Thornir Alekeg said:
I don't want a more realistic and useful game. I want a fantasy game, not a world simulation exercise. That was what drew me to D&D in 1979 and still draws me today.
I don't think this is the sort of realism the OP has in mind.
Jack7 said:
I think you guys are misunderstanding what I mean by realism.
We use magic in our game.
By realism, given the parameters of a game about mythological and "fantasy subjects," I mean the stories and the game itself are tied to the real world, through myth, religion, culture, language, art, etc.
Not that it replicate the real world, but that it parallel it and draw inspiration from it, rather than try to develop an almost entirely "alien backdrop" as far removed from the real world as possible.
Reynard said:
Jumping on the "realism" statement and applying a very narrow definition of the term is a good way to cut down the argument -- trollish or not -- without actually facing it. i think what the OP is talking about is an issue of tone and playstyle inherent in the system -- one that has changed over the years between and within the various editions.
fuindordm said:
A less obvious element of "realism" in the game is exercizing our intellectual and moral capacity. The game is more enjoyable when power is not gained for its own sake, but when the PCs have humanist goals and gain power to attain those goals.
I think it's pretty clear what the OP means by "realism" - as Reynard and Fuindordm have pointed out, he means dealing with real human issues, as revealed to us in real human literature and mythology.
Playing this sort of game would then be
useful in the same way that reading a Graham Greene novel is useful, but reading an airport thriller is not. It would help us understand and appreciate our life and nature as humans, rather than (through sheer escapism) erect a barrier in the way of self-understanding.
Like the OP and some of the respondents, I have the same sort of feeling about roleplaying. But, while I agree the the tone of 3E (and, frankly, much of 2E, especially the Forgotten Realms) often runs in a different direction, there are exceptions. For example, I think that some of the Penumbra modules (The Ebon Mirror, Three Days to Kill, Unhallowed Halls, The Last Dance, Maiden Voyage, In the Belly of the Beast) have the potential to provide the sort of game the OP is talking about. So (I believe) do some of the vignettes presented in Beyond Countless Doorways and Book of Eldritch Might 3.
Sanguinemetaldawn said:
By "gaming pornography" I suspect the OP is attempting to articulate what could better be expressed as heroic wish fulfillment, sort of a Superman fantasy of all sorts of powers.
I'm not quite sure that is it - it's more like "something which has no aesthetic value beyond its stimulation/arousal of the observer". The OP's references to Warhol and rap music indicate a fairly conservative set of aesthetic preferences on his part - but while I can enjoy avant garde "art for art's sake" I don't know that I can come at "gaming for gaming's sake" quite as easily. I guess I can't divorce RPGs from narrative, and purely formal narrative without any genuine content I ultimately find hard to appreciate. Perhaps displaying my own conservatism, I find that even the best post-modern narrative betrays a sort of humanist core - and in any event has an intellectual cleverness that is not present in the so-called "gaming porn".
Sanguinemetaldawn said:
The genius of 1st Ed. AD&D is something that I have begun to appreciate more and more. In this case, how it enabled both "historical simulationists", and power gamers. It seems the long term trend of D&D design is more and more toward enabling power gamers, at the expense of "historical simulationists" and others.
I agree with the long term trend. What you say about early D&D is more-or-less consistent with Ron Edwards essay (
A Hard Look at Dungeons and Dragons), but I think he's right that this was because early D&D was not a rule set in itself, but something more like a proto-game that each gaming group fleshed out in its own fashion in accordance with its own priorities. The growth of rules in 3E (which have undoubtedly won the battle, on the whole, with Rule Zero) has cemented it in the direction you identify.
But I don't think that the OP is talking about historical simulation. I think he's talking about "humanist gaming" as clarified by Fuindordm. My knowledge of RPG systems is a bit limited, but I suspect that either Hero Quest/Wars or The Riddle of Steel might do this best, and neither of them is a simulationist system. For various legacy reasons my group uses Rolemaster as its system, which doesn't actively facilitate humanist gaming but (for various reasons) I think makes more room for it than D&D 3E.
Numion said:
About long term goals: 3E is the first edition where Adventure Paths from 1-20 levels became somewhat standard form for long campaigns (the first AP wasn't really an AP, but disjointed adventures). Long campaigns did exist before, of course, but the slow advancement meant that gaining power for even long-term goals was almost impossible.
In 3E it is possible to set sights for some really powerful bad guy that needs defeating, for which the PCs need similar power to defeat, and play it out. 1 to 20 levels is possible in one campaign with 3E, and with the adventure path framework the gaining of power has some predetermined purpose, not just power for its own sake.
So in this regard I think 3E supports long term planning and gaining powers for a purpose better than previous editions. And I also think this has been demonstrated with the APs, vs. the piecemeal modules that were released for previous editions (some exceptions like night below and some 1e joined modules).
I think the real issue is "What sort of purpose or goal is in mind"? I have GMed (modified to RM) The Bastion of Souls, the conlcusion of the original WoTC Adventure Path (though I suspect this may not count as an Adventure Path in the sense you have in mind). The plot of this module raises some really interesting issues - identity, personality, the relationship between life and death - but does
absolutely nothing with them. As written, it is just a romp. The Bastion of Souls could equally be the Bastion of Cotton Candy and it would make no difference to the adventure - the PCs would still fight the same monsters, raid the same temples, etc.
Compare this to The Ebon Mirror, which expressly grapples with the thematic issues to which its plot gives rise.
I'm not familiar with the Paizo modules, so can't comment. But I've identified above what I believe might be the best 3E modules, of those I know, for humanist gaming. And as it happens they are all one-offs or vignettes that can be fairly easily ported into any campaign. Whether this is co-incidence, or because the OP is correct in saying that it is these sorts of adventures that are preferable for "humanist gaming" I'm not sure.