Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Saturday, 13 January 2018

How Dungeons & Dragons changed the world...


Mark, from his place in France, has written about computer games. But first he tells us where it started:
I suppose it started at uni, with Dungeons and Dragons. This role-playing combat and treasure-hunting game is based on a map, figurines and rolls of the dice. And lots of rules, looked up in a book, for how armour, weapons, magic spells, and everything else in the fantasy world actually work. (How much time, magical energy and money does it take to develop a micro-fireball oven?) We'd collect together of an evening around the boards, dice and a considerable amount of beer, and play through the night.
To which I respond: Boards? Figurines? Before settling down and remembering the thousands of hours I spent playing the game. And playing didn't just involve turning up for a few hours and rolling some dice (well, absolutely thousands of dice if truth be told) - we also created the dungeons from scratch including new monsters, traps and fiendish puzzles. I once designed (I think that's the term we use these days) an entire assassin's guild complete with its constitution - my career direction was set even then!

The idea that you could create a functional model place into which players could bring their own imagination, creativity and very large two-handed swords may seem unremarkable in this age of on-line gaming, but back in the 1970s Gary Gygax's innovation was quite the opposite - remarkable indeed. Never before had there been a game that put those childhood make-believe games into its system. And, though there'd been plenty of team games, Dungeons & Dragons was the first game to have both team and individual competition - you worked with other players to slay monsters, solve puzzles and run your fingers through the loot while acting as an individual player. D&D even provided a framework - the alignment chart - to allow such individualism to range across all the variations in human character.

D&D begat a host of other 'role-playing games' (RPGs) from Traveller, which involved romping about in space, through other fantasy games like Runequest, and even a Japanese samauri game called Bushido (with by far the most over-elaborate rule book). RPGs were designed based in the wild west or capturing the incipient madness in H P Lovecraft. All these took the same model - create a character, place that character in the game when he, she or it interests with other players, and explore scenarios created by a 'game-' or 'dungeon-master'. But, while each of these games picked up flaws in D&D, the basic combat and magic system remains hard to beat (and the basis for combat systems in a pile of popular computer games).

For me, the biggest thing about D&D was - and is - the character you create as this is central to the game's ethos (not, of course, that slaying bug-eyed monsters controlled by evil priests isn't fun). I wrote about it some while ago:
What you have is a cardboard cut-out character that would suit the typical Hollywood blockbuster based on some comic book. But this is Dungeons & Dragons and you can do better. Your level one male ranger (OK you chose that because you fancied Aragorn maybe) has to round out by interacting with the other players - perhaps he's a bit grumpy when he doesn't get his way, maybe he never buys a round, or has a tendency to quote bad poetry. While doing this, of course, you have to stay alive which means you need to co-operate - even with the righteous lawful good cleric.

By the time Aerosmith (or whatever your ranger's name is) has survived to be 4th or 5th level, you know what he's like, how he'll respond to other sorts of character, his foibles and preferences. And with his recently acquired Sword of Daemon (+2, +3 vs evil things from hell) you have a real character. For sure, some of the character is the player themselves (we aren't all Constantine Stanislavsky, after all), but you'll have wrapped your mind round how to develop a character. And the wonder of this is that, for all there's a dungeon and a dungeon master controlling the game, the success or otherwise isn't just about the quantity of goblins slain or giants hacked to pieces but about having created, with a few others, a game within that game.
Looking back it sometimes seems childish to recall long conversations about what an imaginary character might do in a given situation - indeed, I'm sure that the worldly folk who though D&D was naff would make this point strongly. The thing is, however, that those conversations explored - through the medium of a game - a pile of concepts (what we mean by good and evil, the search for power, the benefits of collaboration) that would otherwise only get considered in the abstract. You learn more about evil by asking what a supposedly evil character would do than through argument, however reasoned. And it isn't simple, you quickly get past kill everyone and take all the gold (although I've done that too).

Dungeons & Dragons stretched the boundaries of the game (or at least the formal game - children had always, and still do, play games of imagination, what we'd now call RPGs) by allowing fantasy, in its widest sense, to arrive into the board game. The game became about personality, conversation, survival and growth rather than, in the old board game sense, winning or losing. Nobody dies when boys play cops and robbers but the idea of death is there as is questioning what is right and what is wrong. The child giving her dolls names, characters and roles does the same and we see it as a valuable way for that child to explore what it is to be human.

But, when children get to big school or thereabouts all this childishness has to stop. Games are either an entertaining means of passing time or else a simple matter of who wins and who loses. Outside drama classes and the school play there's none of this role-play and even the drama class wants you to be the person the playwright wants you to be not the role you want to try out. In the 1970s, for a bunch of mostly boys, mostly a bit nerdy and dorky, Dungeons & Dragons allowed them, without embarrassment, to play those games of imagination again. By making the games of young childhood fit with adult themes, D&D reinvented what grown-ups understand by a game, helped pave the way (along with complex war games from the likes of Strategy & Tactics) for computer gaming, and placed imagination right back at the heart of play where it belongs.
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Thursday, 18 May 2017

How Dungeons and Dragons will save your life (or something...)

 

I thought that, rather than another partisan piece about the forthcoming election (just vote Conservative), I'd comment on characterisation in Dungeons & Dragons. As you know studying for my first degree (Upper 2nd Special Honours) was largely spent playing D&D, quite literally thousands of hours playing, discussing, arguing and creating. I've written before how my moral thinking is, in large part, shaped by discussing D&D's alignment chart - what it actually means to be good or evil, to see the law as paramount or challenging it as a statement of freedom.

So let me introduce you to Maoul.

Maoul is a thief (as an interesting aside I'll note that when we played back in 1980 the character-type was thief not what it is now, the less immoral and slightly PC somehow, 'rogue'). Looking at the character sheet from all those years ago I can summon my mental image of Maoul - 4' 11" tall, dark-skinned, ambidextrous, 19 dexterity. From these attributes my cheeky little first level thief developed into an altogether more laid back figure, confident and assured but still a little chippy about six foot tall paladins who think they can boss everything because of their muscles (and righteousness).

Like any good (true neutral) thief, Maoul prefers not to fight - that is, after all, what huge barbarian warriors and that annoying paladin are there for. So he'll go find a rock to sit on while the scrap's on, fire a few arrows and check out where in all this there's a profit to be made. At some point in his travels, Maoul acquired a magic whip - it never misses but only does 1-3 points damage, which is fine when there are hundreds of goblins but worse than useless against a fire giant - so he'll crack this at anything from the fight getting too close to his place of comfort.

All this came back to me while playing one of the computer games derived from D&D (Icewind Dale on this occasion - I like this one because you get to create the whole party not just one character as in Baldur's Gate). Partly because, while Maoul is a 17th level thief, it is often more interesting to play lower level characters than super-powerful, magic-laden masters of the universe. I suspect this is because we are a little closer to understanding how a first level fighter might feel venturing into some kobold-infested hole.

The things we've rolled and the decisions we make based on that roll provide a loose outline. We know the degree to which a character is strong, fast, sturdy, bright, considered and engaging. We've maybe rolled for gender, height, handedness and physical characteristics (these weren't in the Player's Manual but the Judge's Guild produced tables for just about everything). From this we choose what they will do - hit things hard, cast spells, keep the party alive, pick locks and find traps (as the game developed sing heroic ballads and bore people about 'the balance' were added). And then the alignment - what degree of lawfulness and goodness our character will present.

What you have is a cardboard cut-out character that would suit the typical Hollywood blockbuster based on some comic book. But this is Dungeons & Dragons and you can do better. Your level one male ranger (OK you chose that because you fancied Aragorn maybe) has to round out by interacting with the other players - perhaps he's a bit grumpy when he doesn't get his way, maybe he never buys a round, or has a tendency to quote bad poetry. While doing this, of course, you have to stay alive which means you need to co-operate - even with the righteous lawful good cleric.

By the time Aerosmith (or whatever your ranger's name is) has survived to be 4th or 5th level, you know what he's like, how he'll respond to other sorts of character, his foibles and preferences. And with his recently acquire Sword of Daemon (+2, +3 vs evil things from hell) you have a real character. For sure, some of the character is the player themselves (we aren't all Constantine Stanislavsky, after all), but you'll have wrapped your mind round how to develop a character. And the wonder of this is that, for all there's a dungeon and a dungeon master controlling the game, the success or otherwise isn't just about the quantity of goblins slain or giants hacked to pieces but about having created, with a few others, a game within that game.

Dungeons & Dragons - the proper game not the computer versions - is back (they even sell it in Waterstones which is more mainstream than it was in my day), and a new generation of young people are creating characters, slaying bugbears, and learning about good and evil. I think this is great, Dungeon & Dragons remains the most creative game I ever played allowing players the scope to build their own worlds, to develop characters and to slay (or not slay) huge monsters. It also annoys assorted god-botherers into the bargain. I hope today's players do what we did - invent new monsters, create our own dungeons, and even a new pantheon of gods.

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Tuesday, 27 August 2013

Quote of the day: on civic character

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Many of these places have been beaten down so hard for so long that a sort of defeatist attitude has set in. This can include bitterness about what was lost, a self-loathing mindset, and cynicism and negativity about any proposed efforts to improve things.

Familiar? I've called this mindset "The Grumpy Old Man Party" and other talk of "glass half empty". And it's all too sadly true.

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Tuesday, 8 February 2011

Islands...

Islands are funny places. Somehow the fact of separation - even the narrowest of ditches - creates a difference. Some sort of bloody-mindedness takes over - them folk from the mainland with their fancy, funny ways are despised, rejected as not appreciating the specialness of the island.

I'm not talking about islands so big someone can spend their whole life on them without appreciating the separation. These are small islands - places where you can walk to the edge, look out over the water and see the divide, the water that makes you particular.

The character of the island seeps into the spirit of those living there - always an aloofness, an isolation. But otherwise the island's nature sets the tone. Folk are argumentative, muddy-booted and contrary - ready to defend another islander (albeit a mortal enemy) from mainlander barbs. Some are rugged, windswept and self-reliant while another set seem welcoming but in a way that gives nothing to the visitor beyond bodily needs plus maybe a smile.

Whether it is Sheppey, Wight, the Scillys, Ynys Mon or some rainspattered Hebridean place, the island character will out - that sense of being apart, of being other than grand folk in cities on the mainland. Isolated, cut off, independent.

I like that.

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