Tuesday 11 December 2018

On Character Backstory and Character Death


There's a contradiction at the heart of the implied “game” at the heart of Fifth Edition. This is an edition greatly influenced by the old school – two major OSR figures are consultants on it, after all. There's an adventure that's an arguably superior reboot of Tomb of Horrors. There's these three pillars of gameplay. Dungeon situations can be solved in many ways. Smart play is rewarded; without it, your character may die.

This is also the edition where the pretty good Starter Set immediately railroads the party into some bland roadside encounter, the edition that fastforwards the first two levels where characters are genuinely fragile, the edition where in the Tomb of Horrors III adventure you're told to give players a way out of hard random encounters right after being told that random encounters shouldn't be levelled for difficulty.

Not all of Fifth's weaknesses have to do with the tension I'm going to identify, just as not all of its strengths comes from Mike Mearls' OSR roots. But a lot of the problem comes down to this:

Your new character matters too much.

You've written a couple of pages of backstory. You've done a bunch of character-build nonsense, picked the right spells, the whole shebang. You've legitimately invested in the process of even getting to the table. Your character is awesome, and they have a great quest.

It would genuinely suck if they died during Session 3, when falling into a whirlpool trap activated by a Twig Blight.

On the other hand, if that happens to some guy you rolled up a couple sessions ago, maybe it's just funny, or a useful learning experience about the combat behaviour of these little plant dudes.

Fifth Edition nobly attempts to meet two assumptions of play here – the epic hero of storied past, and the nobody who rises to be somebody through their adventures. It fails in part. This is somewhat genetic – there's something bred in the bone as far back as First Edition, and certainly Vampire the Masquerade has had a significant impact. But the buck stops here. The implicit assumptions of Fifth, and even some of the mechanics, create an impossible tension. Characters dying is a waste.

But what if the real, active possibility of character death – round every corner, at every potentially trapped door – made everything else sweeter? Every victory, every escape from catastrophe, every friend made and enemy defeated, all made more ecstatic by the fact that even at 5th Level, you can just straight up die from fighting the wrong monster at the wrong time. To quote Shadowlands, “the pain now is part of the happiness then – that's the deal”. Life and death are interlinked.

Take this example of an old school DM talking about a character death: http://maziriansgarden.blogspot.com/2017/06/sir-tresken-vigilant-rest-in-power.html. Now bear in mind Sir Tresken will likely have been rolled up pretty quickly, with little optimization. A character was needed for a session, and lo, one emerged. One day, Sir Tresken died. Others had died before, but hadn't received such an obituary from the DM. I imagine some of them “get capped pretty quick” (https://www.youtube.com/watch?v=7bR3T1eThJU), too. After all, at first glance, in the old-school game, “the king stay the king”.At first glance.

But what about Sir Tresken?

Sir Tresken also won the Twin Saddle of Vyanir, fashioned by Saint Garanax, the founder of his order, the dread Storm Riders. Garanax had used it to break the first of the war crows, leading them from the inverted White Jungle to the waking world. Sir Tresken followed in Saint Garanax's footsteps. Each traveled to Wishery from Rastingdrung through a shimmering door. Each served the same two mistresses. In the waking world, Tresken was the sworn servant of the Chatelaine of Storms, the witch queen from whom he drew his powers. But in Wishery, the Petal Blade bound him to the memory of the Lady Shirishanu, legendary poet-warrior paramour of the last of the Incandescent Kings. Had he lived longer Sir Tresken too would have broken wild crows and been the stuff of fairy tales.
At that same moment, in Wishery, as Tresken's life blood poured from a mortal wound onto the dueling ground, the Petal Blade gave a keening cry, a wave of raw grief that burst upon all at the pagodas of the hanging merchants. Fat Malichar burst instantly into tears, and even Nekalimon who hoped against hope that Tresken would be slain felt so sickened that he spilled the precious moonstones he was counting into the chasm below. The Petal Blade grieved on behalf of its mistress, and all of Zyan, for the waning of the hope that had begun to dawn in that hopeless place.

Sir Tresken died in the forty first session of our campaign. May he rest in power.”

Sir Tresken earned every moment of that. Forty-one sessions of ruthless, cutthroat play. That chump barbarian who died two sessions in, even the magic-user who went down after nine sessions – sure, they might have been fun, but Sir Treskens had created a legend. Not based on his backstory. Just based on – well – his story. And that makes his death tragic.

But what if he had survived? Well, keep playing, and you'll find a character like Sir Tresken.

That's the issue with a gameplay style which emphasizes pre-game prep – not just pages of backstory writing, but, and perhaps this is more to the point, one which also rewards serious pre-game statistical planning. The game becomes about efficiently utilising the optimised device, or experiencing the ramifications of the backstory, not about exploring a world and creating a story. It becomes actively obnoxious to let characters die – the characters, and the work put into them by the player, becomes the point of the game, rather than the gameplay itself. The effort you've put into backstory and character builds means it seems less fun for the DM to let your character die.

I'm not saying that's bad wrong fun. You do you. But I suspect it's not the best use of an engine like D&D's.

D&D suits emergent backstory best, is my contention. It's a game about exploration and discovery as much as it's a game about killing stuff. At its best, it's also a pretty simple game, where rolling up a character is quick and no-fuss. Given that, why not discover your character along the way, too? Again – I'm not saying that it can't be fun for the DM to create elaborate interlacing plot-threads based on your complex backstory. I'm saying it might be funner to think up a sentence summarising your guy or gal and then crash them into the world. See whether they become worthy of a backstory or not. Do you know what the backstory they'll get is? The game you actually play.

Maybe that backstory is you being turned into a tapestry by a Fungal Artisan two sessions in. But maybe it'll be like Sir Tresken, and a living sword will wail your death across the land, causing even your enemies to weep.

And maybe your tale will be greater yet.

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