This past week, our group completed the first major story arc of our campaign. It was awesome and a little sad, for several reasons. I knew this group and this story was about to change forever. I just didn’t know how until it was over.
Next week, thousands of us will be converging on Indianapolis for our favorite consecutive four day period of the year. Sadly, there are countless more of our tribe that won’t be making the trip. Many can’t go because of finances, family obligations, or (like me last year) an unfortunate work schedule. It sucked. This week, I try to bring you hope.
In which an evil Jedi with doilies over her eyes blows an engineer out an airlock, driving Vanir to consider the most fun way to kill his teammates. (Current contender: playing Dominion, but all the treasure cards are poisoned.)
We have a new player joining our group, and her character debut is going a little differently than I’d seen before. I’ve seen detailed backstories written. I’ve never seen a player bring a list of demands that must be met if her character is ever to see the light of day. Of course, I accepted her terms. You see, she hadn’t played D&D before, and she never knew about the credo of the Evil DM — “be careful what you wish for, you just might get it!”
Villains add a great element to a campaign: an opposing force that the players can invest themselves in fighting against. But what exactly makes a good villain? Let’s take a little trip down a road paved with good intentions.
Fellow gamers, we need to take a stand. We face nothing less than green, leafy Sauron. Instead of fear and eternal darkness, he now uses the power of Moore’s Law and the uncanny ability for the modern gamer to look at a beautiful game from two years ago to say “meh”. He sets us against each other when we play Nerd Poker or when we rules-lawyer, fighting endlessly over minutiae. We are distracted from the real threat. IMPORTANT READING FOR ALL CHILDREN OF MAN.
Looking at the Campaigning Inquisition, I saw that the vast majority of people favor heroic or at least characters that have the potential to be heroes. Considering the nature of the D&D beast, this makes sense, but I worry that people may be hesitant to try one of the most enjoyable modes of D&D: playing as one of the bad guys.