Today I’d like to talk about something I call, ‘Making your own way.’ Honestly, I just made that up, in case you were wondering, right here in my bed as I write this at 5:53 AM on a Sunday morning. Couldn’t sleep, you see, and sometimes you’ve just got to get stuff out of your head.
Anyway, back to the topic at hand, which in essence is creationism in pre-established role-playing canon. You see, I’ve been writing a series of blog posts on the art of the 1983 Mentzer Basic D&D Red Box [Part One and Part Two] over on my Art of the Genre site and as I dipped into that nostalgia pool I couldn’t help but be motivated to dig a bit deeper.
I’d recently started gaming with my eight-year-old son, an experience that has been both a joy and, oddly enough, more difficult than I’d imagined it would be. First, he’s still pretty young for an RPG, probably two or three years too young, but more importantly, as I played out each scenario, I started to wonder if I was too old! It certainly seemed harder and harder to tell the story I wanted, to get motivated to be a dungeon master, and when I really thought about it, I realized it wasn’t really about either of our ages, but instead about the place in life I was in. The everyday stress had gotten me down, but after looking at it that way, I was able to knock off the rust, do what gaming does best, and let myself forget the troubles of existence and then concentrate on the adventure!
So I started out just as I had with my ‘Gaming Week’ friends back in 2011, in a little province of my Nameless Realms I call Oakshire. Oakshire was inspired by the Basic D&D module Keep on the Borderlands and I used it as the basis for an ongoing campaign that still persists today, but in the case of my son’s mini-campaign, it was more simply a backdrop for the Mentzer intro adventure and first solo adventure from the previously mentioned Red Box.
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