D & D Three Point Five (Woods Edition)
When I was 11 I joined the Boy Scouts of America. I have complicated
feelings on the whole matter. In retrospect it is pretty abstractly
funny to go through the entirety of this huge weird program intended to
produce the ideal Patriotic Man, basically succeed at all the things it
put in front of me by the metrics it provides, and come out the other
end as neither of those things. On the other hand, there’s a lot of
regret bound up in specific memories of teen-me hiding my discomfort
with the world I was participating in rather than being able to be
direct about it.
The scout troop was one of my main sources of social activity, and it’s
where I was introduced to table top role playing games as a hobby.
Several of the other scouts were often talking about or playing them off
to the side during free time at meetings or events. One of them owned a
bunch of DnD 3+3.5 edition books and several books for one of the
various Star Wars ttrpgs, I’m not actually sure which, and for a while I
enjoyed hanging back and watching them peruse these and say
incomprehensible things about them. Being an annoying book nerd kid I
quickly picked up on the connections between these games and various
fantasy I liked, and I expressed some interest in participating in the
games. The players were pretty deep in their current campaign, so I was
told I could join the next when they finished.
The timing of this introductory game was such that it started on a
multiple day camping trip. The Dungeon Master and book owner of the
group apparently was in a rush to pack, and the tabletop gaming
paraphernalia we ended up having access to was as follows:
A 3.5 rulebook that I am uncertainly identifying as the Dungeon Master’s
Guide v3.5, based on remembering specifically that the Horizon Walker
appeared in it.
A D20, several D6, I think a D12 and a D4 but im less sure about
those.
A lot of character sheets, not printed particularly well.
The accumulated and often contradictory knowledge of several long time
players.
As soon as we had set up camp and had free time to play, all the
problems of playing any table top game in the woods became apparent. The
D20 kept falling into the dirt and pine needles and vegetation. It was
too windy and wet to use our character sheets extensively. The sun was
going down and it was a pain to set up flashlights and lamps in a way
that gave everyone the ability to read the book, and the book wasn’t
actually that helpful.
The game we ended up playing worked something like this:
Characters mostly followed 3.5 conventions aesthetically (I was perhaps
the most bog standard conception of “Elf Ranger” you can imagine),
though with intrusions by ideas from The Elder Scrolls which the DM and
several of the players were recently getting into. Attempts were made to
approximate the various mechanical systems of the classes involved, but
the effort was swiftly abandoned due to how unfeasible that is without
reference material.
There being like 8 players and various camp tasks to attend to, multiple
parties of 2-3 characters tended to form and have small distinct
adventures, rather than one party containing us all, even when we could
all reconvene.
The D20 was abandoned after several times nearly losing it after sunset.
It was replaced with a process where the DM thinks of a number between 1
and 10, and the player making a check guessing a number. Success was
determined through the guessed number’s proximity to the DM’s number,
modified by difficulty of task and skill of character in what was pretty
much a wholly vibes based way. This would go on to be the scout troop’s
favored resolution mechanism while camping for several years: no dice to
lose, doable while hiking, bare minimum math, applicable to any genre we
cared to play a game in.
My ranger spent most of his time stuck down a cave he fell into, trying
to help a fellow adventurer locate the exit while hiding from some sort
of big mean animal (I do not remember what). Despite/because of all the
weird finagling to make the game happen at all, I became really
interested in DMing myself. A few years later I would be given the 4e
DnD core books as a christmas gift and spend a lot of time trying to get
games that lasted more than a few sessions off the ground, and even more
time just drawing bigass maps for these imagined eventual games. When I
did get some games going they mostly consisted of myself and a close
friend who in retrospect I had a huge crush on switching freely between
tabletop play and just wandering around the woods near my house swinging
sticks around like swords while embodying our characters like a
LARP.
I don’t have a single clear takeaway from all of this. You could
narrativize this as proof that game texts used as reference by new
audiences don’t structure the play directly and predictably. You could
just as easily narrativize this as being about how not abiding by a game
text’s contents does not preclude someone from being captured by a
hegemonic economic apparatus, what with me continuing to buy WotC books
for a significant amount of my life. I think there are better and
clearer arguments for both of those ideas. My main takeaways are that it
is interesting that it happened and I think I should put that
number-guessing system together into a reference document and see if
it’s fun to use.