Ben Espen reviews the D&D-inspired anime Goblin Slayer, whose main character is old school:
The Goblin Slayer, in his obsession with killing goblins, studies them relentlessly. He learns their ways, and schemes better and better ways to kill them. It reminds me very much of this Hill Cantons blog post about they way Chris Kutalik’s Vietnam veteran father played D&D like he was leading a patrol in ‘Nam. All the other adventurers find the Slayer kind of weird. And he is kind of weird. But he is really good at what he does, and he takes a real problem very seriously that no one else does. The metajoke here is of course that everyone else this fantasy world thinks they are playing the modern roleplaying game of improv theater with fantasy superpowers, while the Goblin Slayer lives in Fantasy F**king Vietnam.
Here’s how Chris Kutalik describes Fantasy F**king Vietnam:
My father was a Vietnam vet. Not a “I scrubbed B-52s on Guam” or “flew F-16s in the Texas National Guard” kind of vet, but a Purple-Hearted combat veteran of the First Cavalry. I always felt that he hated the war though, what it did to him body and soul — he still carries shrapnel in a shoulder to this day. It haunted him, but he spoke freely of it and even let it enter our play with him.
On long hikes he’d send me or my brother, stick in hand, to walk point — several yards in front so that the sudden blast of an imaginary mine or grenade didn’t wipe out the “squad”. Hike done we’d jog back to the car Jody-chanting: “I wanna be an Airborne Ranger, living my life full of danger.”
And I played D&D with the man.
Somewhere in the summer of 1981, I ran a few sessions as a DM where he played a first-level mook of a Fighting Man, fittingly called the Tunnel Rat, alongside my brother’s bland-by-comparison elf. He played the game with every bit of a rigor that phrase conjures up for latter-day REMFs.
He pored over the equipment tables, grilling me on the properties of this or that item. It took him about five seconds to grasp the killing power of the standard Molotov-like flask of oil. He bought 20. Grokking the need to travel light and mean he skimped on armor and the excess weapons so common in our summer camp D&D experience. He bought dogs instead.
He pounded through that dungeon with a ruthless efficiency. At first my brother’s PC walked point. When that nearly ended with his death at the hands of a goblin ambush, he switched to running his dogs into rooms and closing the door before running in on the attack. When that stopped working, he doused the dogs with oil, set them on fire, and loosed them into the massed ranks of his opponents.
There wasn’t a trap in the place he didn’t find, and little in the way of anything hidden missed his eye.
The game was tense, adversarial even. It brought out a side of him that scared me a little. I think sometimes we forget that games — especially such demanding ones as the role-playing variety — aren’t always leisurely fun, sometimes they mix passion and a welter of emotions in them. Those sessions certainly did, but I treasure them because they taught me something about the man.
This is the flip side of Tucker’s Kobolds:
Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious.
When I joined the gaming group, some of the PCs had already met Tucker’s kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight “okay” monsters like huge flaming demons.
It didn’t work. The kobolds caught us about 60′ into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it.
“NOOOOOO!!!” screamed the party leader. “It’s THEM! Run!!!”
Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad.
We turned to our group leader for advice.
“AAAAAAGH!!!” he cried, hands clasped over his face to shut out the tactical situation.
We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we discovered that these kobolds had honeycombed the first level with small tunnels to speed their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next.
I recall we had a 12th-level magic user with us, and we asked him to throw a spell or something. “Blast ‘em!” we yelled as we ran. “Fireball ‘em! Get those little @#+$%*&!!”
“What, in these narrow corridors? ” he yelled back. “You want I should burn us all up instead of them?”
Our panicked flight suddenly took us to a dead-end corridor, where a giant air shaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds.
We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good — but the group leader could not be cheered up.
“We still have to go out the way we came in,” he said as he gloomily prepared to divide up the treasure.
Tucker’s kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring.
Now that I am middle-aged, I am fascinated by how certain types of games are intrinsically interesting to men like me.
I played the Star Wars branded X-Wing miniatures game and one of the comments that stood out to me from another [much younger] player is that it is a “dad game”.
X-Wing is branded in a way that appeals to younger players, but miniature wargaming is the kind of thing that interests mature men. And my recent reading informs me that D&D also grew out of miniature wargaming, and in its origin was also very much a “dad game”, played by middle age men with an interest in history and math and tactics.
Turning a hobby into a business encouraged marketing the game to children in an attempt to grow the market, but I’m convinced that games of this type are best as hobbies for adults.
Yes, the middle-aged man fighting a scale model war game of Gettysburg or Welles’ Small Wars or Fletcher Pratt’s Naval War game has been a thing for over a century, and I hope it continues.