With that kind of benefits package I’m surprised Sorcerer isn’t in the lineup. And if I’m being perfectly honest with you, I’m a bit tempted myself. That’s because wanton destruction is more or less my MO as a player. It’s yours too. 

Lemme explain. 

It’s a fun trope to talk about players being agents of chaos. We all like to imagine that we’re chaotic little goblins going left when the GM expects right. We hit the big red button, push over the brazier, mock the king to his face in his own courtroom, and pull on the dragon’s tail. But then again, we are supposed to do these things. And that’s because the GM is supposed to make the environment destructible. 

When I say that destruction is fun, I’m not talking about the puppy-kicking variety of evil-for-lols-sake. I’m talking about the raw, unbridled joy of knocking over building blocks. If it’s a GM’s job to construct an environment rife with tenuous alliances, delicate peaces, and dangling quest hooks, it’s our job as players to upset that stasis. It just so happens that the results often look like collateral damage of the Suicide Squad variety. 

A phrase that I find myself coming back to in my classes is “make an environment rich in narrative potential.” And what I mean by that is bridges with trolls that need to be fought. Objectionable party guests who need to be confronted. Goblin armies on the march. Creepy castles that need exploring. And orphanages that just so happen to be built next to firework factories

The point isn’t to destroy a world. The point is to change it. And for players to do that, they need clear signs showing them how the world can be changed. In that sense, saying that “players are pyromaniacal gremlins” is like saying that “quest givers are useful NPCs.” There are things in fictional worlds that ought to be changed. That is the point of their interactivity.

And therefore (at long last) unleashing the primal id of an evil party can be great fun. You get to acknowledge that your job is to get in there and fuck shit up using all the powers at your disposal, self-restraing and common sense be damned. 

And so, for today’s discussion question, what do you say we test the limits of this hypothesis? When did you as a player commit acts of wanton destruction? Was it fun, or was it destructive to the campaign? And for the GMs in the room, same question. When did your players blow up the campaign world, and did it have a deleterious effect on your game? Sound off with all those ill-placed / perfectly-placed fireballs down in the comments! 

 

 

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