Flipping the Table: Did Removing Miniatures Save D&D?

Dungeons & Dragons is doing better than ever, thanks to a wave of nostalgia-fueled shows like Stranger Things and the Old School Renaissance, the rise of actual play video streams, and a broader player base that includes women. The reasons for this vary, but one possibility is that D&D no longer requires miniatures. Did it ever? Picture courtesy of Pixabay Wait, What? When Vivian Kane at...

Dungeons & Dragons is doing better than ever, thanks to a wave of nostalgia-fueled shows like Stranger Things and the Old School Renaissance, the rise of actual play video streams, and a broader player base that includes women. The reasons for this vary, but one possibility is that D&D no longer requires miniatures. Did it ever?

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Picture courtesy of Pixabay

Wait, What?​

When Vivian Kane at TheMarySue interviewed lead rules designer for D&D, Jeremy Crawford, about the increased popularity of D&D, here’s what he had to say:
It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.
In short, Crawford positioned miniatures as something of a barrier of entry to getting into playing D&D. But when exactly did miniatures become a requirement?

D&D Was a Miniatures Game First (or Was It?)​

Co-cocreator of D&D Gary Gygax labeled the original boxed set of Dungeons & Dragons as “Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures.” Gygax was a wargamer himself, which used miniature games to wage tabletop battles. His target audience for D&D were these wargamers, and so use of miniatures – leveraging Chainmail, a supplement he created for miniature wargaming – was assumed. Miniature wargaming was more than a little daunting for a new player to join. Jon Peterson explains in Playing at the World:
Whether fought on a sand table, a floor or a yard outdoors, miniature wargames eschewed boards and the resulting ease of quantifying movements between squares (or hexagons) in favor of irregular scale-model terrain and rulers to measure movement distance. Various sorts of toy soldiers— traditionally made of wood, lead or tin, but by the mid-twentieth century constructed from a variety of alloys and composites— peopled these diminutive landscapes, in various attitudes of assault and movement. While Avalon Hill sold everything you needed to play their board wargames in a handy box, miniature wargamers had the responsibility and the freedom to provide all of the components of a game: maps, game pieces and the system. Consider that even the most complicated boardgame is easily retrieved from a shelf or closet, its board unfolded and lain across a table top, its pieces sorted and arranged in a starting configuration, all within a span of some minutes— in a pinch the game could be stowed away in seconds. Not so for the miniature wargamer. Weeks might be spent in constructing the battleground alone, in which trees, manmade structures, gravel roads and so on are often selected for maximum verisimilitude. Researching a historical battle or period to determine the lay of the land, as well as the positions and equipment of the combatants, is a task which can exhaust any investment of time and energy. Determining how to model the effects of various weapons, or the relative movement rates of different vehicles, requires similar diligent investigations, especially to prevent an imbalanced and unfair game. Wargaming with miniatures consequently is not something undertaken lightly.
D&D offered human-scale combat, something that made the precision required for miniature wargaming much less of a barrier. Indeed, many of the monsters we know today were actually dollar store toys converted for that purpose. It’s clear that accurately representing fantasy on the battlefield was not a primary concern for Gygax. Peterson goes into further detail on that claim:
Despite the proclamation on the cover of Dungeons & Dragons that it is “playable with paper and pencil and miniature figures,” the role of miniature figures in Dungeons & Dragons is downplayed throughout the text. Even in the foreword, Gygax confesses that “in fact you will not even need miniature figures,” albeit he tacks onto this “although their occasional employment is recommended for real spectacle when battles are fought.” These spectacular battles defer entirely to the Chainmail rules, and thus there is no further mention of miniatures in any of the three books of Dungeons & Dragons other than a reiteration of the assertion that their use is not required. The presence of the term “miniature figures” on the cover of the woodgrain box is, consequently, a tad misleading.
James Maliszewski states that this trend continued through Advanced Dungeons & Dragons:
Even so, it's worth noting that, despite the game's subtitle, miniature figures are not listed under D&D's "recommended equipment," while "Imagination" and "1 Patient Referee" are! Elsewhere, it is stated that "miniature figures can be added if the players have them available and so desire, but miniatures are not required, only esthetically pleasing." The rulebook goes on to state that "varied and brightly painted miniature figures" add "eye-appeal." The AD&D Dungeon Masters Guide, though published five years later in 1979, evinces essentially the same attitude, saying "Miniature figures used to represent characters and monsters add color and life to the game. They also make the task of refereeing action, particularly combat, easier too!"
Gygax himself confirmed that miniatures weren’t required in a Q&A session on ENWorld:
I don't usually employ miniatures in my RPG play. We ceased that when we moved from CHAINMAIL Fantasy to D&D. I have nothing against the use of miniatures, but they are generally impractical for long and free-wheeling campaign play where the scene and opponents can vary wildly in the course of but an hour. The GW folks use them a lot, but they are fighting set-piece battles as is usual with miniatures gaming. I don't believe that fantasy miniatures are good or bad for FRPGs in general. If the GM sets up gaming sessions based on their use, the resulting play is great from my standpoint. It is mainly a matter of having the painted figures and a big tabletop to play on.
So if the game didn’t actually require miniatures and Gygax didn’t use them, where did the idea of miniatures as a requirement happen? For that, we have to look to later editions.

Pleading the Fifth​

Jennifer Grouling Cover explains the complicated relationship gamers had with miniatures &D in The Creation of Narrative in Tabletop Role-Playing Games:
The lack of a visual element may make spatial immersion more difficult to achieve in D&D than in more visually oriented games; however, this type of immersion is still important to the game. Without the visual component to TRPGs, players may have difficulty picturing the exact setting that the DM lays out. Wizards of the Coast's market survey shows that in 2000, 56 percent of gaming groups used miniatures to solve this dilemma…Because D& D combat rules often offer suggestions as to what you can or cannot do at certain distances, these battle maps help players visualize the scene and decide on their actions…Even though some gamers may get more interested in the visual representation of space by painting and designing scenery such as miniature castles, these tools exist more for showing spatial relationships than for immersing players visually.
In essence, Third Edition rules that involved distances seemed to encourage grid-based combat and miniature use. But the rise of Fourth Edition formalized grid-based combat, which in turn required some sort of miniature representation. Joshua Aslan Smith summed it up on StackRPGExchange:
The whole of 4th edition ruleset by and large is devoted to the balance and intricacies of tactical, grid-based combat. There are exceptions, such as rules for skill challenges and other Role Play aspects of the game (vs. roll play). To both maximize the benefits of 4th edition and actually run it correctly you need to run combats on a grid of 1" squares. Every single player attack and ability is based around this precept.
This meant players were looking at the table instead of each other, as per Crawford’s comment:
Part of that is possible because you can now play D&D and look at people’s faces. It’s people looking at each other, laughing together, storytelling together, and that’s really what we were striving for.
It wasn’t until Fifth Edition that “theater of the mind” play was reintroduced, where grids, miniatures, and terrain are unnecessary. This style of play never truly went away, but had the least emphasis and support in Fourth Edition.

Did the removal of miniatures as a requirement truly allow D&D to flourish online? Charlie Hall on Polygon explains that the ingredients for D&D to be fun to watch as well as to play have always been there:
Turns out, the latest edition of Dungeons & Dragons was designed to be extremely light and easy to play. Several Polygon staff have spent time with the system, and in our experience it's been a breeze to teach, even to newbies. That's because D&D's 5th edition is all about giving control back to the Dungeon Master. If you want to play a game of D&D that doesn't require a map, that is all theater of the mind, you can do that with Skype. Or with Curse. Or with Google Hangout. Or with Facetime. Basically, if you can hear the voice of another human being you can play D&D. You don't even need dice. That's because Dungeons & Dragons, and other role-playing games that came after it, are all about storytelling. The rules are a fun way to arbitrate disputes, the maps and miniatures are awful pretty and the books are filled with amazing art and delicious lore. But Wizards of the Coast just wants you to play, that's why the latest version of the starter rules is available for free.
D&D’s always been about telling a good story. The difference is that now that our attention – and the camera or microphone – can be focused on each other instead of the table.
“What 5th edition has done the best,” according to game designer Kate Welch, “is that idea of it being the theatre of the mind and the imagination, and to put the emphasis on the story and the world that is being created by the players.” That’s the kind of “drama people want to see,” both in their own adventures and on their screens.
If the numbers are any indication, that makes D&D a lot more fun to watch.
 

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Michael Tresca

Michael Tresca

Because only a Monty Haul game would have the PCs finding magic items that the players are keen to discover?

In a non-Monty Haul game, the only magic items will be Tridents of Fish Command and Potions of Delusion!

No, but having them hand you a wish list and giving it to them pretty much is. You said "discover". If they already know what they are getting it's not discovery. It's just giving them what they want for their build. It's one think if the story says they need to find "X" item to counter the big bad. It's another to fill out a shopping list. That, and crafting items to fill every slot is what drove me away from Pathfinder.

Items do not need to be useless or totally situational either, but they should be relevant to the place discovered, the story, or a mystery (minor or major). Figuring out a use for an item or even finding someone who wants it to swap for another item is interesting. Questing to find a legendary item is interesting. Just being handed the items is... not interesting. To me. All imho, of course.

*edit* Sorry if I'm getting snarky. I made the mistake of watching the news... I thought of eliminating this reply, but I think an apology is more honest.
 

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pemerton

Legend
You said "discover". If they already know what they are getting it's not discovery.
My keys are lost somewhere in my house. I search high and low, eventually discovering them behind the couch.

Things can be discovered that were expected to be found somewhere, at some time.

It's just giving them what they want for their build. It's one think if the story says they need to find "X" item to counter the big bad. It's another to fill out a shopping list.
Who decided on "the story"? The GM?

What if the player is driving the story? What if the player's conception of his/her character is central to play?

Why is a need to find "X" more exciting when the GM decided who the "big bad" would be rather than the player?

Items do not need to be useless or totally situational either, but they should be relevant to the place discovered, the story, or a mystery (minor or major).

<snip>

Questing to find a legendary item is interesting. Just being handed the items is... not interesting.
There is confusion here. Players don't quest to find items. They sit at tables writing things down, rolling dice, and saying stuff. Some of the stuff they say or write might be a desire that their PCs find certain items.

PCs find items, sometimes by questing for them, sometimes by happenstance. There is no contradiction between questing to find an item, and it appearing on a player wishlist. The earliest discussion I know of this is in Gygax's DMG (the "item" in question is a paladin's warhorse).
 

My keys are lost somewhere in my house. I search high and low, eventually discovering them behind the couch.

Things can be discovered that were expected to be found somewhere, at some time.

You found your keys. That's not discovery :)


Who decided on "the story"? The GM?

What if the player is driving the story? What if the player's conception of his/her character is central to play?

If the player has created the story then I'd ask why you need a DM? To administer the players story? I understand that players contribute to the world and story, but (imho) the DM has more input on that than any single player certainly. Ymmv.

The games I've plaid in are not driven by one players conception of his or her character. What about everybody else? Did every one else say "we're all about them"? I understand that different characters will shine at different moments in a game, Each may have a storyline in which they are more important. But the rest have to be happy too.

Why is a need to find "X" more exciting when the GM decided who the "big bad" would be rather than the player?

Mystery. A lack of perfect knowledge (for the players) and the need to discover what exactly is going on. Personally I enjoy watching them figure it out when I DM. I, and my players in short, find that exciting. Not so much (for the players) if they already know. Ymmv.


There is confusion here. Players don't quest to find items. They sit at tables writing things down, rolling dice, and saying stuff. Some of the stuff they say or write might be a desire that their PCs find certain items.

PCs find items, sometimes by questing for them, sometimes by happenstance. There is no contradiction between questing to find an item, and it appearing on a player wishlist. The earliest discussion I know of this is in Gygax's DMG (the "item" in question is a paladin's warhorse).

The PCs then. Hopefully the players imaginations extend beyond the table and dice. Gygax indicated the Paladin's horse could be the object of a quest if the DM desired in 1E iirc. In the original game the Paladin's horse was something that could be "obtained". He (the Paladin) could "choose to obtain a horse which was likewise gifted" (Greyhawk, page 9), there was no mention of how it was obtained. I don't have my 1E books near to hand (they are boxed up).

I suspect we play different types of games. We were all about exploration and discovery and that is still the style of game we play. That was more important than the characters in many ways. I suspect we are each happy with our own style. At least I hope we are :)

*edit* Spelling, how you vex me...
 

Lanefan

Victoria Rules
My keys are lost somewhere in my house. I search high and low, eventually discovering them behind the couch.

Things can be discovered that were expected to be found somewhere, at some time.
You find your keys, sure; but in process of looking you also discover an old photograph that you'd long thought destroyed had in fact slipped down behind the couch (thus, you find an unexpected thing of value to you). Also while down there you find something else*, 'meh' to you but of possibly great value to someone else (equivalent to finding a magic item in game that you'll probably end up selling).

* - I'm having a tough time thinking of an example of such an item for this silly metaphor - Bob's leather jacket that he thought someone stole from your party last summer, maybe? :)

There is confusion here. Players don't quest to find items. They sit at tables writing things down, rolling dice, and saying stuff. Some of the stuff they say or write might be a desire that their PCs find certain items.

PCs find items, sometimes by questing for them, sometimes by happenstance. There is no contradiction between questing to find an item, and it appearing on a player wishlist. The earliest discussion I know of this is in Gygax's DMG (the "item" in question is a paladin's warhorse).
The paladin's warhorse is an example that - pun intended - keeps getting trotted out in discussions like this, but it's a bad one; and here's why:

With the pally's horse, the game rules insist that it must be found. The whole quest thing is just a long-form version of having the thing magically appear next to the pally when she wakes up one morning - you quest, you find the horse...even if you don't want a flippin' horse to begin with!

A wishlist skips the quest part. You just keep playing, no matter what you're doing in the game world, and the items will eventually fall into your (PC's) lap. When they do, you'll know what they are and what they do...no mystery there, either.

A conventional item quest skips the auto-success part. It's just another adventure, with the usual attendant risks of failure or death or whatever. (and, IME, it's rare that the item in question is intended for the PCs to keep anyway - they're usually trying to find it for someone else). Further, unlike a pally's horse where it's well-known what it is and does even before the quest beings, with a typical item quest the PCs don't know much about the item until they find it and can play with it a bit, so at least there's that bit of mystery.

Also, in a wishlist situation the DM can still put items out there that aren't on anyone's list which might prove of greater interest than the wished-for items anyway.

Lanefan
 




OTOH, while I really appreciate the more DM-centric approach of 5e, I also quite enjoyed the 'geared towards builds' approach of 3.x ( as well as Hero, 4e, & many other non-D&D games out there).

;)

I was always quite torn over the whole build thing. On the one hand, simply because I ran 3E for so many years, and as a result, learned the ins and outs of builds, I came to appreciate it as a style of play in itself. For certain kinds of campaigns I found it worked well (I ran several 3E based wuxia campaigns for this reason). But on the other hand, it isn't what I usually look for in my core experience of D&D. When I think back to my experiences prior to that playing 1E and 2E, the build approach was such a different way of tackling the game and it led to an entirely different feel. I think there are two basic things I found different about it that changed things. The first is the books were much more written for the players rather than the GM and there was a baked in assumption that worked its way into the gaming culture over time, that if it was in the books, the players have access to it. Obviously this wasn't true across the board. But I encountered it a lot. And saw lots of instances where a campaign suddenly had to have strange monster-like races or dragon-like characters because there was a class, prestige class or race option for it. If you are more accustomed to the world being a coherent creation of the GM, that can actually be a little annoying. The other aspect was that in order to enjoy the game, you really had to know how to make a build and enjoy maximizing a given character's potential within the system. That isn't for everyone. In a group where folks all want that, it can work. In a group where people aren't interested in optimization, it can lead to lots of conflict and steer the game away from the stuff folks are interested in engaging.
 

Jay Verkuilen

Grand Master of Artificial Flowers
In my opinion and experience, the idea that the GM is meant to magically know what is "good for the game", but without ever talking to the players about what the shared imagined content of the game might be, leads to the worst sort of RPGing possible.

Note that in what you quoted I said "in a small way".

I don't have an in principle objection to the DM discussing things with the players off-line and things like items that seem to fit the PC are a good example of that, to some degree, but the player handing in a sheet with a long list of magic items... yeah, that's a bridge too far for me. Given the sheer number and general lack of distinctness of many 4E items, especially the ones in the early version of the game, wish lists or something like it were pretty much inevitable. I remember it as being one of the most tedious tasks as a player.

One way to handle this IC, though, is to have some means to exchange/sell/make magic items. This means an unwanted item can be turned into something else. I get why people who fear the excesses of CharOp and RAW wielded like a weapon like the plague don't want exchange/sell/make, but one thing is does a good job of is keeping things in character. Wish lists, by contrast, are totally out of character.
 

pemerton

Legend
A wishlist skips the quest part. You just keep playing, no matter what you're doing in the game world, and the items will eventually fall into your (PC's) lap. When they do, you'll know what they are and what they do...no mystery there, either.
Do you know this from our extensive experience of playing a game with wishlists?
 

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