What is Wrong With Me?
“Sometimes you just wanna go kill monsters and take their stuff.”
I hear that a lot, or a variation of the same idea. “Sometimes you just feel like a good old-fashioned dungeon crawl.” “Sometimes a little tabletop hack-and slash is just the thing after a long stressful day of real life.”
I hear it from people I consider close friends and rpg kindred-spirits. I think most of the rpg folk I know have expressed this sentiment at one point or another – including some of the most hippie-narrativist players I’ve met. People who deftly throw down with hot emo story-driven emotionally complex drama 80% of the time will nevertheless occasionally express a desire to scratch the dungeoncrawl itch and kick it old-school with a night full of smash-and-grab.
And there is totally nothing wrong with that. There’s no implication of judgment from me toward that notion, and I can even go so far as to say that I think I understand it. I get it.
But I can’t ever recall actually feeling it myself. I can’t think of any time when I’ve showed up to a table for a session hoping that it would be about smashing and grabbing so that I could just kick back, blow off some steam by bashing orcs and kobolds, and be rewarded with treasure and cool magical items.
I think there’s something wrong with me. I’m the odd one out here. Doing that stuff doesn’t scratch any of my itches.
Now, to clarify – I have no problem participating in any of the things I’m describing here. I can take my character into some cool fantastical location that a GM has poured lots of effort into, making maps, devising traps, populating the nooks and crannies with baddies and interesting stuff to find and procure. I’m fine with that as an objective throughline, as the activity that a group of characters is doing within the larger scope of the adventure.
As long as it is not about said activity. As long as it is being done as part of a larger scope story-driven need to accomplish something within the fiction being created at the table.
I guess it’s really a subtle difference. In effect, objectively speaking the same basic thing could be happening and the only difference would be the subjective intent.
In other words, “Let’s get together to explore character relationships and make choices and create a narrative, and in that process we will go into a dark underground temple and fight monsters in order to procure artifacts that will enable us to accomplish an important story goal” could be, from an observer’s point of view, pretty much the same as “Let’s get together and blow off steam by fighting monsters and taking their stuff, and in order to make some modicum of sense out of it, we’ll say we’re doing it in order to obtain an artifact that will accomplish a story goal.” But as a player, I’d be fine with the former intent but totally disengaged with the latter. In fact, I have to admit that I have a history of reacting with childish passive-aggro dickishness when I find myself in the latter situation. And friends will sometimes call me on it and say, “Dude, it doesn’t always have to be some emo-epic big deal. Sometimes, don’t you just wanna kill monsters and take their stuff?”
And I see their point. And I feel like I’m in the way of their fun. And I have no right to be in the way of my friends’ fun. But still, if I’m answering honestly, I have to respond by saying “No, actually, I never do just wanna kill monsters and take their stuff.”
I could be playing every night of the week, with a vast pool of potential co-players, if only I would wake up one day and be able to answer “yes” to that question. Do I occasionally want to dial down the emo stuff and do some more laid-back stress-relief gaming? Sure, yeah. But smash-and-grab doesn’t relieve my stress. It actually amps it up. And I’m just so damn prickly about it, and I think it has cost me opportunities for play.
So, what’s wrong with me?



I do feel it, but I play Diablo instead of a tabletop game.
I am of much the same mindset as you. For me the issue is that the “kill monsters and take their stuff” is generally activity that doesn’t involve any unknown factor. To hear people describing their 4e game sessions, for example, you’d think it was impossible for characters to die. Time and again I see people winding up with “the characters were hard-pressed, but ultimately they won.” And I think the game is designed to do that. The problem with that is that without risk, the reward feels hollow to me. If I enter a combat scenario in a game knowing that the GM is not going to kill me, that my character is sure to live, then the entire scenario to me is meaningless. Why do it? It’s like playing Tic Tac Toe at that point. I can’t lose. Yay. So I rolled some dice and used some powers and the GM rewarded me with an imaginary item.
Whereas (as you indicate) when story is first, then the combat (and everything else) is now there to serve the story. While the combat might go exactly the same way — that is to say, while the GM might not want us to die — it no longer matters, because the combat is serving a greater story, and in that sense we’re moving the story in an unknown direction. Now that’s no longer Tic Tac Toe for me. Now it’s interesting. Now I ask “why are we in this combat, who are my foes, what purpose does it serve?”
I’m sure some people also do that with 4E, so I don’t want to single that out, but I do find it interesting that most of the LJ posts about 4E sessions are so boringly mechanical, talking about numbers of minions and at-will powers and hit points. They may as well be talking about chess at that point. There’s no story in it.
Well, you are in the way of their fun.
But, the idea that there’s something wrong with you for not wanting this “baseline” need of role-playing is silly. What’s wrong is that the hobby views this as strange, that people don’t even question that this as anything but normal.
Unfortunately, the result is that you are less able to enjoy your hobby because the hobby itself is defined by its participants as particular behaviors (and not other ones).
It’s like saying that people who don’t want to make quilts with log cabins on them are now forced to make fewer quilts and enjoy their hobby slightly less because everyone expects them to like log cabins on their quilts. It’s crazy.
You’re not alone; I spent a portion of these evening wondering if there was a problem with me, since chargen and combat, apparently the favorite sports of most of the network, hold about as much appeal to me as doing my taxes. I want to play my character. In a fight, I’m having to play my character in short bursts, risking losing the ability to play my character at all–I don’t do fights-for-fightings own sake, and dislike the risk of death rather strenuously, which means that both of the main ‘draws’ of a fight scene are pretty much deadweight for me.
Still working on how to mitigate it so my groups quit giving me the Eye, though.
I’d chat with your GM and see if there’s a way (through backstory, for example) to add some of that flavor into the game. If you’re willing to create some of the content, perhaps your GM and fellow players might come to enjoy it.
Bret,
Yeah, I actually edited out a portion of my original post where I wrote “If I DO feel that kind of real-life stress and want to blow off some steam, then I go do something physical like play basketball or spar with my boffer weapons or go to a batting cage. And I’ve been known to also go looking for an active Unreal Tournament server every so often.”
But that isn’t what I use roleplaying for. So yeah, I grok you.
Michael,
I like your examples. I think you’ve hit on the essence of what I’m getting at, which is that I need any given act/action/combat/mission to have some meaning beyond just the thing itself. And it needs to be an in-game meaning related to the characters and situations and “story”, not just a means of entertainment or power-fantasy stress relief for me as a player.
Of course, I also am the type of player for whom the threat of character death is not nearly as gripping or scary or compelling as having things my character cares about and/or believes in to be threatened.
I am known for doing crazy daredevil gonzo stuff that puts my character in massive physical danger, and if my character dies or is permanently harmed as a result, then fine, no prob, that’s just an interesting or cool thing that adds to the ongoing action of the in-game fiction. (As long as the death is meaningful and not arbitrary or pointless). But if you put my favorite NPC or someone under my protection in physical danger, or put my beliefs into question in a meaningful way, then you’ve got me and my character hooked, scared, compelled, and attentive.
But that’s probably a topic for a whole ‘nother post. So I will save it for such an occasion.
Matt,
Yep. You have pegged it on the nose.
Of course I should probably also clarify that the post title and the central question of the post are actually a bit disingenuous because I don’t really think I’m doing anything wrong. It just feels that way sometimes when I’m up against 40 years of overwhelming momentum that defines certain aspects of my favorite hobby in ways that don’t appeal to me.
Ravyn,
I feel ya. And thanks for coming on and posting a comment. If you’re new to my blog, welcome!
Anarkeith,
Thanks for coming on and posting, too. And welcome!
For what its worth, the things I’m describing are not related to a specific incident with my play group, it’s just something that I’ve been wrangling with for most of my roleplaying years and it happened to come to my mind yesterday, so I shared it.
As for backstory – I do think it is a helpful tool – as long as stuff doesn’t get written into backstory that would be more interesting to actually play out at the table, and as long as important bits of everyone’s backstory are actually being used to frame the central issues of the in-game fiction. But again, those are my play preferences.
And also, yes – you’ve hit a very good point in regards to players being willing to contribute and create some of the content. In fact that’s an essential aspect of the way I like to play. I have no interest in playing in games where that kind of thing is not pretty much a given.
Cool. I feel you. I REALLY do. I’ve been sorting this out for years, flailing around at times, and this past few months have been much happier in taking some time and distance for myself. I don’t know what’s next, but I’m definitely happier stepping out and not fighting the current all the time.
Thanks for responding!
Matt Snyder’s last blog post..Dealing with Writer’s Block