Back in the early 1980s I used to do role-playing games. It began with the old classic, Advanced Dungeons and Dragons™, which came with hardback rule books, dice and long evenings with friends where everything was defined by random die roll:
Dungeon Master: You enter a room and [rattle of dice] find a wardrobe.
Player: My character opens the wardrobe and [rattle of dice] steps in. Are there fur coats?
Dungeon Master: [rattle of dice] The wardrobe is a shape shifted Gob Monster. Make a saving throw.
Player: [rattle of dice] Failed.
Dungeon Master: You’ve been swallowed and are about to pass through the [rattle of dice] duodenum.
Player: My character says [rattle of dice] “Aaaargh”.
However, our little group balked at the way the whole was framed around hack-and-sorcery stereotypes, into which had been droozled elements of Tolkien. Then there was the way characters were ‘aligned’ to a nine-space cliche morality grid. Even as young twenty-somethings, we knew human reality was a tad more complex:
Player: My character backstabs the Elf and steals the magic dingus.
Dungeon Master: You can’t do that, you’re Lawful Good.
Player: Haven’t you heard of the law of the jungle...and it’s good for me.
We shortly ditched the game and swung into creating our own, which was very different and built around telling the story of characters in a fantasy world, largely via what amounted to improvised theatre between the players – collaborative creativity. Character names varied from the German slang for ashtrays to a brand name of analog synthesisers. Place names commemorated 1980s synth-pop bands and motorcycle part makers. The rest came from Bored of the Rings.
As you can guess, if it was silly, it usually happened. A lot got written down. And therein is the lesson. It was good practise. The rules and scenarios demanded creativity, and an ability to write in ways others could follow. Afterwards, we got down to writing down the adventures. None of it is publishable – or readable outside the playing group, now scattered. (The guy that developed the map and game with me, these days, is an indie film-maker in the UK, for instance.)
I last played our RPG©®™ nearly 30 years ago. We’d come to the end of the world scenario, and our characters had gone through their development arcs. We deliberately ended it with a final adventure that wrapped up the characters. The end. It was fun at the time, but I don’t miss it. What counts – now – is the way it created writing experience. Part of the million word journey from unconscious incompetence to making writing part of your soul.
Did you play AD&D™ or its variants? Did you write down those adventures? Or is there something else you’ve done that has captured your imagination and got you writing?
Copyright © Matthew Wright 2014
And now, some shameless self promotion: Where that million word apprenticeship led me:
It’s also available on iTunes: https://itunes.apple.com/nz/book/bateman-illustrated-history/id835233637?mt=11
Nook is coming soon.
You can still buy the print edition here: http://www.batemanpublishing.co.nz/ProductDetail?CategoryId=96&ProductId=1410