Every couple of years this topic seems to come up in one of my games, namely someone wants to play a member of the party that is an evil PC. Most of the time I simply will not allow it, but occasionally a good concept comes my way and the evil PC enters the campaign. The question always is, what do you do with that character? Evil PCs have different motivations than good aligned heroes, and are not always moved by wealth or fame like other PCs. Usually when someone decides they want to play evil, its not just to be a money-grubbing villain or anti-hero, they want to do bad stuff, or at least work for an evil agency of some type.
Once you have allowed an evil PC into the campaign, the next question is what to do with it. You don’t have to do anything special, you can just let the evil PC develop and play out as any other character, however you would then be missing out on some great opportunities for storytelling, not to mention letting less than pleasant things into the game without some form of payback for the extra work and headache. Four good options are to play out a plot arc based on redemption, descent into madness, betrayal, or just retribution.
A redemptive storyline is the most positive option to play, but requires a good role-player to pull off. Basically, you should sit down with the player of the evil PC and determine why he is evil and what will turn him towards the light. This can either be a long process where the cause of the character's evil inclinations is slowly worked away, or possibly a face turn situation. In a face turn situation, the PC has a moment of revelation where he is forced to confront his evil and decides to turn away from it. However the decision to become one of the good guys happens, the road to redemption should be a long one fraught with temptation and peril. Eventually the PC faces his demons (possibly literally), makes good the damage he has done (or learns to live with the guilt and shame) and becomes a good guy in the campaign. Just keep in mind that one good act of redemption does not make, no matter how big that act (unless it is self-sacrificing, the redemption in death trope is a good one), a good aligned hero.
One of the most difficult story lines to play out, but one that can be a lot of fun, is to have the evil PC descend into madness. This is a classic in some genres; the bad deeds and horrible acts wear away at the character's sanity until the inevitable break with reality occurs. At this point the PC is thoroughly evil, but may not be entirely responsible for his actions as he is now insane. Be careful not to creep out the other people at the table, but make sure it is obvious to the other characters that one of their own is now bat-shit crazy. This sets up a couple of story lines, such as the other PCs having to put down their rapid-dog companion, seek out a cure, or possibly the evil PC finds redemption through madness.
Betrayal is a dangerous plot arc to follow, and can lead to bad feelings amongst the players. Basically, set it up before hand that the evil PC will at some point betray the party to their enemies. This should be something big, not a petty turning them over to the local tribe of orcs, but instead something along the lines of handing the artifact they have been questing for to the campaign's big bad guy. This should lead to the other PCs hunting down and brining the evil PC to justice, or if they fail some other force for good within the campaign will do the dirty work for them.
Finally, the evil PC can be allowed to run amok with the understanding that at some point law and order will catch up to him. This might be in the form of another PC, or it may be the local authorities, but some how, some way just retribution for his evil acts will come down upon him. Playing a character who it is predetermined will be taken down is not for everyone's liking, but it does set up a nice plot arc. Consider what the reaction of the other characters will be when one of their number is imprisoned, charged with a crime, or pursued by bounty hunters. Will they defend their companion, or turn him over? This sort of situation is one that good drama, and good role-playing, is made of.
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Tuesday, March 20, 2012
Monday, February 27, 2012
One Setting to Rule Them All
There is something special about starting a new campaign, the opening of possibilities, the nearly limitless directions it can go, and the chance to try something new. Unfortunately, I have had far too many campaign starts in recent years. Part of this is because of GM ADD, part just the way things play out. I am a tough GM who doesn't shirk from killing a PC, or a whole party if that's how it falls out. Still, I have seen lots of campaigns come crashing down, and its time to have at least one keep going.
One way to break this chain is to learn to focus, not just in what campaigns I run, but what I purchase. Partially it’s a problem with being in the RPG industry, I get exposed to so many new games, and I want to play them all. There are games I have to buy and read for work, there are ones I am sent for review, and there are ones I hear about because I need to keep my ear to the ground and look for trends in the industry. This is a lot of exposure, and it should be no wonder that I dream up at least the seed of a new campaign about every two to three days. On top of this, when I have spare cash, or it’s a gift receiving event (like my upcoming birthday), those who are close to me know I want games.
I have tried a variety of techniques to push myself to focus, ranging from trying to stick to one system to choosing campaigns that can branch across multiple genres (usually through world hopping). In the end, none of them have worked. The next game book shows up and I'm off on a new campaign. Really, it's just a matter of willpower, of telling myself to keep on task. The real hard part is I feel like I have disappointed my players by pulling the rug out form under them. It should be no wonder that many of those who regularly play with me have stopped putting a lot of effort into creating well-rounded PCs with back-stories and plot hooks. Why should they when the campaign will only last a few sessions?
To aid in keeping things on the straight and narrow, and building a long-term campaign, I am focusing this year on one setting, the Forgotten Realms. It is a huge setting, one of the largest in the hobby, with plenty of room to run several campaigns in. Plus, it spans several editions of Dungeons and Dragons, and between that and my general disregard for system, there is plenty of options available. I could use BRP, Barbarians of Lemuria, Labyrinth Lord, OSRIC, Swords and Wizardry, or even XDM.
Weekly Pathfinder is now going to be set in the Realms a few years after the Time of Troubles. We are going to be joining a caravan running from the Dales to Waterdeep, and passing through Sembia, Cormyr, the Western Heartlands, and up the Sword Coast. Lots of adventure there, and the PCs may drop out of the caravan at anytime (though this may cause some problems with the caravan master). My monthly game is already in the Realms, and the PCs are oWoD splats trapped in the Literary Realm of the Umbra. All they have to do to get out is finish the story, which considering they are in the AD&D 2e version of the Realms means they need to do the whole adventurer to ruler path. Encounters this season is also based in the Realms, though it’s the 4e iteration, which I know little about (I may pick up the books, but I doubt it, 2e is the Realms for me and frankly, I have a hard time with settings changing).
In addition to the various FR game books, I have two other outlets for my year of the Realms. First, there are a ton of FR novels, some at the library, some on my bookshelf, and more that I can cheaply purchase at used bookstores. I don’t often read fiction, but when I get the urge I can go Realms, which is good because fiction tends to strongly color my gaming choices. Finally, FR ties in with Spelljammer, so there is always that to add in. Unless I want them to wander into Ravenloft.
One way to break this chain is to learn to focus, not just in what campaigns I run, but what I purchase. Partially it’s a problem with being in the RPG industry, I get exposed to so many new games, and I want to play them all. There are games I have to buy and read for work, there are ones I am sent for review, and there are ones I hear about because I need to keep my ear to the ground and look for trends in the industry. This is a lot of exposure, and it should be no wonder that I dream up at least the seed of a new campaign about every two to three days. On top of this, when I have spare cash, or it’s a gift receiving event (like my upcoming birthday), those who are close to me know I want games.
I have tried a variety of techniques to push myself to focus, ranging from trying to stick to one system to choosing campaigns that can branch across multiple genres (usually through world hopping). In the end, none of them have worked. The next game book shows up and I'm off on a new campaign. Really, it's just a matter of willpower, of telling myself to keep on task. The real hard part is I feel like I have disappointed my players by pulling the rug out form under them. It should be no wonder that many of those who regularly play with me have stopped putting a lot of effort into creating well-rounded PCs with back-stories and plot hooks. Why should they when the campaign will only last a few sessions?
To aid in keeping things on the straight and narrow, and building a long-term campaign, I am focusing this year on one setting, the Forgotten Realms. It is a huge setting, one of the largest in the hobby, with plenty of room to run several campaigns in. Plus, it spans several editions of Dungeons and Dragons, and between that and my general disregard for system, there is plenty of options available. I could use BRP, Barbarians of Lemuria, Labyrinth Lord, OSRIC, Swords and Wizardry, or even XDM.
Weekly Pathfinder is now going to be set in the Realms a few years after the Time of Troubles. We are going to be joining a caravan running from the Dales to Waterdeep, and passing through Sembia, Cormyr, the Western Heartlands, and up the Sword Coast. Lots of adventure there, and the PCs may drop out of the caravan at anytime (though this may cause some problems with the caravan master). My monthly game is already in the Realms, and the PCs are oWoD splats trapped in the Literary Realm of the Umbra. All they have to do to get out is finish the story, which considering they are in the AD&D 2e version of the Realms means they need to do the whole adventurer to ruler path. Encounters this season is also based in the Realms, though it’s the 4e iteration, which I know little about (I may pick up the books, but I doubt it, 2e is the Realms for me and frankly, I have a hard time with settings changing).
In addition to the various FR game books, I have two other outlets for my year of the Realms. First, there are a ton of FR novels, some at the library, some on my bookshelf, and more that I can cheaply purchase at used bookstores. I don’t often read fiction, but when I get the urge I can go Realms, which is good because fiction tends to strongly color my gaming choices. Finally, FR ties in with Spelljammer, so there is always that to add in. Unless I want them to wander into Ravenloft.
Sunday, January 15, 2012
DM Boot Camp 1: D&D 4e Encounters
DM Boot Camp: Running D&D 4e Combat Encounters
What is an Encounter?
• Think of an encounter as a scene in a movie or play.
• Every encounter is a story in and of itself, with a beginning, middle, and an end.
• Encounters are the building blocks of adventures; string them together to create a larger story line.
• Each encounter should have a problem the PCs need to resolve.
Types of Encounters
• Combat encounters use violence to solve the problem.
• Skill Challenges use PCs' skills to solve the problem, they can stand alone or be part of combat or role-playing encounters
• Role-playing encounters require the players to act in character to resolve the problem. Like skill challenges they can be combined with other types of encounters.
Combat Encounters
• By far the easiest to build and run, but can be boring if all you have is combat.
• First, imagine the story the encounter is trying to tell, who are the villains, who are the heroes, and who are the victims?
• Before you get into designing the encounter, picture the scene, what is the terrain like, what special features will be present, and don’t forget to add the fantasy!
• Step 1: Set the level for the encounter (no more than APL -1 to APL +3)
• Step 2: Calculate the xp budget for the encounter (encounter level multiplier X the number of characters)
• Step 3: Spend your budget on monsters, hazards, and traps. It is OK to go over or under a little, not more than +/- 10%. DO not choose monsters more than three levels above the APL, or two levels below it. Also, beware of minion and lower level monster swarms.
• Step 4: Place the monsters, traps, hazards, and features on your battle grid.
• Step 5: Tell the story, at least in your mind, paying close attention to what you can expect the PCs to do.
• Combat can be challenging, but by adding description to the die rolls, it can also be a lot of fun.
Terrain
• Terrain makes the combat more exciting.
• Difficult and blocking terrain can be restrictive, use it sparingly.
• Decide the effects of any terrain on your grid.
• Provide terrain that the PCs and the monsters can use to their advantage, and make sure to use the terrain against the party.
• Good ideas: trees, walls, water, mud, and special effects.
• Special effects do not cause damage directly, but can be used to shift the flow of battle or be triggered to inflict conditions.
Hazards
• Hazards are terrain features that cause direct damage to anyone who interacts with them.
• Hazards should give a risk and reward, they are easier to perceive than traps but harder to defuse.
• Be sparing in the use of hazards, they are in effect hindering terrain that can cause the PCs and the monsters a lot of trouble.
Traps
• Traps are features that cause direct damage to those who trigger them.
• Traps yield no reward, and often the monsters know about them in advance and can trigger them.
• Traps are harder to perceive than hazards, but easier to defuse.
• Limit yourself to only a handful of traps in a combat, more than two is too many (unless it’s a room full of traps).
Choosing Monsters
• Use some reason in choosing your monsters, think about whom they are, their motivations, and their goals.
• Try to stick to a theme when choosing monsters, such a goblinoids, an orc warband, or a group of bandits, do not randomly mix monsters.
• Each monster has a role, and the monsters should have a broad mix of roles. Not every role needs to be present, but the greater diversity the greater the challenge and the fun.
• Controllers affect the space of the battle, creating zones and area effect powers. Use them sparingly or they become moving blockages to the flow of combat.
• Lurkers should stay hidden from the PCs until they act or attack, do not place them on the grid until then.
• Soldiers are skilled warriors and can deal a moderate amount of damage; most of your monsters should be soldiers.
• Brutes are the big baddies that can lay out the hurt, but are generally fragile. One or two is enough.
• Skirmishers are light and fast, be wary of using too many as they often can evade attacks, and this can be very frustrating for the players.
• Artillery can really lay on the hurt, and often in a large area and at great range. Like controllers. One or two is a good idea.
• Minions can be a lot of fun, but don’t tell the players which monsters are minions. Also, don’t over use minions, five is a good number, too many and the PCs can be swarmed.
Running the Combat
• Never, ever, just let the dice roll and not give a description.
• Each attack should include some sort of descriptive result; the foe is staggered and falling backwards, knocked to the ground, bleeding form a cut, etc…
• Keep the combat flowing; do not be afraid to skip a player if they are taking too long in deciding their actions. Hesitation is the bane of combatants.
• Remember that the monsters are not cardstock counters; they have feelings and motivations as well. Allow them to act irrationally, selfishly, and realistically.
• Do not give the players an even break, but also do not get too bloodthirsty.
What is an Encounter?
• Think of an encounter as a scene in a movie or play.
• Every encounter is a story in and of itself, with a beginning, middle, and an end.
• Encounters are the building blocks of adventures; string them together to create a larger story line.
• Each encounter should have a problem the PCs need to resolve.
Types of Encounters
• Combat encounters use violence to solve the problem.
• Skill Challenges use PCs' skills to solve the problem, they can stand alone or be part of combat or role-playing encounters
• Role-playing encounters require the players to act in character to resolve the problem. Like skill challenges they can be combined with other types of encounters.
Combat Encounters
• By far the easiest to build and run, but can be boring if all you have is combat.
• First, imagine the story the encounter is trying to tell, who are the villains, who are the heroes, and who are the victims?
• Before you get into designing the encounter, picture the scene, what is the terrain like, what special features will be present, and don’t forget to add the fantasy!
• Step 1: Set the level for the encounter (no more than APL -1 to APL +3)
• Step 2: Calculate the xp budget for the encounter (encounter level multiplier X the number of characters)
• Step 3: Spend your budget on monsters, hazards, and traps. It is OK to go over or under a little, not more than +/- 10%. DO not choose monsters more than three levels above the APL, or two levels below it. Also, beware of minion and lower level monster swarms.
• Step 4: Place the monsters, traps, hazards, and features on your battle grid.
• Step 5: Tell the story, at least in your mind, paying close attention to what you can expect the PCs to do.
• Combat can be challenging, but by adding description to the die rolls, it can also be a lot of fun.
Terrain
• Terrain makes the combat more exciting.
• Difficult and blocking terrain can be restrictive, use it sparingly.
• Decide the effects of any terrain on your grid.
• Provide terrain that the PCs and the monsters can use to their advantage, and make sure to use the terrain against the party.
• Good ideas: trees, walls, water, mud, and special effects.
• Special effects do not cause damage directly, but can be used to shift the flow of battle or be triggered to inflict conditions.
Hazards
• Hazards are terrain features that cause direct damage to anyone who interacts with them.
• Hazards should give a risk and reward, they are easier to perceive than traps but harder to defuse.
• Be sparing in the use of hazards, they are in effect hindering terrain that can cause the PCs and the monsters a lot of trouble.
Traps
• Traps are features that cause direct damage to those who trigger them.
• Traps yield no reward, and often the monsters know about them in advance and can trigger them.
• Traps are harder to perceive than hazards, but easier to defuse.
• Limit yourself to only a handful of traps in a combat, more than two is too many (unless it’s a room full of traps).
Choosing Monsters
• Use some reason in choosing your monsters, think about whom they are, their motivations, and their goals.
• Try to stick to a theme when choosing monsters, such a goblinoids, an orc warband, or a group of bandits, do not randomly mix monsters.
• Each monster has a role, and the monsters should have a broad mix of roles. Not every role needs to be present, but the greater diversity the greater the challenge and the fun.
• Controllers affect the space of the battle, creating zones and area effect powers. Use them sparingly or they become moving blockages to the flow of combat.
• Lurkers should stay hidden from the PCs until they act or attack, do not place them on the grid until then.
• Soldiers are skilled warriors and can deal a moderate amount of damage; most of your monsters should be soldiers.
• Brutes are the big baddies that can lay out the hurt, but are generally fragile. One or two is enough.
• Skirmishers are light and fast, be wary of using too many as they often can evade attacks, and this can be very frustrating for the players.
• Artillery can really lay on the hurt, and often in a large area and at great range. Like controllers. One or two is a good idea.
• Minions can be a lot of fun, but don’t tell the players which monsters are minions. Also, don’t over use minions, five is a good number, too many and the PCs can be swarmed.
Running the Combat
• Never, ever, just let the dice roll and not give a description.
• Each attack should include some sort of descriptive result; the foe is staggered and falling backwards, knocked to the ground, bleeding form a cut, etc…
• Keep the combat flowing; do not be afraid to skip a player if they are taking too long in deciding their actions. Hesitation is the bane of combatants.
• Remember that the monsters are not cardstock counters; they have feelings and motivations as well. Allow them to act irrationally, selfishly, and realistically.
• Do not give the players an even break, but also do not get too bloodthirsty.
Labels:
4e,
Dungeon Master,
Dungeons and Dragons,
Encounters
Tuesday, March 29, 2011
I Love Fantasy
It is by far my favorite genre for role-playing, one that I only rarely get tired of, and even then it's not long before I want to get back in the saddle. This is not to say that I don't love other genres, I do. Horror can be awesome, and I can even get into some super-hero stuff every now and then. Sci-fi is also great, and of course historical is my go to. But even then, my historical games tend to be history plus elements of fantasy. I just simply adore games with magic and monsters. I really don’t care if they are set on Athas or Middle-Earth, modern Chicago or Ancient Rome, give me some spell casters and some nasties, plus as many of the other trappings as you can fit in, and I am a happy gamer.
Its not just the trappings of the fantasy genre I love, it’s the themes, the supernatural, multiple intelligent species, a strong inspiration from mythology and folklore, and heroes defeating villains. There is a lot of overlap with other genres, and that is one of the things I love the most. Star Wars is fantasy, just set long, long ago with robots, spaceships, and aliens. It is the journey of the hero, complete with magic, evil that is outright evil, and not the run of the mill realistic evil either, and even swords! Fantasy is a very flexible genre, and includes hundreds if not thousands of sub-genres. Dresden Files is as much fantasy as Forgotten Realms, after all.
I really don’t care that much about what system gets used, I have tried so many fantasy systems that do the job nicely, especially with regards to a specific subgenre. Pendragon is a fine fantasy system for historical games set in the Arthurian mythos. I wouldn't want to use it for dungeon crawling classic fantasy, however. Not that it couldn't be adapted, it can and I have, but there are other systems that do it better. World of Darkness both new and old are not expressly fantasy games, though they certainly have many of the trappings and themes. Both of these systems can be readily adapted to a range of fantasy subgenres, some more than others (I am looking at you Werewolf and Mage). True, all the World of Darkness material can be used for other genres, most notably horror, but they also contain many fantasy elements, and its how you run the game that defines the genre, at least in this case, and not so much how the game is written.
My favorite systems for fantasy are the classics, Dungeons and Dragons and its successors. They all do the traditional fantasy well, though they vary in their performance regarding subgenres (D&D 4e more so than the earlier editions is the most laser focused on one subgenre). However, I also enjoy the freedom of generic systems to write by own subgenre, especially with GURPS and BRP. This is not to discount some of the rogue systems out there that do fantasy, and do it well. Barbarians of Lemuria is my go to for swords and sorcery style fantasy. Ars magica isn’t so much a system as a historical fantasy setting, and a good one at that. I wouldn't mind giving Legends of Anglerre a shot again, only do it differently this time and stick to a more structured setting and plot.
I recently picked up Savage Worlds Fantasy Companion and would love to run a fantasy campaign using that, but alas my gaming groups have solid campaigns going that my players and I enjoy, so there is no new campaign in sight. Well, honestly, its just a matter of time before I kill them all or one PC makes a glaring mistake that takes them all down.
Its not just the trappings of the fantasy genre I love, it’s the themes, the supernatural, multiple intelligent species, a strong inspiration from mythology and folklore, and heroes defeating villains. There is a lot of overlap with other genres, and that is one of the things I love the most. Star Wars is fantasy, just set long, long ago with robots, spaceships, and aliens. It is the journey of the hero, complete with magic, evil that is outright evil, and not the run of the mill realistic evil either, and even swords! Fantasy is a very flexible genre, and includes hundreds if not thousands of sub-genres. Dresden Files is as much fantasy as Forgotten Realms, after all.
I really don’t care that much about what system gets used, I have tried so many fantasy systems that do the job nicely, especially with regards to a specific subgenre. Pendragon is a fine fantasy system for historical games set in the Arthurian mythos. I wouldn't want to use it for dungeon crawling classic fantasy, however. Not that it couldn't be adapted, it can and I have, but there are other systems that do it better. World of Darkness both new and old are not expressly fantasy games, though they certainly have many of the trappings and themes. Both of these systems can be readily adapted to a range of fantasy subgenres, some more than others (I am looking at you Werewolf and Mage). True, all the World of Darkness material can be used for other genres, most notably horror, but they also contain many fantasy elements, and its how you run the game that defines the genre, at least in this case, and not so much how the game is written.
My favorite systems for fantasy are the classics, Dungeons and Dragons and its successors. They all do the traditional fantasy well, though they vary in their performance regarding subgenres (D&D 4e more so than the earlier editions is the most laser focused on one subgenre). However, I also enjoy the freedom of generic systems to write by own subgenre, especially with GURPS and BRP. This is not to discount some of the rogue systems out there that do fantasy, and do it well. Barbarians of Lemuria is my go to for swords and sorcery style fantasy. Ars magica isn’t so much a system as a historical fantasy setting, and a good one at that. I wouldn't mind giving Legends of Anglerre a shot again, only do it differently this time and stick to a more structured setting and plot.
I recently picked up Savage Worlds Fantasy Companion and would love to run a fantasy campaign using that, but alas my gaming groups have solid campaigns going that my players and I enjoy, so there is no new campaign in sight. Well, honestly, its just a matter of time before I kill them all or one PC makes a glaring mistake that takes them all down.
Thursday, December 10, 2009
A Look at Twenty-Five Years of Gaming
This past October marked twenty-five years of roleplaying for me. It all started in a small town in Maryland where a nine year old Ken Spencer found no friends and a lot of free time. Saving up my allowance, I purchased the red boxed set of Dungeons and Dragons at a kay-be toy store. Little did I know that it would change my life forever.
That I got into gaming was not mere happenstance, but fate. My father was an avid Avalon Hill boardgamer and occasional miniature wargamer, I had several cousins who played D&D, and unbeknownst to me at the time my sister was also a roleplayer. Both my parents were (and still are) voracious readers and very imaginative people. Naturally I would gravitate to a hobby that played off these factors.
Opening that big red box, coloring the numbers on the dice, and flipping through the pages opened a whole new world (or worlds) to me. From gaming I learned how to write, to tell a story, to see the world through another’s eyes. Critical thinking and decision making skills were taught without me even knowing it, plus lots of lessons about math and probability. I am told by those in athletics that sports teach important lessons about teamwork and integrity. Well, so does taking down an ancient red dragon, saving the princess, stopping the alien hordes, and all those things we gamers do vicariously on a regular basis.
My gaming has evolved since those first nights sitting alone at the kitchen table and wandering through every solo adventure I could find. When I look back at all the games I have played, it is a road map of this hobby and industry. D&D, AD&D, the White Wolf revolution, BRP, Call of Cthulhu, GRUPS, MERP, Star Frontiers, Gamma World, Boothill, Pendragon, Star Trek, Star Wars, d6, d20, d100, 7th Sea, L5R, and I could name a hundred more.
Now that hobby has become a career (and a paying one at that), and to think my folks thought it was a passing fad. Best of all, I have made lifelong friends with those I met around the gaming table; one even introduced me to my wife. So here’s a big thank you to all those I shared some dice and bad pizza with (in no particular order): Ted Snider (the Godfather), Jeff Gilbert (and our newest player, Kelly), Bill and Briony Yocum, Dan and Peter Carlin (my first follower), Jeff Luzadas (teach your kids to play), Ralph, Ashley D’Cruz, Marco Silva, Dave Joiner, Tad and Suzanne Wesley, Jeremy Hedge, Jordan Criss, Kyle Hopkins, Eric Decker, Snapp (no hard feelings), Kent, Mullis, Twitch (may you be rolling dice in the afterlife), Lori Tankersly, Krisit Kinnamen, Autumn Knicely, Ben, Kevin Mulloy (wherever you are), Ty and Nick Brewer, Tod Pultz, Big Mark, Art, Cody Wilkenson, Puerto Rico Jim, Dave Seneff, Mondo, Chris Fitzpatrick, Carlos Fernandez (did my order come in?), Tim Hume, Anjie Hillman Richhart, Andy Wilson, Jack Stutzman, Hawk, Keldon Salyer, Crazy Ivan, Amy, Dawn (Big Sis) Spencer, Kari and Chris DeWitt (first of first cousins), and allo the others who have passed through our imaginations.
That I got into gaming was not mere happenstance, but fate. My father was an avid Avalon Hill boardgamer and occasional miniature wargamer, I had several cousins who played D&D, and unbeknownst to me at the time my sister was also a roleplayer. Both my parents were (and still are) voracious readers and very imaginative people. Naturally I would gravitate to a hobby that played off these factors.
Opening that big red box, coloring the numbers on the dice, and flipping through the pages opened a whole new world (or worlds) to me. From gaming I learned how to write, to tell a story, to see the world through another’s eyes. Critical thinking and decision making skills were taught without me even knowing it, plus lots of lessons about math and probability. I am told by those in athletics that sports teach important lessons about teamwork and integrity. Well, so does taking down an ancient red dragon, saving the princess, stopping the alien hordes, and all those things we gamers do vicariously on a regular basis.
My gaming has evolved since those first nights sitting alone at the kitchen table and wandering through every solo adventure I could find. When I look back at all the games I have played, it is a road map of this hobby and industry. D&D, AD&D, the White Wolf revolution, BRP, Call of Cthulhu, GRUPS, MERP, Star Frontiers, Gamma World, Boothill, Pendragon, Star Trek, Star Wars, d6, d20, d100, 7th Sea, L5R, and I could name a hundred more.
Now that hobby has become a career (and a paying one at that), and to think my folks thought it was a passing fad. Best of all, I have made lifelong friends with those I met around the gaming table; one even introduced me to my wife. So here’s a big thank you to all those I shared some dice and bad pizza with (in no particular order): Ted Snider (the Godfather), Jeff Gilbert (and our newest player, Kelly), Bill and Briony Yocum, Dan and Peter Carlin (my first follower), Jeff Luzadas (teach your kids to play), Ralph, Ashley D’Cruz, Marco Silva, Dave Joiner, Tad and Suzanne Wesley, Jeremy Hedge, Jordan Criss, Kyle Hopkins, Eric Decker, Snapp (no hard feelings), Kent, Mullis, Twitch (may you be rolling dice in the afterlife), Lori Tankersly, Krisit Kinnamen, Autumn Knicely, Ben, Kevin Mulloy (wherever you are), Ty and Nick Brewer, Tod Pultz, Big Mark, Art, Cody Wilkenson, Puerto Rico Jim, Dave Seneff, Mondo, Chris Fitzpatrick, Carlos Fernandez (did my order come in?), Tim Hume, Anjie Hillman Richhart, Andy Wilson, Jack Stutzman, Hawk, Keldon Salyer, Crazy Ivan, Amy, Dawn (Big Sis) Spencer, Kari and Chris DeWitt (first of first cousins), and allo the others who have passed through our imaginations.
Subscribe to:
Posts (Atom)