"Does this mean that D&D will be at a dead end when the last of AD&D® is published? Hardly! Modules and similar material will continue to be released so as to make the DM’s task easier and his or her campaign better. Quite frankly, the appeal of D&D rests principally upon the broad shoulders of the hard-working Dungeon Masters. The rules never need improvement if the DM is doing a proper job, but of course he or she can do so only if the rules are sufficient to allow this. With refined rules and modular additions, all aspects of a long lived and exciting campaign will unquestionably be there for the DM to employ. Will D&D dead end when its novelty dies? That is impossible to answer. It is my personal opinion that the game form is a classic which is of the same stamp as chess and MONOPOLY®; time will be the judge. No doubt that there is a limit to the appeal of the game in any of its current forms. If tens of millions play a relatively simple, social sort of a game such as MONOPOLY, it is a sure thing that a far more difficult game such as D&D will have a much more limited audience. As the game cannot be simplified beyond a certain point, we look to another means of popularizing it."
Getting past Gygax as crystal ball gazer, whether or not you think he's right or wrong, do you feel enlightened? Is your understanding of the game's future enhanced? Do you see clearly what responsibilities you have to help the game along? Of course not. Gygax is doing no more there than tooting wind from his ass, like any politician or sales marketer, bent on filling a page with drivel that sounds good but says nothing he can be held accountable for. And why shouldn't he? The magazine's purpose was to sell advertising while massaging the reader's interest ... the article isn't a serious, deeply contemplated answer to the title questions. It's an eyeball-grabbing title that encourages the reader to dive in, and at least feel like Gygax has his finger on the pulse of the industry. Even if he doesn't actually say anything about the industry. Hell, it's not like he thought anyone would be reading this 43 years later.
The problem with D&D from the beginning was that it never believed anything it's inventors said in an absolute sense. No fixed, firm, concrete set of rules were ever put forth. The makers admitted, frankly, that the game needed DMs to fill in the gaps, to fix what they couldn't do, or didn't think of ... even to the point of flat-out arguing they had no ultimate responsibility to do better, "if the DM is doing a proper job." What a flatulent, ducking statement that is! This is the inventor of the fucking game, and his best answer to the problem of making the DM's task easier is to argue that the game's appeal — HIS game's appeal — rests on the shoulders of total strangers pucking out money for HIS game. What a spineless, negligent, candy-ass little coward he is, as he takes the gamer's money with one hand while callously dumping his responsibility upon others. There's a fraudster for you ... dumps his load on you and then praises you for carrying it, while taking your money for the privilege. And this is the man who got endless praise when he died.
The fuckedupedness of D&D has nothing to do with what the players did to get out from under rules they didn't enjoy, or couldn't make sense of, or didn't work well in game practice. Never forget that the "broad shoulders" of those "hardworking DMs" more often than not belonged to children, 25-30 years younger than Gygax was when he wrote the words above (I was 26 years younger when he wrote this, starting to play D&D in the same year this article was published). The phrasing clearly proves that he didn't know or he didn't care that his game was being dumped on such persons. His take on the game was stuffed chock full of pathos while agonizingly lacking in reason ... and we are still the victims of his and his cronies' attitude regarding the game's inception.
Covering that up has been Job #1 for the D&Dites from the beginning, who were so grateful that the game came into being at all that any factual discussion of the clumsy, amateurish, rash, neglectful and predatory way the game came into being is utterly set aside so we can endlessly argue over the nuances of one early game issue vs. another. Such pedantry firmly and blindly ignores the fuck-you practice of the makers, who were more concerned with going to print than with responsibly taking the necessary time to set up a functional game that had a chance of lasting as long as Monopoly. Instead, we got an inconsistent mess. Which high-sounding members of the community explain with handwaving gestures, while inventing creative endlessly positive excuses for early D&D constructive failures, like desert herdmen willingly swallowing an argument from a hobo that his mother never had sex.
All in all, it's a little sickening.
This is why yesterday, when I explained what a proper primer for D&D should sound like, I asked that personal sentiment be left out, concentrating upon that which can be practically described. Because when we teach things we want people to learn, we scrub out the pathos. We reason that they will think of their own pathos when the time comes; investing students with our prejudice is not teaching.
Ha! I’m not sure it was the actual hobo himself that claimed his mother never had sex. Maybe that part of the text got fed to the seaside bonfire on a chilly evening.
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I am now trying to remember (as I sit in a sushi restaurant waiting to pick up food for my family), whether or not I was dispassionate in my text for 5AK. I know I tried to be…certainly it had none of the gushing text (“padding”) found in (many) RPGs. But I’ll have to check when I get home, and see how much hand-slapping I truly deserve.
Your points here regarding instructions AND Gygax are well-stated; I don’t disagree.
Regarding hobos, I was quoting the Gospel According to St. Oral Roberts. He's the one everyone believes.
ReplyDeleteA modern day Thomas Aquinas, that one.
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As someone who very much tries hard to squeeze mechanics like proper economies, basic manufacturing, large scale item creation bordering on industry, and nation building... the lack of focus on anything in the game that is not all about 'kill someone' and dumping all of that on the 'creativity' of the GM has over the years forced many of us who want a deeper game than 'I check for traps, move forward 20 feet, roll init to see what order I attack and/or cast a spell to make the other guy's HP go to zero faster than he can make my own go to zero' to have to get masters degrees in various topics or study the same material as State Department officials (or perhaps we put too much thought into all of those kind of things).
ReplyDeleteI really hate how much Gygax and his idiot followers pigeon hole the game into a wretched state that I can not escape due to everyone being part of the cult of D&D.
I feel you, Blaine. Have a hug.
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