DM - Adversarial or Permissive?

Paizo has consistently said their biggest sellers are their Adventure Paths. And with the exception of maybe Kingmaker, they are all multi-book "linear games" or railroads of a certain type.
And ironically, it's a situation from a Paizo adventure path that sparked this thread in the first place, bringing the meandering threads of discussion back full circle. Well played!
And from what I have been told Kingmaker isn't even their 3rd or 4th best AP. Age of Worms was a railroad but it was one of the most awesome experiences my players and I have ever had. I ran the Drow War AP from Mongoose back in the 3.5 days and it was all kinds of awesome and the first 10 levels were quite linear.
I'm not sure if the Kingmaker not being all that is really related to it not being linear, though. It's possible--I imagine its much harder to write an adventure path like product family in that fashion.

I also imagine that the "noise" online about sandbox play is out of proportion to the way most people quietly play D&D in their own homes, though.
And the players loved it. It's a shame that the term "railroad" has such a stink to it, or that it is used to describe a campaign-style that is still wildly popular.
I agree. Granted, I'm not a huge fan of the railroad myself--in fact, I really don't like it (even Elf Witch's version of 'go evil and you become an NPC' which I'd never have agreed to as a precondition up front, as it would be a major red flag that the playstyle in that game is probably not compatible with my own) but again; it's not really about what I like; it's about what I believe the market of players overall does and likes and prefers. Clearly Paizo is doing something right, since their sales are tremendous in relation to the market... and they primarily sell adventure modules that are big fat railroads with limited ability to deviate from them without chucking them entirely.
 

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Alzrius

The EN World kitten

A response as insightful as it is elucidating. :p

My previous post referenced fantasy overall. Obliquely.

Doesn't this part of your post...

No it doesn't. You brought up old-fashioned sword & sorcery stories, not me. They don't have any relevence to my original post, and the only relevance they have now is that I'm answering you on them now.

...contradict this one?

You were the one who started talking about "fantasy overall" and it's "impact on gaming."

With the popularity of Lord of the Rings, Narnia, Earthsea and others, publishers were looking for something that they could market as vaguely similar, and do so with a minimum of fuss, time and effort. Reprinting Howard, Moorcock and others fit that bill. But that wasn't the area of growth for the market. That mode was still on the wane, and high fantasy was what new stuff was.

Again, I disagree. While both forms of fantasy were very much in vogue around that time, it's specious to claim that one was "on the wane."

Ironically (or maybe not) even the new Conan novels that came out starting in the 70s or 80s, which had little of the feel of the older Conan material.

To date, I've yet to find anything to do with Conan that wasn't by Howard has very little feel of the original Conan material.

Your perception of the state of the market at that time is fundamentally not consistent with mine. Short of some kind of industry reports or industry "expert testimony" we'll probably have to agree to disagree.

I'm fine with that.

Calling that a "small number of homages" rather than a "fairly thorough placement of D&D squarely in the market to appeal to Tolkien fans" strikes me as either wishful or revistionist thinking.

It ultimately amounts to something along the lines of ten fairly specific points of a much larger game. I honestly don't see how anyone could call that "fairly thoroughly placement" with a straight face.

And keep in mind here; I'm not talking about Gygax himself and what he wanted. I'm talking about the first generation of the RPG player base. Granted, there's no way to talk about that in a way that's not anecdotal, because to my knowledge there's no real data about their preferences or preferred playstyles much, other than that there clearly was plenty of pent-up demand for material that catered more overtly to a high fantasy rather than a sword & sorcery approach, given the popularity and rapid spread of material that more overtly did so.

In other words, besides the fact that a New School came along to displace the Old School, your assertions about the players at the time are just anecdotes. That's certainly a fair characterization, but it doesn't really seem to put forth much.

The game itself doesn't seem to favor one or the other at all in any way whatsoever.

It seems to you. Key phrase there. Nothing about my position is any less or more "proveable" than yours.

If we're talking about the player base and their attitudes at the time, then this is true. I think that there is room for a slightly more objective analysis in regards to what can be read into the nature of the game itself, rather than those who were playing it, however.

And the fact that it's "OSR Approved" to play more rogueishly rather than heroically doesn't really prove anything one way or another. I was playing D&D during the same time frame that the OSR is trying to emulate, and I can certainly say for a fact that the games I knew were more heroic, and that was the paradigm of all the gamers I knew, who came into gaming after reading Tolkien, Lewis and Alexander. Plus, I'm also familiar enough with the OSR to know that your characterization of it as having a unified playstyle that it identifies with is completely false.

You're reading too much into my having brought up the OSR. I know that it's not unified, but there are some (admittedly very broad) generalizations that can be made about it. I feel comfortable that the one I put forth is one of them.

The OSR is as eclectic and varied as the actual old-school gaming situation was in the late seventies and early eighties, the dogmatic approach of a few very vocal bloggers notwithstanding.

I don't deny that, but again, the fact that there's a label at all means that there's something that can be said about it.

Well, two things: you're clearly in the Malizswski camp that believes that the game was a sword and sorcery game with a high fantasy patina or gloss. That's debateable, but I won't argue that there isn't a valid reason or two to characterize the game that way. I don't agree with it, but I think it's a clearly valid opinion to have based on some elements of the game, and 2) I'M NOT TALKING ABOUT THE GAME, I'M TALKING ABOUT THE PLAYERS. I don't know how to more strongly reiterate that point. If the players come at the game with a high fantasy background and expectation, it really doesn't matter what Gygax thought of fantasy too much. And by even his own admission, he purposefully put all kinds of high fantasy elements into the game to attract high fantasy fans. If a huge wave of the first generation of players were high fantasy fans, looking for (and seeing) high fantasy elements in the game, then THEIR GAMES WOULD HAVE BEEN HIGH FANTASY GAMES TOO. And if they were part of the first generation too, its nonsensical to call their approach "new school" and act as if it's some later development sparked by Tracy Hickman or whatever.

Okay, well, allow me to use the same Socratic method as you in my response:

I'M NOT TALKING ABOUT THE PLAYERS, I'M TALKING ABOUT THE GAME. I don't know how to more thoroughly restate that point.

The game can obviously be played in whatever style the participants choose to play it. However, looked at as its own thing, the game can be said to orient itself towards specific styles, be they of play, genre, or whatnot. This isn't ever outrightly stated, and oftentimes isn't obvious, but I do think that it can be understood within the text itself.

No it isn't. This doesn't have anything to do with sword & sorcery tropes becoming popular in a cyclical nature. That's a facile and--IMO--incorrect interpretation of it. What's happened with darker fantasy now is a completely independent development in the genre that has only superficial and coincidental resemblances to the classic sword & sorcery tale.

I think that's a foolish, and wrong, way of looking at it. The fact that darker fantasy is more popular now is both a reaction to a long period of high fantasy popularity along with a rediscovery of older dark fantasy materials.
 
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Doesn't this part of your post...



...contradict this one?
No. ??

This whole sword & sorcery from the 20s and 30s was your insertion into the discussion. My point had nothing to do with it at all. I was making a point about fantasy in vogue in the late 60s, 70s and 80s and contrasting that with fantasy in vogue now.

??
You were the one who started talking about "fantasy overall" and it's "impact on gaming."
Yes I was. So? That doesn't mean I was talking about fantasy in the 20s or 30s.

??
Again, I disagree. While both forms of fantasy were very much in vogue around that time, it's specious to claim that one was "on the wane."
I don't think so. In fact, if you're going to claim that my perception is specious and expect me to take it seriously, I'd like to see something along the lines of growth and new publications of old-fashioned sword & sorcery style fantasy.

I can remember a handful of titles here and there. But that was not normative for the genre at that period, as I remember it.
To date, I've yet to find anything to do with Conan that wasn't by Howard has very little feel of the original Conan material.
Totally agree with you there.
It ultimately amounts to something along the lines of ten fairly specific points of a much larger game. I honestly don't see how anyone could call that "fairly thoroughly placement" with a straight face.
Whereas James' "proof" that it was sword & sorcery with a superficial high fantasy patina is pretty much based on just the fact that the XP system rewarded the gaining of treasure and the fact that high fantasy is lsightly less prevalent on Appendix N.

I'd say my face right now is considerably straighter than yours. :shrug:
In other words, besides the fact that a New School came along to displace the Old School, your assertions about the players at the time are just anecdotes. That's certainly a fair characterization, but it doesn't really seem to put forth much.
I never claimed that they were otherwise. Although I also claim that your assertions about the players at the time are anecdotes as well.
If we're talking about the player base and their attitudes at the time, then this is true. I think that there is room for a slightly more objective analysis in regards to what can be read into the nature of the game itself, rather than those who were playing it, however.
I don't. Like I said, the structural evidence in the game is really mostly limited to the XP system. You'd do better looking at some of the early modules and adventures, but even in those, "save the town", "rescue the captives", etc. were pretty prevalent as I remember. I don't think you'll prove your point there, athough I do think it's a more fertile and more convincing line of evidence to pursue.

Most of those really early modules really had no p"plot" at all and therefore didn't address player motivations one way or another. And by the time the 80s started, there was a bit more about "stopping raiding pirates or humanoids" "rescue such and such captive" or "protect the sleepy little town from cultists" or whatever.
You're reading too much into my having brought up the OSR. I know that it's not unified, but there are some (admittedly very broad) generalizations that can be made about it. I feel comfortable that the one I put forth is one of them.
The curious thing about the OSR, which I pointed out in another thread recently so it's still on my mind, is that it many ways its a product of this time in spite of its claims to hearken back to an earlier period in gaming's history.

Not that it doesn't indeed hearken back to an older time in gaming's history in many ways--the retroclone rulesets alone certainly demonstrate that--but in that what is faddish, popular, or dogmatic in the OSR is not really representative of how games were played "back in the day." I'm hardly the only gamer out there who started playing in the heyday of the "OSR Age" yet who looks at OSR dogma and scratches his head saying, "Huh? No, our games weren't at all like that."

IN PARTICULAR, if you're claiming (which you are) that the default, original, OSR or whatever mode of D&D is that PCs weren't heroes but were instead venal scoundrels, then I think you're going to be hard-pressed to "prove" that by referring to structural elements within the older rules of the game itself. And certainly you'll be hard-pressed to do so by referring to them vaguely while not actually providing any such examples at all.
I'M NOT TALKING ABOUT THE PLAYERS, I'M TALKING ABOUT THE GAME. I don't know how to more thoroughly restate that point.
Your original post--which made a claim that I took exception to, since it didn't match my experience at all--was that "originally" in D&D it was assumed that the PCs were villains, or at least not heroes, and that the heroic paradigm was one that came about much later. That claim is not about the game, it's about playstyle. And you haven't backed up your original claim with evidence from the game, only vague allusions to it.

So, actually, no... your claim right there isn't true.
The game can obviously be played in whatever style the participants choose to play it. However, looked at as its own thing, the game can be said to orient itself towards specific styles, be they of play, genre, or whatnot. This isn't ever outrightly stated, and oftentimes isn't obvious, but I do think that it can be understood within the text itself.
I'm curious to see how.
I think that's a foolish, and wrong, way of looking at it. The fact that darker fantasy is more popular now is both a reaction to a long period of high fantasy popularity along with a rediscovery of older dark fantasy materials.
You think it's foolish and wrong to look beyond a glance at modern fantasy compared to traditional sword & sorcery and seeing something other than what I want to see in a superficial similarity? Or am I foolish and wrong for assuming that the cultural drivers that led to that superficial similarity must be because our culture hasn't had any evolution in the last 80-90 years? Or is it perhaps foolish and wrong to assume that what's popular in a culture's entertainment literature reflects something of the values, believes and nature of that culture itself?

I think it's foolish and wrong to assume that something popular nearly a century ago is just going to come back into style again as part of some kind of weird cycle. The arts do have movements where people look to the past for inspiration, but when that happens, it's because of things that are going on right then in their culture that drives them to do so, and drives those movements to be popular. And just because there is a movement that mimics and older school doesn't mean that it really does so for the same reasons, or really resembles it at a fundamental structural level.

And all of that, of course, assumes that superficial similarities are in fact motivated by purposeful imitation of the older style. Which I don't believe to be true at all. I think you'll have a really hard time finding any really significant parallels between the set that includes Conan, Fafhrd, the Gray Mouser and Elric and the set that includes Locke Lamora, Sand dan Glokta, Annasurimbor Kellhus, and Kylar Stern. You'd do a better job looking for parralels for the second set by looking at cynical, jaded antiheroes like Sam Spade, James Bond, Michael Corleone and guys like that.
 


Right. I had actually thought Fafhrd and the Gray Mouser were from the 50s or early 60s too, but it looks like I was wrong; they were originally from the 30s--although mostly published much later.

Anyway, I think this discussion is actually pretty fascinating, but I feel a little bit bad about totally hijacking this thread. I'll start another one here sometime later this evening when I have time to sit down leisurely and distill it into an opening post.
 

Hussar

Legend
Sure, it's not a surprise. And sure, they agreed to it up front. It's still railroading. I'm curious why you think it's not.

Lots of games are railroads, and contrary to popular belief on online forums like this, a lot of players like them. In fact, a lot of players want them. They want direction. They don't want to flail around trying to "find the game" and prefer that the GM just tell them where it is.

Granted, a lot of them prefer the GM do so with at least a little bit of subtlety, but that's a little beside the point. Railroads as games work for a lot of players. It's not for nothing that a lot of GMing advice in print treats it as a valid playstyle, if done with enough subtlety that the players don't really have anything to object to.

Although they also tend to call them "linear games" rather than railroads.

Now this I totally disagree with. Linear and railroad are not in any real wqy related. Railroading means removing player choice to serve Dm wishes. Linear is simply a lack of choices that is consistant with the ongoing narrative of the game.
 

Alzrius

The EN World kitten
No. ??

This whole sword & sorcery from the 20s and 30s was your insertion into the discussion. My point had nothing to do with it at all. I was making a point about fantasy in vogue in the late 60s, 70s and 80s and contrasting that with fantasy in vogue now.

??

Yes I was. So? That doesn't mean I was talking about fantasy in the 20s or 30s.

So, "fantasy overall" means "all fantasy except that from the 20's and 30's"?

I don't think so. In fact, if you're going to claim that my perception is specious and expect me to take it seriously, I'd like to see something along the lines of growth and new publications of old-fashioned sword & sorcery style fantasy.

I already mentioned the various reprints and re-releases from the 20's and 30's that were coming out at that time. That they'd been released again is itself a suggestion that the market for such material was reinvigorated.

I can remember a handful of titles here and there. But that was not normative for the genre at that period, as I remember it.

My understanding is that it was.

Whereas James' "proof" that it was sword & sorcery with a superficial high fantasy patina is pretty much based on just the fact that the XP system rewarded the gaining of treasure and the fact that high fantasy is lsightly less prevalent on Appendix N.

I'd say my face right now is considerably straighter than yours. :shrug:


I'd say you need to check your face again. Nobody used the word "proof" but it's certainly more suggestive of my interpretation than yours.

I never claimed that they were otherwise. Although I also claim that your assertions about the players at the time are anecdotes as well.

Hence why I want to talk about the game, and not the players.

I don't. Like I said, the structural evidence in the game is really mostly limited to the XP system. You'd do better looking at some of the early modules and adventures, but even in those, "save the town", "rescue the captives", etc. were pretty prevalent as I remember. I don't think you'll prove your point there, athough I do think it's a more fertile and more convincing line of evidence to pursue.

Most of those really early modules really had no p"plot" at all and therefore didn't address player motivations one way or another. And by the time the 80s started, there was a bit more about "stopping raiding pirates or humanoids" "rescue such and such captive" or "protect the sleepy little town from cultists" or whatever.

By the time the 80's started, the New School was already in full swing (Dragonlance was the big debut for this sort of gaming), but before that most of the modules were indeed lacking of any sort of plot at all. Unto itself, this could be taken any way at all, but I do think that there's something to be said for, at the very least, that that doesn't slant the game towards epic heroism.

As you noted, the XP system is a nod towards the style of game that I'm saying was there. Likewise, I'll admit that it's subtle, but that doesn't mean it's not present.

The curious thing about the OSR, which I pointed out in another thread recently so it's still on my mind, is that it many ways its a product of this time in spite of its claims to hearken back to an earlier period in gaming's history.

Not that it doesn't indeed hearken back to an older time in gaming's history in many ways--the retroclone rulesets alone certainly demonstrate that--but in that what is faddish, popular, or dogmatic in the OSR is not really representative of how games were played "back in the day." I'm hardly the only gamer out there who started playing in the heyday of the "OSR Age" yet who looks at OSR dogma and scratches his head saying, "Huh? No, our games weren't at all like that."

I don't disagree here - as I said, I don't think the OSR is united in their remembrance of what the "old school" was like. I'm simply saying that one of the central pillars of the old school is the rejection of epic heroism in their characters. Even then, I'll note that there are disagreements (especially when you get into questions of what constitutes "epic heroism").

IN PARTICULAR, if you're claiming (which you are) that the default, original, OSR or whatever mode of D&D is that PCs weren't heroes but were instead venal scoundrels, then I think you're going to be hard-pressed to "prove" that by referring to structural elements within the older rules of the game itself. And certainly you'll be hard-pressed to do so by referring to them vaguely while not actually providing any such examples at all.

You've already mentioned the "XP for GP" part of the rules, which is a big nod in that direction (though I don't know why you keep highlighting "prove"). As I noted, it's not definitive, but it's a major indicator that a major purpose of the game was to get rich.

Your original post--which made a claim that I took exception to, since it didn't match my experience at all--was that "originally" in D&D it was assumed that the PCs were villains, or at least not heroes, and that the heroic paradigm was one that came about much later. That claim is not about the game, it's about playstyle. And you haven't backed up your original claim with evidence from the game, only vague allusions to it.

First of all, you're wrong in what was in my original post. I simply said that the game originally assumed that the PCs were rogues on the make. You've clearly read something else in "rogues" (or perhaps "on the make"). Likewise, you clearly understood the "XP for GP" part of the rules, all the while saying that you don't know what I'm talking about? That's disingenuous.

So, actually, no... your claim right there isn't true.

False. See above.

I'm curious to see how.

Again, see above.

You think it's foolish and wrong to look beyond a glance at modern fantasy compared to traditional sword & sorcery and seeing something other than what I want to see in a superficial similarity? Or am I foolish and wrong for assuming that the cultural drivers that led to that superficial similarity must be because our culture hasn't had any evolution in the last 80-90 years? Or is it perhaps foolish and wrong to assume that what's popular in a culture's entertainment literature reflects something of the values, believes and nature of that culture itself?

A (I suspect deliberate) misinterpretation on your part. I think it's foolish and wrong to assume that the current state of fantasy fiction has nothing to do with previous styles of fantasy fiction. You said that you think the current state of fantasy has nothing to do with how fantasy used to be written; I think that view is ignorant of the impact that previous authors have had on the current authors and readers, especially at a time when older works are more accessible than ever before.

I think it's foolish and wrong to assume that something popular nearly a century ago is just going to come back into style again as part of some kind of weird cycle. The arts do have movements where people look to the past for inspiration, but when that happens, it's because of things that are going on right then in their culture that drives them to do so, and drives those movements to be popular. And just because there is a movement that mimics and older school doesn't mean that it really does so for the same reasons, or really resembles it at a fundamental structural level.

And all of that, of course, assumes that superficial similarities are in fact motivated by purposeful imitation of the older style. Which I don't believe to be true at all. I think you'll have a really hard time finding any really significant parallels between the set that includes Conan, Fafhrd, the Gray Mouser and Elric and the set that includes Locke Lamora, Sand dan Glokta, Annasurimbor Kellhus, and Kylar Stern. You'd do a better job looking for parralels for the second set by looking at cynical, jaded antiheroes like Sam Spade, James Bond, Michael Corleone and guys like that.

I think that this view is tragically misguided. Even overlooking how many contemporary authors claim to have been influenced by older authors, the sheer prevalence of past works being made available to people is not only great, but increasing. Works that could only be found in certain libraries are now to be found in most bookstores, and can often be found on various websites. To say that these are being brought back into the public consciousness, while denying that they have any influence, is to be completely blind to not just the obvious, but also to ignore the simple "cause and effect" nature of influence within a single genre.
 

Nellisir

Hero
I've never heard that particular playstyle preference presented as old vs. new, and would in fact quite stronlgy object to those labels. I think that they're flatly misinformative.

"You must spread some Experience Points around before giving it to Hobo again"

In fact, if anything, I'd say that the opposite might almost be true in fantasy overall, which has a strong impact on what people in gaming are doing, obviously. "Rogues on the make" is much more a factor of today's fantasy than it was of the fantasy that was popular in the 60s, 70s and 80s, which was the high point of high fantasy.
My thoughts (and experience) exactly.
 

Nellisir

Hero
By the time the 80's started, the New School was already in full swing (Dragonlance was the big debut for this sort of gaming),
Frankly, if you're going to call the first 6 years of D&D "old school", and lump the next 32 years (or more!) into "new school", I think your bias is showing.

You've already mentioned the "XP for GP" part of the rules, which is a big nod in that direction (though I don't know why you keep highlighting "prove"). As I noted, it's not definitive, but it's a major indicator that a major purpose of the game was to get rich.
I think a lot of people look at design decisions from the early days of the hobby and assume, usually unconciously, that the design parameters and choices we make today sprang, full-fledged, onto the earth when Gygax first conceived of D&D. Many people (and I'm sorry, I'm treading on sacred ground here), also presume that Gygax is unsurpassed and unequalled as a master of game design, which begs the question why more people don't play Dangerous Journeys or Lejendary Adventures.

So, I think you're overthinking it. Much of our current design vocabulary simple didn't exist.

For what it's worth, when I reference fiction as a resource, I usually look at the Mabinogion or Chretien de Troyes.

Finally, looking at the description of sword & sorcery (a subgenre much referenced by the OSR adherents) fantasy on Wikipedia, I find it interesting that there's no mention of "character".
...the consensus characterizes it by a strong bias toward fast-paced, action-rich tales set within a quasi-mythical or fantastical framework. Unlike high or epic fantasy, the stakes tend to be personal, the danger confined to the moment of telling."http://en.wikipedia.org/wiki/Sword_and_Sorcery#cite_note-1
 


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