"I don't want rules. I don't want confusion. I don't want to have to think about it much. I just want to play with my friends, tell a good story and have a good time, and roll some dice."
Ugh.
I have zero experiential overlap with this individual. Games have rules ... and the rolling of dice assumes its done according to those rules. The dynamic of role-playing requires that a group of people sit around a table and think. It's the nature of humanity that when multiple people share ideas, confusion results. Telling a story is not a game, it's a performance to which others listen passively.
Translated, it might read,
"I cooked the breakfast cereal, and it did not turn white."
Thus, in deciding to write a book on how to play D&D, we must acknowledge first that our audience is skewed, and often hopelessly. We can hope to write a book for noobs, thinking that we're going to introduce people to "our version" of the game, but without also giving them extensive practical experience in cooking the game, our efforts can only produce oblique attitudes dependent on how the work is interpreted within the narrow framework of the reader. If we were able to establish ourselves within an institution of learning, and if we were able to systematically introduce persons to the game through text and practical experience, and if we sustained that experience through the eyes of multiple instructors who together perceived a single, unified, effective means of turning individuals into good dungeon masters and players, we might ultimately turn out generations of players who might, through better play and perception of the game, obliterate those weaker, crippled game philosophies that exist presently. But all that takes money. It takes organisation. It takes effort to locate individuals who can be brought up to the level of instructors in their understanding of the game and its potential.
If I had, say, $40,000,000, I might make the attempt. I might establish a "school" in a central location, perhaps Wisconsin, since the state already has a halo effect resulting from the game's past history. Though, for myself, even though I've seen quite a lot of Wisconsin now, and found the people there very friendly and open, as well as having a friend there, I still feel no urge to live in America. Perhaps I could start a school in Sault St. Marie. The location could be an abandoned elementary school (I saw many of these), with effort given to a small part at first while some of the interior space could be rebuilt into modest dorm rooms.
I could then offer an absurd wage to "come and learn how to be a professor" to a half-dozen individuals ... say, $6,000 a month for six months. This coin would be an incentive for my students to learn, especially if they understood that successfully reproducing my practical methods might land them a teaching position in the long term. "Students" could be obtained by establishing a "tuition" of, say, $700 a month, with room and board included ... so that individuals could come play for the cost of rent, while having time to work in the area at jobs, with the benefit of playing D&D with the "professors" whenever they made themselves available. Students failing to attend at least 20 hours of games would be ousted; students who resisted the game's philosophy would be ousted ("failed"); and further dismissal could be imposed on the usual human weaknesses related to vice, emotional abuse and so on. Though I'd be getting no government assistance for my "school," there'd have to be considerable legal matters to address to assure that if someone needed to be let go, there'd be grounds to do so.
Then, see what happens.
But write a book on how to play D&D, even for my own aggrandisement, whether or not it had an effect on the general culture? Thank you, no. I find it far more practical to address small issues, one at a time, for those ready to listen, and let the gestalt eventually overwhelm the listener until their increased experience points produces a change in their thinking.
Yeah I've also thought about this alot. Theres a reason My ruleset I'm putting together doesn't include explanations, an intro or examples of play. I'm making it as barebones as possible as a reference source assuming people already know how to play(which is easier since it uses tsr dnd as a base). I'm also in the process of writing up explanations of the rules changes or my interpretation of certain rules on my blog, I've thought about compiling those posts eventually into a sort of dmg, but not sure about the usefulness of it as opposed to leaving it on the blog.
ReplyDeleteAnyway, yeah I understand the dilemma, a dm university sounds great if a bit impractical, and appreciate the tactic you've chosen
The nice thing about 40 million dollars is how impractical you can afford to be with it.
ReplyDeleteIt really does feel like there's a parallel universe where other people are doing something that they call RPGs, but which bears no resemblance to what you are doing here at the Tao (nor to what your readers are doing with you as inspiration.)
ReplyDeleteIt occurs to me that most creative endeavors must suffer from it. I'm familiar with it in the poetry world, where the "parallel universe" people who think splashing 20 random words onto the page is a poem, and the Smolenskian OGs are sweating over every syllable, every implication of a word's etymology. I don't doubt that you've seen the same for the art of writing, more generally.
It's a separation between people who will do the work and those who will not. Or, between people who will stop at nothing to improve their craft (even if it means throwing away everything they thought they knew), and people who never grow out of the "expert beginner" phase, and think that whatever they learned in the first six months of a skill is all there is to know.
Mulling over whether there is anything unique about the D&D instance of this phenomenon, the difference must be that there are expert writers and expert poets who more or less make up a canon, but there's no such thing as a D&D canon. Yet.
Jeez. Didn't you offer a huge cash prize for folks to send you a video of "how to write adventures?" And you got how many entries? Would throwing more money at people get them off their ass? Maybe? $40M IS a lot of scratch, but even big money can spend awfully fast.
ReplyDelete; )
As for addressing the small issues with the folks who want to listen...probably the best course of action. Good topic.
I believe the video failure resulted because (a) distrust of me; and (b) the video proposal was put the wrong audience.
ReplyDeleteI received an education.
ReplyDeleteBest way to look at it (i.e. "educational").
Not sure about "A." "B" holds more water for me.
I bought an e-book of a dm from a different blog I admired, I was frustrated to find that the first 100 pages was basically "a tabletop game is..." "you roll a d6 or a d20 to perform basic attacks..." and other mind boggingly elementary basic things. Like if I bought a book on how to be a better communicator and the first 100 pages tells me that the mouth makes sound like I was learning that for the first time. As if I would be lurking dm blogs in order to learn what I could learn from reading the players handbook+dm guide.
ReplyDeleteYour post here lays out the problem quite well... If only there was a DM with a vision and $40mill (besides Mercer). There's probably a whole spectrum of different philosophies of how dm'ing should be done which would look something like
collaborative storytelling (ie the blog comment you posted) -> "rule of cool" -> fudge dice rolls -> rules as written (but ignore inconvenient rules like encumbrance) -> rules as written -> the alexis method
just checked .... for giggles .... MM's reported net worth is about 1 million
ReplyDelete