Friday, September 24, 2021
Grrrrrrrr ...
"Aleena can’t find Bargle, and is starting to look worried. Suddenly, the sound of a spell comes from a far corner of the room! The cleric turns and runs in that direction, waving her mace and shouting. the black-robed magic-user appears in the same corner as the spell noise, with a glowing arrow floating in the air beside him. He points at Aleena; the arrow shoots out, and hits her! She wails and falls with a sigh, collapsing in the middle of the room. The glowing arrow disappears."
Yes, I grasp that this is an "example of play." Yes, I understand the text above is super-imposed next to game rules. I get the "cleverness."
As someone who did not learn to play the game from someone's text example, but from direct contact with other players and a DM for many months before reading through any complete book, I have a very different perspective on the "importance" of Mentzer's flavour text. That is, it isn't important. In fact it's a wrongdoing.
No one, absolutely no one is going to accept this, especially if they read the above words at a young age. For most, the text makes D&D "come alive." It translates just what player characters feel, helping new players comprehend what the dice represent, awakening their imaginations. These are not just die rolls, they are moments of tremendous drama! Etcetera.
No one, absolutely no child, needs to be taught this. There are no examples of this kind in the rules for the Game of RISK, yet I'm quite sure every one of my readers has memories of soldiers freezing to death in Irkutsk or drowning between North Africa and Brazil. All of my readers, I'm sure, have made the sounds of soldiers dying as little pieces of wood or plastic (depending on how old you are) were killed off in large numbers. We have television, movies and books to teach us how drama works. I'll remind you that D&D came into existence because the inventors of Chain Mail could not keep themselves from anthropomorphising little chits of cardboard.
What Mentzer's little play does is tell you what to think specifically, in the prejudiced framework of Mentzer's imagination — and NOT YOURS. You were never given the chance to invent your own framework. Mentzer jumped in and did it for you. And today you think that's fine, because it's all nostalgia to you, and you've been programmed to think that's fine, you dumb, brainwashed prat.
Why should Aleena look worried? Because women look worried when they can't find someone? Why doesn't she get mad? Why does the sound of the spell come "suddenly"? Do spells get passed suddenly? Or ought they to take time, like the rules of an earlier version of the game, AD&D, says they do? Should the cleric run? Is that the best action? Did you even question that when you read it? NO, you didn't, because this is the format of how a book is written, and in a book, when the characters do something, you take it for granted.
Only, THIS ISN'T A BOOK! It's a game. And it's not supposed to be teaching you how other people would play, it's supposed to be teaching you the rules so that you can figure out, like a blank slate, how YOU would play. Would you "wail"? Would you "fall with a sigh"? Isn't that up to you, not Mentzer?
As an adult, you're completely convinced this has had no effect on your thinking process — except I can show you libraries full of psychology research that says yes, it does. As a child, you had no frame of reference for this. You couldn't decide if this was a legitimate way to teach this game or not; and as an adult, shoving this shit at your children, rather than just teaching them the rules without this shit, you think you're doing a good thing. But then, at least they have you as a frame of reference. In my day (and I'm a fucking ridiculous old man), we didn't have parents to give a frame of reference. We didn't have a voice to ask, "She wails? What gooey girlie sexist bullshit representation is this? Don't girls grunt too?"
It's hard, I know, to comprehend how cultural and socialized signatures get shoved through this kind of thing.
"You pass through one empty room, and then find the bodies of the cleric and the goblin in the next. But you see dark, quiet shapes in the darkness beyond: it's the ghouls! Quickly, you put the cleric's body over your shoulder and run for your life."
By the time you get to this narrative on page 7, the rules descriptions have evaporated. Mentzer is just writing fiction at this point, and bad fiction at that. In any case, the above doesn't describe any parties I've ever fucking played with. Run? From ghouls? Are you kidding me? And what about the freakin' rules about picking up a cleric? How much does the cleric weigh? How much shit is he carrying. Even at 16 someone playing would have asked this. Does Mentzer take the time, obstensibly with this book "teaching" children how to play? No. He's too busy getting his time in the sun, soaking up all of page 7 with his novelist fantasies.
But it's okay. He's telling you what to feel. What to think. What D&D is "all about" ... from the prejudiced point of view of one man who we don't fucking know from Adam in February 1983.
This is the sort of shit that makes me lose it. Particularly as I realize that this is a sacred cow, beyond reproach, that no one's allowed to disparage, ever, for any reason, A-fucking-men.
I'll remember to genuflect after I press publish.
Tuesday, September 21, 2021
Constraints
1) Encourage every participant around your gaming table to attempt DMing, even if this means initially simplifying the game to the level of 1974's Chain Mail.2) Give them sufficient practice to get better.3) Instead of using computers to simulate DMs, so that users can play, create simulations of players, so that users can DM.
Monday, September 20, 2021
Shooting Myself in the Head
Sunday, September 19, 2021
Focusing on the Process
Saturday, September 18, 2021
All the Bits
"Play invites us to draw an overdue conclusion that the potential meaning and value of things, anything — relationships, the natural world, packaged goods — is in them, rather than in us. Play is not a kind of self-expression, nor a pursuit of freedom. It is a kind of creation, a kind of craftsmanship. By adopting, inventing, constructing and reconfiguring the material and conceptual limits around us, we can fashion novelty from anything at all ... the task of the craftsman is not to generate the meaning, but rather to cultivate in himself the skill for discerning the meanings that are already there."
Friday, September 17, 2021
The Game Made By Incompetents
"Does this mean that D&D will be at a dead end when the last of AD&D® is published? Hardly! Modules and similar material will continue to be released so as to make the DM’s task easier and his or her campaign better. Quite frankly, the appeal of D&D rests principally upon the broad shoulders of the hard-working Dungeon Masters. The rules never need improvement if the DM is doing a proper job, but of course he or she can do so only if the rules are sufficient to allow this. With refined rules and modular additions, all aspects of a long lived and exciting campaign will unquestionably be there for the DM to employ. Will D&D dead end when its novelty dies? That is impossible to answer. It is my personal opinion that the game form is a classic which is of the same stamp as chess and MONOPOLY®; time will be the judge. No doubt that there is a limit to the appeal of the game in any of its current forms. If tens of millions play a relatively simple, social sort of a game such as MONOPOLY, it is a sure thing that a far more difficult game such as D&D will have a much more limited audience. As the game cannot be simplified beyond a certain point, we look to another means of popularizing it."
Getting past Gygax as crystal ball gazer, whether or not you think he's right or wrong, do you feel enlightened? Is your understanding of the game's future enhanced? Do you see clearly what responsibilities you have to help the game along? Of course not. Gygax is doing no more there than tooting wind from his ass, like any politician or sales marketer, bent on filling a page with drivel that sounds good but says nothing he can be held accountable for. And why shouldn't he? The magazine's purpose was to sell advertising while massaging the reader's interest ... the article isn't a serious, deeply contemplated answer to the title questions. It's an eyeball-grabbing title that encourages the reader to dive in, and at least feel like Gygax has his finger on the pulse of the industry. Even if he doesn't actually say anything about the industry. Hell, it's not like he thought anyone would be reading this 43 years later.
The problem with D&D from the beginning was that it never believed anything it's inventors said in an absolute sense. No fixed, firm, concrete set of rules were ever put forth. The makers admitted, frankly, that the game needed DMs to fill in the gaps, to fix what they couldn't do, or didn't think of ... even to the point of flat-out arguing they had no ultimate responsibility to do better, "if the DM is doing a proper job." What a flatulent, ducking statement that is! This is the inventor of the fucking game, and his best answer to the problem of making the DM's task easier is to argue that the game's appeal — HIS game's appeal — rests on the shoulders of total strangers pucking out money for HIS game. What a spineless, negligent, candy-ass little coward he is, as he takes the gamer's money with one hand while callously dumping his responsibility upon others. There's a fraudster for you ... dumps his load on you and then praises you for carrying it, while taking your money for the privilege. And this is the man who got endless praise when he died.
The fuckedupedness of D&D has nothing to do with what the players did to get out from under rules they didn't enjoy, or couldn't make sense of, or didn't work well in game practice. Never forget that the "broad shoulders" of those "hardworking DMs" more often than not belonged to children, 25-30 years younger than Gygax was when he wrote the words above (I was 26 years younger when he wrote this, starting to play D&D in the same year this article was published). The phrasing clearly proves that he didn't know or he didn't care that his game was being dumped on such persons. His take on the game was stuffed chock full of pathos while agonizingly lacking in reason ... and we are still the victims of his and his cronies' attitude regarding the game's inception.
Covering that up has been Job #1 for the D&Dites from the beginning, who were so grateful that the game came into being at all that any factual discussion of the clumsy, amateurish, rash, neglectful and predatory way the game came into being is utterly set aside so we can endlessly argue over the nuances of one early game issue vs. another. Such pedantry firmly and blindly ignores the fuck-you practice of the makers, who were more concerned with going to print than with responsibly taking the necessary time to set up a functional game that had a chance of lasting as long as Monopoly. Instead, we got an inconsistent mess. Which high-sounding members of the community explain with handwaving gestures, while inventing creative endlessly positive excuses for early D&D constructive failures, like desert herdmen willingly swallowing an argument from a hobo that his mother never had sex.
All in all, it's a little sickening.
This is why yesterday, when I explained what a proper primer for D&D should sound like, I asked that personal sentiment be left out, concentrating upon that which can be practically described. Because when we teach things we want people to learn, we scrub out the pathos. We reason that they will think of their own pathos when the time comes; investing students with our prejudice is not teaching.
Thursday, September 16, 2021
So, You Want to Write a Primer
The D&D Castrati
"... I am more than a little fatigued by individuals who started playing D&D in the last 20 years telling me how and what "old school" D&D is ... or even just what ANY kind of D&D is. But you try to correct someone's ignorance and they just tell you to fuck off because, you know, it's just an opinion and you're telling them how their particular brand of fun is bad-wrong-dumb. Please let us NOT be preached to."
Well, yes. To someone with 20 years experience, that seems like a long time. To a high school student, 3 years of high school seems like a long time. I'm sure that to anyone with 62 years of experience in D&D, I sound quite ignorant. That's how it goes. You can't explain to a millennial that when actors used to play a sex or a nationality or a race that was not their own, that was acting, not racism. You can't explain to a Gen-Xer that when, after the sex act, if the sex partner LIKED what happened, then it wasn't rape, by definition, because no one involved thought so. People with limited comprehension due to their limited time on the planet will be annoyingly ignorant of how ignorant they are, and there's nothing to be done about it. Eventually, the world will hit them in the face often enough they'll get wise, so they can roll their eyes at people dumber still.
Far more interesting is the question JB asks: "have people forgotten how to play D&D?" ... and in relation to this a list of four "usual elements": a group of players, peril, a responsible DM and a set of rules. JB then spends two posts infering that these things are under siege ... while the comments section of both posts he's written (with a third to come) seems to support that yes, game culture is busy shattering our former conception of the game.
Uh huh.
Okay, agreed. People out there aren't playing D&D the way we used to. On this front, unquestionably, 5e was a literal gamechanger. But then, not because it's all that different a game, but because the politics of "friendly gaming" were ruthlessly beaten into the heads of 7-12 year olds, the demographic the company decided to focus on in 2014 ... a demographic that's starting to graduate high school today. This focus included drastically changing norms regarding social interactions between gamers at game cons and stores, on a draconian level, if you'll forgive the pun. Anyone who disagreed with the policies of safe cards and game league conduct rules were — and are — ostracized according to the ancient Greek model. Should we wonder that these children, just now entering young adulthood, should view the game very differently, especially when their authority model dictated that any and all negativity must be expunged from a game traditionally full of negativity?
The present generation of new players have been warped by a meat grinder that viciously slams individualism unless it follows approved guidelines ... and we're well aware that those guidelines include that EVERYONE must be included and NO ONE should ever be hurt by the activity. So much for rules, a DM's judgment or peril. The only thing left is "group play" ... which is mediocritized to the kindergarten level of human communication.
The fish has been caught, gutted, speared and roasted until it looks nothing like a fish. This was the company's agenda.
And you motherfuckers, with your shock and surprise and confusion, wondering what happened to the dear old game, and oh gosh it isn't like it used to be, argued tooth and nail with me for 12 years when I told you, repeatedly and at length, that it was happening.
"Oh no," you said. "5e is just like the old game. 5e is rich and wonderful and filled with new things."
Yep. Wonderful and new. Arranged for singing high-C.
Well, it doesn't matter. Because none of these "experience-not-play" participants will have the least influence over what the game is ten, twenty or fifty years from now. They have no creditable knowledge to adapt, no intellectual principles upon which to expand, no sense of self-advancement that's been gained, no wisdom to share, no purpose to reveal and nothing of interest to say. They are political creatures. Expect them to gather together and form a clique of some kind that demands "Equal Respect among Other D&D Players" or some other such bullshit, like their other political peers raised in the same infantile political atmosphere.
They certainly have nothing to do with me or what I'm doing.
Tuesday, September 14, 2021
The Elephant
A group of blind men have never heard of an elephant. With their first encounter, each reaches out to touch the creature, to learn its shape. The first touches the trunk and says, "Aha, an elephant is like a snake." The second touches the leg and says, "No, the elephant is like a pillar." The third reaches up and touches the elephant's ear and says, "No, it is like a fan." The fourth, standing by the elephant's side, says, "You're all wrong, an elephant is like a wall." A fifth, touching the tale, pronouces that the elephant is "like a rope." And the last, holding onto to the tusk, explains that the elephant is like a spear.
The tale is Indian in origin, and stealing from Wikipedia and the Rigveda, "Reality is one, though wise men speak of it variously." We continuously take an extremely complicated game, D&D, unquestionably the most complicated in human history, and present cases for what the dice do, or how characters should be run, or the value of problem solving, and a hundred other features, and boil them down to positive-negativist arguments that make no sense. Then we make dogma from these, such as "role-play not roll play," and pretend we've said something pithy and factual, when in fact we've demonstrated spectacularly what a bunch of ignorant blind folk we are.
Any single argument I've made on this blog is a waste if the other arguments that are also made are dismissed in the reader's mind. I am not describing an elephant's leg. I'm reminding the reader to stop speaking of D&D, or any role-playing game, variously — that is to say, characterised by its features. If another metaphor is needed, then understand that the different parts of D&D are not labeled beetles stabbed with pins. Every element and feature of D&D reflects upon every other feature ... and the process of elevating any one part only ensures that the game as potential is not being played. You haven't the elephant if all you feel is its trunk.
Because it so happens the menu is the example at the moment, some might presuppose that I've created a quaint little doo-dad that's all pretty and stuff, but surely has nothing more to offer than a bit of novelty. Au contraire, I argue. If this is your thought, you have nothing more than the elephant's tail in your hand.
Let's take this example I posted months ago:
A restaurant is not merely food on a plate. It is the culmination of human effort and knowledge, stretching back through a thousand generations of invention and risk. What is it that makes these items rise to the fore and remain there for centuries as familiar, tasty fare? Do you suppose these things are arbitrary? Could you not sit down this moment to a fattened trout or a forequarter of lamb? Such meals are familiar because the human pallet appreciates them, expands consciously upon them, grants them memory and substance in the imagination because we've had them.
And if you did sit down to such a meal, surely you'd recognize the trout and lamb came from somewhere; and that this somewhere is a part of the world that you can visit, touch and feel. That, like with mustard farms, there are matters of import associated with their recovery, well-being and transport. The very fact of these meals in the game world lends greater credence to the game world itself, manifesting itself as something that matters ... so that there is more here in the human soul than a mere list of foods.
Like anything else I've done, or written, or set as a standard for running a game, this menu has it's small place in that world's construction. And like this blog, the goal of creating it is not just to provide substance for my world, but to provide a larger scheme of thoughts for others. No one here doubts, do they, that I'm a teacher? Well, I'd like more students. I'd like to shake the game world up, by demonstrating what's possible, beyond more modules and puzzles. Beyond the arguments that D&D ought to be simplified. Beyond dice. Beyond the discovery of rooms. Beyond two-dimensions perceptions of game parts as fetishes.
The uninitiated, those who have never heard of me, picking up and holding this menu in their hands, will have their perception of the game world blown ... because the menu does not merely describe the game world, it IS the game world. A part of it, that can be held physically in one's hands.
What other unsuspected physical objects, apart from the obvious weapons and armour, lay out there waiting to be invented? What undisturbed imaginations might be stirred by the presence of this unique item in their hands? I don't know.
I want to know. I want to make it available to a great many more people than have perused my blog or understand my gaming philosophy. For that, I need help. A little help. I've already had some. I still need a little more. So take a moment, shake $20 or more from your wallets, and let's do something that gives sight to the blind. Let's wake some people up. Let's expand this game. Great things being with one little nail in a single horseshoe. I've made the nail.
Help me get it into the hands of others.
Monday, September 13, 2021
Sure Loser
"The new Texas law that is going to force all the in-state abortion clinics to close is very unpopular nationally. A clear majority of people want to keep abortion safe and legal. By talking endlessly about women who were raped and then forced to bear their rapist's child, the Democrats have a talking point that could potentially overshadow Afghanistan and everything else and allow them to hold the House and Senate in 2022.
"However, a small group of activists don't like talking about abortions as something only women have. They want to include people who were assigned female at birth and who now identify as male but can still be raped, get pregnant, and want an abortion. So in their view, men can also get pregnant and need abortions. To their way of thinking, talking about the need for women to get abortions marginalizes the need for some men to get abortions as well."
Tap.
I'm out.



