Grim, High Destiny

How do we develop tastes in gaming? For some folks, light-hearted stories are the preference. Gaming is an escape from the real-world sadness of illness, inflation, and ignominy. Anything dour in games is undesirable. Others like a mixed bag — risky fights, long-term schemes come to fruition, and the occasional hilarious romp. Then, there’s me.

I have a sense of humor, honest, even if my family calls it “deadpan” or says it’s “malfunctioning.” I’m not into Monty Python (although the vorpal bunny is amusing), but I find Bill Bryson hilarious. I’ll pick action/adventure movies over rom-com any day. To me, unless the hero suffers on the journey, it’s not a great story.

This pretty much covers my desired flavor of gaming as well. It should be fun, and I like a nerd joke as much as anyone. However, if there’s not a brisk plot, a way to change the world in some fashion, and a chance for characters to get messed up along the way, I’m snoozing. I’m talking about stuck with a sword every bit as much as betrayed by their patron. Wayne once said, referring to a game we not-so-affectionately called “As Middle Earth Turns,” that I was into “grim, high destiny.” He’s not wrong. I want my PCs to make a difference. I want them to wallow in sorrow before pulling off the impossible feat that saves the world.

All of this has flavored my writing in Rustwater. This setting is a mean one. One entire domain of communication, reading and writing, is non-existent. The Others’ magic is out to get everyone. Cities aren’t exactly civilized. Yet, it’s a world I loved co-creating. At the end of a Rustwater campaign, I envision the characters making a big dent in the land’s recovery. It’s because of them, and their sacrifices, that everyone’s lives improve.

What do you think? Do you use gaming as an escape? Do you like high stakes? Or do you prefer a fun romp? Let me know in the comments.

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