2/16/20

The "Left" and "Right" of D&D


   If you type the words “Svenny” or Wurú the Unnameable into Twitter, you won’t get anything besides crickets – even with the popular DnD or RPG hashtags.

   If you type the words Jim Darkmagic or Sly Flourish in a Dragonsfoot thread, you will get no reaction either – a big fat zilch.

   These are two separate, self-contained ecosystems. Sly Flourish is never mentioned on either Dragonsfoot or ODD74, and the good old Jakállan Underworld is never, ever discussed or evoked on Twitter.

   Why is that?

   It’s all the same game, isn’t it? It is all part of the same hobby. How in the world did Dungeons & Dragons grow into two mutually exclusive, parallel multiverses? When did this unholy schism happen?

   Well, it happened slowly and gradually, like any other fundamental change. A good chunk of the first generation of OD&D / AD&D players didn’t really get into Vampire: The Masquerade and other such games: they became what we now call grognards – they stick to one system and play with the same old books they bought in the seventies. I’m a bit of a grognard myself, to be honest. I still run a First Edition AD&D campaign, simply because it’s awesome – flaws and all – and why the hell not?

   The nineties saw a significant influx of new, younger players. White Wolf and its line of storytelling games brought in more women players than ever before. The old dungeon crawl lost most if not all of its appeal. The focus was now on character interactions: protagonists and allies, rivals and archfoes. In one word: backgrounds.

   Yes, White Wolf did publish an awful lot of material; in the end, the whole affair felt more like a writers collective than a gaming company. Those innumerable clanbooks and supplements added much fluff to the hobby of role-playing games. In retrospect, it may have been a necessary reaction to the overly technical and realist mechanics of the late eighties – when three distinct tables and one location chart were needed for every single backswing of your fighter’s broadsword.

   Rich storyline, or complex game mechanics? That is the question.


   The folks over at Dragonsfoot favor the game mechanics. This is how the game is supposed to be played, and if you do otherwise, you’re doing it wrong.

   The crowd on Twitter seem to favor the storyline. We are all telling this story together, and every character brings his or her own uniqueness to the proceedings.

   One could go as far as call it opposite political views.

   Everyone must follow the same rules and gaming etiquette, and do it exactly as it is supposed to be done. Is this the Left, or the Right?

   Everyone is welcome to do as they see fit, thus bringing more texture and flavor to the shared experience of tabletop role-playing. Is this the Right, or the Left?

   What is the mysterious Left, anyway? Is it freedom? The sharing economy? The absence of social hierarchy? No rules? But also, wealth redistribution? Everyone being equal? – And what is the mysterious Right? Tradition? Rules? Some people being better than others? But also, entrepreneurship? Freedom to do business?

   Both sides demand rules for some things and freedom” for other things. The only real societal split is around where to put up fences, and where to free range.

   Is there overlapping somewhere?

   I want to see a table of crunch gurus sitting back and laughing as one of their fellow players chants, “Cheese! Cheese! Cheese!

   In Gloomhaven, the rules are the whole point of the game, and the story – because there is one – barely amounts to 1% of what happens at the table. Sometimes my friends and I will finish a scenario, slay the last monster on the board, and then one of us will ask, What was it that we needed to retrieve from this ‘Vibrant Grotto’ again?”

   And if the very last monster is slain before we had the chance to correctly loot all treasure tiles, nobody can say, “Let’s assume we heal ourselves and grab any remaining treasure, shall we?” Such reckless conduct amounts to “breaking the game,” according to any and all of the Gloomhaven forums. You cannot do that. No free range.

   In D&D, the whole point is the story. Any ruleset is just a frame to drive the story forward. D&D Dungeon Masters can say, “Okay, you finish off the last two goblins and grab their treasure chest. Next, you find yourselves in front of a raging, icy underground river. What do you do?”

   You cannot – ever – do that in Gloomhaven. There is no editing. No cutaways. Each scenario is one long, uninterrupted take. No Dungeon Master means your movie has no director, and all cameras just roll permanently. This is yet another difference between “story” and “rules.” The Wolf of Wall Street versus the thousands of CCTV cameras in and around Wall Street buildings.

   It is completely possible to run D&D like it was a game of Gloomhaven – but it is impossible to play Gloomhaven and indulge in what Cecilia D’Anastasio calls “the role-playing caprice.” I already touched on this subject last year in a post titled Rules Light, after one GURPS aficionado had said on Twitter, “Fuck narrativist and rules light.

   The current XP or no XP debate is another shining example of this ideological split. Adding up XP is pure crunch. Awarding levels for milestone achievements is pure fluff. Is there really more freedom to be found on one side or the other? I’m not convinced, either way. Sure, math is an unforgiving, rigid frame – but so is a DM that can damn well decide when and where the characters level up. It’s like putting money in your bank account without ever knowing that account’s balance – until one day the bank says, You’ve got enough now! Buy house?

   Role-playing games started off very much to the “left.” Arneson used to hide the rules behind a screen so that he could change them on the fly. He probably awarded XP on the fly, too. The rigid math came later. Mind you, rigid math can be fun. Last January, my Gloomhaven character finished a scenario just 1 XP short of level 4. If I had played one more of those 1 XP attack cards, I’d be level 4 now. But no. Yours truly will have to play one more scenario at level 3, tagging along with a level 4 Mindthief and a level 4 Tinkerer. Well, it’s fine: the grinding and suffering are part of the fun. In a way, it’s hilarious.

   In my AD&D campaign, since we only get to play 2 or 3 sessions a year, I would have enthusiastically granted the missing XP to any player character. “You’re 1 XP short of leveling up? I give you 10 more XP right now, my friend – and you level up!” Maximize the fun factor, always; a level 5 cleric is more fun than a level 4 cleric; a level 6 thief is more fun than a level 5 thief.

   “Story” versus “game mechanics” again. Perhaps the whole thing isn’t about Left and Right after all, but simply about “Easy” and “Hard.” Many hardcore gamers are eager to adapt RuneQuest’s magic and skills to Tri-Stat, and run that in the Malazan world instead of Glorantha. That’s the epitome of custom-made. It is the equivalent of delving into the intricacies of Linux: some like it, and others prefer the seamless, readymade easiness of Mac. Linux is “hard” and Mac is “easy” – or is it the other way around? You can do what you want with Linux, and set it up whichever way you like: isn’t that “easy?” With Mac, you’re pretty much held hostage: they’ve got a firm grip on your throat. Isn’t that “hard?”

   Linux is “Left” and Mac is “Right” – or is it the other way around? That is for someone else to ponder.

   Sly Flourish recently said that the majority of D&D players have now only been playing for the last three years. The majority? That is huge. A paradigm shift is absolutely inevitable. And perhaps five or ten years down the road, a segment of this mass of new players will get into other role-playing games, perhaps adapting American Gods for Nobilis or The Expanse for Shadowrun or The Witcher for Numenera – or something even weirder. New blood is always a good thing.

   One commenter over on Chirine’s Workbench summed up this paradigm shift quite nicely. “Back then,” he wrote, “we were playing worlds; nowadays, we play character backstories.” This is interesting. Indeed, during the seventies and eighties, the real world was very much the story, and everyone living in it felt like an extra – just a brick in the wall. With the advent of social networks today, everybody can be “the story,” and the world around appears to be merely a decor. But it is a lie, of course: you’re still just a brick in the wall – only this brick has way more friends / followers / boosters than the next brick

   The world was the thing, like in Avatar. Characters just happened in it. Was this the “let the Free Market decide” Right, or was it the “no elites / everyone’s the same” Left?

   Back in 1983, if someone had told me that Dungeons & Dragons would one day see a sort of left-right axis, I would have replied, first, what the fuck, and second, anything else besides D&D, sure, but not D&D! Not the one precious thing in today’s cultural landscape that isn’t a god damned competitive dick-measuring contest!

   There shouldn’t be any kind of schism: we’re better than that.

   I just wish the two sides would talk more – Dragonsfoot and Twitter – the old-school game mechanics side, and that new majority of story-focused role-players.