• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Medium is the Message: How Rules Reinforce Experience

explosion-at-sea.jpg
Surprisingly true to the source material.

Games are different. Not just between distantly-related games like, say, curling and Dogs in the Vineyard, but also between closely-related games, like, say, AD&D (first edition) and D&D (fourth edition). Those differences are expressed in ways that become more and more specific the more and more similar the games get to each other.

We know this intuitively if not always explicitly. The Edition Wars are about more than sychophantic fanbois and neckbearded grognards, after all. There’s a very real difference in how these games play. The effect can be subtle and hard to notice up front, and there’s always divergent data-points, but somewhere between the bad actors and the outliers, we can say that even apparently minor rules changes, when aggregated, can create fairly dramatic outcomes in how happy someone is with a given game. 1e and 4e are very different games, with very different focuses and very different styles inherent in the rules as they are written.

This difference might seem fairly obvious us hardcore D&D dorks, but the fact is that 1e and 4e are, on the tin, the same game. Someone who only played D&D once in high school in 1984 who wants to play it with her kid today in 2013 will be facing something remarkably divergent from her original experience, if she were to pick up the most recent version of the game today. It might all be D&D, but the play is dramatically different…and yet in some ways, eerily similar.

This difference lies mostly in the rules of the games, as they were written. Despite the wide variety of playstyles and splinter groups and house rules, the actual rules of the game drive the experience of the game. AD&D1e and D&D4e are different experiences because of their different rule sets.

As evidence of this hypothesis, let us describe how the rules of classic D&D and modern D&D may lead to two very distinct kinds of game.

A TALE OF TWO TALES
With classic hex crawl-style exploration, a lot of the rolls are to determine what you find when you go exploring the un-mapped territory: rolls to avoid becoming lost, or to determine what is randomly encountered in a hex. With classical HP models, attrition was gradual and slow, lost over the period of days or weeks, showing a gradual weathering of the party over time. The conflict in this case was clearly with the environment, with nature, and creatures occurred only as part of that bigger conflict. The game mode might be considered “Survival:” last as long as you can against the ravages of a given obstacle. The obstacles themselves were the dungeons or the wilderness, and it was in moving through these regions where the central conflict of the game lied, according to the rules as they were written.

This is D&D in Hemmingway Mode, weathered and beaten and fighting against the raw forces of nature. This is D&D as The Old Man and the Sea. The rules evoke this feel via the things you must use and roll for: the challenges your party faces include getting lost, falling into traps, encountering wild beasts, vast chasms or deep pools of water that must be crossed or explored. But can you survive?

More modern editions, meanwhile, eschew the survivalist struggle against the elements for the action of the moment. By making healing more common (via wands or surges), by limiting most die rolls to combat (by turning the majority of character options into “attacks” or combat-centric “utility powers”), and by focusing everything on a more narrow time-band (such as focusing the game on the encounter), the game’s rules focused on more immediate conflicts, based in individual scenes rather than stretched out over a long period of time. The game mode might be considered “Action:” accomplish your goal, lay waste to those who stand in your way, and keep pressing forward.

This is D&D in Michael Bay Mode, all tight moments, adrenaline-pumping dare-devil risks, and explosions (lots of explosions!). This is D&D as The Rock. The rules evoke this feel via the things you must use and roll for: the challenges your party faces include fighting your enemies, getting to your next destination, overcoming the challenges there, and continuing to press onward until the next relief scene. But can you win against the opposition you face?

I KNOW THAT FEEL, BRO
Each of these rules helps support the given feel by leveraging player psychology to get the players to behave in a certain way and expect a certain outcome. If HP are slow to regenerate and spells are infrequent, loss aversion means that you’re going to be very cautious and do lots of pre-planning, moving methodically and slowly. If HP return after each fight, you will push yourself to the limit in each fight, un-concerned about what might await you around the next corner because you will be full up and ready to take it on.

So the question is: how do you leverage this in your own games? Ultimately, that’s what DMing is about: designing the game for your own table, customizing it for your own group. And the first rule of that is: "know your audience."

The different feels that games can give you are ultimately different emotional experiences that you have to what the rules do to you. A “Survival” game, for instance, hones in on our anxiety response: our trepidation about the future possibility of something unfortunate happening to us. It’s fun because it allows us to rehearse that emotion in a safe environment, where there’s nothing really bad that happens when the other shoe drops, but where you nonetheless get this burst of relief when it happens. Classic D&D games are often typified as over-cautious and reluctant – these are classic anxiety reactions, and it’s similar to the kind of fun that comes from going to a haunted house, or watching a tense thriller. Most episodes of Breaking Bad are this kind of fun: the panicked mind trying to control something that it fundamentally cannot.

Does your group like that show? Do they enjoy tense thrillers? Are they the kind of people that absolutely love awkward humor (a la Peep Show, perhaps). Then they may very well delight in a high-tension survival-style game of D&D.

Meanwhile, if your group tends more toward action comics, pulpy adventure novels, and heroic comic book action movies, they may be more prone to the kinds of fun generated in an “Action” game of D&D, fun that highlights our desire for novelty and our hedonic pleasures.

The categories aren’t mutually exclusive, and most groups lie somewhere in the middle, which is why absolutism is rarely a good idea. We kind of like the idea of Michael Bay directing The Old Man and the Sea, or Armageddon as told by Hemmingway. There are people who like both essentially equally (these people also probably don’t have much of an edition preference, even though they may recognize the differences). There are people who like neither, disliking both equally (these people probably aren’t huge fans of ANY particular version of D&D – maybe they prefer indie games or board games or somesuch).

The question I have for you this week is: does your current campaign run more like Breaking Bad, or more like, say, Buffy the Vampire Slayer? Let me know what kind of emotional payoff you get from your game, down in the comments!
 

log in or register to remove this ad

This idea has been covered, but this version did an excellent job. It doesn't feel like you are leaning towards one or the other, and more important, you aren't holding one up on a pedestal declaring all others inferior. I think my current game is like Breaking Bad given the choices. It isn't D&D though, so perhaps this doesn't count. We're playing Dresden Files and trying to uncover a plot involving something called The Master. We have had very few fight scenes, because most of the group isn't built for combat, and we know most supernatural things are very dangerous.

The emotional pay off? Meh... I don't really like the system, and the GM brought in a bunch of stuff from other sources (Percy Jackson, Buffy, LotR, Highlander, and more) so there are so many factions that I don't care. Everyone is stabbing and moving against everyone else, and my character just wants his occult bookstore to survive and he wants to die of old age-not some vampire or other thing getting him.

I don't really care for the high octane thriller style because I don't get as invested in the character when it is a pile of combat abilities, but with the current style, I don't feel like my character has any impact in the world and his personal goals can't happen. I prefer games where the action is driven by the characters. I am unsure what book to compare this too, I am Legend? since the book is all about Robert Neville's choices how to deal with the situation. My current game feels to me like the GM wants us to do something, but we aren't getting the hints, so we are on hidden rails.
 

Well, I think Breaking Bad is absolutely brilliant and can't stand Buffy, but when playing RPGs I currently prefer D&D 4e over anything else.
However, I also enjoy taking a break from D&D and engage in a completely different play style from time to time:

I love the gritty realism and politicking in Ars Magica with its overarching stories revolving around our covenant.
And I greatly enjoy our Earthdawn campaign (set shortly after the end of the Scourge) which focuses on exploration, intense roleplaying and dealing with moral dilemmas.

But after a couple of sessions I always long for an action-packed session with plenty of tactical combat encounters in D&D 4e.

Maybe I should mention that I cannot stand watching action movies unless they also have a logical, deep story. These days I mostly prefer watching dramas.
I think my preferences in RPGs are different. Watching TV shows or movies is a passive activity, as is reading novels. I don't mind if pacing is slow if the story or setting draws me in; ideally it provides some food for thought after the show/movie is long over.

But in an RPG I mainly want to be _active_ as much as possible.
Heroic action certainly makes me feel active but good roleplaying can also do the job.
In our RPG groups I tend to be player who incites the others to move on and I take the lead whenever game play is lagging for too long.
 

But in an RPG I mainly want to be _active_ as much as possible.
Heroic action certainly makes me feel active but good roleplaying can also do the job.

This is so different from my tastes, I find the action packed combats of 4e and the 3.X line to be boring. I feel like I wait forever for my turn to come around and then I am done in a minute or two tops, so I resume my waiting. Maybe your group runs combat differently than is the typical, or my groups are just slow as molasses.
 

<snip>
Each of these rules helps support the given feel by leveraging player psychology to get the players to behave in a certain way and expect a certain outcome. If HP are slow to regenerate and spells are infrequent, loss aversion means that you’re going to be very cautious and do lots of pre-planning, moving methodically and slowly. If HP return after each fight, you will push yourself to the limit in each fight, un-concerned about what might await you around the next corner because you will be full up and ready to take it on.

<snip>

I saw this graphically play out in mid-campaign. I was running a CHAMPIONS game. It started under 3rd edition and we converted to 4th when it was released. Under 3rd edition, there were very limited ways to heal BODY damage -- it healed over days/weeks and BODY loss was about the only way to die.

The campaign didn't featrure a lot of BODY loss, but it happened and the PCs tended to be cautious when it started to occur. Cut forward to the conversion to 4th edition. There were now several ways to recover BODY and the converted characters ended up with access to them. Suddenly, the PCs became effectively fearless and went full-out in every combat confident in their ability to fully recover after every fight.

I had a chat with the group about the change in attitude, what it meant for the campaign, and how the change meant it was much more likely characters would die. The signal the group originally used of "Oh crap! That hurt! Better take care." was being ignored and the variance in BODY damage was going up. Eventually, someone would get serioulsy hurt and then killed by an outlier result. The group decided it wasn't the form of game we wanted and we limited BODY healing a bit to compensate.
 

We kind of like the idea of Michael Bay directing The Old Man and the Sea...

We do?!? After watching a few Michael Bay-directed movies, I don't much like the idea of him directing anything. Granted, he's not as bad as Uwe Boll...
 

player choices - conflict resolution system - consequences - changing player choices = game loop

What kinds of choices do the players want to make?
How do you want to resolve the PC's conflicts? (and what do PCs come in conflict with?)
What are the consequences of the player's choices + the resolution of the PC's conflicts?
How do those consequences change the choices the players have to make in the future?
 

Oh no. I feel a trailer coming on...

=================

Scene: A rickety hut made from driftwood planks sitting on a tropical beach with palms drooping in the background. The skies are dark and grey and troubled, and thunder booms low in the distance. Sitting on a faded old rocking chair on the porch of the house is TOMMY LEE JONES sporting a Castaway beard and cradling a harpoon across his lap.

Deep-Voiced Trailer Narrator: In the war between land and sea, one man will rise to be a hero...alone.

Sound Cue: Forboding string sections begin to slowly rise in volume.

Tommy Lee Jones Voice-over: I've got just one fight left in me. One more chance to make a difference.

Inception orchestra hit!

Cut to TOMMY LEE JONES walking down the street of a quaint seaside village. Children chase after him playfully.

Children (chanting/teasing): Salao! Salao!

Close up of TLJ's face in a pained grimace.
Cut to a shot of a single boat in a stormy great ocean, with one man in it, and a long fishing rod highlighted by lightning against the sky.


Tommy Lee Jones Voice-over: "I'm going tonight. Into the Gulf. It's my time. One way or another, it's my time."

Cut to closeup: MANOLIN.

Manolin: "Let me go with you."

Cut to closeup: TLJ

Tommy Lee Jones: Squints and shakes his head, turning away.

Sound cue: Inception orchestra hit. Strings become urgent, fretful, setting a demanding pace. More orchestra hits proceed through the montage at a gradually faster and faster pace.

Montage: TLJ in boat, squinting into the roiling sea. He holds up a lantern, and a dark shadow flickers away. Lightning! The fishing line bends. Close up of his eyes widening. The fishing pole bends more. A flare flies up into a raging, stormy sky.

Tommy Lee Jones Voice-over: "No one will eat you, my brother...I will see to it..."

Montage continues: The boat is yanked suddenly backward, sending a plume of water out! Dark shapes writhe and twist under the surface of the sea. A lantern breaks, setting the boat on fire. TLJ's face set in a pained grimace, struggling, as his face is highlighted by flickering orange light. A helicopter shot of the boat starting to fall down the leading edge of a titanic wave.

Sound cue: Silence.

Cut to TLJ sitting in front of shack, holding a baseball card of DiMaggio.

Tommy Lee Jones: "Why do you like him so much?"

Manolin: "He never gives up." (beat, looks at TLJ) "Like you."

Cut to helicopter shot of the boat at sea. Rising up behind it is an immense shape...a leviathan of the deep with water breaking off of its back, concealing its identity.

Cut to TLJ rising to his feet and looking up. Without looking away he leans over and picks up a harpoon improvized from an oar and a knife.

Sound cue: Final Inception orchestra hit.

Cut to black screen.

OLD MAN AND THE SEA
A Michael Bay Production
 

Kamikaze Midget said:
The categories aren’t mutually exclusive, and most groups lie somewhere in the middle, which is why absolutism is rarely a good idea.
This is a great point to end on. Obviously my game leans far more to your tense thriller end of the spectrum. I would characterize them more as games than theatre productions. Set a goal for yourself, develop a plan or two, and then engage, while still being flexible. Know when to run, but don't expect everything to be hard either (or even an average challenge).

I disagree this mode of play is about "Survival", but you give a decent description of it. Ultimately, I believe it's understanding the game content you receive matters and therefore it benefits you to process it before you express your PC's actions out into it, planned or unplanned. For really hard core gamers having a time limit, like an actual 60 seconds for combat round declarations, can really drive up the tension as well as focus.

My other point, and these are really small nitpicks on an overall well considered article, is the idea of "the panicked mind trying to control something that it fundamentally cannot." To me that's horror and the default situation of a Call of Cthulhu investigator. D&D characters are heroes. Even grim and gritty they start out at level 1 at the top of the heap, veteran, elite fighting force members or their equivalent in other classes. That's where the game starts. The basic situation isn't inevitable failure and loss of control, but a lifelong struggle for mastery and improvement, by both the player & character, with ever widening and difficult challenges to overcome. The game is this offering of a difficult, but steady ramp upwards, not a slow fall into darkness.
 

I definitely like the survival/endurance mode. I consider myself good at it. As a fairly non-gamist player overall, it's the endurance and survival where I fill my game-challenge needs. On the other hand, when I want high-action, I tend to prefer systems that are less gamey and more role-playing oriented. I guess I like my challenge and my high action sitting on different sides of my plate. I hadn't thought of that before.

Does anyone have any suggestions for quizzes or evaluations to help identify player desires in this sort of thing? I'm planning to start DMing for some players that are less willing to go along with what the DM has in mind (and trust me) than my past DM experience, and if I could tease out some of these interests and preferences I haven't otherwise discerned it would improve our experiences.
 

Into the Woods

Related Articles

Remove ads

Into the Woods

Remove ads

Top