When I first started AD&D, all players
went back and forth between Dungeon Masters, depending on what adventure was available,
but keeping the same character. Now, this whole situation is reversed – and when
you come to think about it, it’s a difference
almost as significant as last century’s migration
from theater to the big screen.
In those pre-1985 role-playing games, the
individual PC was the hero – and the world just “happened” all around him or
her. In post-1985 games with their crazy deluge of supplements and clanbooks
and whatnot, the world is the hero – and the PCs just “happen” in it.
When the world becomes the hero, things have
to get logical. You cannot put fifty crashed spacecrafts
on one medieval fantasy continent, unless it’s Medieval Nevada or something.
In those early days, this is the average
conversation players used to have when they first met:
“Hello, I’m David, and this is my friend
JS.”
“Hi. You guys joining in for this one?”
“Yes. We’re both level 9. JS is a
magic-user. I have a ranger, with blaster rifle.”
“Barrier Peaks?”
“Loved it.”
“Us too. Just finished it last week.”
“And before?”
“Defeated Drelnza.”
“Us too!”
“What about The Village of Hommlet?”
“Not yet.”
“I recommend it. Lots of fun. But your
characters may be overqualified now...”
There was no logic at all in there. How many
adventuring groups entered that crashed spacecraft anyway – and every artefact
is always lying around? And Drelnza got killed how many times exactly?
This is how role-playing games started out.
It’s almost like a boardgame: everything is reshuffled right into the box,
ready for the next group of players. Me and my friends explore the Village of Hommlet. Another group of players explore
the Village of Hommlet, uncovering the same pernicious
secrets. Then two guys from my group meet with three guys from the second
group, and together they tackle some other adventure. But who went to that
damned village first? There’s no need (and no point) in settling that.
But then, something happened.
Role-playing games became logical.
A rather large proportion of Dungeon Masters got infected with a nasty streak of WBV, the “World Builder Virus”. We’ve all
forgotten what it was like and how it used to work in the very beginning.
Don’t get me wrong: World
Building is cool, and I did my fair share of it, trust me, but I think
in some cases it’s unnecessary. In fact, I
really do believe it depends on how long your game sessions actually are, and
how often you play. Here’s my personal little chart for that purpose.
Game
Sessions of less than 3 hours
|
Game
Sessions of 3 to 6 hours
|
Game
Sessions of more than 6 hours
|
|
1-3 Games / Year
|
No World Building
|
No World Building
|
Optional
|
4-6 Games / Year
|
Optional
|
Optional
|
World Building OK
|
7 + Games / Year
|
Optional
|
World Building OK
|
World Building OK
|
Nowadays, there are two ways a game session
can begin.
TYPE 1 START: “You guys found a forgotten cave
with a big bronze door at the bottom of it. What do you do?”
TYPE 2 START: “You guys can’t return to Stiflebury
as planned because of Goblin troops on the border with the Duchy of Brulhg –
there’s a war brewing, even if you haven’t played into that arc yet (but you
heard the rumours). Today, instead of
returning directly to your mage contact in Stiflebury to finally complete the
ritual and save Vince’s wise old master from his curse, you’ll have to detour through Qerryn Forest, and risk a new
encounter with Constable Phemk, whom you insulted last time around (or maybe
the King’s other Constable is patrolling Qerryn Forest with his men these
days, because you know the King has two Constables, and Phemk’s wife is about
to give birth. So, what do you do?”
Logical worlds are for players who can play
often, and for long game sessions. Illogical is for casual,
occasional play. Ashardalon and Drizzt are quick, efficient, and they cut to the
chase: we’ve come full circle now, we’re almost back to Castle Greyhawk –
the original megadungeon.
The Flanaess
was an awesome place, and the very first “world setting” many of us ever played
into, but that big illogical-to-logical switch I talk about wasn’t yet complete
nor absolute, and weird stuff happened. For example, I remember this crazed three-day
weekend at a friend’s house, during which we played Dwellers of the
Forbidden City and then White Plume Mountain. Now, in retrospect, I
look at the distances and think “Wait – what?”
My ranger didn’t own a horse, and neither did those other PCs... so, did we actually
walk from Hepmonaland all the way to the Rift Canyon and cross the Tilva
Strait and the Vast Swamp – more than twenty-five hundred miles?
What about those DMs who became world builders in their twenties when they had lots
of free time, but now they reach forty and don’t have as much time – and neither do their players? What then? Is it possible
to downgrade the whole thing, to scale down a huge world carefully
crafted over ten or fifteen years or more?
One of my friends is a fantastic world builder. The complexity of his world is almost
impossible to fathom: he created his own personal computer database and has twelve
fat 6-inch folders full of printout charts and maps and NPCs and backgrounds
developed since ’95. He even integrated all of his Photoshop maps into one
enormous thing, kinda like Google Earth: you can see his entire fantasy continent
and then zoom in to a small kingdom, and to a city, and even to some main
streets... He’d probably tell me to go fuck myself. “You want me to take my
life’s work and downgrade it? Take a magnificent three-hour movie and turn it into an MTV clip?”
On the other hand, we only play twice a year.
We used to play much more often, but it gets harder and harder to find a
convenient time slot – so we only play twice a
year and the sessions only last about five hours. On my little chart, that’s
labeled No World Building.
I offered five of my friends to try out Ashardalon, but there was really no enthusiasm at all on their part. “We are used to
drinking a unique bold eighty-year-old scotch – and
now Dave wants us to switch to a six pack of
wine cooler?” Yes, I understand what they mean by that; but then again, we
only get a taste of that eighty-year-old
scotch twice a year! We could be chugging those California Coolers once a
month! And why can’t we have both, by the way?
I wonder if there’s ever gonna be a clear
solution to that dilemma; and I’m quite certain we are not the only ones
facing it. The hobby we love has officially become too complex for our own good
and busy schedules.
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