Tag: AD&D

Faith in Play #22: Individualism

This is Faith in Play #22:  Individualism, for September 2019.


Quite a few years ago now I was playing a character in an experimental Attorney class in a game largely based on original Advanced Dungeons and Dragons™.  I had just successfully defended a player character (an Antipaladin) on a murder and robbery charge, and the player said to me, “Boy, your character must be really lawful.”

I answered, “No, he’s Chaotic Neutral.”

And that illustrates just why it is that the Chaos side of the alignment graph is so badly misunderstood and so poorly handled.  My attorney was Chaotic in the best traditions of the American Civil Liberties Union (ACLU):  he firmly believed that every person (character) had the right to be and to do whatever he wanted, as long as in doing so he did not unfairly infringe on the right of any other character to do or be what he wanted.  Although anarchy can be the consequence of chaos pushed to the extreme, chaos is not about anarchy, but about liberty.  It is the alignment expressed in the Bill of Rights, espoused by the Libertarian Party, and represented by Democracy. Read more

RPG-ology #19: Treasure Auction

This is RPG-ology #19:  Treasure Auction, for June 2019.


A recent article by Michael Garcia, Treasure Division:  A Case Study From Northumbria, got me remembering treasure division from the past.  I was in quite a few games, and we had quite a few ways of doing it.  In more than one group, the party leader decided who got what, and tried to keep everyone happy while ensuring that useful objects went to the party members who could most benefit the party with them.  One of the groups tried a method recommended in one of the Original Dungeons & Dragons™ rulebooks that involved rolling dice, with higher level characters rolling more dice and henchmen rolling fewer, which one of the groups tried once or twice at least; I might have modified it for their use.  At least one party regarded every object property of the party, and it wasn’t given to you but put in your care for you to use for the benefit of the party, to be returned if you left the party or died.  These are all interesting and useful methods, but with one party I needed a very different method–and as party leader, I found one, which some of the players loved and others hated.

First, the party situation should be backgrounded.  My character was hired to go on a mission, promised a few thousand gold coins and permission to keep anything we obtained along the way other than the object we were to retrieve.  I hired seven people of different races, classes, and alignments to be part of that mission, promising each of them a specific share of what we obtained–two of them, whom I hired to be my lieutenants, were to receive larger shares than the others.  The mission took more than a week but less than two, if I recall correctly, and we recovered the object and a few thousand in cash, plus something approaching two hundred objects some of which were obviously useful for some characters (e.g., swords and other weapons) and others of which might be either worthless or strange magic artifacts.  It fell to me to find a way to divide these fairly, and there were a few items that certain characters particularly wanted.  I also faced the fact that once the treasure was divided the characters would also divide, and if there were another mission it would fall on someone, probably me, to hire a team for it, and up to them whether to accept my offer.

My solution was to hold an auction.

Because there was no loyalty and my character did not use magic, it was stated up front that no one was permitted to use any magic such as detect spells on any of the objects prior to distribution.  Just because the wizard says something is not magical does not mean he isn’t intending to buy it cheap and sell it to someone else.  Only hired members of the party were permitted to bid, or to be present during the bidding.

I organized the items in what I thought made sense as the least to most valuable, given what could be told by looking at them.  I then divided the cash between the party members according to their promised portions, and put the first item on the table.  I had prepared myself by jotting down for each object what my character would give as the opening bid (and if no one else bid, it defaulted to me for that amount), and how high I was willing to bid for objects I particularly wanted.  Everyone else could then bid in an open auction until there was a highest bid no one would overcall.  That person then paid the amount into the pot and received the item, and we moved to the next.

As auctioneer and party leader, I would periodically decide that the pot had grown large enough that I should divide it according to the proportions promised each party member, partly so that they would have cash to keep bidding.  I knew (but had not anticipated) that several of them had borrowed money from non-player characters so they could bid high on objects they particularly wanted, so the pots got rather large sometimes.

The logic of the system is that every object we obtained went to whatever character placed the highest value on it, or at least within the bounds of their funds, and for at least the value of the person who put the second highest value on it.  Objects thus went to the people who thought them most valuable, and everyone was compensated for the value of every object, having tacitly agreed that it was not worth more than that.  The people who love the system love it for that reason.

Of course, auctioning almost two hundred objects among eight players was an extended bit of roleplaying.  With interruptions for the shenanigans of some of the player characters, it took most of three game sessions to complete, and people who don’t like the system generally remember that “waste of time” and the tensions of trying to bid high enough to get the objects they really wanted.

I swear by it, and whenever I’m the party leader I use it; I’ve been in games where others from that game or even others who heard about that game think that the auction is the best way to divide treasure objects.  I’ve also known at least one gamer who won’t play in a game if the auction system is going to be used, but I’m not sure his absence is all that much of a loss.

I would be interested in how your parties divide treasure.


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Faith in Play #3: Javan’s Feast

This is Faith in Play #3: Javan’s Feast, for February 2018.


Have you ever been in a game in which a character in the game did something that impacted all the players at the table? It happened to me once.

Well, it probably has happened to many of us. It happens sometimes when one player crosses a line, bringing something into a game that makes everyone uncomfortable, such as a rape or graphic slaughter scene; or when a player gets the idea that because his character is a thief the other characters are not going to be offended if he cheats them and steals from them, and they realize this. However, have you ever been in a game where the action of a character had a positive impact on the gaming group?

I have such a story. Read more

Magic as Part of Creation

First, let me address the matter of the question. When talking about a designing a role-playing game and the role that magic in the role-playing game will take, we must first decide on what questions we are asking ourselves. Several questions come to my mind. First, what is magic? What is it, not only in fantasy and reality, but also in the role-playing sub-culture? What will it be in my game world or system? The second question is “Why do I want it in the game system?” Why do I need or want magic in the game I’m designing? Third, how does it work in my game system? How do I want it to work in my game? Read more