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Your life in role playing

Murph

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Game design and philosophy or how to obliterate your party in two easy steps: or My Life in Role Playing

When I started gaming in 1978 at University, the group was...eclectic to say the least. There were two power gamers, two wargamers, and four story tellers in the group. We started with AD&D then went to Chivalry and Sorcery, later Runequest (modified), Traveller, Space Opera, Aftermath/Morrow Project, and later, much later Cyberpunk 2020. I learned as a GM that dungeons had to have a “point” Just random holes and tunnels in the ground, filled with random monsters quickly led to questions of “Why” Why is that monster there? What purpose does it fulfill, and why is it still in the dungeon? What keeps monsters in the dungeon? The old trope of “magic” was quickly obliterated since the players wanted to know the spell. So I had to learn to both think quickly, and to come up with logical and more importantly consistent reasons for something to be there or happen.

Why is the dungeon filled with Orcs, hobgoblins, ochre cubes, green slimes, etc? Why are they not fighting each other, and when a parties torches or the sound of battle occur, why do not re-inforcements arrive? The trope of they are magically confined to parts of the dungeon required hours of justification. So, my dungeons, worlds, etc had to become for lack of a better word; “Smarter”

An example: Dragons and Trolls. In my AD&D, C&S and Runequest games, they were monsters even very high level parties tiptoed around. After all Grendel, a single troll terrorized all of Denmark in Beowulf. Smaug was unkillable practically. One game we had a new guy show up, and so the regular six players were going along, when the Blatant Beast (Pratt and DeCamp) showed up. Now the Blatant Beast was an ancient dragon who loved poetry, and so all who encountered him had to come up with a bit of poetry.

The players loved it, since the Blatant Beast was also a source of vital intelligence if you played it right. Well, the new guy with his 14th Level Ranger, decided to take a shot at the beast. I asked “Do you really want to do that?” Yes, was the answer, we can kill him and loot him. The other players tried to stop it, but our hero went ahead, the rest of the players just handed me their character sheets, with a great deal of “spicy language”, and started rolling up new characters, with many annoyed comments since the characters were all decently high level (10-12).

Our hero was puzzled by this, and I let him take the first blow, ruling that the beast was surprised. He hit and got a good one. Then I grabbed all of the 10 sided dice in front of me, and rolled, telling him he just took 1000 points of damage. He was outraged since dragons were wimps, a mere 50-100 hit point creatures that did at most 2-20 points of damage. He learned that Dragons could dish out an almost unimaginable level of damage, and take 800-1000 hit points of damage with massive armor.

Trolls were almost as bad. Plus trolls built bridges, and in some places they made sure that the road could cross that river, ravine, etc, and so the townspeople would get annoyed if you messed with their livelihood by mucking around with the troll. Plus they dished out massive damage, and could take massive damage. Think Grendel. Trolls were bad news, but they could be killed, just expect the party to spend the rest of the game healing up.

Traps in dungeons: Why is it there? How is it triggered? How does it reset? Can the occupants of the dungeon avoid it? What is the purpose of the trap? So if you have a sloping floor that drops the characters into a pit, how does it not drop orcs, goblins, and other creatures into the same pit? Paranoia was the rule, they could take an hour or more checking just ONE room for traps, secret doors, etc, it was exhausting.

My players forced me to improvise, overcome and adapt, so the traditional dungeon crawl was not used much, instead overland adventures, political dealing and betrayal, and such things were common. When a dungeon was used, there was a very logical reason for the dungeon to still exist, and players exercised caution.

Other days, I would have a hard worked, tightly plotted grand adventure, and as soon as we started, the players would head out and do something completely unplanned, and off script, so I was forced to improvise. I had to do that too often, so games were plotted as mere outlines, and I was always ready to move to something completely different. In one memorable evening, the players started out in the City State, ended up owning a bakery, getting into a brawl over a guy who wanted Strawberry tarts, and never did get to the planned adventure.

Traveller, Space Opera, and Cyberpunk the same. I had to answer the question WHY, and HOW too often. So in some ways the adventures were logical, but at the same time had a zany edge. The players did weird stuff at times, two players developed the Herpes Brothers to torment another player who was a bit of a stuffed shirt. Same with “atrocity Smith (My character), and War Crimes Eichmann (a buddies character, named so as to cause our stuffed shirt to twitch)” who were designed to be so over the top and unreal, and in one memorable night, we pushed the stuffed shirt player too far and he wiped out the whole party while we were sleeping and he was on watch. This was in a game of Aftermath. I was going through some really rough times, and Atrocity Smith was my character, he was not just chaotic, he was beyond chaotic.

Well that is enough to bore you, but how is your life in role playing?
 
Game design and philosophy or how to obliterate your party in two easy steps: or My Life in Role Playing

When I started gaming in 1978 at University, the group was...eclectic to say the least. There were two power gamers, two wargamers, and four story tellers in the group. We started with AD&D then went to Chivalry and Sorcery, later Runequest (modified), Traveller, Space Opera, Aftermath/Morrow Project, and later, much later Cyberpunk 2020. I learned as a GM that dungeons had to have a “point” Just random holes and tunnels in the ground, filled with random monsters quickly led to questions of “Why” Why is that monster there? What purpose does it fulfill, and why is it still in the dungeon? What keeps monsters in the dungeon? The old trope of “magic” was quickly obliterated since the players wanted to know the spell. So I had to learn to both think quickly, and to come up with logical and more importantly consistent reasons for something to be there or happen.

Why is the dungeon filled with Orcs, hobgoblins, ochre cubes, green slimes, etc? Why are they not fighting each other, and when a parties torches or the sound of battle occur, why do not re-inforcements arrive? The trope of they are magically confined to parts of the dungeon required hours of justification. So, my dungeons, worlds, etc had to become for lack of a better word; “Smarter”

An example: Dragons and Trolls. In my AD&D, C&S and Runequest games, they were monsters even very high level parties tiptoed around. After all Grendel, a single troll terrorized all of Denmark in Beowulf. Smaug was unkillable practically. One game we had a new guy show up, and so the regular six players were going along, when the Blatant Beast (Pratt and DeCamp) showed up. Now the Blatant Beast was an ancient dragon who loved poetry, and so all who encountered him had to come up with a bit of poetry.

The players loved it, since the Blatant Beast was also a source of vital intelligence if you played it right. Well, the new guy with his 14th Level Ranger, decided to take a shot at the beast. I asked “Do you really want to do that?” Yes, was the answer, we can kill him and loot him. The other players tried to stop it, but our hero went ahead, the rest of the players just handed me their character sheets, with a great deal of “spicy language”, and started rolling up new characters, with many annoyed comments since the characters were all decently high level (10-12).

Our hero was puzzled by this, and I let him take the first blow, ruling that the beast was surprised. He hit and got a good one. Then I grabbed all of the 10 sided dice in front of me, and rolled, telling him he just took 1000 points of damage. He was outraged since dragons were wimps, a mere 50-100 hit point creatures that did at most 2-20 points of damage. He learned that Dragons could dish out an almost unimaginable level of damage, and take 800-1000 hit points of damage with massive armor.

Trolls were almost as bad. Plus trolls built bridges, and in some places they made sure that the road could cross that river, ravine, etc, and so the townspeople would get annoyed if you messed with their livelihood by mucking around with the troll. Plus they dished out massive damage, and could take massive damage. Think Grendel. Trolls were bad news, but they could be killed, just expect the party to spend the rest of the game healing up.

Traps in dungeons: Why is it there? How is it triggered? How does it reset? Can the occupants of the dungeon avoid it? What is the purpose of the trap? So if you have a sloping floor that drops the characters into a pit, how does it not drop orcs, goblins, and other creatures into the same pit? Paranoia was the rule, they could take an hour or more checking just ONE room for traps, secret doors, etc, it was exhausting.

My players forced me to improvise, overcome and adapt, so the traditional dungeon crawl was not used much, instead overland adventures, political dealing and betrayal, and such things were common. When a dungeon was used, there was a very logical reason for the dungeon to still exist, and players exercised caution.

Other days, I would have a hard worked, tightly plotted grand adventure, and as soon as we started, the players would head out and do something completely unplanned, and off script, so I was forced to improvise. I had to do that too often, so games were plotted as mere outlines, and I was always ready to move to something completely different. In one memorable evening, the players started out in the City State, ended up owning a bakery, getting into a brawl over a guy who wanted Strawberry tarts, and never did get to the planned adventure.

Traveller, Space Opera, and Cyberpunk the same. I had to answer the question WHY, and HOW too often. So in some ways the adventures were logical, but at the same time had a zany edge. The players did weird stuff at times, two players developed the Herpes Brothers to torment another player who was a bit of a stuffed shirt. Same with “atrocity Smith (My character), and War Crimes Eichmann (a buddies character, named so as to cause our stuffed shirt to twitch)” who were designed to be so over the top and unreal, and in one memorable night, we pushed the stuffed shirt player too far and he wiped out the whole party while we were sleeping and he was on watch. This was in a game of Aftermath. I was going through some really rough times, and Atrocity Smith was my character, he was not just chaotic, he was beyond chaotic.

Well that is enough to bore you, but how is your life in role playing?
Lots of parallels, as I came up in a similar way (though about 3 years behind). Not to sound a grump, but the "structure" of the hobby was different then, and lent itself to such things. D&D (variant) characters were expected to bounce between "campaigns/settings" depending on who was running that week. As you said, the element of "why" and adding some bit of story was just as vital as the adventure itself. Yet, at the same time we weren't (in my locale) "trapped" by setting canons in many ways.

These days, I haven't played in a few years. Twelve to fourteen hour days and trying to finish a master's can leave little free time. But - my two late teen kids have a renewed interest in trying TTRPGs, so I'm hoping to maybe satisfy that itch for all of us come this fall.
 
I guess I was a latecomer to the hobby, I started in the mid 1980's and played the sort of beginner stuff: mostly AD&D and Car Wars, with a few side forays, nothing serious. In tech school, I was fortunate to have a good friend who GM'd Warhammer Fantasy. We had a good run of that, with side-games of Car Wars and AD&D. Designing cars in Car Wars is what got me into Excel, and I am pretty good at it by now. In the service, we gravitated between Shadowrun 2e/3e, AD&D, Champions, which was used to run a fairly low power (100pt chars) Bureau 13-inspired game, and Rolemaster, at the insistence of one of our players. We all rolled quirks, and I wound up with 4 arms. I made every forearmed joke there was. It was painful, but fun. I played 3e for a few years, but I had moved (because of work) to an area with almost no gaming presence - mostly high school kids, and me in my 30s felt a bit out of place. I continued to play online, and when the last surviving game converted to Pathfinder, I picked that up. Years later, that game fell, like the others before it, into preferential treatment for the GM's intimate partners and a lot of alternative politics. I don't mind it, but it turned out I was the wrong gender/orientation/whatever to move my characters forward, so I left there in 2018-ish. I have online tabletop games via Roll20, Traveller, run using the d6 FATE system rules, and an indy game designed by a friend of one of our players called d20 to Yuma - basically it's a mashup of old Boot Hill and 1e AD&D, and it's pretty interesting, though we had to build our own character sheets in Roll20. I'm in the process of moving to Las Vegas, where 'gaming' means something else entirely, but hoping to find an RPG group and gaming store and getting back into the scene.
 
My brother started running D&D games for the neighborhood kids in the early 80's. It was fun. I got hooked. I found The Traveller Book at a game store and thought it was awesome. I've played a lot over the years. D&D and Pathfinder, FASA Star Trek and Federation Commander, Traveller, Vampire the Masquerade and World of Darkness, WEG and d20 Star Wars Revised, Been to GenCon a couple of times. Been to Winter War as well - where they play-tested some Classic Trraveller adventures. I got to meet Marc Miller and even play in a game he ran at GenCon. I met Don McKinney and Hunter Gordon. Don's widow still helps run Winter War and his son still games there.

EDIT: I forgot to mention that I've gamed with several folks online: atpollard, grav_moped, and I even met timerover51 in person! And I've collaborated with folks on this forum and Reddit and Mongoose for Traveller.

Great gamers, every one of them.
 
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My role playing experience is really sort of bipolar, I think that's a good word for it. On the one hand, when playing with a group, and with most GM's the game devolved into killing stuff often with near abandon. Whatever the game, it moved from one firefight, smash and grab, hack and slash to the next. The other thing most of those games had in common were they were nearly always ones where the party wins regardless of the odds. I had little interest and lost interest in such games PDQ.

I was the sort that would pick odd skills and character traits I thought were interesting but usually not much use in perpetual, head-on, combat. That didn't help things any. I ended up playing what you'd call a support character in those sorts of games and take grief for it much of the time.

On the rare occasion I'd get to play with a group that had more interest in puzzle solving or running a campaign that required a lot more than just head-on combat, I could shine as a player. The sort of characters I'd run were a huge asset to the party in those games while the 'tanks' and 'bashers' were often not very useful or even counterproductive. As Traveller was more a game of accountants (assuming the GM didn't just hand you everything) and having to manage your cash while trying to make a profit, it was a better fit than the typical RPG where you simply kill monsters and loot stuff.

So, I usually found myself the odd man out in an RPG group. It probably didn't help that my main focus was (and is) on the simulation / wargaming side of things. Even there, I despised "parking lot" games with no room for strategy and tactics. As an RPG player, I was repeatedly told I was the most "neutral" player they'd seen or knew. My strength in group play, particularly with players that knew me, was I could devise a plan, a strategy, or tactic that would get things done the easiest and cheapest way. I could also "rules lawyer" like there was no tomorrow, so-to-speak, when I wanted or needed to. That didn't go down well with a weak DM who really wasn't doing much more than having the players bash things and loot the results. With that sort I usually became persona non grata PDQ.

Well, that's some of it at least.
 
I guess I was a latecomer to the hobby, I started in the mid 1980's and played the sort of beginner stuff: mostly AD&D and Car Wars, with a few side forays, nothing serious. In tech school, I was fortunate to have a good friend who GM'd Warhammer Fantasy. We had a good run of that, with side-games of Car Wars and AD&D. Designing cars in Car Wars is what got me into Excel, and I am pretty good at it by now. In the service, we gravitated between Shadowrun 2e/3e, AD&D, Champions, which was used to run a fairly low power (100pt chars) Bureau 13-inspired game, and Rolemaster, at the insistence of one of our players. We all rolled quirks, and I wound up with 4 arms. I made every forearmed joke there was. It was painful, but fun. I played 3e for a few years, but I had moved (because of work) to an area with almost no gaming presence - mostly high school kids, and me in my 30s felt a bit out of place. I continued to play online, and when the last surviving game converted to Pathfinder, I picked that up. Years later, that game fell, like the others before it, into preferential treatment for the GM's intimate partners and a lot of alternative politics. I don't mind it, but it turned out I was the wrong gender/orientation/whatever to move my characters forward, so I left there in 2018-ish. I have online tabletop games via Roll20, Traveller, run using the d6 FATE system rules, and an indy game designed by a friend of one of our players called d20 to Yuma - basically it's a mashup of old Boot Hill and 1e AD&D, and it's pretty interesting, though we had to build our own character sheets in Roll20. I'm in the process of moving to Las Vegas, where 'gaming' means something else entirely, but hoping to find an RPG group and gaming store and getting back into the scene.
Friend of mine ran Star Trek in Vegas and he said there is a functional hobby shop there, I’ll ask him about it.
 
Our method of dealing with the "rules lawyers" is typified by my buddy Paul, who ran an amazing Traveller campaign, I mean legendary. One night one of our "Rules Lawyers" was claiming the rules said "X", so Paul told him: "Show me", and the guy did, so Paul reached up, took a black marker, crossed out that rule, and said, "See it no longer exists, lets get back to the game." I have also seen him physically tear a page out of the book. He played very zany, off the wall characters, one was "Zerphilus" the mage, who had to "conceptualize" with various "mixtures" before he could cast any spells. The more stoned he was, the better he was at magic.

We had two guys who Min/Maxxed the rules, especially Trillion Credit Squadron and while not rules lawyering, they took the rules to the absolute limit, but never crossed the limit. We could handle them. The ones that drove us up the walls were the Munchkins. They lasted usually one maybe two games before claiming we were "unfair", "boring", "old". But it worked for us.
 
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I started with D&D in 1977 while in the hospital at Walter Reed Army Medical Center, so my start was a bit unconventional, as I started by figuring out a way to play solitaire using the boxed Blue Book rules game. It had encounter sheet, the Blue Book rules (which I still have), treasure sheets, and dungeon geomorphs. When I was retired in 1978, I moved to the north of Chicago, and bought the Little Tan rule book set (which I still have) and later Traveller. Then I picked up Advanced D&D and was playing that fairly regularly with a group. One of the April (of course) Dragon magazines had a somewhat tongue-in-cheek survey for your players. I decided that is actually might be quite useful, photocopied it, and handed it out. One of the regulars responded with "doesn't anyone ever die in your dungeons." Big mistake. From then on I did my best to kill someone, and the group rapidly learned that in a dungeon, they would be hit front and rear, and not necessarily with standard monsters.

I nearly took the head off of the cleric when he thought that he was turning skeletons, except they were actually bone golems. From then on, they were much more careful. I still did not kill anyone, but they could tell that I was trying to do so.
 
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My best friend's older brother played D&D and his mom spoke so highly of it that in January of 1977 my parents got me the "blue box" basic D&D set. If I remember correctly, the Dungeon Masters Guide wasn't even out yet. It was just the Players Handbook for Advanced Dungeons & Dragons that the big kids used. The blue box was just fine for us for about the first year or so. We used to play at this hobby shop called HobbyTown USA in Lincoln Nebraska. They had rooms in the basement and they had role-playing games in one room and they had RC cars in the other room.
About a month and a half after I've started playing D&D the GM didn't show up one day and I ended up playing a game called Traveller. That was two or three months before Star Wars came out.
When the older guys were talking about a service jacket, I thought it was an actual jacket that Travellers wore that advertised their skills, and not a character sheet. I was as green as they came. We played everything in those days at different hobby shops and players' homes.
Almost exactly 11 years later my friend Steve bought a new game at a convention Tampa. He bought it Saturday morning and we played it Sunday at lunch. That was the original Cyberpunk, now called 2013. That night I started writing ideas for Cyberpunk, but that is another story altogether.
 
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We had the Players guide and Monster Manual when we started AD&D, a buddy drove to GenCon and picked everyone up a copy of the DM guide, and drove all the way back to east Texas with them. It was great. Then we converted to Chivalry and Sorcery (which should grant six hours of graduate school credit), and sort of played C&S for several years, all the while running Traveller on those nights when C&S was not on the menu. C&S had that horrid six point type, which back when my eyes were decent, still sucked. Runequest got played, but we modded the heck out of it, and never ran Glorantha at all. Our Universe was the Judges Guild maps, and City State. I wrote up a massive tome on the City State, and all the countries around it. C&S clerics were in a Catholic church universe, so we adjusted.
 

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I started in '79 with the Blue Box and an AD&D Player's Handbook, next was Traveller and Call of Cthulhu, eventually there was Cyberpunk 2013 (and eventually 2020, now RED) - those games remain the ones that I play the most. Plenty of other games mixed in there as well (Runequest, Champions, Pendragon, Boot Hill, VtW, MtA, WEG's Star Wars, Twilight 2000, and many, many others). I ran games home, played in a long campaign with a bunch of adults while in high school (catching rides to not get in curfew trouble), caught various games with other GMs but remained the forever DM for D&D, even ran games at GenCon for a handful of years in the late 80's and early 90's. Overall learned to focus on the role-playing, rather then combat - though I have a heavy history of wargaming as well, miniatures and otherwise.

D.
 
My story is about the same as everyone else's, late 70's I was a wargamer, chess club, all that, Played a lot of GDW wargames, TSR's Battle of the Five Armies. My sister got me to fill in on a D&D group, later I bought the PHB, and the Holmes Blue Box, the White Box, plus other supplements as there wasn't a DMG yet. We were playing Imperium in Chess Club and a friend saw Traveller in the catalog included in the game and bought that. Played a lot of that besides wargames, Squad Leader, etc. Then Gamma World, Space Opera, etc. until playing 2300AD and T2K in the late 80's. Mid 90's played a lot of Rifts, and CoC, back to Classic Traveller in the mid 2000's, and then MgT1. Run and played a lot of other stuff: 5e, Scum and Villainy, Mothership, Diaspora, Mindjammer, and back to Cepheus, and making my own game Kosmic, sort of an homage to all those years. Games are fun, I have no complaints.
 
We had the Players guide and Monster Manual when we started AD&D, a buddy drove to GenCon and picked everyone up a copy of the DM guide, and drove all the way back to east Texas with them. It was great. Then we converted to Chivalry and Sorcery (which should grant six hours of graduate school credit), and sort of played C&S for several years, all the while running Traveller on those nights when C&S was not on the menu. C&S had that horrid six point type, which back when my eyes were decent, still sucked. Runequest got played, but we modded the heck out of it, and never ran Glorantha at all. Our Universe was the Judges Guild maps, and City State. I wrote up a massive tome on the City State, and all the countries around it. C&S clerics were in a Catholic church universe, so we adjusted.
Literally laughed at the "C&S should grant grad school credit" comment - incredibly accurate!

One could say the same for Space Opera from those years as well. "Sure, you can play all sorts of sci-fi archetypes, but we're going to make it as complicated as possible to actually build the character you're after."
 
I guess I was a latecomer to the hobby, I started in the mid 1980's and played the sort of beginner stuff: mostly AD&D and Car Wars, with a few side forays, nothing serious. In tech school, I was fortunate to have a good friend who GM'd Warhammer Fantasy. We had a good run of that, with side-games of Car Wars and AD&D. Designing cars in Car Wars is what got me into Excel, and I am pretty good at it by now. In the service, we gravitated between Shadowrun 2e/3e, AD&D, Champions, which was used to run a fairly low power (100pt chars) Bureau 13-inspired game, and Rolemaster, at the insistence of one of our players. We all rolled quirks, and I wound up with 4 arms. I made every forearmed joke there was. It was painful, but fun. I played 3e for a few years, but I had moved (because of work) to an area with almost no gaming presence - mostly high school kids, and me in my 30s felt a bit out of place. I continued to play online, and when the last surviving game converted to Pathfinder, I picked that up. Years later, that game fell, like the others before it, into preferential treatment for the GM's intimate partners and a lot of alternative politics. I don't mind it, but it turned out I was the wrong gender/orientation/whatever to move my characters forward, so I left there in 2018-ish. I have online tabletop games via Roll20, Traveller, run using the d6 FATE system rules, and an indy game designed by a friend of one of our players called d20 to Yuma - basically it's a mashup of old Boot Hill and 1e AD&D, and it's pretty interesting, though we had to build our own character sheets in Roll20. I'm in the process of moving to Las Vegas, where 'gaming' means something else entirely, but hoping to find an RPG group and gaming store and getting back into the scene.
I'm more of a latecomer than you.
I started collecting with the WEG Star Wars game in the mid 1990s, but due to shyness didn't start playing til I found a Traveller group in 2003.
 
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