In 2010, I agreed to review a module,
Death Frost Doom. And as someone who has reviewed newspapers and novels for publication, and been paid for it, I followed the orthodox tradition of running the module
exactly as written. As a reviewer, it was not my role to change the content, or adjust is as I might, since that would muddy the actual value of the content. When another DM ran the game, that other DM wouldn't have the benefit of my experience, or imagination ~ so what good would it do
anyone to detail the advanture as I modified it?
No one, absolutely no one, would expect me to change the words of a bad novel, to make it a good novel, in the process of reviewing that novel! The very idea is obviously ludicrous. But even now, 8 years after, I still occasionally run across some commenter on Reddit or elsewhere talking about how I "fucked up" Death Frost Doom. By playing it exactly.
To be sure, were I to run DFD in tandem with my own judgement, yes, it would have definitely been a better module. In fact, I do this every session of D&D I play: by throwing the module into the garbage and then replacing
everything with my own creaivity and ideas.
This leads to a point I made with my last post,
Humanities vs. Social Science. Specifically, what part of the game works, regardless of the quality ~ or the experience and expertise ~ of the Dungeon Master?
What do I mean by "works"? Well, technically, the module DFD, or any module, "works" as a process for the game. Not necessarily a good process, not reliably a joyous one, not even an interesting one ... but as a
process, or series of events and descriptions that are given to the players for what happens, a module "works" whether or not the DM has experience and expertise. The players will, for ill or not, either die along the way according to the rules or succeed, participating in the game.
Now, people will rush forward and chatter about how a good DM does so much, much more, but this would be missing the point. As a
game, baseball works even if the players are very, very bad at the game. It works even if the pitcher has to be moved ten feet from the batter. It works even if the pitcher is replaced by a tee. The runners still have to run the bases, the fielders still have to put the runners out, and the most runs still wins. It can be very funny to watch a bunch of five year olds play baseball, and obviously an adult or a professional baseball player can do much, much more than a bunch of tiny kids, but to the game,
that doesn't matter.
This is a nearly impossible thing to get across to most RPGers. You DON'T have to be skilled to play. The existence of the module enables someone else, with a reasonable amount of experience, to jury-rig the game (just like replacing the pitcher with a tee) so that the least capable participants can still participate.
In fact, the module isn't even needed. So long as we wash out the expectation of a "story," which isn't strictly necessary to any part of the game, we can still play with virtually no ability. The rules provide for setting up groups of people on opposite sides of a map, then having a fight, then awarding the winning side with experience that will enhance their powers. In the strictest sense, this is
still role-playing. It just isn't very good role-playing. That is immaterial. The
quality of something does not determine its nature.
The decrepit rose on the left is no less a rose than the vibrant rose on the right. And this is the point that is so hard to grasp. We have a tendency in our culture to rate the definition of things according to the
value placed on that thing, whatever that value might be. Yet a sample of DNA from either rose above could be used to make a completely healthy and beautiful rose ... so what does the appearance at a given moment in time have to do with the
definition of a rose?
I hope that point is across. Because we can get nowhere in any study if we cannot accurately describe things. But let me drive it home with just one more example: a group of five-year old children playing baseball very, very badly, are having no less fun, and in many ways more fun, than a group of professionals playing baseball very, very well.
Bringing us back around to, what parts of the game do not require experience or expertise?
Surely, character creation. If we get rid of the premise that a background must be written for characters, which in fact has no specific application to game play, the character creation process is an established series of IF-THEN processes that any DM can adjudicate, even if it is the first day they've DMed. This fits into virtually all our experiences with our first games. When we chose to DM, we were grateful that the rules for this part were at least laid out for us. Even if you were the particular kind of DM that rolled all the player characters in advance, then handed them out at the start of the game, that was still according to rules that you did not need expertise to follow. You could roll the dice, see the result, be affected by the result, free-associate on the result and then watch the effect on the players as the result was made known to them. It is a simple part of the game. Which might be why we were willing to play it so often.
Perhaps the reason why so many homebrew games don't get past the third running is because the first running is taken up with character creation, which goes so well, only to be followed by one or two runnings that fall flat, because the principals of the game are not nearly as clear.
What else?
I admit, it becomes harder to see another possibility. But then I think of a little child running after a ball, falling down, getting the ball, dropping it, picking it up again, throwing it to first base and the ball not making it. And meanwhile the runner is between home and first, standing there confused, while parents scream, "RUN!" having no immediate effect on the child's behaviour. Seriously. If you want to study game participants, throw away your clipboard and go watch children play anything. Hockey is pretty funny, too ... especially for me, as I remember playing hockey at five.
So if we presume play without expertise, but still following the rules, combat is definitely a thing. Expertise will bring a lot of nuance to combat, but again,
value is immaterial. The point is that it is possible to run combat, if you allow for everyone taking their time to look up rules as necessary and they're prepared to invest themselves.
This is one of the points where early versions of the game excelled. There was no need to have "experts" on hand. Any group of kids could buy books and if they had the patience, they could suss out a personal version of the game. Some readers I have right now did it that way.
The way the books are written now, however ... well, it is back to
Brian Griffin's book. There are fifty pages in the back that you're expected to fill out on your own.
That's the primary reason for reviewing a module exactly as written ... I had to assume that some people wouldn't be able to enhance the module, as
everyone said I ought to have done. Some participants ~ a lot ~ simply can't. They don't know how. And the assumption that they ought to know how, or that knowing how is an obvious fact of any product that is provided by any manufacturer, is an erroneous approach. I wrote my book as an "advanced guide" to role-playing ... to differentiate it from
Dungeons and Dragons for Dummies, a book that had to be written because the rules were so flat out badly written that outsiders had to make sense of it. I've read that book. They still choked, largely because they did not stick to first principles and they allowed themselves to devolve into a lengthy attempt to comprehend the
values of the participants.
To manage that problem, I'll have to step to the left for a bit and talk about ethics, as Matt
suggested Friday.
Value is the degree of importance that is assigned to something, assigned by individuals either presently, or as the result of successful arguments that people have made in the past that creates a sense of tradition or belief connected with an assignment that happened a long time ago. For example, someone, at some point in the past, conceived of the idea of a "god." This happened so long ago, we can't even be sure the conception was voiced as words, since it is possible the invention of "gods" is older than the invention of even speech ... though it is a gray area. Either way, the invention gained traction, and pervaded through all human cultures as a "good idea" for enough people, for certain reasons (which we can skip), to the point where we continue to have arguments on the existence of gods
even though there is absolutely no real evidence of any kind for this belief.
Nonetheless, people
value their belief in gods, and will embrace earlier silly nonsense, or make up their own, rather than sacrifice this value they have. And in our society, we recognize the right of people to possess values, regardless of their scientific or rational formulation, because we believe that values, on the whole, so long as they don't hurt people,
are a good thing. And I will not argue against that.
HOWEVER, it is crucial that we don't get
values confused with facts, or mechanics, because that's where things tend to go wonky. When we start building bridges based upon the
values of the designer, and not the designer's ability
to understand how engineering works, things go bad in a very, very big way. This is why one of the values we've put in place in our society is that people who design very large things with parts ought to be accredited by other people, before we trust them. It's just a good value, all around.
That is why I have to beat the drum so hard ... because most people talking about role-playing just now are hopelessly caught up in defending values as examples of game play. This is like a professional ball player explaining to a little boy that he needs to take 2nd base so that he'll improve his chances of being picked higher in the draft when he's six. Arguing that all players of all games need to create backstories for their characters is like that. Or arguing that all DMs of all games need to make great stories for their campaigns. These things are
values. They are dearly embraced by many people, but they are not, in fact, relevant in any way to the actual game, or the thousands of ways in which the game can be played.
And before these values should be embraced by the whole community, they ought to be defended. Not in the way we're seeing, where someone says, "It makes a better game," as if that is an argument. No. I want to see them defended in the manner that Immanuel Kant defended Reason.
I'm not seeing anything like that.