Tag Archives: RPG

Salvation and Saving Throws

“Dungeons and Dragons,” my friend gasped, then whispered to my son out of concern, “You know that’s demonic, right?”

I had an interesting conversation with a loved one recently. We were chatting about all manner of small-talk topics. “How’s the weather there? What have you been doing lately? I heard this new song I like…”

Then they paused, got serious, and said, “I don’t know how to say this other than to ask directly, but… David, you call yourself a Christian…”

I call myself a Christian? Oh my, where is this going, if my very salvation and my devotion to the faith I’ve held almost 40 years is in doubt?

“… But you also play Dungeons and Dragons. So, how do you reconcile these two things that are so diametrically opposed?” (I admit, ‘diametrically opposed’ may not be the exact phrasing, but I think it was.)

When my friends or family (generally older and generally religious) ask these kind of questions or make these kinds of statements, part of me really wants to ask them to describe D&D for me as they understand it. I guarantee that 95% of the time, it’s not going to line up with what I’ve experienced in fourteen years of running D&D games.

But I don’t want to come from a position of attack or put people on the defensive, so instead, I hope to share my own experiences and trust that those who know me can breathe a little easier when they understand where I’m coming from.

You call yourself a Christian.

So, first things first, I love this person dearly and I am not offended. They asked a direct and honest question from a place of concern and care. They’re going off of what they’ve heard over the years from people they trust, and if that’s all you know on a given subject, that’s the opinion you’re going to hold.

Back in the 80s, there was a period for D&D called the Satanic Panic.

Some pastors and religious figures had heard stories of kids developing an unhealthy investment into this strange game, and they delivered strong warnings to the faithful. Comics and movies were made to warn of the danger of this dark game where you pretend to be all these weird characters and you act out what they do in their fantasy worlds. Stories circulated of kids believing they WERE their made-up character, and some reports circulated of these kids committing suicide if their in-game persona died.

On top of those concerns, toss in game rules for heroes using magic powers, and a book of monsters to fight that includes demons and devils… which translated into worries that this game was a springboard into actual satanic indoctrination, a gateway to genuine witchcraft, an excuse to perform real rituals and even sacrifices, or an open door for summoning demonic spirits.

Well, who wants their kids to be exposed to all that? Point being, I understand the concern even though I believe it’s (mostly) unfounded.

Playing Pretend, But With Dice

When my brother and I were young, we would line up our toys like opposing armies on the field of battle that was his room. He was always the history buff and strategist, arranging his troops in formations and marching them against my army in organized waves – cannon fodder first, then good but expendable forces, then those he still cared about, followed by his strongest and most favorite toys. We never got that far unless he felt like having his best guys beat the mess out of mine for story’s sake.

I would get caught up in the stories between characters – the rivalries and friendships, the alliances and betrayals, the romances and battle-forged bonds of brotherhood. “My guy is upset,” I would explain, “because this other guy is in love with this lady, and—“

“Sure, whatever,” my brother would respond, “but my first wave is running into your camp carrying bombs and they just blew up all these idiots along with themselves.”

Occasionally we would argue:

“My guy beat your guy for sure, because he knows jiu jitsu and taekwondo.”

“Yeah but my guy is genetically enhanced and he’s wearing special armor that gives him faster reflexes.”

“But he can’t dodge a laser—it’s too fast.”

“Nah, he dodged it.”

“No way!”

“Way!”

Back to my phone conversation. “It’s like that,” I explained, “except there are some dice and rules to determine who actually beats up who, or how good someone does when they try something heroic. That’s really all D&D is… playing pretend with friends, and some dice, and some rules.”

“If anything,” I added, “I think that’s a bigger concern and a better argument from a Christian perspective for why D&D might be bad. Like any hobby or luxury, it can be an incredible waste of time.”

What is D&D?

“I was watching these groups play D&D on YouTube, and I’ve never played before, but I think it would be cool to try… but I don’t know how it works and I’ve never played anything like this.”

I’ve had the pleasure of running a few introductory sessions for coworkers and friends, usually as a result of a statement like the above. Where D&D was once the province of social outcasts and nerds, tabletop roleplaying games are enjoying a massive surge in popularity.

D&D and most tabletop RPGs are about collaborative storytelling. Most games have a “master” of some sort, who functions as the rules referee and final authority on what actually happens in the story everyone’s telling. (e.g. did my guy beat up my brother’s? or did he dodge lasers with his genetic enhancements, which is obvious cheating trash? Let the game master decide.)

1. Storyteller describes what’s happening.

2. Players choose an action.

3. Roll dice.

4. Storyteller determines results and goes back to Step 1.

That’s the short version of the whole game.

The storyteller or gamemaster sets the scene, describing what’s going on and where everyone is. What’s available in the room that the heroes can use? What monsters are trying to stop them? What dangers do they face, or who must they persuade in order to accomplish their goals?

“You’re in a dank cave that stinks like mildew and rotting flesh. You peer into the darkness, but without any sources of light, everything is pitch black. All you hear is the low rumble of a sleeping beast deeper inside, its billowing snores creating an uncomfortable breeze of hot moist air that smells like decay.”

The players declare what they want to do.

“I want to light a torch.” (Are you sure? You might wake the beast.)

“I want to feel around for some of the treasure we’re sure is in here.” (You might make some noise.)

“I want to whisper to the mercenary we brought from town – does she know anything about what’s lurking in this cave?” (Ah, but do you trust her? What if she lies?)

“I want to sneak toward the beast, maybe see if I can look for some weakness.”

“I think we should leave. Who’s with me?”

The storyteller asks them to roll a die and add the result to some number on their character sheet that reflects how good (or bad) their character is at the given task:

Tyrion Lannister is going to have a harder time jumping across a broken castle rampart than Jon Snow.

Frodo Baggins will struggle to lift heavy rocks to find his buried friends, but Boromir and Strider can toss stones with ease. (But not a dwarf; no one tosses a dwarf!)

Tony Stark can come up with the secret of time travel over a cup of hot cocoa, but Groot is never going to succeed no matter how well the player rolls.

Then the process repeats, and hopefully, a thrilling story develops.

No one has to show up dressed like their character, though some gamers find that fun. Depending on your group, some people will talk “in character,” maybe affecting an accent or memorable speech pattern. For some players, it’s fun to come up with an extensive backstory – all the details of their character’s life and previous relationships which might come into play during the course of the group’s game.

Some players contribute to the story and the heat of the moment by going in-depth with their descriptions of the fighting style of their hero or the way divine might radiates through their holy symbol as they call upon higher powers. My son (who was warned about the demonic nature of D&D) made his character a Christian and quoted scripture in-game, as part of his character’s story and his personal preference.

For others, simple is fun. “I am Barg. Barg is strong. Barg smash everyone bad.”

You Write the Script Together

Think of Game of Thrones. A lot of fans were upset with the final season. It wasn’t even just complaints that this or that character didn’t win and take over as King or Queen. Many fans complained about plot threads that got left out, or plot twists they felt hadn’t been built up in a way that made sense.

Wouldn’t it be great if you could put your own spin on the story?

If you’ve ever really gotten into a TV series or movie to the point that you care about the characters and what happens to them, imagine helping tell the story of what happens next and deciding how your heroes should respond to the challenges that come their way.

That’s what a good game of D&D is: collaborative storytelling. The players and the storyteller all have input into what happens and how the story progresses. It’s like a group reading of an old Choose Your Own Adventure book, where everyone takes turns making decisions and every page has a thousand options.

Admittedly, some groups will put objectionable content into their games, just like some movies are too dark or disturbing for certain viewers. Game of Thrones certainly wasn’t for everybody, either.

Like any hobby, some things can be taken too far. As Christians (and I think as people in general), we should be careful about what we dwell on and how much we get invested into our interests.

Reconciliation

As I said, I have no ill will over being asked “As a Christian, how can you justify playing D&D?” I think there are valid concerns that should be taken into account, as with all the ways in which we spend our time, our resources, and our energy.

I can take a step back and consider, “Am I just making excuses? Am I lying to myself about this? Am I ignoring conviction?”

I’d like to think that people with no experience with the game can also take a step back and consider whether what I’ve described from firsthand experience is the dangerous deception they’ve been led to believe it is.

Like D&D, life works best when we can hear each other out, find common ground, and collaborate to make it better.

Day 1: Gimme a Roll

A few months ago, I saw a lovely 30-day Dungeons & Dragons challenge slip across my feed, and I thought it would be a great way to share one of my favorite hobbies.

Dungeons & Dragons is an oft-misunderstood game. Some folks think it involves sweaty guys in cloaks swinging foam swords in the park. Others figure it’s a bunch of sweaty man-children in someone’s basement playing pretend instead of growing up. A good many religious people are certain it’s a tool of the devil to lure the unsuspecting into hell.

Come to think of it, that last one sounds like the spark of a campaign.

Here’s the challenge I’ll be attempting:

Day One: How did I get started?

I grew up in a conservative home where we were led to believe that games like Dungeons & Dragons started with actual witchcraft and ended with suicide when someone’s character died. The 80s were an interesting time, and we didn’t have the Internet… so when church leaders started declaring the dangers of these “satanic” role-playing games, the faithful listened and believed.

As a result, I didn’t pick up the books until 2008, when D&D 4th Edition came out. I was deployed and looking for something to do. As I looked through the material in the core books, I wrote what I thought would be a fun story for some characters to play through. A friend wanted to host a game night when I got back, so I volunteered to run the game.

Six of us sat around the table, starting off in a very basic and likely familiar setting:

“So… you’re all guarding a merchant’s caravan, rolling through woods infested with bandits–when all of a sudden, an arrow streaks across the thick grass near the trail and buries itself into the side of the wagon with a thok! Roll for initiative!”

That first night, I had no idea what I was doing… but I knew I wanted to do it more.

Next: Fave PC Race

The Means Condemn the End

A post in which I contemplate something related to tabletop roleplaying games. Roll a Wisdom saving throw with a DC of 16; on a failure, you’re a geek (Level 5).

In my recent return to tabletop RPGs, I’ve joined some Facebook groups, discussed ideas with gamer friends, and watched some Youtube videos–both of live-streamed games and thoughts on how to run the game better.

One topic caught my eye: someone suggested the possibility of a “good” necromancer character, which triggered a lot of discussion. Shortly after reading the back-and-forth, I chatted with a co-worker about an upcoming group. “I’m thinking necromancer,” she said, which led to further discussion of the idea. The next day, I spotted a panel of experienced players covering a variety of topics, including:

Is necromancy inherently evil?

If you’re not familiar with games like Dungeons & Dragons, first off, it’s not the gilded double-door into a witches’ coven or a neon-lit path into Satanism. Players take on the role of a hero or heroine in a fantasy setting: perhaps the beefy fighter or barbarian (think Aragorn, Eowyn or Conan), or a bearded wizard (Gandalf or Dumbledore). Maybe they choose a stealthy rogue or burglar (Bilbo Baggins, maybe Arya Stark) or someone with the power to heal (Elrond or Galadriel). One person plays the rest of the fantasy world… everything from the squire polishing armor to the great personalities like Jamie Lannister, Queen Cersei, and King Joffrey… all the bad guys, from the unnamed scrub Bandit #3 to the White Walkers to Ramsay Bolton and even Danaerys’ dragons.

In a game like this, monsters lurk around every corner, many of them with civilized faces to mask their dark hearts. In a game like this (usually), magic is real and so are the gods and goddesses who grant divine power to their faithful.

In a game like this, a wizard or other magic-user might even learn how to raise the dead and command the skeletons or zombies produced to fight for him or her.


It’s likely that if you’re reading this, you know all that already, so I’ll stop explaining the concepts and get back to the question:

Can there be such a thing as a “good” necromancer?

In other words, like the title suggests, in a game like D&D, are there some methods or powers that you cannot possibly justify using for noble purposes?

I flipped on the YouTube video of the discussion panel and skipped to the part about necromancy, hoping for some unique twists to add to my own ideas. To my surprise, all the participants shot the idea down without hesitation.

The best argument pointed out that in all societies, grave-robbing and defiling burial grounds are strongly forbidden and frowned upon. It’s kind of a universal rule. That being the case, one expects some severe consequences for any necromancer–a person who uses magic to animate the dead bodies of ancestors or loved ones. I think that’s a valid point and a consideration for how other characters in-game would interact with such an oddity. Fair point.

But then it devolved to “That’s just boring, lame character building.”  “A necromancer is evil just like paladins are lawful good.”  “It doesn’t make any sense–why in the would she do this?” One guy’s whole argument was “Necromancers are evil, because I ran a game with a guy who played one as the stereotypical ‘muahaha I shall make a city of undead and rule over it.’ And that dude was a jerk–I mean, apart from being a necromancer, he just was a bad person in game.”

I strongly disagree with all of these points, and not just because the idea of the good necromancer inspired a character and some creative writing. (I posted a scene with Fleuris earlier.)

I also think these points are poor arguments. So let me tackle these in order:

Good Necromancer is boring. Lame character building. 

Sure, if you want to create something that follows cookie-cutter norms. I suppose “the generous thief” or “the intelligent barbarian” or “the conflicted paladin” would also be lame.

Playing a character that doesn’t quite fit a stereotype–or rather, outright challenges it–can lead to fantastic role-playing moments.

In my first campaign, I had a player who rolled random dice for every decision about the character he was making. He ended up a Dwarf Paladin of Nature… something that doesn’t really fit the standard fantasy tropes. It made his backstory come alive–an outcast from his clan because of his strange religious views, a perfect ally to the husband and wife pair of elf rangers in the party, a hero with a cause to champion and built-in conflict a DM can exploit–er… use to craft interesting encounters.

Similarly, I had a player running a rogue in one campaign who, on our downtime, would tell me what his character was doing in the city. While his allies were off pursing personal goals and looking for leads on the next big score, the rogue would donate half his earnings to the orphanage that took him in as a child, and volunteer time with the kids. No one knew this was going on “in game” because it happened in messages and emails. His party members even got to the point of joking about how “you know how the rogues are, always sneaking some money and pick pocketing their way through the market.” But he played the most generous and selfless character I’ve seen in a campaign.

Yeah, playing against type is super lame. Don’t do it.

Of course there may be role-playing consequences. Not everyone will welcome a necromancer with open arms. Not everyone will buy the idea that “I’m using these powers for good.” But that’s all part of the fun and the conflict which makes RPGs great.

A necromancer is automatically evil, like paladins are automatically good.

One flaw in that statement: Depending on the edition of the game, paladins aren’t inherently good. If you’re devoted to an evil or chaotic deity, you probably lean toward Chaotic or Evil alignments. If a “good” deity can grant their champions powers and favor, so can a bad one. Paladins are just a mechanic for describing a warrior who is committed to a cause and blessed with divine power to pursue that cause.

Similarly, necromancy is a tool… one traditionally associated with evil, perhaps, but still a tool. But this logic is lost on some. One of the DMs in the YouTube video actually argued as follows:

“It just doesn’t make sense. Here you are, going after the evil necromancer, and the guy walking along next to you is a necromancer?”

The flaw in that logic is revealed when you substitute any class or archetype for “necromancer.” There are evil wizards, but the party doesn’t kill their resident magic-user before fighting an evil wizard. An evil cleric or assassin might be the villain in an encounter, but that doesn’t make the party cleric or rogue a villain.

Magic, like any class power, is a tool. How one uses it communicates more than the nature of the tool. A paladin who curb-stomps defenseless enemies because “they’re bad guys” isn’t what we’d call good. A necromancer that uses her powers to protect others and serve a noble cause shouldn’t be what we call bad.

It doesn’t make any sense.

For one, you’re in a fantasy setting. Nothing makes sense. Someone is channeling power into their weapon to deliver a blast of radiant power that damages the enemy. Someone else is waving their hands and becoming a human flame-thrower. Another person communes with supernatural entities that grant her otherworldly powers. But the necromancer trying to do something heroic? That, sir, is where I draw the line!

Necromancy used for “good” absolutely makes sense… if we try to consider how that can work. Imagine the noble who tells his subjects, “Our ancestors fought to establish this kingdom against all odds, spilling their very blood on the rocks where our city’s walls now stand. And now they return, ready to stand beside us, once again willing to take up arms against those who threaten all they worked to build!”

Imagine the party member whose personal quest, like Fleuris, is to find and raise the bodies of infamous villains or evildoers as part of their penance for their sins. Is it twisted, misguided, a little off? Yeah–and that’s what makes it great!

Guns don’t kill people, my horde of skeletal minions kill people.

Needless to say, I fall right into the camp that deems necromancy an amoral (okay maybe highly questionable) practice where what matters most is the end result. Use it to establish your undead army and create a necropolis to rule over? Evil. Use it to cleanse the necropolis and eliminate a growing threat to the nearby kingdom of goodly peoples? Good.

As in all things D&D, creativity and fun are what matter most. I’m having fun imagining Fleuris and the sorts of situations she might find herself in. I hope others are inspired to take a trope and turn it on its head… then run with it and see where the story leads.

What do you think?

Am I off course? Am I missing some key point? Let me know in a comment; I’d love to hear your point of view.

In Defense of Railroading

The players sit, holding their lucky dice. The lights are dim, and eerie music plays from a YouTube video to set the mood. The Dungeon Master looks over his screen and describes the setting…

DM: You see a well-worn path that winds between the trees, leading deeper into the gloomy forest.

Player 1: Well, forget that noise. I’d rather stay on the road and finish my journey into town.

DM: An overwhelming mist has descended, obscuring everything from view… everything except the path.

Player 2: Uh… I really wanted to get to town to purchase some new weapons and talk to the Mage’s Guild about new spells. Can we maybe set up camp and wait out this weather?

DM: You could… but now arcs of electricity tear through the clouds of mist, and the hairs on your skin rise. Anyone close to the mist is likely to take damage. But the path remains clear.

Early on in my development as a DM, I learned about “railroading” the players toward your intended destination. If a Dungeon Master / Storyteller forces players toward a particular path in obvious, heavy-handed ways, the game feels like the characters are passengers on a tour bus, being shown the sights but unable to direct the vehicle’s course. When a game about choices feels like you have none, you’re probably being railroaded.

That’s a bit of an excessive example, but this sort of thing can be pretty common if the DM has prepared an adventure and expects or demands that the players go along.

Railroading always ruins the fun… except for when it doesn’t.

The beauty of a tabletop RPG over video games is that anything’s possible. Any genre, any style, any action, any decision is available as an option to the player.

While that can lead to sensible decisions, increased immersion, and even awesome RP-ing, in certain groups it can also go awry. When problem players are willing to affect the entire group in order to get their personal jollies, the abundance of options creates opportunity for their hijinks. And when several players are new to the game, infinite choices can lead to no choice being made in a timely manner.

For example, upon entering a new setting and receiving a map of a mining village, some parties will see opportunities to go off on their own instead of staying with the group.

The same scattered attention can happen when players are provided a few different choices outside of civilization. When they come upon a wrecked wagon with signs of goblin prints but no indications of an attack, one person will suggest following that trail while another might try to chase down the other wagons in the caravan. And yet another is convinced there’s something in the ransacked wagon worth investigating or discovering.

Players can debate at length about what to do, where to go, who to talk to, how to accomplish a task… and every new bit of information starts the whole process over again.

This is where a little railroading may be better than none. I typically see three ways the game gets derailed: individual player actions, lack of personal motivation, and lack of flexibility on the DM’s part.

Moments in the Spotlight

It’s great for each player to have their time to shine, their moment when their character’s set of skills or connections can make the difference between victory or defeat. “Moment” is the key word, however.

When an individual turns the session into their private quest, it may make sense for the character’s story and motivations, but it also makes for a slow game. The other players are left “watching the show” as the DM has to interact in character(s) with this party member who has gone off on their own.

If multiple players do this at the same time, it turns into a nightmare of interwoven conversations and distractions. And while they all sort out their personal interests, players focused on the primary party goal are left staring at the walls or fiddling with their dice.

DM: You follow the leads for the missing caravan driver and arrive in the village of Choraulis after nightfall. The so-called guardsmen posted at the gate — miners, really — give you a close eye but let you pass. There’s a good bit of laughter, music, and noise at the finely-decorated inn to your left. The miners also have a raucous dive of a cantina set up near their shanties.

PC 1: I want to search around the inn, just to get a feel for the place, see what sort of people are in there.

PC 2: That orchard over there… is that, like, a nature shrine? I want to go over there and check it out.

PC 3: Is there something like a Mage’s Guild here? I’d like to find out what kind of magic spells and items they have.

PC 2: So am I at the Shrine?

DM: Yes, it’s a shrine of Nature, and the two ladies who run it are surprised and excited at the idea of a Dragonborn Druid – (chipper voice) “What an oddity! How pleasant to make your acquaintance!”

PC 1: If those guards are still there, I’d like to see how approachable they are, if they seem friendly, that sort of thing. Perception, I assume?

DM: No, that’d be Insight. Give me a roll. Ok, you spot one with a small insignia, and it seems like the other guys defer to him. He looks friendly and inviting, although a little on edge.

PC 4: Would I have contacts among the merchants in this town?

DM: Yeah, certainly. Um… this store over here – the gem cutter? They work with your guild on the regular.

PC 1: (to the guard) My good man, I am seeking a traveler who may  have come this way with a merchant caravan. Have any wagons reached the village in the last day or two?

DM: (Gruff voice) Why, yes, three came in a couple days ago, from Delfindor.

PC 2: While in this shrine, can I commune with nature and see if there really is some corruption or negative influence affecting the area?

DM: Yes, a Nature check, please. (Chipper voice) It’s been hard these last six months since everything started turning strange. Wild growth in the mountains–like a whole summer passed in a tenday’s time. And then there’s the undead–

PC 5: Guys. Can we go find the dude we came here for? Maybe someone in the noisy inn knows something.

PC 3: I’d also like to find an alchemist or maybe an herbalist?

PC 1: We’re looking for a man who came in with those wagons. Any chance you’ve seen him or know where they’re staying?

Solution:  A place like a city or friendly settlement might feel like a lot of available options. For groups where this becomes a problem, consider if there’s an in-game reason to restrict those options until the primary story or quest is sorted out.  A town under siege because of some rogue “heroes” or a teeming horde of undead isn’t going to have shops open for business, nor are the town leaders going to take time to chat about the latest rumors of interest to the party.

As a positive spin, find a way to interact with the players in the downtime between sessions. While it may seem awkward to go back over “here’s what I wanted to do in town during the middle part of our group game session,” it’s infinitely better than destroying the ‘group’ part of game play.

I’ve had tons of fun working over instant messages or in later conversations sorting out with players what their character would do. These sidebar conversations, handled outside of game time, have created new plot hooks to weave into the main game, developed the characters’ motivations, advanced their stories, and provided opportunities for players to role-play who might not be as comfortable with it at the table in front of peers.

“My character does/doesn’t care about that.”

Some players are happy to let you know they’re not about whatever’s on the menu. On the one hand, if they’re really trying to role-play their character’s ideals and interests, this is good feedback. A party of chaotic neutral characters might not be interested in saving the princess from the evil demon for the Greater Good of the Kingdom and all that is Just and Right.

Conversely, a snippet of setting or information might look like a really interesting side quest to one of the players, if that’s a lead their character would pursue.

“There’s a shelf full of old tomes and parchments detailing magic rituals? Uh, guys, I know the orc warlock is going to sacrifice the villagers to open a portal to the Abyss, but… can we just hang out here for like a day while I thumb through all of this?”

“Look, near the wrecked wagon–a cry for help in the language of druids. And judging by the tracks, it was left by one of the goblins. Why does one of those creatures know Druidic? How strange. I’d like to find this goblin…”

Likewise, these reactions are great feedback for what to include when you do want to hook that player… and what to avoid if distractions are a problem.

Solution: First, be sure to take these things into account when devising how your PCs get quests. Not everyone is a do-gooder out to save the world… similarly not all characters need a bag of gold jangled before their eyes to gain their assistance.

Place the individualized hooks where a distraction won’t matter. Sure, it might make sense that all the books full of magic are in the library the players find early on as they explore the castle…

But why not have large empty spaces among the books where it’s clear that a significant number of tomes have been carried off? Perhaps even a note from the big bad evil guy’s magic-user sidekick, explaining, “I borrowed these and brought them downstairs to my study. I think these are the key to opening a rift between our world and the realm of our masters…”

Now the distraction points the interested player and the party toward the confrontation you’ve already planned.

Perhaps the sight of a crude message in Druidic would be better placed at the opening of a goblin lair, to create questions and unique twists where the players already are instead of offering a detour from where you’re hoping they’ll go.

All Aboard? or All a-bored?

The DM has a huge role to play in keeping things moving smoothly, and illusion of choice is a great tool in the toolbox.

It’s awesome to create that “sandbox” feel of a living world where something could be happening anywhere the players go. However, in creating such a setting, a DM can get overly focused on the geography and current state of the parts the players will see.

I prepared an encounter with a band of orcs… but they decided to take the road south instead of east to where the orcs actually are…

The players wanted to get information about what the zealots are planning, but the leaders of that sect aren’t located in this part of town…

In a recent session, I made the mistake of focusing heavily on the map I’d created of a settlement. As one of the players sought out contacts and information, he ended up getting sent back-and-forth across town because that’s where those people and places are. (After all, it’s on the map.)

It’s great to know what exists where in the setting, but a rigid approach can lead to the DM getting frustrated because the players turned down the wrong tunnel or traveled to “the wrong spot” when literally anywhere can be the right spot.

Solution: The hated part about railroading is when it looks like there is no other option or choice but forward in an undesirable direction. “The tunnel is a one-way path, and oh you want to go back up and out? Well you can’t because the tunnel collapsed behind you.”

Having options such as branching tunnels or different locations of interest in the region gives the players a sense of agency. “I want to turn left instead of heading deeper into the Underdark” is a choice.

But as the DM, you control the outcome of the choice. Whether they turn left, turn right, or go straight, they can still find their way to the encounter you have planned or receive the clues that they need to advance the story. Whether they go east to the forest or west to the mountains, they can still encounter the band of bad guys who happen to have items of value or plot hooks to move things along.

This isn’t so much “railroading” as it is teleporting a destination to the end of whatever tracks the players are on. (Okay, yeah, that’s railroading, but it can serve a purpose of keeping the game moving.)

One method I used in the past was to have short episodes or level-appropriate encounter settings prepared in advance — an orc camp, a bandit fort, a small drake’s underground lair. If it became obvious that the players weren’t heading the direction I’d assumed, or going after whatever “main” storyline I had prepped, these plug-and-play encounters could easily drop into the session without any significant disconnect or lengthy explanation.

I think of games like Skyrim. The beauty of it is that after the initial tutorial quest, you reach a road you can follow to the next main quest… or you can turn left and wander into the wilds. All throughout the world, you find sites and encounters, people up to no good or monsters in search of prey. It seems like a living world where other creatures are doing their thing whenever you’re not there. But each of these settings has its own segment of story or plot that triggers once you enter.

Fourth Edition had a book called Dungeon Delve which basically served this purpose – several pre-made sites and dungeons that could easily slide into an ongoing campaign when the DM doesn’t have a ton of time to prep something or when the PCs decide to go an unexpected direction.

Next Stop: Fun

For experienced gamers, it’s probably clear that the “collaborative” part of collaborative storytelling means the PCs should be somewhat willing to go along with the adventure provided. Most groups have no problems seeing some of the possible options and choosing which to pursue. For those, railroading is unnecessary and probably detrimental.

But if players seem confused about where to go or what to do, maybe a few tracks concealed beneath the mechanics of the game would help guide the players along toward the fun everyone seeks.

The Trap of D&D

Growing up in a religious and conservative family in the 80s, I remember a few scares that swept through churches across America. Someone thought Teletubbies was an attempt to foist the “gay agenda” onto our children. Others worried that Star Wars embodied Eastern mysticism, turning precious young minds away from the truth of God’s Word, turning them toward duality. Eventually, card games like Magic the Gathering took the place of “greatest threat to American youth,” followed by the sweeping craze of young people reading a book series called Harry Potter.

But nothing held so much dark, terrible power as the bastion of evil, Dungeons & Dragons.

As part of my “intense training” I cast Level 2 Bag of Cheetos, Level 5 Mountain Dew, and Level 8 Vanishing Money… just a few more rulebooks and miniatures… that’s all I need…

Churches had tracts (small comics with a Christian message) that warned parents of the dangers. Christian musicians sang about how Satan-worshipers kept D&D books out as part of their natural paraphenalia and rituals. The game was no game, but rather a gateway straight to hell! After all, someone knew someone who knew someone who maybe killed themselves because their D&D character died in the game — nevermind the fact that, much like Superman or other heroes dying in comic books, the rules have always made it possible for characters to return to life. The game taught kids to cast spells, inducting them into real witchcraft and satanic rituals… or so the stories were told from church to church, parent to parent.

Plus, let’s face it, D&D kids can come off pretty weird, ranting about how “with his last conscious breath, my wizard used his level 4 burning hands to bathe the evil demon queen in flames while Tordek the dwarf cleric rolled a natural crit when he summoned the power of his gods to close the portal that led to the Abyss.”

And so it was that parents who never watched a moment of the game nor looked at a single page out of a book “knew” exactly what this devil-spawned trap held in store for their precious innocent ones.

It wasn’t until about 2007 that I really took a serious look at D&D and discovered what it is, and what it isn’t. I ran a few groups with co-workers and friends, and had immense fun. D&D is about telling cooperative stories… scripting surprises, twists, and turns into the various adventures… creating characters with exciting backstories, heroic ideals, and all-too-human flaws… learning to role-play the traits and qualities that might seem completely foreign in the real world.

Every group has a Story-teller or Dungeon Master a.k.a. DM, someone who puts together the setting, provides the description, plots out the battles, plans out the course of events, and portrays all the various faces that populate the world of the game. In groups I’ve seen, the DM and the players work together (to some extent) to figure out what makes for the best story, the most fun, the moments of high adventure and glorious victory. It’s a lot of work, but when everything goes smooth, it’s the most rewarding place at the table.

All the action is resolved with a roll of a 20-sided die and some number off a character sheet. Even if it seems ridiculous, players can try anything they want, and the DM has to (Fairly!) determine whether the effort succeeds or fails based on the roll of the dice plus the character’s ability to do whatever was attempted.

Player: “I want to somersault over the orc’s head to reach the princess before she falls into the death trap.”

DM: “That’s going to be some difficult acrobatics to pull off… but with some luck, you might do it. Give me a roll…”

A few weeks ago, one of my son’s friends found out I used to be a Dungeon Master, or DM. He and his friend had been trying to start a D&D game for some time, but they couldn’t find someone to be the DM. I volunteered, and started planning the campaign. Sure enough, a dear friend found out my son was getting involved in a D&D group, and responded with a concerned gasp. After all, it’s such a dangerous and evil thing.

To be fair, she’s a counselor and has seen some people go off the deep end with this or other hobbies. I think her concern is more for the risk that could be true of any of us–when something harmless and enjoyable starts to dominate our free time and energy.

But regarding those old fears I heard for years… Saying that playing D&D is a gateway to witchcraft and satanism is like saying that Axis & Allies makes a person more likely to become a skinhead and try to rebuild the Third Reich. It’s like claiming my Madden skills on the PS4 are a step on the path to an NFL contract.

Do some people go nuts with it? Certainly – just as we do with all sorts of hobbies and interests. But the camaraderie and joy I’ve seen around a table have been life-giving and inspirational.

Here’s a clip of Matthew Mercer – a voice actor in a number of video games and animated movies/shows – talking about the impact of this game and the style of art it involves. He really captures the essence of what makes this thing awesome.

Is D&D a trap, some gateway to dangerous places? Perhaps–but not in the way my church friends from the 80s thought. There’s a  magic involved, for sure, but it isn’t in make-believe treasures and pretend spellcasting…

It’s the power of cooperative story, the hush that comes over the room as someone describes what’s happening, and the rush of creative excitement as we decide what comes next.

It’s a trap, alright, and a hard one to escape. Want to try? Give me a roll.

 

Death House – an intro to 5E Ravenloft


A couple weeks ago I started prepping a campaign for a Dungeons & Dragons group. I met with the players, discussed expectations, and helped them create their characters.

My two older sons (ages 16 & 11) are part of the group, and I thought it would be good for them to try out their characters’ abilities before the whole group meets to start the campaign. We decided we’d play around with some light combat, exploration, and social interaction so they could practice their skills and role-playing.

My new favorite D&D book
Then The Curse of Strahd came in the mail. This book is 5th Edition’s version of Ravenloft, a popular campaign setting that goes back to the original D&D from the early 80s. Count Strahd von Zarovich is the central vampire villain, D&D’s version of Dracula, a character who appears in numerous products related to the game. I remember a fighting game and customizable card game that included Strahd among other notable characters from various expansions and supplements.

What impresses me most about 5th Edition’s core books is that they return the focus to elements of story-telling. 4th Edition was fun enough for me (and the first version I played). You could tell a story using those rules, but the system seemed to center on all the characters’ powers–daily abilities, encounter spells, at-will powers, feats and skills and so on. 5th Edition keeps some of that, but from the start, the books are built around the story the players and DM are trying to tell, from the subtle but evocative details described within a room to the long-term arcs and world-changing events that could form a thrilling campaign.

Curse of Strahd continues this trend beautifully. The first part of the book addresses how to run a horror-themed campaign instead of the usual swords-and-sorcery that D&D regulars might expect. The book also includes a player character background for someone who has endured a harrowing experience that forever scars their lives. Of course there is a long campaign arc with various locales, adventures, monsters, factions, and details necessary to run multiple sessions taking characters from level 1 to 10. As an option, there’s a short exploration adventure called Death House which is designed to bring new characters from level 1 to 3.

I decided to run Death House with my sons to give them a chance to learn their characters. I haven’t ever had as much fun with pre-made expansions as I did with this small excerpt from the larger campaign setting. To set the mood, we started just before dusk with the lights turned off and some creepy music playing from a YouTube track. My oldest son was immediately suspicious of everything, from the swirling mists (something like a magical side-effect of the corruption on the land) to the dirt road near the party’s campsite (something like a dirt road made of dirt that leads to a place).

After much cajoling, I got them to the actual house where the adventure was to take place. The book describes each room of the four story manor in great detail, and practices what it preaches about setting the horror tone. Some recurring bits of description show that not all is right in the Durst family manor. For example, almost every room has ornately carved wood paneling that seems like something artistic and lovely at first glance–say, children dancing in the woods. On closer inspection, characters can see corpses hanging from the trees, or swarms of bats attacking the children. The description of a spare bedroom addresses all the plain,. dusty furnishings, then includes the following: a smiling doll in a yellow dress sits in a nook under a window, her face covered in cobwebs like a wedding veil.

The kids in need of rescue, who send the PCs into the adventure
Without spoiling too much, each the most innocuous rooms or objects in the manor can prove dangerous… especially when my younger son decided to investigate everything.

Me: “The door creaks on rusty hinges as it swings open to reveal a dusty closet. Some tattered rags and old bars of soap clutter the shelf, and a broom leans against the back wall behind strands of ancient spiderweb.”

Younger son: “I investigate the room!”

Older son: “What? Why? It’s just a closet.”

Me: “Haha, seriously? Ok. Well, as soon as you step into the closet, the broom flies into the air, thrashing about, trying to beat you back. It’s magically animated and exceedingly hostile to intruders. Roll for initiative.”

This is all straight from the book, which mentions the animated broom of attack that goes on the offensive if anyone comes within five feet. I thought, “Why would anyone step into a dusty closet of worthless belongings?” To investigate, of course! Silly me–you never know what players are going to do.

Since I only had two players, I made a couple NPCs, especially since my older son is practicing healing as a cleric. He got his chance when the younger son’s rogue took a broomstick to the noggin and got knocked out. (Lesson learned? Perhaps? We’ll see.)

I made a gnome tank for hilarity’s sake, and she took a little abuse. Then I tried the “haunted one” background to make a warlock, who proved to be a fun NPC I’ll use in future efforts. She repeats the last few words of every sentence, but in a whisper. I stole this strange and seemingly unconscious mannerism from a girl who lived in our neighborhood some years ago. “We should proceed with caution with caution… the spirits here seem restless and vengeful and vengeful…

The haunted one background led to a character who witnessed a monster slaughtering dozens of innocents around her, yet for some reason it looked right at her and spared her life before continuing its rampage. As a result, she’s disturbed and broken, but it drives her to assist anyone in need even if the situation is dangerous. Additionally, her faith in divine beings is shattered, but she also talks to spirits no one else can see. The background provides for a random trinket selected from a list of 50 options designed for a gothic style campaign or setting–for example a clock that runs backwards for one hour every midnight, a coat stolen from a dying soldier, or a handmirror with an image of a bronze medusa on the backing. The options are all splendid and offer interesting hooks for future stories.

I wanted to play the NPC more than I ended up doing, but acting as DM and trying to run two distinct characters was a bit much to keep up with… plus I don’t like the idea of the DM playing a character, as it often leads to a sense of stealing the spotlight from the players.

Nevertheless, we had an exciting time and a great warm-up for the new characters my children made. We explored about halfway through the adventure in the first 3-hour session, then finished it off in a second session of similar length. It could have gone another session had we been thorough in exploring every hall and room. I revealed only what the characters could see, using a makeshift map hastily drawn on loose paper. (“You see a hall to the left and stairs that lead down. The chanting is stronger downstairs.”)

That left several rooms in the basement untouched, preventing a number of possible encounters from taking place.

The adventure is designed for leveling up based on story progress instead of experience points. Once the players reached the way downstairs, they hit level 2, regardless of what they have or haven’t completed. After they leave the manor, no matter how they complete the scenario, they reach level 3 and stand ready to delve deeper into 5th Edition Ravenloft.

While prepping for this D&D group, I noted with some chagrin the massive amount of crap I bought for 4th Edition. The pre-made, published adventures all remain unused, several of them still wrapped in plastic. I feared I might also dislike the campaign components of the 5th Edition books… but Curse of Strahd has proved well worth the time and money spent.

Tahwaria

My four year old has a new favorite topic of conversation… one shared with my nine year old and my teenage son: Terraria. (Or Tahwaria, as the four year old says it so very often.)

  
For the uninitiated, it’s a game available on PC, on consoles like XBox 360 and PS4, and on mobile devices like Kindle and iPad… and probably some others. 

So, discussions with our little Dude now center around important Terraria facts: 

Do you know about Wepis? (Lepus)
He is BIG. And he is a BOSS. And to fight him you need a subishis wooking egg. (suspicious looking egg)
His face looks funny. But he can’t kill me though. WAIT. WHAT? I DIED.

Armed with a wooden sword, ax, and pickaxe, your tiny character lands in a sprawling world full of dangerous beasties. You build a home for the character that serves as your guide, and then explore and expand from there. Finding and defeating powerful boss monsters unlocks new aspects to the game along with more assistance from the folks who want to “settle down” in your growing complex of houses. There’s a definite RPG side to the game as you find or craft better armor and more powerful melee, ranged, and magical weapons.

Like a two-dimensional Minecraft, this game usually encourages creativity and constructive cooperation among my kids and their friends. My four year old can play around and build things or dig for shiny metals. My nine year old can fight enemies and explore the dangers of the world. And my fourteen year old coordinates with his friends to take down the massive world boss monsters in order to unlock new types of materials. There’s also the option to turn on player-vs-player and fight it out with your frenemies.

The game isn’t perfect. A recent update or perhaps an inherent glitch caused the loss of my character and a few weeks’ worth of progress. Cloud saving might have prevented that, but some reviews on the iTunes Store implied that even cloud saved characters can sometimes encounter similar problems. Device issues can also cause trouble. The Kindle my nine year old uses somehow purged itself of all data, and he lost everything he’d done. 

That said, the game is addicting and interesting enough that both he and I find ourselves starting over, lamenting what was lost but enjoying building a new world nonetheless.

The kids also play with me sometimes, mocking my lack of progress and my general noob status. “Oh, you’re making items and armor out of iron? That’s cute. I barely remember ever needing that. Did I show you my rocket launcher, my space armor, and my machine gun?”

One day soon, I’ll catch up to them. I just need to find some more tungsten ore for that sword I want to make…

D&D 5th Ed: A Resurgence of Imagination

I quite possibly squealed with glee when I saw the Dungeons and Dragons 5th Edition Player’s Handbook show up at our local base exchange book store. That meant they should carry the other books when those are published.

It's here!
It’s here!

I know there’s Amazon, but I still like picking up a physical thing and looking at it before deciding to plunk down my card or cash.

Some of my best-viewed blog posts are about 5th edition. It’s perhaps a trick of the title I chose; certain kinds of players go looking for ideas on how to build the “best” character to “win” at the game, so they’ll search online to see what combinations and tricks others have found within the rules to make (arguably) overpowered characters.

I suppose it’s the D&D version of human growth hormone, and it’s not banned… just frowned upon by some.

Leaving for a deployment plus NaNoWriMo kept me from focusing on setting up the long-awaited game for my family, let alone an actual group of people. But what D&D 5th Edition is doing well is just that: bringing groups of people back together.

Sure, your tabletop group today might bring along their tablets or iPhones for dice apps and fast tracking of information related to the game. The tabletop might even be virtual.

But people are connecting once again, telling stories together, and exploring that wonderful space between our ears. Some fear that in our digital, always-connected, everything-visualized world, there’s little room for imagination and wonder.

Thankfully I find these fears unfounded. My kids play with Legos and bring me their latest creations constantly. They also play Minecraft on the iPad or Xbox. But again, they often show off their wild palaces, deep caverns, and unique structures. They’re exercising and expressing their imagination with ease.

While I don’t fear for them in this area, I do want to encourage them–and their friends–and create spaces for their minds to play in. Because we have that ability to conceive of things beyond ourselves… beyond even the bounds of what we’ve seen or experienced before… beyond what actually exists and into what could.

Maybe that’s not for everyone. Whether the subject is video games, RPGs, or even TV shows and written fiction, I know I’ve heard the judgmental “I don’t waste my time thinking about things that aren’t real.”

How boring.

This article sums it up really well, even if the URL appears to be about something completely different (and super gross):

The awesome glory that is Dungeons and Dragons

D&D 5E: Character Creation

When the first version of D&D Next came out for playtesting, I wrote a post about my experience creating a character in the new system. That post gets more weekly views than any other in my blog. But I feel bad because it’s based on outdated materials.

So I am happy to write a proper post about the Player’s Handbook and creating a character in 5th Edition.

I finally got my Players’ Handbook (PHB) in the mail, and I dug into the book to see exactly what my dollars purchased.

It's here!
It’s here!

There’s plenty that looks familiar… but some changes I love. Bottom line up front? I got it for less than cover price on Amazon, and I have no regrets about the money I spent. But I’m not sure I’d throw $50 down and be as happy.

Chapter 1 covers the basic intro of “What is D&D?” and the process of creating a character. It lays out some key points: D&D consists of exxploration, social interaction, and combat. The game boils down to the DM giving the players a scene, the players describing their intended actions, and the DM describing what happens next.

Chapter 2 covers races. There are 9 races in the PHB – the 4 primary (dwarf, elf, halfling, human) and 5 uncommon (dragonborn, gnome, half-elf, half-orc, tiefling) – each with a little bit of sub-race variant or an option to guide that permits a little variation and character differentiation. For example, you’re an Elf? Are you a high elf (bonus INT, bonus cantrip), a wood elf (bonus WIS, better stealth), or dark elf (bonus CHA, bonus darkvision, racial spell, disadvantage in direct sunlight)? Each race has similar options.

Chapter 3 introduces classes. The PHB comes with 12 classes, so already it gives more bang for the (considerable) bucks than 4E did. The classes consist of: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard.

Each class has a few subclass options to distinguish one version of the class from another. For example, you may have the nimble thief, the brutal assassin, or the arcane trickster, all falling under the rogue class.

Yes, that’s right, magical rogues.

My favorite section is Chapter 4, Personality and Background. It’s character concept Heaven, with an explanation of four characteristics to guide a player’s understanding of their character from a sheet of numbers to a living person. This chapter introduces traits, ideals, bonds, and flaws, and that’s where I’ll focus the majority of this post.

Traits describe likes or dislikes, past accomplishments, fears, mannerisms, and the influence of ability scores. (Perhaps my dextrous rogue takes pride in his nimble fingers and specifically his ability to pull off sleight-of-hand without getting caught.)

Ideals are what drives your character. It’s the principle she’ll never go back on, the rule that guides his decisions, the goal that keeps her up at night. If you don’t have an idea off the top of your head, don’t worry; the PHB provides a bunch of examples to choose from later.

Bonds are those ties which connect your character to someone, something, or somewhere else. It’s the prior allegiance or baggage your character brings–whether that turns out to be a burden, a weakness exploited by a villain, or a source of inspiration that pushes your character to heroic deeds.

Finally, flaws are your character’s blind spots or weak points. What vice does this character secretly cling to? What drives them into fits of rage that might challenge their morals?

When I reviewed the Starter Set, this was a feature I loved about the pre-made character sheets. Seeing it fleshed out in the PHB makes me a happy player / DM.

And if a player gets stuck, the PHB includes backgrounds that might further embellish or expand a concept of a character. Each background gives some story details that can help out in a pinch in-game or can be used as hooks by the DM to motivate a character to action.

My first party had a player who was a “by-the-dice” guy; he rolled an appropriate die for what class, and what race he’d play. He rolled a set of stats and took them in order. When he got “paladin” he rolled a die based on the provided list of gods. He ended up with a Dwarf paladin who worshiped Nature. How’s that for a unique concept?

If you’re a by-the-dice player, the PHB hooks you up. Chapter 4 includes tables to cover each characteristic for a chracter’s background. You can choose an appropriate ideal, bond, or flaw… or let the dice create a concept for you.

My D&D Next character Lamoncha (from the post mentioned at the beginning) was designed to be an artisan who crafted intricate mechanical trinkets based on his time spent with the gnomes near his birthplace. Here’s an example of how he’d shake out with a random-rolled Guild Artisan background:

Guild Artisan:
Business trade: wagonmaker / wheelwright (1d20 – rolled 18)
Personality trait: “I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.” (1d8 – rolled 8)
Ideal: “Community: It is the duty of all civilized people to strengthen the bods of community and the security of civilization. (Lawful)” (1d6 – rolled 1)
Bond: “I owe my guild a great debt for forging me into the person I am today.” (1d6 – rolled 3)
Flaw: “No one must ever learn that I once stole money from guild coffers.” (1d6 – rolled 3)

That’s something you can start a character with. He’s arrogant, but he’s noble. He’s driven by a sense of duty based on a debt owed, both figuratively (out of gratitude) and literally (due to his secret theft). And that’s just rolling dice without giving any thought.

It’s really that easy to come up with a character concept if you have no previous idea walking in.

Here’s an example from start-to-finish, rolling dice for every decision:

Race: 1d10 for 9 races, rolled 9 = Tiefling (one of the few classes without subracial options)
Class: 1d12, rolled 7 = Paladin. To add to my concept, I’ll roll now for the 2nd level choice of fighting style.
Fighting Style at 2nd level: 1d4, rolled 2 = Dueling (bonus for wielding only one melee one-hand weapon).
Ability Scores: 4d6 minus lowest, rolled 15 STR, 10 DEX, 11 CON, 14 INT, 10 WIS, 12 CHA (Not a perfect set for a pally, since CHA and CON should be up there right after STR, but it’ll do. So I have a smarter-than-average paladin who’s not as tough as others.)
Gender: 1d4 split evens/odds, rolled 1 = Male
Height: using provided base 4’9“ + modifer 2d8, rolled 9 = 5‘6“
Weight: using provided base 110 lb + height modifier of 9 x(2d4), rolled 6 = 164 lbs. (Does this matter? Not really. But a character can be completely random, and might end up shorter or taller, larger or smaller than average, and that might add something.)
Alignment: 1d10 for 9 possibilities, rolled 2 = Neutral Good “folk do the best they can to help others according to their needs.” (I lucked out, since a Chaotic Neutral paladin might be quite the contradiction.)
Deity: 1d8 for 7 Neutral Good deities, rolled 7 = Mystra, goddess of magic, with domain of Knowledge (using the Forgotten Realms list provided in the Appendices)
Background: 1d12 for 11 backgrounds, rolled 10 = Soldier (skill proficiency for Athletics and Intimidation, some equipment listed)
Specialty (Soldier): 1d8, rolled 4 = Cavalry
Feature (Soldier): Military Rank (with description of how that plays out in social interaction)
Personality Trait (Soldier): 1d8, rolled 8 = “I face problems head on. A simple, direct solution is the best path to success.”
Ideal (Soldier): 1d6, rolled 1 = Greater Good. “Our lot is to lay down our lives in defense of others.”
Bond (Soldier): 1d6, rolled 4 = “I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.”
Flaw (Soldier): 1d6, rolled 6 = “I’d rather eat my armor than admit when I’m wrong.”
Starting wealth (Paladin, 5d4 x 10, rolled 11) = 110 gp

So now I’ve got a Tiefling Paladin who served as a cavalry soldier and suffered a terrible defeat. He’s not a sword-and-board “tank” but a powerful and skilled striker. He’s smarter than average, and his chosen deity is focused on knowledge, so that gives him perhaps a touch of the rational and logical beyond your average religious devotee motivated by faith. He’s straight-forward and direct, willing to sacrifice, seeking to help others… but (perhaps due in part to his above-average intelligence) he won’t admit when he’s wrong. And he has a history that drives him to do good, but might also be a tie to connect him to the story of the campaign, when the last survivors of his defeated company fall under the sway of the new dragon cult encroaching on the borders of civilization…
Yeah, that works as a concept, eh?

Chapter 5 covers equipment, and that looks pretty much like previous versions. One addition I like is the “trinket” table. It’s a d100 table of odds and ends that might be part of a character’s story, since each character gets to start with one. It can also be a DM tool to provide something more in a treasure hoard than just “X gold pieces and a +1 sword.” To me, it’s ripe with possible hooks.

The Soldier background states that the character already has “an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp.” But everyone also gets a trinket!

Our tiefling paladin’s trinket, rolling 73, is “the shell of an egg painted with scenes of human misery in disturbing detail.”
I did not roll for the trinket prior to writing the bit above, but this fits perfectly as a token of the true nature of the dragon cult mentioned. Perhaps a former comrade brought this as evidence of what’s really going on, before she suddenly and mysteriously disappeared.

Finally, Chapter 6 is the “optional” chapter, covering multi-class rules and feats. These can be ignored at DM and group discretion, which is great for newbie players who don’t need to be overwhelmed with more options on top of everything thus far. Looking over the multi-class rules, it seems to make more sense than 4E ever did. I can easily picture my fantasy story’s main character as a cleric/warlock multi-class character. The rules make it easy to see how that might play out, covering possible rule conflicts and how different class features interact with one another. Minimum ability prerequisites are established to keep my kids’ favorite NPC, the dumb-as-dirt “HorcSorc” half-orc Sorcerer from going Wizard, and so on.

For feats, there’s enough to give you something useful, but no pages and pages of options like 4E.

There’s a decent section to cover how the game actually plays, with Chapter 7: Using Ability Scores, Chapter 8: Adventuring, and Chapter 9: Combat. These all look pretty familiar compared to 4E. I’ve noted elsewhere that advantage and disadvantage seem (to me) to be the biggest change. Instead of a million bonuses, if you have a lot of things in your favor, you roll 2d20s and take the higher as your attempt. If you have things working against you, you take the lower of 2d20. It seems elegant and simple, but I still have yet to see it in play to know how well it works.

The last part of the book covers spells, and there are plenty: 3.5 pages of 4 columns per page listing all the spells, since 8 classes use magic. So there are heaps of magic to start with. Spells fill a quarter of the book, from pg 211-289 out of 320 pages. Naturally, pally and ranger are shortest lists, and wizard goes on forever. But the point is, magic is robust in 5E.

And I don’t just mean in the spellcasting mechanics.

I’m quite pleased. The character sheets may be flat but that doesn’t mean the characters have to be. With a little creative thought or even just a few dice rolls, your character can go from zero to 3D with ease.

Thanks for reading! Have you checked out the PHB or playtested 5th Edition? What are your thoughts on it?

Is there something I didn’t answer? Ask a question in the comments, and I’ll look into it.

Forced Extended Rest

I saw this on the shelves of our local bookstore yesterday.

Urge to spend... rising... RISING...
Urge to spend… rising… RISING…

My PHB and copy of Hoard are in the mail, ordered from Amazon a couple days ago. It has to make the long trip across the Pacific to reach my mailbox, which usually takes about a week.

In addition to the two new books, I’ve ordered the set of minis that go along with the Starter Set. Hopefully, once all has arrived, I can sit down on a Saturday with my in-home natural D&D party (my wife and three kids old enough to understand the rules) to get a feel for 5E.

So for now, I impatiently wait.