Return of the Flumph

It was recently decided that the 4th edition Dungeons & Dragons campaign I've been playing in will be switching to 5th edition for our next session.  On the whole, I'm excited since 5e feels much more like Dungeons & Dragons should, in my opinion.  My stance on 4e has always been that it's a perfectly good system for strategic combat, but it's not D&D.  I am , however, disappointed that I won't get to debut my rebuilt warlock who never lets his opponent stand up, ever.

With a 5th edition session in the near future and needing to port my character over, I went ahead and picked up the core books as well as the two adventures that have been published so far.  I had leafed through a friend's Player's Handbook and determined that I liked the system, so I figure there's a reasonable chance I'll want to run some games in the future.  I also figure the adventures will be useful in getting an idea of how the creators of this edition think the game should play.

So anyway, I've been reading through those books and in the Monster Manual I found something amazing.  The flumph is back.


The original flying spaghetti monster

For those not in the know, the flumph is a perennial entry on lists of weird, crazy, or useless D&D monsters (along with such luminaries as the flail snail and the wolf-in-sheep's-clothing).  The flumph is one of the rarest of D&D monsters, a lawful good aberration.  It's also basically a floating telepathic jellyfish that is helpless when knocked on it's back.  Flumphs are awesome.

The fact that the flumph is, for the first time, among the initial set of monsters published for an edition of D&D says a lot about the design team's willingness to try and recapture the feel of older editions and marry it with a cleaner ruleset.  The Dungeon Master's guide is full of the sorts of random tables that made the first AD&D books so much fun.  Example artifacts have DM chosen (or randomly generated) minor benefits and flaws, just like AD&D.  One of the example traps is the classic Tomb of Horrors sphere of annihilation trap.

Ultimately, D&D is a game about creating stories.  A little weirdness and a little randomness can go a long way towards making a story memorable.  5e seems to have been created by folks that realize that, and that brings me great joy.  I'm sure the flumphs are happy too.

Ladies

Some people get really weird about playing characters of a different gender than their own.  I don't mean in an "I wish Assassin's Creed had playable female characters" way, I'm talking about people, mostly guys, who seem to think that choosing to play a female character makes a man less of a man.  Look around on any MMO forum and you'll likely find the 'why do guys play girl characters, what's wrong with them?' thread.

You see a lot of reasons suggested, ranging from 'their gay lol' to 'they want people to give them stuff' and so forth.  It's depressing, honestly.  So many of the posts always seem to boil down to 'I don't want to do thing X so anyone who does must be wrong/different/weird'.  There's a self-centeredness and lack of empathy that seems emblematic of so much of what's wrong with online culture.

When I create characters in online games, tabletop, or whatever, I generally have a basic outline in my mind when I start.  I'll either have a class or a personality in mind and everything else flows from that.  One of those elements is gender.  I'd feel as strange trying to make a character male that I've pictured as female as I would the reverse.  Playing a female character is comparable to playing a dwarf, or a robot, or a psychotic little cat thing for me.  I'm not any of those things in real life, they're elements of a character I choose to inhabit.

That's not to say my views on characters are the way, the truth, and the light.  I can absolutely understand wanting to play 'yourself' (or more likely an idealized version thereof).  My version of the Avatar in Ultima games has always been simply me at the core.  It's also not at all surprising that a transgender person would want to play a character of the gender they identify as.  For me such a role is a challenge to attempt; for them it's an opportunity to inhabit a more comfortable skin.

I think a lot of my view on this comes from my roots in late 80s and early 90s tabletop role-playing.  This was a time when story and setting was really coming to the fore, and games tended to involve a lot of social elements along with the combat.  Like most players I started out pretty much playing 'me with magic', but that gets boring after a while.  For role playing to be interesting, the role needs to require some effort.  As one gets better at it, the effort needs to increase.  Particularly once I started running games, I needed to be able to play all sorts of different NPCs, some of whom were female.  From there to a female PC isn't much of a stretch.

Ultimately, choice of character gender is just one of many, many ways that different people play the same game in a different way.  Trying to claim that someone else is playing wrong because of that choice says a lot more about you than it does them.

Role-playing vs Roll-playing

Well hello there!  It's been a while.  I'm feeling the urge once again to exposit on things, so here we are.  I don't know that I'll be keeping a regular schedule or anything, but I'm gonna write some stuff in any case.

I've been thinking about a number of things revolving around protagonists in games and otherwise and their characterizations.  In trying to find a good place to start in discussing them, I hit upon the age-old tension between role-players and non role-players.  Most of what I want to talk about in the near future ultimately relates back to that divide.

Pretty much as long as games where one plays a character have existed, there's been a divide between those who view that character as a role to be played, as an actor would, and those who view the character as a collection of statistics to be used as a direct avatar of the player (the 'roll-player').  A role-player will develop an internally consistent characterization and make decisions based on that, where a roll-player will base her decisions on what best increases their character's power.  It's easy to see where the conflict can arise; a role-player may make decisions that result in increased difficulty because doing otherwise wouldn't be consistent with the character they've created.  A roll-player may focus on what improves their capabilities, even if the resulting character behavior is wildly inconsistent.

In a tabletop game the gamemaster can step in to defuse a lot of this tension.  He can provide opportunities for the role-player to play their character while still giving the roll-player ways to improve their capabilities.  In video games this becomes more difficult.  The goals of a role-player are difficult to assign numerical values to, so they tend to be secondary to the main game.  Particularly in MMOs, character development becomes a purely numerical affair where the 'correct' choices and the best gear can be determined mathematically.  The player for whom characters are simply a collection of statistics will have difficulty understanding why a role-player chooses a non-optimal path.  Even worse, when the role-player's choices make the game more difficult for an entire group, conflict tends to erupt.

Personally, I lean towards being a role-player.  When I create a character, I generally imagine a basic personality for them to go with their physical design.  I think this is part of why I'm perfectly willing to play female characters as well as male; that character isn't me, they are a separate being who I am playing as.  It's similar to writing a story with characters who are different from me.  That said, I've sometimes had to accept acting out-of-character in-game.

In World of Warcraft I played a dwarven hunter, Thalen.  I imagined him as an exterminator who became caught up in events beyond what he ever expected and went from dealing with minor pests in Ironforge to slaying dragons and the like.  Ultimately, though, he viewed it as all the same.  There were pests that needed to be dealt with, and that was his job.  This led to a matter-of-fact sort of character who focused on the job at hand.  In part, I chose this characterization to try and avoid conflict with non-role-players.

Despite that, there were still occasions where my character was at odds with the optimal choice.  Thalen used guns.  He was willing to use crossbows in a pinch, but bows were just not right.  This was difficult to stick to, however, as often a bow would be the best available weapon to me, particularly in Vanilla.  Eventually transmogrification came along and I never used a non-gun again, at least not visually.  Along the same lines, I was never willing to play as a Beast Master; it simply didn't match my vision of Thalen.  Even in Burning Crusade when Beast Master was the best spec by far, I stuck to Marksman.  Luckily I was a good enough player to still be viable, and I was in a raid that was willing to allow sub-optimal play.  It was still a hard thing, however, having to choose between character and power.