Should you reconsider D&D alignments?

You’ve heard it said–maybe you yourself have said it:

“There’s no point to character alignments in D&D or any other roleplaying game.  It’s an unnecessary hindrance to players!”

Or if you’re a proponent of alignments, you’ve seen the eye-rolls from players and other GMs.  I mean, who really takes those kinds of rules seriously?  Should alignments even exist in roleplaying games?

Well, I am taking those rules seriously, as I play my way through First Edition AD&D.  And I’m not simply finding them tolerable, I’m actually really enjoying the rules on alignment.

As someone who played 4th Edition D&D consistently for about four years (and has even dabbled a bit in the last year, believe it or not), I’ve experienced the other side of alignments.  In the 4e Essentials book, Heroes of the Forgotten Kingdoms, alignment is discussed in this way:

“A character’s alignment describes his or her moral stance.  Many adventurers…are unaligned, which means they have no overriding moral stance. … Most people in the world, and plenty of adventurers, haven’t signed up to play on any team–they’re unaligned.  Picking and adhering to an alignment represents a distinct choice.

If you choose an alignment for your character, you should pick either good or lawful good” (Mearls, Slavicsek, and Thompson, pg. 43).

As I’ve played 4th Edition, my experience has been that 4e alignment rules functionally led to no alignments at all.  Which is fine!  I just think it’s an unfortunate drift from their original function.  So why were alignments originally written into D&D?  And how can their rigorous use  actually benefit our games?

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Should player character death be a possibility?

Many of you have been writing and tweeting, asking how the Chasing the Dragon project is going.  Well, we’re five sessions into The Village of Hommlet and we’ve got two player character deaths on the books.  In fact, here’s a picture from our last session:

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You can see poor Elder Cunningham (our cleric) lying slain amidst his foes.  You can also see the pain on Patrick’s face (Elder’s player) on the top left, as he grieves his character’s untimely demise.

As a GM, I really feel bad when PCs die.  I want players to have a good time…and having your character ignominiously slain with one attack (RIP Elder Cunningham) just doesn’t seem like much fun.  So it leaves me with a question: should PC death be a real potentiality?  Or should GMs avoid it at as much as they can?

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Your PCs Need a Mr. Miyagi

If you’re looking for a new game, you’ve got a problem on your hands.

And the problem isn’t scarcity–no, quite the opposite!  The number of  tabletop games available in 2016 is a bit mind-numbing.  Not only do you have new games coming out quite frequently, but you’ve also got years of old games just waiting at your FLGS and on eBay.

And for grown-up gamers such as ourselves, our ability to take on new games is limited by our schedule.  It’s tough to keep up with your responsibilities, while trying to learn every new game that comes your way.

So as the guy who’s been encouraging you to try out AD&D, 1st Edition, I feel it’s important for me to answer the question:

Is learning AD&D, 1st Edition worth the trouble?

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Is your life reactive or proactive?

When you create a character for your tabletop RPG, what do you think about more?  Do you think about who you want that character to be?  Or do you think about where you want that character to go?  There’s a subtle difference between the two approaches.  Both approaches can make interesting characters–both approaches can result in good, worthwhile stories.  But one approach is reactive, while the other is proactive.  One focuses on the present, while the other looks to the future.

Let me give you examples of both.

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The Reactive Character

Let’s say you take the first approach, “who do you want the character to be?”  Well, you want her to be a dwarven wizard who serves Moradin.  She wields an orb that belonged to her father before her.  And as far as alignment goes, she is Lawful Good.  When this character is presented with a problem to solve, how will she respond?

In an ideal world, wherein players are engrossed in their characters and truly play the role, this character will consider who she is and she will respond to the situation.  “Well,” she thinks, “as a Moradin-follower who seeks to honor her father, how should I respond to this situation?”  By focusing on who the character is, we set up our character to be primarily reactive.

The Proactive Character

But let’s say we take the second approach, “where do you want the character to go?”  Well, regardless of the outer trappings of who our character is, you may want her to go down a path toward redemption or heroism.  Perhaps you want him to develop a sense of self-sacrifice or conversely a sense of complete independence and self-sufficiency.  When this character is presented with a problem to solve, how will he respond?

This character will also consider who he is, but then that thought process will go a step further to where he wants to go.  He has a future that he wants to achieve–something toward which to move, which makes his character primarily proactive.

Which character are you?

I’ve touched on this briefly over on MadAdventurers.com, but where are you headed in your life?  Do you have a vision of where you want to go?  Or are you simply reacting to the situations in which you find yourself?

Last week, I spoke briefly of the lies that people say about gamers.  Many of us have started assuming that those false beliefs are our future.  You’ve allowed those people and their stereotypes to set your expectations.  You are who you are and that’s who you’ll be.  But it doesn’t have to be that way.  All it takes is a change in the way you think about yourself and your future.

Have you ever stopped and asked, “What would make my life worthwhile?  What is the absolute highest thing that I want to accomplish with my life?”  Maybe you’ve asked those questions about RPG characters, whose lifespan is sometimes only a few sessions.  Have you asked that question about your own life?

Most of my life, I’ve had fleeting notions of where I wanted to go.  I had some idea of the sort of job I wanted–of the quality of life I’d like to live.  But I’ve never really set clear goals toward which I wanted to move.  That has changed in the last few years.  Just in the last few months, I stumbled upon a resource called Creating Your Personal Life PlanIf you’d like to start living more proactively, I’d encourage you to take a look at it.  It will be well worth your time.

If you don’t have time to read that resource, let me give you a few questions to ask yourself:

  1. What kind of legacy do I want to leave behind when I’m gone?  How do I want people to think of me?
  2. To whom do I want to leave that legacy?
  3. What is the first step I need to take toward that legacy?

I understand this may be a new way of thinking for you.  I’ve been there too.  But I’m convinced this is your first step into a much larger world.

How have you embraced a more proactive life?  How have you struggled with this way of living?  Email me or sound off in the comments here!

(Photo Credit: Ade M-C)

As We Shape Stories, the Stories Shape Us.

Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in a question, feel free to email me.  Here’s this week’s question:

Why in the world are you, a Pastor, playing tabletop games?

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For the record, I know the person who sent in this question and he/she means it in the absolute nicest way!  It is odd to stumble upon a cleric of any tradition in your FLGS, let alone one born and raised in the Bible belt and now serving in a conservative, Protestant institution.  It raises the question: what’s your angle, preacher-man?

Stating the obvious: tabletop gaming is fun!

I was born in 1983, two years before the US release of the Nintendo Entertainment System.  When my dad brought one home when I was four years old, things changed in our home!  I became a console gamer.  Really, quite frankly I was a Nintendo gamer…and still am.  Except for the Gamecube and the Wii U, all the systems are currently hooked up to my gaming TV.  But early on, I developed a gaming sensibility that continued.

My first brush with tabletop gaming was in junior high with the WEG Star Wars RPG.  A friend lent me the book and after school I and my brothers sat down to try it out.  When one brother’s PC decapitated the other’s with a lightsaber in the first five minutes, my mom made us take the book back.  And then tabletop games disappeared from my life.

…until 2011, that is.  I was actually a month away from moving to Louisiana, when the then-NBC sitcom Community had an episode about Dungeons & Dragons.  I was immediately intrigued.  I actually downloaded the basic 4th Edition rules from the WotC site, but moving soon took precedence and it slipped between the cracks.  But only for a few months.

After moving to Louisiana and taking a new position at a small suburban church, I became acquainted with a college student who was doing some volunteering for us.  As we got to know each other, we learned that we had a shared love of many things: the Beatles, comic books, and video games.  But then he mentioned Dungeons & Dragons

I knew all the horror stories from the eighties.  I knew the sermon illustrations.  I knew the Scriptures against witchcraft and the like.  But when he invited me to join his gaming group, I took the Players Handbook home, read it in a week, and joined up.  And guess what?  It was fun.  It was a heckuva lot of fun.  As an extrovert who loves games and epic stories, I realized this could become a really great outlet for creativity, relaxation, and good old-fashioned fun.

The less-than obvious: tabletop gaming is good.

You don’t hear too many people talking about things being objectively “good” these days.  But here’s what I found to be good about tabletop gaming.

First (which I’ve talked about at length elsewhere), there’s something sacred about tabletops.  How many life-changing moments happen at tables?  How many important conversations happen there?  How many relationships are strengthened or challenged there?  How many children are shaped slowly and daily by what happens there?  In the Christian faith, one of our most important practices happens on a tabletop!  Any time I find myself at a table with other people, I know that there is great potential for good.  There is opportunity for relationships—for encouragement—for mutual care—for self-expression—for community.  And these things are all objectively good.

Communities have much more potential for good than the individual does.  That’s not to say individuals can’t accomplish good things.  But unified communities bring about exponential change.  Unified homes, seeking good things, are objectively good.  Unified workplaces, seeking good things, are objectively good.  Unified friends, seeking good things, are objectively good.  And unified gaming groups, seeking good things, are objectively good.

Even if that means something seemingly trivial like “telling good stories.”  Telling good stories enriches lives and homes.  Humanity itself came of age while telling stories around meals.  Before we ever wrote them down, we recited them and participated in them.  As communities shaped the stories, the stories shaped us.  It’s a sacred practice, happening at a sacred place.  And I believe this to be good.

The draw for a Pastor

As a Pastor, I am a storyteller and a story-shaper.  I tell stories that I believe will shape and transform the lives of the hearers.  The stories that I tell occupationally are stories of faith, rooted in the Judeo-Christian tradition.  I believe them to be true.  But that does not mean that other stories cannot also be life-changing and redemptive.

As such, tabletop gaming (more specifically tabletop RPGs) is more than a simple interest to me.  I believe it to be a means of transformation.  Friendships happen there.  Ideas are challenged and shaped in the process.  People are transformed through these stories.  As we shape them, they shape us.  And I believe that to be good.

How have the stories at your tabletop shaped you?  How has it strengthened and catalyzed your friendships and your worldview?  Sound off in the comments!

(Photo credit: Mary)

Experience Points: The dangers and benefits of religion at the tabletop

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Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in your question, feel free to email me.  Here’s our first question:

As a GM, how can I help players play religious PCs well?

There are a lot of ways that this can be answered, depending on how you define “playing religious PCs well.”  Here are some of the different ways you can look at it:

In the case of real-life religions (like Christianity, Islam, Hinduism, etc.):

  • How can I help players play a PC whose religion differs from their own?
  • How can I help players play a religious PC without being offensive to others players?

In the case of setting-specific religions (like the Cult of Sehanine):

  • How can I help players embody their character’s religion in a believable way?
  • How can I help players actually utilize their religions, rather than them simply fading into the background?

Religion can complicate your tabletop…

The first two questions really challenge the player to be a student of the religion that his or her character believes.  If you’re embodying a faith that is not your own, you’ll need to learn more about itWhat do proponents of this faith believe?  Why do they believe those tenets?  And how do their beliefs impact their thinking and their lives?  The only way that players will know this is through a little research, either interpersonal, or academic.  You’ll want players to talk to people and to study sources that are generous, rather than critical.  The goal in our gaming is not to deconstruct other religions!  It’s to tell a story that is fun for everyone at the table.

As a conscientious GM, you’ll want to guide your players away from stereotyping people of faith.  Stereotyping may be fun, when you’re talking about a dwarf or a dragon.  Stereotyping others is not fun, when you’re talking about real people.  You can extend that beyond matters of faith, even to matters of race, culture, sexual orientation, and beyond.  Not only is it not fun for everyone, but I would argue that it’s objectively wrong.  On what grounds?  It isn’t loving.  And I think we can all agree on that!

The only time I can see an exception from the stereotyping rule is this: if all of your players have a shared faith, it might be humorous to play a stereotype of your own faith.  For example, I’m a Protestant Christian and I’ve played with groups that were made up of Protestants and Roman Catholics.  In that setting, I think it would be appropriate for me to play a Protestant stereotype, poking fun at my own history and experience.  As a GM, though, you’d want to gauge how appropriate that might be for your group.  If the players don’t really know each other well, I wouldn’t recommend it.  But in some special circumstances, it could be good for a laugh.

One final caveat and I’ll move on: designing characters to be “funny” doesn’t last long.  It may be fun for a one- or two-shot.  It gets old pretty quickly, though.  So don’t employ the self-stereotype, unless you’re playing a short-term game.  FIASCO is a great game for that sort of humorous PC.  In fact, it’s the only system in which I’ve seen this done appropriately.

…or it can enrich your tabletop!

In a recent episode of the awesome gaming podcast, potelbat, Sam Bigum made mention of how characters’ religions often fade into the background.  The cleric’s holy symbol becomes nothing but a means to an end and their religion as inconsequential as their hair color.  I personally think that’s a problem.  And here’s how we can solve it:

First, don’t require your PCs to have a religion.  Nobody requires that you have a religion, so why require your PCs to have one?  I understand that religion is a feature of some games, like Dungeons & Dragons.  You pick a religion and you get some extra little gimmicky feat or power.  Like you worship Moradin, so you get a +2 to social checks against dwarves.  Let’s be honest, in the real world, nobody really cares if you’re wearing a cross necklace.  So who cares if you’re wearing a charm of Moradin?

Here’s what I’m getting at: don’t encourage nominalism!  What is nominalism?  It’s when people profess to believe a faith that really doesn’t have an effect on their lives.  They mark “follower of Sehanine” on the annual census documents, but they burn down forests in their off-time.  That person isn’t really a proponent of Sehanine’s faith—he’s a nominal Sehanine follower.  So don’t require PCs to have a religion.  In fact…

Give your PCs incentive to not have a religion.  Now this might seem at odds with the original question.  But here’s the point: when people choose to be religious or non-religious, they do it for reasons.  There is some incentive, in their opinion, to that way of belief and life.  And that includes being irreligious—there is some benefit in it.  What incentives can you imagine giving a PC without a religion?  It’s something worth thinking about!  Maybe your characters inhabit a region where it’s illegal to be a proponent of a specific religion?  And because they are not religious, they actually get treated more hospitably!  How will this enrich your game?

It will make it more costly to be religious.  And then it will actually begin to mean something.  A costly faith will ultimately be more moving and meaningful to the player—and it will enrich the story in new and better directions.  There are other benefits that you could add to not having a religion, but I’ll leave those up to your imagination (and your comments below!).

A third and final recommendation: give PCs incentive for restricting themselves with their faith.  In the Mouse Guard RPG, players can be rewarded for using their own traits against themselves.  For example, a Hard Headed guardmouse might be good in an argument, but he might be terrible in a political negotiation.  If the player chooses to use his character’s trait against himself, it benefits them later in the game.  Similarly, find a way to reward players for using their religion against themselves.  Maybe it limits their activity on certain days or in certain settings?  Maybe they have to spend spare time in meditation or study, rather than going to the tavern for a pint?  While other PCs are getting new armor, maybe the religious character gets a +2 to defense for a certain period of time, because their divinity is shielding them.  Use your imagination, but find some way to both restrict and benefit your PCs with their faith.

Don’t be afraid to change your approach.

My experience with religion at the tabletop is very limited, because I don’t want to erode group cohesion.  If you decide to implement some of these ideas but find them not working well, don’t be afraid to change course!  Tell your players you made a mistake and invite their input.  There’s nothing wrong with realizing your current path is unhelpful and finding another.  After all, isn’t that one of the basic goals of faith?  To put ourselves on a better path?  And sometimes we GMs need to do just that.

How have you seen religion complicate the tabletop?  How have you seen it enrich your tabletop?  Would you add any advice to Jason’s comments above?  Sound off in the comments here!

(Photo Credit: Ben Templesmith)