Wednesday, February 24, 2021

Introduction

Tackling this again.

Gygax's introduction on page 9 of the original DMG is an interesting document.  It is different in character and intent from the introductions in later editions, as it does not try to cheerlead for the notion of fantasy:  "Isn't fantasy cool?  It's really cool!"  Sorry, JB, if they don't say "cool" any more.

I'm not going to deconstruct the piece, however, except as a guideline to write my own.  I won't go where Gygax goes, but I'd like to capture the flavour of his intent meshed with my own.

 

The format of this book is, unfortunately, anything but straight-forward.  An attempt has been made to create sections dealing with players, combat, the campaign and magic items, with useful appendices, but the reality is that there are so many subjects relating to D&D, of such widely varied scope and usefulness, that "organization" is somewhat less than ideal. In truth, this book is no better organized than an encyclopedia — but pragmatically, this is to the book's credit.  Without our deliberately making it so, elements of the game being mixed together suggest relationships and parallels that we have not imagined ourselves, so that a reader flipping randomly through the book is sure to find themselves engrossed in one diverse subject after another ... which is necessarily the experience of every DM during the game's running.

The tables and lists contained herein should be considered "incomplete," in that there will always be the possibility of adding more possible results, more items, more monsters, more strategies in combat, more forms of political structure, more types of gems and treasure, more dungeon room ideas and so on than we could hope to imagine.  Such things are easily added in side notes, using the templates we've created here.  It is the structure of the table that is more important then the actual results; for the parsimonius DM, elements can be removed and cut out of the game altogether, leaving what remains relatively unaffected.  The evaporation of a single monster or feature will have no effect at all upon the substance of the game, which is to empower the players to act, while calculating the results of those actions.

This is the entire substance of the combat rules, which are necessarily simplified in order to allow quick and easy game play.  We could have created detailed, complex rules intended to simulate real combat; the various contributors to the volume in your hands have all had extensive experience in wargames and systems of every kind.  Instead, however, we felt that what really mattered was player agency, and the thrill of jumping into a fray and attacking wildly, hoping things will come out for the best.  The exact details of how a sword is swung or what it hits didn't seem important.  We concerned ourselves with the bare minimum, offering a die roll for the sword being swung and another for the "damage" it did ... and did not take the time to detail the specifications of either.  Like any game, the substance is in how the game is played, not in what the game's actions metaphysical "mean."  We did our best to respect that.

So, if a part of the game does not meet your expectations, throw it away.  If it is sometimes useful, and sometimes not, then discriminate as you please.  And if you believe there is some part of the game that isn't there, and ought to be there, then do rush forward and invent that thing.  We cannot possibly account for everything in human experience, certainly not in the time we've had to pull this book together.  You, the DM of your campaign, will find in here a corresponding example of any game rule you may ever hope to invent, with suggestions on how to lay it out as a table, describe it as a detail or measure it with dice.  Once you understand how the game system works as written here, you should have the tools you need to extend that game system to the end of the universe, if you have the required dedication and, dare I say, nerve ... since everything you design, along with everything you cut out of the game, will have to be explained to your players.  Take note, they will always be your jurors, no matter what choices you make.  Therefore, always make choices that you can defend, if you wish to win them over.

Remember, it is never easy to be a dungeon master.  You are neither the enemy of the players nor their friend.  Your rewards from the game will never be their rewards; while their trials and terrors will never be something you will experience.  Yes, you will work the late hour to get your game ready, but you will never be the player laying away in the late hour, wondering what you have laying in store for them.  Every participant has a cross to bear, and yours is different from theirs.  Remember that you accepted this responsibility; that you enjoy the gifts that is gives in the moments of enormous power and respect that you momentarily achieve, before returning to your ordinary life.  You have no reason to complain.  Remember, too, that your responsibility is to be a fair, decent and supportive entity where your players are concerned: a parental figure, if you will, even if some of them are older than you.

Until the day comes when you really do know best, always keep this book nearby — and remember that the more you adhere to the content of this book, the more legitimacy it can provide you, when you drive back the crying hordes by lifting this book over their heads and proclaiming, "It's in the rules!"  This book is your best friend once the running starts; be true to this book and it will be defend you when you need it.


3 comments:

  1. Pretty sure folks still say "cool."
    : )

    I haven't read these posts side-by-side with the DMG texts (I'll go back and do that when I have a spare couple hours), so I can't say how closely it hews to the original gist. I think it's quite interesting what's implied in the 4th and 6th paragraphs: that the actual text can ALWAYS be relied upon, without explanation, while changes will demand justification to your players. That's SOOOO interesting! I mean, consider how many players over the years have said, man I hate this or that rule, and how many DMs have said 'yeah, okay' in TRYING TO APPEASE THEIR PLAYERS. How many times have cries of 'that's so unfair!' led to discarding of mechanisms that actually served purpose in the game.

    And we (DMs) have assumed that capitulation was EXPECTED...because we are running the game for the players and we want them to be happy. We ARE running the game for the players and we DO want them to be happy. But when you go to the baseball field you don't suddenly get to run the bases when you hit a foul ball just because hitting a baseball is hard and you want to reward contact. Here's the game, change at your own peril, and be prepared to justify if you do. Very sage advice.

    The DMG does have at least some semblance of order to it, in that it's meant to be read side-by-side with the PHB (elaborating on PHB topics in the same order they appear). But I like the encyclopedia explanation in your intro...it is perfectly adequate to describe the contents and "organization" of the book.

    Good stuff again.

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  2. Shouldn't take you more than five minutes for each, JB. I've given the online link to the DMG at the top of the post.

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    1. Was busy cooking meals, running errands, and (yes) playing D&D all day. Will perhaps check it out in the morning.
      ; )

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