Category: role-playing (Page 1 of 3)

I’m with the band now

Ever since discovering Dungeon Crawl Classics RPG, I’ve been a fan. I’ve been playing with family and friends for a few years now, but there’s always been that itch to run a public game, to sit down at my FLGS and play with strangers and initiate more people into the wonderfully weird world of DCC.

In July, I finally did it. I joined the DCC Road Crew and ran a game open to the public at RIW Hobbies and Games in Livonia, Michigan.

And, of course, I ran one of the all-time classics, one of the greatest character creation funnels known to humankind, the inimitable: Sailors on the Starless Sea.

I was nervous as hell, but thanks to a super-friendly and experienced player who sat at my table, and the participation of my husband and brother (who gave tons of moral support), I made it through with only a few boneheaded mistakes, and everyone seemed to have a great time. I must have done something right, because the players all came back for round two in August.

I had never run Sailors before, although I was familiar with its legendary status in the DCC community. I have to say, the hype is warranted. It’s a great module, a wild experience that really captures the feel and tone of DCC. It is both metal and epic. There are grotesque beastmen (verging on the absurd), there is a burnt-out husk of a Chaos chapel, a pool of glowing skulls, an underground sea, a magical ship that sails of its own volition, an ancient ziggurat at the center of a foul sacrifice, and several other wicked and horrific encounters that would test the courage of even a hardy band of adventurers — and all of this is meant for a pack of zero-level newbs who fight with pitchforks and carry stinky cheese in their pockets.

There are so many great moments in this adventure that it’s hard to pick the best ones. My group had fun exploring the burnt-out chapel, they had some epic battles against the beastmen, and they even had one PC get put under a spell and try to sacrifice another PC by using a magic ring he’d found earlier. Of course, the spell not only failed but misfired, and the PC who used it suffered corruption. His face broke out in boils, and he had a permanent loss of Personality! Good times!

The final encounter atop the ziggurat was also epic and had a twist that surprised the group and made for an almost-TPK. There are so many things to interact with and explore in this module, I could see myself running it multiple times and having totally different results each time. I’m kind of itching to run it again, in fact.

(Maybe I’ll invite some unsuspecting family members to play DCC over the Christmas holidays…)

If I had one major criticism of my own Judging skills during the game, it’s that I panicked when the party got to the big climactic battle and I ended up rushing things and making unwise judgments when I had to improvise rulings. After the party defeated the Big Bad, I should’ve had PCs with the lowest Luck get hit with falling debris and such, so that only a few PCs would have to make Reflex saving throws. Instead, I had all the PCs making saving throws, and that meant even more casualties at the end. Those deaths felt anticlimactic and unfun. DCC’s Luck mechanic is a great way to deal out random effects without it feeling punitive against the players, and it was something I had forgotten to utilize.

(This is another reason I want to run the module again. I know I can do a better job the second time around.)

I was incredibly nervous about running a public game, but it turns out, the experience was more rewarding than I could have imagined. Not to be too much of a nerd, but I feel like I’ve “leveled up” as a Judge. I did something I wasn’t sure I could do; I rose to the challenge. And going forward, I’ll continue to grow and hopefully get better at running games.

And most importantly, I now have another option for playing RPGs. I love the hobby and finally feel like I’m getting to play games as often as I’ve always wanted. To my surprise, there’s a whole burgeoning community of players in my local area who are interested in DCC RPG. That has been an incredible, delightful surprise. All it took was putting myself out there and taking a little risk. Glory and gold were won that day, and not just by the PCs. I came out a little richer too.

Works in Progress July 2023

I’ve settled into a groove. My early morning writing routine has kept steady (with a few days here and there where I’ve had to shift my mornings to accommodate the varieties of parenting and life), and with my morning sessions, I’ve mostly focused on Norse City Limits. I’m up to 13,000 words in that project, which is amazing in some sense because it doesn’t feel like I’ve written that much. Not that 13,000 words is a lot, but when I see it all totaled together, and then I think of how I got to that 13,000, it doesn’t feel like I did any work. That’s the point of a daily habit, isn’t it? A little bit everyday adds up to a lot over time. Well, I’m proving that adage true.

My other project is a story I’m calling “Dark Was the Morning,” about an old dragon and an old dragon-slayer who must decide whether they want to face off against each other or not. They’re both tired and filled with ennui, facing the end of their lives and the slow betrayal of their minds and bodies as they age. I’m not sure if this will be a short story or a novella or something else. I’m just writin’ it and seein’ where it goes!

I wish I could say I’ve been working on Ysbaddaden and the Game of Chess, but that book is on the back burner again due to my focus on Norse City Limits. Maybe when fall rolls around and I’m getting to the midpoint of NCL, I’ll feel like I need a shift to something different and pick up Ysbaddaden again. I really want to finish the Merlin series, but I also know that these other stories are closer to the surface and need to be fished out first. I’m trying really hard to let my creative voice dictate my writing, and if Creative Voice says NCL is the way to go right now, that’s the way I’m going.

My blogging has been pretty shitty since summer started, but maybe that’s for the best. I should be outside doing summery things not hovering over my keyboard like a pasty crypt keeper. I would like to blog more, though, and maybe my renewed focus on Dungeon Crawl Classics RPG and other OSR/indie games will be the material I need to start blogging with more regularity. I’ve written before about these old-school games, and perhaps I shall write about them again in the near future. Old school RPG stuff is wildly creative, particularly the modules and settings, and I find that it’s often more interesting and inspirational than any other fantasy media. Who needs AI when there’s a random d12 table to roll on for ideas!

I think my earlier goal of 2500 words per day is too ambitious. Maybe someday I’ll hit that goal with regularity, but I think the better goal is to keep the streak of days alive. Writing a little bit every morning before the family wakes up is working well so far. 13,000 words of fiction isn’t a lot, but it’s something. And if I can keep it up, by summer’s end, I’ll hopefully hit 30,000 words. That’s a third of a novel. Not bad for a few minutes every morning.

The other problem with my 2500 words per day goal, is that eventually summer will end, and when it does, I’ll be going back to a 9-5 job (well, more like an 8:30-3:30 job… more to say about that soon…), and 2500 words will be nigh impossible on most days simply because of time constraints. And I don’t want to make writing into a chore. I don’t want writing to be a pressured thing. I don’t want to even make writing into a “career” (I’ve discovered I don’t want to make anything into a career, frankly). I want to write. For pleasure. For myself. For the sheer joy of it. But making it into a career is not for me. It might be for others, but not for me. I’d like to make art and let the day job make money.

So 2500 words is too ambitious. I would rather write daily — no matter how many words, just daily — and let the practice of writing (not the word count or end goal) be what matters. A daily habit. This is much more enriching to me than striving for a word count goal. (I shiver when I think of the word “striving.” I am not a striver. Down with striving! Up with leisure and habit!)

Solo Old School

A few years back, I first discovered Dungeon Crawl Classics RPG, and then I found my way into the old-school renaissance sub-genre of table-top gaming, and since then, I’ve become obsessed with games like Old School Essentials and Maze Rats, and adventure settings like Dolmenwood.

Unfortunately, I’ve had little opportunity to play any of these old school-inspired games. I’ve got a sporadic DCC RPG campaign going, but we’ve been meeting less and less frequently. And I’ve only ever DMed ONE session of old school D&D (Rules Cyclopedia version).

My gaming group is more interested in 5e, so that’s what we play. There’s nothing wrong with 5e. It’s not a bad system.

It’s just… not my favorite thing. It doesn’t sing to my soul the way the old school stuff does. The simplicity of the old school games (and old school-inspired games) coupled with the grittier, more classic sword and sorcery flavor excites me a lot more than the rules and flavor of 5e.

For many players, the fun of 5e is in character creation. The character-building process is a huge part of what they like about role-playing. They can choose from a host of different character options: different feats, different skills, different race and class combinations, different bonus actions and powers. For many players, the fun isn’t just playing at the table, it’s creating the character and studying the supplemental books, looking for cool stuff to add to that character.

As a mostly-DM, I’m less enamored with this focus on character creation, but even as a player, I’m not particularly interested in it. Making the character is one part of the fun, sure, but it’s not the main part. I would go so far as to say that playing the character (as in, playing “in character,” i.e.: talking like my PC, exploring my PC’s backstory, etc.) is not the main attraction for me.

What I love about RPGs is the exploration. I get to imagine myself inside a fantastical world. My character is my window into that world, but it’s the world that I’m interested in, not the “character build.”

Of course, I enjoy playing a character and growing an attachment to them, but I’m not interested in “playing a part,” like an actor. I’m interested in discovering a new world, of seeing what’s around the corner of a dark dungeon passage, or what’s hidden in the depths of an enchanted wood. The character’s growth happens when they explore the world. They change as they explore, not by leveling up and gaining new feats and skills.

The other thing I love about old-school RPGs is the aesthetic, which, I’ll admit, is my personal preference and nothing more.

And there’s nostalgia too. Old school RPGs take me back to Saturdays at Waldenbooks looking at all those Dragonlance covers on the shelves. They take me back to third grade when I discovered the Endless Quest books, to playing MERP and HeroQuest, to watching movies like Legend and Dragonslayer over and over and over again. The old school gaming stuff–even when it’s really weird and acid-y like Ultraviolet Grasslands–gives me the same vibes I used to get as a kid. I don’t think it’s the rules per se that do it; I think it’s the DIY spirit of the scene and the messy creativity.

But yeah, the rules are great too because they ARE simpler. The rules leave a lot of things open to the imagination of the DM and the players. I like that freedom.

I sometimes think of 5e as one of those adult coloring books with amazingly detailed and gorgeous pictures inside. They are  fun to color because at the end of the process, you have this amazing piece of art. But old school games are more like one of those “Child’s First Art Book” things, where on page one there’s an outline of a fishbowl and the directions say to draw a bunch of fish, but what the fish look like, how they’re shaped, what they’re doing, and what else is inside the fishbowl is entirely up to you. And each page is like that: a suggestion of what to draw, but everything else comes from your imagination. That’s what old school gaming feels like. Suggestions and outlines, but you get to draw the world.

So anyway, I wish I knew more people who wanted to play stuff like OSE and DCC RPG. When I’m feeling in the mood, I sometimes roll up a couple of characters and start sketching a simple dungeon and wilderness area, and then sorta run my own  adventure in my head. I know it sounds lame, but sometimes it’s all I can do to satisfy my desire to play old-school stuff. Sometimes I read modules and adventure settings and get ideas for games I want to run or even for stories I want to write. Even if I’m just flying solo, the old school stuff ends up feeding my imagination. I might not be able to play a campaign with a full table of people, but at least I can let the old school stuff inspire me.

Reading Challenge (HeroQuest Edition)

I’m not the greatest at sticking with a challenge.

I usually have a day where I fail (often several days). Lent is a classic example. In years past, I’ve resolved to say a rosary everyday or read some of my bible everyday, and without fail, at some point during Lent, I screw up and don’t do what I resolved to do. I miss a day. Sometimes two. I don’t flake out on big things or one-at-a-time things, but daily things? I always mess up at least once. A flaw in my character.

Today was no different. I barely read a book all day. I worked a lot, did some writing, took care of the kids, but reading a book fell lower and lower on the priority list. For the past several days, my nights have been spent watching Stranger Things S4 with my husband, but I still managed to get my book reading in. Tonight, however, was different. Tonight, I played my new birthday present, the 2021 update of the classic board game HeroQuest.

It was a present from my husband, and because I hadn’t played HeroQuest since I was a wee lass of eight or nine, when it came in the mail the other day, I’d been itching to open it up and start playing. The responsible thing to do would’ve been to do my reading challenge, but my brother was available (as was my husband), the kids were sleeping over at Gogo and Papa’s house, and I wasn’t going to let this opportunity pass me by.

Instead of reading tonight, I played HeroQuest.

I don’t feel bad about it. The whole point of trying to read more books was to help keep my imagination stimulated, my creative muse fed. Reading books — fiction and non-fiction — is probably the best activity I can do for my writing besides writing itself. So yes, I need to read as much as I can. Hence this challenge.

But playing HeroQuest tonight was also a way to feed my muse. It took me back to my childhood — which is a good thing, considering I’m in the midst of drafting a novella about a fictionalized version of my childhood. And all the classic sword and sorcery fantasy stuff — the barbarian with his huge long sword, the goblins and orcs and gargoyles, the treasures and traps — all of it was a welcome return to the well-worn but beloved tropes of my youth.

Basically, I had a huge smile on my face the whole time we were playing and I couldn’t stop smiling even after we wrapped up. I’m still smiling now.

So yeah, I flaked out on my reading challenge, but sometimes that kinda spontaneous skiving is needed. Sometimes it’s fun to be doing the thing you shouldn’t. Tonight, it was well worth it. Tomorrow, it’s back to reading.

3d6, straight down the line

Lately, I’ve been rolling up zero-level characters for DCC RPG. Not for any reason, really, just for the fun of it. It’s weirdly meditative. Roll 3d6, straight down the line,  and see what unbalanced, horrible/incredible stats ensue. Then roll for birth augur, occupation, random equipment, and copper pieces and bingo! Instant player character.

Why is this kind of character creation so satisfying? I think it’s due to the randomness of it. The character that begins to take shape, with her 16 strength and her 7 luck, her beggar bowl and her random candle, all leads to a low-pressure but satisfying imaginative exercise. I have to start making sense of this weird and sometimes contradictory amalgamation of numbers, stats, equipment, and info. Why was her birth augur “conceived on horseback”? What’s the story with that?! Why does she have such high strength and such low luck? Where did she get the candle and what was the last thing that someone dropped in her beggar bowl?

I’m not planning to use the character for anything, but even if I were going to run her through a funnel adventure, the whole thing is still very low-stakes. I can let my imagination drift through this hazy fictive world and spend a few moments dreaming up an entirely new  person. There’s no real purpose, it’s just me playing a game. And when I’m done, I feel both satisfied and energized. The combination of rolling dice, checking charts, and drawing the outlines of a fictional character all help me chill out and relax.

And yeah, I need to relax. Often, when I sit down to write or work on my fiction, I’m tense. “It’s getting late, I only have twenty minutes,” or, “I have no idea what to write and it’s gonna suck.” I sit down tense. Pressured.

I hate that.

I know Bradbury’s advice: “Relax. Don’t think. Work.” But I really struggle with the “relax” part. I can’t get past my perfectionism, and I’m always under the illusion that I’m running out of time.

So. I grab my 3d6, some percentage dice, a d24, a d30, and 5d12, a pencil and paper, and suddenly I’m in the midst of CHARACTER CREATION: such a simple process and yet the possibilities feel inexhaustible. It relaxes me, let’s me do something with my hands, let’s me explore a little corner of my imagination without worry or pressure.

Whether I play these characters or not doesn’t matter. They didn’t exist a couple of minutes ago, but now they do. A handful of random rolls and a new character came into being. Where once there was nothing, now there is something. It’s that simple, and it’s awesome. It might not seem very creative since the entire process is so formulaic and random, but I’m gonna go ahead and argue that it IS creative. As the dice fall and the stats gets filled, my brain starts to take over inventing and filling in the blanks. The numbers on the paper don’t really make the character; I do. Through my imagination, the character becomes a character and not just a series of game mechanics. This is what I love about randomization. It isn’t a substitute for creativity and invention: it’s a tool for creativity and invention. It allows the player to synthesize disparate elements, and in that act of synthesis, the player engages in the highest order of thinking and creation. All thanks to a roll of the dice.

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