Edena_of_Neith
First Post
What is more powerful than the will to dream?
The power of people to dream has built the world. It has put men and women on the moon, probes on Mars, sent Voyager out of the solar system. It built the steam engine, erected skyscrapers and superhighways, encircled the globe in telecommunications. It has seen Olympic records created and ever broken, as ever more stupendous feats of athletic prowess have been achieved.
And all this, really, is a very poor and weak description of the human aptitude to dream. An eloquent writer like Tolkien could put it into proper perspective: it is almost beyond imagination in it's power and it's grandeur.
We dream as kids. We dream as adolescents. But something rotten happens when we grow up: society tries to crush our ability to dream.
Society tells us we are naught but this, or that, and only within these limitations can we exist (such is the nature of society, for good or bad.)
At the core of Dungeons and Dragons, when it first evolved out of miniature wargames, was the integration of our will to dream with a miniatures game.
Driven by the willingness, the drive to dream, boys and girls grew up playing D&D, and made it into the great roleplaying game it became, made it a household name. The power of dreams was behind D&D, and that power was tremendous.
When we grew up, the world of adulthood came crashing in, and for many of us, there simply wasn't *time* to play anymore. And many quit the hobby.
For many, many others, other dreams took over. Instead of dreaming of slaying monsters and achieving glory, we dreamed of wives and husbands and good education and good jobs. We spent our energy on that. The hobby lost many, many more people.
And for some of us, we lost the ability to dream (we forget how to fly, as it were) and the game just wasn't fun anymore. Some of us stopped playing because of it.
For some of us, it was for other reasons that we left the Hobby. For some of us, it was a mixture of all of the reasons given.
Our children, the new generation, could have filled the gap. They, like us, dreamed, and they would have done as we had done.
But computer games had evolved, and continued to evolve. The internet rose, and internet games rose.
Also, D&D had to compete with Magic the Gathering, that card game that took the Hobby by storm, and with many other card games.
Also, D&D had a set of basic etiquettes, protocols, that did not please all of us. Other gaming companies stepped into this void, to satisfy those who would dream, but would dream in slightly different ways. Thus, we saw White Wolf and it's games, and other competitors to D&D.
-
With all that said, Dungeons and Dragons faced an enemy that it could not win against. An enemy that had been there from the beginning, an enemy insidious, powerful, extremely destructive, and concealed.
That enemy was itself.
Have you ever noticed that in Chess, a rigid etiquette is followed? There is a rigid set of rules, and a rigid set of behavioral etiquette as well. This is seen in chess tournaments. I would note that Chess is a very popular game, was popular before D&D arose, and is still popular today.
So, what does this have to do with D&D and it's nemesis ... itself?
Dungeons and Dragons is based upon dreams, and dreams are based upon the imagination.
But the imagination must have a stable set of rules upon which to base itself. Daydreaming is fine, but if you wish to imagine defeating a dragon and taking it's riches, and finding fulfillment in that fantasy, you need a platform from which to launch your imagination and find that fulfillment.
If there is no stable platform, the imagination is compromised, and it is harder to find fulfillment ... and that is just the beginning.
Dungeons and Dragons, in it's first incarnations, tried to create that stable platform. It was realized that such a stable platform was needed. It was in the 1E Dungeon Master's Guide. The creators of the game understood the need ... and the danger of the platform falling apart.
However, at the same time - in 1E - the DM and players were encouraged to alter the rules, and to break the rules, to modify the situation anyway they saw fit.
Now, this is a *crucial* point.
The DM and players were encouraged to modified and break the rules *as they pleased.*
They were not encouraged to modify and break the rules only for truly good reasons, with a ready understanding of the danger of changing the rules. No, that was not the situation.
They were encouraged to change the rules as they saw fit, frivolously, and the danger of doing this, of institutionalizing this thinking, was not properly presented to the players of that time (perhaps it would have been futile to present it so, to the teenaged players of that time anyways, since breaking and modifying rules, revolting, in rebellion, was what we were all about.)
In any case, the idea that rules existed to be changed, and that rules existed to be broken, became institutionalized. It became the norm, the accepted standard, and not the exception.
At first, this institution was relatively harmless. Was a level limit of 7th level ok, or should it be 8th level? Should everyone start with random hit points, or should they have maximum hit points? Should alignments be rigid or loosely defined? A lot of friendly discussions, philosophical discussions, and other discourse occurred, in Dragon Magazine and elsewhere, as Gamers discussed and pondered upon such things during the course of play.
Those discussions, those friendly conversations, didn't stay friendly or amical in the end. They turned unfriendly. Slowly, over a course of years, discussion turned to argument, and argument to denouncement, and denoucement to anger, and anger to hatred.
It ceased to be ok for that group to play in their own way, as well as in ours. It became that the other group was welcome to play in their way, so long as they stayed away from us, and didn't try their lousy play in our game.
Later, it became that we wanted nothing to do with that other group at all, because they were just lousy gamers.
Later yet, it became that we wanted nothing to do with that other group at all, because they were lousy people.
(Remember how, many years ago, people fought and flamed over whether Spell Penetration should be +2 or +1, ala 3.0 or 3.5? Personal insults and anger roared like eager flames on ENWorld and the other messageboards?)
The D&D community balkanized into a thousand groups, each convinced it was right and everyone else was wrong, more time was spent arguing, fighting, and denoucing that playing, and unless you toed the line in your group, you were out of your group.
How does all of the above relate to the imagination?
Well ... it killed it, that's how it relates.
When people grew fearful they would be assaulted, insulted, thrown out of groups, denounced and shunned, because they dared to imagine, they stopped imagining. They had no stable platform to imagine from, because every DM and player set their own rules and changed them on a whim, and they dared not imagine because a culture of intolerance had replaced the culture of dreams that created D&D back when it all started.
(The nerfing of magic was a product of this culture and this thinking, since magic was the epitome of imagination, and it was called unbalancing, and wrong, and banned from the Hobby except in a tightly controlled way. Some of us refused to go along with this banning, and we were beaten down by the loud voice of the majority.)
If there was *any* chance of the young joining in with us, in D&D, *this* was when that chance was lost.
The young desired to dream, to imagine, just as we had. They were the rebels, the gatecrashers, the blow-up-the-setting and get mountains of gold crowd (just as we were.)
The young wanted nothing to do with balance, being told what to do, being told how to think, being told how to imagine, anymore than we did when we fought against the system and our own parents to hold a fun game on a sunny Saturday afternoon.
In other words, we had become the disapproving parents that we had fought against. Why would the young want our game? The young wanted *their* game.
To my endless astonishment, nobody - not TSR or WOTC or anyone else - even mentioned this, ever cited this as a problem, yet it was patently obvious to any observer that this was a problem.
They cited marketing, they cited competition, they cited the internet, they cited all sorts of things, but they never cited that the young were the rebels, and this was their game ... as it had been ours ... and should still have been ours.
Indeed, many in the Hobby explained that they would force the young to fall in line, force the young to do as they were told, force the young to imagine as they were told. Which is absurd, since the young are the young, and will do things their way, not ours.
Yes, there was serious competition. Yes, there were computer games, then the internet, then internet games, and the big internet game known as World of Warcraft. And card games such as Magic. And everything else.
But NONE of these competitors, except for other roleplaying games, strove to attract the imagination. That, is a unique strength of table top roleplaying games. That, is a unique strength of Dungeons and Dragons. NO other game could hope to compete against that, against the unfettered imagination, against the desire to dream.
So what did we do?
We hardened our stance further yet. Dreaming and imagination were disallowed. The game and all things concerning it had to go within strict guidelines that each of us, on our own whims, found satisfying.
When the young and anyone else stated their desire to do it their way, we denounced them ever more harshly, as Gamers and people and human beings.
We reveled in intolerance, anger and hatred were institutionalized, we lashed out blindly and furiously at all who differed in any way with us, we were ready to denounce someone as the lowliest slime in the primordial sea over a +1 or +2.
In that atmosphere, dreams died. Imagination died. And Dungeons and Dragons, died.
-
So, to bring back Dungeons and Dragons, in my opinion, is to correct where we went wrong originally.
Set up the rules. Make the rules, THE RULES. The Rules. Rules to be obeyed. Rules to be followed (ala chess.) Rules there for the obeying, not rules there to be bent or broken ... except in extremis.
Now, you will say: but so many situations exist where a DM must arbitrate things, because the rules are vague.
Very well. Let's establish an etiquette for arbitrating various situations. Such as, once arbitrated, that's how it is. It won't be arbitrated differently in that campaign (hopefully, in that group, ever again, even.)
You will say: magic has infinite possibilities, and setting arbitrary limits, limits the imagination.
I say: wrong. Set the rules. Be CONCISE. Be DETAILED. If a spell requires 10 pages to describe it (even the humble Fireball) then so be it. Because from those rules, those assumptions, the imagination has a platform upon which to work.
If magic must still be arbitrated, which will inevitably happen, then arbitrate it! But once arbitrated, that's how it is, in that campaign (and hopefully, in that group.)
You look at Chess, and you might say: My, you can only do those limited things with those chess pieces. No imagination there!
But in chess, we *know* that the Queen, IS the Queen, and she can move in mighty fashion, and you can do dastardly things with her! Any combination of pieces that you can contrive to win, you use, and if the Queen is handy, all the better!
It may not be imagination, but it is the mind working. In D&D, you can work the mind and the imagination simultaneously.
But you *cannot* work either if the player does not know how the Queen moves. You cannot work mind or imagination if, he dares to say the Queen moves like he heard she moves, and everyone jumps on him or her as someone bad, someone disgraceful, someone subhuman! (ala, all the nasty names Gamers have come up with for each other, none of which should EVER have been invented.)
Go back to the Basic Etiquette, and elaborate on it. Elaborate on it to cover all those situations, cover as many realms of possibility as one could think of, and set an etiquette for adjudicating.
Create an institution of respect for the rules (as they have in Chess.) Institutionalize respect for the rules.
Institutionalize respect for other Gamers.
Institutionalize dignity in play (can you imagine some of the behavior seen in KODT ... or in tables we've suffered through ... in a Chess Tournament?!!)
Institutionalize respect for the game itself.
Institutionalize that rules are to be obeyed, not broken. If they ARE to be broken, it should be for a VERY GOOD reason, and as an exception.
Put an end to the institution that rules can be changed on a whim.
Put an end to the institution that it is ok to attack other Gamers for disagreements (isn't there enough trouble of that kind, outside the game already?)
Put an end to the institution that undignified play is ok (In a Chess Tournament, he or she who argues, insults, derides, or causes trouble is thrown out the door headfirst with no appeal.)
Most of all, respect the imagination. Not Balance ... balance is a concept that translates to fun play, but as you well know it rarely actually translates to anything but suppression of the imagination.)
Respect the right to dream. Center the rules around dreams. Center the rules around the human drive to dream. That's what was originally attempted. That's what should be done again.
In this world of computer and internet games, card games, everything games, ONLY roleplaying games allow the power of dreams, the imagination, to run amok, run wild, assert itself in it's full wonder, imputence, and brutality. Let our Hobby flourish by allowing the imagination and dreams to do all of those things.
Those other games, they cannot hope to compete against that!
Those other games, require no imagination or dreaming, do not allow imagination or dreaming. Only roleplaying does!
Let's try again. There are always the young, and the young will always dream and imagination (hopefully, we older people can still do that too!) There will never be an end to dreaming and imagination.
If Dungeons and Dragons can seize upon this, profit from it, there will never be an end to Dungeons and Dragons!
Yours Sincerely
Edena_of_Neith
The power of people to dream has built the world. It has put men and women on the moon, probes on Mars, sent Voyager out of the solar system. It built the steam engine, erected skyscrapers and superhighways, encircled the globe in telecommunications. It has seen Olympic records created and ever broken, as ever more stupendous feats of athletic prowess have been achieved.
And all this, really, is a very poor and weak description of the human aptitude to dream. An eloquent writer like Tolkien could put it into proper perspective: it is almost beyond imagination in it's power and it's grandeur.
We dream as kids. We dream as adolescents. But something rotten happens when we grow up: society tries to crush our ability to dream.
Society tells us we are naught but this, or that, and only within these limitations can we exist (such is the nature of society, for good or bad.)
At the core of Dungeons and Dragons, when it first evolved out of miniature wargames, was the integration of our will to dream with a miniatures game.
Driven by the willingness, the drive to dream, boys and girls grew up playing D&D, and made it into the great roleplaying game it became, made it a household name. The power of dreams was behind D&D, and that power was tremendous.
When we grew up, the world of adulthood came crashing in, and for many of us, there simply wasn't *time* to play anymore. And many quit the hobby.
For many, many others, other dreams took over. Instead of dreaming of slaying monsters and achieving glory, we dreamed of wives and husbands and good education and good jobs. We spent our energy on that. The hobby lost many, many more people.
And for some of us, we lost the ability to dream (we forget how to fly, as it were) and the game just wasn't fun anymore. Some of us stopped playing because of it.
For some of us, it was for other reasons that we left the Hobby. For some of us, it was a mixture of all of the reasons given.
Our children, the new generation, could have filled the gap. They, like us, dreamed, and they would have done as we had done.
But computer games had evolved, and continued to evolve. The internet rose, and internet games rose.
Also, D&D had to compete with Magic the Gathering, that card game that took the Hobby by storm, and with many other card games.
Also, D&D had a set of basic etiquettes, protocols, that did not please all of us. Other gaming companies stepped into this void, to satisfy those who would dream, but would dream in slightly different ways. Thus, we saw White Wolf and it's games, and other competitors to D&D.
-
With all that said, Dungeons and Dragons faced an enemy that it could not win against. An enemy that had been there from the beginning, an enemy insidious, powerful, extremely destructive, and concealed.
That enemy was itself.
Have you ever noticed that in Chess, a rigid etiquette is followed? There is a rigid set of rules, and a rigid set of behavioral etiquette as well. This is seen in chess tournaments. I would note that Chess is a very popular game, was popular before D&D arose, and is still popular today.
So, what does this have to do with D&D and it's nemesis ... itself?
Dungeons and Dragons is based upon dreams, and dreams are based upon the imagination.
But the imagination must have a stable set of rules upon which to base itself. Daydreaming is fine, but if you wish to imagine defeating a dragon and taking it's riches, and finding fulfillment in that fantasy, you need a platform from which to launch your imagination and find that fulfillment.
If there is no stable platform, the imagination is compromised, and it is harder to find fulfillment ... and that is just the beginning.
Dungeons and Dragons, in it's first incarnations, tried to create that stable platform. It was realized that such a stable platform was needed. It was in the 1E Dungeon Master's Guide. The creators of the game understood the need ... and the danger of the platform falling apart.
However, at the same time - in 1E - the DM and players were encouraged to alter the rules, and to break the rules, to modify the situation anyway they saw fit.
Now, this is a *crucial* point.
The DM and players were encouraged to modified and break the rules *as they pleased.*
They were not encouraged to modify and break the rules only for truly good reasons, with a ready understanding of the danger of changing the rules. No, that was not the situation.
They were encouraged to change the rules as they saw fit, frivolously, and the danger of doing this, of institutionalizing this thinking, was not properly presented to the players of that time (perhaps it would have been futile to present it so, to the teenaged players of that time anyways, since breaking and modifying rules, revolting, in rebellion, was what we were all about.)
In any case, the idea that rules existed to be changed, and that rules existed to be broken, became institutionalized. It became the norm, the accepted standard, and not the exception.
At first, this institution was relatively harmless. Was a level limit of 7th level ok, or should it be 8th level? Should everyone start with random hit points, or should they have maximum hit points? Should alignments be rigid or loosely defined? A lot of friendly discussions, philosophical discussions, and other discourse occurred, in Dragon Magazine and elsewhere, as Gamers discussed and pondered upon such things during the course of play.
Those discussions, those friendly conversations, didn't stay friendly or amical in the end. They turned unfriendly. Slowly, over a course of years, discussion turned to argument, and argument to denouncement, and denoucement to anger, and anger to hatred.
It ceased to be ok for that group to play in their own way, as well as in ours. It became that the other group was welcome to play in their way, so long as they stayed away from us, and didn't try their lousy play in our game.
Later, it became that we wanted nothing to do with that other group at all, because they were just lousy gamers.
Later yet, it became that we wanted nothing to do with that other group at all, because they were lousy people.
(Remember how, many years ago, people fought and flamed over whether Spell Penetration should be +2 or +1, ala 3.0 or 3.5? Personal insults and anger roared like eager flames on ENWorld and the other messageboards?)
The D&D community balkanized into a thousand groups, each convinced it was right and everyone else was wrong, more time was spent arguing, fighting, and denoucing that playing, and unless you toed the line in your group, you were out of your group.
How does all of the above relate to the imagination?
Well ... it killed it, that's how it relates.
When people grew fearful they would be assaulted, insulted, thrown out of groups, denounced and shunned, because they dared to imagine, they stopped imagining. They had no stable platform to imagine from, because every DM and player set their own rules and changed them on a whim, and they dared not imagine because a culture of intolerance had replaced the culture of dreams that created D&D back when it all started.
(The nerfing of magic was a product of this culture and this thinking, since magic was the epitome of imagination, and it was called unbalancing, and wrong, and banned from the Hobby except in a tightly controlled way. Some of us refused to go along with this banning, and we were beaten down by the loud voice of the majority.)
If there was *any* chance of the young joining in with us, in D&D, *this* was when that chance was lost.
The young desired to dream, to imagine, just as we had. They were the rebels, the gatecrashers, the blow-up-the-setting and get mountains of gold crowd (just as we were.)
The young wanted nothing to do with balance, being told what to do, being told how to think, being told how to imagine, anymore than we did when we fought against the system and our own parents to hold a fun game on a sunny Saturday afternoon.
In other words, we had become the disapproving parents that we had fought against. Why would the young want our game? The young wanted *their* game.
To my endless astonishment, nobody - not TSR or WOTC or anyone else - even mentioned this, ever cited this as a problem, yet it was patently obvious to any observer that this was a problem.
They cited marketing, they cited competition, they cited the internet, they cited all sorts of things, but they never cited that the young were the rebels, and this was their game ... as it had been ours ... and should still have been ours.
Indeed, many in the Hobby explained that they would force the young to fall in line, force the young to do as they were told, force the young to imagine as they were told. Which is absurd, since the young are the young, and will do things their way, not ours.
Yes, there was serious competition. Yes, there were computer games, then the internet, then internet games, and the big internet game known as World of Warcraft. And card games such as Magic. And everything else.
But NONE of these competitors, except for other roleplaying games, strove to attract the imagination. That, is a unique strength of table top roleplaying games. That, is a unique strength of Dungeons and Dragons. NO other game could hope to compete against that, against the unfettered imagination, against the desire to dream.
So what did we do?
We hardened our stance further yet. Dreaming and imagination were disallowed. The game and all things concerning it had to go within strict guidelines that each of us, on our own whims, found satisfying.
When the young and anyone else stated their desire to do it their way, we denounced them ever more harshly, as Gamers and people and human beings.
We reveled in intolerance, anger and hatred were institutionalized, we lashed out blindly and furiously at all who differed in any way with us, we were ready to denounce someone as the lowliest slime in the primordial sea over a +1 or +2.
In that atmosphere, dreams died. Imagination died. And Dungeons and Dragons, died.
-
So, to bring back Dungeons and Dragons, in my opinion, is to correct where we went wrong originally.
Set up the rules. Make the rules, THE RULES. The Rules. Rules to be obeyed. Rules to be followed (ala chess.) Rules there for the obeying, not rules there to be bent or broken ... except in extremis.
Now, you will say: but so many situations exist where a DM must arbitrate things, because the rules are vague.
Very well. Let's establish an etiquette for arbitrating various situations. Such as, once arbitrated, that's how it is. It won't be arbitrated differently in that campaign (hopefully, in that group, ever again, even.)
You will say: magic has infinite possibilities, and setting arbitrary limits, limits the imagination.
I say: wrong. Set the rules. Be CONCISE. Be DETAILED. If a spell requires 10 pages to describe it (even the humble Fireball) then so be it. Because from those rules, those assumptions, the imagination has a platform upon which to work.
If magic must still be arbitrated, which will inevitably happen, then arbitrate it! But once arbitrated, that's how it is, in that campaign (and hopefully, in that group.)
You look at Chess, and you might say: My, you can only do those limited things with those chess pieces. No imagination there!
But in chess, we *know* that the Queen, IS the Queen, and she can move in mighty fashion, and you can do dastardly things with her! Any combination of pieces that you can contrive to win, you use, and if the Queen is handy, all the better!
It may not be imagination, but it is the mind working. In D&D, you can work the mind and the imagination simultaneously.
But you *cannot* work either if the player does not know how the Queen moves. You cannot work mind or imagination if, he dares to say the Queen moves like he heard she moves, and everyone jumps on him or her as someone bad, someone disgraceful, someone subhuman! (ala, all the nasty names Gamers have come up with for each other, none of which should EVER have been invented.)
Go back to the Basic Etiquette, and elaborate on it. Elaborate on it to cover all those situations, cover as many realms of possibility as one could think of, and set an etiquette for adjudicating.
Create an institution of respect for the rules (as they have in Chess.) Institutionalize respect for the rules.
Institutionalize respect for other Gamers.
Institutionalize dignity in play (can you imagine some of the behavior seen in KODT ... or in tables we've suffered through ... in a Chess Tournament?!!)
Institutionalize respect for the game itself.
Institutionalize that rules are to be obeyed, not broken. If they ARE to be broken, it should be for a VERY GOOD reason, and as an exception.
Put an end to the institution that rules can be changed on a whim.
Put an end to the institution that it is ok to attack other Gamers for disagreements (isn't there enough trouble of that kind, outside the game already?)
Put an end to the institution that undignified play is ok (In a Chess Tournament, he or she who argues, insults, derides, or causes trouble is thrown out the door headfirst with no appeal.)
Most of all, respect the imagination. Not Balance ... balance is a concept that translates to fun play, but as you well know it rarely actually translates to anything but suppression of the imagination.)
Respect the right to dream. Center the rules around dreams. Center the rules around the human drive to dream. That's what was originally attempted. That's what should be done again.
In this world of computer and internet games, card games, everything games, ONLY roleplaying games allow the power of dreams, the imagination, to run amok, run wild, assert itself in it's full wonder, imputence, and brutality. Let our Hobby flourish by allowing the imagination and dreams to do all of those things.
Those other games, they cannot hope to compete against that!
Those other games, require no imagination or dreaming, do not allow imagination or dreaming. Only roleplaying does!
Let's try again. There are always the young, and the young will always dream and imagination (hopefully, we older people can still do that too!) There will never be an end to dreaming and imagination.
If Dungeons and Dragons can seize upon this, profit from it, there will never be an end to Dungeons and Dragons!
Yours Sincerely
Edena_of_Neith