Dungeons & Diaries

Since just before the pandemic, I’ve been involved in at least one Dungeons & Dragons (D&D) game. I’m currently in two: one every fortnight in Dundee, and another every six to eight weeks in Fife.

For those unfamiliar, D&D is a tabletop role-playing game where players create and improvise adventures, guided by the Dungeon Master (DM). Players describe what they want their characters to do, and the DM narrates the outcomes based on dice rolls and the game’s rules. The setting is usually a fantasy land where weapons can be wielded and spells can be cast.

Every D&D game is unique. In my case, the Dundee players are all in the same writing group and live in the same general area. As such, we know each other well and sessions tend to be filled with in-jokes. By contrast, the Fife players generally need to travel and won’t see each other from one week to the next. We make the most of our time with longer and more intense sessions than the Dundee game.

One of the few factors that unites both games is that I’ve volunteered to be the designated note-taker. I’ve long been able to touch-type, so I can keep an eye on the action at the same time.

But why is this important? The simple answer is: there’s a lot going on. It’s not necessary to capture every detail, but because campaigns can span multiple sessions, it’s easy to lose track of key names, plot points and locations.

It must also be stated that my notes are still predominantly from my character’s perspective, so I can’t stress enough that the other players should keep additional personal notes. For instance, while tidying up the Fife notes yesterday, I realised one character had encountered two others in a room we entered, but I hadn’t recorded what happened to them during or after that interaction.

It sounds like tedious admin, but I enjoy this process as it helps me out enormously with co-ordinating the two games.

Writing a Character Backstory, But Enjoying It This Time

This entry is a spiritual sequel to a post from two years ago about a character from a game of Dungeons & Dragons (D&D).

When I mention D&D, there will likely be some readers who immediately switch off mentally. However, I promise this entry will not go too deeply into the game mechanics, and will instead focus on characters and storylines, so I invite you to stick with me.

I’ve been playing for the last few years in different groups. The most recent game has also been my longest, with sessions roughly every fortnight over the previous 18 months or so.

Every D&D game has a Dungeon Master (DM) who controls the general setting and what happens there, as well as acting as the voice of any secondary characters encountered.

When I began that game, I let the DM choose the attributes of my character. Many players consider this the most enjoyable part, but in my other games, I’d always found it a chore. My input was limited to giving my character a name – Max Wellhouse – and writing a placeholder backstory, with a view to expanding it in the future. D&D characters always work as a team, so the backstory typically explains how each character met the others.

Then I happened to watch this video from professional player Ginny Di, titled 5 backstory bad habits that drive your DM nuts. During the first section – Not having a catalyst – I began thinking about the placeholder backstory from months previously, and the pieces began to fall into place one by one. I’d written a background for Max Wellhouse, but not a backstory. It lacked a clear motivation for him to join the other characters.

You know how I said earlier that I’d found character creation a chore? Within two days of Ginny posting that video, I’d written paragraphs of backstory and motivation, comprising one main thread and two minor arcs, and what’s more, I enjoyed the process. I won’t reveal the content here, since it hasn’t yet been revealed to the other players.

Separately from this, I met up last weekend with one of my past D&D groups. The game halted a few months ago after we lost our former DM, and we’ve now decided to reform with an amended line-up. I was granted permission from the new DM to transplant my previous Captain Coconuts – from two previous games and rewrite his backstory from scratch. Again, I was inspired enough to write that up within 24 hours.

In the new backstory, Coconuts owned a ship and would seek out sea-based jobs and opportunities. On one job, he was accused of selling substandard copper to a powerful merchant. He sailed away as fast as he could with the merchant chasing him. Although Coconuts made his escape, it was at the cost of his ship smashing into rocks and sinking, leaving him on dry land with the few clothes and items he could salvage. Bonus points if you spotted the veiled reference to Ea-nāṣir in there.

Once again, I really enjoyed writing that, even if the character was pre-made with the assistance of the previous DM. I think that’s because I was doing it in the wrong direction.

Before this, I’d always tried to create a character, and then formed a backstory that would fit into the world. I think a better approach is to establish the world first of all, then have everything follow from there.

At the weekend, for example, the DM told me the world would be dark and serious. If I didn’t have Coconuts already made, I could then work on a backstory that might suit such a setting, then figure out what type of character might end up in that situation.

Unless something goes horribly wrong in either game, I expect it’ll be a while before I need to create another character, but I will make an effort to enjoy the process this time.

Converting Formats

Of all the factors plaguing Dungeons & Dragons players, arranging a convenient time for everyone to gather is probably the most difficult. This meant my group ended up seeing the film Dungeons & Dragons: Honor Among Thieves at different times in different cinemas.

Making this film was a real gamble. Not only is it taking a largely open-world game and telling a linear story, but it also sits in the shadow of the last Dungeons & Dragons film made 23 years ago. That one has a score of just 3.6 on IMDB compared to 7.9 for the current one, and Ginny D from Critical Role has analysed what makes it so terrible.

Computer games in particular have a track record of being made into badly-received films, and there are plenty of top-ten lists online purporting to show the worst. Conversely, there is also a history of movies being made into great games. More than 25 years after its release, for example, GoldenEye 007 for the N64 is still highly regarded.

For me and two of my group, though, the gamble seems to have paid off, with all of us enjoying what Chris Pine and the cast brought to the table. It’s also no secret that a solid structure plays a large part in the success of any motion picture. In a blog post, the writer Michael Hague explains the key turning points of most major scripts, and the writers nailed this one near-perfectly.

With all this in mind, it remains to be seen how The Super Mario Bros. Movie fares at the box office this weekend.

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Writing a Character Backstory

On the weekend just past, I had a chance to play Dungeons & Dragons (D&D) after a substantial gap of around two years. This was to be a fresh game that required a new character.

The Dungeon Master (DM) is the person who both manages the game and reacts when a player takes an action. She asked each player to write a backstory for our characters that could then be worked into the game.

When writing a novel, it’s a good idea to write up the backstory of the main characters. This helps to keep the action consistent throughout the story, even if you don’t end up using every detail.

The same technique can be used with a D&D character. Mine is called Kat Herder, and she:

  • grew up in a small town and worked as a butcher’s apprentice
  • left to join the military so she could travel, and became a highly-ranked soldier
  • unexpectedly left the military after 15 years, but kept travelling and taking on casual work

But I also don’t have to think of every detail. We’re playing the game in a fictional world that already has its own story, and Kat simply needs to fit into it.

The DM has asked me further questions to enhance the story, so I’ll be working on that this week.

Improvisation and Motivation

Over the weekend, I had my first experience of the role-playing game Dungeons & Dragons (D&D). If you’re unfamiliar with this, here’s a brief introduction.

I enjoyed my experience because players are allowed to improvise parts of the storyline beyond how the Dungeon Master has described the scene. For example, my character had a vivid dream as part of the story, but I could interpret the images any way I wanted, and that interpretation would contribute to the direction of the story.

The experience reminded me of an exercise from drama class in high school. Each participant was given an outline of a setting, plus an individual motivation kept secret from the others until we revealed it through improv.

This produced natural-sounding dialogue, even from school pupils without an acting background. Similar methods are used by some reality TV shows, such as The Only Way Is Essex, to avoid the action sounding too scripted.

The same principle can be adapted for scripted drama. Aaron Sorkin takes the approach of working out what each character wants, then writing the scene accordingly. In this way, he’s produced The West Wing and The Social Network, among many other screenplays.

Over the coming months, I’ll be taking part in more D&D sessions. I think the key to making a more interesting campaign is to work out what exactly my character wants and bringing it to the surface when interacting with the other players.

I believe improv keeps me sharp, and roleplaying seems to be a great way to exercise that metaphorical muscle.