When I look back at all
the time I've spent playing games over the last 30 years I think
probably the most significant moment was when I finally realised that
failure didn't automatically mean I couldn't have fun.
I was 17 at the time and
going through a “Power Gaming” phase. Winning was everything to
me, I'd spend hours fine tuning my tactics, looking for ways to win.
It didn't matter to me if something wasn't in the spirit of the game
the only thing that mattered was victory. If things went wrong I
sulked and blamed the dice. As you may have guessed by now another
way of saying power gamer is 'a bit of a asshole', or 'not much fun
to play with or against'. I think there must be something about the
way that the minds of young male gamers develop that seems to lead a
lot of teenagers down this particular rabbit hole. Its a cliché but
you only have to look around in pretty much any online multi-player
game and you will people not unlike my younger self, to whom the only
thing that counts is being number one.
Thankful my salvation was
on it's way in the form of a game of Warhammer Quest, a over zealous
Dungeon Master (DM), and a cowardly vampire.
Warhammer Quest was a
light dungeon crawling RPG Games Workshop's answer to the American
invader D&D. It was a slightly anarchic, possed of a typically
British black sense of humour, and as with much of GW's products it
had a plethora of optional rules created by a enthusiastic and active
community.
As you would expect of
such a system our party of adventurers was a little unconventional.
Consisting of one very irate Dwarf, a do-gooder Vampire, a well
intentioned Orge, and a Elf Archer who gave the distinct impression
of being embarrassed by his companions.
The end of the campaign
was to provide one of the most cathartic and joyous moments I've had
while roleplaying, not that this was evident in any way as our
adventure kicked off.
I was as deep into my
power gaming mire as id ever been. The Ogre adventurer was of course
mine mine. Why would I want to be 'normal' when I could have someone
twice as strong and twice as tough as anyone else. So he was a little
dumb, so what! I was here to crush orcs and smash spiders, not to get
a degree in astrophysics.
After sweeping through
dungeon after another it soon became pretty clear that our groups
power was out of control. Those monsters foolish enough to jump out
into the path of 10ft tall armoured ogre were soon introduced to the
business end of a massive magic sword and turned into a light red
mist and a shower of loot.
So our DM did what any
good DM does in such a situation, he threw every god forsaken
creature he had at his disposal at us. Soon we found ourselves backs
against the wall out gunned and outnumbered, surrounded on every side
by Minotaurs and Demons. It began to dawn on us that we weren't
invincible after all, and that between us and the exit was a legion
of angry bovines.
However our vampire player
had a plan. Amongst our mighty haul of treasure was a “Soul
Amulet”. This arcane trinket allowed fallen adventures to be
resurrected almost without penalty, as long as one member escaped the
dungeon and reached the safety of a nearby town.
We could survive.
Even better he pointed
out, his vampire could turn into a bat, which could then happily fly
out of the dungeon with the amulet clutched in its claws safe from
attack.
There was a audible sigh
of relief amongst the adventurers, and our DM looked more than a
little peeved. Unbeknownst to my friends however gears that had until
then remained unused till now, were beginning to quietly whir away in
the back of my mind.
I had grown fond of my
slightly dim Ogre, and yeah of course I wanted him to live, but this
didn't quite feel right.
“Ok Ogre, its your go”
I take a look at the
board. By now both the dwarf and the Elf have rushed through their
turns and the vampire has turned into a bat and was flitting around
the rafters. He is ready to fly away as soon as the adventurers turn
is finished. Which it will be, as soon as my slow witted Ogre gets on
with things.
I turn to the DM “I'm
thinking....” I begin, Immediately eyes are raised, thinking isn't
part of the plan.
Me: “My Orge's a bit
thick right?”
DM: “As two short
planks, is this going somewhere?”
Me: “Well I was
thinking, given his errm 'limited' IQ, is he really going to
understand that the fact his mate has just turned into a bat and
started to fly off is a good thing?”
DM: “No he'd probably be
pretty confused by it all”
Me: “Well in that case
…......I'm going to attack the bat”
DM: “Fine by me”
The vampire player then
shows what is some by any accounts some commendably fast thinking in
the circumstances.
Vamp: “Don't worry he
can't kill me in one hit, I'm a vampire I've got easily enough wounds
to survive”
DM: “ No actually your
not a vampire. Your a bat, with the wounds and toughness of a bat”
Me: “So what do I need
to roll?”
DM: “5+ on 4d6”
Me:“Righteo!”
A short clatter of dice
and it's all over.
It was this wonderful and
unexpected conclusion to what had become a dull and routine grind.
Almost overnight my game style played changed. No longer was I
constantly in search of the most efficient route to my destination,
instead I was in it for the journey and the more strange and
unexpected turns it took the better.
“Look!”
I say turning to my
friends, and putting on my very best 24 carat grin.
“I killed a bat!”
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