A Night of ADVENTURE

I've been involved with role-playing games like Dungeons & Dragons for a long time now. Sometimes I have to explain what playing D&D is like.

Well, last night, it was like this:

  • The guy at Subway is surprisingly interested in my t-shirt, which says "Nerd-famous." "It's not... 'nerd'" he says in somewhat fractured English, "It's more like 'knowledge.'" I nod amiably, even though I'm not sure what he's talking about or why. "But," he says, "You have to share the knowledge... It's about sharing." Sounds better than what I have on my t-shirt. We need to get that guy out of Subway and into public office. Or maybe into plumbing.
  • Dinner in hand, it turns out everybody at the game got haircuts but me.
  • The fan on my laptop makes more noise than a Fokker biplane.
  • It's 7:15 and I can't believe we're gaming already. Idle chit-chat usually lasts til 7:30 at least. Sometimes 8:00, depending on where we order food.
  • The players spend three minutes trying to remember the assigned meta-plot goals, then make up their own.
  • Another three minutes is spent discussing what sort of pornography the sexless magical dragon-people have.
  • The answer: none.
  • Seems like a self-evident conclusion.
  • The players encounter an elevator. My prediction: this encounter will take half an hour.
  • One failed Disable Device check later and the party decides to make camp for the night.
  • Figuring out how to best heal the various members of the party requires a degree in Dungeon Accounting.
  • It's a little like working the pit at a commodities market. "Whaddya need? Five? -Done! You down 16? Got it! You need 31!? I'm giving you 22. How about you? -SIXTY! Whaddya been doing you need SIXTY!?"
  • It is decided that, when guarding the camp, the middle watches are the worst. Nothing happens the first hour or the last hour.
  • Of course, saying that out loud pretty much ensures something will happen the first hour or the last hour.
  • The druid wants to know why he doesn't have any spells that hurt plants.
  • Again: the conclusion seems self-evident.
  • The thief is infatuated with explosives: "I should invent LANDMINES!!!"
  • Two of the guys made the mistake of watching the Dungeon Seige movie just because it was on cable.
  • "Dungeon Seige! High-five!"
  • The only time that movie has EVER gotten a high-five.
  • The players' hope springs eternal: "Okay, we make camp and the rest of the night passes uneventfully."
  • A DM's job is to feed that hope, so even though you know a spy is going to try to sneak in and disrupt their camp, you roll some dice to make it seem like a random encounter.
  • After the spy gets away from the party and escapes down the elevator, we discuss the merits of pouring milk on cake.
  • It is also posited that it's only incest if the two partners can get each other pregnant.
  • It's morning, the party has rested, spells have been recovered, and now... back to that damn elevator.
  • You know you are scraping the bottom of the clue barrel when you consider setting a trap for the janitor.
  • We pause momentarily to discuss whether 1) I sharpen my canines on purpose, 2) vampire chicks dig me, and 3) whether it's easier for me to eat steak.
  • I'm pretty sure the answer to all three of these questions is "No."
  • To be fair, it's been a while since I've had a steak.
  • One hour, three combat rites, and two 4th level spells later, the elevator encounter is over. The party has defeated a metal door.
  • If you put an elevator in your scenario, expect a lot of "Shaft" references for the rest of the night.
  • Yes, I can dig it.
  • If you give the thief a bag of holding, he will trick it out with more tools than the handyman aisle at an Ace Hardware store.
  • Notable contents of the bag of holding: three pounds of nails, a block and tackle, and a 12-foot ladder covered in poop.
  • When you traipse around the sewers as much as this group does, pretty much everything is covered in poop.
  • On a separate note, the only thing louder than the fan on my laptop is the fan in the bathroom.
  • Someone brings up Winger. And shortly thereafter discusses how attractive Geddy Lee is. As a DM, I take this for the hint that it is. Combat begins.
  • Initiative: it's a race to the bottom.
  • When the party concludes that the copious amounts of halon being pumped into the room should suppress fire damage, it's your job as the DM to agree.
  • In the midst of combat, everyone is surprised that Rush has had several multi-platinum albums.
  • About round three of the skirmish, an impromptu arm-wrestling match breaks out. One guy almost has an aneurysm.
  • You know a combat is dragging when your players argue with you about whether halon is visible or not.
  • If you have a choice between ending combat quickly and dragging it out, err on the side of fewer halon-related arguments and/or aneurysms.
  • The relationship between a DM and his players is best defined thusly: the DM draws the battle map, while the players take cell phone pictures of his ass.
  • The mosting interesting thing in any room is not the weird magical vacuum-tube device, or the case of wicked looking inhalers, or the chair with all the wires and electrodes attached to it. It's the glass tank full of brains.
  • "Is there any way we DON'T want brains?"
  • Five brains later, the bag of holding just got a little weirder.
  • If you give the party a rack of surface-to-surface missiles, it's kind of a bummer when they can't solve the deactivation code to keep them all from self-destructing.
  • On the other hand, it's kind of cool when they can cast a spell and sit in the corner while the rest of the room gets completely incinerated.
  • If they actually take the extra time to figure out the rest of the puzzle despite their highly-explosive and catastrophic failure, you kind of have to give them SOMETHING. So in the next room they find a giant armor-plated drilling machine with three missiles attached to it.
  • In D&D parlance, these are known as "pity missiles."
  • The relationship between a DM and his players is best defined thusly:
    "Ok, you search the cab of the giant drilling machine and find the fire mechanism for the missiles, the drive system, the boring controls..."
    "-So we can control this campaign?"

-Tom, who's off to go find some vampire chicks. Or some steak.

Comments
At least YOUR players don't argue about the gold-to-hit-point ratio when buying healing items.
# Posted By Søren | 12/8/08 10:47 AM
That's easy to fix. I simply don't award treasure, so there's no gold to argue about!
# Posted By Tom | 12/8/08 10:52 AM
I went from D & D to "Villains and Vigilantes". Less magic, more kick-ass.
It's all mental masturbation.
# Posted By Rick | 12/8/08 11:41 AM
Reminds me of the zombie protest chant:

What do we want?
BRAAAAIIIINNNSSSSS!
When do we want 'em?
BRAAAAIIIINNNSSSSS!
# Posted By Burk | 12/8/08 11:44 AM
A D&D campaign with a freight elevator, inhalers, and a missle-loaded drilling machine? The only thing keeping it within the vague and fading grasp of TSR is the Geddy Lee reference.

Unless you were DMing in Ptolus. Then all is forgiven.
# Posted By Krunk's Next Victim | 12/8/08 2:30 PM
I want royalties for our genius! I will collect the millionth of a cent next Sunday. If we don't get it, pictures of your ass will appear on Goatse.cx!
# Posted By Boring Controller | 12/8/08 3:07 PM
" I simply don't award treasure, so there's no gold to argue about!"

A key feature that I appreciate every Thursday. Thanks, Tom, for keeping the loot-divvying squabbles down to zero!
# Posted By Mark | 12/8/08 5:43 PM
Goatse?

Dear lord.... his ass can't be anywhere near that wide.

Because then, he might have found a use for those condoms he bought last year for the plumber.
# Posted By Thes | 12/9/08 8:32 PM
Hm. Then how do you explain the bag of holding?
# Posted By Krunk's Next Victim | 12/11/08 7:50 AM
A momentary lapse in judgment. I won't let it happen again.
# Posted By Tom | 12/11/08 8:04 AM
A Geddy Lee reference in and of itself fails to confer gaming authenticity. Said reference must be buttressed by a mention of Geddy's appearance on the Bob and Doug Mackenzie Great White North album, with a rendition of "coo loo coo coo, coo loo coo coo" on available beer and/or soda bottles, to be nerd meaningful.

Juice
# Posted By juice | 12/13/08 1:18 PM
OMG! I have just caught up with the last two months of blog entries and this one nearly killed me. By the time I reached "The relationship between a DM and his players is best defined thusly: the DM draws the battle map, while the players take cell phone pictures of his ass." I could no longer BREATHE. OMG! It's like I was there myself. Oh wait... I was there... for about a year and a half! Nice to know SOME things stay the same.
# Posted By Danica Sheridan | 1/28/09 12:31 PM
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