You are browsing the archive for Dungeons & Dragons.

Oddlink

November 28, 2008 in Blogs

It is, of course, part of producing Multiverser that I also promote it.  It is to this end that Valdron Inc provides me with web space to host pages on a wide variety of topics, including Dungeons & Dragons™, Temporal Anomalies, and even Bible materials.  The hope remains that some, at least, attracted by one or another of the pages on that site, will take an interest in the game and the books.

How well that works is not at all clear, but it is clear that it creates connections.  Today’s e-mail brought me word from a previous correspondent, a doctor somewhere in the Chicago area who has an interest in time travel, who spotted and recognized my name on someone else’s web page and wrote to inform me that I was being cited.  The citation includes the fact that the site designer lifted one of my web pages entirely and dropped it into a file format unfamiliar to me to store on his own web site–but he kept all the internal links intact, including the banner which advertises my current specials and the e-mail link.  The site goes by the name Devil’s Matrix, although oddly seems to be a mask for a section of a site called timephysics.com; my link is on a page about human female anatomy.  The site is a rather detailed discussion of the dangers of contracting disease from sexual contact, and that is the second page of that information.

I am prominently identified at the bottom of that page for my article (found on my own site) Why Shouldn’t You Have Sex If You’re Not Married?.  I’m flattered; the page has gotten very few responses over the years, but it is interesting to see it noticed here.  It also surprises me, because one of the points I make in that article is that the danger of disease, while a good pragmatic reason not to engage in sex indiscriminately (or even less discriminately), is not a sufficient moral reason.  Yet I maintain that there is a good moral reason, that God commends marriage not as a killjoy but because it is better for us.

I am wandering into the content of the article itself; you can read it, if you wish to know more.  For now, I am pleased to have the link, and hope it will bring at least a few more to my site and my books.

–M. J. Young

I’m Always Forgetting That

January 21, 2008 in Blogs

Yesterday was Sunday. You knew that. At the time, I knew it. I was behind on everything, but pressing toward completion, and then I was, I thought, finished. The problem is, my Sunday workload includes file backup and system maintenance, and I’d retired to my room without doing either.

I remembered the file backup when I returned to my office to prepare for bed. Yes, home offices are strange. I get dressed in mine every day, so that’s where I leave my slippers and pajamas (actually a really cool Multiverser long sleeved T-shirt from our Cafe Press store, and a pair of sweat pants). So I started the file backup while I was getting changed, and then this afternoon when I got to the office I did a bit of drive cleanup in anticipation of the system maintenance, which I will have to do tonight. What irks me most isn’t that I forgot, but that I forgot last week, too.

I slept in today, and then rushed around a bit because I needed to do laundry before I could make the trip to take my mother-in-law shopping. I made dinner and carved through a substantial amount of e-mail at the same time, but then left orders for people to finish certain tasks and go to bed while I did the big errand. I was going to stop at the bank on the way home, but forgot that, too, so I’ll have to run out tomorrow.

There was one interesting piece in the e-mail: Someone in New York, I think a film school student, wants to do a documentary on Dungeons & Dragons. He wanted to find out whether I lived close enough for him to come film one of my game sessions. I apologized that I rarely have game sessions at home anymore, and even more rarely run Dungeons & Dragons (because of the demand for Multiverser, and my interest in a stack of other games I never get to run). However, I indicated that I was eager to help him, and suggested that he might be able to get a lot of what he needed at Ubercon–which apparently is going to be held in April or May this time around, but no date has been announced. We’ll see how that goes.

On that note, I think I’d better tend to the forums, or I’ll never bet to ged.

–M. J. Young

And All That Jazz

November 27, 2007 in Blogs

I got in late from my anniversary dinner to find a message from one of the ushers at our wedding. I’d like to say he remembered our anniversary, but the truth is he recently found my web pages (through the songs, I think–he was drummer in The Last Psalm back in the early seventies) and has called a couple times, and when he got someone else here he was told that we were out celebrating the wedding he attended thirty-one years ago. I returned his call, because he has emphasized that he is always up late, and indeed he was up and chatted with me for quite a while. Eventually he was asking about the books and the Multiverser game, and I have promised him that today I will set up the character generation thread for him, and he has promised that he will call me around ten tonight to walk him through it–he knows so little about role playing games that he thought Dungeons & Dragons™ was originally a card game. So I’ve a bit of extra work on my plate, but a new gamer on the way. I’m toying with running him in a world I’ve never even thought of running before, but it’s going to take me a bit of scrambling to put it together. Anyone know anything about the history of Bourbon Street Jazz?

Meanwhile, the car is back, brakes repaired; the truck will be another day, hopefully not more than that.

–M. J. Young

Star Wars: A Chance at the Mainstream

January 19, 2000 in Articles

One of the elements that role-playing games and computer games have in common is that product based on a movie license is rarely any good. A few examples of well used licenses exist, don’t get me wrong, and when it works it really works, but more often, the end result is well below par and sells on the strength of the license along which was the reason for purchasing it in the first place.

An exception to this in the role-playing industry was West End Games’ (WEG) Star Wars RPG.

WEG’s interpretation of the Star Wars Universe into an RPG has for many years been the best of example of how to work a costly film license. It was also regularly voted the best introductory RPG due to its simple system and identifiable setting. Whilst some credit has to be given to LucasFilm for the effort they place in maintaining the integrity of any Star Wars licensed product, WEG did an excellent job. The system was quick and simple, and allowed the heroic nature of the Star Wars movies to be simulated perfectly. We may take this sort of system for granted now, but when WEG released Star Wars, very few simple, elegant and heroic systems existed. The many sourcebooks for the system were always of a very high quality, and worked as excellent knowledge works on the Star Wars setting whether you had the role-playing game or not.

It was a much-loved game, for a much-loved setting, but WEG lost the license, and it marked the end of an era in Star Wars role-playing. Now, unlike the Star Trek license, the Star Wars license has been awarded to a new company quickly, and a new era begins…

Wizards of the Coast is the Microsoft of the role-playing industry, and I do not mean this as an insult, or to suggest they should be hauled into court on anti-competition charges, but just as a way to describe their size and influence, and the fact they are the only ones with the strength and power to lead the hobby into a brighter, and bigger future. The fact that they are now owned by Hasbro, a company that is a household name, with ability to get games out of the back street on onto mainstream shelves further increases the potential in Wizards of the Coast.

As the majority of you will know, Wizards of the Coast now own the Star Wars license.

Wizards of the Coast should do two things with this gem they have purchased (for a lucrative amount of money no doubt): Get the system right, and use it as a vehicle to get a role-playing game on the shelves of mainstream stores, and out of the gaming store frequented only by people who are already gamers!

The system to choose is simple, and it is the only choice that I believe exists from all perspectives, marketing wise it works and it is also a solid system that would work really well for the Star Wars universe.

I believe the SAGA system should be the vehicle for the new Star Wars RPG.

First, from a role-playing standpoint it is an elegant system that works, and the basis of the system reads like it was designed for a Star Wars role-playing game, being fast, simple, dramatic and leaving the GM time to weave an epic and mythical story, full of the imagery of the Star Wars universe. The D6 system was fast, but not as fast as SAGA, the rolling and adding up of five D6′s was a trial, and I liked the system. The goals of the SAGA system, ease of use, player involvement in the drama, flexibility and the removal of micromanagement from the GM’s tasks are all things that should present in a new Star Wars system

Still sceptical?

Okay, putting the controversial nature of the SAGA system aside, and thinking of it from a marketing point of view: I want the new Star Wars game to be in a neat box, marketed as an adventure game (it is a naming difference that annoys purists slightly but I can live with it) and placed prominently next to all those collectable card games that sell so well. The Star Wars card games sell by the truckload, and they are in a lot more mainstream shops than role-playing games. These are shops that computer gamers visit (a horde of potential role-players, believe me), young kids hooked on card games, and the mothers of potential role-players who play card games. This is where the cards come in, it makes the game less alien to all those perusing the racks of cards, we know they are just a rule mechanic and possess advantages (and disadvantages) over dice or whatever else you choose to use, but to the people perusing those cards it is a vital known quality that may make him just pick up that box. It is Star Wars. It is a card game. It is not an alien concept, at least while it is in the box on that shelf. The buyer might discover how different it is when he gets it home, but he has it at home and since it has all the romance and adventure of Star Wars calling to him from the pages he may just play it – and to do that he needs players…

Nobody loses, and hopefully we extend our hobby as a result.

This is why I have high hopes for the new Star Wars license and what Wizards of the Coast may do with it, as I think it is more important to the role-playing industry than the third edition of Dungeons and Dragons. The Dungeons and Dragons name will never penetrate the mainstream market, and while we follow its development avidly out of interest of what Wizards of the Coast may do to a game with such a history, it is also this very history that will tie the game to the traditional role-playing market alone. The Star Wars game is different, the very fact it is a piece of Star Wars merchandise gives it a badge that has enough mainstream credibility to move it out of the normal role-playing marketplace. If given the right marketing spin, and a system that is simple and appeals to the masses (and that is SAGA) then this could be the game that we see, if not alongside every copy of Monopoly, than at least alongside those collectable cards.

I hope Wizards of the Coast get it right, as I believe it possible to have the new Star Wars game be a good role-playing game, and a mass-market product. I am not sure any other role-playing game stands the chance of achieving it. A Star Wars game, with Wizards of the Coast and Hasbro behind it, does. I wish them luck.

Mearls Does Milwaukee

August 11, 1999 in Articles

This was my first GenCon, and only the fifth convention I’ve ever been to.
I’ve been to Total Confusion in Massachusetts twice and DoverCon and Carnage
at the Crossroads in New Hampshire once each. Considering I taught myself
how to play D&D in 1982, that’s not a very good year to con ration I’m
working with.

I went to GenCon as Mearls the Gamer, not Mearls the Wannabe Game Designer
or Mearls the Gaming Outpost columnist. This was my vacation, dammit! That
being said, I tried to maintain a journal to record my thoughts and
observations about GenCon and the gaming industry.

GenCon was an immersive experience. On the flight back to New York City, I
felt like I was returning home from a visit to a completely different world.
For four days we gamers carved a out a little corner of Milwaukee and
claimed it as our own. The stock market could’ve crashed, hell could’ve
froze over, and I never would have noticed. I was too busy buying and
playing games. The only thing that comes close in my experience is when I
went to Disney World as a kid. Everything over GenCon’s four day stretch
revolved around games and nothing but games. The real world didn’t so much
as poke its nose in.

It was strange seeing all these writers and industry people in the flesh
that I’ve read, written, and heard so much about. I think anyone who wants
to write anything about the industry has to come to grips with the fact that
gaming authors and editors are real people. Of course, being the shy and
reclusive person that I am, I only talked to John Tynes and Adam Scott
Glancy from Pagan Publishing (and only then because Tynes recognized my name
off my badge, which caught me a little off guard) and Dave Gross from Dragon
Magazine. I was supposed to talk to a few other people, but I never caught
sight of them. So GenCon could probably be a great place to meet people and
network if you aren’t a recluse (as am I). If you want to get into the
industry, this is the place for you. Bring the business card and get ready
to shake a lot of hands. Industry people are remarkably friendly. That’s
really refreshing in a world where talent seems too often to mean an all
expense paid trip to Asshole Country.

Gamers aren’t as geeky as I’ve been led to believe. Usually, when someone
takes the time to paint a mental picture of the average gamer the first
thing they draw are little wavy stink lines and a king sized belly. I didn’t
see (or smell) too many people who fit that bill. Every once in a while I
had to stop and tell myself ALL THESE PEOPLE ARE GAMERS. I could’ve been at
a mall from the looks of the crowd. I thought the guys sitting behind me on
the plane to Milwaukee were typical frat guys until I overheard them arguing
about AD&D rules. People, we aren’t as freaky as we think. Maybe my freak
tolerance has built up a bit, living in New York and all, but I didn’t
notice any hordes of morbidly obese fanboys rampaging about, mourning the
passage of their beloved 1st edition AD&D and burning copies of the
current Player’s Handbook.

I didn’t sign up for too many events ahead of time, so I ended up buying
most of my event tickets on-site. There were a lot of AD&D games going on,
probably more than all other RPGs combined. Why hasn’t anyone tried to put
together an industry-wide RPGA sort of thing, with players and GMs earning
points and prizes for participating in events? Do companies outside of WotC
make an effort to organize events, recruit GMs, and run games? I hope not,
because it sure as heck didn’t look like it.

I played in a total of three gaming events, a CoC game, a random AD&D game,
and the AD&D Open. The CoC game had a good GM but a lousy scenario. I swear,
for the first time ever the mythos came closer to boring me to death than
scaring me. The adventure consisted of the PCs wandering around Rome asking
uncooperative rubes about some Dutch sorcerer. Then a gang of animated
statues pummeled one of the PCs to death. The End.

The AD&D game had a great DM, a half decent scenario, and two idiot players
visiting us from Planet Asshole, which sucked not only because I hate gaming
with morons but because the DM was probably the best one in any of the
events I played. (She was also ridiculously cute, and I would have asked her
out if she lived anywhere near me. Damn you, geography!) I’ve never gamed
with two guys who were quite this terrible. They were probably munchkins,
and they felt the need to criticize everything that anyone else did. Hey
guys, the next time you want to accuse me of being an idiot, try spelling
“character” correctly on your little nameplates. (Hint: two c’s). I really
wanted to just get up and leave the game (I got the feeling that at least
one other player felt the same), but the DM was good enough to keep me
interested. Keeping Mearls going in the company of idiots is an impressive
feat to say the least.

The AD&D Open was great for the first two rounds. The DMs made the games
fun, the team I was placed in was really great, and the first two rounds
were challenging. The third round sucked. The adventure was idiotic, boring,
and scripted. It was pretty annoying to work so hard to make it to the
finals only to face such a poorly written adventure. I expected something
more. Again, the DMs we had in the finals (we had a team of two DMs) were
great but seriously hamstrung by the adventure.

The moral of the story is this: sign up for games with a friend or two.
You’ll have someone there to make the game more bearable if it sucks. If the
game goes great, then everyone’s a winner.

Now that I’ve talked gaming, we come to the most important part of GenCon:
the dealer’s room! Woo-hoo!

After wandering around the sales floor, it became pretty obvious to me who
had a clue and who didn’t. I’m not going to start pointing fingers, but
here’s what I saw:

If you’re going to run demo games, I shouldn’t have to work too hard to sign
up for one. Why not set up an easily noticeable poster with sign-up sheets?
A few companies actively tracked down people for demos. This is a Good Idea.
Companies that asked me if I wanted to play a game when I walked past their
booths had the right idea. Companies that made me hunt around for a sign-up
sheet didn’t.

Demos are a great way to sell your game to someone who has no clue what it’s
all about. I only bought one game at GenCon that I hadn’t heard of before
the con: Lance & Laser’s War Chest. I invested $30 in the game
because of (you guessed it) a demo game that I took part in. I didn’t have
to ask to play and I didn’t have to track down a sign up sheet. An L&L guy
noticed I was looking the game over, offered to run me through a short game,
and got a $30 sale. It really is that easy, folks.

For that matter, it really helps to talk to potential customers. This should
be obvious. Well then, why don’t more companies do it? I swear, I could have
stood in front of a few companies’ booths staring at their products with
covetous eyes and never had anyone deign to ask me if I was interested in
the game. Ral Partha had the right idea: one of their employees asked me if
I needed any help or if I was looking for a particular miniature every time
I stopped by their booth to browse. Maybe the rest of the world is radically
different, but I appreciate a sales staff that is outgoing and friendly.

What I don’t like is getting a pitch while I’m cruising by a booth. I can be
too polite for my own good, and it is always awkward trying to get out of a
conversation I never wanted to get into. Look, if I walk by a booth and
glance your way, that is not an invitation to sell me on your game. If I
stop at your booth and look at your stuff, then you might want to talk to
me. It’s annoying to hear all about a game I have no interest in buying.
It’s much worse to pull teeth to get info about a game that I WANT to buy.
War Chest was the only game that I bought at GenCon that I hadn’t
planned on purchasing.

Now, the big event at GenCon: WotC’s announcement of third edition
Dungeons and Dragons. Yup, the Advanced has finally been
dropped. 3E as it is referred to looks like a major step forward for D&D.
More classes, no more racial class and level restrictions, much smoother
moving combat, a unified skill and resolution system, and all sorts of
advances that have passed D&D by in the past. I just hope that we don’t have
an idiot gamer/munchkin/get-a-lifer backlash that hurts the game. I mean,
really, if you still prefer First Edition to Second Edition it might be time
for you to move out of momma’s basement. It’s about time that D&D got a real
update. For the first time in almost seven years, I’m excited about the D&D
game. Who’d a thunk it?

The general feeling about the industry that I got from attending GenCon
mirrors my feelings about Third Edition D&D. I’m cautiously optimistic.
There were plenty of gamers, plenty of events, and no shortage of strong,
young companies. Intelligent business sense seems to have finally infected
the industry. Has the darkest hour passed us by? Are things finally on the
way up? I can’t answer those questions for sure, but it is comforting to
know one thing. The industry won’t fail for lack of enthusiasm, a lack of
talent, or a lack of will. Coming out of GenCon, it’s obvious that those
bases are covered.

Interview: Peter Adkison

July 21, 1999 in Articles

Graveyard Greg: Who are you? And what the heck makes you qualified for these questions?

Unknown Stranger: I’m Peter Adkison, founder and CEO of Wizards of the Coast. I’m qualified
for the questions because I know the answers?

GG: Oh yeah, I forgot. Well, Mister Adkison, can I call you Mister Adkison?

P: Sure. While my preference is simply to be called “Peter,” I don’t really care what people call me, as long as they don’t call me late for meals.

GG: Enough with the small talk for now–time to get down to the nitty gritty. Give us your past gaming credits.

P: Earliest memories: traditional card games (mainly Peanuchle) since 4 or 5
years old.

Started playing strategy games like Risk and Stratego in grade school and
moved quickly into wargaming. Avalon Hill, SPI, etc. Even had a lifetime
subscription to Strategy & Tactics magazine.

Exposed to Dungeons & Dragons for the first time in 1978. It blew me away.
The flexibility and world creation aspects of the game, as well as the long
term character development angle were fascinating. Started my own campaign.
Trashed it and started another one. Trashed it and started a third one,
called Chaldea–by this time it was 1981–and I’ve been running Chaldea
ever since.

In 1991, one year after starting Wizards of the Coast, I met Richard
Garfield and he explained to me his idea for a trading card game. I was
immediately intrigued. I hadn’t heard any concept that was as innovative
since D&D back in ’78. Magic and D&D remain my two favorite games.

I’ve played many other games, of course, traditional, strategy,
roleplayings, TCGs, etc. Of all those other games I’d say my favorite is
Twitch. Beyond that it’s hard to rank them, but off the top of my head,
games I’ll play in an instant, include Settlers of Catan, Robo Rally, Call
of Cthulu, Vampire: The Masquerade, L5R RPG, and any of a large number of
wargames.

GG: Sweet! How did you get involved with the gaming business?

P: By starting my own company, Wizards of the Coast, along with several
friends and my wife. We simply didn’t know better. :-)

GG: How did you wind up the President of Wizards of the Coast?

P: By starting the company and squashing all rebellions!

GG: The Bill Gates method, eh? Do you play Magic: The Gathering much?

P: Yes, but mainly at conventions. I love to play limited environments, like
sealed deck or pre-constructed decks. I’ve never been as fond of
constructed formats, mainly because I don’t have time to keep up with all
the tech.

GG: What about other CCGs? What are some of your favorites?

P: My favorites are Vampire: The Eternal Struggle and Legend of the Five Rings.

GG: What about RPGs? Name one of the newest ones you think will be a hot
ticket–you can’t use anything published by TSR!

P: That’s no fair!

I like the stuff AEG does. The L5R RPG is great, and if that’s any
indication, the 7th Sea game will probably be great too. I love the White
Wolf stuff too, although I don’t think I fit their target customer profile
very well! I also watch certain designers like John Tynes, or Gregory Stolze.

GG: Speaking of game designers… OK, Gaming Deathmatch Time! It’s Richard Garfield, Shane Hensley, and Steve
Jackson. Who would win?

P: In any gaming competition my money would be on Richard.

GG: Any predictions for the Origins Awards? Who do you think will win for Best
RPG? (note: this interview was done before Origins ’99)

P: My guess is that Star Trek: Next Generation will win, although my vote is
for Alternity of course.

GG: What kind of food goes great with gaming?

P: A year ago I would have said pizza and nachos. But I’ve changed my diet to
more healthy foods and, unfortunately, I haven’t quite found anything that
measures up to those. It’s sad, really!

GG: Mmmmmm! What kind of drink to wash it down?

P: Diet Coke is stilly my drink of choice.

GG: Yummy! You know something? Some said CCGs would kill RPGs, but it seems
those people are wrong. What do you think the state of gaming is today?

P: Gaming will always be with us, although it’s going to be difficult to grow
it dramatically, mainly because computer gamers are so good, and they’re
only going to get better over time. But social interaction will always be
best around a table, so tabletop games will be with us always. I think in
the future we’ll see more of a blend between the two.

GG: Any advice for those budding game designers and writers?

P: Stay in school, get a degree in English or something like that if you want
to do writing and/or RPG design. If you want to do traditional game design
focus on a hard science like mathematics or physics. Then start to write
like crazy for independent zines, web sites, discussion boards, etc.,
eventually start going to conventions, and network. Volunteer at the
conventions, get to know the insiders, and show them you have good ideas.
Start with the small companies who are desparate for help, and work up.

GG: Two words for you: ARC System. What happened? It seemed like a good idea. Is
there a future for it?

P: The Arc system strategy lives on in Pokemon, if you stop and think about
it. The real idea was to tie a simpler TCG to a license and expose people
to TCGs that way. That’s exactly what Pokemon is doing. Maybe we’ll use the
Arc system in the future with a big license, maybe we won’t , who knows.
But the basic idea is something we believe in strongly.

GG: Speaking of “Whatever happened to…?” Where is the Netrunner CCG?

P: We actually plan on releasing some new cards for Netrunner in the coming
months. Not a full blown expansion, but a mini-expansion, on the order of
25 new cards or so. We hope to do the same with V:TES, Spellfire, and
perhaps a couple others, depending on how things work out.

GG: Finally, can ya give us a glimpse into WoTC’s future? Say…AD&D 3rd
Edition? Will it have anything to do with Dominara?

P: If we do an AD&D 3rd Edition, no, it won’t be based around Dominaria. We
would love to eventually do a Dominaria line for AD&D, but that’s at least
a couple of years away, due to some other priorities.

GG: Well, thanks Mister Adkison–it was a pleasure to interview you. On behalf
of the Gaming Outpost, I bid you goodday!

P: You’re welcome! Stay on target!

Avatar of EDG

by EDG

Return to the Keep on the Borderlands

June 20, 1999 in Reviews

Remember Keep on the Borderlands, that module with the crazy dungeon and the
keep full of people who did not have names? Well, forget that moldy old
tome. Return to the Keep on the Borderlands (RTKB) is here. Reflecting the
developments in RPG design over the past twenty years, RTKB is a wonderful
package for DMs of all experience levels. Newbies and veterans alike will
find plenty of adventure and roleplaying possibilities in the updated Keep.
Where the original was simply adventure, the updated Keep is a 64 page
campaign just waiting for your players to dive on in.


The Adventure


Unlike the original Keep, RTKB provides a wealth of fleshed-out characters
for the DM. RTKB takes the original Keep twenty years into the future. The
Caves of Chaos are still the home of creatures fierce and evil, yet a new
menace has arrived to threaten both the Caves and the Keep. I don’t want to
reveal too much, but suffice to say that players who speak first, draw
swords second will find this a much easier adventure than those who blindly
slaughter everything they encounter. Many of the “monsters” in the Caves
make willing allies if approached correctly. This is a refreshing approach
to dungeon design, and lends itself to some great roleplaying opportunities,
especially for those who think they’ve outgrown AD&D.


The Keep itself is stocked with a nice assortment of potential allies and
foes. What I like best about this product is that John Rateliff does a very
good job of making the Keep into a living, breathing community. There is a
sense of time in the scenario. Villains appear to replace vanquished foes,
new threats appear to menace the Keep, while foes become friends and friends
become foes. The NPCs have their own agendas and goals that can change as
the characters make a name for themselves. My personal favorite is Sir Robin
the bard, one tale teller that the characters might not want to have writing
songs about them.


One of the neat things about RTKB is the references to other classic
modules. In Search of the Unknown and The Lost City both get passing
references. Not only does this bring a smile to an old timer, but it
provides some rather neat adventure hooks for newbies and oldsters alike.


One warning for Greyhawk fans: despite the label on the back cover, this
really isn’t a Greyhawk product. Outside of a few diety names, there is
nothing here that anchors this module to that world.

The Verdict



Return to the Keep on the Borderlands deserves to join the original as a
classic D&D product. To be honest, I was somewhat skeptical about updating
classic modules for the 90s. In John Rateliff’s capable hands, the Keep
comes alive as the original never did. The key to this product is the sense
of life. The Keep is not a static environment but a dynamic setting. Too
many “town and local dungeon” scenarios come off as collections of names
grafted to a map. This product serves as a great example of what is possible
with this type of adventure. If fantasy is your game, check out RTKB. Your
players will thank you for it.

Morality and Consequences: Overlooked Roleplay Essentials

June 6, 1999 in Articles

Almost twenty years ago, shortly after I first discovered Dungeons & Dragons and the “grand thought experiment” which is role playing, I was regaled with the arguments of those who believed that this wonderfully challenging and relaxing form of intellectual recreation was the tool of Satan.  Well, if you’re in ministry you’re expected to know these things, and to uphold the true path.  Trouble was, I didn’t know it, and the more I looked at the arguments, the more certain I was that they were mistaken.  I said so, and I won quite a few battles; my responses are still winning that battle.

One of those arguments seemed to me to be particularly spurious.  Critics delighted in citing a few gamers who had said that playing evil characters was so much easier and more fun than playing good ones.  I don’t want to argue about whether it’s more fun to be the bad guy.  But my answer now is the same as it was then, that it shouldn’t be easier, and if it is, the referee is doing something wrong.  And the words and attitudes of a few players who didn’t understand the difficulties of playing evil characters were adding to the evil reputation of a game which, in my opinion, had the greatest potential for exploring and expressing faith of any recreational activity short of smuggling Bibles behind the Iron Curtain.

Yet twenty years later, gamers are still saying that it’s easier to play the bad guy, and I find myself wondering why that is. It was never so at my table. Villains are particularly difficult to play, for reasons which to me are obvious. Why are so many referees letting so many players get away with murder?

And that was the answer. I already had two degrees in theology before I discovered gaming, and I played with college graduates from several fields, with people involved in ministry, with philosophy students and history majors and businessmen–people who knew that you couldn’t get away with murder. But apparently the typical gamers were still in school, many of them still in high school; and although for years I ran a game for the local high school kids, most of them run their own games. And therein lies the rub. A lot of gamers define evil as “I can do whatever I want, and get away with it.” I’ve had a few gamers come to my table with that attitude. The problem is, too many referees think that evil means, “he can do anything he wants, and get away with it.” DM’s, GM’s, referees make great demands of those who would be the good heroes; but they expect nothing of those playing the villain. Yet in many ways it’s much harder to be the villain, and the referee should make it so.

The referee must always remember that the villain is untrusted, untrustworthy, and untrusting. He has no friends, only cronies, henchmen and partners in crime who would sell him out in an instant, as soon as his value drops below the asking price. The concept of “honor among thieves” is promoted by con men who want to lull him into a false sense of security, so that at the right time they will get the first, hopefully fatal, blow. Evil characters will never risk their own lives to save a comrade; they will risk no more than the comrade is worth, unless they have good reason to want him to believe they are loyal.

One gamer came to my table from a series of games in which all the characters were evil. In that campaign, as the adventure drew to an end, the closer you got to home the less everyone slept and the fewer characters were left alive. Never once did two characters have to divide the treasure between them when they got home. These players knew what it meant to be evil.

But all of this relates to party members; and although non-player character party members are one of the referee’s most valuable tools in running a successful campaign, his ability to influence players into turning on each other may be somewhat limited.  What can a referee do to make a difference?

Pay attention to societal rules.  There have been very few times and places in history where you could kill someone in public in cold blood and get away with it, yet game characters seem to do this all the time.  Kill one man, and even if you had a good reason and it was a “fair” duel, you’ve got someone after you.  Kill him, and you’ve become a threat to society.  Whether it’s the law, a lynch mob, or a blood feud, the evil character will find that he has a lot of people out to get him.

What will complicate his life even more is the lack of support he gets.  A hero comes into town, and if his reputation precedes him he will be welcomed.  Common people like to have heroes around, because they offer protection and preserve the peace necessary for life to continue normally.  Villains who want support will have to threaten or bribe it out of people.  They will be shunned by all who dare, and probably driven out of town by the townsfolk jointly, possibly based on reputation alone, and certainly if they cause any trouble.  No one wants thieves and killers in their midst.

No, no one wants thieves and killers in their midst–not even other thieves and killers.  The player character makes the mistake of thinking that because he’s evil, other evil characters will be his friends.  He has no friends.  He may flee to the pirate haven or the thieves’ hideaway about which he’s heard, but they won’t welcome him with open arms.  They don’t trust each other, and they certainly aren’t going to trust a newcomer.  He could be the law, trying to get inside and take them out.  He could be a family member of one of their past victims, seeking vengeance on one of them.  He could be a hired assassin or bounty hunter intent on bringing someone back with him.  He could be another thief or killer, one more person to watch, to eliminate before he becomes a problem.  His best hopes are to convince them that he’s useful, and so remain alive as long as they remain convinced; or that he’s too powerful to challenge, and so face only the risks of being killed when he’s not looking or meeting someone bigger than he; or that he doesn’t matter, in which case he’s bound to become the brunt of the fun, the toy, the victim of every vicious sense of humor in the place.

Evil characters are not trusted, not by other evil characters and certainly not by good ones.  They are not trustworthy; they will ultimately betray each other, and they know it.  They are also not trusting.  Evil characters tend to think that everyone else thinks like they do, that everyone else is in it for themselves and will stab you in the back.  It’s a survival instinct among their cohorts, who really will kill them when it is to their advantage.  But evil characters don’t trust good characters, and don’t believe that the good characters aren’t working some “angle” or “game”.  The good character sees good as an end in itself, but the evil character sees the good deeds of others as a means to an end.  The good cleric collects money to feed the poor, but the evil character suspects that it’s filling the priest’s retirement fund.  The good fighter protects the villagers from attack, but the evil onlooker believes it’s a setup for a power grab.  He can’t trust anyone, because he’s sure they all think like him, and he knows better than to trust someone like him.

Players won’t want to play this out.  They tend to work together like good characters even when trying to be evil.  But there’s much that can be done to sow distrust between them.  Here are some ideas.

Whenever they find something of value, make certain that no one is sure how much it’s worth.  It’s easy for a referee to say, “you found five thousand gold coins”; but how does anyone know that there are five thousand gold coins?  Better to say, “you found gold coins, several thousand by your guess”, and require them to count it.  Make it clear to each of them that they don’t know the facts, only the information provided by the others.  If Glag and Scruff count the coins, tell Glag that he counts 2000, and tell Scruff that he counted 3000, and let them decide what to tell each other.  Better yet, create a possibility that one of them miscounted by a couple hundred coins.  Now Scruff counts only 2700, but if Glag recounts it, he’ll get 3000.  Make them acutely aware of how dependent they are on each other, and how vulnerable they are to misinformation.  Never openly tell a character the value of something he would know if the others don’t know it.  Give them the opportunity to distrust each other.

Give them indivisible treasure items.  Nothing causes more grief between evil characters than a horde of a few thousand gold coins and a single magic sword.  Any character who can use the sword will think he should have it and his share of the coins; any character who can’t use it will think that the sword should replace a share of the coins, or better yet be sold to someone else to increase the number of coins being shared.  The same can be done with particularly beautiful (and possibly meaningful) pieces of jewelry, rare technological devices, and other things which can benefit only one character.  And however it’s decided, make it something they will regret.  If one of the characters gets the item, have a non-player character ask someone who didn’t get it if he thinks the character would sell it for such-and-such a price.  If they sell it, remind the player character who wanted it that it would have been particularly useful in some situation which comes up shortly thereafter.

Do the same things in combat situations.  We all know that characters will sometimes be in the thick of trouble and other times be on the fringes.  Point it out when it happens:  “Glag, while you’re fighting these three orcs, you notice that Scruff is still standing in the doorway.”  “In that combat, Scruff took fifteen points of damage, but Glag was unharmed.”  Make them feel the inequities of their situation.  Remember, a good character will generally assume that his companions are doing their best to support the group, but an evil character will generally assume that his companions are trying to shift as much of the danger and hardship away from themselves and onto him.  Encourage that perception in everything you describe.

In short, if your players think that evil characters are easier to play than good ones, it’s time to straighten up your program.  Isolate them, create suspicion.  Pass a lot of notes around; nothing puts players on edge more than the idea that the referee is discussing something with one of the other players about which they know nothing..  If the timing is right, have some party member turn up dead.  You could have your non-player character do the assassination, or you could have the non-player character mysteriously die of what cannot be proved to be natural causes.  You could tell one of the player characters that he doesn’t feel well–suffering from indigestion or something–and then have him die (or nearly die) of symptoms which could have been poison.  Make them believe that they are each other’s worst enemies, and soon they will be making preemptive moves against each other.

If after all that they still believe that it is more fun to play evil characters, let them enjoy the game.  There are good practical reasons why good generally defeats evil in the end, and evil characters should eventually realize that they’re on the losing side.  But it can be fun to lose, even exhilarating, if you play well.

Just as long as they don’t think being evil is the easy road.

-M. Joseph Young is co-author of Multiverser:  The Game and Vice President for Development of Valdron Inc.  His many web pages on diverse subjects from Internet law to infravision are indexed for convenience.