Colin Roald writes:
>I guess I'm one of the younger generation ...
>so I'm not quite sure which aspect of role-playing you're lamenting, ...
>On the other hand ... I sympathise
>entirely with the "who needs dice?" point of view, and I thought AD&D2
>was an improvement (aside from the type size), so maybe I really
>don't have a clue what you're talking about.
Well, pull up a chair, sonny, and let me try to explain.
The "new wave" role-playing style I termed "Angst and Cathartic"
role-playing. We have characters with deep personal dilemas living their
sad lives in horrible worlds. The occasional ray of hope shines but is,
by an large, overwhelmed by the gloom of being. The age of Gothic Punk,
Cyber Punk and other Dark Futures. The players vent their Angst at the
world through their characters and walk away feeling somewhat releived
through the cathartic process.
The older style I have an easier time coming to terms with
is what I would term "Action Orientated". Things are on the move,
be they villans or heros, glorious loot lies out there for the brave,
dark secrets to ponder and life to live. The age of Fafhard and the
Grey Mouser, Indiana Jones, and Star Wars.
[If one wants to be positively neolithic there is the really
old style typified by early Judges Guild stuff. Back when the whole
concept of Role Playing was not well defined. I don't think there is
anyone here old enough to prefer that style, but then ... :-]
I am a firm beleiver in the Referee, not a Games Master.
More modern styles, and particularly "diceless" games, encourge
the Games Master to plan, develop and direct the plot so as to build
player excitement, consternation, emotion -- Angst to a peak and then
tie it off having shared a bit of themselves with everyone and perhaps
found out something about themselves. Sort of like a prayer meeting.
In the older style I espouse, the universe is there to explore.
The Referee stands ready, as an impartial observer, to help the players,
through their characters, explore the universe, live out the lives of
their characters. The characters all have their dreams, desires, and
passions. Who knows what can happen?
In this, dice are a great absolver. Characters cannot always
fulfill their hopes and dreams. In A&C role-playing it is the Games
Master that bears the full responsibility of what happens. I'd feel
guilty when the characters dreams are smashed. In A.O. games the
referee is one step removed: she doesn't determine what happens, just
the relative chances of what might happen. The Dice take the place
of Fate and determine the course of events.
In A&C the players succeede or fail, partially based on their
course of action, but still largely interpreted by the Games Master.
In A.O. the referee mimics the hand of fate. Good plans by the characters
don't tempt fate and don't necessarily court disaster (I've done complete
sessions without rolling any dice). The player's successes are wholly
their successes. Their failures are wholly their failures.
Bringing the discussion back to Traveller, Classic Traveller
(and I include Non-Rebellion MegaTraveller) it typified by vast buzzing
spaceports, big bucks for those willing to take risks, mysterious
patrons either noble or ignoble. However seldom was there a place without
sanctuary. You could always find the Traveller's Aid Society, snuggle
into the bar, puruse the notice board and feel safe.
Judging by the post-rebellion adventures leading to the New Era
the world is a nasty, horrible place. Hard Times is appropriately worded
for those who have had to plow through the Dicken's Novel of the same
name. You back is always to the wall. Life is a struggle to survive. Never
a moment's peace. Humour is always gallows humour. People take risks
because life is short anyway.
Classic Traveller is Star Wars. The New Era is Batman.
Granted, you can play mean and nasy adventures in Classic
Traveller and I am sure you can play clean and shiny adventures in
The New Era. However the medium does not lend itself to this. This is
what I've missed.
I've tried to explain. I've rambled a lot. If you still can't
grasp what I'm trying to say then all I can do is run a game for you.
Anytime you're in Dublin... :-)
Jo Grant
_______________________________________________________________________________
Jo Grant | Benson, Arizona, the warm wind through your hair
[email removed] | My body flies the galaxy, my heart longs to be there
[address removed] | Benson, Arizona, the same stars in the sky
Tallaght, Dublin 24, | But they seemed so much kinder when we watched them,
IRELAND | you and I. -- Dark Star