Tuesday, June 30, 2009

The Game: A Mission Statement

Comments on the last post made me once again recall what I consider to be the most important passage in all of Gygax's writings on D&D. I use the following as my "golden rule" when thinking about game design for D&D:

ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity. This is not to say that where it does not interfere with the flow of the game that the highest degree of realism hasn't been attempted, but neither is a serious approach to play discouraged.

- DMG p. 9: "The Game: Approaches to Playing Dungeons & Dragons"


Now, in the interest of being as concise as possible, allow me to highlight the latter two clauses and clean up the double negatives. If we do so, we read this:

(1) Where it does not interfere with the flow of the game, the highest degree of realism has been attempted.

This has the form of a carefully-constructed "if/then" clause. We do seek the highest degree of realism -- claims that D&D has "never been realistic in any way" are totally false. Purely abstract systems are not of interest to us. However, if a conflict arises, then what must take precedence? Definitely, the flow of the game. Both elegant gamesmanship and realistic modelling are of great importance; but if those goals come into conflict, then gamesmanship must clearly, (narrowly) win out.

(2) A serious approach to play is encouraged.

We can allow ourselves to be serious about our gaming. Claims that "you're thinking too hard about fantasy" can generally be ignored as meaningless. And at the same time, if some of our friends are most interested in the fantastical, phantasmagoric, and even comical elements of our gaming, then that should be seriously respected, as well.

4 comments:

  1. Another important post. Keep it up.

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  2. "A narrowly winning out over B" is a pretty generous parsing of "A is first and foremost," and "B should not interfere with A," and "B is not discouraged."

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  3. "Realism" versus "flow" sounds very similar to the "realism" versus "playability" debate that bedeviled the wargaming hobby for years. It was never resolved; the argument simply exhausted the combatants. Still, it is still a worthwhile conversation to have, even we come down differently with our conclusions. Unlike wargamers, each group of RPG players (including GM/DM/CK/Refs) are co-game designers and we shape the games, campaigns, and adventures we are playing. The more we learn from each other in this regard, the better our gaming experiences will be.

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  4. Indeed. It's funny to me that so many folk have a difficult time with the notion that the game might be intentionally incomplete, and intentionally leave a balance point to be decided by the GM/players.

    I really believe an key part of the spirit of Gary's D&D was that 'rules' and 'rulings' were intentionally put into a balancing act. It gives a life to the game. It creates dialects between gaming groups. I see the statement you quoted as Gary saying: "Yeah, we are doing both. We are well-aware of it. Mix to your satisfaction."

    On a related note, this is why I hold the sometimes heretical opinion that NWPs don't necessarily lead to the erosion of role-playing. No doubt a complete NWP system can, but when you have no NWP system at all, you are always making one up on the fly (i.e. roll a d6). Some definition of NWPs can be better than none.

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