A Philosopher's Blog

Uncommon Commoners #1-7: The Uncommon Collection

Posted in Pathfinder by Michael LaBossiere on July 2, 2016

AUncommon-Collection-Cover Pathfinder Role Playing Game compatible campaign for 1st-9th level characters.

Description

The Uncommon Collection collects all seven Uncommon Commoner adventures into one convenient…collection. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

#1 Fish Sticks

Bound by destiny and linked by a secret from the past, the uncommon commoners must face their first semi-great challenge, best explained by the following uncommon poem:

 

Welcome to Pisco, our village.

Which, I hope, you will not pillage.

Though the village smells please do not go!

I beg you to listen to our tale of woe!

Once we were happy and full of weal.

Now the place smells like a dead seal!

As for the cause of our pain

You do not need a giant brain

Nor the diviner’s art

To know that the fish do fart!

I am at my wit’s end!

Help us, or I’ll go around the bend!

That is what I have to say.

If you won’t help us, I bid you good day!

 

#2 The Dour Temple

Bandits of wildly varying competence have begun accosting even old men and their old horses. Dour dwarf followers of the much-too-serious god Unjoi have taken over an abandoned temple of Baccarus, kicking out the semi-famous acting troupe of Caviolo & Son. A joyless druid has begun converting the joyous beasts of the woods into sober, hard-working dour beasts.  It is up to the uncommon commoners to face the perils of the MandaTory Bandits, to endure the acting of Caviolo & Son, to rescue the beasts from dour dullness, and return joy to the Dour Temple. Can the uncommon commoners save the day? Or will they fall victims of an uncommon dourness?

 

#3 Way of the Hoof

Centuries ago a faraway land was ravaged by endless war. Heeding the cries of the people, the Panda Guardians opened a spirit gate allowing refugees to flee to a new land. Once there, the people and animals of Panda Land lived in harmony under the benevolent guardianship of Panda Monks. But, as always happens, evil corrupted the heart of the greatest of the Panda Monks, Jaq-Blaq. He betrayed his fellows and installed himself as a warlord.

Despite his might, Jaq-Blaq ruled in fear: the owls prophesized that a donkey hero would free Panda Land.  After Jaq-Blaq’s natural (non-donkey related) death, rule passed to his son.  The son’s love of food and dislike of exercise earned him the name Fat Panda. While Jaq-Blaq ran the land with stern efficiency, Fat Panda’s sloth, greed and gluttony plunged the land into disarray. While the common folk tried to rebel against Fat Panda, his minions always managed to crush them. Thus did Fat Panda grow fat with confidence, despite the prophecy that donkey hoofs of justice would kick Fat Panda off his throne. Now the donkey of the prophecy journeys to Panda Land to save the people and to learn of his tragic past!

 

#4 Wizard Valley

Many decades ago several families of humans grew weary of the endless wars plaguing their homelands and decided to create a new home far from the whims of kings and princes. Luckily, they found a hidden valley and established the appropriately named town of Hidden Valley. Being compassionate sorts, the humans invited other refugees, including a band of Halflings to join their community. Hidden Valley enjoyed peace and prosperity until the night the monsters arrived in the valley. While the Halflings were enslaved, history claims that all the humans were slaughtered.

Years after the slaughter, it is said, a powerful and enraged human wizard came the valley, doing terrible things to the monsters there and claiming the land as her own. While the wise have avoided the valley, rumors have emerged speaking of bizarre monsters, such as pumpkin gnolls and goblin chickens.

While the sensible would avoid such a valley, clues will lead the uncommon commoners to Wizard Valley to learn the past of Smartee, the smartest of the uncommon commoners. What weirdness and secrets are hidden in Wizard Valley? The uncommon commoners must find out…or die trying.

 

#5 An Unexplained Journey

Long ago, the pornography loving dragon Smut descended on the Sticky Mountains and laid waste to the humans of the lake and the dwarves under the mountain. Since then, people have trembled in the shadows of the Sticky Mountain. But, there is hope—a prophecy says that someday the dragon will be slain and that the King Under the Dirt will return to shower the people with gold.

Long after the dragon took up residence in the stickiest of the Sticky Mountains, Nimblee’s family was slaughtered after being expelled from their home city. On that day, Nimblee vowed revenge. This pledge of vengeance will place the uncommon commoners on a collision course with Smut. To reach the dirty dragon and exact revenge will require an unexplained journey that will pit the heroes against such foes as Joe Bitey, cave crickets, and talkative trolls.

 

#6 Fighta Klub

When Beef Fist was but a young lad, the dragon Azul descended on his village bringing blue tinted death. And lightning. And lightning death. Now has come the time for Beef Fist’s beefy vengeance—Azul the Cruel shall face justice.

But to reach the dragon, Beef Fist and his fellows must punch their way through a myriad of foes, ranging from Mitey Mite to Mic Son of Ty. These epic battles will take place in a variety of arenas, including the Orctagon and the Kobold Koliseum. As always, the first rule of Fighta Klub is talk about Fighta Klub. Otherwise, no one will know when the fights are.

 

#7 Baked Bads  

Irongutee was born a prince of the dwarfs, but was robbed of his crown (and cookbook) by the treachery of a family friend and the deadly hooves of Red Horse. Now is the time for revenge—a dish best served baked.

Irongutee and his friends must chop, slice, dice and puree their way through the Badkery, brave the toxic wastes of the GEPA dump, stand the heat of the Hot Plate, endure the sexism of the Fluffy Fox Inn, endure a heavy metal onslaught, and finally sit in the shade of the Tree of Truth. It all comes to and end here. Well, not everything. Just the campaign.

 

Features

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Hero Lab Portfolios (free download)
  • Pre-Generated uncommon commoners with backstories, catch phrases, special abilities and special feats.
  • New NPC classes (the magician and the wilds warrior).
  • New Traits & Feats
  • New rules for intelligent mounts.
  • New Spells
  • New Magic Items & Equipment
  • New deities
  • New domains & subdomains
  • New Monsters

 

The Uncommon Commoners #1-7: The Uncommon Collection is a Pathfinder Role Playing Game compatible adventure. It is intended to take the uncommon commoner characters (included in the adventure) from 1st to 8th level. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Uncommon Commoners #7: Baked Bads

Posted in Pathfinder by Michael LaBossiere on July 1, 2016

Baked-Bads-Cover-2

A Pathfinder Role Playing Game compatible adventure for 6th-9th level characters.

Description

Baked Bads is the seventh book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Irongutee was born a prince of the dwarfs, but was robbed of his crown (and cookbook) by the treachery of a family friend and the deadly hooves of Red Horse. Now is the time for revenge—a dish best served baked.

Irongutee and his friends must chop, slice, dice and puree their way through the Badkery, brave the toxic wastes of the GEPA dump, stand the heat of the Hot Plate, endure the sexism of the Fluffy Fox Inn, endure a heavy metal onslaught, and finally sit in the shade of the Tree of Truth. It all comes to and end here. Well, not everything. Just the campaign.

The Uncommon Commoners #6: Baked Bads is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 6th-9th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Chug Mug, Dwarven Cook Book Eternal Wood, Eternal Wood Torch, Iron Axe Crown, and Tankard of Baccarus),
  • New Spells (Animate Dough and Enduring Wood)
  • Hero Lab Portfolio (free download).
  • 63 pages of adventure (includes maps)!
  • Baked goods.

    Available  At

    DriveThru RPG

    Paizo Store

    Downloads

    Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

 

Uncommon Commoners #6: Fighta Klub

Posted in Pathfinder by Michael LaBossiere on June 30, 2015

A Pathfinder Role Playing Game compatible adventure for 5th-8th level characters.

DescriptionFighta-Klub-Cover

Fighta Klub is the sixth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

When Beef Fist was but a young lad, the dragon Azul descended on his village bringing blue tinted death. And lightning. And lightning death. Now has come the time for Beef Fist’s beefy vengeance—Azul the Cruel shall face justice.

But to reach the dragon, Beef Fist and his fellows must punch their way through a myriad of foes, ranging from Mitey Mite to Mic Son of Ty. These epic battles will take place in a variety of arenas, including the Orctagon and the Kobold Koliseum. As always, the first rule of Fighta Klub is talk about Fighta Klub. Otherwise, no one will know when the fights are.

The Uncommon Commoners #6: An Unexplained Journey is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 5th-8th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Boots of Dodging, Gloves of Hitting Yourself, Champion Belt, and Lightning Rod).
  • New Item (Goblin Fire Mace).
  • New Spells (Enlarge Donkey and Reduce Donkey)
  • Hero Lab Portfolio (free download).
  • 61 pages of adventure (includes maps)!
  • Kobold Punching.

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Uncommon Commoners #5: An Unexplained Journey now available at DriveThruRPG

Posted in Pathfinder by Michael LaBossiere on February 20, 2015

Unexplained-Journey-Cover

A Pathfinder Role Playing Game compatible adventure for 5th-8th level characters.

Description

An Unexplained Journey is the fifth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Long ago, the pornography loving dragon Smut descended on the Sticky Mountains and laid waste to the humans of the lake and the dwarves under the mountain. Since then, people have trembled in the shadows of the Sticky Mountain. But, there is hope—a prophecy says that someday the dragon will be slain and that the King Under the Dirt will return to shower the people with gold.

Long after the dragon took up residence in the stickiest of the Sticky Mountains, Nimblee’s family was slaughtered after being expelled from their home city. On that day, Nimblee vowed revenge. This pledge of vengeance will place the uncommon commoners on a collision course with Smut. To reach the dirty dragon and exact revenge will require an unexplained journey that will pit the heroes against such foes as Joe Bitey, cave crickets, and talkative trolls.

The Uncommon Commoners #5: An Unexplained Journey is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 5th-8th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Dwarven Cooler, Ring of Visibility, Burglar Book, Burglar Mask, and Sneaky Pants).
  • Hero Lab Portfolio (free download).
  • 66 pages of adventure (includes maps)!
  • Joe Bitey!
  • Ted talking.

 

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Review of Dungeons & Dragons and Philosophy

Posted in Book Review, Pathfinder, Philosophy by Michael LaBossiere on December 13, 2014

Dungeons & Dragons and Philosophy

Christopher Robichaud (Editor) $17.95 August, 2014

As a professional philosopher, I am often wary of “pop philosophy”, mainly because it is rather like soda pop: it is intended for light consumption. But, like soda, some of it is quite good and some of it is just sugary junk that will do little but rot your teeth (or mind). As a professional author in the gaming field, I am generally wary of attempts by philosophers to write philosophically about a game. While a philosopher might be adept at philosophy and might even know how to read a d4, works trying to jam gaming elements into philosophy (or vice versa) are often like trying to jam an ogre into full plate made for a Halfling: it will not be a good fit and no one is going to be happy with the results.

Melding philosophy and gaming also has a rather high challenge rating, mainly because it is difficult to make philosophy interesting and comprehensible to folks outside of philosophy, such as gamers who are not philosophers. After all, gamers usually read books that are game books: sourcebooks adding new monsters and classes, adventures (or modules as they used to be called), and rulebooks. There is also a comparable challenge in making the gaming aspects comprehensible and interesting to those who are not gamers. As such, this book faces some serious obstacles. So, I shall turn now to how the book fares in its quest to get your money and your eyeballs.

Fortunately for the authors of this anthology of fifteen essays, many philosophers are quite familiar with Dungeons & Dragons and gamers are often interested in philosophical issues. So, there is a ready-made audience for the book. There are, however, many more people who are interested in philosophy but not gaming and vice versa. So, I will discuss the appeal of the book to these three groups.

If you are primarily interested in philosophy and not familiar with Dungeons & Dragons, this book will probably not appeal to you—while the essays do not assume a complete mastery of the game, many assume considerable familiarity with the game. For example, the ethics of using summoned animals in combat is not an issue that non-gamers worry about or probably even understand. That said, the authors do address numerous standard philosophical issues, such as free will, and generally provide enough context so that a non-gamer will get what is going on.

If you are primarily a gamer and not interested in philosophy, this book will probably not be very appealing—it is not a gaming book and does not provide any new monsters, classes, or even background material. That said, it does include the sort of game discussions that gamers might not recognize as philosophical, such as handling alignments. So, even if you are not big on philosophy, you might find the discussions interesting and familiar.

For those interested in both philosophy and gaming, the book has considerable appeal. The essays are clear, competent and well-written on the sort of subjects that gamers and philosophers often address, such as what actions are evil. The essays are not written at the level of journal articles, which is a good thing: academic journals tend to be punishing reading. As such, people who are not professional philosophers will find the philosophy approachable. Those who are professional philosophers might find it less appealing because there is nothing really groundbreaking here, although the essays are interesting.

The subject matter of the book is fairly diverse within the general context. The lead essay, by Greg Littmann, considers the issue of free will within the context of the game. Another essay, by Matthew Jones and Ashley Brown, looks at the ethics of necromancy. While (hopefully) not relevant to the real world, it does raise an issue that gamers have often discussed, especially when the cleric wants to have an army of skeletons but does not want to have the paladin smite him in the face. There is even an essay on gender in the game, ably written by Shannon M. Musset.

Overall, the essays do provide an interesting philosophical read that will be of interest to gamers, be they serious or casual. Those who are not interested in either will probably not find the book worth buying with their hard earned coppers.

For those doing gift shopping for a friend or relative who is interested in philosophy and gaming, this would be a reasonable choice for a present. Especially if accompanied by a bag of dice. As a great philosopher once said, “there is no such thing as too many dice.”

 

As a disclaimer, I received a free review copy from the publisher. I do not know any of the authors or the editor and was not asked to contribute to the book.

My Amazon Author Page

My Paizo Page

My DriveThru RPG Page

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Pathfinder Adventure Pirate Fort Free on Amazon

Posted in Pathfinder by Michael LaBossiere on December 13, 2014

The Kindle version of Pirate Fort will be available free on Amazon for 5 days, starting on 12/13/2014.

Pirate-Fort-CoverA Pathfinder Role Playing Game compatible adventure for 2nd-3rd level characters.
Description

After the Empire expanded into the Aegus region via the transport towers, Imperial scouts searched for valuable resources. Investigating tales about a mountainous island containing wealth and monsters, Imperial scouts (Althus, Altus, and Ulthus) located caverns that contained rich veins of copper-already being mined by Troglodytes. Eager for the resources, the Empire slaughtered many of the troglodytes and enslaved the rest as miners. A small village, Ulthus, grew up around the mines and a large town, Altus, grew on the coast. The influx of wealth enabled the town to thrive and even construct a theatre for the entertainment of the people. While the theatre was originally a place of the finer arts, as the Empire became more debased, so too did the performances. Eventually, corruption spread throughout the town, infecting even the church.

When the Cataclysm struck, Altus was cast into ruin. The theatre and those who frequented it became the focus of much of the curse. They were transformed to match the evil and depravity in their souls, creating a dangerous and vile show upon the accursed stage. The church also met a terrible fate, becoming a haven for undead beings.

While Ulthus was mainly spared the direct effects of the Cataclysm, the destruction of Altus gave the troglodytes the chance they had been waiting for. They rose up and fought their enslavers. The battle was brutal and costly, but eventually the troglodytes won and were free to go back to enslaving their own kind in order to work the mines for their mysterious masters.

In more recent years and far away from Althus Island a great power arose in the lands of the Old Empire. Servants of this power have captured numerous Imperial transport towers and have made use of these to expand into areas once controlled or visited by the Empire. Recently a force of humanoids arrived on the island and established a fort. This fort serves as a base for a variety of pirate operations in the area. These pirates have been raiding various small islands in the area including Althus Island.

Downloads

Pirate Fort Maps & Monsters

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Uncommon Commoners #1: Fish Sticks

Posted in Pathfinder by Michael LaBossiere on May 31, 2014

Fishsticks-Cover

A Pathfinder Role Playing Game compatible adventure for 1st-3rd level characters.

Description

Fish Sticks is the first book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Bound by destiny and linked by a secret from the past, the uncommon commoners must face their first semi-great challenge, best explained by the following uncommon poem:

 

Welcome to Pisco, our village.
Which, I hope, you will not pillage.
Though the village smells please do not go!
I beg you to listen to our tale of woe!
Once we were happy and full of weal.
Now the place smells like a dead seal!
As for the cause of our pain
You do not need a giant brain
Nor the diviner’s art
To know that the fish do fart!
I am at my wit’s end!
Help us, or I’ll go around the bend!
That is what I have to say.
If you won’t help us, I bid you good day!

The Uncommon Commoners #1: Fish Sticks is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd level uncommon commoner characters (included in the adventure). While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • An actual plot. Really. In at least two senses of the term. Plus combat, of course.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Pre-Generated uncommon commoners with backstories, catch phrases, special abilities and special feats.
  • New NPC classes (the magician and the wilds warrior).
  • New Traits & Feats (resilience, focused healer, heroic resilience, devoted healer, and doorman).
  • New rules for intelligent mounts.
  • New Spells (accompanying performer, amplify instrument, entourage, loud speak, and saltball).
  • New Magic Items & Equipment(boots of underwater walking, dancing sea bird, elixir of dancing, elixir of drunken dancing, necklace of saltballs, sexy tiara, salt bomb, bubble weed and Kelok crossbow).
  • 86 pages of adventure (includes maps)!
  • Donk!

Available  At

DriveThru RPG
P
aizo

Downloads

Hero Lab Files, Maps, Etc.

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

 

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Cheben at Paizo Store & DriveThruRPG

Posted in Pathfinder by Michael LaBossiere on December 28, 2013

Cheben-Cover

Description

The good folks of Cheben have four problems they need solved.  To start things off, the dead have been walking about in the old graveyard and scouts have reported seeing something else skulking around the old mausoleum. Good Father Rollin would go deal with them himself, but he is busy ministering to the spiritual needs of the community.

Second, goblins have been spotted near the old auxiliary armory and it is feared they might have set up a base of operations on the island. The militia would handle the problem, but the mayor worries that the goblins might be engaged in a ruse to lure away the defenders of the town.

Third, an area of woods near the town is permanently in shadow, no doubt due to magic of some sort. Two hunters have gone missing in the woods and others have reported siting strange creatures in the woods. The town wizard would deal with this, but he is busy with critical research, which leads to the final problem.

Kosven, the town wizard, needs some brave souls to investigate an old and abandoned library. The library has reputation for being haunted and no one in the town wants to face what lurks within its walls.

As usual, it is up to starting adventurers to solve the villagers’ problems. Or die trying.

Cheben is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd level characters.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters (Paper Phantom, Silent Guardian (Least), Rage Wolf, and Whip Plant).
  • Retro Art (=Bad Art).
  • A complete campaign starter adventure with four distinct adventure areas.

Available  on Amazon
Available at DriveThruRPG
Available at the Paizo Store

Downloads

Cheben Monsters & Maps

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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Tomb of Kerakos at Paizo & DriveThruRPG

Posted in Pathfinder by Michael LaBossiere on December 4, 2013

A Pathfinder compatible adventure for 3rd-6th level characters.

Description

While most human cities grow with life, the great city of Thetos arose from a devotion to the study of death. Over the centuries, necromancers from around the world (and perhaps other worlds) have been drawn to the secret wisdom hidden within her walls. It is said that even the great necromancer Rils abided for a time within the city.

Tales speak of those who came seeking the knowledge of Rils and most tales end with the final death of the seeker. Some few, such as Kerakos, managed to survive the tests and become great necromancers. When Rils departed from the city his students honored him by creating their own challenges in imitation of those they had faced. Kerakos, reputed to be among the greatest of Rils’ students, reputably created just such a tomb within the desert near Thetos. While the tales of the tomb vary, most of them share a common detail: anyone who can survive the dangers of the tomb can shed the bonds of mortality and gain everlasting existence.

Tomb of Kerakos is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 3rd-6th level characters. It is written to follow Rils’ Lesser Sanctum, but can be run as a stand-alone adventure.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters ( Desert Ghast, Desert Zombie, and Kerakos Mummy)
  • New Magic Items (Armor of Kerakos, Scarab of Kerakos).
  • Free Hero Lab portfolio.
  • Giant scorpions.

Available on Amazon
Available at DriveThruRPG
Available at the Paizo Store

Downloads

Tomb of Kerakos Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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Openly Gamer

Posted in Pathfinder, Philosophy by Michael LaBossiere on November 29, 2013
Dados do sistema d20

(Photo credit: Wikipedia)

I started my gaming lifestyle when my mother got me the basic D&D boxed set over three decades ago. Since I was already solidly classified as a nerd by the other kids, I made no attempt to conceal my gaming ways. I also did track, cross country and debate—which actually resulted in more mockery than my gaming. When I went to college, I continued my openly gamer lifestyle, although I also continued my running ways.

In graduate school, I took my gamer lifestyle to a new level—I began writing professionally and my name appeared in print as solid evidence of my gaming lifestyle. While some people leave gaming behind after college, I stuck with it and still have a regular game, usually Pathfinder or Call of Cthulhu, each week. I also have my own tiny publishing operation and obviously still am open about my gaming ways.

Thanks to the popularity of video games, fantasy and science fiction, gaming now has less stigma than it did in the past. However, I know numerous gamers who are careful to conceal their gaming lifestyle from others. For example, one person tells people that he is playing poker or watching sports when he is, in fact, rolling D20s and pushing around miniatures. He also forbids any photos of him engaged in gaming. Another person is careful to conceal his gamer status from his professional colleagues out of concerns that it will negatively impact his career. Others are less secretive and do not deny being gamers—if directly asked. They do, however, do not usually talk about their gaming around non-gamers and tend to have anecdotes of bad experiences arising from people finding out about the gaming.

Jokingly, I tend to refer to people who actively keep their gaming secret as being in the dungeon. Folks who voluntarily tell people they are gamers come out of the dungeon and those who are involuntarily exposed are outed as gamers.

In my own case, being openly gamer has been a no brainer. First, I was obviously a nerd as a kid and there would have been no point in trying to deny that I gamed—no one would believe that I didn’t have a bag of strange dice. Second, I studied philosophy and became a professional philosopher—in comparison being a gamer is rather down-to-earth and normal. For those who are curious, I am also openly philosophical. Third, because I am socially competent and in good shape, I do not have any fear of the consequences of people finding out I am a gamer.

I also have moral reasons as to why I am openly gamer. The first is my moral principle that if I believe that a way of life needs to be hidden from “normal” people, then it would follow that I should not be engaged in that way of life. Naturally, there are exceptions. For example, if I were in a brutally repressive state, then I could have excellent reasons to conceal a way of life that those in power might oppose. As a less extreme example, some gamers do believe that they will suffer negative consequences if people find out about their gaming ways. For example, someone who knows her boss thinks gaming is for Satanists would have a good reason to stay in the dungeon.

The second is my moral commitment to honesty. Being a gamer is part of what I am, just as is being a runner and being a philosopher. To actively conceal and deny what I am would be to lie by omission and to create in the minds of others a false conception of the person I am. While I do recognize that people can have good reasons to create such false conceptions, that is something that should be avoided when possible—assuming, of course, that deceit is wrong.

I do know some gamers who hide their gaming when they start dating someone—I recall many occasions when one of my fellows went on a date or met someone and others, on learning this, said “you didn’t tell her you are a gamer did you?!” The assumption is, of course, that being a gamer would be a deal-breaker. While I do not advocate being an in-their-face gamer (just as I do not advocate being an in-their-face runner), honesty is the best policy—if the dating leads to a relationship, she will eventually find out and dishonesty tends to be more of a deal breaker than gaming.

Naturally, some gamers have made the reasonable point that they want to win over a person before revealing that they are gamers. After all, a person might have a prejudice against gamers that is based on ignorance. Such a person might unfairly reject a gamer out of hand, but come to accept it once they get to know an actual gamer.  After all, gamers are people, too.

 

My Amazon Author Page

My Paizo Page

My DriveThru RPG Page

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