The dungeons and dragon's game was a different campaign. The Dungeon Master (DM) alternates campaigns every Friday. When I was listening in on the conversation, the group was in a cavern looking for traces for the Temple of Elemental Evil.
I was a bit late in the conversation, but what I could understand a new paladin entered the group and was confused about how they went about their business. Apparently the group just goes into random rooms and blows stuff up. This baffled the new recruit, since just doing things with no clear strategy was suicide. There was a discussion back and forth, which led to the party leader looking stupid.
One thing to not about this conversation is just how unlike DnD is to other games. Normally one just goes into a room and kills things, in DnD there are things like traps that can hinder the unwary explorer. Going about carefully is important, and just doing things by way of intuition will lead to certain doom. Also from this conversation causes a certain stress for leadership. Although other games have leaders, it doesn't really matter how bad they are since they can just respawn and do it again. In DnD, if a party leader is bad it can lead to a character's death. Thus, there can be constant and more intense bickering than in other games.
Moving on, the party eventually discovered a room, and to one of the member's misfortune, which had a trap. One of the member stepped on a tile and was launched inside of a stone frog's mouth. Then immediately, another party member decided to do the same thing on purpose. The group was now split, and conversation from one group to another was not allowed (this rule was respected). This rule was not expressed, but was more of an understood one.
The fact that this rule was followed means it differs from other games in that rules that can be broken often are not. DnD has a certain following of respectful people, most likely due to the nature of the game. The nature being it is a social game, not technology heavy (meaning game mechanics take place through the computer AI), and thus experience in one campaign will not necessarily carry over to another. So, cheaters and disruption are extremely extrinsically discourage, since time and effort would be wasted. Newer players that are disruptive would be banned, add that to the fact that the group is controlled (a DM is similar to a GM, one would say) in which the authority figure is constantly there makes it nigh impossible to "greif" effectively (meaning cheating or using game mechanics unfairly. There are evil characters in the game, and ruining other players experience through role-playing is not ban-worthy).
To note such an experience is to go back before I went on a wild tangent. After two people had already went in, one of the members suggested to follow them. Through conversation, it was agreed and they told one of the other members to go first. After he went, the other member said something along the lines of "Man, he was kind of annoying. Let's go the long way and take the stairs." The DM just chuckled. Eventually, the group found the Temple of Elemental Evil. What other interactions that took place were not very notable.
Monday, April 26, 2010
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that is a really good point about the difference between D&D and electronic gaming. I think one of the reasons that griefing, cheating, and/or being an overall jackass is so huge in electronic multiplayer games is the time span over which each game/round takes place. its not like anyone has a chance to battle these troll-descendant delinquents on their level before the end of a 10 minute Halo free for all so they get away scott free. what do you think could be a solution for this?
ReplyDeleteI don't think there is one. The only proper way to do it is to have a moderators "big brother" everyone at all times. Of course, this is impractical and too expensive. Board games, role playing games, video games, and online games contain different societies.
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