In exploring some solitaire B/X Dungeons & Dragons
gaming recently I’ve realized yet another distinction in my
preferred play style. Some “old school” games like D&D
or other retro-clones in the Old School Renaissance movement (OSR)
exemplify a “grinder” mentality, where new characters, rolled up
in large crowds, are funneled
through deadly dungeons and meet horrible deaths, with only the most
worthy surviving to rise through the levels (a kind of “survival of
the fittest” mentality devised by some roleplaying game Darwin).
Yet I’ve spent much of my life enjoying games that treat characters
as heroes in a greater saga, ones with mechanics to reinforce that
concept while still imbuing the setting with a degree of risk and
suspense. While I’m currently enjoying my exploration of my B/X
D&D roots with a resurgence of excellent OSR supplements, I
can’t help but question the grinder mentality and seek ways to
ensure my characters survive more as heroes than ground meat.
Two elements stand out for me in the balance between grinder and
heroic play: the literary origins of fantasy roleplaying, which
emphasize a central hero who grows and faces risks but ultimately
triumphs; and the mechanics of early class-and-level games which
emphasize chance and, in doing so, deal mercilessly with beginning
characters. While the literature (and to some degree other media)
influencing the development and early popularity of D&D
offers rich setting inspiration, the form requires a linear plot and
protagonists readers care about who survive through much of the
story. Literary influences play such a large role in D&D
that both the Dungeon Masters Guide and versions of the basic
rules include references, the infamous “Appendix N” in the DMG
and the Moldvay Basic D&D rulebook’s “Inspirational
Source Material” page. As a kid I was invested heavily in similar
influences, particularly in tales of myths and legends, Tolkein’s
Middle-earth, epic Ray Harryhausen films, and Star Wars. The
literary tradition focuses on the central hero overcoming obstacles;
this isn’t always conducive to the kind of experience games offer.
Roleplaying games merge elements of heroic literature and other media
with the uncertainties generated by game mechanics. Randomness plays
a major role in many game elements, from creating a character to
determining who succeeds in combat and other critical tasks. As I’ve written before, the random nature of conflict resolution in games,
despite one’s best effort to hedge their bets with modifiers and
bonuses, can lead to some intense frustration at dice that keep
rolling poorly.
One might argue the grinder adventure embodies the true ideals of
D&D as defined by its designers, a concept some in the OSR
movement today embrace with delightfully gonzo relish (Dungeon
Crawl Classics comes to mind, but I’m sure others exist). Early
D&D convention games run by the game’s creators
reinforced the grinder play style where the gamemaster devised a
lethal dungeon to see if various characters survived (perhaps best
exemplified by Gary Gygax running what eventually became the
infamously trap-filled S1 Tomb of Horrors). It greatly
reinforced the adversarial relationship between gamemaster and
players and challenged the greater gaming community growing at the
time to question the nature and form of roleplaying game adventures.
I wouldn’t say there isn’t any appeal to this play style. It’s
certainly offers a power trip for the gamemaster, but it could also
encourage a flippant attitude toward characters. There’s a certain
morbid satisfaction in whipping up a measly character to take delight
in the varying forms his all-too-soon demise take; this doesn’t
surprise me in a world where fans flock to such insensitively
sadistic fantasy fare as Game of Thrones (which I’ll admit
is not to my taste, either). Many gamers seem to prefer this, as
evidenced by Dungeon Crawl Classics’ popularity and the host
of fan material published for it. There isn’t any universally
“right” or “wrong” way to enjoy a game...the enjoyment
matters most. I don’t mind playing a lethal funnel scenario if I’m
in the right frame of mind and know what I’m getting into. The Hounds of Halthrag Keep is a wonderfully self-contained solitaire
grinder experience where you go in knowing you’re creating a
near-pathetic character who faces daunting odds. The adventure set-up
does a very good job orienting the reader to this kind of play and
the mindset it requires. Because you realize going in the character
has a slim chance of survival you expect he won’t make it and often
times look forward to seeing what kind of demise he suffers. I’m
sure I’m missing the point of grinder games, despite my enjoyment of Halthrag Keep primarily for its solitaire format but also
its sci-fi fantasy gonzo elements. This ruthless mentality just isn’t
a fulfilling play style for my own roleplaying game endeavors.
I don’t have a lot of time for roleplaying games, certainly not
for group play and only occasionally for solitaire play; so if I’m
going to take the time to roll up a character, figure out all the
modifiers, buy equipment, and bother with any background elements, I
expect that character to have a fighting chance, not die in the first
pit he falls into or the first battle with kobolds just because of a
few lousy die rolls. Nobody likes the inevitable streak of bad die
rolls; nobody likes it when those die rolls doom a character they
liked or for which they had aspirations in the setting. Grinder games
don’t always impart a positive experience for players, essential
when introducing new people to gaming. Nobody likes losing, whether
it’s a six year-old upset when someone blows up his TIE interceptor
during an X-wing miniatures game or a 45 year-old making poor die
rolls as his valiant British troopers fend off wave after wave of
Zulu warriors. The grinder play style seems – to me, anyway – to
offer little campaign possibilities unless players get lucky with
characters who survive to more powerful levels. While some gamers
enjoy rolling up characters they aren’t really invested in and
watching them die in simple one-shot grinders, others prefer extended
play infused with greater narrative meaning.
Although I started with B/X D&D and other
“class-and-level” games in high school, I transitioned to
skill-based systems in college, more because games using those
mechanics released at the time incorporated appealing settings (such
as the James Bond 007 Roleplaying Game and first edition Star
Wars Roleplaying Game). I recently decided to do some solo B/X
D&D gaming using Kabuki Kaiser’s excellent Ruins
of the Undercity supplement. It’s nicely built for solitaire
dungeon delving with a solid city resource where characters can heal,
re-equip themselves, and find much-needed henchmen to swell their
ranks. I created B/X D&D characters using my preferred
system of rolling and assigning abilities, but crafted them as three
archetypical characters from another fantasy roleplaying game I’m
developing, particularly because, at least in that game, I liked the
concepts, personalities, and interplay they offered. They suffered
miserably at the hands of monster hordes and deadly traps. Even with
the addition of hired henchmen – which, according to the system,
increases the difficulty of challenges – the party fared only
marginally better.
(Kabuki Kaiser recently released Seven at One Blow, a
darkly comic group grinder experience billed as such. Like Halthrag
Keep it includes character creation guidelines – some of which
actually occur while running the scenario – with an eye to making
ordinary level characters with mundane professions to send through a
brutal adventure...a clearly marked “grinder” adventure with an
integrated infrastructure to generate appropriate characters.)
I started considering different strategies to bolster my starting
B/X D&D characters to give them a fighting chance in such
solitaire dungeons, as opposed to devising my own encounters and
scaling down the lethality. Plenty of opportunities exist to modify
the B/X D&D character creation rules to generate slightly
more hardy heroes. I already use a system of rolling 4d6 and keeping
the highest three for ability scores, which I assign based on what
kind of character I’d like to run. I suppose I could give starting
characters the maximum hit points; maximum gold might help equip them
better, though I tend to go more thematically for weapons than arm
everyone to the teeth. Clerics could definitely use a spell at first
level, even just cure light wounds, to give them a bit more of a role
than glorified fighter. Years ago in my youth I even created low-powered magical items to give to starting characters to improve
their chances of survival. I suppose I could simply start characters
out at a higher level, perhaps two or three (to preserve the feeling
of low-level characters striving for greatness), but in some
solitaire systems that simply scale up the challenges. A fellow gamer
suggested using mechanics from Kevin Crawford’s Scarlet Heroes
rules in which damage overall is scaled down and adversaries have one
hit point per hit die, or something like that (I don’t own the game
myself, so I’m relying on second-hand information). It’s designed
specifically to facilitate solitaire play with one or two characters;
the mechanics deserve some examination and possible implementation
into m B/X D&D house rules for solitaire play.
Other games use different systems to handle characters whose hit
points (or equivalent) fall below zero. Greg Costikyan’s landmark
Toon: The Cartoon Roleplaying Game, true to its subject, makes
characters who lose all their hit points “fall down,” sending
them out of the game for three minutes to represent their stunned
state, after which they return to the action with full hit points.
Justin Halliday’s Hero Kids and some other kid-friendly
rolelplaying games use a similar technique when characters’ health
reaches zero; they’re out of the game for a short while, but return
without their characters suffering some horrid death. Aside from
managing disappointment in the what’s supposed to be an enjoyable
pastime, such methods also help deal with issues of death and loss;
as young adult gamers – in a period where teenagers typically
consider themselves invincible and capable of anything despite the
odds or dangers – death doesn’t seem tangible, but for young
kids, who can’t always seem to comprehend the implications of
death, or older adults, who know all too well our world is filled
with it (both in the news and our personal lives), death has greater
implications when personalized in a game character. Such “non-death”
results in the game can help mitigate the final disappointment at a
character’s demise with a temporary setback.
Even if one spends a brief 10 minutes making a B/X D&D
character, I can still choose a template, add 7D to skills, and be
ready to play the D6 Star Wars Roleplaying Game in less than
five minutes...and that character has a better chance of survival
thanks to game mechanics like character points and Force points to
boost my chances of success. I can spend less time worrying about
character creation game mechanics and more time envisioning character
background, mannerisms, and in-play behavior. But it’s not fantasy
roleplaying, it’s not B/X D&D. If I’m going to
spend the time to roll up a character and thoughtfully determine
race, class, equipment, and some basic story elements for roleplaying
I want that character to at least survive one night’s gaming
instead of perishing needlessly in the first trap or monster he
encounters. I don’t mind an occasional divergence into the gleeful
death and dismemberment of a grinder game – especially for some
solitaire gaming – but for satisfying, meaningful, and extended
play I prefer my characters as more heroes than cannon fodder. After
exploring various games within the OSR, and dabbling with other
class-and-level fantasy roleplaying game systems, I still return to
my nostalgic B/X D&D rules. Nothing else fulfills that
medieval fantasy urge for me; yet the traditional treatment of
characters as more meat for the grinder than heroes doesn’t sit
well with me. I need to fine-tune my personal house rules,
particularly for solo gaming, to better cater to my particular gaming
style.
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