new DM when I was commenting last night. Sorry about that.

    I'll stand by part of what I was trying to say, however, and try to be clearer. There is a huge amount of general knowledge one needs to be a DM, and that includes interpersonal skills which you touch on here. If you try to include all of that in this work, not just the DMing-specific stuff, it seems to me you'll have too much material to cover and risk obscuring or even missing part of the core material; material for which there is no other decent source, unlike the related knowledge and skills.

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  6. Sterling, I failed to thank you for the transmission of Strunk, if I understand you correctly. Not sure what I'll find there, but more knowledge is always appreciated. Thank you.

    The more "general knowledge" I transmit in book form, the better. I can always stop at any time, if it's too much. I consider general knowledge to BE the "core material" you speak of. I don't know what else that would be. DMing is about having a wide knowledge on many things, being able to convey that knowledge consistently to an audience, having an accurate memory that permits knowing what's been said in the past and being willing to stand up for the rules you personally choose to defend. All these need general knowledge to sustain it: knowledge of the rules, of the game that's been played so far, of what the DM plans to say next, or sometime in the future, and what the DM plans not to say, and having a tremendous pool of information on which to draw so as to create unusual and unexpected incidents and transpirings.

    What other core knowledge do you refer to?

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  7. I think I've been anticipating you taking a direction that you're not taking. Your next post has been clarifying for me. Sorry to make a lot of noise about nothing.

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