Where has all the magic gone?

Doug McCrae

Legend
A: It was never there in the first place.

If you are a player purchasing the DUNGEONS and DRAGONS rules in order to improve your situation in an existing campaign, you will find that there is a great advantage in knowing what is herein. If your referee has made changes in the rules and/or tables, simply note them in pencil (for who knows when some flux of the cosmos will make things shift once again!), and keep the rules nearby as you play. A quick check of some rule or table may bring hidden treasure or save your game "life".
- OD&D Men & Magic, page 4 [1974]

This book also represents a new trend in the fine art of Dungeon Mastering. As originally conceived, D & D was limited in scope only by the imagination and devotion of Dungeon Masters everywhere. The supplements have fulfilled the need for fresh ideas and additional stimulation. But somewhere along the line, D & D lost some of its flavor, and began to become predictable. This came about as a result of the proliferation of rule sets; while this was great for us as a company, it was tough on the DM. When all the players had all of the rules in front of them, it became next to impossible to beguile them into danger or mischief.
- OD&D Supplement III, Eldritch Wizardry, Foreword [1976]

One of the problems with D&D is that the players always know too
much. This is news?
“You obtain surprise over three Clickclicks.”
“Clickclicks? Oh, yeah, they’re in Supplement Three. Hand it to
me. And where’s Greyhawk? It had a note about them.” A pause. “We
shout out ‘November’.”
“That’s right, the Clickclicks fall over dead.”
Sound familiar?
- Dragon #10, "Random Monsters", page 9 [1977]

When the DMG came out, all the DMs I know were overjoyed! (I bought one of the first copies available in Colorado Springs.) The final answer to most of our problems had arrived! Imagine my complete happiness to find, not only those answers, but also new magical items — even a couple of monsters that my group was not familiar with! Unfortunately, some of the players also bought the DMG, reviving the same problem I had before. Something had to be done! It had gotten to the point where, no matter what they encountered, they had all the answers. All the magical items were totally familiar to them — even though I had never included some of them in my treasures.
- Dragon #52, "The best DMs will look
further than the book", page 62 [1981]
 
Last edited:

log in or register to remove this ad


Magic is not something everyone gets to see and experience. The magic is there and has always been there for me but I understand there are people that don't see what I see. :(
 

Interesting thesis, Doug. I would counter that the magic is in fact the constant thrust and riposte between play(s) and DM, with guile and creativity serving as saber and gauche rather than rules. Every time the player memorizes a monster's stats, the DM must create a new monster. Every time the DM plans in advance for a player tactic, the player must change gears.

Among other reasons, this constant battle of wits between the players and the DM is what makes tabletop, pen and paper RPGs so unique and ensures they will not be swept aside by better graphics and faster internet connections.

I would say, though, the more focus there is on math and mechanics, and the more "balance" is considered sacred in the game, the less interesting the game becomes because it undermines the above described player/DM sparring.
 


I don't necessarily disagree with the OP's premise, but I would like to point out that there is more "magic" in the game than the kind addressed in those excerpts from D&D's past. In fact, I would say that one of the main improvements in gaming over the years has been the discovery of new and different forms of gaming "magic", many of which aren't as fragile as the "DM knows more than the players" kind.
 



The magic has always been there for me, not in every edition, nor in every RPG I have played, but I still find it. I also think that adhering to the quote in my sig has helped a lot with it.
 

Wierd.

I could hand out the monsters to the players so that they have all the monster capabilities right before them, and yet still run an interesting game.

It isnt:

Orc with Greataxe, +5 to hit, 1d12+5 damage

that makes the game interesting.

It is

"I will eat your eyeballs elf!"

That makes it interesting.
 

Remove ads

Top