draft/a_hard_look_at_dongeons_and_dragons.txt
branchecjdr
changeset 92 bdef1afd1170
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/draft/a_hard_look_at_dongeons_and_dragons.txt	Wed Aug 30 21:32:44 2006 -0400
@@ -0,0 +1,365 @@
+           The Internet Home for Independent Role-Playing Games
+    [1]The [2]About the Forge | [3]Support The Forge | [4]Articles |
+    Forge  [5]Reviews | [6]Resource Library | [7]Forums
+
+
+    A Hard Look at Dungeons and Dragons
+    by [8]Ron Edwards
+
+    It's time to set aside long-established habits of thought regarding the
+    various versions or even conceivably separate games that go by this
+    name. In the culture of gaming, it's quite the thing to diss D&D, or to
+    toss it backhanded praise like, "Well, it was first, but ...", in order
+    to establish some sort of personal cachet as a real grown-up gamer.
+    Enough, already. What the hell was it, anyway?
+
+    The following ideas were mainly worked out, for me anyway, on two
+    threads on the Forge: [9]Dungeons & Dragons history - help wanted and
+    [10]Precursors to AD&D2. I am especially indebted to Christopher Pramas,
+    M. J. Young, Julie Stauffer, Paul Czege, and Maurice Forrester, as well
+    as to readers Clinton R. Nixon, Rob MacDougall, Grant Gigee, and Peter
+    Adkison.
+
+    This essay is limited to the period from the early 1970s to the early
+    1980s. Two later periods deserve analysis and essays of their own: the
+    first, from the mid-1980s to the late-1990s, might best be described as
+    "The corporate bear-trap," and the second, about 1999 to the present, as
+    "Frankenstein's lightning-bolt." Most of these discussions concern
+    economics of the role-playing hobby and are best left until my essay
+    about role-playing business and marketing is available.
+
+    Textual history
+    The following is much less detailed or explanatory than many accounts of
+    these developments available on the internet. My goal is not to provide
+    the Real & Complete Official History, but rather to make a specific
+    point about the origins of role-playing as a hobby. The point is that
+    modern references to earlier "editions" or "Basic/Advanced" versions of
+    Dungeons & Dragons are extremely misleading. There was no "first
+    edition." There is no single "old D&D."
+
+    Texts do not equal play, and the origins of role-playing and the origins
+    of D&D are two separate things. No one seems to be able to discuss the
+    history in modulated tones, but I know what I think - that Dave Arneson
+    and a variety of other wargame hobbyists around the country had found
+    that people liked playing characters in the wargaming-worlds, and they
+    even enjoyed the development of those characters through adventures.
+    Chainmail (1971, by Gary Gygax & Jeff Perren) was not a role-playing
+    game. In my view, Arneson (and as I say, he was not unique in the
+    activity) found a system to conduct this new imaginative activity, and
+    Chainmail just happened to be it. His experiences are summarized to some
+    extent in The First Fantasy Campaign (see also the [11]Castle Blackmoor
+    website and associated links).
+
+    Chainmail's second and third editions contained supplemental
+    fantasy-setting rules, as well as alternate rules that show similarities
+    to later D&D rules. However, the most memorable published result of the
+    Arneson-Gygax hobby crossover appeared at GenCon, 1974, in a
+    thousand-copy print run, as Dungeons & Dragons, 1974, by Gary Gygax and
+    Dave Arneson. It consisted of three roughly digest-sized brown pamphlets
+    in a deepish brown box with white labels. (People are often confused
+    because a very-nearly identical product, marked with "Original
+    Collector's Edition," was released in 1978 in a white cardboard box,
+    hence the mistaken name "white box D&D" to refer to the 1974 product.)
+
+    Word about this "new game" spread mainly through hobby store culture and
+    the usual mysterious pop-culture grapevine that seems to require no
+    medium but aether. A larger culture began to develop as well, within
+    certain societal strictures. Wargaming was already a favored hobby among
+    American enlisted men, and many Army bases developed long-running D&D
+    games. Also, APAs (a kind of fanzine that operated like a modern
+    internet forum) began to appear, such as Alarums & Excursions and The
+    Wild Hunt. People were meeting, talking, comparing, and theorizing about
+    play.
+
+    One unifying or at least visible factor was tournament play; this new
+    (or new-ish) activity was called "fantasy wargaming," after all, and had
+    first been released and understood as a modification of wargaming. So
+    tournaments were held, and people ran characters in squads against
+    referee-directed dangers. Imagine, if you will, fifty tables of eight
+    players apiece, each one presided over by a single referee. At the end
+    of the set time period, who had survived? Which group had collected the
+    most treasure? Which had killed the most opponents, and how tough were
+    those opponents? If this all sounds odd to the modern role-player,
+    you'll have to put up with knowing, patronizing looks from us old guys.
+    Where do you think Experience Points came from, anyway?
+
+    As the culture spread and developed, secondary texts began to appear.
+    Many, many rules and play ideas proliferated in TSR's magazine The
+    Dragon, renamed from its precursor The Strategic Review. A company
+    called the Judges Guild, associated mainly with the tournament scene,
+    published a slew of adventure modules and other support material largely
+    taken from tournaments. The RPGA became active, including their magazine
+    Polyhedron. Dave Hargrave published the first of a nine-volume series of
+    supplements beginning with the Arduin Grimoire, introducing such things
+    as barbarians and critical hits. I cannot over-stress the impact of
+    these publications on the text-hungry culture. These became the texts of
+    play, far more so than any "rules-set" that anyone could actually pick
+    up and read. Soon, they operated as constraints (and some say, as raw
+    material) for the eventual rules that would follow.
+
+    Dungeons & Dragons, 1977 (listed copyright in the text included 1974
+    and, in later printings, 1979), by Gary Gygax and Dave Arneson, edited
+    by Eric Holmes - a full-sized saddle-stitched blue-cover booklet,
+    contained in a box with a color cover, including chits to be used in
+    place of dice. Significantly, "Advanced Dungeons & Dragons" was already
+    in development by Gygax, and this product was written by Holmes mainly
+    as an intentional introduction and commercial intermediary to the
+    forthcoming text.
+
+    Speaking of an actual rulebook, as all of this was occurring like
+    wildfire, Gary Gygax's own version of the Dungeons & Dragons book was
+    under way, now referred to as "Advanced." About the sources for this
+    writing, I can (but will not) speculate, but its eventual content
+    clearly deviates from Arneson's play as observed from his
+    later-published The First Fantasy Campaign. Not to put too fine a point
+    on it, Gygax's Simulationist priorities did not blend well with
+    Arneson's goals, which to my possibly biased eyes smack of Narrativism,
+    or with the parallel development of a lively, even fierce competitive
+    Gamist culture. Regarding this new text, Gygax had to deal with the
+    latter as a commercial constraint; the former, frankly, was drowned
+    nearly at birth. Dave Arneson, in the first of very many complex and
+    not-especially pleasant ownership conflicts with the property, was
+    significantly absent from the new version's authorship.
+
+    The eventual release of the hardback Advanced Dungeons & Dragons in
+    three volumes (Monster Manual, Player's Handbook, and Dungeon Master's
+    Guide) was a very big deal in the hobby culture, not the least because
+    they were sold in places like Waldenbooks instead of Sid's Train Model
+    and Army Miniatures Hobby Shop. It provided a centralized textual
+    authority for play for the first time. However, nothing changed - the
+    local and widely varying standards and procedures for play were
+    established, more coherent competitor games (e.g. Tunnels & Trolls,
+    RuneQuest, DragonQuest, Traveller, The Fantasy Trip) had already
+    appeared, and these books, frankly, simply added to the raw material for
+    the existing role-players. To newcomers, indeed, things were different:
+    here are the books, hence here is the game, and now let's use the book
+    to play. But that came later.
+
+    Oh, just to be clear about some textual issues: in 1983, a series of
+    boxed sets was released from TSR called "Basic Dungeons & Dragons,"
+    which some people mistakenly believe to precede "Advanced Dungeons &
+    Dragons." It was re-released at least once more in later years. This
+    series was written mainly by Tom Moldvay and is best understood to be a
+    completely separate role-playing game. All references to "red-box" and
+    "blue-box" D&D, and similar, should be limited to this game alone.
+
+    To repeat my point, the concept that Dungeons & Dragons "invented
+    role-playing" is patently false. Rather, D&D was the first publishing
+    epiphenomenon of role-playing as a hobby, intertwined with its
+    development but providing, itself, only raw material, not procedure. It
+    provided the first official role-playing texts, but those texts
+    themselves invented very little; rather they provided patchy stuff that
+    had to be shaped into role-playing at the local level.
+
+    Following the appearance of further hard-back supplements, and
+    concordant yet further ownership disputes and editorial leadership,
+    further TSR products were mainly Simulationist in nature, most
+    especially Oriental Adventures, The Wilderness Survival Guide, and the
+    Dragonlance adventure modules, culminating in Advanced Dungeons &
+    Dragons Second Edition (AD&D2). The game, and its radically-changed
+    relationship of text to play, had changed so much that it passes out of
+    this essay.
+
+    Early D&D as hobby culture
+    I think that the available discussions, interesting as they are, about
+    Arneson's and Gygax's relative contributions (a) to the hobby activity
+    and (b) to the actual publication of Dungeons & Dragons is overlooking a
+    crucial issue regarding late 1970s role-playing. Prior to AD&D2, the
+    available texts were reflective, not prescriptive, of actual play. Their
+    content was filtered through authors' priorities which were very
+    diverse. Furthermore, any particular area or group had only piecemeal
+    combinations of the texts. In 1978, one might find a group with
+    Chainmail, ten issues of Dragon, and a copy of the Monster Manual; as
+    well as a group with the 1977 boxed set and three or four volumes of
+    Arduin's Grimoire. No one, or very few people, had all of it, and as I
+    recall anyway, hardly anyone knew much about what books "went" when, or
+    made much distinction between TSR products and anything else.
+
+    Rob MacDougall stated it best: we are talking about Cargo Cults.
+    Everyone knew about "this new great game." Everyone had on hand a
+    hodgepodge of several texts, which in retrospect seem to me to be almost
+    archeological in their fragmentary, semi-compatible but not-quite,
+    layered-in-time-of-publication nature. Also, although newly-available
+    texts obviously modified local oral traditions, they also arose from
+    them, generating a seething hotbed of how-to-play instructions in print
+    in other locations. Everyone had to shape, socially and procedurally,
+    just what the hell you did such that "role-playing" happened. How did
+    you know it worked? What did you do it for? All of it, from Social
+    Contract right down to Stance, had to be created in the faith that it
+    worked "out there" somewhere, and somehow, some way, it was supposed to
+    work here.
+
+    So everyone just did it locally. I consider role-playing to have been
+    constructed independently in a vast number of instances across the
+    landscape, sometimes in parallel, sometimes very differently. Over time,
+    further unifications or contact-compromises occurred, whether through
+    tournament standards, military bases, conventions, or APAs, or simply by
+    people meeting when they converged on college campuses. Full unification
+    never occurred. There never existed a single, original D&D.
+
+    During this time, what was established about role-playing per se? Even
+    if there was no actual, single D&D, the perception that some such thing
+    existed was widespread, and ultimately it became a (partly)
+    self-fulfilling perception. So what was it?
+
+      * Players fell into categories of the team member, the rules-lawyer,
+        and the advancer/powergamer.
+      * Character creation was conceptually locked into the Column A, Column
+        B method of Class + Race, to the extent that different combinations
+        were playing by almost-completely different rules sets.
+      * Character behavior fell into two categories - (1) Strict
+        alignment-based parameters, taken essentially as Social Contract for
+        any and all play of characters; and (2) complete laissez-faire based
+        on metagame priorities of the moment, using alignment, if at all,
+        merely for Color.
+      * The process of long-term play focused on the Gamble to start,
+        evolving into Crunch-heavy play as character effectiveness and
+        survival-probabilities increased, and eventually into a Powergamer
+        phase.
+      * A certain degree of rules-customizing was forced to be standard,
+        particularly regarding magic systems and anything else pertaining to
+        fantastical elements.
+
+    What happened to the subject matter, which is to say, the Explorative
+    content?
+    "D&D fantasy" became an actual genre of pop culture, later to be
+    reflected in actual bookstore-book fantasy. It's often characterized as
+    high fantasy, epic fantasy, or Tolkienesque fantasy, but it is, was, and
+    is only composed of D&D. My articles [12]Fantasy Heartbreakers and
+    [13]More Fantasy Heartbreakers address some of the resulting effects on
+    role-playing game design.
+
+    One cannot properly say "D&D does this," or that a game "plays like
+    D&D," without specifying exactly which D&D one means. It's likely that
+    what's being referenced is far more based on local practices and
+    interpretations than on any actual game text.
+    An astounding diversity existed regarding role-playing goals and
+    practices all the way from the very beginning of the hobby. It's badly
+    mistaken to characterize early role-playing as Gamist, based on the
+    texts alone.
+
+    What characterized specifically-Gamist role-player culture, arising from
+    this subcultural cauldron?
+
+      * Arguing about "what happened" or "what would happen" became
+        entrenched into play, such that rules-agreements, rules-debriefing
+        or fairness-negotiating was part and parcel of characters moving
+        around in the imaginary space.
+      * Calvinball tactics were therefore entrenched as well, leading much
+        play straight into the Hard Core.
+      * Role-playing as a hobby became socially isolated, a venue for people
+        who were unsuccessful at socializing in other activities rather than
+        one of many activities.
+
+    No wonder people either idealize or vilify their youthful experiences
+    playing D&D. On the one hand, it was you and your best-est friends,
+    working something out together and arriving at (quite possibly) your
+    first-ever Social Contract with other people, completely isolated from
+    adults-approved activities. In other words, you remember it fondly not
+    because the game itself was good, but because it wasn't - you remember
+    your repair of it at the Step On Up and Challenge levels, and the good
+    moments, however common or few they were, were all triumphs.
+
+    On the other hand, it may have been a horrific degeneration into the
+    worst moments of social breakdown, on a par with any other form of
+    social abuse, and consequently it's reserved in the cellars of your mind
+    with being beaten up in locker rooms, confronted by older kids on the
+    way home from school, or humiliated by siblings.
+
+    Hip to geek
+    The following is strictly a personal reflection from my own experiences
+    of late 1970s and early-1980s role-playing, as a hobby culture. I was
+    13-14 years old in 1977-79 when I discovered the hobby, and through the
+    age of, roughly, sixteen, I battered my head against (A)D&D in a variety
+    of groups. They fell into the following categories:
+
+      * Mainly older people with a sprinkling of teens who tried to do adult
+        things as much as possible. The adults were usually Army guys, with
+        some hip types who ran kids' groups or community-course programs.
+        The latter ran some damn good games, as I recall.
+      * Fellow teens - these get-togethers were often the least satisfying,
+        on the one hand due to individuals who owned "special" rules that no
+        one else did (brrrr ... what one guy armed with an Arduin Grimoire
+        can do to a Social Contract ...), and on the other because of the
+        perfectly reasonable assessment by many that the textual game itself
+        wasn't particularly fun.
+      * I also knew of several college groups during this time, up through
+        the early 1980s, mainly playing RuneQuest. I burned with jealousy
+        and desperately wanted to be in college and to play with folks like
+        that.
+
+    Significantly, many groups, even the teen ones, included women in their
+    late twenties who were interested in role-playing and not at all
+    concerned about the propriety of hanging out with boys ten years
+    younger. This was the late 1970s, after all. I remember quite a few such
+    individuals.
+
+    By 1983, things had changed drastically; in some ways, it mirrored a
+    general subcultural shift across the entire country (see the film Boogie
+    Nights if you didn't live through it). I'd realized that D&D had become
+    a "pube" activity, meaning 10-13-year-olds exclusively, most of whom
+    played once and then walked.
+
+    The content resembled video games of the time: lives, levels, and
+    skyrocketing success scores, with no real loss at all. It was utterly
+    divorced from fantasy or mythic literature, and the comics and fantasy
+    authors of the day disavowed the hobby en masse. Successful play became
+    more and more a matter of who could break the game fastest, and the
+    social gamer became more and more consistently the social-outcast gamer.
+    Gaming communities weren't an edifying bunch, actually; they'd been
+    transformed socially and procedurally by the Cargo Cult context into a
+    rabidly-abusive, nitpicky bunch, in which the Social Contract actually
+    included making others upset.
+
+    It had lost its cool factor entirely, just in time for me to go to
+    college in the fall of that year. The aforementioned Willing Female
+    Factor had vanished like smoke, and, my priorities firmly in place, I
+    swore off the hobby. The oath didn't last long, of course. I did find a
+    lot of people to role-play with, including women my own age, but always
+    on the basis that we "weren't like those gamers." Conversations about
+    role-playing ceased instantly if anyone nearby evinced interest in D&D.
+    We played Champions and Stormbringer, and looked forward to the buzz of
+    GURPS.
+
+    Conclusion
+    The honeymoon was over long ago. Even in terms of this first phase of
+    D&D history alone, I suggest that we all would do well to recognize that
+    role-playing as an activity did not stem from a single game text, or
+    most importantly, from a single most-common mode or priority of play.
+    Judgments aren't the issue; whether all this was a good or bad thing is
+    completely beside the point. What matters are the consequences of this
+    recognition, including:
+
+      * No one role-playing technique may be cited as "the original" way.
+      * No single combination of rules and presentation formats may be
+        considered archetypal.
+      * "D&D" as a term cannot be taken to indicate any particular form of
+        play, especially in reference to the origins of the hobby.
+
+    I don't know whether I'll ever get to further discussion of the history
+    of D&D; in many ways, it's out of my sphere of interest except in
+    strictly marketing and industry terms, and I don't have much personal
+    history either as player or professional to draw upon.
+    The Forge created and administrated by [14]Clinton R. Nixon and [15]Ron
+    Edwards.
+    All articles, reviews, and posts on this site are copyright their
+    designated author.
+
+References
+
+   Visible links
+   1. file:///
+   2. file:///about/
+   3. file:///donate.php
+   4. file:///articles/
+   5. file:///reviews/
+   6. file:///resources/
+   7. file:///
+   8. mailto:sorcerer@sorcerer-rpg.com
+   9. http://www.indie-rpgs.com/viewtopic.php?t=4983
+  10. http://www.indie-rpgs.com/viewtopic.php?t=4991
+  11. http://www.blackmoor.com/
+  12. http://www.indie-rpgs.com/articles/9/
+  13. http://www.indie-rpgs.com/articles/10/
+  14. mailto:webmaster@indie-rpgs.com
+  15. mailto:sorcerer@sorcerer-rpg.com