On Juggling of Interests…

2008 January 20
by Dante

Thanks to a pretty crazy work and personal life schedule, I had lapsed in the task of reading my fellow D&D related blogs. I headed over to Musings of a Chatty DM after a brief conversation with Phil on Friday to find a wealth of very interesting posts outlining Magic: the Gathering and a few of his other pursuits, and it got me to thinking about the other nerdy pursuits that conflict with my D&D habit.

Dealing with Shared Pursuits

We are blessed to have a very close-knit D&D crew around here in StupidRanger-ville, so it should not surprise everyone that many of our non-D&D pursuits are similar.

Most of us are nerds first, and regularly descend into any of several nerdy pursuits: movies, computer/video games, programming, etc. Several group members (including Stupid Ranger herself) are literary and fantasy nerds, opting for the Dead Tree version of fantasy and adventure.

This interesting melting-pot of interests can often lead to distraction, however many times it leads our D&D sessions into some interesting new areas because of the different exposure. I have drawn inspiration from various video game sources, I know at least one of our group likes to draw elements from motion pictures to weave into his campaigns. It should seem rather obvious how the literary buffs in our group get their fix, and I believe that most D&D folks are at least in some part theater nerds.

Embrace it!

Our focus may not remain on adventuring 100% of the time. For me, motivation often wanders aimlessly from task to task and nothing really seems to stick. I often find with enough distraction, eventually a gong sounds in my head (I’m very auditory for some reason), the sky parts, and inspiration strikes. Then, the ideas just flow easily… sometimes it takes making the effort to explore your other interests to truly inspire you in a new and different way.

So this week I challenge you to identify an area of your own personal nerdiness and give it some extra attention. You might find some real value in the change of pace!

Three Tips: How to Fall in Love with GMing again!

2008 January 17
by Dante

We were contacted this week by Johnn Four from RoleplayingTips.com to contribute to this month’s newsletter. We are joined by various other excellent DMing resources, and I think I speak for the rest of the SR Crew to say we were honored to be in such good company.

Johnn asked us for three tips on how to fall in love with GMing again, and luckily we are blessed with three authors so we each decided to go with a “quick tip” format! Enjoy!

  • Dante says: Let someone else do it! By letting a new GM flex their muscles you might find yourself getting inspired to go in a different direction and get back in the saddle!
  • Vanir says: If the spice is gone from your game, try some new spices. If you’re always hack and slash, do more storytelling and roleplay. If you’re always playing fantasy, try some sci-fi for a week or two. Get with your players and see if anyone has anything they’d like to try but were afraid to ask.

  • Stupid Ranger says: Get excited about the game! Whether you’re the PC or the GM, you need to be excited about it if you’re going to really have fun.

You can use our tips if you like but in reality you simply have to identify what it is about the gaming experience that is fun for you and really focus on that and find new ways to make that element of your campaign shine.

Your motivation is what you make of it!

In Honor of Dragon Appreciation

2008 January 17
by Stupid Ranger
In R.A. Salvatore’s Streams of Silver, Drizzt shares his hope that the world never runs out of dragons. Dragons represent the ultimate challenge, and without a challenge, life becomes meaningless. Before you go running out to defeat your dragons, you should consider the many kinds of dragons.

The Terrorizing-the-Villagers Dragon

Characterized by the terror he provokes, this dragon enjoys the chaos he can spread among the villagers who unfortunately live in the village at the bottom of the mountain in which he resides. In his defence, however, this dragon just can’t get enough of those villagers! They make such wonderful snacks, though all the running around in terror does tend to make them a little more lean than he’d prefer.

Eventually, the villagers will get tired of the constant dragon scares and will hire a Knight-in-Shining-Armor to brave the dragon in his lair and rescue them from his reign of terror. If said Knight manages to kill the dragon, he reaps the benefit of the dragon’s hoard; if not… well, all his shiny equipment will be added to the pile.

The Secret-Lair-of-Tremendous-Wealth Dragon

In a very remote, nearly unreachable, mostly uninhabitable area, the lair of this dragon is very difficult to find because he doesn’t want to be disturbed while he enjoys the hoard he’s accumulated over the years. Like a miser enjoying even the smallest coin, this dragon enjoys every little piece of treasure, knows everything down to that last magic ring, and is trying desperately to ensure that no pesky thieves come to steal any of it.

Because of the reclusive nature of this dragon, it takes a very crafty, very sneaky kind of person to find the location of the hidden lair and determine how best to get in, get stuff and get out. Otherwise, this dragon will enjoy a very tasty snack.

The Protector-of-the-Path Dragon

Instead of being a lazy, lay-around-and-count-his-gold dragon, this one went out and got himself a job. He guards something, or someone. He might be pulling the security job because a) he was coerced by someone, b) he decided to do it out of the goodness of his heart, or c) he had nothing better to do and wanted th meet/eat adventurers.

Whatever this dragon guards, it’s always important. And he may or may not let others near whatever it is he guards. Only the very courageous, very smart may either fight their way through or convince the dragon to let them pass.

Final Thoughts on Dragons

As we wrap up our celebration of dragons, keep in mind these final thoughts. Not all dragons are evil. Some dragons aren’t even real; they may be imaginary, created from the challenges we face in our everyday lives. And some dragons are merely stepping-stones, obstacles which we must overcome in order to enjoy our own happily ever after.

Dressing for Success

2008 January 15
by Dante

Looks can be very important, and they can also be quite deceiving. In my opinion, one of the areas that most good characters often overlook and poorly execute most often is that of appearance.

All that glitters is not gold

What a character wears and how they present themselves can do a lot to craft a unique personality or entirely reinforce a stereotype. Many people wishing to portray a good character often overdoes it with extremely shiny, grandiose, or otherwise over-the-top accouterments. Others use their attire to send a message to their enemies.

In measured portions, neither of these approaches are bad. However, if overdone your good character becomes a boorish stereotype, and that really isn’t something I wish on any of my characters. Just like people don’t like being reduced to the lowest common denominator in real life, so too should you treat your characters.

So how do I keep it unique?

As we mentioned a few days ago, you want to resist the urge to overdo a given aspect of your character’s persona, and this extends to their attire. Having gold armor is a cool thing, however once you add gold-dyed leather boots, a gold helm, and a gold cape and all of a sudden you don’t have an inspiring knight… you’ve got a pimp. Sorry.

I would rather have a good character more concerned with their actions and presenting themselves in a good way than I would all the shiny silver helms and flowing greatcloaks that the lands can offer. Pick a few elements to define your character’s style and let your actions fill in the rest of the blanks.

If you want your character to be a stereotypical looking knight or paladin, you have to temper that with a really deep and meaningful character personality because 90% of the commoners will treat the character just like they would a revered knight of the round. Dressing in this way also makes you a target for the agents of evil that wish to prove a point, so you can define your own destiny a bit through your attire.

Does it really matter that much?

When you’re playing with me it does. Your appearance defines how the world looks at you as much as your words or actions in some cases. If you enter a town wearing skulls and saying you’re a necromancer (or even if you just enter town proclaiming to be a necromancer) the people are going to treat you a certain way. If you come into town on a white horse in gleaming gold armor, they’re going to treat you a certain way.

In the end it is your choice how you choose to be seen by the world, and I think it is an important and relevant one to the development of your characters.

Being Good, with your host, PC

2008 January 14
by Stupid Ranger

The guys around here have created a lot of good buzz about being a “good” character. And who am I to stop a “good” thing?

Well, It’s Not As Easy as Insanity

One of the important things to realize about playing a good character is that it’s not always as simple as it seems it should be. It’s easy to slip into the mindset of being a good person: you are a good person, so playing a good character shouldn’t be that hard; you just make in-game decisions like you would make life decisions. Unfortunately, it’s not always that easy because life doesn’t always translate into game. Don’t believe me? Consider this: most of us don’t wield a sword or cast fireball everyday. Face it, you don’t always have the necessary background as a player to fully relate to your character.

So, Is It Hopeless?

Of course not! Just avoid some of the pitfalls of being “too good” as Vanir and Dante have already shared… basically, don’t go insane with goodness! Also, remember that your alignment is a guide to help you determine your actions; you might not be “good” every time, but your goods should outnumber your not-goods.

Always Remember This:

You know more about the situation than your character most times; when making morality decisions, you must avoid metagaming if you’re going to be true to your character. You might know that the shadowy figure in the background is the long-lost heir to the throne, but your character doesn’t; how, then does your character react to his proposal when he asks you to murder the king?

Making these moral decisions without metagaming can be somewhat easier if you have a backstory for your character: some history to which you can refer in times of crisis. Take a step back from the plot for a moment to re-orient yourself if your moral compass has been compromised.

Living and Dying Heroically…

2008 January 14
by Dante

Over the last week, we’ve explored various aspects of being a good, virtuous character. Today I’d like to focus on the alpha and the omega of being a hero: life and death situations.

Commitment

Most heroes live their life with a certain level of commitment to a cause. For some, its religion. For others, it is a philosophical ideal or some other altruistic pursuit that is very important to them. Usually it is something that has directly impacted their life prior, however there are some “grown heroes” that acquire a personal cause that has never come home to roost.

It is important for players to really consider the motivations of their characters as they progress them through their life. As previously mentioned, a “one-trick pony” type of character that flatly acts a certain way given a certain stimulus usually makes for a poor hero. The character’s level of commitment may ebb and flow throughout their walk through the campaign, and having a player take special notice of this and really embrace roleplaying these changes can make for a very enthralling experience.

Dedication

I have an excellent example from our recent campaign. One of our players had a character that had a very strong bond with a certain religion and several other members of our adventuring party. She did an excellent job of roleplaying the ebb and flow of her beliefs, and really internalized the transitions that her character made throughout her life.

She had decided during one of our “in game” story breaks that she had become tired of the constant conflict and was ready for rest, so she made the decision at that time that she would go peacefully into the afterlife and be unwilling to return to this world should she die.

Unfortunately, her character fell in battle during this past week and the character remained true to her word and was unwilling to return from death. Her player had obviously thought this out long and hard, and I was taken aback by her level of dedication to the way her character felt about this matter.

To me, that exemplifies a truly heroic character and a truly good player. The character was given enough depth to actually react to the changes that life had given her, and her player remained dedicated and didn’t attempt to explain away that decision.

Dedication to a cause, both at a player and character level is what it’s all about everyone. That’s how you make a character truly heroic!

Proper Villainy Virtuosity

2008 January 10
by Vanir

Today, I’d like to expand a bit on the concepts Dante discussed in his post on Good characters earlier this week. I’d planned to do this awhile back, but life (and recently, Rock Band) got in the way.

Just like evil characters, good isn’t quite so cut and dried as it might seem.

Dudley Do-Right

One commonly used model for Good characters is the stereotypical Knight in Shining Armor. He’s on a neverending crusade against Evil, feeds the hungry, saves the day, and gets the princess. He always does what’s right, and everyone loves him for it.

Works in the storybooks, right? Well, one reason that works is that usually the stories are pretty simple. Dragon kidnaps princess, knight slays dragon, kingdom rejoices. It’s kind of a no-brainer as to what that knight ought to do. But what if it wasn’t that easy?

Er, which thing is the “right” thing?

About the only thing you can really definitively say about what “Good” is is that it’s really subjective! Sure, there are some very widely used interpretations of how Good people are supposed to act (“thou shalt not kill”, “do unto others as you would have them do unto you”, etc.), but even these don’t hold up in all cases. All you have to do is stick a “unless they’re evil” or “unless they’re the enemy” on the end of the statement and a lot of self-proclaimed Good types will start doing things that certainly resemble Evil — but do it in the name of Truth, Justice, and the <your faction here> Way and it’s a Good action! Right?

Nevermind the fact that what’s Good to some is not Good to others. I dread the possible impact this might have on our poor unsuspecting comment system, but one need look no further than the issue of abortion. I’m not EVEN going to get into whether or not I believe it’s right or not on this blog. (Are you kidding??!) But I don’t think anyone will disagree when I say that some people VERY CLEARLY have differing opinions on what is the right thing to do (or even what’s remotely acceptable) than others. And then when people start killing off doctors and blowing up clinics in the name of saving lives, were those good or evil acts? Or both?

The temptation exists with topics like these to try to analyze everything and argue one side or the other on what’s Good and what isn’t. And you can argue the fine points of every little part of an issue until you’re blue in the face, the DM kills everyone, and none of the other players speaks to you for a month. (Raise your hand if you’ve ever been in a game session where this happened. <raises hand> And no, it wasn’t me!)

However, this is not a philosophy blog, and you’re not here to peruse arguments over what is virtuous and what is not. You’re here to think about roleplaying. I submit that no character (or action) is ever truly Good(tm) or Evil(tm), and it is best simply to figure out how your character would react given the circumstances, his personality and ethics, and his past experiences. A Basically Good character will likely be kind, generous, and will sometimes royally screw up and really, really regret it. (Just like real people!) And maybe, just maybe, they’ll try to seek redemption somehow.

And that, ladies and gentlemen, is like super Quik-Gro fertilizer for roleplaying. Perfection is boring!

As with Proper Villainy, this topic is much bigger than one post. And while I cannot tell you what a Good character is or isn’t, I will be taking a closer look at some of the things that traditionally Good characters share.

Until next time…. um… <glittery laughter of faeries>

I don’t think I’ll be doing that anymore. That’s scarier than the evil laugher……

Facing Impending Doom

2008 January 10
by Stupid Ranger

There will come a time when you will be faced with the inevitable realization that the DM is actually, actively trying to kill your party. Sometimes, you’ll discover it far enough in advance to be able to do something about your impending death, but often the crafty DM will hide the truth of the encounter until it is too late for you to do anything other than play along and hope for a bunch of really, really bad dice rolls from behind the screen.

Grab Your Weapons and Tell Your Clerics to Pray!

Upon realizing your impending doom, you can suck it up, tell your clerics (or druids or paladins… anyone in the party with ANY sort of religious affiliation) to pray to their respective deities, and head into danger with a swagger in your step, knowing if you go down, you’ll be taking down as many of those murderous orcs with you as you can.

This, of course, is the “hero” scenario, and it will either end with your party emerging as god-like to the uneducated peasants in the surrounding village or… well… certain death. Either way, the villagers will usually turn the site of your battle into a monument to your (attempted) achievements, unless the evils move in for good and the peasants all become slaves in the Evil Army of Doom.

The positive part of the “hero” scenario is that there is usually a lot of smashing and destruction involved, so at least you get your last kicks in before the bad guys try to kill you. The negative part is that you’re never sure until it’s over if you will survive.

DM’s will often create a “hero”-esque scenario to test your skills and battle-courage. But sometimes, they’ll do it just because they can (cue evil DM laughter).

Lower Your Weapons and Let’s See What Other Options We Have

The other option available to the party upon realizing the impending doom is to investigate what other options are available. This doesn’t necessarily make you cowards; this is the “second chance” scenario. You are avoiding certain death now, knowing that with a little more experience or the help of a magical artifact, you will better survive this impossible encounter.

DM’s will often create “second chance” scenarios to see if you’re paying attention to the story; they present an obvious attempt to kill you to see if you’ve remember that the old wise man from three towns back, told you that you should seek the rare Midnight Gem, reputedly lost in the Forest of the Night.

Put Away Your Weapons and Let’s See What Other Trouble We Can Find

You collectively can decide not to fall in with the DM’s plan and abandon the carefully-created storyline. This is the “scoundrel” option, where you don’t pay any attention to the story and just do whatever you want to do. The DM will not like this, and retribution will likely be swift and… well, deadly. But, hey, the look in the DM’s eyes when you choose not to follow the outlined path is a priceless moment. Enjoy it, before it is replaced by the Look of Vengeance.

Variety and the Quintessential Good Character…

2008 January 8
by Dante

First off, sorry for the missed post yesterday. Stupid Ranger is sick with the flu, and the prep time on Remove Disease is so much longer in reality so I had to help her get better in the old fashioned way of taking her to the doctor… needless to say she’s doing much better and should be back in the saddle on Thursday.

Today I would like to continue my look at good aligned characters and how they manifest their goodness for the rest of the world to see.

You don’t always have to be a one-trick pony

I discussed players that prefer to run their good characters in a single, heavy-handed fashion on Monday. In reality, most “good” characters show their goodness in a variety of ways. I would submit some great television shows such as “House” and “Heroes” as great examples of how good characters can not only have shades of grey to them, but also do their good things in some very unexpected ways.

What this means to your character… first, shy away from being good in an overt and grandiose way. I tend to punish hubris (shameful pride) when I can identify it emanating from the characters in my campaign because self-serving goodness is rarely (if ever) a good thing.

Secondly, pick several ways to show your goodness and progress those activities throughout the course of your character’s life span. Treat it like fertilizer: you have to sprinkle it around and need it into the ground for it to work. Taking a single dump in one spot just gets you a smelly garden.

Finally, be surprising. One of my favorite D&D moments came from my first campaign. My character was trying to rescue his love interest who got trapped in a dire situation where most hope was lost. I had stumbled upon a Ring of Three Wishes slightly earlier in the campaign, and it had one left. When there was no other hope of rescue, my chaotic good barbarian decided to use the final wish to trade places with his love interest, knowing full well that this would likely seal his fate. My DM actually asked me three times whether or not I was sure I wanted to make a sacrifice like that and I said that I did.

After the session he told me it was one of the most excellent displays of what being a good aligned character meant. The rest of the party never did get the opportunity to rescue my character, but it still makes me happy to have done that.

It is moments like that that I live and die for when roleplaying. There are a few good examples from our more recent campaigns that indicate similarly excellent examples of being an evil character, but those are best left for another time and place.

Progression and the Quintessential Good Character…

2008 January 7
by Dante

On Friday, Vanir triumphantly returned and started an interesting discussion on player character morality and how it often plays out within a campaign. This got me thinking about some morality related issues of my own… but this time focusing on the progression of a good character.

Please note: these are only one man’s opinions and your mileage may vary. Be sure to tip your stewardess after the flight.

My character is good, and I mean all the way, see?

Oftentimes, overzealous players have this all consuming vision of their good aligned characters. They run the gamut from moral, peaceful folk to the insane Holy Avenger types but the tack is usually the same… people that play good aligned characters usually take one aspect of goodness that relates to their new character and turn the volume up to 11.

Now this is a very noble pursuit, usually born out of a Single Good Idea (heretoafter, SGI) that was developed during the creation of the characters backstory. For example, lets say a character decides to make an altruistic monk that believes in giving to the poor as a means of salvation with their deity. Lets say that this monk had someone help him out when he was in desperate need as a young man, which turned his Giving Knob up to 11.

This is a great thing, however how the player chooses to express this good trait can often become perplexing, annoying, or downright boring.

It’s called PROGRESSION, people!

If Mr. Monk expresses his desire to give in a flat, overzealous way and gives all of his starting gear (of which he would logically have none of anyway) to some random downtrodden person and all his gold goes to the local temple, Mr. Monk is a very good person. He is also a BURDEN to the rest of the adventuring party that he is supposed to be cooperating with for the common good.

To my mind, it is much better practice to take your character on a journey. At Level 1, your monk is at the beginning of his path. Have him start by giving what little of his adventuring gains that he receives to the needy, but not at the sacrifice of his viability as an adventurer. As his renown grows, and he gets to see more of the world and the suffering that is going on, THEN make him start to give more of his personal belongings as he gains other skills that will allow him to continue adventuring and doing even more good.

In short, as Vanir mentioned it is an excellent idea to not just select one random aspect of goodness and immediately do the absolute maximum possible activity in that space. You have nowhere to progress to, and after 20+ levels of adventuring your continuing acts of singular good will be grating. Providing, of course, that you live that long wearing the robe you set out in.

There are many other ways to salvation

As previously mentioned… these are just my opinions on the matter. If you can find a unique, sustainable way to take a single aspect of a character’s personality and crank it up by all means go right ahead.

I would love to hear some “in the trenches” stories of character building and progression to hear how others have realized the tricky task of roleplaying humanitarian goodness. Also, feel free to throw fruit if you don’t agree with the proceedings!