In my younger days, I played a lot of sports: baseball, hockey, soccer, football... all pretty much except basketball, which I have zero talent for. Hell, occasionally, on D&D nights in the summer, we'd occasionally decide to skip the game so we could play some scrub ball or play four-on-four tag football; because we had the warm bodies and it felt wrong to be inside a stuffy room when the whole outdoors was cooling in the evening. I don't hate sports: I respect them. This is why when I want a metaphor for D&D, I automatically reach for sports and not some board game.
During those league or scrub games, one of the conversations on the table was not how the game needed to be changed to make it "more interesting." Habitually, those who watch sports are quite comfortable that the game being played between the Stars and the Broncos this year follows essentially the same rule set, structure, field size, strategy set and guts as a game between the two teams in 1994. Nobody minds. It's time to ask ourselves why.
The interest in sports does not arise from what the rules will permit "this" time. It comes from watching an ongoing process in which individuals are dealing with difficult situations in real time, then producing strategies to manage those situations on the fly, not knowing for certain that they will work. This creates a constant sense of urgency, impelled in part by a clock but also by a willingness to force one's way past an opponent in order to succeed against unknown odds. The spectator can watch those plans unfold; they can watch players make instantaneous choices, produce unexpected intuitiveness in a throw, a catch, while overcoming failures such as being hit with the ball, tripping, falling, the ball being caught in one's glove, the ball taking an irrational bounce that is still, miraculously, fielded despite the discrepancy. Sports aren't always logical; goofy things can happen and the sport permits that... it even thrives off that.
This is a distinction that D&D combat fails to achieve. The dice are supposed to introduce the equivalent of the above "goofiness"... but the game as written is too simplistic for that. The battle map is often too small for free action, the number of choices a player has is limited by "what is most effective" because each ability is designed unto that player class; there are too few rules that define how one player's actions adjust another player's success in real time, as opposed to merely being a spell that A uses to enhance B. Most war battle games introduce uncertainty through defensive fire during an enemy's movement, morale checks, the presence of rout, support weapon malfunctions, repair attempts, leader loss, concealed units, the presence of mines and other hidden hazards, smoke, wind... D&D has critical hits and fumbles. The battle sequence is too static, too sequenced... and the attempt to alter that, by having everyone roll initiative separately, only creates a repetitive, tired additionally predictive sequence. The game doesn't sustain the sort of uncertainty sports does, not because rules can't do this... but because D&D chooses not to.
At 33 minutes, Mercer is still wetting himself about it:
"...each floating island that used to be the top of Entropis as they slowly shift, held in place and rotate around, the storm still cycling around you... they're floating, and now held in place by these green tethers, and they're slowly shifting."
And the immediate answer to this?
Travis: "Hasted, can I attempt to leap from this island to the one that Vax is currently on?"
Mercer: "Yeah. Make an athletics check."
There you are. That's the whole problem, right there in a nutshell.
Oh, you don't see it?
Yes, true enough, "hasted" related to running distance, launch speed and reaction time, but it's not an increase to dexterity, so the referent here is immaterial; and yes, there is an issue that with the islands sweeping around, Mercer simply reduces that to a "check"... a decorative distance overcome by a die roll. But the larger point is this:
After FOUR minutes of blather, and physical models, and all this hype and bullshit, the player's first question is, "Can I perform an action that ignores all that?" and Mercer's answer is "Yes."
Uncertainty is what makes sports interesting. D&D, and games like it, have abandoned uncertainty because, gee, despite all this prep, we can't actually make the player fight on his own island... can we?
A football field, a clock, a recently injured player and the decision whether to pass, run or kick has more gravitas. Without even trying and without that decision being unusual to any given football game. Even if we reduce the pass, say, to a die roll, then the snap has to be one too, and the centre's ability to block, and the other blockers beside, and the quarterback's ability to back, and the runner's ability to get clear, cover the ground, get into position, be seen by the quarterback, who has to dodge a tackle the blocker failed again, throwing the ball, the ball flying right, the receiver catching it, the receiver getting such-and-such number of steps before getting hit... what, that's twenty die rolls? A lot with low thresholds and not all of them needing to be perfect... but it's not ONE roll, now is it? Just give it a moment and think about that.
The snap need not be perfect; it needs to be manageable. The block need not stop the defender indefinitely; it may only need to delay him for two seconds. The quarterback’s retreat may be shortened because pressure comes through. The receiver may be forced off the intended route, forcing the quarterback to notice the change. The throw may be slightly behind, requiring an adjustment. The catch may be insecure, but held long enough. The receiver may then gain three yards rather than twelve because another defender arrives. Success is not singular... but the pattern of successes and almosts and outright failures produces a wide range of possible outcomes that in turn produce situations that must be managed if we're going to consider the game consisting of more than one pass. This is the structure D&D flagrantly chooses to ignore. It isn't willing to consider the detail of how a ball that is snapped well but not perfectly affects the whole performance down the line. There's no room in that for the game's play, which permits no play. It permits pass/fail results, and only that.
Can I ignore your set up if I roll a 15 or less? Sure.
Is there more to the Vecna battle? Yes, of course. Apart from the two meteor swarms, Grog at one point gets removed from the field, Vecna repeatedly targets Scanlan, Scanlan is reduced to one hit point and then knocked unconscious, Vecna attempts to teleport away. But the party's position is never really threatened. They're never in the third quarter and ten points down; it's not the bottom of the eighth and they've got two outs. It just isn't ever like that. It just rambles on and on with descriptions, before conveniently Grog's banishment is broken, outside allies arrive in waves like the cavalry, Pike's Mass Heel returns every member of the Voc to full health... it's a five hour horror of shite-blathering on an epic scale. Of course they were going to win. The channel needed them to win.
In essence, present D&D, with the way setbacks are reversed, is like playing football if the stadium owner can simply tell the techies at some random point in the game to add "15" to the home team's score. And this being considered normal and acceptable by all the club owners.
It is this last corrosive element that has brought the entire culture around to believing this is an example of "good play." None of the players get dead, right? Then it's fine.
Yet it isn't about just the dead bodies. AD&D has plenty of dead bodies and the combat system is still shit... which is why I beat that one to death with the last post. A system that merely includes a "wait to die" feature as hit points run out is not a "better" game... it's just still shit for other reasons. Those who relish that system have just convinced themselves that there's a tension in watching hit points decline, knowing zero is nearing... but that doesn't make the preceding rounds more interactive, more positional and more responsive to player choice. AD&D combat is essentially watching a slow moving roulette wheel where one has to wait seven to ten rounds to pass before learning if it landed on red or black. If red, where we bet, sure, of course we cheer. But cheering because it's not black gets tiresome for most people.
Most people who play D&D quit D&D. That is a hard pill to swallow for the "I'm still playing after 30 years" crowd. But there are far more of them than there are of us. Thirty years of play may demonstrate commitment, but it doesn't answer why so many people experiencing the process quit after a few years. It's easy to dismiss those people as "not the D&D type," but that sort of self-selection among the fanatics is suspect. It's far harder to admit that maybe D&D in the long run isn't sustainable because it is, in large part, actually a pretty shitty game.
I'm not going to get into why I purport to love the game, or the evidence that my solution for this has been to redesign the thing entirely, so that I'm not actually playing the same D&D as anyone else. Instead, I'm going to simply draw all this out as evidence that those who argue that the game must be played as written for "reasons" like "it's a better game" or "it makes more sense when played that way" are really just talking past the problems the original game and all it's illegitimate children have: an effectively defective DNA problem related to a combat system that has never been meaningfully addressed in any significant way. I think it falls into the classification of those who argue vociferously that the Masarati is a "good car." It's good in a few ways, a few specific ways, having a lot to do with feelings and emotional gratification and status. But the distinction misses the point when something that has to spend so many months out of a year in a shop that finds it difficult to make new parts work on the device is called a "car." The Masarati is a good toy. A good car is something that a person can count on for transport every day.
D&D provides the same kind of defense. It has evocative classes, a rich concept, monsters, spells, advancement, treasure, fantasy identity and a long, emotional history as a social phenomenon. But do these things actually make a "good game"? I don't think they do. I think, for some, they form some kind of deeply felt sort of process that serves a specific need that some people have. It's not a sustainable service for that need, because it has to be shifted and changed and adjusted constantly, like a house that in constant renovation not because the bathroom, the kitchen or the rec room need to be sorted, but because the renovation itself is the point. A sport, on the other hand, is the sort of game that works because it does... most of them have been in existence for more than a century and they seem to be doing fine. D&D has been around for half a century and it still doesn't work properly. Maybe that's because the whole thing as manifested now simply shouldn't.
The classes, monsters, spells, treasure and fantasy identities create attachment. They give people something to imagine, collect, discuss, revise and identify with. The game then survives by continually supplying new arrangements of those elements. New editions, subclasses, feats, monsters, settings, encounter procedures and balancing revisions keep the renovation going. That is why the game can remain perpetually defective without collapsing. The defect generates capital for those who benefit from making changes; those who seek stability get nothing. Unlike sport, there's no way to capitalise "established" D&D because the participants have been trained to deny such a thing should exist.
Makes me feel, generally, like the last thing a person should get interested in should be this game... because if they do, it has no good place to take them.

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