Doug McCrae
Legend
- Doug Green, Rewarding Heroism in D&D, from Dragon #29 publishing date Sept 1979Self-sacrificing deeds such as holding the battle line while the other characters retreat, acting as point man (opening all doors and being the first to investigate anything), and offering oneself prisoner if the rest of the party is let free usually result in a character’s rapid death. As a result, players want NPC’s to be point man and charmed orcs to open doors. Experienced players are usually very paranoid about subjecting themselves to any danger above the norm.
Dungeons and Dragons, as is written, should play like a good fantasy story. However, any exciting fantasy writer delights in individual acts of heroism which would be theoretically impossible in D&D. The great dwarven warrior Hendel in The Sword of Shannara, for example, outwits and escapes from an entire army of gnomes and later effectively fights dozens of them. (In this book, gnomes are roughly equivalent to orcs in D&D.) One of my players, after reading The Sword of Shannara remarked that those adventurers must have had a very lenient referee, because he let them get away with so many seemingly impossible feats.
Doug proposes a variety of rules modifications to make D&D more like a fantasy story, including increased xp rewards for self-sacrifice (rather akin to the idea of awarding victory points for splitting up in a putative horror game I mentioned upthread) and the concept of the 'Heroic Act'. A PC undertaking a Heroic Act, which means fighting against overwhelming odds for the good of the party, gets greatly increased combat abilities, rather like spending a hero point in games such as WEG Star Wars or Mutants & Masterminds.
It's a very prescient article, pointing to the promotion of altruism in Dragonlance and the many subsequent attempts to emulate heroic OTT action in games such as Star Wars, Feng Shui and Spirit of the Century.
Last edited: