The image shown is from p. 9 of 4th Edition's DMG, How to be a DM.
Rating: false
The tenor of the text exploits a common theme that runs in the company's writings: that "combat" is somehow a separate part of the game from its other constituent parts—specifically, according to the text, the story and roleplaying elements. Note the advice at the bottom: don't let the player ruin adventures by killing things at the wrong time, or too vigorously, or indeed things that shouldn't be killed at all.
Last night, I obtained a copy of Playtone's Greyhound, written by and starring Tom Hanks. The film is based upon a novel by C.S. Forrester, The Good Shepherd, and relates real life events as historical fiction related to the movement of transport ships across the Atlantic during World War II. I strongly recommend the film. For those who appreciated Band of Brothers (and since I've written about both Band of Brothers and C.S. Forrester on this blog, you know I did), this is every bit as tight and visual as an afficionado could hope for. Phenomenal.
I do not wish to spoil the film, but I do with to make a point about the writing, the storytelling and the overall relationship the film has to combat. The film's story is all about combat. I'll try to make my point as best I can, for those who haven't seen the film and may never see it, without ruining it.
If you've seen naval war films—for example, the commercialized Hunt for Red October, which I'm sure most everyone here has seen—you're familiar with the standard film presentation we all take for granted. We're given an action scene, then the characters talk about the action, they express some of their tension, then we move into another action scene. Hunt is excessively dialogue/character heavy, so much so that the action taking place is almost incidental to the characters; we know the Red October is going to get out of its scrape, so we're introduced to Ramius and Ryan and encouraged to watch their very personal struggles. I can point to similar films from classic Hollywood, such as The Cruel Sea, Run Silent, Run Deep or the comical Operation Petticoat. The intent of this intra-action dialogue is to relieve the tension, impose relatable characters for the audience to identify with and offer something other than a film made of shots of ships and subs that are necessarily models. There's only so much that can be done with camera angles and lighting.
Wolfgang Petersen's 1981 Das Boot was a phenomenal game-changer in a lot of ways. While backstory and character are instrumental, these are definitely shoved out of the way to depict a submarine crew stuggling to survive against odds. The cold, raw brutality of the film, emphasizing the freakishly enclosed space aboard a German sub, with a crew that plaintively suffers through hell, eschewed scenes attempting to reduce the tension. There are brief interactions with members of the crew and the captain; momentary interludes; but the "roleplay" aspect of the terrible adventure being faced is muted tremendously from other films of the genre. Petersen had no intention of relieving the tension at all. The film should have won best picture, but instead that went to an enormous piece of crap called Chariots of Fire, a vomitous boring romp that no one ever bothers to mention now. Typical.
Greyhound goes one further. It eliminates all character dialogue, except for two sequences that bookend the film. There are no scenes where the characters express their feelings about what's going on, mutter phrases encouraging other crewmates or talk about whether or not they'll live. There's zilch along those lines. The film is about what is going on, and only about what is going on; yet there isn't a second where the pain, the sacrifice, the sorrow or the fear isn't palpable. Truth is, a story doesn't need what D&D writers laughably call "roleplay," which is little more than silly staging that allows the players to goof off while tension pisses itself down the drain.
The point of all this going around the barn is to argue that combat is story. Particularly if we choose to make combat matter, and if we don't attempt to create tension out of contrived game structures like "social or skill challenges"—which aren't stressful and are, in fact, dull as dishwater, especially after they've been reproduced ten times a session for months. As the company found out with 4e when all their cleverness took a spectacular dump.
Combat becomes story when it ceases to be "an unexpected battle" to keep things from getting dull, and becomes that thing that every outcome in the campaign hinges on. This is a concept that is not created through bigger or cooler monsters; it is not made by pouring bigger treasure into chests waiting to be plundered; it is not accomplished through ambushes, big massive weapons, monsters taunting players with insults or any other horrific cheesy combat trope.
Combat becomes story when the Battle of Helm's Deep is not just a way to receive x.p., but the lynchpin of the whole plan—and very definitely the PARTY'S plan, not the DM. If it's the DM's plan to defend Helm's Deep, no one gives a good goddamn shit if it's defended or not, so long as we get our experience. The players didn't invent the situation, they just went from one part of the DM's story to the next and now that they're here, they don't have an emotional stake in what's going on! Why would they? It's just a bloody story.
It has to be the party's battle; the party's stakes; the party's plan that's being tested. The stakes have to be higher than experience and gold. For example, if the party wins this battle, the party will rule this entire region—this, after small incremental victories, along their own path, with close calls all along. Now this, this huge battle at Helm's Deep (or wherever, because we've ditched the LOTR plot) is where is all rides. If the party loses, they lose everything. Not just the battle, not just their overlordship, but all their allies and friends, all their commitments, all their contacts, everything. Lose this battle, and they have to start from scratch, and probably in a new country where they've never been.
In a combat film, the characters are fighting for their lives. None of the characters in Das Boot want to be there. The characters in Greyhound are there because it's a terrifying, necessary job that if its not done, the war is lost and millions will die. We can't create these sorts of tensions for the player, even if the players really love their characters. Therefore, for combat to matter, it has to put things on the line that the players really care about: their mental faculties for making a plan; their shame if it fails; the sense of their joint effort with their friends, to commit themselves to something this big.
If it's the DM's story, those tensions are obliterated. It's the DM's plan. It's the DM's shame if we all die. We didn't ask for this. We're just here because the DM said, "Go to Helm's Deep," so we did. Don't blame us. We're just following orders.
That's why railroading and storytelling sucks for game play. Not just because the players haven't agency to make their own lives, but because they haven't any reason to give a shit what the lives they're living stand for. Thus players can squabble about petty bullshit, like saying "fuck all this talking" and killing the monsters that should have been talked to. IF the players really cared; if talking to the monster really mattered; if this were our adventure and not the DM's, well, hell. We'd want to talk to the monster, wouldn't we? We wouldn't be "slayers," would we? It's just that all this story-telling shit is so damned boring.
Throughout the 80's and 90's, the company tried so hard to get this dialectic started that there were two types of gaming: the game where the players killed everything, and the game where people roleplayed. It was a hard sell. It's still being sold. There is this tacit acceptance that the company gives to power gamers and killer-hobos, where they acknowledge that the accumulation of power is awesome or that it's thrilling to mete out punishment to villains (though, let's face it, it's thrilling to mete it out to anyone, once the pretense is shelved)—yet it is plainly lip-service.
It is hammered in every book and every article that real gameplay is story and roleplay driven. Yes, yes, kill things if you must, but remember! Story! Mustn't forget!
The last two player types in the list are the "Storyteller" and the "Thinker." Get ready. It is going to be a long haul.
This series continues with The Carrion of Story
Catching up on this series after a couple of busy days. So this is sort of a more general comment on the last several posts, and the 4E writers' ideas of player types than the "Slayer" specifically or your idea that the combat is part of the story (which I agree on).
ReplyDeleteIt seems like the WotC people heard about Bartle's Player Types and decided to invent their own. Only instead of pooling lots of data from interviews and surveys of actual players, they just sat around and brainstormed a bunch of stereotypical gamers. And then, as you mentioned in one of the earlier posts, came up with a format to present them that locked them into presenting some bad ideas because they needed something to give the blocks of text symmetry.
You may not be getting many page views or comments (you mentioned that in the Acting! post), but I'm enjoying this read. So please keep it up as long as you can stand it!
Haven't seen Greyhound yet, though my son *really* wants to.
ReplyDeleteThis entry in the series makes me sad. Reading this only allows me two options: either I am out-of-touch with what players want, or else the folks shepherding D&D are fucking idiots. Either option (or the possibility of some combo) make me feel melancholic (is that a word? spellcheck says Yes!).
Why are people sitting down to the D&D table? I suppose there are lots of reasons (camaraderie, boredom, etc.) but one would think the PUREST reason ("pure" meaning "untainted" or "unmarred") would be:
TO PLAY D&D
And if we could (for the sake of argument) agree on THAT as the purest of motivations to come to the table, then the next question that comes to my mind is, "Just what exactly is D&D play supposed to be about?" What does it look like? How does the magic happen?
These excerpts would seem to indicate that the folks writing the game really don't have a good handle on that. To be perfectly clear: I don't think that they understand how their own game is supposed to run. I don't even think its an inability to communicate concepts...I think they genuinely fail to comprehend the game.
That sucks. And it makes me sad...or, at least, wistful.
JB,
ReplyDeleteI've been hammering on this point for a decade now. The company cares about MONEY. To that end, they will go to the farthest lengths to appease the politics of marketing to the largest number, which causes them to promote inclusiveness in the writing of their product, AND TO TRY TO PLEASE THE GREATEST NUMBER OF PEOPLE.
Towards that end, the company will take whatever action promotes DEPENDENCY on the product the company provides, even if that means ensuring that their own clients are MISINFORMED about how the game works, or is meant to work. It isn't accidental, it is deliberate. The company doesn't want you to play D&D. Once you know how, you don't need the company any more, and that doesn't work for the company. The company wants you to keep BUYING PRODUCT. Superficial, derivative, promotional content that you consume, like a module, which will only mean that you need ANOTHER module. Every word, every blog post, every phrase written or muttered by a member of the company, is boiler plate to market the company and fuck the client.
This is what the company GENUINELY considers important.
The company is the WORST possible source for learning what the game is or how to play it.
Oh, I get that. It's just sad.
ReplyDeleteI mean, companies still sell cribbage boards and playing cards and Uno sets and Yahtzee and Monopoly (even in its "traditional" format)...sporting good companies continue to manufacture footballs and basketballs even though you only *need* one.
Their business paradigm is a shitty one. Rather than creating accessibility and demand they create...I don't know how even to describe it. A shrinking fanbase of diminishing returns. A snake eating its own tail. A predator mentality of striking while iron is hot in order to grab-as-much-cash-as-possible boom-bust cycle.
It may be deliberate, but there just seems to be a lot of ignorance and short-sightedness, too.
I agree, it's wrong. Hundreds of game companies do not operate like this.
ReplyDeleteI would be surprised to discover that several managers/owners at either the WOTC or its parent company Hasbro didn't once work for Disney.