But I don't think you've responded to the suggestion that I and a number of other "no" voters have put forward - namely, that combat is central to the expression and resolution of confict in D&D, but is not the subject matter of the game - which is to say, is not what the game is about.
As I said upthread, I'd be curious to hear you response to that.
And on an independent point, I wonder if the reason that [MENTION=114]Plane Sailing[/MENTION] and [MENTION=10479]Mark CMG[/MENTION] have different recollections is because (as far as I know) the first was in Britain and the second in the US.
But I don't think you've responded to the suggestion that I and a number of other "no" voters have put forward - namely, that combat is central to the expression and resolution of confict in D&D, but is not the subject matter of the game - which is to say, is not what the game is about.
As I said upthread, I'd be curious to hear you response to that.
And on an independent point, I wonder if the reason that @Plane Sailing and @Mark CMG have different recollections is because (as far as I know) the first was in Britain and the second in the US.
Yep, I saw you post that upthread. I think I had a reply, but have forgotten what it was! (I've just found it - post 181 - it's a bit condescending (oops - sorrry - written after a long day at work!) but argues for an important difference between play where the PCs' goal is looting, and the players' satisfaction comes from their PCs successfully looting - what I think of as archetypal classic D&D play - and play where the PCs' goal is something more thematically evocative, and the players' satisfaction comes from realising that theme in play.)I'm not Danniger, but, for me, I'm not entirely convinced of what you are saying.
Agreed with this. Someone might quibble with the "most of the time" in the second paragraph, but your point clearly goes through even if it's just "a lot of the time".I'm not convinced that you can really divide the two. I'll agree, most of D&D is the resolution of conflict. That's pretty obvious and it's a pretty decent definition of what any narrative activity is about.
<snip>
How do we resolve conflict in D&D? Well, most of the time (and the term most will vary from table to table, but I don't think it's a terribly unfair generalization) we resolve conflicts by the application of violence.
But I don't agree with this. Monopoly isn't about producing a narrative or artistic object that expresses a conflict and it's resolution. There is a real life confilct at the game table - in that everyone wants to win - but the game of Monopoly isn't itself about that conflict. It's not a comment on it, or an expression of it, or anything else. A game of Monopoly isn't a work of art, or a process of producing something that can be evaluated in aesthetic terms.But, then again, "resolving a conflict" applies equally to Monopoly as well. In Monopoly, we all want to get rich while bankrupting our opponents. That's the central conflict. But, saying Monopoly isn't about buying and selling properties is a bit off IMO. How do we bankrupt our opponents? Well, we do so by buying properties. Thus, the game is at its heart, about buying properties.
I can see that. It makes me want to say - you need to play more narrativist D&D! Certainly the way I approach the game, plus my other background views in philosophy of language and aesthetics, are influencing my approach to this issue. But so are my experiences with other narrative forms - as I'll try to explain in the next paragraph below.I get where you're coming from Pem. I just think that the division here is a bit off.
Like I said upthread, does anyone really think that Claremont's X-Men is about fisticuffs? I mean, there are fisticuffs on every second page - they're the dominant mode of expressing and resolving conflict - but is that what it's about? A big part of the criticism of the 1990s decline of Marvel is precisely that the comics went from being about worthwhile things - with fisticuffs as a genre trope used to explore and express those things - to being about the fisticuffs themselves (and obviously Cable and Rob Liefeld would be mentioned as the lead villains in this sorry tale).I'm not sure that combat isn't the subject matter of D&D. I mean, no, combat's not the fictional universe, and combat isn't (all of) the story behind the game's taking place, but in the sense that, in your average D&D game, combat is what the "camera" is fixed on for probably half the session or more, then combat sort of is the subject matter.
At least for my part, I don't disagree that combat looms large as an activity that D&D PCs engage in.if I pick up fifteen random adventures, either published or from people's home games, am I most likely to find that "adventure" means interacting with a number of fictional people in order to discover their underlying motivations, or am I likely to find that "adventure" generally means going to some new location in order to fight lots of things?
Granted, the motivation to fight those things might vary from adventure to adventure - greed, saving the princess, whatever, but, what isn't likely to vary all that much is the fighting part.
What the designers can do, if they have good market research, is form hypotheses as to what groups might like and give it to them.D&D is about a lot of different things for a lot of different players, and the designers can't effectively dictate what the game is about to the groups (and hope to make a profit).
What is surprising to me is that 4e's design seems to make sense only if WotC had good evidence that a lot of their potential customers wanted a game something like a more gonzo version of The Riddle of Steel or Burning Wheel, or a mechanically heavy and combat-focused version of HeroQuest or Maelstrom Storytelling. In other words, it seems to presuppose Ron Edwards hypothesis that well-designed narrativist-supporting games will be popular, and furthermore to presuppose that such games will be popular with RPGers who like mechanically heavy, combat-focused systems.
Apparently the market researchers were out to lunch on that day.
This sounds plausible. And makes me a bit depressed. Maybe my inner market researchers also are out to lunch, but I think that 4e could be more popular if WotC did a better job of trying to explain, and also (more importantly) to show, what it can do - how a combat heavy game need not be about combat.I think the WoTC developers have at least partially fallen in the same "low maintenance" trap: if you have complex enough combat, then very simple adventures will do, with just a string of combat encounters - look at the constant criticism of the official 4E adventures. After all, who cares about the plot in a real combat-oriented game, such as Warmachine or WH40K?
This sounds plausible. And makes me a bit depressed. Maybe my inner market researchers also are out to lunch, but I think that 4e could be more popular if WotC did a better job of trying to explain, and also (more importantly) to show, what it can do - how a combat heavy game need not be about combat.
A weekly column from Chris Perkins, which is mostly GMing lessons drawn from his actual play experience, isn't enough.
Chris Perkins said:D&D is a game about heroes working as a team to complete quests, defeat villains and monsters, and interact with the campaign that I’ve created.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.