I recently started playing BECMI
Dungeons & Dragons with my 11-year-old son. I'm trying to give
him the whole “Redbox” experience—searching room after room by
torch-light, mapping as you go, listening for skeletons and goblins.
I want Bargle to piss him off as much as he did me.
Perhaps more importantly, there are
several life lessons I want the boy to learn through D&D.
Math!
This is the obvious one, but it's still
true. I'm no calculus whiz, but nothing taught me to add and subtract
columns of number quickly and accurately like shopping for equipment
for my D&D characters. That's not even touching on the math and
geometry required for combat and miniatures movement.
Be a Gracious Winner and a Good
Loser
Sportsmanship is a difficult lesson to
learn these days. We live in a poor section of town, so there's not
much in the way of organized sports, nor does his school offer much.
And let's face it, I'm a D&D nerd, I'm not big on sports anyway.
But even when I was a kid, I had Sports Billy, Fat Albert, and other
shows to teach me about good sportsmanship.
No so much any more. I've heard the
banter on Xbox live. I've been on Ventrillo on failed raids in WoW.
Sportsmanship, grace, and humility are rare traits.
So, I'm hoping to teach the boy those
qualities through D&D. When you succeed, good job! You should be
proud, but don't brag (unless, you know, you're roleplaying a
braggart, but one thing at a time, okay?). Pride leads to hubris,
which leads to failure. And when you DO fail, you get up and try
again. Don't brood, don't sulk, don't get angry. It's a game. Your
elf was eaten by an ochre jelly? Roll up a dwarf and try again. The
fun in in the playing.
Fun is independent of Success or
Failure
This goes along with the above lesson.
It doesn't matter if you saved the princess and slew the minotaur,
or if your party got wiped out by the first batch of kobolds. What
matters is that you had fun. More often than not, massive failures
make for better stories than victories. This is the “Call of
Cthulhu Corollary.”
The Impermanence of Things
This is the “Rust Monster Rule.”
Nothing lasts forever. Sometimes you're going to loose things you
love. You have to learn to let go of material things. Sure that +5
Vorpal Sword is nice, but one magical armadillo can destroy it
forever in six rounds. You gotta just let it go.
Experience is The Most Important
Thing
Sure, gold is nice, but when it comes
right down to it, it's the experience and the things you learn that
let you grow as a person.
what book is that character sheet found in?
ReplyDeleteI got it from dragonsfoot.org, the best site for old school D&D stuff.
ReplyDeleteThey have a lot of character sheets available. That specific style is here:
http://www.dragonsfoot.org/php4/archive.php?sectioninit=CD&fileid=193&watchfile=0