1 day ago
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Sunday, August 8, 2010
Dungeons and Dragons: The Importance of a Flexible DM
This past Friday, my husband and I ended up with much the same group we played with last week. Same DM, and 2 of the 4 other players were the same as well. Our group dynamic is one where we fight when we should negotiate, and negotiate when we should fight.
This week's particular module: DRAG 2-2 This Gathering Storm.
Our DM, fortunately, is one that is able to think on the fly, and adjust to our group's unique way of handling things. Something the folks at The Escapist agree with is that the DM should not be hard and fast to the module, and should not discourage the players from creating their own story.
When our group managed to start a brawl in a brothel (something not covered in the module at all) he was able to quickly match us punch for punch, and maintained balance by removing a different skirmish along the way. What ensued was a barrel of laughs, and a great deal of enjoyment as we were able to react to a situation in ways that our characters naturally would. Other DMs I've played with would have stuck to the script, and guided us back on track.
Ours, glory be, let us build our own story. He even let us burn down the ugly building.
Later, we were supposed to confront the pirates we suspected of heinous acts outright, causing them to be mistrustful of us, and against us in the upcoming battle.
We joined them instead. Rather than being outright distrustful, we skill-checked our way into the crew where we could gather more evidence in the fight to come.
Again, our DM was able to adjust and roll with the punches, allowing us to maintain control over our own story.
The result was the same as last week: we managed to build a story that was utterly unique to our group. This is the core of why I love tabletop gaming. Our little group (hopefully we'll get the same people next week) has become an inside joke. Our modules will never be handled the same way by anyone else. Every module I play with these people makes it harder and harder to imagine playing the same modules with a different group (and character). The stories we come up with are just too unique and too much fun to get the same result elsewhere.
Especially when too many DMs can't roll with the punches.
Friday, August 6, 2010
Dungeons and Dragons: The Fun of Defining Your Own Adventure
This past Friday, playing through the Silver Linings quest for Dungeons and Dragons really illustrated why I'm coming to love tabletop gaming, and why in many ways it still surpasses many computer games for me. In Dungeons and Dragons, the choices you make with your friends have consequences that can change the entire game.
During this quest, you're clearing out a Goblin town/cave/thing of Orcs. Now, many groups, when they finally reach the rampaging and murderous Orcs who are mining out the Goblin caves for relics for an unseen master would instantly attack.
Not us. We happened to have a guy (our Fighter, so he's pretty intimidating in the first place) who could speak Orcish. Add in two wizards (myself and another) who used our Prestidigitation to give him things like demon wings, glowing fiery armor, and thunderbolts arcing across said armor, we managed to convince the Orcs to parley with us.
Not only did we successfully bargain with them (turning what should have been a 3-fight quest into a 1-fight quest) but, we managed to save 2 slaves who weren't supposed to be saveable (more just there as window dressing).
We may not have gotten all the rewards, but we managed to solve the quest in a way that was truly unique. To find another group who both reacted as we did, and had the proper make up to be able to accomplish what we managed to accomplish, would be nearly impossible.
When one is used to computer games (consoles are considered computers for this), you're usually given scripted encounters. Even in a game like Dragon Age: Origins, where you can make choices that drastically affect the story of the game, you are still limited by the programming of the game as to what kind of choices you can make.
But in a tabletop game, if you can imagine it (and hit the proper dice rolls for it) you can make it happen. You can discover things that, possibly, no one else who's ever done that particular encounter ever thought of. It makes it far more immersive, and far easier to fall into a roleplaying groove.
I think this is what keeps tabletop gaming so alive, even in this digital age.
Sunday, May 16, 2010
Dungeons & Dragons: A First Timer's Experience
Today was a special day in any gaming nerd's life. I played my first Dungeons & Dragons game. Last night was spent pouring over my character sheet, trying to make sure I got my character just right.
Picking my race/class was a real challenge. I wanted something that I was fairly familiar with. I originally thought about an elven ranger (my main in WoW, and an easy favorite). But I've been there, done that. I finally settled on an Eladrin wizard.
Though I will admit the Player's Handbook 4th Edition was a little hard to understand for a first-timer. A lot of the phrasing the editors seemed to take for-granted. There was a lot of sections that described a particular value, but didn't clearly talk about where to put it.
However, Wizards of the Coast has put a wonderful character builder program on their website that helps noobs like me put it all together in a way that is easy to understand, and gets you out the door with a workable character.
As a fan of RPGs (namely WoW and Dragon Age: Origins) it was truly fascinating to see the mother of them all, and recognize how much these modern games draw from this paragon of gaming.
As far as the actual game went, my little Leshanna did quite well, and I'm slowly becoming comfortable with tabletop gaming. A truly great experience, and one that I'm only sorry that I've waited this long to check out.
Picking my race/class was a real challenge. I wanted something that I was fairly familiar with. I originally thought about an elven ranger (my main in WoW, and an easy favorite). But I've been there, done that. I finally settled on an Eladrin wizard.
Though I will admit the Player's Handbook 4th Edition was a little hard to understand for a first-timer. A lot of the phrasing the editors seemed to take for-granted. There was a lot of sections that described a particular value, but didn't clearly talk about where to put it.
However, Wizards of the Coast has put a wonderful character builder program on their website that helps noobs like me put it all together in a way that is easy to understand, and gets you out the door with a workable character.
As a fan of RPGs (namely WoW and Dragon Age: Origins) it was truly fascinating to see the mother of them all, and recognize how much these modern games draw from this paragon of gaming.
As far as the actual game went, my little Leshanna did quite well, and I'm slowly becoming comfortable with tabletop gaming. A truly great experience, and one that I'm only sorry that I've waited this long to check out.
Labels:
Dungeons and Dragons,
Games,
Tabletop,
Wizards of the Coast
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