I am incapable of starting at the beginning of any story without leaping, face first, into multiple preliminaries. Part of it this time is due to the sheer “magic” I feel whenever I look through my old Dungeons and Dragons books and papers.
And holding the dice. Man! That really amps up the nostalgia.
The combination of the many fond memories, and the creative potential is inspirational.
Therefore, I need to start with my overall beliefs about running D&D sessions
which will make clear many of the decisions encountered during the documentation
of the often goofy adventures of my group of players.
Aside-
It is no coincidence when, years later, I played the Dead Alewives “Dungeons and Dragons” sketch for these kids, their first response was, “When did you tape
us?”
For
this bit of philosophy, I don’t mean general beliefs about the game’s goal being
connected to interactive storytelling and overall fun for the group...
Because I wrote about that shortly after we were playing almost 25 years ago.
How to Win at Any Edition of Dungeons and Dragons.
What
I mean is detailing some of the weird choices and "house rules" I make as a Dungeon
Master, and the reasoning behind them. There isn’t a massive amount of thought
that went into these. Therefore, this will have plenty of room to serve as an index
to the stories.
[Later edit, even with the minimal amount of thought I run my
life with, there is still my usual far too much explaining. In fact, it became the longest post in the series. I wish I could control my mental output in any way at all. On the positive side, with it all concentrated here, the gamers can read it all at once, and the non-gamers can easily skip it and get to the stories.
Hence there is a separate index. Still, the value of the index is maintained.]
This way anyone who stumbles upon these adventures has easy access to the
“prequels” that will allow the tales of fantasy and adventure to make sense.
OK,
to allow the tales of fantasy and adventure to make something that sort of resembles
sense… if you squint a little.
Most
of these choices orbit around the ideas that I often work with young, first time
players. Many are connected to the notion that I view their characters as the protagonists in a Heroic Fantasy
story.
Not a tale of gritty realism.
Not a tale of dire woe.
They’re the good guys, they’re the ones with above average abilities who are going to defeat evil.
They’re the ones who are going to save the peasants from marauding monsters.
It
goes without saying that I don’t run evil or backstabbing campaigns. While this
can be fun for some experienced players, it’s a great way to make a group of
beginners hate each other and not want to play anymore really quickly. Plus,
there is truth behind the idea that good deeds are their own reward. I’ve seen
it several times when a gang saves the day against high odds.
Another
point is the characters cannot be the heroes of the realm if they are dead.
Therefore, I will give the players the benefit of the doubt a lot of the time.
They should be mightier/ smarter/ stealthier than the average serf.
This is why I use the suggested character roll up methods from Unearthed Arcana (the first of the “new” First Edition Hardcover rule books) that inflates required stats.
I have made up characters used a straight 3D6 for each stat (three rolls of a six-sided die, which gives
a bell curve in a 3 to 18 range) and let the numbers force which class had to
be chosen. A great learning experience was using this method the first time I
convinced my age group and some younger kids Up the Lake to try the game the year I started playing. I
distinctly remember the next day overhearing one girl say, “I rolled some dice and
Jeff yelled ‘You’re a Dwarf!’ in my face and scared me. I had no idea what was
going on.” She must have been rolling for Constitution. That was the same time
I learned, for new players, it is critical to set up time in advance either individually,
or while the rest of the group can occupy themselves with something else, to
allow helping everyone make a character to prevent the rest of the gang isn’t dying
of boredom.
Not a tale of gritty realism.
Not a tale of dire woe.
They’re the good guys, they’re the ones with above average abilities who are going to defeat evil.
They’re the ones who are going to save the peasants from marauding monsters.
Therefore, I will give the players the benefit of the doubt a lot of the time.
They should be mightier/ smarter/ stealthier than the average serf.
This is why I use the suggested character roll up methods from Unearthed Arcana (the first of the “new” First Edition Hardcover rule books) that inflates required stats.
That whole experience was a trip. Role Playing Games were relatively new at
the time, meaning many of the parents wanted to watch and learn how "This D&D thing" worked.
They were clearly amazed I was only reading some of what happened from my books
and mostly we were all “making it up as we went along.” Still, having them
there was super awkward. Also, the lack of player experience showed through a bit.
When surrounded by Kobolds, Tracy said, “I’m a thief right? Can I steal their
spears?” I got a lot better at both being the Dungeon Master and explaining the
game mechanics after that foray. Having one of those kids (the Dwarf's sister, in fact) refer to me as “our Dungeon
Master” in an online birthday message when we were both grown ups meant a great deal. At least I wasn’t a complete disaster.
Especially
since I’m often working with first time players, the Unearthed Arcana method
of rolling up statistics works the best, because it allows the player to select
the type of character they want ahead of time AND be a heroically effective version that type. For specialty
character classes that have high requirements for certain stats, I have also
allowed “trading points” to reach the scores needed in the categories required to
create the character they have in mind once the rolling is complete.
There
is one simple reason for this. If I tell a kid, “Well, I know you wanted to be
a Barbarian, but you rolled up a weak limbed genius and therefore you have to
play either a Wizard, or a Barbarian who is terrible at barbarianing.”
Guess what? They’re not coming back next week.
The
players can still face rough odds, dangerous traps and difficult puzzles, but I always
try to give them a “run away and nurse their wounds” option over wiping them out.
Again, “OK, you’ve all been eaten by the invisible dragon you failed to detect, who’s coming back to make new characters next week?
Hello…
Hey, where is everyone?”
Speaking
of survival, the biggest chance for biting the dust comes at first level during the beginning of
the game. Therefore. I’ve added my own modification to the die rolls. EVERYONE gets
maximum hit points at first level. The book says roll a D8… you get 8 hit
points, plus any Constitution of other bonuses.
Its
either that or force nearly everything they meet on their first adventure to
miss them repeatedly, and that can be even more boring than kicking the bucket. The
maximum hit points- aligned with
liberally allowing the party ways to rest and recover health - keeps everyone
battling, but also keeps everyone alive to move forward in the game.
Guess what? They’re not coming back next week.
Again, “OK, you’ve all been eaten by the invisible dragon you failed to detect, who’s coming back to make new characters next week?
Hello…
Hey, where is everyone?”
(Unless they're determined to be really stupid. Hey, ya can't save everyone.)
Additionally,
I feel a lot of other first-generation gamers like myself believed in “House Monopoly
Rules” ideas about character death automatically happening at zero hit points. The original AD&D hardcovers talk about reaching
-10 hit points and a few other elements before a character has moved beyond “mostly
dead.”
The house rules idea is equally true for character statistics. They are based on 3D6
ranges, but the original Dungeon Masters Guide had a half dozen methods
designed to increase, optimize, and customize character stat roll ups.
Something
I learned from, Jesse, my Dungeon Master, was unspoken in our game sessions. We both
featured a “common sense” rule about some of the more mathematical, in game mechanics.
For most situations I’ll follow the rules for the Toon Cartoon role playing game. For that game if it was funny it was allowed. When I run a D&D game if it works in the context of the story it’s allowed. Honestly, I follow the “if it’s funny” rule in almost any game I run, as well.
This happened with a later group of Up the Lake kids I took through I1 Dwellers of the Forbidden City. One “pet” accompanying “Truk” my younger cousin’s massively strong, armored… and slow on the update… fighter was Frank, his chicken. Frank was dead and had been for quite a long time. Truk would toss him at foes and yell, “Get ‘em Frank!”
Then he’d inevitably need to rush in to Frank’s rescue, knocking dungeon denizens about like bowling pins. This added a great deal of entertainment for everyone in that later group of Up the Lake D&D players.
Then he’d inevitably need to rush in to Frank’s rescue, knocking dungeon denizens about like bowling pins. This added a great deal of entertainment for everyone in that later group of Up the Lake D&D players.
Aside- I know I have Eric's (Truk) Richie's (John the Ranger with Shadow the dog) Kim's (Aurorin the Elven Fighter/ Magic User) and Tracy's (Betty the Gnome Thief/ Illusionist with Shubert the squirrel) character sheets. If anyone remembers who played "Nosehair the Druid" (Danny? Betsy?) that summer please let me know.
A
final note on miniatures. When we played, we all had miniatures, and some of us
had “Dungeon Floors” or other table mapping tools. (My lead figures are still in the box they were delivered in. The protective egg cartons feel like a "Mom Idea." Since they're almost all intact, thanks Mom!) Aside from rare times we remembered to use their positioning to establish “marching order” or locations relative to each other
and things if it could be confusing when it was important. (doors, chests, statues ... pretty much any object could be dangerous in Jesse's games) In general, we barely ever used them. I feel like Stranger Things made the miniatures look like too important a part of the
experience. The best Dungeons and Dragons games I’ve been a part of in my life
were all in our heads.
That’s
my general style- Before I can start the stories of our bold, if often confused
adventurers, we need an introduction to some of my characters who populated and
created backgrounds for the world this party explored and battled in.
Click here to meet my first character and see some early Dungeon Mastering lessons I learned.
This
party’s characters were introduced a while ago, click here to meet them.
Dungeons and Dragons quick character reference and index
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