This isn’t the first time I’ve posted about tabletop role-playing, but it’s the first Tabletop Tuesday post. I hope to funnel all the related topics into this weekly category: reviews of various products, ideas for how to add to your game on the cheap, thoughts about how to run a group, or accounts of silly thing my players have done in game.
Yet for many, the idea of tabletop role-playing is quite a mystery. Some of us have probably heard a lot about the evils of games like Dungeons and Dragons, and perhaps we’ve seen groups of young (or not so young) people dressing up and playing live action games in local parks. Even my wife was worried before her first time playing a tabletop RPG.
“I don’t have to wear a cape, do I?”
The extent of role-playing is defined by the group. No one has to quote Harry Potter terms or wave a stick around yelling “You shall not pass!” If the players are open to that, more power to them. But that’s not what the games are about.
Tabletop games are all about a group of people telling a story together.
It’s not much different from the lure of major sports. We watch men and women perform challenging but ultimately useless feats of athletic skill, and we get drawn into all the rivalries and back-story of our favorite teams and superstars. No one really cares if a guy can put a ball into a hoop suspended up in the air, or if someone can hit a little white ball with a stick.
No, we get into the stories.
Will so-and-so ever lead his team to victory? Maybe this is his year to shine. Can that player overcome his public indiscretions, or will his performance on the field suffer? Will Team A triumph over Team B this year, since Team B crushed them in the finals last season?
We even go so far as to imagine “what if” with sports. What if this great player from this team and that great player from that team were actually on the same team? What if I took these five players I really like, and put them on the same team? How would they compare against other people’s choices? And thus we have Fantasy sports, so-called D&D for Jocks.
We are drawn to the characters, the conflicts, the victories and the failures. That’s ultimately what tabletop RPGs are about. You’re not merely reading a book or watching a movie, waiting for the next twist, wondering when the mystery will be explained or the hidden villain revealed. You’re not trying to comprehend and relate to whatever main character you’ve been given.
You’re helping write the plotline for a character of your choosing.
Beyond that, tabletop gaming is a social activity with friends gathering (usually) in the same place. It’s a creative activity, allowing players the chance to think outside their daily norm and even act a part. It’s a strategic activity, with rules and tactics that players can use to their advantage, like a chess game with dice. When it works out, tabletop gaming can be a great diversion, just like any hobby.
Giving up some of the structure of the game you’re playing can sometimes make for more interest in the story you’re telling.
So we finally got a gaming table set up in our living room (a sweet hexagon table we picked up for cheap… reminds me of BattleTech), and the entertainment center next to the table is filled with all things D&D.
Time to put it all to use!
For my birthday, among other things, we decided to finally sit down as a family and play some D&D for the first time since our move. I had some new Eevil Paizo products, and I wanted to try them out! I whipped up some generic notes to form a very rough (and thus flexible) plotline, got character sheets and minis and map packs ready, and laid out sets of dice.
We got started, but we’re not the traditional table-top RPG group. I’m dealing with a 12-year-old and an 11-year-old, who both pretty much “get it.” My wife is also playing, but our 1-year-old is requiring attention RIGHT NOW. And then I’ve got a 6-year-old who wants to play but also starts thinking about Angry Birds any time there’s a second of silence in the game. So… how to cater to the needs of this group?
It has been a while since we played. I mention terms like “Perception” and then have to explain where on the character sheet to find the skill. We talk about powers and attacks, but they’re not remembering what all they can do. We go over generic descriptions of the characters they’ve chosen, and what sort of decisions they might make.
I figure, start with action rather than with non-combat role-playing, or else the 6-year-old is done. Sure enough, he’s pretty well into the combat, even if he needs coaching on how his character can participate. “You can shoot your crossbow at that rat, or you can run over, pull out your sword, and slash at it.” His first attack goes well, but the second misses. He seems kind of overwhelmed, and his character gets stung by a scorpion. I try to put it in terms he understands. “Remember when you were crying today because your sister hit you SO hard? That’s what this felt like for Clayface. He got stung in the shoulder just like you got hit. He could take maybe another three or four hits like that before he gets knocked out.”
So he’s mad at that scorpion, and still kind of unsure about what to do. Then my wife uses her warlord to give my son a free attack. Basically, the warlord opens up, vulnerable to attack, drawing the attention of some enemy… then one of the warlord’s allies gets to use that distraction to his or her advantage, making a free attack. Justin rolls his attack…
…and gets a 20.
I use the GameMastery Crit Hits deck (and the Crit Fumble deck) for additional description and excitement. I have seen exactly zero players complain about the fun of finding out what specifically their crits accomplished, and sometimes the random cards fit the story in ways far better than I could come up with on my own. So my son’s rogue, Clayface slashes at the scorpion, doing only modest damage, but permanently blinding the poor creature. Now he’s completely excited.
Still, this fight is taking a long time, and the kids are barely familiar with their characters and the rules. They get the idea that “you say what you want to do, you roll a d20, add some number off the sheet, and then figure out if that’s enough to succeed.” It hits me… do we all really care that the AC for a Giant Centipede is 16? Does it really matter that they have a Mandible attack that is +6 to the roll, with a chance for 1d8+4 damage on hit? No, none of that matters. What matters is, do they get the feeling they can contribute in a meaningful way?
Very quickly, we’re doing guesstimated math. If a number is readily available, I’ll use it. (My wife’s warlord’s AC is 17, for example). If not, I have a good guess in my head. Maybe I’m not doing the monsters justice, or maybe they’re slightly more powerful than they should be.
So what! We’re playing this for the kids, not just for me. They’re completely satisfied with this system.
We finish the fight and it has gone longer than I planned (1 year old distractions!). For whatever reason, in my haste, I never bothered to think of the party capturing the last evil creature for questioning. They ask a bunch of generic questions, and decide to use the goblin as a bargaining chip for when they meet the rest of the goblins that might be attacking the town the heroes came from. (Little do they know that the goblins have no loyalty at all and won’t care… but that will be for next time.)
By now, it’s 9 PM, and it’s time for bed for the kidlets. But I learned something important in this short gaming session: as long as your group is fine with it, you can speed things up significantly by reducing the strictness of the rules. I didn’t have exact breakouts for every monster’s stats or make the kids do all the math required to play by the rules. We just got the story and the fight going, and kept it moving fast enough to keep them interested.
You roll a 5 when you make your attack? You miss. You roll a 16? You hit. Figure somewhere about 11-12 as the cutoff and then just go with it. Is it a tough monster with thicker armor or swifter reflexes? Maybe 13 or 14 is the cutoff for that one.
The attack does 9 damage? Ok, then this level 1 or level 2 monster is probably bloodied now. Do you really need to make sure that Dire Rat #2 gets its full 12 HP worth of actions before getting bloodied? No, not really, not for this particular group.
Your group dynamics are going to tell you very quickly if you can get away with this sort of thing. I’ve often had at least one player in the group who wants the specific numbers. “Wait a minute, I rolled a 13 last time with a +6 to attack, and I hit… she rolled a 14 with a +3 to attack and missed… so this thing’s AC must be about 18…”
That player is probably not going to be satisfied with this option. I’d suggest being honest and up-front with your players about it. Ask if it will bother them if you try to speed combat and skill challenges along in this manner. It may take some of the pain and concentration away from strict dice math, and focus the concentration of your players on the story developing in the game.
And I think that’s where you want it to be.
The home of David M. Williamson, writer of fantasy, sci-fi, short stories, and cultural rants.