"I don't know how you are, but I need a place to put my stuff. I'm just trying to find a place for my stuff. You know how important that is. That's the whole meaning of life, isn't it? Trying to find a place for your stuff. That's all your house is; your house is just a place for your stuff. If you didn't have so much goddamn stuff, you wouldn't need a house. You'd be just walking around all the time. That's all you house is. It's a pile of stuff with a cover on it. You see that when you take off in an airplane and you look down, and you see that everybody's got a little pile of stuff."
Monday, September 26, 2022
So It Goes
Saturday, September 24, 2022
Last Night
Friday, September 23, 2022
Playing Tonight
Post-covid, things have certainly been up in the air. I think the last time I ran my big campaign was ... jeebus, was it really 2022? Seems it was ... and we were taking a risk at the time, even though we'd all had two shots. We've pretty much all had four now, and what with issues consuming the general group's ability to find work, move, sell their property in one case and so on, no one wanted to enter into a sporadic running every four months. So we've put it off, and put it off. But tonight, it's a go.
I have one new player and one fellow returning after a 10 year hiatus, the famous Shalar from many years in the past. It will be nice having a monk rejoin the party, especially as the monk's sage abilities are a massive shift in that class's game investment. I've not yet had any chance to play test those ideas, though I have no concern about them. It's going to be fun.
I'm four hours out from starting that game and there's no way that I'm prepared. So this is a good time to talk about not being prepared as a dungeon master and venturing to play anyway.
Why am I not prepared? Well, there's just too much to prepare for. With our last three sessions being far more about moving the narrative along rather than specifically attending to the character's abilities and other details, tonight we have plans to run a "session 0" that is really nothing of the kind. I used to call them "accounting sessions," but that's not accurate either. This is more along the line of a general correction of details for all characters, to fully connect them with rule changes and such that I've been invested in creating these last four years. As such, there's just no way I have of knowing what the players will need, or how much sorting is called for. The best thing is for me to get ready to answer a few hundred questions while the characters make choices and updates.
Thing is, I have a reputation for providing a satisfactory game. There's nothing more annoying than a player whining that we should "get to it and play already." These are the same people who are unable to drive more than 75 miles, no matter how great the beach is, or sit through a brilliant movie because it runs 120 minutes and not 90. As children, they were unable to wait for their marshmallow. As an excellent DM, expecting nine players this evening, I can pick and choose who I let play. I don't have to put up with anyone who hasn't the patience to let the game reach fruition in its own time. In the end, my players know that I'll provide the two marshmallows I'm promising, and then some.
My responsibility is to be honest and up front with the players, telling them exactly where we stand ... and I've been doing that for a month. Everyone coming tonight knows what's happening and why. Having kicked the can down the road these last years due to covid, they're deliriously happy knowing that we're getting back on a schedule again. This is key. Once we're grounded, I know that with each progressive session I'll be better prepared ... as I'm progressively immersed in regular play. What matters is my commitment; not what I happen to do with tonight's five or six hours.
This will be a social gathering. We've all seen each other, but we haven't gathered for specifically this purpose in a long time. There has been nine months of built up excitement, so these people are going to be irrepressible anyway! They won't be in a state of mind to actually take part in a narrative for at least three or four hours, if at all. And it would be foolish of me to try to make it otherwise. The players need to be encouraged to relax, to get back into it, to chat and derail and get the fresh rush out of their systems. This is a BIG part of managing people ... by letting them be people.
I don't suppose that for some of you, the experience has ever been like this. I have a very powerful reputation for delivering a good game. I think about D&D day and night, I work on it virtually every day, I'm always proposing something new and I've had a long history of building a deep, profoundly detailed campaign. After 40 years, I'm well-past any sense of doubt or concern that I won't measure up.
Which, of course, makes me look like a MAJOR egotistical fucktard, and that's entirely fair. But, may I stress, I've committed well over 3,000 posts on this blog towards a very "moral" form of game play. The game is NOT about the DM, it is about the players. My effort is not to preen myself on my cleverness, but to work at being as clever as possible, knowing this will leave me as tired and worn out as a prisoner on a chain gang by the end of tonight's session. Whereupon, emotionally, I'll crash and burn out, feeling the intense crash of my body ceasing to produce endorphins, dopamine and seratonin all at once, not to mention the sudden quietness of the residence as the players leave. Anyone whose worked hard at DMing understands how brutally disheartening those few hours can be ... a feeling like being heartbroken. I have a nice Friulian red wine waiting.
The time, for me, will pass like a finger snap. I'm focused on what I'm doing, I'm in flow ... and there's opportunity to pat myself on the back anywhere in the proceedings. When the players leave, they'll be tired also, experiencing their own drops ... so the energy for praising me isn't going to happen, either. Nope, we'll all burn ourselves out together, leaving nothing but the creeping silence after the game's crash and thunder.
That's how it goes. Anyone who thinks, having read this blog, that I'm lording it over my players, then you cannot understand what it is that makes them so excited. No, no, I'm lording it over you ... because my vision of playing is universes apart from what I read on other people's blogs, or on boards, or anywhere on the net. It isn't Critical Role. It isn't Chris-fucking-Perkins. And unless you're one of the players at my table, so that you are invested with YOUR character, you can't possibly understand what's going on by watching.
Understand. Some of these people have been running in my game for 16 years. They can't see my game as just a "game" ... they are way, way too invested for that. The first brick laid for that foundation of their investment was put down 16 years ago. How could you, seeing it for the first time this week, grasp what that means?
But no, no ... you go on with your one-off sessions, your game con tournaments, your one-page dungeons. Whatever makes you happy.
Tuesday, September 20, 2022
Colouring Books
Monday, September 19, 2022
Self-Reliance
Sunday, September 18, 2022
How Intentions and Bad Ideas Fucked over D&D
"His views on starting a character at level 1 even if the party is level 8 or 9 are frankly baffling, and not supported by most games. Yes, there's a little bit of rubber banding in D&D, but not to the point that you can have a first level character adventuring with a mid-high level party and have it not be a big deal. Anybody who's ever had their friends 'power level' them in an MMO will tell you, it's not fun for anyone. The low level person just gets dragged along for the ride, and the high level person has to stop whatever he's doing to help his friend so they can get back to the 'real' game."
I think this is extraordinarily revealing, in relation to how most people play the game. It's very clear that "Linklord," expressing positions I've heard from others, feels strongly that the game is about "character skill" as opposed to "player skill." Right off, it's "baffling" that the presence of another human being at the game table could possibly have value strictly from the fact that he or she is a human being, regardless of their character's game power. That speaks of a game where planning, discussion, even the enjoyment of there just being another player has next to no place in the games he plays. Which, I must say, fits with those games I remember from decades ago.
I've played with others who LORD their character's abilities and powers over others, particularly the magic items they've collected, as evidence of their prowess, superiority and expectation of being obeyed when choosing which dungeon door to open. I've played with others who used their higher level to dictate where "subordinate" players should stand, and what kind of support "subordinate" players should give to the "leader" players. I've watched the lesser, obsequious players tolerate this, accepting it as "normal" or "appropriate," waiting for the day, I suppose, when they'd get to lord their special status over less worthy participants. I have not continued to play in these campaigns.
When I introduce a new player to my campaign, let's say "Judy," her contribution is the person she is, the excitement she feels, the evaluation of events in which she takes part in discussing, her perspective, and the simple pleasantness of having another person who's joined. Nothing in Linklord's evaluation takes any of that into account. Judy's value is reduced to her character's prowess, and nothing else, with the expectation that the other players will be toxic fucktards, pissed that Judy isn't powerful enough for them, ruining everyone's "fun." Why does the low-level person get "dragged along for the ride"? Because "the ride" is a straight two-dimension slug-fest. "Helping" the friend is a chore, a diversion that takes away from the "real game" ... which paints a very plain picture of what sort of person Linklord is when playing D&D.
Something else I find interesting is about a player entering the campaign when the other players have all reached 9th level is the assumption that the new player ought to be instantly granted all the powers and capabilities the other players have accumulated over time. If my players have been running in my game for three years, and have succeeded in moving from 1st to 7th level, then why should you, new player, be awarded everything they worked for, for free? Why should you, new player, NOT expect to have to spend three years getting to the place they are? And surely, you won't spend three years, because you'll have help from the higher level players, which those players didn't have when they were 1st.
Yet, no, the assumption is not, "Yes, I'd like to join the campaign and earn my way up to where you are." No, it's "Fuck yes, I deserve everything you have, because I'm a person too." This is an intrinsic notion buried deep into the game's culture, built from the resentment a new player feels at not being an equal, of having to earn equality or respect. DMs in the day weren't ready to stand up to such players 40 years ago ... because, frankly, DMs were, by and large, spineless. Those standards were passed along from DM to DM through the generations, and are hard-wired into the participant's mind-set today. "I'm a person, I deserve what every other person has. It's not a question for debate."
Where it comes to a physical game, this egalitarian notion doesn't hold because it can't. If you join a soccer club of experienced, highly-interactive players who have built up their game, you won't be given carte blanche because you're new. You must bend and break yourself to learn the game as they play it, if you want to play on their level. If it's a good group of people, they'll help; but if you show no interest in earning your place in their club, then you'll be shown the door. Because there's no such thing as a free lunch.
This is the MAIN reason I demand a new player start with a 1st level character. And, I suspect, is the real cause for resentment from commentors on boards and my own posts regarding the matter. Irrational as it may be, given that the game's present policy is never going to change to mine, these people still feel the idea of earning levels has to be stomped out of existence, lest it become a popular idea. People like starting at 7th or 14th level. They've played scores of such characters and they've become accustomed to those easy extras they never struggled to acquire. Starting at 1st feels, well, like the "real game" is being taken away from them. And with nothing they can add to a campaign except their character's prowess, THEY feel pathetic and "dragged along," and bitterly self-conscious when a 9th level has to stop killing someone and help their pathetic asses. That makes them feel embarrassed, and worthless, and dependent, which they hate ... and which they assume everyone else in the same situation would also feel.
It never occurs to them that as a person, they're able to contribute to the game on a level way, way above that of the character. They don't reckon their own value as people; they reckon their value on what they can do, what they have, how much power they have over others and so on. It comes back to the specialness observation I made last week.
Beware this attitude. Giving these players high level characters for free will enable their entitlement, while forcing them to play 1st level characters from the outset will quickly reveal their inability to participate as people in an open, interactive game. Overemphasis on their character, far over themselves, speaks of a sickness, which will undermine the positive, spontaneous nature of your campaign.
Several persons on the board took time to explain that in later editions, starting a new character at 1st level is next to impossible. Again, this speaks to a tremendous failing in the game as it's evolved. It says that the manner in which the game handles increased character power has trumped the value of the human being's engagement. Without the tool, YOU, the person you are, the collection of corpuscles and sinew at the table, have no value. That's corrupt. Why would you play a game that sets out to devalue you as a person, the longer the game continues?
Why have you not considered that?
And finally, let me address the demonstrable resentment the board has for "random backgrounds." Because, you know, I'm writing a book on the subject.
The phrase in the original post reads,
"Since I generate a background, rather than have the characters invent one, there's not much investment there, either. Oh, the character might have been terrifically lucky, been of noble birth or with some unusual extra skills, but again, there hasn't been time to play them and at any rate, the background is rich with extra skills."
The post wasn't about the background generator I was using ... and so, this is nothing more than an abstract reference, that would mean nothing to anyone not familiar with my blog or my system. It's fairly clear from the board's comments that what's imagined is a collection of, say, 50 backgrounds that form a single list, on which you roll. And I can hardly blame the average D&D commentor for thinking so. Anytime I see a "generator" for anything, it's a pathetically simplistic list that any campaign lasting longer than three sessions would make redundant ... if it could sustain itself for that long.
Without having seen my posts on the subject, or a preview, no one could guess what my generator actually is, or how far it goes. The generator as it appears on the authentic wiki is 30,000 words ... and not completed. The book is steadily advancing that depth, in a manner that asks for the wiki to be eventually updated to match the book, once the book's sales fall off. And that doesn't account for the 50,000+ words of additional background content relating to skills and knowledge that support the character generation. So I don't resent someone when they write,
"Yeah, random is at best something for people who've Never played before, to get into the spirit of 'R'-oleplaying.Most people I've played with (anecdote) have some idea of what they want to play ... they like being in charge of themselves. I guess that's called Adulting these days?"
Once again, it speaks to the way preconceptions have been inculcated disasterously into the game's culture. So many shit tables, so many garbage approaches to important subjects, so much half-assery when attempting to adapt ANY depth into the game has brainwashed the participants into a certainty that any "random" table is sure to be simplistic, childish and suitable for noobs and no one else. By dumbing down the game consistently over five decades, we've provided an enormous feeling of superiority for anyone who can put a sentence together and fill out the prerequisites for joining a forum. Expectations for game design are at a remarkable basement-low ... which makes possible recent company garbage pretending to be "game design" seem plausible. The audience reading and listening to the company preach its new model have been primed to treat garbage as edible ... and won't be aware of the difference until their gag reflex lets them know they can't swallow garbage.
So, on one level, it's discouraging to be designing in this market, since I'm assumed to be producing the same crap as others. But at the same time, it's very encouraging to design in this market, since I know if I can put the physical content in front of real life eyeballs, as opposed to writing about it in text, selling said content will be like shooting fish in a barrel.
Friday, September 16, 2022
Why I Still Bowl
With my last post on tobogganning, I didn't add that one reason I stopped doing it was that, on the whole, sledding is not a high-skill sport. It can be one, if you greatly reduce the size of the sled and place it in an remarkably tailored environment, but I had no access to luging as a boy or a young man so those options were closed to me. When we ran out of cool new things that we could do on a traditional sledding hill, the sport lost much of its verve.
But today, I still bowl. I fell in love with bowling very early, and it was my choice each year of what to do when my birthday rolled around. I do it often enough now that it's no longer "special," so though my birthday was yesterday, we didn't go bowling. Instead, we went out and bought some clothes for our trip to Montreal and some unusually expensive wine.
Why is it that I didn't quit bowling? I've easily bowled hundreds of games, and yet if the reader showed up at my apartment today and said, "Hey, why don't we go bowling?" I'd probably answer, "Heck, sure." And look forward to going. So why is that?
Bowling, for all the bad press it gets as a boring activity to watch, requires tremendous control over various parts of one's body, to make them work together in synch in a way they're not really designed to do. It's like tapping the top of one's head and rubbing one's belly, to the third power. The approach, one's footing, the balance of one's hips, the delivery, the follow-through and what both hands and arms are doing, not just the one throwing the ball, all matter. They all have their little adjustments to be made, and those adjustments have to be made in the space of seconds, because the tiniest misalignment or misstep or poor delivery will result in an unwanted ball. And anything that isn't a strike is unwanted.
For a few months, about 20 years ago, I worked as a cook in a fitness centre that included a bowling alley ... and after my shift, I was free to use the facilities until closing. This allowed me a hour or more of bowling five days a week ... which was heaven. I worked out kinks in my game that had always been there ... and which are still, to some degree, there, and literally had the time to become absolutely obsessed with the game. Without, I must explain, tiring of it. Today, I have access to private bowling lanes for which I pay a modest fee, and I try to get out and play once every three weeks. I've been doing this regularly since April.
I'm no where near the player I was. There are things going on with my hips that are only going to get worse, and elements of my approach that frustrate, but I manage well enough. I haven't given my scores yet ... I occasionally break 180. I used to break 200 fairly regularly.
It is wonderful exercise. Unlike a stretching routine, or walking, or swimming, every part of me feels completely loose when I'm finished, like getting a deep massage. I'm not breathless or bent or sore-footed. I sleep really good that night.
Thus, the effort of bowling is physically satisfying, mentally involved as I calculate each physical correction to make frame-to-frame, endorphin and dopamine rich and altogether, something I like doing.
You know, like D&D.
The reason why I'm still playing, designing and talking about D&D multiple decades after the fact is because the game is in no way repetitive for me. I am not running different players through the same modules, I'm not on some routine where I have to go to a game store to buy modules, I'm not endlessly starting new campaigns because I can't maintain a single fluid narrative thread that's able to last years, I'm never out of material, I'm never in need of someone else's new designs ... and I'm not getting calls from players who want more character classes, more spells, more magic items and so on. My players are getting all they want in GAME ADVENTURE and are not trying to augment their game experience with doodads and new character skins.
Over the years, this has made me a terrible person. Not kidding. It's the only way I can possibly describe myself. I have practically no empathy for people who try to defend versions of games that smack of game campaigns I refused to play in 30 years ago, I despise people who claim to play 5th Edition because "It's alright," I have only contempt for people who buy modules or who attend league adventure groups. As regards every word that was officially written in the years between 1974 and 2002, I have already made up my mind about ... and any argument that's put forward that maybe I should reconsider those decisions sounds like a 12-year-old standing next to me while I bowl, telling me I'm throwing my arm forward wrong. Fuck. Of course I am. Every bowler, regardless of skill, is throwing his or her arm "wrong" — that's why we don't throw 300 with every game. That's why bowlers have terrible, crippling elbow pain. But what does a 12-y.o. know about it?
My game, the way I play it, the way that it works and the way that players in it praise me constantly, and go through pain in order to play, has much to do with my inexplicable, unreasonable, utter disrespect for so many people. When someone makes a claim like, "I've been playing D&D for as long as you have," as an argument for why their opinion has as much merit as mine, my thinking goes to a place that asks, "If you've been playing for as long as I have, then what the fuck is wrong with you that you still have such stupid fucking opinions?" I mean, seriously. How can you have played for 40 years and NOT LEARNED ANYTHING?
I am a bad person. This should be understood very clearly. I am the Anton Ego of D&D. The reader has to imagine that if I were playing in your game, you know, because you asked me, I wouldn't shut up and be polite if you did something idiotic or blatantly self-serving as a DM. I'd call you out on that shit, right there, in plain English, because I love this fucking game. I don't love you, I don't respect your ignorant position on 5th or 4th edition, I don't give a royal gawddamn about your personal grievances about finding players or keeping your campaign going ... because if you LOVED this game as much as I do, you'd break yourself to make your game better and the players would come running. Your game isn't better because you won't BREAK yourself. You won't change your mind about a lot of things you should have changed your mind about 20 years ago, and I have zero sympathy for you.
As you might guess, I'm a very serious bowler.
Making my body obey my mind is the hard part. I can visualise what my body should be doing; and I can force parts of my body to obey, but then some other part slips my attention and fuck Alexis! That should have been a fucking strike ... fuck. Fuck fuck fuck.
It's all attacking and blaming myself, you understand. I'm not the tiniest bit competitive. I don't care about winning. I care about making my body obey me. And I will tear my body apart until it does.
I don't know why anybody would think I'm "nice." Nor do I know, after 14 years of this blog, why anyone would think my being nice is something that matters to me. I care about exactly two things: making my game better, and making YOUR game better.
If any of you think that making your game better is done by convincing me that my game needs some garbage bit of mechanic that replaces some bit of my game that works perfectly, you've missed by a long shot what this blog is about. The reason why I don't want to hear how YOU do something is that you're almost certainly doing it wrong. Otherwise, you and I would already be doing it the same way.
Anton Ego. Head the size of a planet. Right here.
Deal with it.
I Don't Toboggan Any More
"At this point I've played so many characters I just don't care that much about the how good or bad my pc is and would prefer to fit into a role than come to the table with my own prefabricated concepts. There have been times where I've randomized my class choice and equipment selection. For me the choices are presented while playing the game, not before especially because I've made every one of those pregame choices hundreds of times and would rather be surprised by a result I would never choose(I'm naturally a bit of a min-maxer) than feel like I'm just playing the same character with a different name again. ..."
Tuesday, September 13, 2022
Love of Character
Sunday, September 11, 2022
Old D&D
The game of D&D, as I was introduced to it, provided a collection of rules that asked for the participants to succeed on their merits ... that is, the quality of being particularly good or worthy at the game's operation, so as to receive a reward following the game's play. Survive the dungeon, haul away the loot.
This expectation did not encourage a great number of participants, however, for numerous reasons. The game was not designed very well, so that "success" seemed to come more from pure luck than as a result of actual skill, or otherwise that success seemed to arise far too often due to the DM's inconsistency and obvious favoritism.
The presence of the DM was, in fact, a huge failing in the game. The ask for a single individual of dubious ability or personal approach to manage all or most of the game's play, without clear and plain guidelines provided by the rules, was a recipe for corruption, vindictiveness, ego and excessive advantage for the DM's favorites rather than equal treatment for every player. Although the potential the DM's presence offered for a game, increasing it's scope and excellence beyond what most games could provide for participants, that promise demanded far more explanation and demarcation of the DM's role than the game's original writers were either willing or ABLE to produce. So, instead, despite efforts to explain what the DM was more than what the DM absolutely ought not to do, the actual can of making the DM's place in the game legitimately was kicked down the road ... where it has remained, unsolved, to this day.
Instead, energy has instead been given to commercialise the DM's role by supposing that providing modules would, magically, cause the DM to cease being corrupt and would instead run the game like a robot. At the same time, excessive effort has been made towards specialising the game's character, almost to the exclusion of any other writing about the game, by providing more classes, more races, more spells, more magic items and more monsters for the character to fight ... while utterly ignoring the player's actual participation, such as content clearly indicating the player's responsibilities towards other players, towards the DM, or even what the player's place in the game is. SOME of these things have been casually and inconsistently been written about on the net for the last twenty years, but since the "official" company refuses to weigh in, since taking a stand on anything might threaten profits, no agreement has ever been achieved by any group anywhere.
The closest that anyone has come to policing player behaviour has materialised as a set of approved condemned subjects that players are NOT allowed to present in play, for the sake of creating a "safe" space, which turns out to have nothing to do with game play and everything to do with morally provocative people seeking to censor the game's communication for political reasons. To the best of my knowledge, this putsch has failed, since I rarely hear anything about it in mainstream circles, but then I spend no time at all reviewing pages on Reddit, Quora or other popular but academically deficient circles.
Therefore ... without formal communication to the contrary, the success that was intended to evolve from the player's merits has been shifted to choices the player makes which ensures the character's success, regardless of the game's play. Essentially, as soon as the character is made, the character is already a success, and everything afterwards is mere theatre, like a Kabuki theatre, where all the stories are already known, where the actors movements are already known, and in which the end is already known. Participation is, therefore, reduced to ritual and expressly for the purpose of obtaining satisfaction from the ritual being performed correctly. That is, to produce "fun" that is less spontaneous than a mere repetition of player-used phrases, like having the players constantly checking their perception.
It's no wonder that after two or three years of this, players drop out to seek other forms of amusement.
What the game has become also explains the survival and appeal of the "old" game, which the modern version has failed to stamp out. Since the old game isn't officially popular, DM's who play the old game cannot rely upon an easy acquisition of players ... not that they ever could. This acts as a heavy deterrent against DMs who are corrupt, since expressing a willingness to play the old game is already a difficult hurdle for new players — who are less encouraged to tolerate a corrupt DM when the system is unfamiliar — or for old players, who know better. Where the DM is compassionate, fair and legitimate in his or her presentation, however, old D&D continues to offer a gaming experience that new D&D simply cannot produce. For a grognard like me, this makes hunting for new players like fishing in a barrel. I never lack for experienced players, bored as shit with new D&D, who are anxious to try a more meatier game ... and since I can deliver, I never need worry that my game won't measure up to the Kabuki theatre the company provides.
This is why I believe that old D&D won't disappear when the grognard's generation passes away — because the earlier game IS superior, vastly so, though it requires a practical-minded DM to adjust and shape the old game to make it palatable in a way that the original founders were incapable of describing (or even recognising that it needed to be described). My generation is already producing a field of 20 and 30 something DMs who are seeing the game for it's original value, who will be hardened grognards themselves in another decade or two. There will always be cast-off players from the "official" bullshit system able to recognise what new D&D might be, despite what the garbage face it shows. Those players will never have to build a proper D&D from scratch ... they will always become aware of what's out here, despite the company, because we always will be out here.
We love this game. And we know how to make others love it.