How do you politely say...
Mar. 10th, 2008 08:11 pm Over the last few days I've been dipping in to the first edition DMG to remind myself of what the game was really like. I had intended to post some comments on the how DMing theory had changed over the last three decades. I may yet, but first, I have to comment on this:
http://www.slate.com/id/2186203/
Now I'm trying to find a polite way to tell the author that, with his points had been debated to death decades ago and "hurting bad fun" condescension, his best course of action is to go f*** himself.
"The problem with D&D is that it plays like a video game?" No, the problem with video games is that they play like the weakest, least innovative sort of D&D - which is not the sort of D&D that Gygax played, or really that anyone else plays either.
"More importantly, characters in this new system [GURPS] could be fleshed out down to the smallest detail, from a crippling phobia of snakes to a severe food allergy." Funny, I played D&D characters with a fear of snakes too, and the system didn't have to bribe me to do it by saying that having a fear of snakes gave me the points to be a better archaeologist. I just decided the character was afraid of snakes. And without D&D, GURPS would be non-existent. The creators who you mention whose works "far outclassed" Gygax have been writing eulogies to him, which makes it clear they understand all gamers debt to the original D&D concepts, even if this writer doesn't
Pisses me off.
http://www.slate.com/id/2186203/
Now I'm trying to find a polite way to tell the author that, with his points had been debated to death decades ago and "hurting bad fun" condescension, his best course of action is to go f*** himself.
"The problem with D&D is that it plays like a video game?" No, the problem with video games is that they play like the weakest, least innovative sort of D&D - which is not the sort of D&D that Gygax played, or really that anyone else plays either.
"More importantly, characters in this new system [GURPS] could be fleshed out down to the smallest detail, from a crippling phobia of snakes to a severe food allergy." Funny, I played D&D characters with a fear of snakes too, and the system didn't have to bribe me to do it by saying that having a fear of snakes gave me the points to be a better archaeologist. I just decided the character was afraid of snakes. And without D&D, GURPS would be non-existent. The creators who you mention whose works "far outclassed" Gygax have been writing eulogies to him, which makes it clear they understand all gamers debt to the original D&D concepts, even if this writer doesn't
Pisses me off.
no subject
Date: 2008-03-11 05:12 am (UTC)Would Stafford have developed RuneQuest without D&D? Highly unlikely, as he had spent a decade working on Glorantha with no gaming intent before D&D appeared. But at least in this one the author was in the ballpark.
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Date: 2008-03-11 05:34 am (UTC)no subject
Date: 2008-03-11 11:34 am (UTC)no subject
Date: 2008-03-11 03:25 pm (UTC)"The Perrin Conventions were Steve Perrin's house rules modifying D&D distributed by Steve to his gaming group. A lot of us had house rules in those days.
"Steve contributed to A&E for awhile, mainly announcements about RQ. He had contributions in 12,13,14,16,17,18,19,20,21,22,25,26, 30,31,32,37,40,42,56.
"A brief dip into ancient A&Es reveals that Steve Perrin didn't do mailing comments, just writeups and house rules -- lots and lots of them. Some of these later became the Perrin Conventions which later became RQ."
Lee also wanted me to comment that anyone whose interested can get copies of the issues to which Steve contributed for a nickel a page, plus postage.
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Date: 2008-03-11 06:49 am (UTC)no subject
Date: 2008-03-11 08:20 am (UTC)no subject
Date: 2008-03-11 03:42 pm (UTC)no subject
Date: 2008-03-11 04:19 pm (UTC)no subject
Date: 2008-03-12 01:46 am (UTC)In that he was responsible for roughly doubling the fan base within a few months at a crucial time via his articles in IASFM, yes. Per your item 4, he was the first person to present an expectation of quantitative roleplay rules to a truly national audience.
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Date: 2008-03-11 12:21 pm (UTC)no subject
Date: 2008-03-11 02:39 pm (UTC)no subject
Date: 2008-03-11 03:04 pm (UTC)Yes, the DMG did describe using callers, the example given in the DMG has the other players speaking freely to the GM and each other, while the LC (lead character) is the one who tells the DM the final version of their plans are to prevent argument. However, the magic user doesn't need to confer with the LC before wrenching the spider off her back, for example, nor does the cleric need to clear his exploration of the pool with his magically illuminated staff (and the LC has already indicated that they should call off the search). OK, none of the characters have names or personalities, but they're also all first level characters in the players first dungeon. I don't think my initial forays had much by way of those either.
no subject
Date: 2008-03-11 04:13 pm (UTC)no subject
Date: 2008-03-11 04:22 pm (UTC)Memory does not serve is callers are described in the Red and Blue box D&D sets, and alas I no longer have my copies.
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Date: 2008-03-11 03:45 pm (UTC)no subject
Date: 2008-03-11 04:39 pm (UTC)2) The right of the players to set their own goals and agenda independent from those of the scenario moderator.
3) The ongoing development of the assumed role character through multiple, theoretically endless sessions of play.
4) The standardization of a set of rules for such play, and the publication of same to a broad national audience. This last is just as much of a leap of inspiration as any of the above.
MAR Barker was a teacher at their school and built off their concepts. Steve Perrin designed the RuneQuest engine as his D&D house rules. Greg Stafford turned his Glorantha setting into an RPG because the war-game players wanted to use the setting for that. All of these early work sprang from not just the intiial 3 points but the collection of them in point 4. Without that, we don't have RPGs, and we might never have had them outside of a brief span at the University of Minnesota in the late 60's and early 70s.