The rattle and clatter of dice
being cast--this was the cadence of my adolescence. A salvaged dining room table
took up most of the garage. I sat at the head. Depending on the night, four to
a dozen others surrounded the table, too.
The
lights were always off. Candles and oil lamps provided better ambiance, and
that was quite important. So was the background music. The score from Coppola’s
“Dracula” was best for delving into cursed ruins. The droning discord of Joy
Division and the Sisters of Mercy set the stage for Gothic cities plagued by
the undead and seemingly endless rain.
This
was my proving ground.
Two years before my birth, a
company named TSR released Dungeons and
Dragons, ushering in a new genre of game: role-playing Sixteen years later,
I caught up. My initiation to D&D came as a matter of chance during my
second year in middle school. I was in the school library, browsing through the
newest additions to the Choose Your Own Adventure rack.
“Some
of those are based on a game,” a boy said. He was a lanky kid with hair like
straw and a wide mouth. I didn’t know him. He introduced himself as James, and
spent the next half hour trying to explain what a role-playing game was. When
the bell for the next class rang, I still had no idea what he was talking about,
but I was intrigued.
“I’ll
show you tomorrow,” he said.
I checked
out the book his sales-pitch had prevented me from finishing, and spent the
rest of day trying to wrap my head around the concept.
“The cave
ends in a strange wall. It looks man-made. What do you do?” James asked.
It’s been
over two decades and I still remember my confusion. “I guess I leave?” I said,
uncertain.
James
sighed. I apparently sucked at this game.
“What? It’s
a dead end!”
“Maybe you
should search for hidden doors?”
Hidden
doors? Who hides doors? “Okay. I’ll do that, I guess.” The table was strewn
with oddly shaped dice. A pyramid-shaped one generated numbers from one to
four. Others had eight, ten, twelve, or even twenty sides. I was instructed to
roll some of them.
James
inspected the result, and declared that I’d found a hidden entrance. “It opens
just enough to slip through. It’s dark and dank on the other side. Will you
dare to pass through the narrow opening?”
I dared.
A few
minutes later, a band of trolls ushered my very first character into the
afterworld. It was a messy end for Simon, the level one human warrior. For me,
it was a beginning.
The concept
finally clicked.
James and I
hadn’t just played a game. We’d told Simon’s (tragically short) story.
Role-playing games involve two kinds
of participants. First, there are players. Think of them as actors, playing
individual roles in a larger narrative. The second kind of participant has many
titles. I prefer “storyteller”. If the players are actors, the storyteller is
the director.
After
a few weeks of playing, I found where I fit in that paradigm.
“How
can all of these mindless, flesh-eating monsters live in the same dungeon
without killing each other?” I asked. “Also, why does the tribe of Orcs live
there, too? What do they eat? Why don’t they just move? Do they really want to
kill everyone in the local village just because they’re evil? They have to have
a better reason than that! Maybe they want better farmland? Wait. Did the
humans force them into the caves? Hey! Are the seemingly innocent villagers
really the villains here? Those bastards! Orcs are people, too…”
James
sighed and answered my barrage of questions with the suggestion that I try
storytelling.
At
first, my gaming group consisted of James and his brother Jacob. By my
sophomore year in high school, I had around a dozen regular players. We
gathered during lunch, after school, and spent weekends in marathon sessions
that often ran over twenty-four hours.
It was fun,
but it was also instructive. This was how I learned to write--organically and
intuitively. None of us knew terminology like “character arc” or “character
depth”. Instead, we learned from experience that characters with flaws, quirks,
and complex back stories were just more interesting.
That lesson hit home after a several month
campaign ended with the players defeating my story’s primary antagonist--a
necromancer bent on destroying the barrier between life and death to restore
the family he’d tragically lost. “I am going to miss that guy,” one of them
said. “I really hated him!” The other players agreed and began talking among themselves about all the horrible things the villain had done--killed their
friends, tortured love interests, tricked them into hurting innocents.
They had
loved hating him.
A couple
even felt sorry for him. “He just wanted his wife and daughter back…”
I sat back
and listened, internalizing it. I wouldn’t have used the word “investment”, but
that’s what it was. Twenty years later, those players still occasionally
mention the necromancer when our paths happen to cross.
Other
lessons were less easily digested.
Imagine this. You’ve toiled for
weeks to write a brilliant story. The antagonists are complicated, the moral
ambiguity is compelling, the danger is thrilling, and the plot is layered in
Machiavellian twists. You begin to tell your masterpiece, and your protagonists
do everything wrong. There’s a joke among gamers to depict this scenario*.
Storyteller
(to Frodo’s player): You put on the ring,
becoming invisible. What do you do next?
Frodo’s
Player: I kill Gandalf and search his
body for treasure.
When
you write fiction, you have complete control over the cast of your story. They
do what you want, when you want, precisely the way you want. As the storyteller
of a role-playing game, that never happens.
In the
beginning, this meant a lot of thinking on my feet. As I became more
experienced, I learned to look at story construction differently. Instead of
linear story development, I started to consider the different directions every
scene could take. In order to have plots that could survive the proverbial
death of Gandalf, I effectively wrote a dozen stories for each one that my
players experienced.
For example, a scene plan might
look something like this:
The
player’s characters are summoned before the king to be given a quest:
If the
players accept the quest, the king is a benevolent man that just wants them to
rescue his daughter from the evil cult that kidnapped her. If they refuse, he’s
a cruel tyrant that will use hostages to compel them, and the daughter wasn’t
kidnapped: she ran away. If they try to kill the king, then the king will
really be a demon in disguise, and the woman isn’t really his daughter. She’s a
priestess that knows his true name.
The
important part is that they go after the “princess”.
It was a
lot of work, but it forced me to consider things from different angles--to
think in ways that I normally wouldn’t. Often, just trying to think ahead of my
players resulted in better storylines than I’d started with.
What if the
seemingly innocent villagers really were
the villains?
I still think
this way when I write.
By the time I started college, my
group had shrunk to a core three or four. We played on weekends--or whenever
our work and school schedules permitted. Even that became less frequent, but I
still had the desire to tell stories. I had given up writing in favor of
storytelling games. Without that outlet, I went back to the world where
everyone, heroes and villains alike, did exactly what I wanted.
Only,
the world I came back to wasn’t the one I’d left behind. My heroes were no longer
unblemished. My antagonists were no longer evil for the sake of giving the hero
someone to fight.
I
was no longer just a writer.
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