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D&D Summer Camp #3: Last Night a DM Saved My Life
- Michael Barnes
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- Mountebank
- HYPOCRITE
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- Michael Barnes
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- Mountebank
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So...”I’ll throw the torch at the goblins”...we had to come up with al of these non-arcane ways of casting spells. It was ridiculous.
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Michael Barnes wrote: And that in turn reminds me of my favorite D&D censorship story. We used to play at this kid’s house and his parents were super Baptist. He had convinced them that we were not playing with any of the “satanic” stuff like magic.
So...”I’ll throw the torch at the goblins”...we had to come up with al of these non-arcane ways of casting spells. It was ridiculous.
Our local game club was looking to find a larger space a while back. The prospective landlord had seen people doing something in our old space, and thought it was an illegal poker parlor. When he was told that it was a boardgame club, he told us that we couldn't play poker, and we couldn't play D&D because it was satanic. Since D&D was frowned upon by the club officers*, missing out on D&D wasn't a deal breaker.
*At the time, the club officers didn't want the space to be taken over by D&D and M:tG players.
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- hotseatgames
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- Matt Thrower
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- Shiny Balls
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But you know what, being a DM is an awful lot like being a DJ
This is a fantastic metaphor, as others have said. If you've ever run a game you'll know the truth of it already, but it's a great way to express the feeling to those that haven't.
This is all another strength that RPGs have over more fixed experiences like board games - with a DJ on the decks/a DM behind the screen, you can adjust everything on the fly to make sure everyone is having fun.
A while ago I had a discussion with some RPG folks on Twitter about DMs fudging dice rolls, something I had thought was totally uncontroversial. To my surprise, there was a vocal minority who were inherently against it. They felt it spoiled the contract of the game. When I pointed out that D&D can become pretty unfun without it, they painted it as a weakness in the D&D system and one of the reasons why it's an inferior RPG.
I'm not all that bothered about the rights or wrongs of that debate, so long as everyone's having fun. But it highlights how much of RPGs is down to the social contract at the table - that everyone has to agree on what kind of game they want and maybe make some compromises to ensure all the participants have an enjoyable time.
It's not often talked about, but the same is true of board games. If I'm going to sit down to a heavy Euro - and there are definitely some I like to play - you bet I'm still going to want to drink beer and trash talk. But there are some folk who really, really hate this. Not just the trash talking, but I met a guy who disapproved of beer because he felt having opponents made "sub-optimal" by alcohol reduced his enjoyment.
Still, the social contract in a board game is far more often framed by the rules, and you can often tell what isn't written down simply by the type of games a group favours. So it's a lot easier in board games than RPGs. And is, in fact, perhaps the key reason I left them in favour of board games. I'm still only really interested in RPGs with family - I have no interest in playing with a wider crowd, unlike board games.
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- san il defanso
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Matt brings up something that I feel I've circled around a few times in this forum. Playing D&D is inherently a vulnerable way to play. It requires you to got out there, make stuff up on the spot, and if you're the DM there are a lot of creative ideas that have to sink or float based on what happens at the table. It requires a huge amount of trust in the other players to not just play fairly, but in such a way that actually promotes the fun of everyone at the table. This takes a lot of practice, and it's not a skill set that gamers always value, being the rules-driven people they are.
For my part I have always played D&D with board game friends, but I am not really much of a randos-at-a-club guy anymore, and everyone I have gamed with regularly has become a really good friend. I would gladly introduce D&D to any of them and I feel confident that it'd do pretty well.
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Introduced my oldest to Dungeon Mayhem, which is a very light DnD card game from WOTC. At 6 he can sorta read but it really doesn't matter since it is mostly just simple symbols. But it does teach you the basics of character classes (there is a magic-user, paladin, barbarian, and thief guy in the game) in that some characters are attack heavy, others can heal, and he has a new favorite thing, "LIGHTNING BOLT!!!" which he has used to cook me a few times. WOTC is doing a great job making content assessible to young players to be with the 123s and ABCs of DnD and the new Endless Quest books. Might get one to read to my son at bedtime just so he can do some decision-making.
He struggles with games because getting him to accept losing is tough. He'll often flip the table midway through if he thinks he is falling behind, even more so if he makes it to the end and loses. So there is a balance of me playing to let him win (or allowing him to adjust the rules/redo a turn) to keep him interested versus letting him lose and teaching him how to deal with that emotion as a rational human. I think in a RPG I can set up "you fail BUT then this cool thing happens" more than in a board game where failure usually means game over/elimination
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