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| Dungeons & Dragons | - | Dragon magazine | - | The Dragon #11 |
The dreamer’s
art, the ability to cut loose from the restraints of reality
and touch new shores and lives, is the
essence and lure of D+D. It
is the challenge of pitting one’s skills
and common sense against a
strange and sometimes hostile universe
where death awaits with open
arms. Numerous times have we died, those
of us who love the game,
only to rise again to battle as a new character.
As our character grows
in experience
and memories, so does his depth of personality, becoming
more individualistic and unique. Role playing
is a side of D+D which
gives it much of its flavor. As a player
defines his character’s desires,
his hopes and fears, weaknesses and vices,
his commitment to him becomes
deeper and this investment leads the player
to more dangerous
but satisfying exploits. Much is missed
by those who play their characters
always with the same personality, never
trying on new faces or actions.
When you roll up your next character, try
investing more in him
than just the 6 die rolls. Try to create
a colorful background for him.
Give him a purpose and reason for being
where and what he is. Could it
be that he is a rich bastard, always getting
his way due to position and
wealth and expects to do so now? Or was
he a serf that rose up and
killed one of his Lord’s men and is now
an adventurer/outlaw? How
would your character react to authority,
what does he want in life?
Does he have a drinking
problem? Does he chase women? Is he brave?
Greedy? Tricky?
Just what does he want from adventuring? By investing
a few minutes into developing your character,
you can extend the
game down hundreds of new avenues.
Role playing is part of the game right Now.
Many of the rules are
there to define the limitations and advantages
of different classes. By
causing different strengths and weaknesses
in each character type, the
author encourages the player to adopt different
strategies in playing
each character. The brave
fighter with his extra hits and armor,
the cautious
magic users
with his spells for protection, the thief
with his abilities
to sneak and hide are examples of this.
Others have gone farther,
providing tables for discovering background
information and
ramdomly giving each character various
advantages and disadvantages.
But all of this information is just the
raw data, it is still the player who
must incorporate it all and reflect it
in his playing of the character.
There is a danger here, one which is the
weakness of the players in
the game. Too often do memories slide over
from an old character to a
new one, and revenge is sought for acts
committed in a previous game
which this character would have no way
of knowing. On occasion, vendettas
have begun where the game becomes a backdrop
for one player’s
efforts to kill another player’s characters.
Memories should end when
the life a character ends or as a player
begins a new character. This is an
important part of role playing, to keep
that personality and its memories
in a tight box which does not leak over
into other characters or
games.
But if this danger is understood and accepted
then let yourself go.
Try to be someone you are not and see how
it feels. For example:
Saltair: Lowly dwarf
of the Seven Hills who had always been underground
for most of his life and is uncomfortable
outside. He was a
miner
in the hills, before that son of an orc Tasp
got killed and the
blame went to him. To solve his problem,
he took to drinking and everytime
he is outside he usually hits the stuff
hard. He is belligerent,
hates almost everything, and justs wants
enough money to keep him in
drink while he looks for the big strike.
Then he will head back to the
hills
and pay off everyone and their brother and live the rest of his life
in those hills. Between drinking and gambling,
he rapidly loses most of
the money
he gathers by adventuring.
So, personalize your next character, play
the part of a saint or demon,
vary your characters as much as possible
to experience the range
of excitement available in the worlds of
D+D.