About This Series
If you are reading this, you are either 1 of my 2 remaining readers from the early 2000's Blogger Days or you scrolled waa-aay down in the search results after searching for something about Dungeons and Dragons. For those of you looking for a good RAW justification for stacking bonuses, know that this is not the blog you are looking for. I'm relatively new to the game and that I found the title of this blog scrawled in the margin of my notes from my 2nd or 3rd sessions playing D&D. It's now been a year and a half since I started playing, so I'm starting to know what I'm doing (sorta). Enough that I trust myself to finally write about my experience so far playing Giles of Hamm and what I've been noodling on as I begin to write my own little D&D adventure.
If you found this because a Blogger bot woke up from it's semi-eternal slumber to send you an email notification for a new Dashboard Drummer post, you might not know much about D&D. I sure didn't. So as I work through my notes I'll define a few things, like "5E" and "Campaign" and, what that all has to do with Deities, and why there is more than ONE.
Campaigns
The games that eventually grew into Dungeons and Dragons were initially table top reenactments of Napoleonic battle maneuvers with little tin soldiers (I know, weird right?). A series of battles was a "campaign" - and the name stuck.
Today a campaign is a story. D&D - especially the 5th Edition (5E) that I play, is a cooperative way to tell a story that someone has written themselves or prepared using a premade adventure. Unlike the traditional once upon a time story, the characters (everyone else that's playing) gets to decide on the fly what they will do in a given situation based on what they know and don't know about the overall story. Imagine if the Wizard of Oz started off in black & white with the tornado; and then the narrator described the house landing on the witch and Dorothy's spiffy new shoes … and then asked her: What would you like to do?
World Building
Just like the Yellow Brick Road in Oz, the story has to go somewhere. Dorothy is told that to get home, she should follow the road. For some reason there's also dancing munchkins and a fully developed backstory about the cooperative labor guild responsible for the manufacture of lollipops that seems to have no other purpose than to provide a good musical number.
Fun Fact: fanciful singing and choreography aren't part of my D&D experience, but ya know .. you do you.
The stuff like the lollipop guild (and what the conversion rate is for green vs. blue candy ore) is what can make for a good campaign. Though not always fully planned and sometimes bluffed on the spot, the DM (Dungeon Master) has to know what's off the yellow brick beaten path whether its a One-Shot story that is completed in one session over pizza or a years-long ever expanding map of empires and cities
That brings me to the bit about Worldview. If you've heard anything about D&D, it's probably something to do with the 'Satanic Panic' of the early 80s when folks in the Church were really into catching what John was saying backwards about Paul and a Walrus and also really sure that a game with monsters and devils was pretty much the worst thing imaginable. Well, at least the panic made for good investigative news reports and sold a lot of sermon tapes.
Following the panic, amid dropping sales, a good chunk of the "devil stuff" got pulled from the next edition (2E) but realistically, that's just window dressing. Whoever is telling the story gets to decide what the world the players are adventuring in is like. If you want your world to be filled with Care Bears and Rainbows and feature characters with crippling star-dust addictions, cool. if you want to turn each session into an attempt to one-up the SAW franchise, you can do that too.
So, as I create my first one-shot, even though it's incredibly unlikely that any of my characters exploring an Avenger's themed ski-lodge will interrupt a fight with the abominable snow-bunny to ask about the cosmological and theological implications of a holy hand-grenade … I still need to work out how magic works and where good and evil come from and what motivates players to take moral or amoral actions.
I remember the moment I wrote 'Dealing with Deities' in my campaign notebook. It was when I was leveling up Giles's character sheet. In this case, adding a cool spell that I could use to literally 'blast' the bad guys. I just needed to decide what magical or spiritual being was granting Giles that power.
This wasn't Satanic Panic stuff. This was Worldview. It wasn't my story, but I was choosing this character's attributes. Did Giles have a Evangelical approach to magic use? With that in mind, I made a few notes over following days on different approaches I'd seen in some of my favorite stories.
Where Does the Magic Come From?
… in no particular order:
Eru, The One
The Deep Magic
Toothy Cows
Midichlorians
Squibs and Muggles
More of the 5E Campaign Worldview
My notebook had a few other topics to explore, so you're welcome / I'm sorry, this blog will continue.
- gods, patrons, celestials and their bad guy equivalents
- the necessity of necromancy
- the details of divination