By the time Unearthed Arcana was released in 1985, my friends and I had been playing the game for almost six years. I’m sure that for some players somewhere it was a shot in the arm, but for us it was largely a piece of junk, full of typos and badly worded design flaws. While some of the ideas had merit (notably cantrips), most of these ideas had already been put forth by Dragon Magazine and had been incorporated into campaigns by the players themselves.
I bring up the U.A. because it indicates the thinking process of the company that continued to sell products for the game, resulting in three flaws: A) they were perpetually behind in their thinking process, rushing to solve problems that savvy DMs had already solved on their own; B) they continued to perpetuate the original flaws of the game; and C) they were interested most of all in selling the same game over and over again, reworded or “reworked,” as exemplified by the 2nd and 3rd editions and the books released to support them.
I need not discuss the lag in thinking, as this is to be expected with a corporate mentality. Eventually, the game players split into two factions—one of which is clearly visible everywhere on line, which discusses the latest releases with the avid interest of pop fans everywhere. As this group does little thinking for itself, and is dependent on the corporation to feed it, there’s no need for the corporation to be particularly forward thinking. This plays to point (c), in which we see that all you need is a shiny new cover on the same old shit in order to sell product. Car manufacturers have been playing this technique since their inception.
The other group doesn’t buy product. This group doesn’t need prefabricated plastic-dungeon sets, as they know they can make their own with a few power tools and effort. This group doesn’t need another book with sixty pages of character creation, forty pages of weapons, eighty pages of magic items and sixty pages of spell descriptions (with two pages of equipment and one page describing “outdoor adventures’). Thus, this second group has NO IMPORTANCE WHATSOEVER as to the commercial development of the game, which has become the only public face that anyone can see.
Having dismissed points (a) and (c) therefore as mostly uninteresting, let’s discuss point (b)…flaws and failures in the original system.
First and foremost is clearly “alignment,” the brain child of Gygax probably, who felt that players couldn’t have a personality without grafting some standardized graph onto it. I never knew anyone in the first half of the eighties that used it, with the exception of Paladins, forcing them to be “good” in order to limit the character at high level. Later on, I met a string of rather queer DMs who felt that it really fueled character development—though none of them could explain how, and I learned to stay far away from such people as they tended to pocket silverware and such. The public relations problem the corporation was having with the fact that the word “evil” was being used at all in association with a “children’s” game practically guaranteed that alignment would continue to have relevance in the commercial game—along with the clear understanding that parties should be encouraged towards the “good” path.
I have made an unending stream of players happy by merely using the words, “I allow evil paladins.” In fact, I don’t give a rat shit how a paladin behaves…having read Le Morte de Arthur and thus knowing that knights behave in all sorts of ways. Moreover, it’s just common sense. Death and decay are part and parcel with nature; the GODS, having some greater knowledge of the natural world, would have less invested in the notion of mortality than mortals…and thus what care they that paladins rip goodwives asunder and butcher little children? All the more meat to occupy the outer planes and from which to pick an army.
Paladins aside, the problem was made worse with the advent of the Unearthed Arcana, which tried steadfastly to establish character codes, such as those of the Barbarian and the Samurai…characters which, if we were to believe what we were reading, would be run more by the DM than by the players, forced to kowtow to pre-set character traits loaded with punishments for “incorrect behavior.”
Why should I, as DM, suddenly have to behave as the character police every time a puffed-up fighter wants to take a shit in the woods? Or, in the case of the barbarian, wants to behave rationally in the face of extreme danger? It was clear from the first readings that these characters were woefully over-supported with powers and abilities in exchange for the political correctness of their class structures. I saw no way in which this would support the game as designed, so I disregarded the new classes. I took some of their features and sprinkled them among the original classes (without restrictions on their use).
For about six months I heard protests from people wanting to try the new characters. After six months most of these people had had their opportunity to do so, in someone else’s campaign. Interest quickly died.
Free action, I found, was a better sell than character abilities.
Let me take a moment, here, to reflect on another failing in the character system as it stands now—and as it is loved by the commercial advocates of the game: the use of skill points to buy skills to create characters not restricted by class.
I admit, I’m not fully clear on how this manifests itself in the present 3rd edition game. I’ve looked over the tables and read the rules, and I feel confident that the system came directly out of RuneQuest, dressed up of course. I played that system as part of another hybrid, Middle Earth, and hated the system immediately. Here’s why.
It takes very little time to discover the most efficient way in which to use skill points, to create the strongest most efficient players. While there may be other skills available, one has to be an idiot to take them rather than the more practical skills. Our deviating idiot will find his or herself constantly demoted to the second rank in every encounter—because they don’t get +7 when they attack and they don’t cast magics enabling them to fly or what have you. Whatever the system, pretty soon you have twelve characters running in your world who are all exactly the same in their abilities. And don’t say it’s not true, because I’ve seen it happen again and again. If you’re the sort of person who is willing to pay points for useless skills, come on over; I have a used car for sale that you’re gonna love.
So what about character classes? Ah, that gets us down to the nitty-gritty at last. Let’s discuss characters next.
Showing posts with label Official Game. Show all posts
Showing posts with label Official Game. Show all posts
Thursday, June 5, 2008
Thursday, May 29, 2008
How It Got Infected
I can’t be certain when adventure modules became all the rage; the earliest one I can remember was Keep on the Borderlands, which Wikipedia says was printed in December of 1979. If so, I had only been playing for a few months…but as I live in Canada, I don’t think any of us saw this module until sometime late in 1980 or possibly ‘81. I remember clearly a time playing when it was universally assumed that you made up your own adventures—and if you weren’t good enough to do that, you had no business being a DM.
But of course TSR, by then run by people who weren’t Gygax, had begun to recognize that role-playing games, as a business model, had a limited appeal. What’s worse, by 1980 if there was any press about any of the games (and most of the press was about D&D), it was BAD press…often very bad, about teenagers killing themselves in their rooms because their characters died or killing parents who tried to stop them from playing. Which meant that the game was never going to become popular on a widespread basis—and once everyone had the rulebooks that said, “make your own,” the company was doomed to go bankrupt.
The solution was to pabulum feed the less gifted advocates of the game, with modules which had the inherent quality of being made useless once they were played—thus creating an ongoing income even after the basic books were bought. My friends and I generally scorned those who played modules, primarily because the modules themselves were rather pathetic. They gave out too much treasure, they were repetitive (guard room to chief’s room to treasure room) and they were so badly written as to be laughable.
But we were not the norm. Modules were certainly the main thing by the time I graduated high school, and by ’83 I was an odd duck in that I never played them.
Meanwhile, TSR sought new ways to make money for the company. A flood of completely different games, each with slight modifications in the rules (and many being mostly shit, without any play testing), erupted on the market. Crap like Buck Rogers and Indiana Jones took advantage of fads, while little groups of excessively effete gamers took up Boot Hill, Empire of the Petal Throne, Top Secret (admittedly, I played this one), Gangbusters and so on. In the long run, all of these were simple-Simon games with no real power to hold a long-time audience.
Something was definitely wrong, but young kids with money were willing to go along with the program. While Deities and Demigods was a fairly decent addition to the game (coming out about eight months after the first three Advanced books), the Fiend Folio in ’81 was generally a piece of crap. The quality of the book had clearly gone downhill—not only in content, but in terms of it's binding as well. At least half the monsters were useless. A considerable number of them had no purpose but to steal objects from players; others were outright repeats from the Monster Manual. A few were purely laughable: the “snail flail” continues to be a steady joke around our gaming table. Still, it was about ten times better than the Monster Manual II, which came out in ’83.
But by then the golden age of the game (at least in terms of its possible growth) was definitely past. On the production side, RPG companies were all in the hands of penny pinchers and lawyers; on the consumer side, the public face of the game had moved into convention mode.
I attended conventions all through the 80s, created and arranged by acquaintances of mine I knew through the city university. Generally the participants numbered about 2,000 (I don’t live in New York), much defined by their social ineptitude and gullibility. All conventions are designed to sell junk to neophytes—people who don’t know anything but are interested—and they exist to enable veterans to lord their knowledge over the neophytes.
I don’t do well in such environments. There’s nothing special about being superior to morons—its much more fun to be superior to superiors, who always get pissed off when their experience fails to award them with instant worship. Worse, I found that even by ’85 I had been playing the game longer than most, and as I had not embraced the TSR company revenue plan, there were fewer and fewer things bridging the gap between me and others. Games I sat in on were still fundamentally hack and slash, haul away the loot, with nothing in the way of plot, purpose or sense. The Game Show version of the game became standard, with rooms full of gold raising characters to the 22nd level in spite of not being bright enough to check a dungeon door for traps without opening it.
(I’ve ran a few parties like this in convention competitions; they’re remarkably easy to kill).
Yet I had been playing for so long, I was pretty well known in those days. Both as a shit disturber and as a good, original-thinking DM. But I couldn’t get into the adventure-for-a-day mentality that grew up around those forums, and other venues over the years that followed. I couldn’t see the point to running an adventure just for the sake of running an adventure. That would be like a one-night stand; I wanted a relationship with my players.
(When Gygax died recently, I received two different invitations to come play the traditional characters associated with his party in the traditional adventure. I declined).
So I drifted away from conventions and I drifted away from RPG shops selling globs of crap for ridiculous prices. Now and then I have to go back and buy something like new dice or a vinyl hex map and such. By the time the 2nd Edition was released in ’89, I had gone completely rogue. I heard about the changes, the removal of demons and devils, the addition of “skills” which could be bought (similar to the system from Middle Earth, which had always been shit but adored by a particular brand of player), and I thought, that makes sense.
Once you’ve sold the shit out of something, the only thing you can do as a company is try to get everyone to buy the same shit once again. So far, the game has been resold in its entirety three times, and another edition is due out in June.
It will be bought, primarily because D&D players continue to be confounded by the game—none of the products released in the last twenty years have done anything to solve the real problem: how do you play?
It is like giving a series of weekend lectures on how to play football…then showing up every Saturday with a new color and shape of ball. See the ball; pretty ball; buy the ball. Followed by a new collection of rules every time, often disagreeing or “modulating” the rules learned last week. And finally, nothing about how to set up a team and play.
I don’t think even the lecturers know how. Not anymore.
But of course TSR, by then run by people who weren’t Gygax, had begun to recognize that role-playing games, as a business model, had a limited appeal. What’s worse, by 1980 if there was any press about any of the games (and most of the press was about D&D), it was BAD press…often very bad, about teenagers killing themselves in their rooms because their characters died or killing parents who tried to stop them from playing. Which meant that the game was never going to become popular on a widespread basis—and once everyone had the rulebooks that said, “make your own,” the company was doomed to go bankrupt.
The solution was to pabulum feed the less gifted advocates of the game, with modules which had the inherent quality of being made useless once they were played—thus creating an ongoing income even after the basic books were bought. My friends and I generally scorned those who played modules, primarily because the modules themselves were rather pathetic. They gave out too much treasure, they were repetitive (guard room to chief’s room to treasure room) and they were so badly written as to be laughable.
But we were not the norm. Modules were certainly the main thing by the time I graduated high school, and by ’83 I was an odd duck in that I never played them.
Meanwhile, TSR sought new ways to make money for the company. A flood of completely different games, each with slight modifications in the rules (and many being mostly shit, without any play testing), erupted on the market. Crap like Buck Rogers and Indiana Jones took advantage of fads, while little groups of excessively effete gamers took up Boot Hill, Empire of the Petal Throne, Top Secret (admittedly, I played this one), Gangbusters and so on. In the long run, all of these were simple-Simon games with no real power to hold a long-time audience.
Something was definitely wrong, but young kids with money were willing to go along with the program. While Deities and Demigods was a fairly decent addition to the game (coming out about eight months after the first three Advanced books), the Fiend Folio in ’81 was generally a piece of crap. The quality of the book had clearly gone downhill—not only in content, but in terms of it's binding as well. At least half the monsters were useless. A considerable number of them had no purpose but to steal objects from players; others were outright repeats from the Monster Manual. A few were purely laughable: the “snail flail” continues to be a steady joke around our gaming table. Still, it was about ten times better than the Monster Manual II, which came out in ’83.
But by then the golden age of the game (at least in terms of its possible growth) was definitely past. On the production side, RPG companies were all in the hands of penny pinchers and lawyers; on the consumer side, the public face of the game had moved into convention mode.
I attended conventions all through the 80s, created and arranged by acquaintances of mine I knew through the city university. Generally the participants numbered about 2,000 (I don’t live in New York), much defined by their social ineptitude and gullibility. All conventions are designed to sell junk to neophytes—people who don’t know anything but are interested—and they exist to enable veterans to lord their knowledge over the neophytes.
I don’t do well in such environments. There’s nothing special about being superior to morons—its much more fun to be superior to superiors, who always get pissed off when their experience fails to award them with instant worship. Worse, I found that even by ’85 I had been playing the game longer than most, and as I had not embraced the TSR company revenue plan, there were fewer and fewer things bridging the gap between me and others. Games I sat in on were still fundamentally hack and slash, haul away the loot, with nothing in the way of plot, purpose or sense. The Game Show version of the game became standard, with rooms full of gold raising characters to the 22nd level in spite of not being bright enough to check a dungeon door for traps without opening it.
(I’ve ran a few parties like this in convention competitions; they’re remarkably easy to kill).
Yet I had been playing for so long, I was pretty well known in those days. Both as a shit disturber and as a good, original-thinking DM. But I couldn’t get into the adventure-for-a-day mentality that grew up around those forums, and other venues over the years that followed. I couldn’t see the point to running an adventure just for the sake of running an adventure. That would be like a one-night stand; I wanted a relationship with my players.
(When Gygax died recently, I received two different invitations to come play the traditional characters associated with his party in the traditional adventure. I declined).
So I drifted away from conventions and I drifted away from RPG shops selling globs of crap for ridiculous prices. Now and then I have to go back and buy something like new dice or a vinyl hex map and such. By the time the 2nd Edition was released in ’89, I had gone completely rogue. I heard about the changes, the removal of demons and devils, the addition of “skills” which could be bought (similar to the system from Middle Earth, which had always been shit but adored by a particular brand of player), and I thought, that makes sense.
Once you’ve sold the shit out of something, the only thing you can do as a company is try to get everyone to buy the same shit once again. So far, the game has been resold in its entirety three times, and another edition is due out in June.
It will be bought, primarily because D&D players continue to be confounded by the game—none of the products released in the last twenty years have done anything to solve the real problem: how do you play?
It is like giving a series of weekend lectures on how to play football…then showing up every Saturday with a new color and shape of ball. See the ball; pretty ball; buy the ball. Followed by a new collection of rules every time, often disagreeing or “modulating” the rules learned last week. And finally, nothing about how to set up a team and play.
I don’t think even the lecturers know how. Not anymore.
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