Confessions of a Newbie
by Rick Higginson

Welcome to another edition of Newbie Confessions, wherein you get to share in my personal journey through the wonderful world of Role Playing. Right now, I’m getting to RP being a writer. But enough idle chit-chat. Let’s get right down to the idle jibber jabber instead.

This month, we never managed to get a good time set aside for an AD&D game, which so far has been the primary topic of my musings. However, my son and I both picked up various Mage Knight sets. I picked up a Mage Knight Dungeons starter set, and we bought our son a Mage Knight Unlimited starter set. For those who are unfamiliar with the Mage Knight system, it’s something of a cross between a collectible card game and a figure based RPG. The sets come with an assortment of heroes and monsters (or in non-dungeon sets, an assortment of "units"), each with a "dial" base. With the dungeon set, you also get a two sided dungeon map and assorted game materials. Like the collectible card games, you expand your game by buying booster packs which contain more heroes and more monsters. So, rather than an AD&D game this month, I’m going to give my impressions from my first game of Mage Knight.

We sat down at a card table with both his set and mine, and he proceeded to try and explain the rules to me. One of the biggest problems with this is, rules tend to be somewhat abstract until it becomes time to apply them, so most likely I was starting to get that "glazed eyes" look as he detailed all the various aspects of Mage Knight game play. To be honest, I cannot remember much of what he said to me through that time. Of course, I’m also lucky if I remember what I had for lunch today, or what day this is most of the time, either. A mind is a terrible thing to waste, and mine’s getting pretty wasted.

Instead, I subscribe to the theory that learning while doing is the best way to get lessons well embedded in your mind. Of course, in RPG’ing, it’s also a good way to get halberds embedded in your character’s mind, too. After a short discussion, we decided to play the Dungeon game, since it involves one player character in a race against the other player character to get the loot and get out of the dungeon alive, while doing one’s best to avoid being killed by the random monsters that inhabit the dungeon. The advantage of Mage Knight is that it does not require a Dungeon (or Game) Master to run things. The rules are fairly simplified, and since you play competitively, each player not only controls their character, but to a certain extent, the monsters. You work to get your character through the dungeon, and to move the monsters to where they will inhibit your progress the least and your opponent’s progress the most. Some monsters never really get anywhere, since player one moves them away from his intended path towards player two’s intended path, and player two moves them right back to where they started.

So, rule book in hand, I entered the dungeon from the west, and my son entered from the east. Applying the rules as the situations arose made the rules less abstract and more practical. A little digression here. This is another place to appreciate your DM if you play "master" run games. A good DM will know the rules of the game, which often can be quite extensive and convoluted. As we all know, rules are very necessary to having an enjoyable game. We’ve all likely played games with someone who amended the rules at whim to suit their advantage. While you might still be able to enjoy a game with such a person, it can be very difficult to explain to someone else why you can move a bishop in chess any direction because it’s the first Tuesday of the Month, unless, of course, it’s within two days of the full moon, at which point the rooks’ pawns move like knights. Needless to say, you do not want to play any form of poker with such a person either.

So, making our way through the dungeon, anticipating treasure, adventure, and doing our victory dance when we totally defeat the opponent, we figured out the rules as we went. We figured out real quick that the rules sucked. Actually, our dinky first level characters sucked. Even though the monsters that spawned according to the game rules were all "low level", getting past them to get to the treasure chest proved something of a problem for both of us. I went in as a mage character, while my son went in as a melee fighter. We both came out as ghosts. No treasure, no glory, and no annoying victory dance to taunt each other with. I couldn’t hit a low level Gnoll Archer with a magic attack to save my life, literally. Granted, they had no problems hitting ME. Memo: Use my GOOD DICE next time. Maybe cheat and advance the dial setting to a higher level character before starting again. Buy a good selection of really really dinky monsters to stage in the "monster pool". See? This collectible stuff works. We’re already in the "buy more stuff" mode.

In all fairness, though, the Mage Knight system seems to have a lot of "pluses", especially for newbie gamers. Since the characters all carry their "stats" on them, there is no character sheets to maintain, nor monster stats to remember. It’s all there on the "board" while you play. It requires only 2d6 per player, though the same pair of dice could be used by all players, if anyone wanted to avert the classic "He’s got better dice than me!" complaint. According to the instructions, there is also a "solitaire" system that allows the solo player to engage in a dungeon crawl, though I haven’t reviewed those rules yet. Another point is that the average MK Dungeon game is reported to be around an hour’s worth of play time, a "plus" if you’re on a tight schedule.

Some thoughts on the game system: For an "aspiring" DM, the Mage Knight Dungeons system offers a simplified game play that would permit a similar kind of DM/Player interaction that other RPG games offer. The DM could chart out the location of the chests on the map, the location of various monsters, etc. and then place them once the player(s) entered an area where they could "see" what was in a particular location, rather than having the treasure chests pre-located, and monster tokens placed about the map (MK uses tokens to "randomly" place monsters about the map. When a player enters the area where the tokens are, the tokens are turned over, the dice rolled, and monsters selected from the "pool" according to the results). The DM would, as with most RPG’s, determine the basic objective of the game, and play the monsters in accordance with their characteristics. A good DM could also play various monsters with varying "AI", so that "dumb" monsters would act dumb, while smarter monsters would show some cunning and creativity. This would also permit a better atmosphere in MK for the classic "party system", wherein various characters of different disciplines work together to conquer the dungeon and escape with the loot. (Note: This applies mostly to Mage Knight Dungeons. MK Unlimited is a different play style, and I cannot comment too much on Unlimited, having not played it yet. According to my son, regular Mage Knight is kind of a cross between a CCG and Warhammer. Hopefully, you’ll know exactly what that means.)

Mage Knight Dungeons seems to have a decent amount of play potential to offer, and I’m guessing I’ll be expanding my collection of figures at least a little more in the near future. Granted, maybe when I’m no longer a Newbie (yeah, right), I’ll see the game a bit differently, but for now, it’s a good option for "play time."

Maybe by next month I’ll have made it through a dungeon alive.


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Copyright © 2002 Rick Higginson

E-mail Rick at: baruchz@yahoo.com

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