In my need for escapist entertainment lately I’ve fallen back on
computer games, including several in the “rogue-like” genre. Yes,
those solo, dungeon-delving games based on Rogue from 1980
with dungeon elements defined by ASCII characters. Seems like
everyone’s making their own version (much like the Old School
Renaissance); I happen to like Pixel Dungeon for its upgraded
graphics and interesting magical item uses. Just a few clicks and I’m
exploring a random dungeon with monsters, magic items, and plenty of
opportunities to meet a horrid end. I don’t care, it’s fun,
caters to my interest in fantasy gaming, and doesn’t require me to
invest too much time, energy, or focus. I juxtapose this play style
with the kind of tabletop roleplaying game session that satisfies my
needs in my middle-aged years: heroic characters taking on epic
challenges in my favorite genres, where they stand a decent chance of
survival despite seemingly insurmountable odds. This illustrates to
me the vast differences between “grinder” style games and heroic
play, and reinforces why I prefer the latter in my full-fledged
roleplaying game endeavors.
Contrast that with a tabletop roleplaying game. Players must
coordinate schedules and travel to a central location to play.
Character creation takes time, with each step manually performed:
rolling abilities, determining race and class, noting modifiers,
choosing weapons, armor, and equipment, figuring out secondary stats
(not to mention devising backgrounds and connections to other
characters if desired). Rules aren’t automatically parsed by the
computer but by a player who must possess a solid understanding of
how character elements and combat operate. The gamemaster must
prepare a challenging situation, anything from some rough notes on
obstacles, adversaries, and story elements to a full scenario
(depending on one’s gamemastering style). Everyone works together
to strive for a satisfying combination of game and story. Given the
importance of characters – both as player avatar and core story
element – one’s meaningless death can disrupt the play
experience.
My current dislike of grinder-style tabletop roleplaying games and
preference for more heroic play reflects a maturing trend that
started in my college days. It emerges from a combination of less
time to devote to immersion in roleplaying games and greater exposure
to games where characters are heroes and not cannon fodder. Back when
I discovered Dungeons & Dragons in junior high school and
my subsequent high school years I had plenty of time after school, on
weekends, and during vacations to engage in gaming pursuits. I could
churn out characters to send into the dangerous halls of the latest
adventure module. Games I ran featured traps both serious and comical
in which to mangle adventurer parties. Campaign play rarely moved
past one or two adventures as characters rarely survived. We had
plenty of time for this as students. But moving on into the world –
to college and careers – severely limited our free time. New games
showed us characters could be heroes with far more epic action than
deadly dungeons allowed. For me that gaming trend started with the
James Bond 007 roleplaying game and developed with West End’s
Star Wars: The Roleplaying Game. Time was a precious resource
in our adult world. When we sat down to create characters and play a
game session it really had to count. Spending time to roll up a
character with some depth seemed wasted when they met meaningless
deaths. We wanted a more significant gaming experience and these
games and this heroic style delivered it.
These days I prefer roleplaying games that naturally lean toward
heroic action. I spent much of my gaming life immersed in games like
the Star Wars Roleplaying Game and similar D6 System
settings that view characters as heroes. Although I like Basic/Expert
Dungeons & Dragons for my fantasy gaming, I’ve modified it
for a more heroic play style. My home rules reflect that in greater
starting hit points to keep beginning characters alive, a basic skill
system to allow characters to attempt any action, and a more robust
spell system (linked to the skill success system) to enable
spellcasters to use magic more freely.
Surely the rogue-like, grinder roleplaying style has its place, even
at the tabletop. For some gamers it’s an occasional change of pace,
for others the core, satisfying form of gaming. Some folks like to
spend five minutes whipping up a nobody character to bumble through a
dungeon, gleefully celebrating his near-certain and gruesomely
colorful demise, just like the electronic game. My limited
understanding of grinder-style games leads me to believe many
gamemasters streamline character creation to the absolute basics so
players can quickly generate fodder for the deadly dungeon crawl;
theoretically, players don’t get too attached to their character
concept and hence don’t grieve too much when they eventually meet
their grisly fates. (To actually call it a ‘character” seems like
giving it too much personality or even hope for surviving such
grinder adventures.) Heck, some gamemasters prepare “death
certificates” to fill out and award to players to commemorate such
nobodies and their ghastly fates.
Alas, I don’t have the time or opportunity to engage in such
feckless play. On the rare occasions when I manage to sit down and
enjoy roleplaying games with actual humans I’m seeking a quality,
immersive storytelling experience where characters count as heroes.
Perhaps for me the concept of game character as hero resonates with
the media and literature that inspires me and in many cases inspired
fellow gamers and game creators. What would happen if protagonists
were cannon-fodder in our favorite stories? What if the trolls ate
Bilbo early on in The Hobbit? The Lord of the Rings
would have been far shorter if the barrow wight had dispatched Frodo
and his companions. Would the Rebels have destroyed the first Death
Star if the Sand People had slaughtered Luke Skywalker out in the
Jundland Wastes? Where Eagles Dare would have had a far
different ending if Major Smith and Lieutenant Schaffer had their
necks snapped during the initial parachute drop. What if Indiana
Jones died in that trap-filled South American tomb in Raiders of
the Lost Ark? (Okay, I’ll concede that, with my limited
exposure to Game of Thrones, that this franchise more than any
other tosses beloved characters into hideously heartless
grinders...part of the reason I refuse to invest in it.)
Different people turn to gaming for different reasons and to varying
degrees. One path is no better or worse than another. My experience
has changed over the years as time has become a more valuable
commodity. A quick rogue-like delve on the computer helps satisfy me
when I can’t gather friends around the table for a more substantive
roleplaying experience. For me gaming progressed from my enjoyment of
heroic literature, music, and films, hence my aversion to perceiving
my gaming characters as cheap creations to die meaningless deaths.
Life is tenuous enough in the real world; we exist on a tiny rock
with a thin film of life-sustaining atmosphere, spinning around a
star in an incomprehensibly vast universe of far-flung galaxies in
which humanity matters little if at all on the grand universal scale.
I use games as an escape from the real world, so it makes sense I
seek a more heroic existence there for characters than they’d find
in a more realistically brutal setting.