D&Detox

Fenris-77

Small God of the Dozens
Supporter
@pemerton - Wonderful post.

I think you can take your outline above and continue to unpack it a variety of profitable ways. First, I think there is something interesting, perhaps several interesting somethings, to examine that stem from your A, character building as a site of challenge, that index pretty clearly some of the elements of the evolution of play in D&D. Second, I think in the case of B, D&D suffered somewhat from being the hippo in the bathtub when it comes to responsiveness to the changing tides of the lager industry. In both the above, I see traces of the difference I was attempting to describe.

I think that one useful way to talk about the evolution of roleplaying from the 70's through, say, the 90's, is to characterize it as a discussion, or a discourse, that existed between D&D on the one hand, and the rest of the industry on the other. D&D was during that time, I think, the yardstick by which the industry defined itself. At least I don't think that's a controversial way to describe the situation. That discourse is interesting because I see it as oddly one-sided. A lot of companies were either producing games that could be described either as "D&D but..." or as "not D&D because...". I'm not trying to trivialize the work of other designers with that characterization, but I do think that design questions like "what do I want my game to do?" or "what is actually important about the gaming experience?" that other games were at least in part designed to address do indeed come from a departure point of D&D as the "model from which". Differently from these other games, D&D was in the process of becoming "more D&D than before" rather than adjusting to any outside influences.

When you look at where D&D ended up in it's 3rd edition in terms of your A, character build as challenge site, I see a clear evolution at work. The complexity of character creation, and the impact of what we like to call system mastery, became pronounced. The ways in which characters interacted with the diagetic framework became increasingly granular as skills, proficiencies, and abilities multiplied, and the search for synergy in that ever expanding bin of granularity became the chief challenge facing players during character creation. What did not change in this movement, and what in fact receded in some ways, was any notion of player interaction or agency within the fiction that fell outside this ever-expanding set of rolls and skill tests. The way in which D&D evolved was to produce more and more specificity and volume in the set of things that could be rolled for, and more and more variety and complexity in the ways in which players could design their characters to provide bonuses to whichever rolls they felt most important. Players were challenged to define their characters in terms of bonuses to the rolls that reflected what the player felt their character should be good at. The teleos of this evolution, in terms of play, is that players wanted to roll dice to do things. Interaction with the fiction become, I would argue, more about choosing what to roll than about determining if a roll were the right tool. To put this evolution in your terms, I think D&D very much collapsed in the direction of 1 as it 'B'-ed. This focus on skills, and more generally on die rolls as the primary diagetic tool, serve in some ways as a deterrent to exploring other ways to play the game, and other ways to apportion control over the fiction. Not an overt or explicit deterrent, but one that works by shining a very bright spotlight elsewhere.

This has gotten long, and I need a cup of tea, so I'm going to put a pin in my discussion of hippos and bathtubs and come back to it later on, should that still seem like a useful avenue of discussion.
 

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pemerton

Legend
@pemerton - Wonderful post.
It's kind of you to say so!

The way in which D&D evolved was to produce more and more specificity and volume in the set of things that could be rolled for, and more and more variety and complexity in the ways in which players could design their characters to provide bonuses to whichever rolls they felt most important. Players were challenged to define their characters in terms of bonuses to the rolls that reflected what the player felt their character should be good at.

<snip>

This focus on skills, and more generally on die rolls as the primary diagetic tool, serve in some ways as a deterrent to exploring other ways to play the game, and other ways to apportion control over the fiction. Not an overt or explicit deterrent, but one that works by shining a very bright spotlight elsewhere.
I played very little 3E D&D, and so the developments you describe here are things I know of rather than things I myself know. I moved from AD&D to Rolemaster in 1990, and RM was my main game through to the end of 2008. In that time I also played bits-and-pieces of AD&D 2nd ed, RQ and other BRP games, and a few convention one-shots.

RM has a fairly intricate skill system, but in its fundamentals I don't think it reflects what you describe above, because it doesn't take a great deal of mastery in the 3E sense to build a characer: you just need to get high numbers in the skills you want to use! (There is mastery in learning how the rules of PC build actually work - eg how to calculate the costs of skill ranks purchased and the bonus that results - but that's not the same as the hunting around for bonuses that you describe.)

And with the use of skills in RM - at least as we played it - the focus is always on the fiction. It's not as tight as "moves" in PbtA (to do it, you do it) but it's not as disconnected from the fiction as I often see 3E described (as an observer of 3E, Diplomacy skill seems to be one poster child for this; personally I also think Natural Armour is another site of that disconnect but that's more controversial).

4e, as I encountered it and as my group has played it, was obviously a "fiction first" game in non-combat resolution, while in combat a strange mix of fiction-first for positioning and terrain, abstract D&D-isms for defences and hit points, and halfway in between when it comes to conditions inflicted as part of combat resolution.

There was a trope used in some threads back in that time of "the wrought iron fence made of tigers". But 4e never played like that for us - the trope seemed obviously misplaced given both (i) the actual text of the game, and (ii) the fact that everyone who enjoyed the game seemed to be playing it fiction first, while everyone who played it disconnected from the fiction seemed to think it sucked. (The theory underlying (ii) being that the people who are enjoying a game are the ones who have worked out how it's meant to be played!)
 

Fenris-77

Small God of the Dozens
Supporter
I think I'd probably stop short of talking about the way the game is 'meant to be played', for the most part anyway. For example, I cannot stand 4E, pretty much everything about it rubs me the wrong way, starting with the emphasis on miniatures for play. However, I will also freely admit that 4E is also a really well designed tactical combat game. Lots of people love 4E, and lots of those people love the focus on tactics and miniature use. Some of those people aren't playing fiction first games, and I'm not here to tell them they're wrong. However, in terms of my personal taste in games, and the evolution of what I find compelling about RPG play, I have hopped over the fiction-first fence and run off into the fields of shared narrative control shouting this is sooooo COOL!. I remember very clearly reading FUDGE for the first time when it came out and not groking it at all. It had none of the tools I had come to expect, and consequently I couldn't see how it was actually any good for anything. Now I'd point to that moment as the beginning of something new.

My perspective in D&D play very much stems from my extended experience with 2E and 3E and my subsequent move to greener narrative pastures. Even now with 5th, I'm often trying to massage the game to add a more mechanically sound basis for narrative agency into a rules set that still doesn't really support it that well. I don't want D&D to be PtbA, but I would like it to lean a little more in that direction. Interestingly, to hearken back to your earlier post, my interest in urban play, and non-dungeon play, is a key factor there, as it forces me to lean on the two shakier pillars of play more often. Once you start kicking the tires on pillars two and three, you get a clearer picture of the extent to which D&D's default is still very much DM control of the fiction, even though 5E has come light years forward compared to earlier editions in some regards (IMO anyway).
 

GMMichael

Guide of Modos
If you want people to try a new system, you have to find the fun. Teaching rules, getting rid of ingrained concepts, all that stuff is beside the point. If you do not demonstrate why the new system is more fun is some way than the old system, you will not win people over. It’a up to you which find the thing to get people excited about, but that must be your main goal. . .

So if the system has great rules for X, or does X differently from D&D in a way that is fun, get to that first. Give people a reason to play a new system.
Not entirely beside the point. I agree: show the players the good bits. But looking at them through a D&D lens might prevent the seeing. For example, a D&D player walks into a Numenera game. Numenera has stat pools which can look like hit points to a D&D player (but they're not...). Part of the fun in Numenera is expending effort (which reduces one's stat pools) which permits special abilities and increased luck. The D&D viewer might not see this though, because from her perspective, expending effort = reducing hit points = killing your character.

**Cthulhu Dark
*AD&D​
4e D&D​
*Classic Traveller​
*Burning Wheel​
**Wuthering Heights​
**Cortex+ Heroic/MHRP​
**The Dying Earth​
**Prince Valiant​
**In A Wicked Age​

. . .Maybe it's just a quibble, but I would say what is important is not so much what's fun - which is alomost a given for a half-decent system with a group of experienced RPGers - but what worthwhile experience does this give that we woudn't have had otherwise. Eg in our Wuthering Heights game last Sunday, that was overwrought drama driven by rage and despair.
I was reading "what's worthwhile" into "what's fun," for what it's worth...while...

Did the switch to any of the above games involve unlearning things from prior games? I'm guessing your group isn't the type to say, "I don't want to play this, because this other game does it better," but there might have been some "I don't understand this rule, because it's handled clearly in this other game."

By the way, it's good to hear that the despair-driven game was worthwhile 🤓
 

dragoner

KosmicRPG.com
The games my group consistently plays are 5e, CoC 6e, Classic Traveller; with alternately thrown in B/X, OSR, PF 1, M-Space, Mythras, and Mongoose Traveller 1e. Most of it fairly well hacked for original settings. As far as DnD isms (which is funny because all RPG's in Russian are "D&D"); just be patient with whoever, GM or player, saying what the rules are, and to have a copy handy of the rules. Patience is the most important part.
 

Ratskinner

Adventurer
Now we're cooking with gas!

Re lists: I see what you're saying. But Classic Traveller relies heavily on lists (mostly of gear). And Rolemaster relies heavily on lilts (especially of spells). But I don't necessarily see the narrowing you describe. Eg Traveller has Electronics skill, which kind-of implies that players are expected to have their PCs jury-rig their gear (and we've seen this happen in play). And at least in my experience, the "richness" of RM PC gen encourages players to think about the backstory and conrtext for their PC, which already contributes to the shared fiction.

Not too familiar with RM. Is that the one with the tables for combat results that includes super-detailed things like..."toe chopped off"? If so, I'll just say...ahem, and leave it at that. I think that authorially-minded players and GMs can act this way in almost any system. My crux of the issue for me is how well-supported such things are within the mechanics.

In AD&D Oriental Adventures, the PC gen system encouraged the players to think about their family, their martial arts masters, etc, which likewise contributes to the shared fiction.

If that ends up contributing to the play-narrative...sure. However, that ends up being totally up to the DM, doesn't it? I don't recall anything like Fate's compels, where you might get a Fate point if the kidnapped victim is one of your family or something. (Which you can then spend later to push the fiction in a direction you like.)

Also, in the days of ur-D&D one gathers that it wasn't unheard of for a player to suggest a new class or class variant (hence the ranger, presumably the illusionist, etc). I've always assumed it was Rob Kuntz who brought up the possibility of Robilar taking an orc on as a henchman. Spell research was presumably intended to be a meaningful option. Etc. In other words, the lists weren't seen as outside the players' sphere of influence.

When you're talking about the people who were establishing the lists...sure. But things like spell research have diminished returns for player effort/time if the list is already long. I think the same things apply to any of those lists.

On your second point - that is something I've picked up in the "Putting the Awe back into Magic" thread. The D&D combat mechanics don't engage the fiction at what, when one thinks about the fiction, is apt to be the most dramatic point of action - what happens when A tries to run B through with a sword? I don't accept that all "trad" RPGs are like this: RM and RQ are not, and Classic Traveller's combat is a bit like this but is so close to sudden death that it doesn't really compare to D&D beyond 1st level.

By traditional, I'm usually referring to the design sense rather than temporal. So, for me d20 Modern is pretty traditional, along with many other systems that some think are ground breaking. My personal experience has been that, even with some of the systems you mention, the results are pretty much D&D with different resolution systems. I'm confident that varies from group to group.

So I think to get D&D players to orient themselves more towards non-D&D games it would make sense to lean more heavily on non-combat resolution.

I agree. But that's difficult when most games have (like D&D) extensive rules and subsystems for combat resolution, but little more than lip-service to non-combat fictional resolution (often without any subsystems whatever).

And to conclude this post: I don't think we could talk about why discussion of 4e would degerenate the thread without talking about how 4e relates in distinctive ways to these features of the D&D "tradition".

I agree, but y'know, such a discussion is likely to degenerate the thread...so, there's that.:confused:
 

Fenris-77

Small God of the Dozens
Supporter
I agree. But that's difficult when most games have (like D&D) extensive rules and subsystems for combat resolution, but little more than lip-service to non-combat fictional resolution (often without any subsystems whatever).
This. This is where I spend a lot of my time tinkering, especially on the social interaction side. The lack of subsytems, and the lack of mechanical resolution beyond pass/fail doesn't provide a lot of handholds. I know you can adjudicate success with consequences there, but I really don't like the cognitive load that entails, nor being responsible to the players for when I choose to do that or when I don't. A lot of my tinkering involves subsystems to add clocks and ladders, as well as more graduated levels of success.
 

Nebulous

Legend
I'm running a non-D&D online game with a couple of seats open for drop-in players (Roll20), and I'm finding that some players can't quite wrap their heads around a non-D&D rule set. It's more of an issue when play wanders away from role-play and into rules-dense territory, like combat.

If you've GMed other bloodlines of games, like Fate or Dungeon World (or Amber?), how did you help players break out of the D&D mindset?

If you've learned a non-d20-style game as a PC while coming from a D&D background, did you have trouble avoiding old habits? What did you do to overcome them?

I'm running two games of Dungeon World now for people who are mostly familiar with DnD (myself included). It's difficult at first. I think really it just takes time, and reading lots of DM advice and youtube videos to teach yourself so you can also teach the players. I know that's not the best advice, but it's what has worked for me.
 

Nebulous

Legend
Is Dungeon World the game you're running? I can see people having some issues adapting to a PtbA style game. It's very different, and there is a lot more responsibility in the player, at least compared to a more passive D&D style player. They just arent used to playing to find out what happens. It'll come though, and it'll be worth it.
yes, it just takes patience and practice, like learning any new skill. DW is probably hardest for the GM, as it does require more thinking fast on your feet moments than even regular DnD. You don't have the dice to fall back on as much, you have to push the story through description.
 

Fenris-77

Small God of the Dozens
Supporter
yes, it just takes patience and practice, like learning any new skill. DW is probably hardest for the GM, as it does require more thinking fast on your feet moments than even regular DnD. You don't have the dice to fall back on as much, you have to push the story through description.
You do have to think fast. On the other hand you have success with consequences to fall back on. If you really take to the flow of "yes, but" things get easier. Also, some people seem to think that DW is prep-free or something, or that prep is somehow against the spirit of the game. I don't think either is true, but I do think the prep that really helps if different from the prep people might be useful from D&D. It does take practice though, no doubt.
 

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