Monday, March 28, 2022

Lego and D&D

My grandson reaches the age of 18 months today, which is the sort of thing that reminds us of our youth and other things in the realm of shoes and ships and sealing-wax.  Across the neighborhood is a quaint little shop I dodged into a few days ago that sells Lego by volume ... and,  as it happens, is a bit of a Lego Mecca in Western Canada.  The owner possesses a few fellows reminscent of Jack Black in the film High Fidelity, only as a Lego nerd rather than with music.  Pleasant, playful, definitely the place where I'll go to build up a suitable Lego pile.  No rush, of course ... I have probably another two years or so, I should think.

My original Lego ended up in my daughter's hands years ago, going out the door with her.  So whether or not I collect another set, the grandson won't grow up bereft of the toy.  But truth, there's no such thing as enough Lego.

It's a small shop, not much room for wandering, but as I took it in I made several connections that are worth discussing on a D&D blog ... since unquestionably Lego was a gateway drug that prepped me for D&D.  I'll explain.

Because I'm very, very old, the bulk of my childhood experiences with Lego consisted of various shaped bricks and nothing else, as "sets" that included plans to make a pre-determined object, like fork lifts, police cars, tractors, helicopters and so on, did not become a thing until after 1975.  I was eleven in '75.  The first really big impressive themed object was the 493 Space Command Center, which emerged in 1978, by which time I'd moved on from Lego to other occupations.  I remember feeling at the time that the Set idea was a bad one ... which suggested that a great many children were far too creatively challenged to make their own stuff.  The outpouring of sets that followed and continues to this day seems to confirm this.  I have images of parents writing to Lego with remarks like, "I bought your product for my children, but they don't know what to do with it.  Can you please send ideas?"

For my friends and I, Lego was a group activity.  My friend Neil had well over 15,000 pieces of Lego and so his basement would draw us in every few weeks, especially in the winter.  We'd sit around building different objects, teaching each other how to follow and repeat our builds.  Redesigning objects and improving on previous designs was a large part, with most of us keeping blueprints for tanks, houses and planes in our heads.

Unlike board games, Lego was a co-operative group activity, which usually included a pre-planning period in the first half hour as we decided what we would make together.  Thus we built space stations and airports, towns, armies, navies and so on, with each person in the group having their preferences.  An agreement would be made on who was to build the con tower or the aircraft carrier — with the usual fights and settlements that nine y.o.'s experience.  Essentially, we were teaching ourselves how to act as designers working towards a common goal ... a goal that didn't exist except to us, as there were no sets to tell us what a spaceport should look like.

These experiences are probably the reason why I am so fucked up as a designer of D&D.  The pattern that enabled Lego to expand its customer base to non-creative children looks quite like the same that eventually crippled D&D.  Given an opportunity to make a world from scratch and have it be whatever we wanted, instead we were given modules ("sets") that told us what the world should look like, severing the creative backbone of thousands of potentially inspired children.  Today, every time I approach the game from the standpoint that it ought to include worldbuilding elements like theatres, universities and other cultural aspects, I'm sure to hear from someone crying out that "traditional D&D" doesn't include these things.  After all, where is the module where the players become world-class performing artists, or transform a village into a town, or become shipping magnates?  The modules don't exist, because such things don't include dungeons and ten-foot-poles.

Of course, there are the rare brilliant psychopaths who recognise the value of Lego for its stop-motion potential, or those who buy the sets to get the special bits and pieces that are only available through the sets, but for every one of these there are 200 Lego Death Stars sitting in corners gathering dust in some kid's room, that asked for just enough effort to put the thing together — and now that it is, why would we ever take it apart?  There's always more money in selling objects to people who want to be told "what to do," than there is in a pile of bricks with no plan.

If there's an underlying message behind the worldbuilding posts I've been churning out for months now it's this: the setting is rich with profound, highly variable opportunities.  Making the whole game about a dungeon and a place to go where we buy stuff for the dungeon is a pathetically narrow perspective on something where, literally, anything can be tried.  All that I'm saying only sounds weird because I'm the only person saying it.  I seem to be the only person willing to run it.  I've never been satisfied with being told how to put my bricks together.  Seems to me, so long as I have bricks, I can make a lot more things than the company remotely imagines.

9 comments:

  1. Ever seen Lego Masters? Cute game show. Really amazing artistry on display.

    I mention it because ultimately while LEGO profits from the proliferation of branded set materials, the company is very supportive of "traditional" play. Hell, they've got a website for voting on people's custom creations as potential future sets. You could argue (and I am) that for a physical product like Lego those sets are funding the more complex and interesting blocks like the Technics that are too niche otherwise.

    I don't see that as the same thing as WOTC at all, where ultimately the "product" is an IP branding on imagination. The Adventurer's Guide to the Sword Coast isn't bankrolling a more niche and technically demanding product, it's just a lot of generic garbage being shoveled out the door until next edition, where it will be reprinted and shoved out again. There is no commercial D&D equivalent to the Technic bricks. I would be extremely invested in such a product, but it simply does not exist.

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  2. I would order pieces by mail. Plates, bars, bricks.... But all black. Color was annoyingly busy. I'd build mechs with moving legs and arms, spaceships, castles and many other things. Inevitably they'd fight because of course.

    But most of my Legos came from sets given on birthdays and holidays.

    If anything the big and complicated pieces annoyed me.

    Usually not a social builder though. I spent a lot of time in my room alone with such things.

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  3. Pandred,

    I see that as evidence that the Lego company is aware that they're selling sets to "thick" people, while embracing the most creative nonetheless. While the D&D marketplace has drunk the koolaid; they actually believe they're supporting the creative segment, because their idea of "creative" plays this way.

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  4. At this point collecting Lego sets is a hobby into itself. Having the assembled model on a shelf is the point for these people (many between ~ 14 and 40). Especially for the licensed properties like Star Wars.

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  5. Oddbit,

    It will please you to learn that the Brick Bin sells its bulk bricks by colour.

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  6. Pixildriven,

    Reminds me of these guys with huge bookshelves full of game modules they will never have the time to play.

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  7. To be fair, 99% of modules are garbage and should never be ran anyway. :)

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  8. Ha. Lovely sentiment that: "Yes, look at my amazing wall of 2,200 modules; yes, most of them are garbage and should never be run anyway, but I'm very proud of my collection."

    No, not trying to misconstrue your statement, Pixledriven. But it's a weird joke that "collectors" drive so much of an industry.

    Going to go to a strange place here, so be warned. Once upon a time, ending back in 2015, I worked for a streaming service that was a small segment of Canada's largest electronics facility. And part of this service was the providing of porn - though, obviously, this wasn't overtly advertised. We had numbers on which of our customers watched, how much they watched and how often.

    We had four kinds of customer with relation to porn. (1) Those who never watched it, which consisted of about 15% of our subscribers; (2) those who watched 1 example in their entire history as subscribers, about 75%; (3) those who would watch 2-3 porn movies a month - which seemed to suggest couples getting themselves worked up, which was about 7% ...

    And finally those who watched porn constantly, day and night, renting 15-20 porn videos PER DAY. About 3%. This tiny segment poured money into our coffers and were thus the reason why an otherwise family-focused industry quietly continued to sell porn. This is what collectors are like. They buy products - whatever the products might be - as a way to serve their fetish. They don't care about quality, they don't care about value. They care about having ALL OF IT, whatever it costs, however long it takes to accumulute it. And then when it's not porn, they crow about their achievement, as if buying lots and lots of something for the purpose of storing it is an achievement.

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  9. Yes, storing shelf after shelf of baseball cards that haven't improved in value in 20 years... Never look at them. Never enjoy them with friends. Just storage and that completeness thing you mentioned. It is as if the completeness makes them holy, so I am justified in keeping them. The idea of completeness has me raise an eyebrow on getting the Slaver series, followed by the Giants and the Spiders series of modules - modules I'd never run. I think a good post could be written on storage. I am in the market to be rid of my Legos, however. I enjoyed them as a kid and would hope that a grand-niece or nephew would want them.

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