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Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Tuesday, March 13, 2012

Gary Gygax's 17 Steps to Role Playing Mastery: Step Three (Discover the Spirit)

Note: Italics are quotes by Gygax, contained in the book, Role Playing Mastery.
3. Discover the spirit of the game, and make it your credo in play.

The concept of “spirit” is defined in the foregoing text. Although the goal of a game may be contained within its spirit, the spirit of the game usually goes deeper. Perceive it, understand it, and have your PC live by it when you engage in play.

The Spirit isn’t something that you can easily tag with a phrase or a sentence. Gygax says that what lies between the lines (rules) is the Spirit of the Game. He elaborates:

To identify the spirit of the game, you must know what the game rules say, be able to absorb this information, and then interpret what the rules imply or state about the spirit that underlies them.

The Spirit pervades the stats, the mechanics and the descriptions of the rules. The Spirit of the Game gives the RPG a sense of tone, or flavor. Playing a board game like 221B Baker Street is a very different experience from one such as Wrath of Ashardalon. The Spirit varies greatly. Likewise with Pathfinder and Call of Cthulhu.

I like Gygax’s assertion that a player who masters the rules and just uses them to play the game without getting into the Spirit is simply going through the motions. He might become an expert in the game, but I would compare it to a dry, dusty experience.

If anybody could define the spirit of Advanced Dungeons &Dragons (AD&D), it is certainly Gary Gygax. And here it is:

I shall attempt to characterize the spirit of the Advanced Dungeons & Dragons game. This is a fantasy RPG predicated on the assumption that the human race, by and large, is made up of good people. Humans, with the help of their demi-human allies (dwarfs, elves, gnomes, etc.), are and should remain the predominant force in the world. They have achieved and continue to hold on to this status, despite the ever-present threat of evil, mainly because of the dedication, honor, and unselfishness of the most heroic humans and demi-humans-the characters whose roles are taken by the players of the game.

Although players can take the roles of “bad guys” if they so choose, and if the game master allows it, evil exists in the game primarily as an obstacle for player characters to overcome. If they succeed in doing this, as time goes on, player characters become more experienced and more powerful - which enables them to contest successfully against increasingly stronger evil adversaries. Each character, by virtue of his or her chosen profession, has strengths and weaknesses distinctly different from those possessed by other types of characters.

No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

You can make of that what you will. I found two points that caught my interest. The first is that AD&D, as conceived (and created…) by Gygax was human driven. As a Pathfinder Play by Poster, I certainly don’t find that to be the norm anymore. I believe that humans are in the minority of two of my three PbP parties. And I’m playing a dwarf, a half-elf and a human, respectively. Humans may rule Golarion, but demi-humans seem to be the prevalent choice of players.

Also, playing evil characters is more acceptable now. Many, if not most, PbP recruitments I see still specify no evil characters (which certainly facilitates the ‘group working together concept’ of RPGs and mentioned in the last sentence of the previous quote). But playing an evil character is not as rare as it was 20-plus years ago. Fire Mountain Games is currently publishing Way of the Wicked, an adventure path for evil characters that is being used in at least one PbP at Paizo.com

But in looking at the big picture, you should understand the Spirit behind your specific game and incorporate it into your play. If you don’t do so, you’ll be experiencing less than the game was intended to provide.

This topic is also a thread over at Paizo.com and is getting some good commentary:

Wednesday, February 29, 2012

Gary Gygax's 17 Steps to Role Playing Mastery: Steps One (Know the Rules) and Two (Know the Goals)

Note: Italics are quotes by Gygax, contained in the book, Role Playing Mastery.

Gary Gygax establishes two pillars that hold up the edifice that is Role Playing Mastery: …a thorough understanding of the rules of the game, followed by the selection of what sort of player character (PC) to portray in a given game situation.

 Starting with those two concepts, we’ll look at his 17 Steps of Role Playing Mastery.

1. Study the rules of your chosen role-playing game. Being intimately familiar with the rules structure is essential to understanding what you are doing, and understanding is the foundation of mastery.



He makes the point that simply memorizing a bunch of passages is not sufficient. Memorizing does not mean understanding (I like that phrase). It is not enough to know what is in the rules, but how the components all work together with each other. He discusses the problems faced by the rules writers, such as taking the make believe of dragons and spaceships and making them seem real. Quantification and mechanics must translate into an experience that brings to life the game environment.

As a player, whether the rules are inadequate or overwhelming, you must understand both the rules and the spirit of the game (Step #3). It is this accepted combination that leads to such exasperation with rules lawyers who focus solely on Step 1 and have no use for Step 3.

An adept GM can help overcome player shortcomings in the area of rules knowledge. But if the player consistently makes mistakes with movement or feats during combat rounds, the gameplay will be impacted negatively. Likewise, forgetting that a paladin has smite evil available can be the difference between success and failure. Two players understanding the rules for flanking is going to be much more effective than if only one does. Hard to flank by yourself!

2. Learn the goal(s) of the game. In other words, understand what the role of the PCs is in the game environment- the responsibilities and obligations of the player characters around whom the game world revolves. This is not the same as knowing what your individual role as a PC is; that is covered in step 9.

Gygax moves under the umbrella of the Player Character (PC) for several steps. Again using AD&D, he contrasts the styles of play and problem solving of fighters (brawn), magic users (brains) and thief (stealth). Playing different character classes (or types) gives you different perspectives on how to tackle problems and succeed in the game. In essence, he is saying that you can look at what types of character (classes) are available and how they are structured/function. From this, you can learn about the goals of the campaign world and the game itself.

He roams rather broadly on this point and doesn’t talk too much specifically about the game goals. But the concept is that you can explore the RPG system through playing different types of characters. Playing a ranger will certainly provide you a different experience and require a different approach to problem solving than playing a sorcerer. And a lawful good paladin will function differently than a neutral druid. He also contrasts the class (profession) system of character creation from the skill system. The way the character is built and functions gives an understanding of what the player can expect in the RPG. While I get what he was saying, I found this Step (as he explained it) to be rather muddy and easier to understand in its Step 9 form.

Now, the parameters within a specific campaign can certainly be affected by the character constraints and the goal. Solving a mystery (like TSR’s Bone Knot Hill)  will rely upon a different skill set and likely party composition than a slugfest dungeon crawl (like Necromancer Games’ Rappan Athuk Reloaded). But that is a micro look at what Gygax is saying, and he was really making his point a macro level.

Next up: Step Three – Spirit of the Game

Wednesday, February 15, 2012

Gary Gygax's 17 Steps to Role Playing Mastery – Mastery?

Gary Gygax took role-playing very seriously. This should not be a surprise since we’re talking about the man who co-created Dungeons and Dragons and what is now a billion dollar industry (there’s no World of Warcraft without D&D). He differentiates Role Playing Games (RPGs) from other games played to pass the time:

Many games are mere pastime activities, but RPGs are enjoyable pursuits of a sought-after nature and are hobby-like, rather than pastime creations aimed at filling an otherwise empty period of leisure. While some games are aimed at rainy afternoons or social gatherings that might bring boredom, role-playing games are designed for and should be played under far different circumstances. Participants engage in the play of such games because they have an active desire to do so. This is because the games of this nature provide them with fun, excitement, challenge, social interaction, and much more on an ongoing basis.

Gygax establishes RPGs at a ‘higher level’ than games such as Monopoly or Sorry. They are not something you do to pass the time. They are voluntary activities that players participate in for a continuing sense of fulfillment.
If you don't know what
this is about, you need
to do a little D&D
history research!

 He also makes a point that I feel is important: the cooperative nature of role-playing:

Role-playing games are contests in which the players usually cooperate as a group to achieve a common goal rather than compete to eliminate one another from play. Chess, board games, cards, and miniatures games all pit individuals or teams against each other. Role games, in contrast, bring players together in a mutual effort to have their characters succeed or at least survive against the hostile “world” environment.

Roleplaying games foster creativity, imagination and cooperation. If the party doesn’t work together, they usually don’t last long. I played “around a table” from middle school into grad school. After a long break from that type of RPGing (replaced with Pc games), I now play via message board (known as ‘Play By Post’) due to real life constraints. But it is still rewarding to work together to solve problems and vanquish foes. RPGs deliver that in excess.

Regarding Mastery, he says:

As it is with other kinds of mature amusements and diversions, so it is with role-playing games: The higher the level of play, the more enjoyable the game. Simply put, mastery of role-playing is not so much an effort toward individual excellence as it is a broadening of personal knowledge, contributing to social group activity, and increasing the fun and excitement that stem from superior participation. This is when role-playing becomes captivating. When you master role-playing, you become immersed in an activity that is peerless among leisure-time pursuits.

Mastery is achieved by understanding the game system, using it fully and correctly, excelling in operation within the system, and assuring that the experience is enjoyable for all the individuals concerned.

In other words, it’s not about you. It’s excelling at the game to increase the enjoyment of those playing with you. Back to cooperation. When you have a butthead in your group, it ruins the fun for nearly everyone because they are focused on their experience, not the group’s. Mastery should not make you a ‘Rules Lawyer’ who challenges the GM and other players on every point to show how much you know. Mastery should lead to a better played game. I like that focus.

Next up: Step One – Rules Study

Tuesday, February 7, 2012

Gary Gygax's 17 Steps to Role Playing Mastery - Intro

If you're reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

In 1987, Gary Gygax put out a book entitled Role-Playing Mastery, which gave instructions on how to excel as a player in role-playing games. At that time, there were essentially two versions of Dungeons and Dragons.  The Original, or ‘Basic’ game, had evolved under Tom Moldvay’s rules development. Gygax, meanwhile, was focused on Advanced Dungeons and Dragons, or ’AD&D’. They were marketed as separate rules systems and 2nd Edition AD&D would not be released until 1989.

Gygax had been pushed completely out of TSR (the company he cofounded to print the first set of D&D rules) by December 31, 1986, so he was no longer associated with D&D when this book came out.

In an interview not long before he died, Gygax was asked how he’d like to be remembered and replied:
“I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else.”


This book, which he wrote about twenty years before his death, reflects that philosophy. On a side note, he wrote a companion book that came out in 1989: Master of the Game, which focused on the Dungeon Master/Game Master side of role-playing. They are both interesting reads; partly because he takes the subject so seriously. And bear in mind that PC gaming consisted of titles like Ultima IV, Wizardry and Bard’s Tale. Pool of Radiance, the first of the gold box series, was a year away. MMORPGs weren’t even conceived of yet (yes, I know MUDs existed). But computer gaming was a very different world. People RPGd by sitting around a table together. And Gary Gygax suggested how they could be very good at it.

So, next post will begin a look a Gary Gygax's 17 Steps to Role Playing Mastery.

Wednesday, February 9, 2011

I Bought Dice!

I played tabletop Dungeons and Dragons back when I was in grade school. I played off and on into grad school. I don't remember playing after that, although I was pretty deep into PC RPGs by then. I tore through the SSI gold box games back then. I think my first computer RPG was Temple of Apshai on an old Atari 1200 XL.

But last year, I decided to give tabletop role playing a try again. Things had changed a bit since playing AD&D, I discovered. I dug into things a bit and settled on learning the Pathfinder system.

I hope to be starting up a skype-driven game in a few months. We'll have players from three different states on-line to play.

This week, I went to a local gaming store and bought dice. Not the ones below, but a bunch, ranging from four sided to twenty sided. I had given my old ones away many years ago.


It's kinda cool to have D&D dice again (even though we're not actually playing D&D). I'll be GMing four players and I think all of us have virtual dice rolling apps/programs, but there's something about tossing an actual 20 sided die on a table.

Hopefully we're only a week or two away from rolling up characters. We'll see how it goes, as none of us have played in about twenty years.