I think it will be helpful to explicitly state that the following 3 beliefs need not be in conflict
- D&D is significantly more prone to MMI than a game like 'example - Blades in the Dark'. (System matters)
- Some individuals experience MMI in situations where others would not (Player tolerances matter)
- D&D is not very prone to MMI
Obviously, we can disagree on the truth of any of these beliefs, especially the last one. I'm not trying here to state these are unequivocal truths, just that all of these things can be true at the same time.
I draw a distinction between "D&D" in general, and any specific edition. I think the earliest forms of D&D, for example, were only prone to MMI in the sense that the whole
field was still extremely new, which is why Gygax at first questioned whether D&D was even a "game" to begin with. However, as things developed, he started to take a stronger stance on design issues, and understood the game to be (in some sense) an open-ended enigma for the players to untangle by whatever clever manipulations they saw fit to use. 3e, despite being very rules-heavy, had a
lot of really faulty design, which sometimes caused those rules to be contradictory or even totally irreconcilable, and the baroque nature of its rules meant enforcement was...fraught, to say the least. This led to "MMI" in a very system-first sense, as articulated by (IIRC?) Mike Mearls in the original use of the term as applied to RPGs: there is no freedom because the rules are so dense and constraining. 5e, as a result of its diehard commitment to
de-emphasizing the rules, runs into it from the other direction: with no rules at all, there's no mooring, nothing to guide except DM preference, which all too easily becomes DM whim.
Some versions of D&D are relatively much more prone to MMI than others. I'm of the opinion that 5e is one of the
most MMI-prone editions ever written, for a variety of reasons, as I have previously said.
Note: I'm going to switch gears a little and examine that last bullet - D&D is not very prone to MMI. With this framing in mind:
- Do you believe most D&D players have experienced MMI when playing D&D?
- If so, do you believe it often occurs within their games?
- If so, how do you explain them coming back to the game again and again?
To me there are so many players that seemingly play and enjoy D&D that it's hard to believe MMI is a significant problem for most of them. That's why I believe D&D overall is not very prone to MMI, even if it is more prone to it than other games.
1. Yes. I'm also fairly sure that, when they have experienced it, they usually did not realize it was happening. MMI, especially
covert MMI, can be quite subtle. Blatant overt MMI is so obviously dysfunctional that even openly "Viking Hat" DMs will usually try to avoid it. Overt MMI can still happen though, otherwise we wouldn't see the many (many,
many) discussions out there about DMs requiring four or five or six (etc.) rolls just to sneak through one small area, or eavesdrop on a single conversation, etc.
2. "Often" is relative, no? I would say most games that run long enough (say, covering 3-4 months of once-a-week sessions) will have at least one instance of it, if played in the ways people online describe it and run in the ways the 5e DMG recommends doing things. Active efforts to prevent or forestall MMI require one to break at least
somewhat from the DMG advice, and usually require some kind of deviation from the way 5e play is usually described.
3. Lack of awareness or understanding of the roots of the issue, the issue not being egregious enough to put them off D&D entirely, or (perhaps the worst of the bunch) the issue
is egregious enough to put them off D&D entirely, and we never find out because they just cease engaging with
anything D&D related. They become invisible to us, because they just decide D&D isn't for them and never come back or speak about it--why should they, it was a bad experience and complaining about it online isn't going to ake that bad experience better.
One can enjoy an overall experience while still having problems with it. Indeed, this is exactly what happened to me with 3e, albeit for different reasons.* I knew I liked playing D&D
in general, but I kept being...shall we say,
unsatisfied with the results. Like eating a meal you've cooked, and liking it, thinking it is more than just edible, it is flavorful and pleasant, but knowing that it's just not
quite what you wanted, that there's some
thing you're missing and you just can't put your finger on it.
But, as I've mentioned earlier, there could another reason. The players don't complain because they start "fighting back." Instead of distancing themselves and giving up on D&D, they accept the terms and engage with them. When the social contract is the only recourse, they accept that and start
leveraging the social contract to get what they want. This leads to exactly the kinds of complaints Tetrasodium has mentioned, and which Malmuria linked in those tweets: players who negotiate at the social-contract level, and who (rightly or wrongly) employ social-contract appeals and condemnations when those negotiations fail for whatever reason. In other words, the players come back to the game because they
accept MMI, not as a dysfunction, but as a baseline mode of play to be handled like any other.
Things can be dysfunctional without being
ruined. And things that become dysfunctional can be addressed, not by trying to deal with the root cause of the dysfunction, but by adopting coping mechanisms. Both of these player responses involve something other than throwing in the towel and calling it quits when dysfunction occurs.
*It wasn't MMI, but rather that 3e billed itself as a cooperative-teamwork experience, a party of allied adventurers taking on challenges of body, mind, and morals; the problem is, it's really a personal-optimization experience, a gaggle of individual adventurers who happen to adventure in the same places at the same time while attending to their personal interests. It took 4e, a game
actually designed to be a cooperative-teamwork experience, to make me realize exactly why I had been dissatisfied.
If I want my PC to try and jump across the pit, I'm going to tell the DM what I am doing and barring a social contract violation the attempt will happen.
That's the problem. You are expecting an absence of social contract violations, as
you define
your end of the social contract. Many DMs either do not consider this to
be a violation of the social contract, or believe that it is inherently, and implicitly, actually encoded into that contract. They think this is so fundamental, so unquestionably core, that they don't even think it needs to be mentioned. Much like the significant number of DMs out there who think that illusionism is not merely a possible technique they can use, but rather the
only technique that
ever gets used. Further, that it is their
job to keep players from discovering that the game is always fundamentally built on illusionism for as long as they can, so that the magic, the beauty, can be preserved as long as possible before the inevitable breakdown thereof.
Yes, I have straight-up been told almost literally that (in less flowery terms), on this very forum.