I think Edwards very much intended to include early editions of D&D in his statement, especially since until 4e D&D did not provide the type of guaranteed protagonism
It doesn't promise story either, at least until Dragonlance and then AD&D 2nd ed, and so isn't guilty of the distorting effect on the understanding of story creation that Edwards is railing against.
Edwards calls old pre-2e D&D a game aimed at "step on up Gamism" and is ok with that. It's 2e AD&D incoherence he hates - using a Gamist engine but drifting it towards simulation & dramatism.
This reminds me of the guys on therpgsite conflating Forgeists with White Wolfers as "storygamers", even though the Forge's "Story Now" was specifically a reaction against WW style "Story Already Written" Railroading. The Forgeist agenda is very hostile to something like Paizo Adventure Paths, but is fine with pure Gamist play, which is how it characterises Tomb of Horrors and suchlike Gygaxian stuff.
I agree with the first para, and am intrigued by the 2nd: that's a pretty bad misunderstanding of what The Forge is on about.
he clearly references games from the 70's... so what games are being referenced if not old school D&D and it's ilk??
I guess Runequest or some linear Traveller modules could be run that way
Runequest would be one clear example, yes: moreso than Traveller, I think - not to say that Traveller couldn't also be an example - because of its literary and mythological pretensions.
Edwards also has an apparent interest in drifted Tunnels and Trolls from that period, which might be another example. Chivalry and Sorcery, perhaps, also.
Also, the fact that Runequest is in there shows there is no particular connection between being a source of brain damage and being an admired game: Edwards clearly admires Runequest and its impact. Its just that he also has views about its limitations as a story-telling vehicle.
Of course Edwards is including D&D in his comment. I've never seen anyone attempt to pretend otherwise. He even says, in his follow-up comment to that comment, that he means "Its origins in terms of game texts are probably traceable to AD&D2". And then he mentions some other fine games, like Champions.
That The Forge hates AD&D 2nd ed was already established upthread. But AD&D 2nd ed is not exhaustive - thankfully, in my view, not even paradigmatic - of what D&D is or can be. And it certainly isn't a game from the 70s.
Edwards's attitude to Champions (first published 1981) is similar to his attitude to Runequest: admiration as well as critical awareness of what he sees as its limitations.
I wonder if you add up the "success" he had as a designer and compair it to the worst or least succesful D&D or OWOD what that would look like..
I give a toss what Ron Edwards says. Reading his essays and reviews has been the single most useful thing I've read to support my RPGing. (Second best would be Luke Crane's Burning Wheel books.)
I don't own and have never played Sorcerer (his best known game) but plenty of people (including posters on ENworld) have played and admired it. Ken Hite - hardly an RPG ignoramus - lauded it. A
Sorcerer upgrade kickstarter around a year ago, with a $5,000 goal, raised $26,792 - I personally wouldn't regard that as a failure.
Not to mention, commercial success is not the only - not even the usual - measure for cultural importance and impact. Besides the impact I already mentioned upthread, [MENTION=87792]Neonchameleon[/MENTION] has reminded me that I left out Dungeon World, and has also pointed to a Fate-Forge connection of which I was unaware (and apparently [MENTION=6688937]Ratskinner[/MENTION] also).
Frankly, the only RPGers who have anything to fear from the wrath of the Forge are those who
like AD&D 2nd ed and White Wolf et al-style "storytelling" play based around illusionist GMing that creates (in Edward's opinion, at least) a distorted experience of protagonism. Those who are playing classic Gygaxian gamism, or who are playing "indie" style, aren't in the cross hairs at all: rather, they're the gamist and narrativist vanguard. Those playing up-front GM force Call of Cthulhu are likewise free from criticism: The Forge calls this "participationism" and puts it into roughly the same entertainment category as theatre (ie the players are pure audience, not creators at all). I think Edwards's attitude to process sim of the classic Traveller or Rolemaster variety is a bit more ambiguous - he (in my view not unreasonably) thinks it's pretty hard to pull off, and very highly vulnerable to drift - but because there is also there no false or distorted promise of story I don't think there's anything to fear from him either for lovers of this style of RPGing.
I have seen you argue along similar lines when discussing your disappointment in old school D&D not providing the type of "story" it hints at in it's opening fiction... was it Moldvay?
Yes, I have accused Moldvay of being misleading - of not being able to deliver on its promise. That doesn't mean it distorted anyone's understanding of story creationg via RPGing.
Yeah, he's not talking about pure Gamist play.
<snip>
AFAICT Ron thinks 'functional stories' require a Dramatic Premise and to conform to conventional literary structure(!) - which his Narrativism is designed to produce. Since Gamist play isn't aimed at story creation it's not relevant.
As for Moldvay, the problem is that it's a Gamist game that does not allow for the creation of the dragon-slaying scene described in the intro.
In other words, this.
So expectations vs. design not matching up (though I'm not sure whether a high enough level fighter could or couldn't pull off the type of action in the Moldvay story)... that sounds like exactly what Forge theory seems to be against
Yes, but that has nothing to do with brain damage. You can see an example of this mismatch issue if you read the thread I linked to above about LotFP. Whereas Vincent Baker is lauding the "lies" he found in LotFP, Edwards is sceptical of their virtue precisely because of the mismatch issue. But he doesn't think that the mismatch is destroying anyone's ability to create stories (which is what "brain damage" is about). He just thinks it is a recipe for social contract breakdown and for dissapointing play experiences more generally.