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'Male oriented'
Dear Editor:
I am a new subscriber to your fine publica-
tion and would like to commend you on
a job
well done. However (isn?t there always
a how-
ever?), I am quite bothered by the very
male
oriented nature of your writing and illustra-
tions. I realize that most of your readers
and,
indeed, most gamers are male. But I fail
to see
how you plan on gaining any female players
and readers by the continual ignoring
of them.
In defense of my point: issue #72. Yes,
there
are two female warriors on the cover and
a
drawing of a female cavalier. But so what?
Throughout the rest of the magazine we
see all
male warriors and jesters, hunters and
magic
users. To top it off, Roger E. Moore's
story
is
wholly from the male perspective. Are
there
only succubi? Where are the incubi? Surely
you
know that this fiend has no true gender
but
rather appears in the image of the desired
crea-
ture for the victim.
Theresa A. Reed
Portland, Ore.
Yes, the cover of issue #72 pictured
two
female warriors. In fact, seven of
the last 10
covers we've published (not counting
this
magazine) have included a female character.
I
won?t count the number of times we've
por-
trayed females in artwork on the inside
pages
during those 10 issues -- but I will
point out
that issue #72 has a picture of a female
barbar-
ian (on page 27), in addition to the
female
cavalier (on page 10) that Theresa
mentions.
As for Roger Moore, I don't think he?ll
mind
me pointing out that he writes ?from
the male
perspective? because he is
a male. If he tried to
write from a female perspective or
from a dual
perspective ? especially for a story
about ?sex
in the AD&D?
world? ? he?d be even crazier
than he is already. And where are the
incubi?
Well, to be technical about it, they're
not in
the "AD&D
world" (the succubus is listed in
the Monster Manual, but not
the incubus), and
therefore incubi were not within the
?terri-
tory? covered by the
article. And, heck, the
whole thing was for a laugh anyway,
right?
I don?t mean to sound flippant. I think
we?ve done okay when it comes to representing
the roles of both sexes in the realm
of role-
playing games, and we?ll continue to
try to
look at the ?female perspective? whenever
we
can. Like it says in the response to
the letter on
page 3, we really do want to try to
make eve-
ryone happy. If you agree with Theresa?s
point
of view, please let us know, and (I
know this
sounds high-falutin? ? but it?s true
anyway)
you can play a part in shaping the
future of
this magazine. ?KM
Obviously, not all creatures wear armor with
set AC values, but instead they depend on their
natural armor and/or dexterity. The article states,
"regardless of the actual AC a piece of equipment
provides its wearer, the apparent AC of that
armor is the same for all armor of that type."
This presents problems.
Suppose I wish to handle melee between a
group of adventurers and a xorn. The xorn wears
no armor, is not too quick on its feet, and (to the
best of my knowledge) doesn't improve its AC
value through any magical means. Thus its AC
value of -2 must be enhanced by its natural stonelike
shell. What is the apparent AC of stone-mail?
The same goes for the apparent AC of, say,
Asmodeus. To the best of my knowledge he does
not wear any armor. Since his AC of -7 is obviously
enhanced by some means, what would his
apparent AC be -- 10? That can't be right.
This is mostly a minor complaint (since I?m
sure there are many DMs out there who disregard
AC adjustments altogether) but if there is
any reasonable answer to this dilemma, I would
be happy to hear it.
Rob Paige
Cheney, Wash.
(Dragon #82)
We checked out this question with Tracy Hickman,
who is on the TSR design staff was the
creator of the Combat Computer. He told us
what we expected to hear -- namely, that no
provision exists in the AD&D rules
for taking
AC adjustments in to consideration in cases like
the ones Rob describes, which is why the Combat
Computer didn't address the question.
The problem can?t really be solved (short of an
official addition to the rules), but it can be handled
in one of two ways:
(a) Don't use any armor class adjustment for
weapon type against creatures with an AC of
better than 2, when that armor class can't be
equated to an "apparent" AC, or
(b) Treat any "problem" AC as if the creature
in question had an actual armor class of 2, which
is as low as the armor class adjustment table in
the Players Handbook goes.
<UA: the
AC adjustment table goes down to 0>
-- KM
(Dragon #82)
THE FORUM
In reference to Theresa Reed's
letter
about male orientation published
in issue
#74 of your magazine, I
would like to say
that I find your articles
are in general very
good, but there are occasions
when they are
downright terrible. In the
much maligned
issue #72, for instance,
there is an article
called "A
new name? It's elementary!"
Quite handy to have for
naming characters,
but what if those characters
are female? I
see in this article a word
for ?
"prince," but I
see no sign of a word for
?princess.? Simi-
larly, there are words for
?man,? ?god,?
and ?warrior, man? but the
female equiva-
lents are not even mentioned.
This oversight was bad enough,
but the
article about the new Duelist
NPC class in
the next issue of DRAGON
Magazine (#73)
was even worse. In this
article the Fenc-
ingmaster?s school is described
as a ?male
gossip shop? and there is
no hint whatso-
ever of the female pronoun
throughout the
entire article. It is true
that the profession
on which the Duelist NPC
class is based
was entirely made up of
males, but that is
no reason for it to be limited
in the AD&D
world. After all, fighters,
cavaliers, and
most thieves were male,
but Gary Gygax
has had the good sense not
to restrict the
game in that area, and in
so doing has
attracted many women to
the game. (No
doubt many men find the
?him/her,? ?he/
she? approach of Mr. Gygax?s
writing
cumbersome, but women resent
being
referred to as ?he,? just
as most men would
resent being referred to
as ?she.?)
There are a few other examples
I could
give of this male orientation,
but as they are
relatively minor I won?t
cloud over the
major issue by getting picky.
I would like to
emphasize, however, that
I do not want
articles written from the
female perspective.
They are just as bad as
articles written from
the male perspective, as
they too alienate a
large proportion of the
readership. What I
do want is for all articles
to be written from,
an unbiased perspective.
Elizabeth Perry
Wellington, New Zealand
P.S. Sorry this letter came
so late after the
subject of male orientation
was raised, but
issue #74 only arrived in
this remote part of
the prime material plane
three weeks ago.
Many moons ago (in DRAGON
issue #74)
Theresa Reed wrote a letter
to the editor stating
that she felt that DRAGON
Magazine was
?ignoring? women. I have
played AD&D
for two years and read the
magazine for
nearly as long,
and I do not feel that AD&D
is a ?male-oriented? game,
nor is
DRAGON a ?male-oriented?
magazine.
For example, in the Players
Handbook,
most of the entries that
can refer to
either male or female characters
are stated
as ?his or her.? I also
think that a slight
strength penalty for female
characters is not
sexist; it is actually rather
generous, if you
consider that the AD&D
game is based on a
medieval society, in which
women were
rarely allowed out of the
house! Compare
this to a game like the
one described in the
book Fantasy
Wargaming, in which female
player characters suffer
penalties such as -2
to charisma and -3 to social
class!
I must also commend DRAGON
Maga-
zine for its fairness. The
women we fre-
quently see on the covers
of the magazine
have been anything but weak
and helpless,
and are certainly clad in
more than chain-
mail bikinis. I can even
remember that one
old issue of DRAGON
contained an article <find this article>
which strongly discouraged
the use of rape
and pregnancy in campaigns.
Laurel Golding
Grosse Ile, Mich.
(Dragon #82)
Q: Is the 'Combat
Computer' in issue #74
designed for actual use
in AD&D gaming?
A: Yes.
It has been playtested,
and from
the mail readers have sent
to DRAGON
magazine, it appears to
be working very
well in AD&D
games.
(79.14)
One to a customer
Dear Editor:
I'm writing about the Combat
Computer
that appeared in issue #73.
I found that it <#74>
worked quite well.
I would like to know how I
could get another for my
group without having
to buy another magazine.
Robbie Dean
Mt. Carmel, Term.
We're glad the Combat
Computer got such a
good reception. Unfortunately,
we can't make
it available separately
from the magazine. We
assume that in a gaming
group of any substantial
size (say, more than
three people), it's
likely that more than
one of those group
members buys DRAGON®
Magazine, so "the
group" probably has no
trouble obtaining
more than one copy of
a certain article or a
special inclusion. If
you're a DM who insists
that your players not
be allowed to see what's
in the magazine (and
your players are willing
to go along with that
condition), THEN you
won't be able to obtain
multiple copies of
something we print without
buying multiple
copies of the magazine
it appeared in.
-- KM
(Dragon
#79)
A player character and his money.
. .
by Lewis Pulsipher
It has frequently been noted
that in
some FRPGs the
amount of money available
to, and actually
possessed by, PCs is
unbelievably enormous --
impossible to
transport, or to store in
anything smaller
than a castle.
Even a relatively inexperienced
character can, after not
too long,
afford almost anything he
can carry, and
such things as towers and
ships are
within the range of a character?s
pocketbook
before not too much longer
than
that.
Some gamemasters go to great
lengths
to describe goods and services
in their
campaigns in terms of their
?real? (that
is, medieval) prices ? very
low rates to
someone with several pounds
of gold
coins. Typically, suggestions
for the
?toning down? of a game's
monetary system
are met with two retorts:
first, it is a
"fact" of the
campaign that the area frequented
by adventurers is experiencing
rampant inflation; and second,
that this
is an adventure game, after
all, and huge
piles of gold are part of
the heroic milieu.
This article approaches
the subject of
money from two angles --
first, suggesting
a means of simplifying monetary
transactions while making
treasures more
believable and easier to
store or carry; and
second, describing some
ways in which a
referee can coax treasure
away from
adventurers once they've
discovered it.
The silver
standard
The
first part is easy. In any description
of
a hoard of monetary treasure,
replace
the word 'gold'
with 'silver.'
(But
don't change prices or values given
for
goods or services.) Adopt the "silver
standard"
which actually prevailed in late
medieval
times. A gold piece (arbitrarily
set
equal to 10 silver pieces to make calculations
easy)
becomes really valuable. And
silver,
once sneered at as "too cheap to
carry,"
takes its rightful place as the
wealthy
man's mode of exchange. Maintaining
the
proportion between gold
and
silver,
the value of a silver piece is set
equivalent
to 10 copper pieces.
The
copper
piece is small change, certainly,
but
not such a miniscule piece of currency
as
it is in some games.
In
a world where silver 'replaces' gold,
medieval
prices for ordinary goods and
services
are reasonable, and the net result
is
either unchanged or decreased spending
power
for adventurers.
Concerning
the size and weight problem,
a
display of medieval coins in a
museum
will show that coins minted
prior
to the modern era were very small,
rather
like an American dime or British
half-penny
(new pence). Consequently, in
bygone
days it was possible to carry a
small
fortune without risking a permanent
back
problem from the weight. Try
setting
the size and weight of a coin
(copper,
silver, or gold) equal to the size
and
weight of a dime. When this standard
is
used instead of, for instance, the
AD&D
game standard (where coins
weigh
a tenth of a pound each), someone
who
could carry a sack of 300 gold pieces
(30
pounds) in the old system can carry
6,584
gold in the new system (1 dime = 35
grains,
or 219+ coins/pound). And gold is
far
more valuable per piece, because the
silver
standard is used. (And this system
for
size and weight can only be used if the
silver
standard is also employed.)
Now,
personal fortunes are no longer
impossible
to carry, and adventurers don?t
need
magic bags or mules in order to
carry
a decent sum away from an adventure
(or
a theft).
Q:
In "A Player Character and His
Money"
(issue #74), are PCs supposed to
get
one experience point per silver piece
or
one x.p. per gold piece?
A:
Characters get one x.p. per gold piece.
The
'silver standard' described in the
article
will make it more difficult for
characters
to buy very valuable items
(especially
magical ones), but this contributes
to
game balance.
(79.14)
The origin
of treasures
Why, since gold
circulated so freely in
the ancient world, did it
virtually disappear
in the
Dark Ages? Much was
hoarded (e.g., buried) and
lost. Some was
successfully hoarded for
centuries. Most
of the remainder flowed
to the eastern
world
via trade. For a time, even silver
was so rare that most transactions
were by
barter rather than purchase.
In a sense,
adventurers are discovering
lost hoards
when they take treasure
from monsters. If
the history of your fantasy
world is like
that of Earth, having a
Dark Age or Age
of Chaos, there may justifiably
be a severe
shortage of gold (hence
its great value) in
the years that follow this
period. Most
personal wealth will be
in goods, not
money, and consequently
it will be relatively
difficult for a thief to
transport or
dispose of his gains. Except
through barter,
one can't "spend" a fur
coat || obsidian
necklace. Unless player
characters are
astute, they may sell such
"liberated"
items for far less than
their nominal
worth.
A player
character and his money . . .
What means are available
in the campaign
to separate player characters
from
the treasure which, sooner
or later, they
will accumulate? A few games
provide a
formal system for forcing
expenditures.
In the Runequest® game,
characters
spend money for training
and learning
spells. (Why they don?t
teach each other
for free I am unsure.) In
the AD&D game,
characters are supposed
to spend money
for training when they rise
a level. This
system seems unusable at
low levels,
where a character must spend
half his
time adventuring without
gaining experience
just to gain sufficient
funds to
reach the next level. So
what do you do if
your game has no such system,
or you
don?t like the one provided?
Here are
some possibilities:
Theft:
The obvious way to relieve characters
of their burden of wealth
is to
simply steal it (rather,
have it stolen), but
this can create tensions
outside the game.
If players aren't used to
losing money to
unseen and undetected thieves,
they're
going to be very unhappy,
and may think
the referee is unfair. In
other cases, players
won't mind theft so much,
provided
that 1) they have a chance
to catch the
thief and 2) their precautions
against
theft reduce the frequency
and success
rate of such attempts.
To illustrate the first
point: If the referee
simply says one day, "You
can't find
your money pouch," the player
will have
virtually no chance to stop
or catch the
thief. If, however, during
the course of
discussions at an inn or
on the street, the
referee casually refers
to someone bumping
into or jostling the character,
the
player has a chance to react
to the theft (if
he thinks about the possibility).
Or if a
theft occurs while the character
is sleeping,
he may be able to find some
clues to
help track down the miscreant.
As for the second point,
precautions: A
character who conceals rather
than
flaunts his wealth should
be less vulnerable
to theft than one who becomes
known
as a big spender. Furthermore,
some
players make lists of precautions
to be
observed by characters when
in towns or
other areas frequented by
thieves, while
others take no precautions.
The latter are
more likely to be successfully
robbed.
A character can be conned
out of his
money -- for example, when
he buys a
magic spell scroll which
turns out to have
flaws -- but frequent con
games and similar
forms of deceit are no fun
for referee
or players. Moreover, players
soon
become extremely wary, making
it almost
impossible to "fairly" con
them. But
most important, con games,
moreso than
ordinary theft, are too
personal. This feels
too much like the referee,
rather than the
monsters and NPCs, against
the players,
obstructing the ideal of
the referee as an
impartial arbiter. For this
reason alone,
deceit is not a satisfactory
way to relieve
characters of their treasure.
Players soon become so wary
of ordinary
theft that the referee cannot
successfully
steal large sums without
resorting to
strongarm tactics -- for
example, an
extortioner who happens
to be a highlevel
assassin. Once again, this
results in
an adversary relationship
likely to sour
the game, if not personal
relations outside
of it. Theft is not enough.
Upkeep:
Since adventurers spend only
a small part of their time
out adventuring,
they must spend money for
a place to
stay, food, clothing, and
amenities ? all
expenses that are not reflected
in buying
equipment for adventures.
Some rules
assume that the more experienced
a character
is, the more money he will
spend.
This is almost universally
true, but still
somewhat inaccurate; though
there is a
tendency in most people
(and characters)
to spend more when one has
more to
spend, an adventurer?s rise
in income can
often far outstrip his expenditures.
Adventurers will always
have to pay a
minimum amount for upkeep,
with additions
according to the extent
of largesse
and luxury they wish to
enjoy. Armor
and weapon repairs, oil
and rations, and
other matters of equipment
replacement,
often ignored by players,
can be subsumed
in upkeep. And the more
expensive
a city?s prices are, the
higher upkeep
costs will be for residents
in the city. Here
is where the idea of local
inflation ? the
?gold rush boom town? with
very high
prices for ordinary goods
? can come
into play.
Henchmen
and hired help:
Along with
personal upkeep comes payments
to
henchmen and loyal followers,
including
(but not limited to) their
upkeep. This
total expense can be much
greater than
personal costs.
Novice and near-novice adventurers
are
unlikely to have such expenses,
but veterans
who may wish to hire skilled
craftsmen must pay what
the market
demands, regardless of the
?list price?
given for a service in the
rulebook. If only
one armorer in town can
make plate, and
several adventurers or lords
want to hire
him, the armorer
may charge an unusually
high fee.
(It should be noted for medievalists,
however, that in the Middle
Ages many
fees were set by a guild
or by the city
government and could not
be exceeded.
Supply and demand, as we
know it, did
not operate to change prices,
though it
might lead to a devaluation
of coinage
through reduction of the
metal content.)
Adventurers' followers and
henchmen, <not all followers have to be paid: check this>
if they're to remain loyal,
must be very
well paid; otherwise, many
will strike out
on their own. A character
who owns a
stronghold, even a simple
blockhouse
with tower, will have to
pay troops and
other skilled personnel
to garrison it.
They must be paid well enough
to
remain loyal, or the character
may find
when he returns from an
adventure that
he's excluded from his stronghold,
or that
it has been sacked, by the
garrison.
Acquiring
a stronghold: Perhaps the
greatest expense any adventurer
will face
is the cost of buying or
constructing
a
personal stronghold. An
adventurer may
buy or build several strongholds
in the
course of a long, successful
career. The
first may be a small tower,
or just a stone
house or villa, either in
or near a town.
Unless he has obtained a
large grant of
land as well, the character
may prefer to
move to another area to
build a full-scale
castle, rather than expand
his single
tower. And later he may
trade territories
(not uncommon in the Middle
Ages) or
find a better place to build
his master
"festung" in which to spend
his remaining
years. Such great stone
edifices are
extremely expensive, especially
if the
adventurer wants it built
rapidly rather
than over the course of
five years.
Moreover, expenses do not
stop when the
stronghold is completed.
Maintenance
costs, both for material
and personnel, are
anything but negligible
? and the older
the stronghold, the more
maintenance of
the structure will cost.
If life is too easy for characters
while
they stay in a town, they?ll
have no incentive
to obtain a stronghold.
The more
they?re harried by thieves,
assassins, punk
sword-slingers looking for
a reputation,
and so on, the more they?ll
look on
spending money for a stronghold
as a
gain, not a loss.
Religion:
Religion should drain a significant
sum from adventurers, staying
more or less proportional
as income rises.
In most fantasy worlds the
gods are real,
and if not omnipresent,
they at least affect
the world through manipulation
of followers
and minions. Most adventurers
will actively worship one
or more gods, if
only "just in case, you
know . . ." Active
worship entails contributions,
if not
tithes (10% of all income)
or offerings of
animals
and goods of the worshipper.
And if the local temple
is destroyed, the
wealthy worshippers (that
is, the adventurers)
will be expected to provide
money
to rebuild it.
In the medieval or the modern
world, citizens of a town
are expected to
pay taxes according to the
value of their
property -- including money,
in the
Middle Ages -- and non-citizens
are
targets for special levies,
unless the town
is particularly eager to
persuade the foreigners
to stay. This eagerness
is conceivable
if the town is threatened
from the
outside and the foreigners
(adventurers)
offer the best defense.
A character's stronghold
may be taxed
by the overlord of the area.
If the character
holds the land in fief,
he may be
exempted from many taxes,
but on the
other hand he'll have feudal
obligations
to his overlord. This often
includes the
providing of troops, which
means that
the character must hire
extra men, and
pay for upkeep of troops
on campaign,
even if he doesn't go himself.
This will be
true whether the troops
take an active
part in the campaign or
march on a crusade
to a faraway land.
Pets:
The animal companion(s) of an
adventurer, especially if
they are big pets,
can be a drain on the character's
income
as he pays for housing,
training,
and
feeding the creature. Perhaps
outside of
town the fighter's pet griffon
or hippogriff
can feed on kills ? provided
it
doesn?t take down some farmer?s
domestic
animal ? but when the fighter
stays in
town, he?ll need to buy
animals to feed
his mount.
Training young animals may
cost even
more than feeding them,
because the ability
to train is so rare and
the act requires
so much time. But the biggest
expense of
all could be buying the
young animal (or
egg) in the first place.
Encourage players
to have pets, if only well
trained (and
thus expensive) war dogs.
Sooner or later
the pet will be killed,
and in the meantime
it may cause much amusement
for
the referee, and difficulty
for the owner.
On the other hand, if his
pet saves his life
just once, the owner will
think it well
worth the expense.
Equipment:
Not all equipment is
created equal. That is,
some suits of (nonmagical)
armor are more protective
than
others, some swords are
stronger than
others and hold an edge
better, and so on.
The "ordinary" price for
a piece of
equipment given in rulebooks
could not
be for the highest quality
product. Consequently,
another way to bleed funds
from characters is to offer
the opportunity
to buy exceptional, but
non-magical,
armor
and weapons. The best
of this
might even be equivalent
in protection or
striking power to the weakest
sort of magical
armor and weapons; you,
as the referee,
must judge where the line
is drawn.
Or, if you prefer, you may
simply make
"ordinary" equipment somewhat
unsafe
to use, in order to encourage
PCs
to buy better materials.
For example,
a dice roll can be taken
at the end of
each adventure (or each
battle) to determine
whether armor or weapons
have
broken or worn out -- and
more expensive
equipment wears out much
less
often. Or, stipulate that
when a player
rolls a 1 when attacking,
there is a chance
that his weapon breaks,
and when an
attacker rolls a 20 (or
100) there is a
chance that the target's
armor is damaged
and his armor class is lessened
by one.
The size of this "chance
to be damaged"
will vary with the quality
of the equipment.
The players can either periodically
buy or repair cheap stuff,
or they can buy
high-quality products and
rest more
easily.
Of course, a referee could
have someone
sell magical equipment to
characters, but
in most worlds the price
should be so
prohibitive that no adventurer
could
afford anything but a trade
of magic
items, rather than a purchase.
Who
would be crazy enough to
sell a permanently
endowed magic item, such
as a
sword or shield?
One-use
magic: While permanent
magic items such as armor
will not be
available for purchase in
most campaigns,
except between players,
one-use
magic will be more plentiful.
Alchemists
manufacture potions to sell
them, since
they can't use most potions
themselves.
Retired magicians may make
a living
creating and selling scrolls
and recharging
some magic items.
Allowing for the purchase
of "one-use
magic? can be a wonderful
way to drain
money from adventurers without
unbalancing
the game; in fact, it offers
players
one more way to make a ?good
move? in
the game by purchasing the
most important
types of one-use items,
such as scrolls
for healing or neutralizing
poisons.
If a character finds a fairly
good magic
item, such as a wand of
magic missiles or
a wand of weak fireballs,
he can hardly
afford to allow the thing
to run out of
charges, yet he?ll probably
use it frequently.
Consequently, he?ll be willing
to
pay out large sums to a
magician to restore
some charges to the item.
It?s not
unknown for several members
of a group
of adventurers to contribute
money
toward recharging a wand
owned by one
of them, because the wand
helped all of
them survive.
Information:
The "facts of the matter"
should be a valuable commodity
in the campaign, something characters
will buy
at a high price. This information
can
come in many forms, from
stories told in
taverns (?Have another drink
and tell me
more?) to accounts told
by rumormongers
and oral historians, to
the purchase
of ancient books and the
expertise
of sages. Education and
training for the
adventurers themselves is
a form of
information which will cost
significant
sums early in a campaign;
later, adventurers
will teach one another their
skills,
and will learn few new ones.
The more accurate a piece
of information
is, the more it should cost.
Experts,
especially, are always expensive
? think
of a sage as the fantasy
equivalent of a
?consultant,? with the high
fees that
occupation demands, rather
than the
equivalent of a reference
librarian or a
university instructor. And
although there
were no detectives in medieval
times, it is
possible that someone would
set himself
up in the ?information gathering?
business
? not quite a detective,
but not a spy
either. Such persons would
charge high
fees because their service
is nearly unique.
Politics:
It is almost impossible to
become a wealthy, successful
adventurer
without getting involved
in politics:
wealth && prestige
bring enemies and
hangers-on. The more a character
participates
in politics, the more it
will cost to
acquire and retain supporters,
to obtain
info, to bribe.
Well-known adventurers may
be
expected to spend a season
at the court of
the ruler of the region.
The travel,
retinue, finery, and gifts
this entails will
not be balanced by any monetary
gain,
although the increase in
prestige &&
favor may help the character
later.
Tournaments (jousts
&& duels) can be
expensive for adventurers
who are
expected to participate
in such events,
although in some areas the
prizes offered
may more than offset the
cost.
And if a character is really
serious
about politics, he may have
to bankroll a
private army!
<cf. The Politician>
Bribes:
This is a way to soak up money
in an accumulation of small
amounts.
Most readers will have heard
of countries
in which every official,
minor or otherwise,
expects a bribe in return
for
accomplishing what is nominally
his
everyday job. Why can't
a fantasy society
be afflicted with the same
inefficiency--
It's a matter of the size
of the bureaucracy,
the way it's recruited,
and the expectations
of the society.
<cf. The Bureaucrat>
Research:
Magical research, whether to
discover new
spells or to determine the
nature of found magic items,
takes
money. Don't let characters
pay a meager
sum in order to find out
everything there
is to know about a newly
obtained item.
Bleed their money away,
giving a little
more information for each
input of
funds. After all, magicians
are rare and
should be paid appropriately
for their
valuable research time.
Of course, player characters
may decide
not to pay, but that's their
choice; it may
be possible to discover
the relevant
information through rumors,
libraries,
and knowledgeable non-magicians.
The more complex a magic
item is, the
more characters will have
to pay to
determine exactly what it
does. More than
one level of performance,
or more than
one power, is desirable
in an item ? even
items with (unbeknownst
to the player
characters) only one power
? so that
players may continue to
pay money in an
attempt to learn about additional
powers
of an item long after all
of its powers and
levels of ability have actually
been
revealed.
For example, one researcher
may be able
to determine the powers
of a wand. Another
research expert may know
a command word,
not necessarily relating
to the known power. Further research
may reveal another command
word , not necessarily relating
to the known power. Further
research
may reveal another command
word and a
second power, perhaps a
variation of the
first one. And, the wand
may be found to
occasionally weaken the
user; finding out
how to avoid that effect
-- or even if there
is a way to avoid it --
would cost even
more than finding out about
one of the
wand's beneficial aspects.
Investments:
Bad investments will cost
characters large sums. There
ought to be
a few good investments available,
but
most should be bad -- just
as in the modern
world.
Ways to spend invested money
may include schemes to manufacture
new
inventions, property deals,
money lending,
and most likely, mercantile
ventures.
While a smart mercantile
deal may net a
character a return of more
than 100% or
200%, most will result in
a poor return or
a loss. Characters may attempt
to literally
?protect their investments?
by accompanying
a vehicle or caravan picking
up
or delivering goods, thereby
giving the
referee opportunities to
create miniadventures
connected with the trade
routes and destinations.
Gambling:
This is a good way to
separate incautious characters
from their
fortunes, in the long run.
Just make sure
the odds favor the house
? if the game
isn?t actually fixed ? and
remember that
a really big winner may
make enemies of
the owners of the gambling
establishment,
or of the losers in a private
game.
A referee can encourage
gambling by
making participation a matter
of prestige
in the locale, and by providing
means of
obtaining information ?
rumors, at the
least ? unique to the gambling
establishment(
s). If you challenge the
?manhood
? (or ?womanhood?) of the
player
characters in connection
with gambling,
some of them will respond
unwisely ?
that is, they will gamble
to ?prove?
themselves.
Small
treasures, big spenders
The more
opportunities PCs
have to spend money,
in small amounts or
large, the more they'll
spend. Some combination
of the methods described
above
should allow the referee
to reduce the fortunes
of all but the most miserly
adventurers.
But the most important single
method
of doing this is to make
treasures small so
that characters can't accumulate
large fortunes.
Whether this stringency
fits the
"heroic" mold is a matter
that only each
referee and the players
in his or her campaign
can decide.
The vicarious
participator
Take the middle ground in
role-playing style
by Lewis Pulsipher
In the early days of fantasy role-playing
(FRP) gaming,
many players did not role-play
in any significant sense of the word;
that is,
they did not pretend or imagine that they
were in a real world different from our own.
Instead, they made a farce
out of FRP, and their characters tended
to
act like thugs || gangsters, if not fools.
Pursuit of power, without regard for any-
thing else, was typical.
In reaction && rebuttal to this,
some
players went to the other extreme. They
believed that characters, through their
players, should imagine themselves as
fulfilling a role in the real world, and
further declared that each character
should be a personality completely sepa-
rate from the player, so that the player
becomes more of an actor than a partici-
pant in a game.
For several years these
people were voices crying out in the wil-
derness, but as more people gained FRP
experience or heard about this “improvi-
sational theater” (or “persona-creator”)
school of role-playing, and as the more
articulate and vociferous of the “persona”
extremists found an audience for their
views, this extreme attitude about role-
playing has spread so widely that it,
instead of not role-playing at all, seems
to
have become the standard.
Unfortunately, because initially they
had to express their views about role-
playing with maximum emphasis just to
be listened to, many of the people in
this
second group have become intolerant of
other views. One occasionally runs into
remarks at conventions or in articles
which disparage anyone who does not
create an elaborate persona for each of
his
characters, each different from his own
personality. The most hard-line advocates
of this school of thought refuse to believe
that there is any other “proper” way to
play, and they measure the skill of a
role-
playing gamer in accordance with how
closely he or she meets their notions
of
role-playing as theater.
There is a third group, with an attitude
that lies between the power-mad, thug-
character players on one hand and the
persona-creators on the other. The view-
point of these people, who may be called
“vicarious participators,” reflects the
original intent of role-playing gaming.
They (and I number myself among them)
believe that the point of a role-playing
game is to put oneself into a situation
one could never experience in the real
world, and to react as the player would
38J
like to think he would react in similar
circumstances.
In other words, the game lets me do the
things I’d like to think I would do if
I
were a wizard, or if I were a fighter,
or
perhaps, even, if I decided to take the
evil
path. Consequently, it would be foolish
for me to create a personality quite differ-
ent from my own, because it would no
longer be me. The game is not a matter
of
“Sir Stalwart does so-and-so” but “I do
so-and-so.” In my imagination, I am the
one who might get killed — not some
paper construct, however elaborate it
may
be. (Of course, because these are games
played by people with adult mentality
—
even if not of adult age — no one ever
becomes overinvolved emotionally.)
Notice, also, that I didn’t say “as I
would act,” but “as I would like to think
I would act.” Few FRP gamers are made
of the stuff of heroes, but we like to
think
we are when we play the game. The game
allows us to live out our fantasies about
being heroic, or saintly, or evil, although
we in our personal lives will never reach
nor probably aspire to any of these
extremes. As one player put it, if he
were
actually in a dungeon he’d be scared silly
and would flee in utter panic — but his
character does not, because the character
can have attributes (courage, in this
case)
which the player does not have.
The difference between this view and
the persona-creator’s view is fairly clear-
cut, though it would be hard to define
a
line dividing one style from the other.
The vicarious participator lives an adven-
ture through his character, which tends
to
be a lot like he is himself. But he accepts
that his character must undergo some
changes in attributes and personality
from the player’s, whether these changes
are imposed by the player himself, by
the
game rules, or by the nature of the ref-
eree’s “world,” to help him enjoy events
he could never experience in the real
world.
For example, he will accept the
requirements of an extremely good
alignment and crusading zeal of a
paladin, or the requirements of a charac-
ter who is evil, or even a character of
the
opposite sex. To him, the question is
“What would I (like to) do if I were such-
and-such in a fantasy world?”
The persona-creator, on the other
hand, places himself at a distance from
his character, regarding it as a separate
entity almost with a life of its own.
He is
not interested in what he would do, but
in what a creature of such-and-such race,
intelligence, likes, dislikes, etc., would
do
in a given situation. If his character
dies,
his reaction is not overly emotional,
though he’ll certainly regret the loss
of all
the work he put into the character.
The difference between the two styles
is
manifested in many small ways. For
example, a persona-creator playing a
character of low intelligence will play
dumb. If he has a good idea, he probably
won’t mention it to the other players,
since his character wouldn’t have thought
of it. A participator, on the other hand,
doesn’t always care what his character’s
numbers happen to be. It’s really him
in
there, anyway, and he’ll use his own
brain and other faculties to the fullest
to
keep his character alive and accomplish
his goals.
This difference can be generalized to
show the attitudes of the two types of
role-players to the aspect of luck in
char-
acter generation. The persona-creators
are
not much concerned with being able to
choose aspects of the personality of their
character. In a sense, they try to be
like
the most versatile film and stage actors,
who can play any role well. Consequently
they would not mind, and might even
prefer, playing a game like Chivalry &
Sorcery,
in which virtually everything
about a character — alignment, race, even
horoscope — is determined by dice rolls.
On the other hand, vicarious participa-
tors want to have some choice in the role
they play. They prefer an activity such
as
the DUNGEONS & DRAGONS®
game,
in which only the ability scores are
determined by chance, while race, align-
ment, social status, and so on are largely
matters of choice. The participators
resemble film or stage actors who have
specialized in a type of role; in this
case,
they specialize in being some variant
of
their idealization of themselves.
As stated before, one cannot draw a def-
inite line between the two styles. As
par-
ticipators play more characters in differ-
ent situations, they begin to approach
the
persona-creators in effect. They play
many different roles, increasingly differ-
ent from their original notion. Many
persona-creators, on the other hand, do
not care to play a persona they have not
created themselves; that is, they put
much
of themselves into the character. There
is
still a fundamental difference in attitude,
however, between “I am doing it” and
“This character is doing it.” Persona-
creators, even of this limited sort, have
been known to write stories about their
characters and develop plot lines which
do not arise from any game or any ref-
eree’s action. Participators would never
bother with this.
How does the vicarious player differ
from the power/thug gamer? Again, there
is no sharp dividing line between them.
In some cases the power/thug players are
simply indulging in infantile fantasies
—
they haven’t matured yet, or they don’t
bring their maturity to their gaming ses-
sions. Vicarious players realize that
in
this and every world there must be limita-
tions on what a person can do, but those
limitations are different in the game
than
they are in real life. For example, I
have
never met a participator who could
believe in (or tolerate) a situation in
which mortal characters defeat gods. Yet
such scenarios occur frequently in
“power” games. The power/thug players
are quite content to ignore all limitations
on their characters, and they find referees
who allow or encourage them to act in
this manner. Some role-players sneer at
this attitude, but many people enjoy play-
ing this way. However, while persona-
creators and vicarious players can co-exist
in a campaign, provided they are aware
of
their differences, neither type can practi-
cally co-exist with the thugs.
The most important point I want to
make is that there is nothing superior
about the persona-creation method of
role-playing. Vicarious participation
is
neither less mature, nor less intelligent,
nor less “true blue” than persona-
creation, though all these claims have
been made at times. Persona-creators
should accept that many players simply
do not want to become actors. Refereeing
requires quite enough acting for most
of
us, for the referee must separate himself
completely from his non-player charac-
ters or he cannot be objective and impar-
tial — he must be a persona-creator in
order to be a good referee. Perhaps this
is
the clearest indication that persona-
creation is no better than vicarious partic-
ipation: Many excellent referees, who
are
necessarily excellent persona-creators,
nonetheless prefer vicarious participation
when they play. The vicarious style is
a
matter of choice, not of inability to
act.
The Golem's Craft
Want to build a golem?
It isn't easy . . .
by John C. Bunnell
Charybdis
PURPLE DRAGON