Wednesday, September 30, 2020

Walking the Ring to Mount Doom

...and other twice-told tales.
Appendix N of the Game Masters Guide contains designer Gary Gygax' list of books that influenced the world's first role-playing game (and by extension all subsequent RPGs) and is itself an excellent reading list for inspiration for plying the game. Among the many sources listed in Appendix N is of course the excellent works of J.R.R. Tolkien. Anyone familiar with the original game will note the presence of elves, dwarves and hobbits (renamed halflings after the 4th printing) and various less savory creatures appearing as monsters, all seemingly drawing inspiration from the good professor's stories - or not. (The connection is always left vague or denied outright by the designers once a cease and desist letter from the Tolkien estate made its appearance.)
Making decisions is at the heart of the game. The player chooses from among the character races, those already mentioned and humans, who presumably dominate the implied milieu, can be any class and have no level limits unlike the demi-human races. Once race and class is chosen by the player, an alignment is decided upon reflecting both moral temperament and allegiance to a group of like-minded beings and creatures. Equipment for the character is purchased marking yet more decisions and all this "deciding" occurs even before the adventure proper can begin...oh yes, and a distinct name for each player's character is also chosen. 
Once each player is armed with at least one character - a potential hero-in-the-making if during play the player's choices are sound and the dice are kind - then the real decision making begins. What choices will our hero make? Will we seek gold, glory and honor? Or take a less chivalrous path and rob, steal and kill our way to fame and fortune? Will we seek shelter in yon cave, or press on into the storm? Will we turn left or right at the fork in the tunnel? The game is about making decisions.
Inspiration, not imitation is the intent and where the real reward lies. Playing out a pre-written story is another game altogether - and not the one envisioned by its original creators who assumed each player will want to do their own imagining. Why recreate someone else's story when your own awaits? Why settle for what has already been done, when each new character can forge their own legend by following their unique journey where ever it leads - making your own choices along the way. This is your hero's journey.

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