Story Time | "Sir Percival Plays a Tabletop RPG"
He
was the son of Lancelot, a Knight of the Round Table, and, above all, sole
locater of the Holy Grail—praise be unto God. A drink from the Grail, he soon
learned, bestowed unto one eternal life ere the Second Coming of Christ. So, naturally, he drank it. What man had yet
lived who would turn away an opportunity to never taste death? What the knight
failed, alas, to consider was the heartrending weight of immortality. When
Camelot finally imploded, he was left with little to do but wander the country
and help wherever he could. His everlasting youth forced him to outlive those
he loved and those he would come to love. Apart from the loneliness, however,
he was bored. Very bored. What did
one do when saving maidens, crusading, and jousting became boring? Over the following
years, he tried myriad occupations, each granting some manner of diversion for
a time, and yet he was always forced to eventually depart, lest death’s
aversion to him become an object of suspicion and fear like it had that one
unfortunate time in Worcestershire when they tried to burn him at the stake for
cavorting with the Devil in exchange for long life.
Eventually,
the world had no more room for knights, but a few boring and lonely centuries later,
Percival received news of the discovery of an entirely new continent. What
better place to start over than a new hemisphere of the world? He assumed his
old nobleman identity and founded a colony in the Carolinas (now lost to
history, but that suited Lord Percy Valentine just fine). It was called Tolemac
and lasted about a month before the colonists became frustrated and emigrated
to other settlements, leaving their incompetent “lord” behind to rot. Thusly
did Percival disappear, and he started over.
Eventually,
the world had no more room for rebels and pioneers, and the new continent was
completely populated. A couple of boring and lonely centuries later, it was a
new millennium. Things that would have been witchcraft in his day abounded. Men
spoke and composed letters across unfathomable distances instantaneously.
Feudal lords lived in brick towers and the serfs could leave whenever they
wanted (or if they couldn’t pay their homage on time). Men (stupidly) denied
the existence of the Lord God without fear of death. Women had transcended the
established order and now occupied seats of knowledge and power. Everyone could
read, and very few needed to farm for food.
So
what? He had watched all of this happen over time and was able to adjust
accordingly. There were still no more knights, nowhere else to explore. The
globe was circumnavigated every day. Wars were fought not for God and Country,
but for the whims and squabbles of weak men in formalwear. Supposedly great
spiritual leaders were naught but Chaucerian charlatans seeking contributions
from their congregations for their fourth flying metal tube. There was no more
honor or chivalry left in the world.
Or
so he thought.
He
had been a young man when he drank of the Cup of Christ, twenty or so, and had learned
to blend in amongst the youth of every new generation. He knew the slang and
mannerisms of a thousand years, plus some. Eighteen or so years into the new
millennium, Percival found that his current circle of friends included one
Garrett, a bookish lad a year out of high school with a scrawny build, yet a
distended stomach—another odd departure from his times. Garrett seemed to have
an unhealthy fascination with monsters and assuming other identities, and one
day invited Percival to do the same.
Well,
not exactly.
“It’s
like a game,” Garrett explained to him, “I know you hate math and numbers and
stuff but it’s really not about that. It’s about chance and imagination and
just having fun with your friends. You get to go on adventures and fight
monsters and drink mead, then save the world. I’ll even help you fill out your
character sheet. Doesn’t that sound fun, man?”
It
did indeed. This was the first time anyone had seriously talked about these
things to him in almost two thousand years. Apparently, Garrett and his friends
gathered whenever their conflicting schedules permitted and sat around
a—Percival couldn’t believe his ears—a round table and feasted and then commenced
with their adventuring from there. But it was a game? He couldn’t quite
remember what Garrett had called it; something about prisons and flagons. He
had been too excited at the prospect of resuming knighthood to care. Percival
asked for time off work (a humiliation he had long since accustomed himself to)
and made sure to remember the exact time and date of their meeting, down to the
millisecond. He would not be late.
That
Saturday, he journeyed to Garrett’s apartment and ascended the fifty steps to
reach the necessary corridor. The lights in the sketchy apartment complex were of
a dim and eldritch cast, so Percival was forced to employ his phone’s
flashlight to find the correct rune-inscribed doorplate demarking Garrett’s
chambers. With his torch aloft and keys still clutched in the other hand like a
sword, he ventured down the grim passage at a steady pace. Every door was the
same, save for the occasional marker-inscribed vandalism transcribed in dark
tongues he could not make out (as well as ones he could that were rather
revolting, regardless). Where was Room 6D? They had started at Q and seemed to be moving backwards from
there. Surely his voyage had not been in vain; he would reach the end and
reclaim that which was lost so many years ago! The electric torchlight at last
illumined the plastic placard bearing the inscription he sought. Heart racing,
he rapped on the door three times. The bespectacled face of his friend greeted
him, and they both smiled.
“You
made it!” said Garrett. “Early, too. No one else is here, yet, but that’s
fine—that gives us time to fill out your character sheet. Are you ready to be a
hero?”
Percival
nearly shed a tear. “Yes.”
“Well,
come in,” Garrett’s smile faltered slightly, perhaps at the profound joy he saw
in the old-young knight’s eyes. He stepped aside and allowed Percival to enter.
“I’m GMing tonight,” Garrett said from the
dingy kitchenette as Percival approached the table, “so I’ll go easy on you
since it’s your first time.”
The
middling-sized table was battered, clearly secondhand, but it was lovingly
maintained regardless. It was encircled by sundry chairs and cluttered with
strange plastic dice, tiny figurines, and sheets of paper. A laminated
cardboard screen stood like a monolith before the nicest of the chairs—a
high-backed thing resembling a poor man’s throne. A few thick tomes were piled
next to this chair, all bearing titles like BESTIARY and
ADVANCED
MAGIC GUIDE and CORE RULEBOOK.
“Are
we really performing magic?” Percival enquired, a tinge of concern tainting his
tone.
“Depends,”
said Garrett, approaching Percival with two canned drinks, one in each hand,
“did you want to be a mage? Darren’s gonna play a tattooed sorcerer for this
one-shot.”
“No,
thank you; I’d rather not muck about with things not meant for mere mortals.” Not again, anyway, Percival added
mentally.
“Alright,
if that’s the direction you want your character to go. Sit down, we’ll fill out
a sheet. I think I know the perfect class for that attitude.”
Garrett
proposed that Percival be a Paladin, a warrior of light in
the service of God, with shining armor, sword, and shield, and able to perform
holy wonders like the Apostles of old. Garrett was right—that suited him very
much. They rolled dice, but not like men in taverns did, with coin on the line.
There was nothing real at stake, he was told; but the numbers would either help
or hinder his adventure.
Soon,
the rest of his “party” showed up. First came Darren, the sorcerer who
inscribed spells on his own flesh. His real-world arms—visible due to his
graphic tee—were already sleeved with images of beasts, skulls, flowers, and
other strange markings. He was even bearded, but not as impressively as Merlin
had been. Next arrived Carla, the Bard. She was a slightly plump young woman,
but fair in her own right. Percival had never cared for the half-starved women
popular in this land, anyway. She seemed fond of dressing herself in black,
contrasted by her neon-pink hair, and wore cat ear headphones that had
prevented her from hearing Percival’s first greeting. Finally came Jacob, the
Ranger. He was tall and scruffy and dressed in browns and blacks with a
camo-print jacket, but seemed far too loud and jovial to Percival to make an
actual hunter.
Thus
assembled, Garrett sank into the chair behind the screen and began to speak to
them like a master storyteller. Percival quickly lost himself in the words:
No,
he was not Percival, son of Lancelot, Knight of the Round Table, sole locater
of the Holy Grail; he was Orin the Bright, vanquisher of darkness, and he had
assembled with his most trusted friends and allies with the singular purpose of
delving into a horrible subterranean ruin to fight monsters, obtain treasure,
and eventually foil the plans of a Demon Lord and his armies of darkness.
It
felt strange to have to roll dice to be able to use his sword and shield, but
he soon understood the necessity. If the Lord God did not play dice with
destiny, it at least seemed necessary for a mere man to know if his blade was
fated to rend the flesh of goblins and enormous spiders. The strangeness did
not end with him, however. Percival did not recall bards being able to almost
magically sway one’s emotions in any situation—let alone in the middle of
battle—but it quickly proved advantageous. He had also never once met a man who
could unlock doors with a tattoo, or a hunter who rode on the back of an
enormous white wolf.
They
were unstoppable. No creature of darkness could stand in their way, and
certainly no Demon Lord—
Darren
yawned. “Guys, it’s getting late. I gotta work early tomorrow.”
“Yeah,
me too,” Carla conceded.
“I
guess we’ll call it a night, then,” said Garrett. He looked at Percival. “Same
time next week?
Though
disappointed that the adventure was halted, Percival nodded, smiling. “I would
be honored to quest with you all again.” He bowed his head and shed a single,
joyful tear. “Deeply honored.”
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