Confessions of a Newbie
by Rick Higginson

Welcome to the September edition of "Confessions of a Newbie", the column that consistently asks, "How on Earth did I get here, and what number do I need to roll to get out?" This month, I’m going to ruminate on a subject brought to mind by some things my son has been talking about lately.

The folks who publish the Dungeons and Dragons handbooks and rules have brought out a guide called "Epic Level Handbook". Quoting the description from Wizards of the Coasts’ listing of this book, "The Epic Level Handbook provides all the information that players and Dungeon Masters need to continue playing above and beyond the limits of the core rulebooks. With complete information for epic-level character building, spellcasting, monsters, skills, feats, and more, the Epic Level Handbook ensures that gamers can continue playing almost indefinitely". According to my son, this means that your maxed out, high level character in D&D can now progress towards even greater powers and strengths. Why, you can make your character capable of literally walking on the clouds, or, with a little more work, of doing the things routinely done by characters in martial arts movies.

Without launching into a rant about "god PC’s", what this brought to my mind was, if you’re playing an epic level character, than you must be going against epic level monsters. It only makes sense. After all, if your character achieves a sort of "demigod" status, "normal" level monsters will not be any challenge. What does it matter what the names and descriptions are, if the encounter plays out exactly the same as if you were a powerful warrior whacking a half-dead rabbit? ("Well, that’s no ordinary rabbit! That’s the most foul, cruel, and bad-tempered rodent you ever set eyes on!") Some folks might like that, but without any sort of challenge, it doesn’t sound like much fun to me. ("Look, that rabbit’s got a vicious streak a mile wide! It’s a killer!")

This is a lesson learned many years ago in the comic book world. Superheroes started out fighting the typical run-of-the-mill bad guys like burglars, robbers, gangsters, kidnappers, etc. The problem was, none of these were really much of a "drama" for the Superheroes to fight. The writers then reasoned that a "superhero" needed a "supervillain" to battle; the quintessential "arch-nemesis" concept. The readers would then find themselves immersed in the drama of the uncertainty of the outcome. While the typical street thug could barely hope to even inconvenience the superhero, the arch-nemesis actually posed a threat of defeating the superhero. Suddenly, the outcome wasn’t guaranteed, and the superhero was required to rely not only on his (or her) strengths, but to figure out how to exploit the arch-nemesis’ weakness, and to escape the trap set for his (or her) own weakness. As we read, we no longer simply assumed that the hero would win simply by allowing the puny bad guys to waste their energies in futile resistance (like shooting bullets at the bullet-proof Superman). We were drawn into the story by wondering and speculating how the hero was going to thwart an intelligent, realistic plan to defeat him or her.

Gaming, then, must follow suit if it is to remain entertaining.

I’ve known some people over the years that liked using "cheat codes" on "first person shooter" games such as "Doom" and "Heretic". Enter the "invulnerable" code and the code for "all weapons", and then go through the game as little more than just a shooting gallery. Granted, it might be great for exploring the levels, but (to me at least) the entertainment value is diminished dramatically. Who cares if you can go toe to toe with the nastiest monster in the game and beat it to death with just your fists if you’ve entered a code that keeps it from even scratching you? Where is the strategy? Where is any sense of accomplishment in "winning" if you cannot lose? Do you suppose Lance Armstrong would feel a sense of triumph and accomplishment beating me in a bicycle race? My only chance of winning would be if he laughed so hard at the start line that he fell down and busted something on his bike, and even then, I wouldn’t bet against him. No, the accomplishment comes for riders like Armstrong by competing well against other riders who make them work for the win. So also the gamers’ sense of accomplishment should come from having to "work for the win".

My thoughts, then, are if "Epic Level Gaming" is supposed to restore the fun and excitement of a game, does it really perpetuate the fun, or does it merely stave off the "stagnation" for a little longer? Borrowing again from bicycle racing, Greg LeMond, the first American to win the Tour de France, said "It doesn’t get easier, you only get faster." If you’re playing with a good Dungeon Master, then the game is never going to get easier. Sure, the DM won’t have to constantly explain the rules to you, but as you get tougher, so will the monsters you fight. If the goal is merely to advance the character to the next level, then sooner or later, there won’t be any more levels to advance to, or else the goal of advancement will lose its appeal. Level 2 character or level 50 character, the game really comes down to the roll of the dice. If that isn’t fun for you at level 2, then I doubt it will be fun for you at level 50 either. "Newbie" level or "epic" level, the point should be the playing. Perhaps I’m pontificating a bit too much, but I do think sometimes that we lose sight of the reason we’re playing in the first place. ("I warned you, but did you listen to me? Oh, no, you knew it all, didn't you? Oh, it's just a harmless little bunny, isn't it? Well, it's always the same. I always tell them . . . ")

Now if you’ll excuse me, I have a rabbit to battle.

Parenthetical comments courtesy of Tim the Enchanter. Soiled armor courtesy of the Rabbit of Caerbannog. Armaments 2:9-21 courtesy of Brother Maynard. If you have no idea what I’m talking about, blame it on the moose.


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Copyright © 2002 Rick Higginson

E-mail Rick at: baruchz@yahoo.com

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