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The Randomness of Roleplay

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The Randomness of Roleplay

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The Randomness of Roleplay

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Published on November 2, 2015

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Growing up, I had two interests: telling stories and being an actor. I chose one path over the other. For good reason: I was only good at one of them.

Many of my friends are actors. I was always a little bit jealous of the way they could put on the role of a character and live inside their skin, wearing their garb, thinking their thoughts. I would never be that bold. But what I could do was play RPGs, or roleplaying games. I had wanted to play them from the time I was a teenager, but I never found a group to join. That was long before the Internet or gaming stores so finding other players was difficult in a small town in upstate New York. Even more so for a girl.

Luckily I moved to North Carolina in my mid-20s and that’s when I started dating Clay. He was already in a roleplaying group and they welcomed me right off despite the fact that I was the only woman. I instantly became hooked. Like I said, I’m not an actor by any stretch. In fact, I’m awful, but no one in the group seemed to care even though some of them were actors themselves.

Oddly enough I’ve played very little Dungeons & Dragons, which was the mainstay of most RPGs in those days. Our group had burnt out on it just before I joined. So instead, I was introduced to other games. Marvel Super Heroes. Chill. Boot Hill. Call of Cthulhu. Daredevils. Gangbusters. As well as numerous others we made up on our own. Rules are a big thing in RPGs, but for us they always took a backseat. They never controlled the game. Our games were always about progressing the story and letting characters evolve.

It was a delight to create new characters. A rogue. An elf. A villain. A hero. Or even a coward. The possibilities were endless. I could experiment with any archetype. Those people scribbled quickly onto character sheets came to life at the table we sat around. They suddenly had depth they hadn’t before on the paper, when they were just a collection of numbered stats. And amazingly, over the course of time, a history was created for them via the stories we told. They became fully rounded characters.

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I didn’t realize at the time but this was even harder than acting because it was all spontaneous. Our style of play was very light and always humorous. Quips were traded constantly during each adventure. Some characters were broad while others were subtle. But with an accent or not, we always brought those characters to life via our decisions and dialogue. No one knew how the scenes would play out or how each character would react to situations or to the other characters.

Some of that spontaneity did come from rolling dice. It brought some of the most thrilling moments in the game. It contributed to the randomness of your character’s existence. Nothing is as thrilling as knowing the roll could mean the failure or success of a mission or action. It was often life or death—and death had meaning because we really came to love our characters; nobody wanted to lose them.

Sometimes improbability didn’t matter. If a character (say, Clay’s) wanted to try and bash in the skull of a Cthulhu-type monster with a shovel, we were more interested to see what happened rather than whether the rules said it was impossible. He rolled well that night and the event became historic.

Eventually real life intervened and our roleplaying group went their separate ways. I felt a profound loss, from the departure of close friends, but also the departure from roleplaying in general. A career comes first and I poured all of my creative energies into writing, instead—but now, years later I still miss it. That sense of creating a character out of expected and unexpected events, and finding out where they might go. That part of walking in someone else’s skin.

Yes, to some extent, it is like writing, but then again not. As an author, I am the sole deciding factor in what happens to my characters. But in roleplaying, an event can happen so unexpectedly that your character totally changes, and moves away from what was anticipated. That randomness can come from a weird action by another player or a bad dice roll. Like life, it’s a total surprise, for good or bad. That will never happen if you are in total control of your own story.

Now my old RPG gang is reforming. Will it be the same as I remember? Will we have as much fun telling new stories and developing intriguing characters? I know we will. Because even though I’m not an actor, I still like to play with characters.

Susan Griffith and her husband Clay have written and published together for more than two decades. They are authors of the Vampire Empire trilogy—The Greyfriar, The Rift Walker, and The Kingmakers—and the Crown & Key trilogy, as well as the first Vampire Empire: A Gareth and Adele novel, The Geomancer, which hits shelves November 3.

About the Author

Susan Griffith

Author

Susan Griffith and her husband Clay have written and published together for more than two decades. They are authors of the Vampire Empire trilogy—The Greyfriar, The Rift Walker, and The Kingmakers—and the Crown & Key trilogy, as well as the first Vampire Empire: A Gareth and Adele novel, The Geomancer, which hits shelves November 3.
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Maxith the Mayerith
9 years ago

Ok, Ok, I’ll join you guys.  But I’m gonna need a private jet/helicopter to most likely reach you guys.

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9 years ago

Oh man, this brings back memories from my college days. We had a Wheel of Time campaign, and a D&D Planescape campaign, and a friend and I both transcribed our sessions and wrote stories out of them, elaborating on what our characters were thinking/feeling and their backstories (in truth, the stories themselves aren’t that interesting as they are very well, dungeon-crawly, in parts – but the interesting parts are more the backstory portions).

And yeah, I have several memories/stories of times one of us ended up rolling a natural 20 for some task our DM had intended to be a setback (and vice versa!) or just doing some crazy thing. But if I shared them nobody else would find them funny, haha :)

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Jenny Islander
9 years ago

The Rule of Cool has a definite place in RPGs if everybody at the table is mature enough to accept that the printed rules are not being followed exactly.  A visiting friend of one of the players joined our high-level D&D party with a low-level character who had run away from home because he had a teenaged crush on one of the female PCs.  A wyvern swooped down on our caravan.  “I’ll take care of it!” the kid shouted, preparing to leap toward the sky.  The DM asked the player if he realized that there was no way this encounter would be survivable.  That didn’t bother him because he was only in town for a few days anway.  So we got to hear about the thrilling combat in which this insanely brave kid from the last village managed to hogtie a wyvern in midair at the cost of his life.  He got some dramatic last words in, the wyvern fell to the ground for our coup de grace, and everybody applauded.  Except for the one guy who later cited this “ridiculous” episode in which the DM “allowed his special buddy’s special buddy to grandstand” as one of the reasons for his permanent flounce.

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9 years ago

I didn’t do much roleplaying, but to the extent that I did, it created some memorable scenes and episodes that only a select few and I share memories of, but with enough nostalgia punch to rival any movie or book we all enjoyed. Those bonding experiences last beyond the moment and earn lifelong value, regardless what their objective quality might rate.  I’m sure  several of those moments would not have come off as successfully had they been too interrupted with double-checking manuals and tables.

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9 years ago

I’m so glad your roleplaying gang is getting back together! My “golden age of roleplaying” band won’t probably ever get back together, but I game with my son now, and other good friends, and occasionally one or more of the guys from that golden age joins in.

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Eugene R.
9 years ago

I like the way that the current set of roleplaying games integrates the randomness of the “old school” with the narrativist (aka “storytelling”) drive of the “indie” style, so the dice do not rule the story, but the story is wonderfully inflected by the roll of the dice. 

Best wishes on your gaming group reforming, Ms. Griffith!

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TheMadLibrarian
9 years ago

I was introduced to D&D in high school, but never really integrated into a group until I found one in college.  We started with D&D, but branched out into GURPS, Champions, CoC, and other systems.  After graduation and moving out of state, I found another gaming group which led to some epic encounters, and even more epic situations that completely stalled the game in progress while we howled with laughter.  To this day, all anyone has to do is mention ‘chickens’, “Fix my broken hip, you drone!!”, or ‘ham bomb’ to paralyze the game for a few moments.

“What’s your body?”

“20!!”

What’s your armor type?”

“20!!!”

“You’re obliterated!!”