Showing posts with label 5th Edition. Show all posts
Showing posts with label 5th Edition. Show all posts

Sunday, December 21, 2025

"Story"

I'd like to start with around and about the time the Internet first jumped into mass-interactive format, when it stepped beyond Dalnet, chat rooms and email, into webpages and search engines. In searching to self-educate about dungeon mastering and player management, I stumbled into a number of link-heavy pages dedicated to explaining real business management — self governance, attention management, stress techiques, task assignment and planning, information tools and systems, agile management, change, conflict, constraint... it's a massive, massive field. And while I rarely address those subjects in a post now, the process of understanding management on that level did correct and retrain my thinking process toward better explaining how to manage a game of D&D... but, I want to say, in an abstract way. Management as an academic approach, I'm afraid I have to say, is thick with magical thinking. Where what you want becomes true, not because it is true, but through the tautology of wanting it.

It was at that time, 25 years ago, that I first bumped into the word "story."  Beginning in the 1990s, motivational speakers like Stanley Finkelstein and later Barbara DeAngelis were preaching to large audiences paying hundreds of dollars each to be in the presence of such gurus that individuals, would-be business-people and others coudl change their lives by reframing their identities as "stories," which would make them more accessible to other people. Essentially, if you were at my seminar, I would tell you, "If you want to make it in business you're going to need others to get on board with you; you're going to need investors, you're going to need buyers, you're going to need people who can put their faith in you — and the way you can make that happen is by telling them a story about yourself. Not just any story, no, but a story about yourself that stresses why you want to succeed, and why they should believe in you, and why they want to get on board your train."

Understand: this wasn't "story" as a narrative craft they were preaching, no. I sat through a lot of these lectures on personal websites, before the invention of youtube, and it was perfectly clear they were not talking about meaning-making, but about story as a lever. As a way to influence the thought processes of others, to persuade them, to basically invent your "story" as a means of transforming their doubt into their belief. This is very much in line with Seth Godin's 2005 book, All Marketers are Liars, a huge bestseller, where he stresses that anyone trying to influence needs to tell authentic, compelling stories that resonate with an audience. The key is to create a narrative that feels true to the audience's beliefs, desires, and values. He argues that these stories aren't just about spinning facts; they're about creating a connection, something that captures attention and motivates action.

Why the word "story"... that's the question that needs to be asked here. Why that particular word, what did that word carry that made it effective and, essentially, created a massive wave in re-interpreting a quest for success? Well, the word story carries deep, culturally loaded associations. "Story" is a word that taps into something primal and universal. It connects to childhood, because we grow up on stories — whether through fairy tales, fables or family anecdotes. From an early age, stories shape our understanding of the world, teaching us values, norms and emotions. They're how we come to understand our own lives and the lives of others. So when people in business and leadership talk about "story," they’re not just talking about a narrative structure — they’re tapping into a deep, shared human experience.

But here's what we have to remember: the "story" itself that was told by those motivational speakers was NOT created to actually help anyone. It was employed to make people paying to see the speaker feel they were getting their money's work. The speaker didn't tell them what story to tell; the speaker did not provide details on how to get started with this story, or what the story ought to include, or the process of either finding it in oneself or inventing it. NO, none of that was part of the sell. The sell was to confound the listener and send them off with the idea that they knew what to do... only to convince hundreds of thousands that if they failed to do it, that wasn't because the "story strategy didn't work," but to convince them they merely didn't know how to invent the story they needed. Therefore, a great scam, as it sells a snake oil the user continues to believe in, even after it doesn't work.

Thus, long before "story" became a watchword in D&D, the word was already being used in hundreds of small amphitheatres all over the world every weekend to sell shit to morons. Thus the word "story" became this vague, magical solution that’s somehow both unattainable and completely within reach—if only they could figure it out. It's a kind of psychological trap that preys on the desire for personal success, without actually delivering anything of substance. And yet, because the idea is dressed in the familiar, comforting language of "story," it has a unique kind of power, allowing the scam to persist, even as it remains frustratingly out of reach.

The use of the word  as a central concept in D&D really ramped up around the time of the fourth edition, which was released in 2008. Around 2007, after numerous bestsellers were on shelves telling would-be self-styled business owners how to use "story" as a marketing tool, Wizards of the Coast began using the word as a marketing tool. Prior to this, while D&D had always been about collaborative narrative-building and improvisation, the language of "story" was never quite as prominent in the branding or system discussions. With 4e, though, storytelling was positioned as a key pillar of the experience. The company shouted that role-playing "was a great tool to tell great stories."  Thereafter, and to this day, the idea of "story" was woven throughout the promotional materials, discussions of campaign settings, even the rules themselves.

The timing is important. As self-help books and seminars were teaching people how to craft personal narratives to sell themselves or their businesses, D&D began to follow suit, placing storytelling at the forefront of its appeal. It worked... at least for the company. The "shared story" model permeates every discourse about the game in the present day, with the framing leaning heavily into "unfolding story archetypes" and "character-driven plots." Note these plots are driven specifically by the "character," not the player, who has next to no real agency in game play. Moreover, while the word story is used constantly, the process by which this story plays out, the manner in which the DM runs this story in-game, is never part of the dialogue. It "just happens," as it's "meant to," and those who ask too many questions are pretty much told just to go with the flow and let things happen.

It's even argued that this character-based (as opposed to player-based) model is "simpler." By shifting the focus away from the player's agency (while simultaneously protecting the character with effective plot-armour in the narrative), it promises the players that whatever happens, they are made more important by the narrative BEING important. Because the character's roles within the broader narrative are constructed by the DM, and because the players are free to "act out" the character's roles however the players want, it gives a sense of "agency" in the sense that they seem to be running the character, but since the character's success is pre-ordained, the agency is really just kabuki theatre.

Let's say my character is destined to be the character who steals the Jewel of Arimoor.  And now we're in the Temple of Arimoor... but I don't know what to do.  No problem. I have the "agency" to go to that room, pull my weapon, attack whom I wish... but in the end, the only thing that really matters is that, eventually, whatever dumbshow I put on until then, that I steal the Jewel. Even if I forget to do so, I'll find the Jewel in my pocket when we leave, because the DM needs only to create some premise for it being there. My agency doesn't matter, so long as the arc of the story is fulfilled.

This "simplifies" the game because, for the DM, it doesn't matter what you do. Sure, of course you can kill the Mratll!  Absolutely, you can leap from that pillar to the ground twenty feet below.  No problem, you can make that leap.  Nothing needs to have a consequence, because the only consequence that matters is settled. Q.E.D.

This approach removes the pressure from the DM to maintain a complex, dynamic world where player choices can truly influence outcomes. It reduces the need for deep world-building or careful management of player actions, since everything funnels toward the predetermined narrative. The characters, and by extension the players, are free to do whatever they want, but as long as the key plot points are hit, the story will resolve as planned. In a sense, it’s an experience more akin to a guided tour through a pre-arranged spectacle than a collaborative storytelling venture. And because the players don't know what they're characters are destined to do, until it happens, they get the JOY of finding out after the fact. Fun all around!

This makes the multitude of splatbooks comprehensible. The DM doesn't really need to know all the "rules," because in fact none of them are rules designed to dictate game play. They're really just sourcebooks for DMs to use in designing character/story arcs, where the players choose what "skin" to put on overtop their characters, like an avatar they wear that fits a particular pre-determined story model. My DM's story needs someone to do something that a dragonborne can. So someone in the party has to wear the dragonborne skin.  It's just that easy.

Thus is created the curated experience of modern D&D. It clearly works. It's very popular. Story is preserved as a warm, fuzzy word to describe the process, while all the other words like "collaborative" tend toward a group dynamic that conveys belonging, acceptance, friendliness and social engagement.  "I'm the dragonborne" describes that player's clear, comprehensible and most of all very important role, among persons whose "importance" is always in question outside the game community space.

The language itself does all the heavy lifting. By creating an atmosphere where people can feel valued for being themselves, where everyone is a part of a story unfolding with all of them having their parts in it, the social dynamic becomes a source of personal validation and connection. Who wouldn't want that? Who doesn't want to feel a part of a thing, whatever we call that thing... especially in what we might identify as a safe space, where we're recognised and made to feel significant?

Arguing against that, or fighting it, or disparaging it, is a losing effort. One might as well tell a group of Seahawk fans that they should just cut out that nonsense.

Tuesday, June 25, 2019

The Determined Dullard

I'd like to take a moment and explain my present stance on 5th edition, calmly.

I've drawn a line.  I'm no longer interested in debating whether or not 5e has merits or content that is worth looking at.  It doesn't.  After nearly 40 years of playing and designing the game, anything "good" that 5e has to offer can be dismissed as not worth bothering about.  An auditorium of people interested in seeing Nickleback in concert may have one or two people with intelligence, but it isn't worth sorting through all the dreck to find them.  Think of it like a gold mine that isn't worth mining ... not because there isn't any gold in it, but because the process of eeking out that gold from a mountain's worth of dross would bankrupt us.

I enjoy a good discussion on virtually any subject, so long as there are factors involved that need further consideration and examination.  But with any subject there comes a point where the examination of the material fails to dredge up any new information or perspective, and further reaches an impasse where more talking and discussion won't change the individual's mind ... for reasons having nothing to do with the argument.

To be perfectly clear, I'm am not saying that we should, at that point, "agree to disagree."  This is one of the most toxic phrases ever invented by humans, because it presupposes that both sides of an argument have equal merit.  They don't.  One person is wrong, or both people are wrong; but there is no possible instance in reality where both people are "right."

We embrace the argument that persons in conflict can both be right because that sentiment makes it possible to work together towards common goals, while mitigating the likelihood of spontaneous violence between stubborn, mule-headed sociopaths.  Of course, spreading a doctrine that "When encountering someone who believes something with such vehemence that they're prepared to scream in my face, I should retreat from the situation and calmly self-inspect my position to see if it has flaws, because plainly there is a perspective that I don't understand," would also work, but it doesn't fit into three meter-friendly words.

My opinion about 5e results from that self-inspection.  I've read the books.  I've compared the books to other games, to other versions of D&D, to the way the English language works and to much material I've read about game theory and game design.  I've played 5e, I've watched others play 5e, I've watched live stream games of 5e and I've seen the way that 5e has affected game store play.  I have read company policy about 5e and I've read interviews about the designers talking about 5e.  And I've read hundreds of threads online in which people defend 5e.

5e is garbage.  Any rational, informed, game experienced person, that being someone who has played multiple RPGs and other non-RPG games, can see almost immediately that it is garbage, without further investigation.  But the kicker to that is, and this is the really important part, further investigation will not reveal that 5e is something other than garbage.

Before I'm going to believe in a thing, I need evidence of that thing.

If you believe that 5e is inherently, on its merits, better than other role-playing games, then you are wrong.  There's nothing to be debated.  Not because I can't explain why you're wrong, or argue the point ~ but rather, because I have argued the point.  And so have thousands of others.  And so, as things stand, further argument is wasted ... because you, the defender, are incapable of the self-inspection necessary to see why you're wrong.

Please address that shortcoming.

[but not here]

Monday, April 29, 2019

The Hater's Game

Compare the following.  First, this description of dungeon mastering from the 5th Edition DM's Guide, p. 4, Introduction:
"The Dungeon Master (DM) is the creative force behind a D&D game.  The DM creates a world for the other players to explore, and also creates and runs adventures that drive that story ... A Dungeon Master gets to wear many hats.  As the architect of a campaign, the DM creates adventures by placing monsters, traps and treasures for the other player's characters (the adventurers) to discover.  As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected."

And now, another definition, from the 1st Edition DM's Guide, p. 7, Preface:
"When you build your campaign you will tailor it to suit your personal tastes.  In the heat of play it will slowly evolve into a compound of your personality and those of your better participants, a superior alloy.  And as long as your campaign remains viable, it will continue a slow process of change and growth.  In this lies a great danger, however.  The systems and parameters contained in the whole of Advanced Dungeons & Dragons are based on a great deal of knowledge, experience gained through discussion, play, testing, questioning and (hopefully) personal insight."

Interesting.

The replacement of the 2nd-person "you" with the 3rd-person "DM" is telling.  The 1st Edition introduction doesn't talk at all about the DM or the adventure.  It talks about systems, about what the author tried to include, about boundaries to put on the party and what not to allow the party to do.  And again, it talks about "you," not some amorphous "the DM."

I had to find a comparison paragraph in the Preface that I could match up with the 5e DMG, and it still doesn't.  The 5e DMG uses a lot of verbs to describe what the DM does.  The DM creates (used 3 times), runs, gets, places, helps and improvises.  These are all connected directly to the DM and what the DM does is written in every sentence.

The 1e DMG uses two verbs, build and tailor, and only in the first sentence.  The rest is about what happens after the DM acts.  The campaign evolves, continues, changes, grows.

The 5e introduction spends its time talking about what an adventure is, what things are, what the DM gets.  It never talks about cost and it never talks about change.  It is static.  It is these things we are telling you.

Whereas the 1e preface talks about what things require, what they limit and balance, and ultimately where it can all go wrong.  It talks about this on the first page.  Six paragraphs in, Gygax is warning that a mutable system means it can all go wrong and fast.  In the paragraph above, he lays it straight.  This is not going to be easy.

And it wasn't.

Consider the words, "In the heat of play," and how divorced they are from virtually anything you will read in a rule-book nowadays.  Gygax is remembering his wargaming days, his Chainmail days, the sessions where fights broke out and people hurled dice and threats at each other.  He's telling us, the reader, that the forge of play is going to make our game better.  The phrase, "evolve into a compound," is a weaponsmith's, the metallurgist seeking the right mix, so that it can be hammered and beat on the anvil to produce the best metal.  Those elements are our personality and our best participants.  Not players we "help," but players who, along with ourselves, found together to make the best alloy.

It is right there in his 2nd paragraph.  Inferior DMs and Players do not make good games.  A good game is not created, it is forged in fire and anger and hard work.  Nothing is guaranteed.  You've got to work.  You've got to discuss and play.  You've got to test and question.  Hopefully, he says, you have insight.

Why "hopefully"?  Why toss in that possibility that you won't have insight?  Why doesn't he just pat you on the head, like 5e does, and assume you can do it, without ever giving you reason to doubt?

Gygax isn't selling something.  He's saying, "Life is pain.  Anyone who says differently is selling something."

And this, I think, is at the core of everything.

2nd edition and everything afterward ~ no, scratch that, because I think it started even while I was still playing D&D in high school.  The modules and other like role-playing games that were published tried to sell an idea that "anyone could do it."  It is splashed all over the 5e DMG.  This book will help you.  As a DM, you get to wear many hats, like you've won a prize.  Want to invent a world?  This book helps you "nail down a few important details," like it's something you can sluff off in an afternoon, no problem.  Your world is a place where you can escape.  You don't have to memorize this book.  Swear to gawd, it says right here, "Being the DM should be fun."

Why?  Why should it be fun?  Because, as the 5e DMG says, "Focus on the aspects you enjoy and downplay the rest."  See?  This isn't about you and your players working together, this is about you slacking off when you don't give a fuck and just doing what feels like a laugh riot.

This guy made a game.
I want to emphasize something.  Try to imagine I'm writing this in giant letters written on a mountainside, so I don't have to spend the next 14 years carving.  5th Edition was the culmination of player advice being given to the company, which the company dutifully included in the book in order to please the fan base.  5th edition did not invent this perspective on the game.  The disgruntled, unhappy part of the fanbase, those fans who felt dissatisfied with the game as it was, those who had the will and the motivation to complain, built this system.  Those people that Bav called the 10%.  The loud chorus that declared their appreciation for 5e, because they hated old D&D as it was.  Essentially, if you're playing 5e, you're playing the Hater's Game.

Gygax takes time and effort to make it perfectly clear that no, not everyone can be a DM.  You can try, but be warned.  These are dangerous waters.  You're going to fuck up.  You're going to have to work.  There's heat and lots of hammering ahead of you.  And a lot of sweat.  It is going to be a bitch to bring this sucker home.  And you might never do it.  Be warned.

The Hater's Game says, "Hey, woah, slow down there.  DMing should be fun.  You don't have to work that hard, man.  You've got the books, don't you?  If something happens, well, shit, it's your world.  Just ... make something up.  Improvise.  Fuck, dude, what's with all this danger bullshit?"

One is truth and one is evasion.

One is your parents telling you as a child, "You lost.  If you want to win next year, you'll have to keep practicing."

The other is your parents telling you, "You did great!  You tried your best.  You have nothing to be ashamed of!"

It isn't even that there's a black and white line between "yes you can" and "no you can't."  That's a grey, grey line.  With a lot of work needed over here and time spent practicing over there, with things inside us to overcome and books to read, not to mention figuring out just what "insight" is.  But however grey the line is, there is definitely a tipping point that DMs reach where they realize, "No, I was not cut out for this."

In my opinion, that tipping point comes just at the moment when the DM realizes what it is we mean when we say, "this."   Effectively, the actual whole and complete picture of what it really means to be a DM.  It takes time to get there; and a lot of that time is spent wallowing around and scrambling ~ and then the sun comes up and the whole vista of D&D reveals itself as one immense picture.  For a moment, we stare at it, taking it all in.  It's ... it's huge.  It's just so fucking big.  Big and beautiful ... and scary.

And DMs divide themselves into two kinds of people.  One hesitates, blinks, feels a moment of lightheadedness, then picks up a pair of heavier gloves, hefts the forging sledge up on their shoulder and starts down into that enormous valley.

And the other shakes their head and says, "No fucking way," and promptly goes back the way they came.  The sun sets and leaves the familiar way in the dark and for a few years, the backpeddlar furtively pokes around at shit before deciding, "You know, this is kind of a waste of time."

I believe that 5th Edition, the Hater's Edition, deliberately caters to the backpeddler.  And the company went along because they realized that the DM with his hammer wasn't going to need the company anyway, not after they'd seen Shambhala.  So the Company and the Haters made a marriage and 5th Edition is the rough beast offspring that came out.  And we have be vexed to nightmare by the rocking cradle.

Thursday, April 25, 2019

It's Killing You

Okay, the workshop.

I've had time to think about it and I must admit, from my perspective, the workshop was a failure.  That is not a bad thing.  Multiple people considered that it pushed them forward in their comprehension, things were learned, I'm happy with the response and I think there's room for something that would work along these lines.

However, the more I dig into the way the game is being played, contrary to the way I play it, or the way anyone played it prior to 1990, I am stunned by the toxicity underlying 5th Edition's changes.  Weakened goal posts, with little to no meaningful acquisitions from advancement, plus what I've seen of the books, both in sentiment and purpose, simply staggers my imagination.

I hear all the time people saying, "One of the things I hate about 5e is ..." ~ followed by expressions that indicate the person is still playing that system.  If I were producing a workshop on how to best use medical marajuana, and knew of a strain that was as harmful to its users as 5e, I'd have to begin every workshop by saying, "Stop smoking that crap."  I would expect to have people come up and say, "But I like the taste," or, "I've been smoking it for years, what's the problem?"  These people always exist.

But seriously.  Stop smoking this crap.  It is killing your game, it is poisoning the capacity of your readers, it is damaging your own thinking process and it is only feeding a company that is deliberately trying to make you stupider.  Take your books, your maps, your modules, your downloaded pdfs, and anything anywhere that was written or produced after the last issue of the Dragon magazine and burn it in your back yard.  And I'm being kind.  For my money, burn ALL of your modules, except maybe the Keep on the Borderlands.  But I don't expect miracles.

If you have questions about your DMing ability, your only means of improving is to practice.  But there is no point in your getting better if you're stuck with a system that subverts your setting, pisses on your creativity, defies meaningful preparation and empowers your players to the point where power ceases to mean anything to them or to you.  The game as it stands now is totally fucking broken.  Stop smoking this crap.

I feel pretty hopeless saying this.  And some will argue that I'm an Old School Grognard with my head in the sand.  Anyone who reads this blog regularly, however, knows that I am anything but "Old School."  The old school is shit.  It was the old school's embrace of the module, the prefabricated map, the child-level writing of Forgotten Realms, the "rulings not rules" justification for laziness and the deification of Arneson, Moldvay and Gygax that led to the crowdsourced fueled nightmare that is present day gaming.  The old systems, 2e and 3e included, had elements that could be built upon.  Unfortunately, building was not the road taken.  Building was vilified, shamed, drummed out of the rhetoric and ultimately not rewarded by a company that instead preached participation over passion, nostalgia over nuance and content mining over worldbuilding.

And here we are.  There was another path, and most of the dumbfucks did not take it.  And here's the big news: if you're playing 5e, and you're thinking there's just a few things wrong with it, and that you're making it work, you, my friend, my reader, my would-be workshop participant, are one of the dumbfucks.  Especially if you read this blog, and it hasn't occurred yet that you're toking on a weed that's bent on killing you.

STOP smoking this crap.

This is how desperate the company is to get your attention.  And your self-delusion that the above,
because it is really impressive art, has anything to do with the way you run your game table,
or the way your players respond to you, is blinding you to what's really going on when you play.