Category Archives: Dungeons and Dragons

Making Characters for Traveller

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When I started playing the role-playing game Traveller with a group of middle school students, one of the first challenges to overcome was the creation of original characters and interesting new stories.  You can only play for so long with characters named Solo, Skywalker, and Vader.  Then, you must get creative.

What I am going to show you today are a passel of characters so creative, lame, and craptastic, that you will probably forever after have pity on those poor kids who chose to play the game with me.

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Harry Scipio Strontium 90 was a space detective.  He and his assistant, the dwarf Quark, were necessary to the game because player characters had a tendency to kill people, aliens, and destroy planets, routinely misusing the biggest and baddest weapons in the equipment handbook.  He relentlessly pursued player characters and villains across space and time.

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The Geomancer was a deep space explorer who mysteriously never took off his space suit.  He bailed characters out of trouble when they invariably got marooned on airless asteroids, lost in dead space with no fuel for the starship, or imprisoned by cannibal plant people on an unexplored world.  In the end, it turned out that his mysterious space suit was actually empty, containing only gas and radiation, and possibly an alien spirit-entity.

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Mantis was actually a player character.    The son of the high school science teacher was one of my most dedicated game players.  He decided that he had to have an evil player character.  He said to me, “Mr. B, we will make him secretly evil so that he does things that take the party into danger and betray them without their knowing.  It will be fun as they try to figure out how to save themselves.”  Now, Mantis was an alien super-scientist who had a very big head and small body, so he removed his own head and connected it to a large robotic body.  He stood imposingly taller than all the other characters at eight and a half feet tall.  His evil plots were initially rather lame and easily defeated.  It didn’t take the players long to figure out that he was working against them, and he spent a considerable amount of time as a detached living head on the starship’s auxiliary control panel.  He went through various penances and punishments, ultimately avoiding being flushed into space through the space toilet.

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Susano initially started out as Mantis’ evil experiment.  He was an enhanced clone with super powers and wings.  He was super charming and likeable, but supposed to further Mantis’ evil agenda.  They began to plot the take-over of entire planets like Djinnistan and Vilis.  But the longer the game went on, the more he became a son to Mantis, and the more he influenced his scientist father to use his abilities for good.  They would eventually help a band of rogues create a New Star League out of the ashes of the Third Imperium.  Teacher’s kids are often the biggest pains in a classroom, but that tends to be because they know all the teacher tricks already and are invariably more creative than the average classroom clown.  The last I heard from Mantis’ creator, he was an electrical engineer in Austin, Texas, and probably busy secretly planning to take over the world.  Though hopefully he didn’t remove his own head as a first step.

That is only a small sampling of the characters we created for Traveller, but at more than 500 words already, I need to be saving the rest for another day.

 

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Nebulons

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Part of the Traveller Role-Playing Game is dealing with alien races.  So, as a game master for the Traveller Adventures back in the 1980’s, I had the opportunity to create alien races of my own.  Truthfully, the alien Telleron race that I created for the novel Catch a Falling Star already existed in my cartoons and fiction stories before I began playing the role-playing game.  The Nebulon Race, however, was invented entirely for the game.  Only later did they become a part of my fiction.

Space Cowboys3  So, what are Nebulons?  Gyro Sinjarac on the left in the picture is an example from Aeroquest of a Nebulon.  They are aliens who are human in every respect except for their blue skin.  Interestingly they can even successfully interbreed with Earther humans.  This is apparently due to either the evolution of Nebulons from Earther explorers, or, more likely, the galaxy being seeded with Earth humans and Earther DNA by the mysterious alien race known only as “the Ancients”.  What is not debatable is that Nebulons have unique skin.  The blue skin with high levels of natural copper sulfate in it has evolved as a protection from interstellar nebula radiation.  No one who has learned their language and studied their culture has ever identified a planet of origin.  Instead, the Nebulons have been a space-born race since humans first encountered them, travelling in  their symbiotic space-whale space cruisers.  They are a mysterious deep-space race of alien beings who use organic symbiotes,  in other words, living creatures, as their pervasive technology.

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Junior Aero makes an excellent example to use to explain what Nebulons are.  You can see by this picture that not only does he possess the Nebulon blue skin, but also the bright yellow hair, the red heat-transfer cheek organs, and the small stature that makes them easily satirized as “Space Smurfs” in honor of Peyo’s beloved blue comic characters.

The Nebulons as a race are often cited as evidence of the evolutionary trend of intelligent races towards neoteny, the retention of childlike features into maturity and adulthood.  Even the oldest and the most physically fit of the adult Nebulon population resemble children and young teenagers rather than Arnold-Schwarzenegger-like humans.   But believing them to be soft and weak like children is a mistake that often yields tragedy for those who contend against them, especially in battle.  The Nebulons have often fought in space wars like the 5th Unification War, both for and against the human-led Imperium.

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But the Nebulons are not automatically at odds with humanoid races in any way.  They are generally happy in demeanor and temperament,  easily befriending other races, even the snake-eyed Galtorrian humans that tend to dominate the Imperium.  They seem to be particularly fond of Pan-Galactican Space Cowboys, having helped them during the border conflicts with the mysterious race known as the Faceless Horde.

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So, there is a glop of information about an alien race from my science-fiction comedy writing that you can sort out as you like, and can probably learn from as a science fiction writer yourself.  They are probably an excellent example of what not to do when creating a science-fiction-style alien race of your own.

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Starships

One of the things I discovered by relentlessly playing outer-space D & D is the unique setting for fiction presented by the basic interstellar starship.  Here you have a cookie-cutter setting with a basic set of requirements that can’t really change.  It takes the crew as the primary cast from one possible site of adventure to the next, offering a complete barrier to carry-over conflicts and interactions, and also providing a setting for forced internal conflicts that can have profound story consequences.

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Starships are an enclosed environment where you cannot simply run away from your troubles.  Especially when you are alone aboard with a hungry flesh-eating alien and surrounded by empty, airless, interstellar space.  You have to confront both inner and outer demons face to face.  There is no mileage available to put between you.

It has a certain set of requirements for who is on board and available to be hero friends or friends turned adversary.  There must be a pilot.  Somebody has to know how to drive the thing.  There must be an engineer.  Somebody needs to be able to fix things and keep things running.  Somebody needs to know how to manage food and drinking water and the general odor of this enclosed place.  That last is a position that is too often overlooked in movies and science fiction novels.  Scotty cannot be expected to clean the toilets on the Enterprise.  And somebody needs to be in charge.

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Express boats in Traveller are one-man-crew affairs, basically in the service of carrying information between the stars, an interstellar postal truck of sorts.  These can be the setting of man-versus-himself  sorts of conflicts.  If starships are in our future, and it is obvious with global warming we don’t have a future without them, then we are going to have to confront the concept of living with boredom.  Boredom can become mindless or it can become raving insanity.  This is why, in my Traveller games the X-boats all carried the current favorites among episodes of I Love Lucy reruns.  Aliens have been watching that stuff for years now in real life.  It will one day be a galaxy favorite.

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Starships are also filled with a fascinating complexity.  There will be times when there is no gravity so up and down can become irrelevant.  If the heat goes out, deep space can freeze you solid.  If you go outside, you need a space suit so you don’t blow up from your own internal pressure suddenly released in a pressure-free environment.  And you have no air outside the spaceship.  James Holden’s favorite coffee maker could malfunction and foul the air with poisons from burned plastic, causing a serious problem-solving situation that could result in you needing to get really, really, a thousand times really good at holding your breath.

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And, of course, there is the obvious conflict of meeting another starship with lasers and meson cannons and nuclear missiles all controlled by a captain who is a homicidal maniac and knows your sister and really, really wants to get revenge on her whole family for what she said about his zilfinbarger back on Metebelius III.

So, as a role-playing gamer, and as a creator of science fiction, I really, really love starships.  I will probably talk about them a time or too more until it gets really, really annoying… almost as annoying as the whole “really, really” thing.

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Traveller

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For much of my role-playing-game lifetime, I did not play the actual Dungeons and Dragons game.  I played with a lot of kids from my classes in the South Texas middle school where I spent the majority of my teacher-life.  And while most of my players were Catholics, it was the Southern Baptists, including the county sheriff, who were intent on policing what kind of thought went on in the minds of the people in their town.  D & D had demons and devils in it.

So, I had to make a significant shift in my story-telling games.  The Baptist preacher’s son and the sheriff’s son were two of my most avid players.  I also had the high school physics teacher’s son on my adventurers’ team.  So, we turned wizards and warlocks into astrophysicists and mad scientists, rogues into space scouts, and knights into space knights.  We started playing Traveller, a science fiction role-playing game.

That is where the stories that eventually became Aeroquest came from.  My players instantly took a liking to the game and star journeys into the unknown reaches of the Spinward Marches, a fictional region of the Orion Spur of the Sagittarius Spiral Arm of the Milky Way Galaxy (our actual address in space).  Real science, astronomy, physics, and biology went into adventures that were easily as swashbuckling and exciting as Star Wars, Star Trek, and every other sci-fi show we stole ideas from.

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The stars were the limit with a simple gaming system that required only a set of six sided dice and lots and lots of graph paper… and plenty of imagination for fuel.

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Demons and Devils

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Playing Dungeons and Dragons in Texas during the ’80’s and ’90’s was basically a subversive act.  The reason?  Fundamentalist Christians actively stepped in and persecuted you for it.  It was their sincere belief that a thing that had demons, devils, and dragons in it had to be from Satan.  Satan, they reasoned, used a game like that to poison the imaginations of innocent children and turn them to the Dark Side of the Force.  Or, rather, the Devil’s side of religion.  They were terrified of subtle corruption of the mind, believing that certain patterns of words and ideas could turn goodness into evil.  In other words, their religion advocated living in a bubble of non-association with certain words and ideas in order to superstitiously inoculate themselves against badness.  They were, of course, not entirely wrong.

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Kids playing the game will often develop the desire to play the Dark Side, to be an evil character, to commit evil acts and murder without the hindrance of conscience.  That is the reason I wouldn’t let my own kids even consider playing Grand Theft Auto or similar murder, rape, and pillage sort of video games.   It is, in fact, possible to desensitize yourself to violence and immoral behavior, and I have serious philosophical doubts whenever anyone tries to tell me that that can be a good thing.  My Dungeons and Dragons games always contained a rarely spoken understanding that if you chose to play an evil character you were going to lose everything, because any adventure is solved and overcome by combating evil and siding with the forces of goodness.  Paladins with their magical swords of ultimate sugary goodness are always stronger than evil wizards with their wimpy bat familiars and potions in the end.

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But leaving out demons and devils was never truly an option. If you never face decisions between good and evil during playtime, what hope do you have of avoiding a life-altering mistake later in life when faced with evil for real.  If you are going to make an evil choice, say for instance, committing an act of murder, isn’t it better to learn the consequences of such an act when the murder was killing an imaginary rival wizard for a magic staff you coveted than if you committed that murder in a fit of passion in real life?  The fact that the rival wizard’s spirit takes up residence in the staff and finds a way to punish you every time you use it for the remainder of your adventuring life in the game may teach you something you can use when faced with the opportunity to steal for profit and get away with it to make a better decision about what to do.

In the Tomb of Death adventure that the three demons illustrated in this post came from, the only solution was to find the weakness in the demon team.  Estellia had been ill treated by the other two and deeply resented it.  She resented it enough to tell the adventurers’ thief about the brass demon bottle that could be used to magically imprison the demons and then force them to do the bottle owner’s bidding.  Viscarus had been using it to control the other two, so only his soul truly needed to be captured.  The demon-hearts of the other two were already inside.  That story taught several lessons.  Manipulative evil can bite you in the neck even if you are the one wielding it.  (If only Trump and his cronies had learned that about their own brass demon bottle.)

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Evil people don’t see themselves as evil.  Often they only see themselves as victims.  And it is true in real life that there is goodness in even the most heartlessly evil people.  You can find it, appeal to it, and possibly even reach the goodness in their hearts necessary to change them for the better.

I truly believe that those kids who over the years played my story-telling games were better, stronger, and more inherently good because they played my games and learned my lessons.  I believe it is true even though there may have occasionally been demons and devils in the stories.  And if I believe it strongly enough, it must be true.  Isn’t that how faith is supposed to work?

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The Encounter

Life, like a good Dungeons and Dragons game, is basically controlled by rolling the dice of random encounters.  Even if there is a great over-arching plan for this reality in the brain of the Great Dungeon Master in the Sky, it is constantly altered by the roll of celestial dice and ultimate random chance.

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Thusly, I managed a D & D encounter in the middle of the night last night.

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I generally have a sleeping skill of only +1.  That means, that if sleeping is a simple skill, I can add my +1 to the roll and only have to get a 6 or higher on a twenty-sided dice.  At 3:10 a.m. I rolled a 3.  I had to get up and wander bleary-eyed to the bathroom, a -2 for terrain effects to successfully to make it to the bathroom and pee through a prostate that is swollen to the size of a grapefruit, most often a difficult task, requiring a 15 on a twenty-sided dice.  I got lucky.  I rolled a 19.  Then, on the way back to bed, the dog rolled a natural 20 on her get-the-master’s-attention roll and let me know she had to go to the bathroom too.

I have to tell you at this point, that since I am trying to be more of a nudist, I seriously considered taking her out naked (by which I mean me, not her).  Dressing up in the middle of the night can be daunting.  And no one was going to see in the dark of the park at 3:15 a.m.  But I thought it probably wasn’t a good idea to go adventuring without armor in the darkness, so I at least put on shoes and a magic +4 bathrobe.

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So, we went out to let the dog poop in the park, a thing she can do profusely on a roll of 3 or higher.  We got it accomplished with little fuss.  Oh, there was some complaining and growling, but the dog manage to ignore me when I did it.  Then we had to find our way safely back to the house, and bed…. but we had a random encounter roll that didn’t go in our favor.  I am always on the lookout in the dark for aliens or black-eyed children or even the onset of the zombie apocalypse.  But what I got was the monster from under the bridge.

One of the denizens of the city suburbs that most enjoys the nightlife in the city and thrives even though it isn’t human is the horrorific creature known as a raccoon.  She’s a sow that I have seen a number of times before at night.  She lives under the bridge in the park and often has three or four cubs trailing behind her in the spring.  And she has nothing but contempt for humans with dogs.  She immediately launched into her fear-based hiss attack.  And coming from a possibly seven-foot tall monster sitting atop the pool fence and hissing in the night, it seized the initiative with a very effective attack.  She rolled an 18.  The attack succeeded.

I tried the ever-popular pee-your-pants defense, but failed, rolling a 2.  The reservoir was previously emptied, and I wasn’t wearing pants.  The dog bolted for the kitchen door and dragged me with her.  Her magic bark attack wasn’t even tried.  We were in the house before my heart skipped its third beat.

Surviving the encounter in this way is probably good for the heart.  It beat really hard for a bit and got thoroughly exercised.  But I went back to bed and reflected on the fact that random encounters like that are entirely dependent on the roll of the dice.

 

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Life By a Roll of the Dice

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These are Warhammer 40,000 Harlequin Warriors I painted myself.

Over the years I have played many role-playing games.  Virtually always I have done so as the game master, the dungeon master, the story-teller behind the action.  Players decide what to do about the story problems I represent to them.  They have characters that have painstakingly advanced in skills and levels of skills to use for the problem-solving the plot centers around.  But ultimately, when they take action, the outcomes are decided by a roll of the dice.

Life is like that.  You labor hard to control what happens next in your life.  But random chance intervenes.  If you are the Harlequin Space Elf known as Smiley Creaturefeature (the masked elf in the green robe on the front row, far left in the picture above) and your band of high level Harlequin War Dancers have come to Checkertown City Square hunting for your hated enemy, Bone-sucker the Space Orc, it is entirely possible when you use your scanner operator skills to find him, you could roll a “1” on the twenty-sided dice.  This would mean failure.  Not merely failure, but failure on a spectacular level.  The scanner would explode, killing your entire squad, yourself included.  And all those weeks of building the character up to level 17 in order to defeat Bone-sucker and his mutant minions, would be lost and become all-for-nothing in the disappointment department.

Of course, a benevolent game master would alter the outcome in some way to keep the story going.  Perhaps the exploding scanner, instead of killing everyone, created a mini worm hole in the fabric of space-time and transported them to a parallel dimension where Bone-sucker is actually the chaotic good hero of Checkertown, and you must now work out an alliance with him to fight his enemies, the other-dimensional versions of you that are actual Evil Smiley Creaturefeature and his band of Evil Harlequin Space Elves.  You must then defeat your evil selves carrying out the evil plot that the game master had originally designed for the villain Bone-sucker to employ before returning to your own original dimension.

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Real life does not work that way.  It works more like you see above.  The lovely, metal-bikini-clad female barbarian of swimming pool repair is faced with the attack of the giant rats of city pool inspection, necessary electrical repair, and limited finances.  You can see, if you look incredibly carefully at the purple twenty-sided dice, that her defensive attack roll is a “2” for catastrophic failure.  Her sword cuts off her own leg and causes personal bankruptcy.  The giant rats roll a lucky “13” on the black twenty-sided dice for successful tooth and claw attacks.  They then go on to eat her and force the pool to be removed from the property, using up all the money the player (who is me, by the way) has left.

No game master steps in to create a more reasonable outcome.  The worst possible outcome is what happens.  That is how real life works.  Roll the dice, and lose your swimming pool.

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The Sorcerer’s Tower

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In the mysterious continent of Xendrick, the adventuring party came across a very old abandoned tower.  The only way into the tower was a long sloping tunnel that turned out to be trapped and filled with a deadly poison and the numerous corpses of the previous adventuring parties.  Of course, if you are a D & D adventurer, such a tunnel is not going to scare you off.  It is going to irresistibly pull you in.

After nearly dying on three different attempts to get through the tunnel, Gandy Rumspot, the halfling rogue and thief, realized that it was a poison gas in the tunnel.  So he sent Big Cogwheel, the warforged artificial man who didn’t need to actually breathe air, to use his natural immunity to poison to go down and open the tricky invisible door and gain access to the tower.

Voila!  On to further tricks and traps.  At one point, exploding skeleton warriors animated by necromantic trap spells nearly killed Cog the warforged (by rolling a twenty on an attack roll) and required a miraculous magical repair by Gandy to save him.  That left the big metal man with a permanent irrational fear of skeletons.

Along the way, they encountered and had to overcome a bound female demon who had been imprisoned in the tower to keep watch over the property.  She was the slave of the Wizard Crane, builder of the tower long ago, who had then gone abroad and died in his semi-noble quest to slay a devil.  She told the adventurers a great deal about her former master and her imprisonment, monologuing  as villains will before killing and eating the adventurers.  She overdid it, though, accidentally revealing the presence in the room of the devil jar that enslaved her, and even more stupidly, revealing how to activate the jar to physically seal her inside like a genii in a lamp.

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Finally, they found the teleport room in the top of the tower which zapped them to the dungeon under the earth where Crane’s ultimate treasure was kept.  It turned out to be a crystal ball which contained all the knowledge, memories, and experiences of Crane himself.  In fact, Crane’s entire life up to the point where he left on his fatal adventure took the form of Crane’s imprisoned self, longing to have someone to talk to again after hundreds of years of loneliness.  This proved to be a great boon to the magic users in the party, especially the half-elven wizardess Drualia.  So that adventure left the adventuring team with more than a mere heap of experience points.  It also gained them a crystal ball with an imprisoned sorcerer in it to talk too much and complain too much and teach them exotic and dangerous magic spells.

Like any three-session D & D adventure, this one was probably a lot more entertaining to play than it was to retell, but there it is, complete with the secrets that kept my players thinking about them for more than three weeks.

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Kaurak Kholzil

I could very easily have titled this post “How to Use a Published Adventure to Establish an Adventure Site“.  I didn’t because that title would be ridiculously long and foolishly boring.   People already click past my posts at near the speed of light.  So, instead, I used the name of the dwarven castle in the above published Dungeons and Dragons supplement from 1995.  The name means “griffon nest” in the Kundarak dwarven language.

The supplement provides the interior floor plans of the castle embedded in the mountainside.  It saves a lot of work.  Making castle floor plans takes time.

Once you have the place established, then you have to populate it with non-player characters.  This dwarf castle has a mining operation.  You only reach the castle site by air, so there is an exterior tower that contains a griffon aerie.  You have to ride a griffon to enter the castle.

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If you don’t have a crazy griffon rider like Madryk Featherstone to give you a ride through the air to the castle in the side of the Graywall Mountains, then you have to come through the mines which are so deep they connect to the underworld.

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Solfaera Dezzav, the drow dark elf, was exiled by the drow people in the underdark of the Khyber realm.  She came to Kaurak Kholzil as a refugee and helped to set up the protective network that shields the castle from the terrible things that lurk under the mountain.

The rulers of Kaurak Kholzil are Daggan Mastersmith, the King Dwarf, his wife, Rorrina Gembright Mastersmith, and his father-in-law, Dennin Gembright.  They mine the precious and martial metals of Kaurak Kholzil.  Daggan is a particularly severe and demanding ruler, rather joyless and humorless.  His wife is much younger than he and is a bright soul who often suffers in the darkness her husband rules.  She often seeks solace and entertainment from visiting adventurers.  Dennin, the old dwarf, once ruled here.  but now is a bit of a doddering buffoon, no longer capable of thinking in straight lines.

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Of course, there are a lot of other colorful characters that live in Kaurak Kholzil.  They all have their personality quirks and know things that could lead to future adventures.

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Some of them, like the Mastersmith Twins who raise and cook giant spiders to feed the castle on spider steaks, are potential comedy relief.  But they can also serve as noble castle defenders, using meat cleavers and enraged spiders to take on any invaders.

So there is a little insight into the mind of a dungeon master who steals good adventure ideas from published sources and embellishes them at will to continue to make the game interesting.  If you are a dungeon master too, feel free to steal all these ideas for your own D & D game.

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D&D the Robert E. Howard Way

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The idea for this post is to illustrate with covers from my own collection of books and comics.

Robert E. Howard, for those of you who like the stories but never look for the name of the author, is the young Texan who created Conan the Barbarian.  I say “young” because, although he was born in 1906, he died in 1936 at the age of 30.  And this young man created not only the iconic hero of the epic sword and sorcery genre of fiction, but basically founded the genre itself.  He definitely laid down the basics of it as a pattern for all others to follow.  Including the players of the sword and sorcery Dungeons and Dragons game.

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For D & D players the primary influence of all this is the Conan method of problem-solving.  “If you are confronted with a complex problem, a life and death problem, whack it with a sword until the problem is solved.”  This is the source of fascination for players with the fighter character; the warrior, the paladin, the knight, or the barbarian.  Superior physical prowess gives the individual control over so much more than he or she could ever be in control of in real life.  (And stop making that face while reading this.  Girls do play Dungeons and Dragons too.  I’ve seen it happen in school and with my own daughter.)

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And for the story-teller, also known as the game master or dungeon master, this can be a very good thing.  The sense of power  extremely high strength and endurance scores provide get the character strongly addicted to the hack and slash style of play, allowing you to teach all kinds of timely morals to the story about the need to use your brain and your creativity once in a while as well.

Conan was a brute and a slayer.  But he is perceived as a good guy because he was also capable of standing up for the little guy, righting wrongs and protecting others from powerful evils.  Conan had empathy, if not love, for others, and exhibited truly magnificent levels of the power to sacrifice self for the good of others and the general well-being of the weak.   As game master, all you need to do is add a vulnerable character to the party that needs some protecting in the fantasy game world.  It helps if that character has a good sense of humor, useful knowledge to offer, or cuteness to offer in return for the protection.  But even that is not required.  D & D players learn to wield power in ways that benefit others.  The Spiderman thing, you know; “With great power comes great responsibility.”  It is a lesson about life that many non-D & D players also really need to learn in their youth.

The Robert E. Howard way does not always work out so well for wizards.  Conan hated magic and wizards.  He whacked wizards even harder than he did other bad guys.  But that is generally assumed to apply to evil wizards.  Conan sometimes appreciated having a wizard on his side.

But the basic conclusion is this; there is a brutal, barbarian way to handle problems in real life as well as in Dungeons and Dragons life.  And it would be much better for everyone if people learned the right way and the wrong way to use it in the game world before the choice has to be made in the real world.

 

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