How did I piss the Jester off? That's not my intent here. Presenting an alternate view of what D&D is to the storygaming philosophy isn't denying another philosophy the possibility it may be more accurate. I'm simply trying to pry open some other ways of viewing our game so games like early D&D and other playstyles aren't de-legitimized.
Talk to Dave Megarry. He and Gary and Dave Arneson began work on Dungeon! in 1972 and a lot of work that went into the boardgame carried over into the D&D and vice versa. I'm not claiming the boardgame is the source of the ideas for our hobby. I'm ony saying people who are looking for insight into why D&D was designed as it was might find some answers there. Dungeon levels, maze navigation, weighting treasures and monsters, evaluating hit probabilities, variable XP requirements, magic items, divination abilities, and so on. Even cooperative play was included as an option in later versions.
A little off-topic, but:
Periodically a thread comes up where you start talking about the difference between story and game, and yet as far as I can tell, you are pretty close to being the only one on ENWorld who holds these positions vis-a-vis D&D and other RPGs. When they've come up on CM, same thing. Which isn't to say you're wrong, exactly, but it looks a lot like spitting into the wind. This line of thinking reminds me of the "video games can't be art because they're video games!" assertion; it's firmly grounded in your opinion and, as far as I can tell, little else.
It is quite clear that, for many, many groups, D&D IS storytelling. You come across- at least to me- sounding like "You guys are doing it wrong!" And let's face it; they aren't. Regardless of the fact that I personally can't stand story-based games (or especially railroads), there are lots of groups who play that style of campaign and are perfectly happy with them. So I guess I just don't get why you think your opinions trump other groups' opinions of what makes a D&D game.
I say this with respect and puzzlement, btw, and I think we probably, when it comes down to it, have fairly similar playstyles- I just don't understand your position on "game" vs. "fiction".
Read my last two responses and I include some of my understanding about games and narratives. My intention is not to stir up dissent, but to dissent to whitewashing RPGs and RPG theory in whole into storygame theory. My disagreements are not that others can play D&D as they want to play it, or even have rules which support their goals, but to recognize the rules of early editions as having a sound design even if most of the long term players have forgotten or never played to those purposes to begin with. And that, by unearthing those principles of design we can include rules which support how D&D was designed for play, if not always played so for most of its early life.
Is there such a thing?? I'm no anthropologist, but I would be very surprised if there were any cultures anywhere- human ones, at least- without stories.
I find when people make something a godhead, a fundamental absolutism that limits people to, say, one aspect of life perhaps in only one discipline of academia, and then demand others accept and never leave it, it's best to flat out deny that godhead - however absurdist it may appear. Other cultures don't necessarily understand their lives as stories and that's okay. I don't think we have to go back more than a hundred years to see that.
We could just as much demand there is no such thing as games as games are always art, a creation by a person. They are always sports as players must always use their physiques no matter how small they matter. They are always politics as every human act as political consequences. And on and on. But are we only ever to use those vocabularies when referring to games? Making one's small island the whole of everything, narrative theory in this case, is the root of what it means to be sophomoric. "There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." Limiting games to storytelling can only hamstring games. Look at what happened when the post-structuralists tried to do it to the arts in the 80s! Everything may seem awesome given the scope of the philosophy currently edging out all other ideas, but it is not a benevolent act. No matter how satisfied its supporters.
Oh- if you're focusing on the story of the game, you're doing it wrong? You aren't actually playing a game if you only pay attention to the xp system and game math when you absolutely have to? I don't buy this at all; it's not just one-true-wayism, it's one-true-wayism based (as far as I can tell) strictly on your own opinions. It's as if I made the argument that you aren't really watching a movie if you aren't focused on the cinematography; if you focus on the story/plot, you're not really watching a movie, you're engaging in story-reading instead. Which, of course, would be nonsense.
WWE is focused on telling a story with wrestling rules, but I don't think they are playing the sporting game of wrestling. It's like seeing chess in a film. Are the actors actually playing chess? No, they are pretending and not following the rules at all needed to play the game. We can focus on enjoying the narrative, aesthetic, group camaraderie of gaming, but games are designed for more than just that. We can do those without playing games. So, making stuff up isn't the whole of playing a game, but not the wrong reason to play one. But if we only and ever take it to be game play, we risk losing games completely what makes games (and puzzles) unique. If my description of what is actually playing a game isn't working for you, then use one of your own.
In your campaigns. In your experience. In your playstyle. But there are equally many for whom telling a story was ALWAYS the objective of D&D- and despite your assertions to the contrary, they weren't not-playing D&D. They were just playing it differently than you.
I suggest they were doing their best. And that's great. But neither am I not playing D&D or misunderstanding what RPGs are all about or why the rules of the game were written as they were when we don't tell stories in our game.
I would dispute that the two can't go together. Sandbox to story game is a spectrum, not a black-and-white either-or.
Plot following adventures are different sandbox modules. You can play either in a storygame, but the latter is generated by a code like one in the DMG appendix for something closer to what I see as the D&D game. Sandbox modules are a spiderweb for players to play with, while in the larger campaign where the game remain a quantity of potential game states to be deciphered and navigated testing player ability. Plot following adventures are largely linear or branching scripts with blank spaces for players to fill in as whatever they want. Not that encounter skirmish combat games aren't played along the way, but the astronomical amount of consequences weighing on every move don't carry over. Usually just the handful the DM improvises on the spot.
Isn't that exactly what you're trying to do?
No, I don't want to close out ideas other than my own. I didn't go and create a website and build a community for that specific agenda. I have no desire to remove the Big Model from existence. Or silence other ideas than my own. I hardly see the ideas I've been playing with as representing the orthodoxy in our community. I do however have every desire for adherents of that orthodoxy to open their hearts and minds to other ways of designing and playing games. And those other ways certainly don't have to be the thoughts I've been playing around with. But I suggest we slay the story-god first, if only to save storytelling.