Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8500473" data-attributes="member: 82106"><p>I don't know about the 'specter' part, I don't perceive RPGs that way, or rules as some sort of 'specter of the wargame', because I don't see them as being descriptive or prescriptive of the RULES OF THE GAME WORLD. </p><p></p><p>But what I mostly observe is that you have your history backwards. Dave Arneson, the inventor of D&D, didn't start from fixed rule tabletop games. His starting point was the 'Braunstein', which was an outgrowth of late-stage 'free' Kriegspiel. The characteristics of playing a specific character already existed. They simply took figurines and such cues, along with some process arbitration, from games like Chainmail and applied it to their Braunstein-like play. I'd note that this wasn't even a great leap, as Kriegspiel itself originated as referees applying heuristics to actions described by military officers during training exercises to adjudicate how their actions played out. That is, they would consult tables and whatnot which indicated the effectiveness of firepower, various logistical and morale factors, etc. Tabletop wargaming grew out of this as well! So what Arneson did was pretty much taking these existing elements, long existing, and remix them into a game about crawling around in a dungeon after treasure.</p><p></p><p>So the actual mechanics of how the PCs work in D&D was taken, partially, from Chainmail (with an admixture of some rules from an ironclads table top game). The concept of playing individuals in a free-form way was however ancient tradition. What was invented in 1974 was basically just dungeon crawling and the other elements of D&D that went with it (IE classes, races, ability scores, specific monster descriptions, and the trappings of the dungeon). </p><p></p><p>This did create a paradigm with a GM who was in total charge of the 'board', which then evolved into the fiction (Braunsteins already had rich fiction, so maybe 'evolve' is even giving it too much credit). That is the 'town' and the 'wilderness' and more complicated interactions with PCs were added, but the rules took on the character of mostly arbitrating how actions took place, as a GM-aid to deciding what happened when a PC did X, just as in the Kriegspiel they told the referee how many casualties the battalion took when it rushed the enemy trench in a frontal assault. </p><p></p><p>I don't believe games like DW or FitD based games are 'haunted' by anything here. They have fully shed the idea of rules which arbitrate real-world style outcomes and replaced them with rules which fully arbitrate the fiction creation process and how the characters fit into it, what the participant roles are, etc. It may be that people familiar with older RPGs are CONFUSED by this point, but it isn't particularly a problem. Beyond that many games have fairly comfortably mixed paradigms to an extent, though it takes a bit of cleverness. 4e for example has pretty trad combat rules, but it is still a story game at heart. As [USER=42582]@pemerton[/USER] has pointed out though, that means the numbers and such in 4e don't REALLY represent some kind of 'reality of the game world', they instead reflect a reality of the storytelling. Again this gets confusing to people who aren't versed in it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8500473, member: 82106"] I don't know about the 'specter' part, I don't perceive RPGs that way, or rules as some sort of 'specter of the wargame', because I don't see them as being descriptive or prescriptive of the RULES OF THE GAME WORLD. But what I mostly observe is that you have your history backwards. Dave Arneson, the inventor of D&D, didn't start from fixed rule tabletop games. His starting point was the 'Braunstein', which was an outgrowth of late-stage 'free' Kriegspiel. The characteristics of playing a specific character already existed. They simply took figurines and such cues, along with some process arbitration, from games like Chainmail and applied it to their Braunstein-like play. I'd note that this wasn't even a great leap, as Kriegspiel itself originated as referees applying heuristics to actions described by military officers during training exercises to adjudicate how their actions played out. That is, they would consult tables and whatnot which indicated the effectiveness of firepower, various logistical and morale factors, etc. Tabletop wargaming grew out of this as well! So what Arneson did was pretty much taking these existing elements, long existing, and remix them into a game about crawling around in a dungeon after treasure. So the actual mechanics of how the PCs work in D&D was taken, partially, from Chainmail (with an admixture of some rules from an ironclads table top game). The concept of playing individuals in a free-form way was however ancient tradition. What was invented in 1974 was basically just dungeon crawling and the other elements of D&D that went with it (IE classes, races, ability scores, specific monster descriptions, and the trappings of the dungeon). This did create a paradigm with a GM who was in total charge of the 'board', which then evolved into the fiction (Braunsteins already had rich fiction, so maybe 'evolve' is even giving it too much credit). That is the 'town' and the 'wilderness' and more complicated interactions with PCs were added, but the rules took on the character of mostly arbitrating how actions took place, as a GM-aid to deciding what happened when a PC did X, just as in the Kriegspiel they told the referee how many casualties the battalion took when it rushed the enemy trench in a frontal assault. I don't believe games like DW or FitD based games are 'haunted' by anything here. They have fully shed the idea of rules which arbitrate real-world style outcomes and replaced them with rules which fully arbitrate the fiction creation process and how the characters fit into it, what the participant roles are, etc. It may be that people familiar with older RPGs are CONFUSED by this point, but it isn't particularly a problem. Beyond that many games have fairly comfortably mixed paradigms to an extent, though it takes a bit of cleverness. 4e for example has pretty trad combat rules, but it is still a story game at heart. As [USER=42582]@pemerton[/USER] has pointed out though, that means the numbers and such in 4e don't REALLY represent some kind of 'reality of the game world', they instead reflect a reality of the storytelling. Again this gets confusing to people who aren't versed in it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
Top