Showing posts with label Role-Playing Games. Show all posts
Showing posts with label Role-Playing Games. Show all posts

Saturday, August 27, 2011

The Art of Mastering the Game


I've been playing role playing games, in one form or another, for about 26+ years (I started playing Dungeons & Dragons ™ when I was 13; I'm now 39 – do the math). Which means, I've been playing these types of games for longer than some of the members of my current gaming group have even been alive (holy shit, I'm old!). There are a couple of things that make these games fun; for me anyway. There's the social interaction, for one, but mostly it's just fun to be able to vent frustrations by portraying a character that can do things that I can't – either because I don't have the skills, or because in the real world, I'd be in jail if I did many of things my characters have done in game. There's also the fact that by participating in a role playing game, I get the feeling that I'm one among a group of authors who are collaborating to “write” an open ended story. I've always wanted to write a novel, but anytime I get an idea and start writing, I realize that I'm just rehashing typical fantasy stories, or my idea is to much like some author's work, and I really don't want to get sued, so I stop writing. Playing an RPG helps to satiate my desire to write.

The balancing act of keeping the game fun and interesting falls squarely in the lap of the Game Master (aka, Dungeon Master, Storyteller, Weaver, referee, etc.). The GM, has the job of coming up with the setting and plot of this open ended story – sometimes using published works specifically written for the game, sometimes coming up with their own (or, in the case of games I have run as GM, a combination of both). The players, portraying various characters within the setting, collaborate with the GM to unfold a dynamic story.

The challenge any GM has is to not only come up with a story arc that is compelling and draws the players in, but to also keep a balance withing the mechanics of the game. Almost every RPG uses statistics and dice to help determine outcomes. It's all well and good for me to announce that my player performs a certain action, but, as in real life, success is not a foregone conclusion, so dice are rolled and compared to the character's abilities and skills versus how difficult the task is, or versus another character's ability to out maneuver or out smart the player's character. For example, a decide that my character wants to climb a wall and he has a climbing skill of, let's say +2. I roll a twenty sided die (d20), and add my +2 climbing skill to the die roll. The GM then has to decide just how difficult this particular wall is to climb; is it smooth, or does it have spots that jut out that could be used for hand and foot holds? He/she sets a target number that the character has to meet to succeed. So, for this example, we'll say that it's not a terribly high wall, and has places to grab, so the GM sets the target number at 10. I roll a 9 on the d20, adding my +2 for my climbing skill for a total of 11. My character succeeds in climbing the wall. The trick is, the GM has keep mechanics like this balanced – and by balanced I mean both fair and challenging. Sometimes, a task is very simple, sometimes it's challenging, and sometimes it's downright heroic or epic in scope. If the GM sets the target numbers to low, the games not challenging enough. If he sets them to high, then players get upset that there's no way to succeed (player characters, for the record, tend to be better than average in certain skills by design – that's kind of the point, the players are portraying characters intended to be heroes in the story). (1)

There are good GM's, there are great GM's, and unfortunately there are also bad GM's. Some people just can't tell a good story. Others have a GM vs the Players attitude. Some give the players to much, others don't give the players enough. As I said, it's a balancing act, and the truth is, not everyone who plays RPGs is capable of being a GM. And that's all I have to say about that.

~ JC

(1) this example happens to be from the d20 System – there are systems that utilize 10-sided dice or 6-sided dice. My example in no way is intended to, necessarily, advocate that the d20 system is any better or worse... blah, blah, blah... disclaimer, disclaimer, disclaimer. :-P

Sunday, September 05, 2010

Role Play vs Roll Play

For several weeks (or has it been months?) now I've been watching a web series called “I Hit It With My Axe.” It follows the adventures of a group of friends playing a hybrid-home brew style of D&D (I think they blend a bit of 1st edition AD&D with some 2nd edition and 3rd edition elements). Oh, did I mention that this group of friends is made up mostly of porn stars and strippers? The whole concept began with a blog by their DM, Zak Smith (aka Zak Sabbath), called “Playing D&D With Porn Stars”. But I digress. What I love about watching this series is how the storyline of their D&D game keeps unfolding or going in different directions. Zak's pretty awesome at coming up with different personalities and voices for the various NPC characters. For the most part the girls do role play their characters, but like a lot of groups I've been involved with, the action gets more descriptive than actually acted out – e.g., “Umm, I tell the mayor about what we saw in the cave he asked us to check out” rather than “Mr. Mayor, we investigated the cave and, alas, found no signs of the goblins there, however we did manage to find evidence that they may have moved on to the east...” You get the idea. But again, lots of gaming groups get like that. Long session, it's going on 2 a.m., everyone's tired. Yeah, you get to a point where you just want to get to a good stopping point for that session and call it night. But even if you're just describing you actions, in some way you're still contributing to the narrative and the concept that a role playing game is about a group of people essentially group writing a story together and the social interaction than it is about winning or losing a game.

Now, here's the thing. It seems to me that some of the more modern RPGs have lost touch the concept of role playing. They've become more about moving miniatures around a grid and rolling dice (what I call Roll Playing). It started, frankly, with D&D 3.0/3.5. When I first started playing AD&D, miniatures were just a tool for helping show where everyone was standing, in case there were traps or when combat broke out. With the advent of the 3rd and 4th editions of Dungeons & Dragons, there are specific rules for using the miniatures that pretty much make it so you have to use them anytime combat happens, basically turning the game from role playing to just another board game. This is another part of why I love watching IHIWMA; although they use miniatures, there's no grid on their table. The mini's are just there for reference and visualization. My own group finally gave up on D&D and the “d20 System” and went back to using the Palladium system (Palladium Fantasy Role Playing Game and Rifts) because we were getting weary of having to use minis all the time. And the dice? Well, saying “I hit with my axe” and actually hitting it with your axe are two different things now aren't they? There has to be some way of determining if a character's announced and intended action is successful or not, and dice are really the only way to accomplish that (along with other mechanics that determine what those dice rolls really mean, but I'm not going to get into all of that here). However, the main focus of a role playing game should be role playing and storytelling. When it becomes to much about the dice rolls, then really it's just become another table top wargame with miniatures and models.

Don't get me wrong. At some point all RPG systems have weaknesses and flaws, most notably in their combat and skills systems. I just feel that the developers of D&D have lost the vision of true role playing, and turned the game into a set of mechanics to mimic online games like World of Warcraft. And truthfully, I can't blame them. They had to do something to compete with all the big computer RPGs (which aren't really RPGs frankly, because nobody actually ever role plays in those games). But, in my not so humble opinion, if you're going to say your playing a role playing game, then freakin' role play. Yes, you will have to roll dice at some point, but when the game becomes more about the dice and the position of your miniatures than the characters being portrayed by the players, it's really ceased to be a role playing game, and become just a roll playing game.

~ JC
NOTE: There are dozens of role playing games and systems out there. I realize I only referenced D&D and briefly mentioned two of Palladium Books' games, but let's be honest – D&D is the most recognizable name out there when it comes to RPGs. So please, no snide or smart-assed commentary on how other games work, interact, etc. (honest, and polite discussion and sharing of ideas, however is OK). And yes, I do realize there are some RPG systems that don't use dice at all. Frankly, I think that concept is a bit ridiculous – how else are you to resolve random encounters/actions be it combat or simply whether or not you succeed or fail at a particular action if not by dice rolls? Simple narrative stacks the deck to much in favor of everything being a success with no consequence of failure. But, that's possibly another topic for another blog sometime.

Basic Gamer Glossary (in case you were confused by my abbreviations up top)
  • DM – Dungeon Master: responsible for playing NPC characters, writing adventures the players act out their characters in, and also to be a referee/judge of the rules. The term Dungeon Master specifically refers to the referee in D&D. Other game systems simply refer to this person as the Game Master (GM) or Storyteller.
  • NPC – Non-Player Character : basically, any character not controlled/played by a player, but rather by the DM that the players' characters interact with.
  • D&D/AD&D – D&D has long since been the colloquialism used by players of Dungeons & Dragons in all its various forms and editions. In the earlier days of the game there was a basic version of the game simply called Dungeons & Dragons, and a more complex version called Advanced Dungeons & Dragons. When the 3rd edition was released, the “Advanced” part was dropped from the title. Sometimes you will see gamer blogs and chat boards distinguish older versions of the game as either AD&D 1e, or AD&D 2e from the 3rd and 4th editions, which may be referenced as D&D 3.0/3.5 (or D&D 3e) and D&D 4e.
  • RPG – Role Playing Game. Some online games, such as Everquest, World of Warcraft, D&D Online, etc. are known as a Massively Multiplayer Online Role Playing Game or MMORPG. While some of these games feature what are known as “Role Playing Servers” for those that wish to act out their characters, most of the time the concept of actually role playing in these types of games is totally lost and so, in my opinion, calling them a RPG is a bit of a misnomer.

Sunday, June 20, 2010

Keep Rollin', Rollin', Rollin'

Anyone who's read my blog regularly knows I'm a bit of a gamer. My roots go back to 1st edition Advanced Dungeons & Dragons and I even dabbled a bit in Star Frontiers and Top Secret. More recently I've been playing Palladium Fantasy Role-Playing Game™ and Rifts® with plans to possibly start playing in the World of Darkness system. The one thing all of these games, and others like them, have in common is dice. Even though the main premise is to create a character and develop a persona for that character, there are situations that just can't be role-played. Combat is the most typical situation (roll to see if you hit your target, roll to see how much damage you did to the target, etc.), but there are others – e.g., you can't just tell the Game Master, “I kick down this door” and that's that; dice are rolled to determine if you were successful or if the door was just to solid for you to kick down. Anyone who has ever played, or seen played, a typical role playing game knows that the dice used are not (necessarily) the typical 6-sided cubes found on a Vegas craps table. Pictured below is my current collection of dice:


As you can see from the photo, the aforementioned cubes are present, but there are several others ranging from 4-sides to the famous D20 (20-sided die). During my off-again-on-again “career” in D&D et.,al. I've owned several sets of dice. Hell, I practically used to collect them* and at one time I even owned a couple of 30-sided dice, although I'm not quite sure why I bought those other than the novelty of them. The interesting thing is, the above set of dice never come out of the bag anymore. With my group being flung from North Carolina to Texas and even all the way up to Michigan and our getting together using online tools such as OpenRPG and Ventrilo, we use virtual dice these days. The dice buttons in OpenRPG that allow us to “roll” for combat attacks and damage serve their purpose I suppose, but sometimes it just doesn't quite feel the same, you know? I love that my buddies and I found a way to continue playing even though we live hundreds of miles apart from each other, but I still miss breaking out my dice bag every week. It also has me wondering about the accuracy of the virtual dice versus the real thing. Now, it's been fifteen years or more since I took that class on Finite Mathematics (and for that matter, I withdrew from it), so I'm not going to attempt to calculate probabilities of rolling a 20 on a D20, blah, blah, blah. But what I did do was roll my favorite real D20 (that would be the purple one in the picture above), the virtual D20 in OpenRPG and a virtual D20 in an app called Dice Bag on my MotoDroid ten times each just to see what kind of results I'd get:
  • Real D20: 11, 17, 5, 10, 2, 4, 10, 9, 1, 10
  • OpenRPG D20: 3, 15, 20, 11, 1, 7, 19, 2, 4, 17
  • Dice Bag App: 19, 19, 6, 16, 1, 11, 8, 14, 20, 4
Ok, so I really don't know what any of that means, but it was a fun experiment to do. Seems like the OpenRPG rolls seemed the most balanced ranging from low to high, while the Dice Bag rolls were a bit overpowered and the real D20 stayed pretty average. Interesting how all three gave me a 1 once while the real D20 was the only one not to come up with a natural-20. Either way, be it plastic, metal, or virtual, I'll keep rolling the dice.

Huzzah!
~ JC



*NOTE: I used to own a lot more dice sets than I currently do. During my fundamentalist-right-wing-Christian phase of life, I probably trashed or burned them. Sad, eh? That I'd allow a religious group to so influence me that I'd believe a game could do me spritiual and mental harm? But that's a whole separate issue (hmmm.... maybe another blog topic for the future? We shall see).