Author Archives: mxyzplk

Vintage RPG Stuff On Sale At Paizo!

Paizo bought out a regional distributor, American Eagles, and has loads of classic RPG stuff they are selling at list price on the (excellent) Paizo store.  More is being added monthly. Let’s take a look and see what gems are hidden therein…

My recommendations from their May batch… I liked Top Secret/S.I. Some of it was crap like the over the top goofy Roger Moore at his worst – Operation: Starfire and F.R.E.E.Lancers, and the “Web” bad guys that seemed dated and 1980s even then.  But the Commando supplement was great, one of the better small unit military supplements for an RPG.  Buy Commando, Brushfire Wars, and Covert Operations Vol. 1 for some great spy action.

Speaking of spy action, they have James Bond adventures!  I especially liked the original ones NOT based on a movie – like You Only Live Twice II.  We usually used the Feng Shui rules to play James Bond to be honest, but the adventures and stuff were good.

Oh, dang, they have the Mayfair D&D stuff!!!  I have all the Demons stuff including the Denizens and that’s all really great material.

From their June collection – a lot of Talislanta, which is a very interesting and fully realized fantasy world different from the average (“No Elves!” was a marketing slogan). They also have an economy sized load of Marvel Super Heroes, that was a fun game. Can’t argue with superhero adventures! They have some 2e gear including Spelljammer, but Spelljammer generally just makes me incontinent.

Stay tuned for more old time gaming goodness… I would buy some more of it if it were discounted, but at least it’s not price-jacked-up like most guys selling old stuff online.

Bill Slavicsek Leaves Wizards Amidst Layoffs

Bill Slavicsek, Director of R&D for Dungeons & Dragons Games and Novels at Wizards of the Coast, has left the company. He was with WotC and TSR before them since 1993. He designed Alternity, d20 Modern, revised Dark Sun and Council of Wyrms, Star Wars Revised, and much more.  Outside TSR he worked on Torg and Paranoia.

It’s unclear whether he resigned or was laid off, as at the same time Monte Cook tweeted “I wish the best for those laid off from Wizards of the Coast today. Some were good friends. All, I’m sure, are talented and capable.” So it sounds like a larger purge at work. We wish Bill and the others well in their new endeavors.

Bill has a mixed legacy. I love Alternity, but a lot of the problems with D&D 4e are directly his responsibility.  I’ve been reading Mike Mearls’ “Legends & Lore” articles hopefully; it seems they’re revisiting older versions of D&D and trying to actually understand why they were good and how 4e has left a lot of the core play experience behind, though it’s hard to get one’s hopes up that they’ll really implement that correctly (I agreed with their critiques of 3e, but what they did to fix them was God-awful.) Bill leaving has re-fueled discussion of a “D&D 5e” (or, more likely, a D&D 5e with a more confusing branding).

WotC does layoffs regularly, though it’s usually after a big release or around Christmas to boost end of year numbers, and usually it’s not someone this prominent, so it’s a bit concerning for the industry.  We’ll see what happens…

Alternity “The Lighthouse” Session Summary 48

Forty-eighth Session – VoidCorp’s obvious treason becomes unobvious.  Then obvious again. I’m a little unclear because I missed this session, but we cleaned house in Aegis.

From the session summary by Bruce, it sounds like  we pretty much uncovered VoidCorp’s alien-collaborating perfidy, blew up most of their shit, and found out all kinds of top secret stuff.

A separate briefing from Chris indicates things were a bit more cluster-fucky than that, and that VoidCorp both got to warn everyone in the Verge of our crackdown and that we lost 3000 ship points to their 300 (a dint of the simplified space combat system is that if you completely kick someone’s ass, you still lose 5% of your force, so if you attack with overwhelming force, the bad guys kill like 10x their number as they go out).

The session  summary doesn’t mention us actually taking out the N’sss base but Chris said we did.  I’ll assume we did, just because that sounds better.

[Edit: Bruce came through with a completed summary; we did indeed take out the N’sss base and the Externals are suing for peace.]

WTF, D&D!?

In case you haven’t read it, wanted to turn you on to the Something Awful comedy “blog” series WTF, D&D!?. I read some of the early ones but didn’t realize they were going to keep up momentum with regular posting! Zack Parsons and Steve “Malak” Sumner review, walk through, or run through a variety of RPG materials – mostly D&D with some Rifts and Vampire and stuff, but some newer items like Lamentations of the Flame Princess – and about every other article, I find myself laughing so hard that I’m crying.

So if you haven’t seen it, go check out WTF, D&D!? and start with some of the Monster Manual type readthroughs – OMG, LOL!  (Normally I’d never say that but the abbreviations, you see, it’s like the column name… Never mind.)

Reavers on the Seas of Fate – Season Two, Twelfth Session

Twelfth Session (12 page pdf) – “Water Stop 2” – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy.

This session took a whole lot of work on my part. I think it might be interesting to see how another GM does this stuf fin detail, so here’s a bit of a blow by blow about how I prepped and conducted the session.

As prep, I needed to generate eleven fully realized pirate crewmen and a dozen freed slaves for the PCs to interact with. Eek!  I used some of my favorite random generators, but wasn’t thrilled with most of what came out of them, so mainly made it up myself. And it worked!  The PCs were fascinated by the crew: Seven, Stoke, Orgon One-ear, Dum-dum, Tanned Hank, Little Mike, Big Mike, Mano, Gareb, Goat, and Slasher Jim.

I believe strongly in random generation at sea.  Random weather, random encounters… I eyeballed Zak’s Wavecrawl Kit, pulled random weather tables together from Stormwrack and other sources, and random encounter tables from everywhere they are hidden in Pathfinder stuff (Note to Paizo, I’d pay good money for a big book of random encounter tables by Inner Sea area.  I needed Gulf of Varisia area open ocean and beach/coastal encounters.

So they get going, and I roll some weather up, a snowstorm.  Just a minor one, but it gets them back used to making their Profession: Sailor checks. Sindawe was captain and Serpent was master on the helm; the snowstorm was an assisted check with Sindawe leading and Serpent assisting. They didn’t have any trouble.

Day two, the 8% chance of random encounter triggers.  Roll the dice – 00.  When you roll percentiles and get a 00 you always know something’s going to get fucked up.  I scan down the ocean table in the Bestiary and see 00 – Shoggoth.  CR 19.

Well now some GMs would puss out and say that’s too much for a fifth level party to handle. But not me. Shoggoth it is!  Hey, what’s that ahead, a giant field of sargasso seaweed?  Let’s go around. Why is it starting to come towards us?

They started to put on speed.  I used the naval version of my chase rules this time with Serpent the helmsman leading. On the fly I was assessing penalties for the ship’s skeleton crew (-4) and rolling for how hard the wind is blowing (lightly, -3). It works a lot like the foot chase rules, each side rolls Movement checks and moves up or down a range band from each other.

It was pretty cool.  They didn’t know what it was, and it was gaining on them (shoggoths swim at like 50′). Serpent/Paul joked about “it could be a shoggoth! There would be piping and stuff!” As it drew closer they heard the piping. He was deeply unhappy. He had the presence of mind to order Orgon to go get wax to stopper the crews’ ears (earning an additional -4 on Sindawe’s captaining rolls, sadly, but preventing them all from going insane).

They kept not doing real well in terms of making speed and the shoggoth kept rolling 15+. Sindawe was getting desperate and scanned the horizon with a spyglass for something, anything…  I rolled on Zak’s Wavecrawl “Random Event” table, which can be “nothing.” I got a random ship, table says merchants, d4 for size… A big fat Chelish merchantman! Sindawe rolled a 30+ Perception and saw a chance. They headed straight for it. Wogan and a gun crew had loaded a cannon on the off chance it would be useful against the shoggoth, but now they ran to the other side and loaded one with chain shot. The other ship didn’t spot them till they were barreling down on it. The shoggoth closed to close contact with the PCs’ ship and began ripping holes in it. Serpent crossed the T behind the merchantman and they shot a load into its rigging. The Teeth of Araska sailed away as the shoggoth engulfed the huge ship. They were extremely sobered by this encounter, as well they might be!

That could have been pretty bad, but I have confidence in my PCs. They could have gotten away through sheer speed, but that didn’t work, but they came up with a plan B and executed on it with precision. And that’s the kind of response really being in danger of complete extinction drives!

But we were only 1/3 done with the session by this point, that was supposed to just be a warmup random encounter! The PCs got to the island. What the heck had happened to the slaves?

Well, ahead of time I decided I’d roll 1d20 for each slave. 2-5 they died, 6-10 they were sick, 11-15 they were OK, 16-19 they were great and had leveled. 20 was “special good” and 1 was “special bad.” I got only 1 dead, but one special good and one special bad, and the main 3 slaves from their previous appearance were sick.  I brainstormed and decided that some of the rats that escaped the sinking goblin pirate ship the Sable Drake got onto the island and multiplied and have become a main food source – and one spread the lycanthropy that Captain Naki, wererat goblin captain of the ship, had. One of the slaves got bit, and changed.  Which was fine, but when he was too forward with Sevgi the ex-harem slave and she rejected him, he became forceful and the other two lead slaves had to get firm with him. Looking for revenge, he infected all three with filth fever and was waiting for Sevgi to get sick enough that a) she’s be sure to succumb to lycanthropy when he bit her and b) that she’d thank him for saving her and be hers forever! The PCs’ intervention interrupted this little love story, resulting in his attack on Sindawe.

I didn’t have a huge amount of inspiration for the ‘good special’ so I just had the cook have made some mango wine, resulting in quite a party. The PCs did good in only allowing a small number of the pirates on shore; I had been envisioning a big drunken pirate fight, especially as one of the slaves was trading sexual favors for supplies… Alas, it was kept more bottled up than that. The real challenge in this whole session was personnel management – can you get through this not just without killing a large number of the pirates and/or slaves, but can you make them into an effective crew that likes and/or fears you enough to not mutiny?

Speaking of revenge and sex, Captain Treeg’s woman and cleric of Calistria Ishana had been hiding out on the Teeth of Araska since she was taken. Not all that stable in the first place, her faith in the goddess of lust and revenge has driven her to fanatic heights of kill craziness. She was hoping that if she could rid the ship of the new interlopers that she could control the old crew. But Seven has been sucking up to them and clearly was their favorite. So in standard crazy-chick logic, he became target #1. Serpent was skulking out there when she broke invisibility to hold person and then coup de grace Seven. Serpent whaled away on her good and made his saves against her blindness, but she managed to murder Seven before being beaten down. I was hoping she could re-cast invisibility and escape to beset them but Serpent just does too much damage. Serpent was happy to leave Slasher Jim alone with her corpse.

Oh, and they devised a pirate Articles of Agreement (I mostly copied it from a historical one) and all signed on! The healed slaves decided they wanted off the island (except for the wererat – they marooned him, but figured that as a rat he’d get along OK) and most were good with piracy as long as it’s against the Chelish.

Tired yet?  Well, the session is still only 2/3 over. So they set out for Sandpoint to resupply and drop off the one family that didn’t want to take up the pirate life. We’ve had a shoggoth, and had Survivor-on-crack intrigue, and now we have – a winter storm!

My random weather had the temperature drop and drop some more, and a gale force wind whip up. The seas heaved as a freezing wind buffeted them.  The last third of the session was them weathering the storm.

Now, often in an RPG that can be boring. But I’ve been reading a lot of Hornblower and wanted to make the actual sailing part exciting; there’s no reason that man vs. nature, one of the fundamental kinds of literary conflict, should suck in D&D.

So here’s what we did. I rolled randomly and saw the storm was going to last nine hours (I didn’t tell them this). They had to make shiphandling checks to not founder or have other problems. The slaves, I rolled to see if any had shipboard experience, and a couple had – the others had to make Fort saves against seasickness; a couple dropped out immediately and some more succumbed to it over the course of the storm. And it was cold.  The Pathfinder cold rules say you have to save every hour, DC 15 + 1 per previous save, or take 1d6 nonlethal and be fatigued from frostbite.

This led to a really interesting battle against the elements. Each hour, I had Sindawe roll Prof: Sailor, aided by Serpent and Wogan. As long as they had 20 crew the ship was fully manned; each 5 fewer people manning the ship yields a -2 to all rolls. Based on how well they did they were fine, or being blown off course, or a worse threat like foundering or whatnot. Then came the cold saves. Wogan used the power of Gozreh in the form of channeled healing to throw off a lot of the frostbite damage, but more sailors succumbed as the storm wore on. And third, accident checks. Basically on a 1 on 1d20 something bad might happen to you – a wave comes to wash you overboard, you slip on the icy deck, someone drops a tool on your head. For each 5 by which the captain borks his roll there’s a penalty and if you’re fatigued there’s a penalty, so sometimes people were looking at a 1-3 to 1-5 chance of something risky happening over the course of that hour. Goat fell to the deck from the rigging and Bel and Pirro nearly got washed overboard; finally a chunk of ice fell from the rigging and KOed Bel. Wogan kept as many folks going as he could but by the time it was over more than half the slaves and a good quarter of the pirates were incapacitated. It was an epic battle, but just of man and ship versus the weather.

Finally they ended up in Sandpoint, dropped off the family, and bought supplies.  They wanted to buy crates of weapons, but a poor Bluff meant that the local sheriff didn’t like the looks of them and told the locals not to sell them any. We’ll see if they impress any townsfolk onto their crew in vengeance next time before they set off to find the wreck of the Sandspider! (They found that treasure map when they were returning from Viperwall aboard the Blackfin back in Return to Madness, Season One, Episode 25.)

Goodness!  I was tuckered out by the end of all this, but was happy with the results.  All the NPCs were fully realized enough that the PCs interacted with them with interest and realism. And there were a lot of call-backs to previous sessions; the players are remembering a lot of that stuff and their history is really helping to drive them. I consider it a success!

Unfortunately it’ll be a little; due to work and vacation trips Reavers is on hiatus for six weeks.  But we’ll be back with some hard hitting pirate action soon!

What Do RPGs Teach You?

In my recent article, Your PCs Are Murderous Cretins, I talk about the ethics of violence in RPGs and how most PCs we see are not acting in any way we would consider moral in the real world. I made a side point that ended up generating most of the controversy, which is that how we roleplay can shape our view of the world.  Not so, I am told – it’s completely separate, or cathartic, or whatever.

I find that interesting, especially since when we are talking about positive skills and attitudes, people are happy to explain the benefits that RPGs have provided them. I think many people would say that RPGs have honed their ability to navigate and exploit complex real-world rules, or GMing has made them better at public speaking or management, or they read a lot and learned a lot of history, or whatever.  Many nodded in agreement and not mockery when the X-Files character said “I didn’t spend all those years playing Dungeons and Dragons without learning anything about courage.”  Many books have been written by people talking about the character attributes that playing sports, or playing some other game like chess, imparted to them.

Of course, as soon as you bring up the possibility of imparting something negative, you get a lot of fear reactions. People don’t understand or want to deny the cognitive training aspect of RPGs.  But role-playing existed long before RPGs, and what it is specifically used for is teaching new skills and behaviors! Both in formal educational and business settings and in psychotherapy settings.

There’s a huge amount of non-gaming-related literature on role-playing and how it educates both didactically (you set out specifically to teach a certain thing) and developmental (more freeform roleplay which teaches by discovery). Here, try out this Google book from the Instructional Design Library series  that explains role-playing as a technique both to teach skills and attitudes.

If you for some reason cling to the unjustified belief that RPGs are different in nature than discovery-oriented roleplay (except in that people who aren’t paying attention don’t have a clearly focused end goal), try out the latest issue of the International Journal of Roleplaying that talk about this, especially “Immersion as a Prerequisite of the Didactical Potential of Role-Playing” and the part on “drift” in “Stereotypes and Individual Differences in Role-playing Games.” There are a lot of good references there which can point you to other sources that discuss this effect.

Anyway, what you have to understand is that the claim that roleplaying does not cognitively train you is plain false, and not supported by any actual research. It does.

But that’s not a bad thing!  Like I said, RPGs can teach plenty of good things, skill and character trait both.  We should just understand that teaching is a two-edged sword, and we might want to keep an eye on mindsets we might not want to be teaching people. The real world has a lot of other things trying to teach people that “groups that disagree with you are evil” and “don’t worry about the moral consequences of your actions” and a near infinite litany of other negative traits – consider whether you’re helping or hindering that process in your game.

Reavers on the Seas of Fate – Season Two, Eleventh Session

Eleventh Session (13 page pdf) – “Teeth of Araska” – A Shackles pirate ship led by the infamous Captain Grudge decides the PCs look like tasty prey. Will they be victims or victors? Thrill to the nautical naughtiness in the latest installment of Reavers on the Seas of Fate!

The ship-on-ship combat was pretty happening.  I used my Quickie Mass Combat Rules to streamline it; it was the PCs and their named NPCs and four units of Riddleport Thugs against Captain Grudge, his named NPCs, and six units of Araska Pirates.

We were also using my cannon rules. I love sweeping the decks of the PC’s ship with grapeshot. It gives me a sense of accomplishment.

In the end, they had a good fight of it but they really smacked around the pirate captain without him doing all too much.  But he was part bard, after all.  You can download Captain Grudge from the Reavers NPC Page!

One of the neatest parts was when Tommy chased the elven sniper/sorcerer Selis down into the depths of the ships alone… He stabbed what he thought was the hiding elf, but it was some mook, and he got locked into a cabin and a spider swarm summoned onto him!  He frantically tried to push through the poison and distraction to pick the lock and get out of there; he succeeded but it was a close thing. A huge mass of spiders coursing out onto the deck had quite the salutary effect on everyone up there.

Once the fighting was over, we had some roleplaying – “get to know the crew,” farewells to some of the NPCs, dealing with Clegg Zincher…  Sadly, Kevin, Tommy’s player, was out, so it didn’t come to blows with Zincher (he really wants him dead.) They took the Dark Pearl back to Riddleport with Sam, Eli, and Hatshepsut while the PCs decided they wanted to take their new ship, the Teeth of Araska, out to recruit crew and maybe find some treasure.

Most of the rest of the session was inspecting the ship, planning, refitting, and generally regrouping, since the last several sessions have been nonstop desperate combat to escape the Devil’s Elbow. And having their own ship is exciting! Are they in over their heads?  Probably!

New RPG Blog Alliance

Geek Related has been part of the RPG Bloggers Network pretty much since it began in August 2008. It’s simple – just a RSS feed aggregator – but it’s quite useful, and it’s how I often go read what’s up in the blogosphere.  Like many people, the hassle of actually setting up a RSS reader has never appealed to me, I’d rather just go to a Web portal. And it’s been quite worthwhile for the blog, the plurality of my referrers come from there, especially on new-article days.

Now, the RPG Blog Alliance has opened its doors and I’ve signed up.  There’s an interesting history here – an early breakaway the RPGBN was a Ning site, the Role Play Media Network.  It wanted to ‘do more’ and be more of a social network.  It didn’t get much use and recently closed its doors.  So now the RPGBA has opened up, it’s more of a blog aggregator (the RPMN’s fatal flaw was no way to aggregate blogs, and it was supposed to be for bloggers, so…) but also has social stuff – a forum and now a Google group.

I am not sure if the RPGBA has the magic mix needed to succeed or not. On the one hand, I don’t mind another aggregator.  Yay hits.  On the other hand, I’m unlikely to go use both the RPGBA and RPGBN home pages for my daily blog-checking, I’m probably just going to use one.The RPGBN’s is winning for me because it’s more concise – there’s lots of blog posts in a day and so the more articles I can see per screenful in my browser wins.

And I’m divided on the value of the “social aspect.”  On the one hand, why not? On the other – the most valuable “social” thing you can do as a blogger is go comment on each others’ posts, generating community and clickbacks.  Having any of that discussion hidden in a forum or mailing list reduces its worth. Plus, it’s not like there’s not a bunch of major RPG forums out there if you just want to hobnob with gamers. And already the fragmentation of having both a forum and a separate, unrelated Google group is worrying. I know they want to try to collaborate and accomplish Greater Things – but my experience with Internet groups accomplishing Greater Things is bad, the usual vicious infighting turns into open war the second anything like money gets involved.

Of course, one of the real underlying issues is that the RPGBN isn’t exactly firing on all cylinders.  It seems to have tech problems from time to time, like just today my posts are appearing and disappearing on it, and whoever’s running it isn’t keeping up with new blog signups and whatnot, so that’s creating some pressure for an alternative to arise.

So, I wish both the networks luck, have joined them both, and will see what happens!

Alternity “The Lighthouse” Session Summary 47

Forty-seventh Session – While we’re on leave on Bluefall, the B Team decides to go get involved in a troubled film production starring Jack Everstar.  Hollywood style action results!

This was an enjoyable break from our Massive Alien War. Markus, Lambert, and Ten-zil go and involve themselves in a movie shoot where an explosion narrowly avoided terminating promising actor Jack Everstar’s career. We “Burn Noticed” our way onto the set easily.

I was inspired in my depiction of Markus as military consultant by “Fruity Rudy” Reyes of Generation: Kill. In the DVD extras from the HBO series you get to see Reyes, who was one of the Recon Marines that Evan Wright wrote about in his book, both play himself in the series but also train all the other actors in firearm handling, unarmed combat, etc.; it’s pretty cool.  And Markus made sure to take his shirt off at every opportunity in homage. He’s hugely muscled and has a full torso “IX” tattoo from his time in the Ninth Legion.

We broke out the whiskey at the same time our characters were attending the cast party, and as a result the drunken hilarity and shenanigans was partly in the game and partly in our gaming location.We enjoyed the Hollywood sleazeball star party. We didn’t enjoy the second one as much because of the tension of setting Jack up to get him to reveal his dark secret, but then once everyone got arrested we continued to party and trashed his mansion. A couple of us had just watched “Hangover 2” the night before and that contributed to the general debauchery.

Only three players could attend, but that was fine because not a single shot was fired in anger! We rolled some skill checks, mainly for jetski driving and actress wrangling. But in general it was an entertaining, low intensity session that afforded plenty of roleplaying.

Lazy Memorial Day Weekend Music Videos!

Chilling this weekend?  Well, here’s a crop of my favorite geek videos to keep you company! Many are extremely NSFW. Be careful, the concentrated awesome here is extreme.

Roll a d6

The existence of this video makes me forgive D&D 4e just a little bit.

Tik Tok Star Trek Parody

Now I want to watch TOS again!

Star Trek Rap

In response – the TNG guys chase trim all the time.

Robocop Rap

OCP in the hizzouse, bitches!

I Am Murloc

Ah, some days I miss WoW.

Sorry, wordpress.com’s embedding fu begins to fail it at this point. Click the titles to go see ’em!

Nerd Rage Rap

Scream my name!

Robot Party

Hopefully you are drunk enough by this point that you really enjoy this video.

Not Enough?

Well, go look at all the music videos that have ever made it onto Topless Robot if you need more fix!

Prepainted Plastic Pathfinder Minis!

I just saw on Troll in the Corner that Paizo and WizKids are teaming up to start producing prepainted plastic minis again!  This is great news; the D&D Minis were the last thing I actually still bought from WotC and then they discontinued them.

I have no interest in metal minis – I have plenty that have gone unpainted; I lack a life sufficiently to play RPGs but not enough to waste time with basic menial labor related to them.

Sounds like it’s just the iconics to start but maybe if it does well we’ll see the return of real plastic minis!

Your PCs Are Murderous Cretins

To educate a man in mind and not in morals is to educate a menace to society.      – Theodore Roosevelt

Violence is a pretty standard part of the vast majority of RPGs. And that’s fine, to a degree.  But the routine nature of killing in most games does concern me, so I recently asked the question “How do I get my PCs not to be a bunch of murderous cretins?” on RPG Stack Exchange.You can go check the answers, some are pretty useful.

It’s hard to have a good conversation on this topic though.  Frankly, most people have a very basic grasp of ethics, and the most complex moral discussions often engaged in regarding RPGs are “Hey, we can kill people out of hand if they’re evil right?” or “It’s an evil race, so we should kill the women and children too right?” If you wrestle with questions like that, you probably can just move along from this article now. It’s pathetic and somewhat scary that those questions are debated at all let alone are generally the most sophisticated values discussion most people have around gaming.

Or people just assume you’re a “D&D is Satanic” type looking to rain on the hobby, or some kind of indie gamer hippy. Anything except think uncomfortable thoughts.

My problem with how we treat violence casually in games is that gaming is a repeated exercise that shapes our view of the world. If we are training ourselves that murder is OK, and not just in extreme circumstances, it does become part of our mindset. The excuse that it’s just a game is reasonably weak; the more we get used to mentally separating and saying “Oh, that race or people group is evil or soulless and we can victimize them freely” – it’s not like that doesn’t happen nowadays and here in our country, most recently with Abu Ghraib.

I think most of us think that killing is a passable solution in certain very highly escalated situations.  But in the average RPG campaign, “We wandered into their home uninvited and they gave us guff” is generally an excuse for murder that excites little comment. Or “they attacked us, so we beat them down and then knifed them while unconscious and took their stuff and left their bodies to rot.” Try that in your home town, you’ll find out “self defense” ends up not covering it.

There’s the “but it’s that way in all entertainment media” excuse.  But frankly – not as much. Maybe in computer games. But many movies and TV shows try to devise heroes that do as much as they can without killing (Burn Notice is a good example). And just about every action movie we watched when we were kids had the end scene where the good guy realizes he can’t just execute the bad guy because “he’s bad.” But we erode that lesson pretty hard with most RPG plots.

Greg Costikyan’s Violence and John Tynes’ Power Kill are interesting in that they are both RPGs that satirize the violence inherent in RPGs.  Check ’em out. Here’s what Violence has to say for itself:

Violence™ is a lot like Dungeons & Dragons® by that other company. You and your friends play characters in an imaginary world. You wander about a maze, kicking down doors, killing whatever you find on the other side, and taking its possessions. The main difference is this: The world isn’t some third-rate fantasy writer’s drivel about elves and dwarves and magic spells, but the world of today.
The doors you kick down aren’t those of a subterranean dungeon–unless you’re in the subway—but those of decent, honest, hard-working people who merely want to live their lives. The things you kill aren’t cardboard “monsters” whom the game defines as okay to kill because, well, they’re monsters—but fellow human beings, with families and friends and hopes and fears and highly developed senses of morality—far better people than you, in fact. And the things you steal aren’t “magic items” and “gold pieces” but stereos, computers, jewellery, and whatever other items of value you can lift.
Indeed, you yourself are a monster: a monster in the true sense, not the ‘fantasy’ one. You are a degraded, bloodthirsty savage, the product of the savage streets, a Jeffrey Dahmer, a droog, a character out of Brett Easton Ellis. You delight in pain and blood and mayhem. You won’t live long, I promise you, but you’ll leave a trail of mangled corpses in your wake.

Power Kill covers the same ground but a little artsier, it is added as a meta-level onto your game where the PCs are actually deluded people in a mental institution and their fantasy rampage was performed in the real world, and they’re getting debriefed by a shrink about it.

Let’s take some real examples from gaming of how a slightly more civilized approach to human life might play out, OK?

Night Below

Back in 2e times I decided I wanted to have a real honest-to-God high realism total immersion game. I split our large group into two different games, those on board and those not. Or at least, those who thought they were on board. Turns out a shakeout was going to occur.

As the campaign starts, a nice wizard’s apprentice named Jelleneth goes missing. The party gnome illusionist had hung out with her in the bar the night before and took an interest in finding out where she went to, and the rest of the party decided to help.

Well, two of them, an elf and a dwarf, decide they’re going to interrogate everyone they can. That evening, some travellers arrive and come into the inn.  I actually have descriptions for them (metagame: they must be important!) so they go hassle them and ask them their business.  “Slag off!” responds one. The PCs immediately pull their weapons.  The men flee the inn; the PCs pursue them all the way out of the ville and into the fields surrounding it.  One turns around and pulls out a shortsword and says “Stay back man!” and the elf shoots him with his bow.  Then the local constable shows up and takes everyone in.

He asks everyone for “their side of the story.” The PCs explain that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “Uhhh… That’s your story? And you’re sticking to it?” The PCs totally couldn’t understand why the constable let the other guys go and held onto them. The constable tried to be nice. “Listen guys, we can take care of this with a fine, your cleric friend healed the guy you shot..  The mayor is a hard man, and if this goes to trial he’ll decide punishment in the morning.” Well, one PC went with that, but the other decided that the constable was “just shaking us down” and refused.  So the next morning, he is trotted out in front of the mayor and again earnestly explains, because in his mind it’s a valid excuse somehow, that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “I see.  Three months hard labor in the mines.” The player didn’t know whether to shit or go blind. But off to the mines he went.  The elf and dwarf’s players realized they would be happier in the casual group and switched.

Harsh?  Sure.  But it totally got the message across, and as a result that campaign turned into a five year long epic that was the best campaign I’ve ever seen or heard of. Real personalities, real relationships, real behavior, real morality.

Curse of the Crimson Throne

Really this has become common with many of my characters, who confuse other PCs by not just murdering people. “We met that guy in this dungeon complex, and sure he surrendered and gave us his stuff and gave us info, but what do  you mean you’re letting him go and are not going to kill him?” But anyway I digress…

At the climax of Curse of the Crimson Throne, our party confronted the wicked Queen of Korvosa. “Ruler bad, we kill!” is most of the subtlety built in. But my character understood that regicide is a big hairy deal.  She got the remaining other power players of the city to draft a legal document declaring her no longer Queen and ordering her to vacate the palace. She took the time to read it and demand the Queen’s surrender rather than just all out attack. I think the party thought it was because she was a good cleric.  No, it’s because she’s not a monster.  I don’t understand “I’m Neutral” as a reason to not have moral qualms – that’s what in the real world we call “Evil.”

Conclusion

Anyway, I know many people say their gaming is just escapism and they just want to kill some orcs and not think about it. But you have to consider that it is a cerebral, participatory activity and you are training yourself to think a certain way with it, and you’re fooling yourself if you say you’re not. When you’re killing people unprovoked, not taking surrenders, killing based on race or creed, home invading, robbing… These are bad things. Sure, sometimes we play characters that do these things, and that’s not out of bounds, but we need to be extra cognizant of the character/player division and at least realize when we’re being a monster and when we’re not.

And if you are still at the level where you aren’t sure that these are bad things in the real world… You need to go un-fuck yourself. Your gaming is the least of your problems.