Tag: Dungeons & Dragons

D&D Matters

I’m really glad I started playing Dungeons & Dragons again.

It’s taken me the better part of a year to feel comfortable going out-of-doors again. I was walking around like a man with my skin peeled off, and the fresh air and particulates of the outside world stung like a son-of-a-bitch. I had to take that time, in a place of safety and solitude, to reacquaint myself with myself. Take a good long look in the mirror. Start fixing some shit. Get better.

Then I started going out to watch soccer matches again, and I made a friend.

She noticed my d20 ring, a souvenir of days gone by that has only the meaning I’ve given it. No other associations, no bad memories. Just a spinning random number generator for rolling skill checks in the real world. We got to talking about D&D. And she mentioned a game she was in on Monday nights. Without knowing what I was doing or why, I jumped at the chance.

Then I got nervous.

You see, I might have gone a bit too far the other way in correcting myself. I was a little hyper-vigilant. I had trouble trusting my instincts. Here was a smart, lovely, challenging person who saw in me enough value and goodness to invite me into another part of her life, and I was asking myself a bunch of questions — do I have the right reasons for doing this? Am I going to be an invasive presence? Will I get along with everyone? Should I be scared?

In order: yes, no, yes, and no.

My partner told me so. A few times. I can be a little thick-headed; it’s an aspect of myself I’ve had since I was young. Still, the answers were conveyed to me in love, even if they had to be repeated. I finally quieted the head weasels, drew up my character, and headed downtown. My head was on a bit of a swivel before I got into the Raygun Lounge. I didn’t know how my Paladin of Bahamut would go over with these new people.

I guess the best way to put it “like gangbusters.”

He had to leave the party at one point because a fellow party member made, in his opinion, a monumentally bad and immoral decision. So I reintroduced one of my favorite characters, a dark elf necromancer, to the party. Again, he was a big hit. Sure, he was the complete opposite of my paladin in personality and motivation, but therein lies the challenge. And since my life isn’t exactly on hardmode, being the sort of white male of education and relative means that often serves as a poster child for the Patriarchy, I tend to game that way. See also my pacifist/stealth run of Deus Ex Human Revolution’s Director’s Cut that is my current PC gaming ‘project’.

Long story short: I was worried over nothing.

With everything going on, within and without, it’s been difficult to fully engage with my writing brain. Certain parts of myself have lain somewhat dormant while getting better, engaging in self-care and self-correction, and generally being an isolationist hermit have dominated my time. Being with others and collaborating in telling a story about people making bad choices has started reawakening my own storytelling synapses. If nothing else, it’s underscored my need to shift my career path away from banging out code for a living to making words happen. That’s been mostly what I’ve been looking for when I’m on LinkedIn looking for a new job that has nothing to do with start-ups — I am unsuited for such a life. Perhaps I’m just too old at this point.

Anyway. Dungeons & Dragons.

The classic role-playing game matters to me because it hits all of the right buttons. It’s escapism. It’s storytelling. It’s interacting with other humans, revealing parts of oneself in a safe environment and bouncing off of one another and the Dungeon Master in delightful and intriguing ways. It’s taking chances. It’s putting on a performance in the ‘theatre of the mind’ just because you can.

I want to start my own group, and guide people through the bones of a story I construct, and watch them flesh everything out and make it a living, breathing thing that we all enjoy.

Storytelling matters. Collaboration matters. People, their dreams, their imaginations, their fears, their potential and ambition and passion — all of that matters.

All of that comes together in Dungeons & Dragons.

That’s why it matters.

Tuesdays are for telling my story.

Art courtesy Wizards of the Coast

Theorycrafting

Courtesy Riot Games, Art by Akonstad

In this blogging space I’ve talked about writing and gaming in tandem. I’ve tried to give each a fair amount of time, but I’ve never really examined the connection between the two. Other than the overactive imagination, I think a big part of my inclination towards these activities is my tendency towards theorycrafting.

I haven’t been playing Magic: the Gathering that often in the last couple of weeks, mostly due to the hours I’m spending at the office lately. But I do love deck construction. I like seeing the cards available to a particular set or format and trying to find ways of putting an effective threat together, especially if it’s in a way that’s been unexplored. They don’t always work, of course, but that’s part of the appeal of experimentation: taking a chance to see what happens. I try to plan as many contingencies as I can before the game even starts.

The same could be said for the way I approach League of Legends. I spend some time looking over the abilities, statistics and build orders of various champions, toying with different sequences and combinations. When Nautilus was released a few weeks ago, I found his art, story and kit so appealing I picked him up and started toying with builds immediately. In fact, I’m still doing so, in order to find that balance between taking punishment and dishing it out. I may go more in-depth at another time as to why doing so in this game feels more satisfying to me than, say, StarCraft 2, but like my Magic decks, crafting and tweaking a champion’s progression long before I fire up the game is rewarding, especially when I manage to help the team win.

Part of this may be due to my experiences as a Dungeon Master. I delve into rulebooks and supplementary material, draw up maps, lay out stats and even stories for the NPCs and so on. I used to lay out elaborate and somewhat linear stories to lead my players down, but I realized quickly players want elbow room and freedom to choose for themselves. While this undermined my desire to tell a specific story somewhat, it also allowed me to plan more of those contingencies I like to ponder. DMs and players share these stories in equal measure, after all, there’s no reason for one side of the screen to hog all the fun.

This thread does carry through to my writing. It’s been said that writers are either ‘plotters’ who plan things out before pen hits papers (or fingers hit keyboard), ‘pantsers’ who fly by the seat of their pants, or a combination of the two. You can read more about the distinction here. For my part, I’m definitely more of a plotter than a pantser, with a great deal of time devoted to outlines, character sketches, expansion on background elements, and research relevant to the story. The problem with all of this theorycrafting, though, is that getting wrapped up in it can take time away from the actual writing that needs to happen. Then again, I know that if I don’t take the time to figure out where I’m going in the first place, I will hit a wall and sit looking at it for just as long.

Do you indulge in theorycrafting? Or do you jump right into things?

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