|
|
![]() |
12/04/00: Roll the Bones "I'll tell ya what happened to Freddie. He plays some free-style
RPG now. One of those MUDs on the Internet. They say he just sits at
his keyboard all day long, rocking himself in a dazed stupor. You guys
could end up the same way." When I first started online role-playing, it took me a long time to
come to grips with the freestyle nature of the activity. You see, the common perception among table-top gamers like myself is
that diceless is akin to dickless. It's unmanly, sissy boy stuff. I
know the overall opinion of the folks I game with can be summed up thusly
- "Diceless players only want to indulge in toucy-feely romance role-play,
and LARPer's are simply spotty poseurs who hang around basements pretending
to be vampires." I know, I know. Stereotypes. I renounce them, intellectually, but still
find myself uneasy with the idea of freestyle role-play on occasion.
I know others in the same boat. There's the belief that diceless role-players are unwilling to put
their character creations in the hands of luck and the Game Master.
That they, in short, are cowards. Now, I know many seasoned LARPers
and diceless players will roll their eyes at that, and dismiss it as
the sour grapes of a few old wargamers who refuse to treat RPGs are
more than a exercise in looting and killing. But that's not entirely
true. Some of the best role-players I know refuse to part with their
dice. There is a definite division among players. While I have successfully
crossed this great divide into the world of diceless role-playing, my
sympathies still lie with the dicers. I'm not sure when the division could properly be said to have it's
genesis. I know the first diceless RPG I ever saw was "Everway," back
in 1992 or so. It squatted on a high shelf at the Hamilton branch of
the "Silver Snail" for months, above a rack of unsold 1st edition Marvel
RPG adventures. A few weeks after it appeared, my friend Dan and I took it down from
the shelf and examined it. Nice production values. It was in a box too,
which was important. In our opinion far too many RPGs were being released
in the one book format. Boxes held all sorts of goodies and looked good
on a shelf. Heartened by this, we read the text on the back of the box...
and our interest faded. Diceless role-playing? Unlikely. Tarot Cards
instead of dice? Might as well use a Ouija board, or read tea leaves!
We toyed with the idea of buying it as a curio, then put it back. Diceless,
we concurred, was dickless. Unmanly. Sissified. The concept was surely
not long for this world. However, the concept of diceless role-playing did not die. As the Internet
took off, it took root in chat rooms and on email lists. Live action
role-playing boomed in popularity. I know for a fact that many LARP
groups don't even use the "paper-scissors-rock" method of adjudication.
I became a part of that world myself, role-playing on local bulletin
board systems, and later on WBS. Most of the time I had fun... yet I
couldn't help be annoyed by the players with no sense of balance or
fair play. Players who always succeeded when it counted, or who had
trouble letting others work into their role-play. It seemed to me that
the best players I met were the folks who had a solid grounding in stat-based
table-top games. In my opinion, the reason for this is that diceless and freeform games
are far too organic. Their plots unfold according to the willy-nilly
dramatic urges of the players. This is fine in and of itself, and great
when done properly, but in reality we are exposed to the whims of a
thousand forces beyond our own egos. Dice add that random element. We roll the bones, and we turn our creations over to Fate. We become
one with the desperate gambler squatting in the alley, hoping for a
seven to save his life. We become one with the soldier, turning his
life over to the Will of God. The dice roll, and we surrender our control
to Lady Luck. The strongest man may be felled by a single blow. So too
the mightiest character, who's fate may hinge upon a single toss of
the dice. Freestyle role-players, diceless role-players, never have to face this
random element. They face each other as equals. They can refuse to die.
They can direct their character down any path they like. They can run.
They can avoid the final death. They are nothing beside us, nothing
beside the cold gray warriors with taped glasses and bad hygiene. In
this case, it is the heroes who choose to die a thousand times. I greatly enjoy the time I spend on IMC (admittedly not much of late),
but I still have trouble with the largely ruleless and chaotic role-play
that takes place here. I gravitate to the more structured rooms, because
I generally end up being frustrated otherwise. I'm not knocking the
fun other people have there, I'm just telling you what my gut response
is. It's irrational, I know. May as well toss reason to the four winds
and tell you more! I don't what it is... a call... the call of my race, perhaps. The race
of antediluvian role-players that sit huddled around their cave campfires...
rolling... rolling... rolling... (Ed. Note: Please disregard the
froth spewing from the writer's lips at this point.) I stand on the cliff side that faces the green and fertile valley of
a diceless future. I smell the fragrant perfumes that bespeak distant
dramas played out, romances portrayed and daring duels posed. And I turn my face from these things. I turn my face from the effete
gamers of the online valley to the acrid smoke of the fires, to my brethren
in the caves. They greet me without friendship. They greet me with the
grudging respect that is due to the Master of the Game. I love them
as brothers, I honour them as worthy enemies. I sit down on the beaten
earth and take up the dice once more. I tighten my grip on four-siders,
and the pain lets me know that I live. One of my brothers throws a sheaf
of grid paper on the fire, and the game begins with a roll of the bones. Their clatter is the clatter of spears in the forest of the mind. Their
rumble, the sound of thunder that echoes across a vast plain of bleached
ribs and carrion, a sound that is a link to a thousand past glories.
The dice roll, and the glories live again in our minds. The sound means
so much to us who have heard it ten thousand times over the years. To us, it is the lonely bass purring of a scout ship's star drive as
it explores the Horse Head Nebula. It is the sound of tank treads in
Stalingrad. The tinkle of silverware at the General's table. The crack
of rifle-fire on a Martian steppe. The burble of the Brandywine as it
flows under a bridge in the Shire. Perhaps we are a dying breed. We wouldn't have it any other way. Ours
is a hobby of Darwinian Imagination. Roll the bones, or get out. Only
the strong and the quick witted survive. Stupidity is crushed by the
terrible vengeance of the Game Master and his creations. And that, gentle readers, is why I will never give up my dice. He who
wants my ten-siders can have them, when he plucks them from my cold,
dead, fingers! Yes, Pieter is a bitter old coot. :-) |