Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Wednesday, January 25, 2023

YOU Are The Story

Jeez Louise...so many topics to get to (none of which are OGL-related, thank goodness!) and so little time. I'm trying to write a damn blog post about an orc (not just any old orc, but a SPECIFIC orc), and then THIS comes up. Sheesh.

But it's (kind of) important. 

So, Adam (Barking Alien, for those in the know) posted a comment on my last post (Boring Old D&D) saying:
"It's posts like this that confuse me in regards to what it is you enjoy and why you enjoy it. You don't go in for the Story, Narrative driven games but 'it's not just about killing monster and taking stuff'. How does that work? 

"How do you have no story but it's not just a video game with paper and dice?"
For the record, this is (perhaps) the thousandth time BA and I have danced this little dance. He is very much of the (now old) New School of RPG game play...the kind that came out of Dragonlance and 2E-era D&D, the kind that in the '90s led to White Wolf games like Vampire and all its many imitators. Games that wanted to explore story and genre until birthing (and being killed by) the rise of the indie, Story Now (or Narrativist-oriented) games. For those of us who've been around since 1981 (and followed the evolution of the hobby), its pretty easy to recognize the foibles of 5E D&D as the second coming (and rebranding/marketing) of 2E AD&D. 

[that's probably a whole 'nother post. What'd I say? Too many topics these days. However, here's a hint: WotC/Hasbro's quest to "more monetize" the D&D brand has direct parallels with post-1985 TSR]

ANYway. Adam is no 'spring chicken.' He's been playing RPGs nearly as long (or perhaps longer) than I have. He came in with Basic...Holmes, if I remember correctly...long before Dragonlance. Certainly long before 2E. One might jump to the question, "Hey, why isn't this guy on the same page as JB? He's an old geezer...doesn't he have the same sensibilities?" Just remember: the story-centric "role playing" that followed Wargamers Gygax/Arneson initial creation was created by folks OLDER than us. The Hickmans are OLDER than me...they were married adults in their 20s when they were writing epic Dragonlance modules.  This is not an issue of age, generation, or "wargamer background."

[in case anyone's wondering, I don't have a wargaming background]

The way I see it, the problem here is one of confusion and misunderstanding. There is a (LARGE) segment of the hobby that sees RPGs as vehicles for "telling stories." That "telling stories" is the OBJECTIVE of play. "This game [insert name] allows you and your friends to tell stories, just like [insert favorite book, film, or genre one wishes to emulate]."

Before going any further, in this post you need to BREAK that presumption. Even if the game instructions SAY that's the objective of play, you need to nip that right in the bud because there's a good chance that A) the game writer had a poor understanding of what was going on, AND/OR B) was simply emulating prior games description of 'what an RPG is' when they wrote it.

BREAK THAT PRESUMPTION. DO NOT PRESUME THE GAME IS DESIGNED TO TELL STORIES.

Okay. Are we clear? Blank slate everyone? Now we can advance.

There ARE games on the market that are specifically designed to tell stories. Once Upon A Time is a good example. Story Cubes are another. The Adventures of Baron Munchausen is yet another and also includes some elements of 'role-playing' in it. 

There are ALSO many RPGs (and pseudo-RPGs...like Fiasco) that have been published over the years that have the objective of telling stories, using recognizable RPG elements, that can somewhat succeed presuming everyone is on board with genre emulation. The Dying Earth RPG. My Life With Master. New Fire: Temikamatl. OrkWorld (maybe). Dust DevilsPrince Valiant. Maybe Amber Diceless. Christian Aldridge's Maelstrom (i.e. Story Engine) The degree to which the telling stories is supported by the game's mechanics (rules/systems) varies between games, but they are GENERALLY supportive of creating stories...in their particular genre...and they don't do much else. 

[there are other examples...really, too many to list]

Then there are...the other games. Games that are based on D&D concepts, mechanics, and play dynamics. "Role-playing games" they are called...games run and moderated by a game master while the other participants play the role of a single character. Games with explicitly stated (or else assumed) objectives of "telling a story." Of creating a narrative with a point to it. Because OTHERWISE the act of play is deemed to have no point or reason to play

Or, to use Adam's words, "How do you have no story but it's not just a video game with dice?"

This is coming at the game from the wrong angle. It is starting with the presumption that playing the game must be about something (it is), about something meaningful (it is), like creating a narrative with a plot a climax and heroic...or at least worthy...protagonists (it is not).  

Dungeons & Dragons was...originally...never about creating stories in the way an actual story telling game is designed. That doesn't mean stories didn't result from the antics of the players, stories that might emulate much of the genre books that inspired D&D (i.e. the infamous Appendix N). But any story creation was the by-product of play, not the point of play. The point of playing Dungeons & Dragons was playing Dungeons & Dragons.  And any textual statements to the contrary should be chalked up as either:
  1. a failure to understand/grasp the appeal of a very new, very unusual game by the original authors, AND/OR
  2. blatant lies and/or terrible attempts at marketing a game that was poorly understood even by its own publishers.
Later RPGs tried to take the "magic" of D&D into their own genres, settings, with tweaks to the system (as TSR did with Top Secret, Boot Hill, Gamma World, Star Frontiers, etc.). But for a number of reasons (which I might get to in a later post) these were LESS successful...and not just because people prefer elves and swords and magic. 

[like I said...needs its own post]

But SOME folks really still wanted elves and swords and magic but with something MORE. For the Hickmans, they had very specific design goals: they wanted objectives that weren't limited to pillaging and looting, they wanted an "intriguing story" that was "intricately woven into play itself," and they wanted scenarios that could be finished in an evening's play. When the Hickmans were hired by TSR, they incorporated these design priorities into their adventures and when those adventures were successful, the design priorities of the (for profit) company shifted to match.

And all the imitators of D&D followed suit.

Again, realize that creating a story was NEVER the "point of play" for the D&D game. The systems (i.e. rules) it has are there to facilitate playing D&D, not to facilitate "telling stories." People like playing D&D (it's why the game is so successful...and will be explained in that later post), just like people enjoy playing baseball or soccer despite there being no real "point" to the game. The point of play is the play of the game. You are not creating stories...you ARE the story. 

Some of the biggest name designers in the story-oriented RPG industry never understood this. Here's Mark Rein-Hagen, designer of Vampire: The Masquerade:
"I have always been in love with roleplaying. Slap-happy mad over it. Ever since that first Sunday afternoon when my father and I sat down with the church intern and played Dungeons & Dragons, it has been my passion....

"In short order we'd created our characters and begun our adventure. I rolled up a Dwarf and my father made a Cleric...we were prepared to encounter all manner of fell beasts and sinister mysteries, but not to be caught up by it the way we were. The adventure was called In Search of the Unknown. How apropos that title was I was not to realize until much later.

"After a few hours of play we found ourselves hopelessly lost due to a magical portal...(description of adventure follows)...I was so excited that I couldn't sit still whenever the gamemaster rolled the dice...and when we finally got out of the dungeon with our treasure and our lives intact, I raced around the house screaming with relief and exaltation.

"It was wonderful. It was exhausting. It was miles beyond any other experience I've ever had.

"In that afternoon I was transformed, elevated to a new plane. I had a profound, almost spiritual experience. My entire goal in roleplaying has been to once again visit that mystical garden in which I so enjoyed myself, and discover a means by which I might remain there...it is the sort of thing that changes a life.

"But the trouble is, it didn't happen every time I played. In fact, it didn't happen for a very long time...(long description of seven years of gaming, going from dungeon crawling to wilderness crawling to PVP to min-maximing munchkinism)...sure we had fun, but it wasn't exhilarating, it wasn't transforming, and it wasn't what I really wanted....

"Eventually, it grew altogether too wearisome, and I began to roleplay less and less. Roleplaying became a hollow experience, a sad reenactment of the rites of youth. 

"Then it suddenly happened again, while playing Runequest and exploring the ruins of Parvis. An experience just as intense and transforming as the first. All of a sudden I realized what I had been missing, and I was horrified. A skilled and intense gamemaster had brought back the magic.

"These two experiences are what, for me at least, define what roleplaying is about. Is is what attracts me, and continues to compel me."
[all excerpt taken from The Players Guide for V:TM, essay: "A Once Forgotten Dream," copyright 1991]

That's not the end of Rein-Hagen's essay, as he goes on to explain his thoughts about how to create that exciting, transformative experience in your own games. He arrives at the wrong (practical) conclusion despite having the right answers. He gives four simple points to follow, none of which require one to play a "deeply personal," "intense," "story focused game" like Vampire: The Masquerade:
  1. Make you mind as open and receptive as you possibly can
  2. Believe in the world and scenario created by the game master
  3. Identify with your character (the character is your avatar for interacting with the world)
  4. Exercise (grow/develop) your imagination
Of course, all that is just player-facing advice (this is the advice section in the PLAYERS Guide, after all). The part that he glossed over...or ignored/forgot/discarded...was the most important revelation of his essay: All of a sudden I realized what I had been missing, and I was horrified. A skilled and intense gamemaster had brought back the magic.

It's not about creating a story...it's about experiencing the fantasy. And to do that requires a skilled, intense, and committed GM...and players who are open, receptive, and committed to operating in the GM's world. When THAT happens...whether you're playing D&D, RuneQuest, Vampire, whatever...THEN you're getting the point of play. The point of play is the experience of playing. YOU are the story.
: )

Tuesday, January 24, 2023

Boring Old D&D

Dennis commented thusly on my last blog post:
"This week, my older boy and I started playing a campaign dungeon crawl board game. My friend, the game host Adam, the other adult player Emily, and I were discussing RPGs at our lunch break. Adam was telling us how he's usually uncomfortable with RPGs because he's not really into "doing voices" or trying to think like a fantasy person. He's much more into the puzzle-solving, tactical decisions, and finding ways to gain advantage from the rules side of game play. Hence his preference to play these sorts of games that sort of mimic D&D play, but with just the interaction with the rules and the current state of play to worry about. 

"I think he would 100% agree with this blog post, and honestly, I agree too. Knowing the rules, including the in-game lore that comes baked into the rules, is not destructive metagaming at all. It's good game play. 

"He was curious about how someone could play the same game for decades and not get tired of the rules, though!"
[emphasis added by Yours Truly]

Ah, yes. Boring old D&D, right? Let's get down to it. 

I'll start with this: my kids have been playing more video games lately than I like, which is probably about a quarter of what their friends play. They have Nintendo Switches with a couple-three games, the main one of which they play being Minecraft, a game that shares a lot of its play elements with old style (if Basic) D&D. Prior to this Christmas, they'd shared a single Switch, but my daughter received her own as a gift, and now they're able to do much more...cooperative play, for example, or networking with friends who own their own consoles. 

Yesterday, Diego asked if he could download Fortnite, a game that has been all the rage with his classmates the last year or two. Sofia asked if she could download Roblox, a game that is popular with kids in her class (and which I remember, was very big with Diego's classmates when they were Sofia's age). I told them both that I would "think about it," balancing the pros (21st century social networking and friendship building) with the cons (stunted development of mind/imagination as your entertainment is piped directly into your brain). I'm still thinking about it.

Video games are a vice. They can be addictive, they can lead to obsession. Are they as destructive as, say, alcohol or drugs or pornography or caffeine? Probably not...but they are damaging. And the damage they can do, minor though it is, can hit you in multiple ways from multiple angles. Relationships. Health. Mind. Maturation. I don't let my kids drink booze or coffee or surf porn or smoke...as a parent, why should I not police their gaming?  

D&D is not a board game (duh, says the choir I'm preaching to...just hold on). Yes, "duh," you say, no shit Sherlock, D&D isn't a board game.And yet there are plenty of folks, including longtime RPGers who've left D&D play, or who only play later edition D&D who look at the game I play and say, "sure, it's not a board game, but it's not much more than that, is it?" Guys (and Gals) who see the thing in the most simplistic of terms:
  • Kill monsters (roll-roll-roll)
  • Get treasure (count points)
  • "Level up"
  • Rinse
  • Repeat
How boring is THAT? Where are the bells? Where are the whistles? You play a fighter? So, you're a walking stack of hit points with a backpack to put treasure? And a sword and heavy armor? And all you do is charge and roll a D20 and play a game of dicing for attrition so that you can get an abstract "score" of points based on g.p. value in order to gain MORE hit points? How is that even FUN?  Didn't the whole novelty of the thing wear off after the first couple sessions? 

Hell, didn't the novelty wear off after the first couple of encounters?

And for some folks, the answer to that question must be a resounding YES, as evidenced by their own actions...their leaving of the hobby, or their moving on to other games, or their need to make D&D about something other than the game (It's about the "role-playing!" It's about the story making! It's about the strategy of character builds! It's about the camaraderie of friends playing together! It's about annoying the other players at the table and doing PVP! Etc.). The game...as written, as designed...is simply TOO SIMPLISTIC, even if you play the "advanced" version with its extra options and tacked-on complication and fiddly-ness.

For those people...well, I can only imagine what they must think of me. I mean, what do you think about a guy who's been playing the same game for 40+ years? Haven't you explored (or drawn) enough dungeon corridors? Haven't you found (or given out) enough treasure chests? Haven't you killed (or run encounters with) enough imaginary monsters? Isn't it BORING? 

Why not just play Sniper 3D (a stupid video game that I currently have loaded on my phone)? All the mindless bloodshed and violence, all the imaginary gold coins and points (and leveling), all the new gear upgrades and none of the WORK it takes to play (or DM) a game of Dungeons & Dragons. Right? If what you want is BORING OLD D&D why not just get an app that lets you murder-hobo in the free minutes that you can sneak during the course of your humdrum day? Take out some aggression on imagined foes! Feel good (*ding!*) about another "achievement" earned!

*sigh*

For all the imagination I see on display these days -- the huge numbers of tabletop games and RPG products on the market (both digitally and in print), the huge numbers of video games on the market, the huge numbers of TV shows and films on the various channels, networks, and streaming services -- for all the imagination I see on display these days, there is a surprising lack of imagination on display. 

Old D&D isn't boring. YOU are boring. Or, to borrow and repurpose a pithy phrase from a shopping bag picked up at a bookshop some years back: "If you think playing old D&D is boring, you're doing it wrong."  If you're tired of the game, you're not really playing the game to its potential.

Most games of the "board" variety, like most consumable entertainment "product" (movies, TV shows, video games, etc.) are FINITE. They have limits; they have boundaries. They END. You can take a game like, say, Star Wars: Knights of the Old Republic and play through it 3-4 times before it gets tiresome. Other games, like Red Dead Revolver might only be worth a single playthrough. Films and TV series are similar (some are worth a re-watch)...same with books and (probably) story arc campaigns of the type published by WotC.

But unlike these forms of entertainment, D&D is ENDLESS and INFINITE. For all practical purposes, anyway...there is (maybe) a limit to the human imagination, but in some 5,000 years of recorded history we haven't yet reached it. People who focus on the "killing" and "looting" aspects of the game are, in fact, missing the point of play: these are mechanical elements of game play (as is the Vancian magic system) that enable D&D to run. They are not the objective of game play anymore than the engine of a car is the "objective" (or point) of owning a vehicle.

Does it really not make sense? I'll try to clarify even more:
  • D&D is a fantasy adventure game...it provides (imaginary) peril and danger and as a game requires rules (systems, mechanics) for modeling its inherent violence. There are LOTS of good reasons why the system works as well as it does (that's for another post), but you NEED the system in order to run a game of fantasy adventure with perils, dangers, and inherent violence.
  • So why play a game of "fantasy adventure?" Well, I've addressed that before in a different long-winded post. Rereading it...well, I don't think I could restate things much better but (for purposes of this post) I'd just emphasize that experiencing fantasy adventure is kind of the opposite of experiencing boredom.
My daughter and I spoke at length yesterday about the kinds of games she enjoys playing (because she complained she doesn't like the same games Diego and I do, and neither he or I want to play her type of games). I found that the games SHE enjoys playing on the playground at school are (mostly) variations of video games her friends play, imaginary games based firmly in the gameplay of games like Doors, or Choo-Choo Charles, or Minecraft. Often, one or more participants will take the role of narrator, describing what occurs while the other kids react within the context of the game...it is imaginary play based on video games without the video game console.  

[not much different from how my friends and I played at her age...except that we were running D&D without books and dice]

The human imagination is an amazing thing, and (in conjunction with other likeminded individuals) can provide hours of entertainment without the need to resort to dice or rulebooks or gaming consoles. Boundless as it is, however, it requires grist to mill and fuel to go (I've written about this before, though it was with regard to artwork)...and here, HERE, is the main, major difference between "boring old D&D" and any number of other finite, consumable forms of entertainment: it encourages (some would say requires) you to go out and expand and explore and research and fill your mind and imagination

Instead of stunting growth and development, D&D (done right) increases growth and development.

Finite, closed system games (like all video games) do not do this. To build a world (as a Dungeon Master must) requires you to study geography, history, politics, philosophy, religion, economics, military warfare, agriculture...whatever!...all to varying degrees depending on what points you are emphasizing at the moment. Depending on what part of your imagination you need to expand for the requirements of your campaign.

And the exploration of the world (which is the part of the players) will expand their own imagination and understanding, even assuming they DON'T participate in outside research, because of the necessity of reacting to and meeting the challenges the Dungeon Master offers them.

I can't praise it enough. 

Closed system games don't offer this "mind expansion." Instead, they offer the opportunity for system mastery...board games, played enough, will evolve competent strategies, opening moves, specific tactical plays and functions that randomizers can only somewhat mitigate...in the end, one hopes for adequate opponents to offer challenge.  Understanding this, I see why a game like Magic: The Gathering maintains its popularity...it is endlessly evolving, endlessly offering NEW tweaks and forms of system to master. For the aficionado of competitive MTG play, any ennui is dispelled with each new series issue.

Old D&D, of the kind I play, does NOT evolve...au contraire, the more I tweak the rules, the more I end up going back to the tried and true default systems (more often than not). Instead, it is the PARTICIPANTS of the game (the DM, the players) who end up evolving. I am a different Dungeon Master today than I was a year ago, let alone three-four decades ago. Likewise, I'm a vastly different player (very much improved) than I once was. Very much improved...and loving it.

Tired of the rules? Tired of boring old D&D gaming? 

No, not at all. My interest and excitement only deepens the more I engage with it. Many long-lasting games have simple rules that are easy to master. It's important not to conflate "complexity" with "depth." The rules are simple so that they don't get in the way of the game. The game play is what makes D&D the King of Games. 
: )

Thursday, November 10, 2022

Going On Adventures

As mentioned before, I recently participated in Prince of Nothing’s “No ArtPunk” adventure writing contest…this was the second year for NAP (NAP2!) and I think there’s a lot of positive aspects to it, even besides the charitable aspect (sales of the final book of top entries go to autism research...somewhat amusing given our niche market). 

Design/writing is design/writing and such things are good practice. That’s why I do it. There is also the shared “think tank” of reviews, feedback, and analysis hashed out in a “public forum” (Prince’s blog) that helps disseminate knowledge and promote certain values with regard to how one “does D&D” (hint: it’s not in the “ArtPunk” fashion, hence the contest’s name). I enjoy participating in this discourse, and lending my Old Geezer perspective to these young bucks. 

Okay. Very nice. Full stop. 

Here’s The Thing: using pre-written, pre-packaged adventure “modules” are a hack approach to playing Dungeons & Dragons, especially if one is playing the Advanced game. 

*sigh*  I’m sure I’ll take flack for this stance. 

"After all, JB, don’t YOU use adventure modules all the time in your game? Haven’t you written upteen numbers of blog posts about how you’ve re-vamped such-and-such adventure to make it work in your world? Don’t you craft dungeons for your own players?

 "Jesus, JB, isn’t this the very example you’ve been modeling for your readers?"

Yes, to all that (perhaps with a caveat or two). And let me be the first to say: I am NOT above reproach and reprimand. 

Dungeons are EASY. Crafting them, running them…they are the low-hanging fruit of D&D gameplay. Building GOOD or BETTER adventures is not as easy, but still: easy. It is D&D at its most simplistic form. And I’ll also add: crafting and running dungeons (i.e. site-based adventures) are skills that all DMs should develop, and skills they can (and will) continue to use, throughout the whole of their gaming lives. 

BUT: these modular, site-based adventures…these dungeons…they are just the first step of gameplay. 

AND: if you ONLY run dungeons (or “adventure modules,” whether written by yourself or someone else), then the campaign you’re running hasn’t yet gotten out of second gear

I apologize if I have, perhaps, led readers on about how to make “good” or “great” adventures, talking about treasure counts and encounter frequency and whatnot. As I’ve written before (more than once) my thoughts on many D&D subjects have evolved over the years. Heck, both my understanding and perception of the game has changed quite a bit. 

Let's see if I can craft a distillation of my paradigm:

An ADVENTURE is: any situation presented to the players that provides some chance of reward while involving commensurate risk, but which may be refused.

That's pretty broad...and it should be. Players and characters come in all shapes and sizes of ability and effectiveness. Breaking into the Iron Fortress of some Arch-Devil to steal McGuffins of Ancient Evil is probably not a good scenario for a new batch of players or low-level characters.

When I was a kid, I started my D&D game the way anyone following the instructions in Moldvay: I drew dungeons, filled them with monsters and traps and treasure, and then ran players through them. When I got my Expert set, I incorporated the tougher monsters and better treasures into my dungeons to accommodate the higher level game play that was occurring. I also made a few (brief) forays into Wilderness (i.e. out-of-the-dungeon) adventures, mainly using the module X1: Isle of Dread as a guide.

The hex-crawling never held much appeal for me: what is hex-crawling but tracking movement (often random movement due to high chances of getting lost) while rolling for random encounters until the party stumbles blindly into some set piece encounter? That's not "adventure" in the way I define the term.

THAT being said, just traveling from one place to another IS an adventure. Forget the whole idea of "hex-crawling" for a moment (and its associated game mechanics). Unless you (DM) are dead set on basing your entire campaign within an enormous, never ending "megadungeon," at some point your players will be traveling from one place in the imaginary world to another.

This travel...this space between dungeons...this IS "adventure," and the next tier in one's DMing ability.

"Wait, wait! What? You just said hex crawls aren't adventures!" Yeah, I did. I also said forget hex crawls for a moment. Let me explain:

Players (PCs, adventurers) don't just wander without purpose. Or, rather, they shouldn't wander without purpose. They have reasons to go places. They are (imaginary) people...not migratory birds. Put yourselves in their iron-shod boots for a moment: our party has just finished scouring the entirety of the local dungeon/bandit hideout/goblin den. Is it reasonable to buy a week's worth of food and then just "set off" into the wilderness, expecting challenge and reward to find us?

As is the answer to most rhetorical questions (as my old humanities professor would say): "NO!" with a small chuckle.

People don't do that. Well, maybe suicidal imbeciles. But most rational folks (adventurous or not) wouldn't. Even in our real world...depressingly devoid of unicorns and dragons...grabbing your napsack and marching off-road into the wilderness is a bad idea. No, I don't care if you were trained as scout-sniper for the USMC. I've known such individuals (and played D&D with them) and, no, they're not that stupid.

Destination. Purpose. These are things rational individuals have. "Adventure" is what happens on the way.

When I started playing AD&D "for realz" (circa age 12-13), it was with the near total abandonment of the dungeon or "static adventure site." Instead, we explored the world in which our characters resided. It was a fantasy world, created from whole cloth by the DM, but the map (not a hex map) had quite a bit of "blank space" to it. As we travelled from destination to destination, having adventures, our characters grew in both knowledge and experience...just as we players grew in knowledge and experience. And the map ended up having fewer blank spaces.

Dungeons were still run. I ran Tsojcanth, Forbidden City, an assassins guild of my own creation, and (towards the end) the Demonwebs. My co-DM ran Ravenloft (I wasn't present for that), one or two homemades, maybe a couple from Dragon, maybe some stuff ripped out of Castle Greyhawk. But those were few and far between. Our adventures were mainly composed the things that happened on the road, interactions we had and relationships we built with various NPCs, scrapes and shenanigans we might get into in larger towns. 

Granted, our world was the work of amateurs. It had all the trappings of vanilla fantasy of the pseudo-medieval European variety (i.e. "D&D-esque"). But it had no history (that we ever wrote) or imbedded politics. The "factions" and "powers" that came into being all developed in play: Machiavellian nobles, benevolent kings, shady assassins, friendly archdruids. Ours was a developed world and rather densely populated (mostly with humans)...you had to travel long distances (often via flying mount) to get to anything like "true wilderness." Such travel was exceptionally dangerous...far away from civilized lands, communities where you might find food/shelter were sparse (if present at all), and you were more likely to wander into a pack of trolls than anything resembling "friendly NPCs." You didn't just wander into that shit without purpose...and even if you did, you better make damn sure you have a means of provisioning yourselves and (hopefully) a ranger or barbarian type to keep you from getting hopelessly lost.

Roads. Roads were important. Stepping off the road was as perilous as in Tolkien's Mirkwood.

Back in civilization, things were far easier. Business folks (shopkeepers, innkeepers) weren't apt to stab one in the back or slip you sleeping potions because they were doing business. PCs had to look for work because the money found would (eventually) run out. But there were always local issues that needed dealing with...the average NPC was busy with their daily lives. I don't recollect a single time that PCs were hired by a wizard at a tavern, or offered a treasure map by some shady, cloaked figure; those things just didn't happen! What was MORE usual was getting into a bar fight...perhaps over a lady...someone getting beaten and/or killed and then getting in trouble with Johnny Law. More than a couple jail breaks. 

Often time, destinations were suggested by rumors heard in one community. "Such-and-such king is holding a contest/tournament," or "Baron So-and-So has a Problem." Smelling opportunity, the PCs would pack their bags and set off to the next place, picking up other PCs along the way. As they grew in level, they also grew in reputation, and many of the characters became their own "factions" with their own agendas. A patriarch built his castle and started attracting zealots. A wizard built his tower and pursued his own magical research. A bard wooed the most beautiful woman in the land...and incited the vengeful jealousy of multiple powerful figures.

And because of those agendas, new destinations were chosen, and new adventures were had.

See, here's the thing...the real deal, the dirty secret...about D&D: the game doesn't really start until you've come out of the dungeon. People talk about "endgames" and "dominion play," but they are speaking of superficialities with only a partial understanding of the game's potential. 

When properly engaged with the game, the participants are taking part in an act of creation...of world creation. They are crafting their own Silmarillion, penning their own stories, writing their own histories, building and enriching the fantasy environment. That is what "campaign play" is, at its highest form. And it is a near equal partnership between the players and the DM(s). The DMs may be setting the starting geography, but it is the players' interaction with that geography that gives the world "life."

[of course, little prevents D&D players from doing their own landscape work: founding towns, building castles, digging dungeons (and populating them with summoned monsters, traps, and treasure), felling forests...even raising mountains is possible with the right magic spells! Literal world building exists as a distinct possibility for the enterprising player, even when NOT acting as DM]

SO...site-based adventure design, i.e. dungeon writing, is a piece of the DM's work, a tool every DM should have in his/her toolbox. But that's just the elementary level of game play. The next, higher, level is world building, a much taller order. But it's only with a properly built world (or the beginnings of a properly built world) that one can start to build true adventures based on meaningful context. That is to say:

situations that provide some chance of reward involving commensurate risk

...any of which can be refused by the players.

[the refusal part is important. Might need to write a separate post about that]

These days, I'm building my own campaign world in a less amateurish fashion, though it's tough without the creative partnership I had in the past (my old co-DM doesn't game anymore, so far as I know. Her business these days is coaching struggling writers to finish their novels). On the other hand, I have a lovely crutch in the form of a real world map (the Pacific Northwest) with real world climate, resources, population centers, etc. and an existing history that I can twist and turn to my own ends. Makes the running of the world rather easy which, in turn, frees up an enormous amount of time that I can use to develop profitable, dangerous scenarios. Me shoe-horning in various adventure modules (Ravenloft, The Sentinel, Hommlet, etc.) is admittedly lazy on my part...but players like dungeons and they remain an integral part of the game.

They're just not the entirety of the game. 

All right. That's probably enough for now. Not sure how this one is going to land with folks, but at least I got something down for a Thursday morning post. I have a couple follow-ups planned that piggyback on the subject, but comments, questions, and feedback would be appreciated...especially disputes or calls for clarification. Thanks!




Wednesday, February 9, 2022

Why World Build

A couple posts back, Adam commented:
You do use Level Limits for Race but don't use Alignment? Backstories are bad but there's tons of World Building?

Why? What is the purpose of fictional world history, cultures, and politics if the PCs aren't part of said elements? This isn't a criticism. I'm honestly curious how it all works.
There are short, terse (probably insulting) answers to these questions, but I think that the underlying thing here is a disconnect between how I am (currently) playing D&D and the misconceptions about the game that are all over the internet these days. I know I've been trying to communicate my own position for...oh, months now, I suppose. But I've been somewhat less than "clear" and "succinct."

So let's break it down.

#1 Why play D&D at all?

D&D allows us to experience a world of fantasy adventure. That's the best summation I can come up with. There are nuances and elaborations I can make...additions that expand and justify the choice of a tabletop RPG over, say, a networked game like World of Warcraft. But the bottom line is what I wrote. If you aren't interested in experiencing a world of fantasy adventure, then D&D probably isn't the game for you.

Of course, to "experience a world of fantasy adventure" requires a world, right?

#2 Of what importance are rules?

This is the million dollar question, of course. And there are lots of potential answers. However, for this effort, I'm going to go down a particular, specific route, building on my answer to question #1.

Rules are recognizable limitations. We live in a world governed by rules; rules are familiar to us. And I'm not just talking about paying the tax man on April 15th or wearing a mask inside the grocery store during a pandemic (still a thing in my town). We have rules like physics. Like gravity: you drop a crystal wine glass on a tile floor and it explodes all over the place, regardless of whether or not that would make "a good story." We live in a world regulated by uncountable rules of nature, rules of law, rules of etiquette, rules of economy. To better experience a world of fantasy adventure, we need rules.

Why use racial level limits and not alignment? Because one provides a particular rule regulation I desire, and the other does not. I do not want 15th level dwarf fighters. But I do want players to be able to adventure together despite "alignment restrictions" for particular classes. 

I do not measure comeliness (a new ability score, found in the 1E Unearthed Arcana). Neither do I have attributes like "sense of humor," "will power," or "thrifty-ness." The ability scores present...and the given rules...are designed to apply to experiencing adventure. Some rules are better at promoting this than others. I mentioned in an earlier post that I allow magic-users a couple extra spells to start, but I do not allow them to have a giant "recipe book" to pick and choose spells from. These adjustments are waaaay out-of-bounds for AD&D ("bad grognard! bad! shame!") but I've found they promote the adventure experience I wish to foster at my table.

Disregarding rules, ignoring dice rolls, cutting systems...these actions are generally taken in aid of helping create some sort of "story," or is taken as removing "clutter" that gets in the way of "meaningfulness" (yes! that's a word!). But that's not the reason I play D&D...it's not about telling a story or finding meaning. Instead, it's about experiencing adventure. Rules aid that experience.

[and I've found "clutter" generally only occurs in games that lack attention, focus, and preparation]

#3 Why build a world?

There is a particular school of thought that runs along these lines: the game world isn't important. All one needs to enjoy [insert RPG] is:

A) a great adventure (hopefully run by a competent GM), and
B) players that have an emotional investment in the adventure.

The wizard-duke of Arth has been oppressing his people for generations from his Mountain of Power. Rikki the Rogue saw his parents tortured to death by the ducal guard for daring to start a revolution. Ferdinand the Fighter's one true love was kidnapped to be one of the tyrants concubines. However, Sal the Cleric has has discovered a secret entrance into the castle through the sewers...can they brave the dangers of the wizard's cellars and bring justice to the evil overlord?

The appeal of playing out such a scenario is understandable...hey, we're heroes just like in Star Wars (or whatever)...but it brings a variety of problems with it...and not just the problem of "the tired trope."

However, I'm not going to dwell on (or berate) that "stuff." Instead, I'm going to fall back (again) on my answer to question #1...just why the hell are we playing this game instead of watching a movie, reading (or writing) a book, or just going for a walk in the sunshine? We are playing to experience a fantasy world of adventure

Not "to experience a scenario." A world. And a world is a big place with lots of possibilities, not just a single mad wizard in his fortress. 

We humans live in a world. Worlds, like rules, are...or should be...recognizable. Not in the "hey, this NPCs is my high school gym teacher" way, but in the "hey, sometimes it rains a lot and there's the possibility of flooding" kind of way. Because when the world is recognizable, we can use our real world experience to determine our actions (and reactions) to what is going on in the fantasy world.

Which makes for a deeper, richer, experience. An immersive one. 

The more world-building you do...by which I mean "putting thought and care into the creation of the imaginary game environment"...the more engaged the players can be with that environment. If they know that "Jimmy the Town Orc" has a family/clan/tribe living nearby, perhaps the PCs will deal differently with the small band of orcs they encounter in the woods outside of town. 

Or perhaps not...and maybe their eagerness to whet their blades will lead to serious and/or tragic repercussions.

In reviewing Adam's questions...especially his final one...I'd say world building is necessary precisely because it is vitally important for PCs to become a part of the "history, cultures, and politics" of the game world. Because becoming a part of that will result in a deeper level of emotional engagement in the players. Which will make them care more about the game...perhaps as much as the Creator DM who is building this imaginary playground for them.

BUT...they don't start with attachments. They start with a character in the world. It's not about writing a story...it's about experiencing. And they can only experience through play. Which is the whole reason why we're playing this D&D game: to experience a world of fantasy adventure.

Hopefully that all makes sense.

Saturday, December 11, 2021

Why Treasure

This post has been long in the making...only because I've been so concerned about getting it right. But that's probably an impossibility; let's just plow ahead, shall we?

I've written a lot about the importance of treasure in D&D over the last few years, but (weirdly) most of my best thoughts (I think) are scattered around the internet, either in the comments on other folks' blogs or...when actually posted here...fairly ancillary to whatever topic I'm discussing. There just doesn't seem to be a definitive post here that reflects my current thoughts on "treasure" in Dungeons & Dragons.

[yes, there are a lot of posts with the label "treasure" on Ye Old Blog, but most of these are magic items I've written for one system or another. Should probably go through and re-label those...]

The fact is, my thoughts on treasure have changed over the years, evolving even as I've reverted (game-wise) to an older...I mean really old...mindset. Sometimes...as I'm sure most geezers will tell you...things that ain't broke don't need to be fixed.

Though they can still be improved upon.

That in a second. A couple months back, Adam from Barking Alien shot me an email asking me to consolidate my thoughts on why treasure is awesome, in order to dispute my thoughts in good-spirited debate. My succinct explanation (as much as I am ever “succinct”) included the following reasons: 
  • As an object, “treasure” (gold coins, jewels, etc.) is easily understood and recognized by players. 
  • As a goal, treasure acquisition is an objective, measurable means of success. You’re not worried about what may constitute (for a particular DM) “good roleplaying,” humor awards, etc. 
  • For a GROUP of individual players, it provides a UNIFYING objective; if they all want treasure, they can work (together, cooperatively) to acquire it. 
  • As a target objective, it invites a multitude of ways to accomplish the objective (stealth, trickery, negotiation, combat, etc.). When experience is only awarded for combat (as in 3E and 4E D&D, for example) there is only a single means of advancement (fighting), limiting the overall game experience. 
  • As a “tangible” objective of play (the imaginary characters must pursue it), it encourages proactivity on the part of the players to gain the reward. Passive reward systems (XP for participation, for example) do not encourage proactivity; they provide no game-related impetus/motivation for action. 
  • With regards to Advanced Dungeons & Dragons (first edition) specifically, treasure is tied directly to the game economy (it’s needed for hirelings, training, equipment replacement, magical research, tithes and fees, construction, etc.) providing REINFORCEMENT of the reward system (we need money – we need to adventure – we acquire money – we spend money – we need money) leading to perpetual long-term play and character/campaign development. 
All this appears to baffle BA (or “perplex,” to use his own word), but he seems to not understand this only pertains to the Dungeons & Dragons game, not to other fantasy adventure games like Star Trek or DC Heroes (he cites Captain Kirk and Superman specifically as individuals unmotivated by money). D&D has a specific premise, rather neatly laid out in the first paragraph of Moldvay’s Basic book: 
In the D&D rules, individuals play the role of characters on dangerous quests in search of fame and fortune. Characters gain experience by overcoming perils and recovering treasures. As characters gain experience, they grow in power and ability. 
If that ain’t your bag then there’s not much reason to play D&D. If you don’t play a group of characters “in search of fame and fortune”…well, that’s kind of what D&D is all about. 

But, of course, it’s about more than just that. There’s the “fame” part, too…but pride and envy, the driving forces behind fame-seekers, are just as base as the greed and avarice that drive individuals in search of riches. 

Except they doesn’t. Not always. Sometimes it’s necessity. 

[I’m reminded of the Sarojini Naidu quote: “it costs a lot of money to allow Gandhi to live simply”]

MONEY, one of the many things D&D’s treasure represents, is something that many folks have issues with. Some people want more of it; some people hate needing it; some people do terrible things in the name of acquiring it; some people use it against others. All sorts of negative emotions are attached to this thing we call “money.” 

In actuality, money is just a convenient means of exchange. It has been described as a tool, a weapon, a type of energy, and “the root of all evil,” but it’s just a means of exchange. Other things have been turned to evil purposes…including love and desire…just as easily and as often. Well, maybe not AS “easily and often” as money…but easily and often enough.

The point is: it's easy to have a negative attitude towards something that, at its base, is simply a means of exchanging goods and services for other goods and services...money is a convenient and oft-used punching bag given as an excuse for the exploitation and manipulation perpetrated by humans against humans. But D&D really isn't about capitalism or colonialism (despite having a few of those trappings). It's about adventurers seeking fame and fortune. The "dungeons" and "dragons" of the title indicate where those adventurers seek those things: fame (for heroic deeds) and fortune (in the form of treasure) is acquired through the delving of dangerous adventure sites and facing fantasy monsters. 

[and with an ADVANCED attitude, these things can be expanded to the point that the entire campaign world becomes a "dangerous adventure site" suitable for adventure and achievement of fame and fortune]

In another recent post of mine I explained two of four possible priorities of RPG play are being challenged and genre exploration. Dungeons & Dragons, as originally conceived, is not about genre exploration. Oh, I can see how one might mistake it for an exploration of the classic "hero's journey" monomyth...and, in fact, one can see the times where D&D designers tried to pawn this off on gamers over the years (beginning with 2nd edition AD&D). But it was only able to do this once fantasy began to eat its own; i.e. once the fantasy literature being published began to ape D&D and inform gamers' assumptions about the game (which is to say, after TSR found they could make more money as a publishing house than as a game designer and started flooding the fantasy fiction market with self-referencing trash). But that's not how it was built. It's not designed to "tell stories," all post-1987 rhetoric to the contrary.

Let's come back to Adam's points for a second: not because I'm trying to beat him up but because I think his points represent the opinions of many other RPG players, especially players of D&D that began with a latter edition that de-emphasized the value of treasure (both literally and as a game mechanism). Adam wants to play games that tell heroic stories with characters motivated by something other than money...he cites Captain Kirk and Superman as two prime examples. But look at those two universes: in neither one does money have any value! Economy is not an issue in a fantasy world where your ship provides all the food and energy you need or where the Man of Steel can simply squish lumps of coal into diamonds (or where Batman and Robin are so wealthy as to render money no consideration at all). 

Economy and money...as a means to survival...is a prime consideration in MANY genres one might want to explore. Money is definitely a motivation for the crew of Firefly, and for the Ghost Busters, and for most stories of the western genre. I haven't read Moorcock's Corum or Hawkmoon, but money is a consideration for Elric once he sets off to explore the Young Kingdoms (as Moonglum constantly reminds him). 

The only genre that routinely disregards money are one that provides "mission based" objectives: for example the Mission Impossible/James Bond spy thriller or the superhero "villain of the week" that must be dealt with or the city/world/universe will be wrecked. But such mission-based RPGs aren't conducive to the sort of long-term play that I consider the strength of the medium; they are short-term play at best, better served for one-shots and con play (where the immediacy of the mission is a plus) as, in my experience, they tend to peter out very quickly. 

[adventurers motivated by "revenge" fall into this category]

"Living" in a fantasy world long-term generally requires some sort of economy for the game to have any kind of meaning. Even in a setting like Star Wars; certainly waging a guerrilla war against a galactic empire requires a lot of resources: guns, ammunition, manpower, ships, fuel, provisions, etc. These things cost money, and it's hard to pay for things out of the space princess's bank account when her planet's been blown up. Ignoring the necessity of acquiring money renders the campaign a paltry thing...unless you're concerned with something other than the escapist fantasy experience RPGs can offer (for example, exploring group dynamics between characters of widely disparate backgrounds).

Keeping this in mind...that money is just a medium of exchange and a necessity of survival...one can see that many of the issues that perplex Adam don't really wash:
It is a simple, common, base desire/need that isn't heroic. 
Ensuring survival is certainly a common challenge, but acquiring money...sufficient money…may not be simple at all, and may require thrilling heroics, according to the situation.
It isn't noble, emotionally driven, and serves no greater purpose beyond personal gain. 
Depending on the use for which money is put, all this may be patently false. Money CAN be put to noble use, its acquisition may be coldly clinical (or driven by emotions other than greed), and can definitely be spent in ways that facilitate a "higher purpose."
Making it the primary goal promotes envy, greed, and distrust. It can divide the group. 
Even in Dungeons & Dragons, having treasure as an objective (in my experience) fails to have this effect. Treasure generally unites the party in a common objective in a way that multiple disparate motivations seldom do, thus instilling a spirit of cooperation. Monetary treasure is generally divided evenly at the end of an adventure/session with all surviving party members getting an equal share, and I've often observed surprising magnanimity in players after pulling a rich haul, as they bestow bonuses and choice items on trusted henchmen and cherished NPCs. The main thing I've seen "divide" a D&D group is a magic item of surpassing power that multiple PCs argue over...but that's not a "money" issue.
It is never enough, partly because no reward is as epic as described in stories or art. 
This is rather a feature of D&D play (as I stated above) as the continual need for money in a "living" economy sets up a feedback loop that spurs and motivates a proactive search for more adventure opportunities, thus allowing play to continue in perpetuity.
If genre appropriate, Treasure would end the story. Filthy rich PCs need not adventure.
It really depends. Leave aside (for example) the fact that The Hobbit is story, a modern fairy tale, written with a beginning, middle, and end already in mind (leave aside also the argument that the goal of the protagonist is to find his own courage and sense of excitement/adventure outside of a rather staid existence, and that the treasure isn't really the point). If it were, in fact, based on an actual RPG campaign, one can see there is far more complexity and adventure that can occur even after acquiring the hoard of Smaug. Towns must be repaired, gifts must be given to allies, the logistics of carrying wealth back to the Shire across miles of orc and troll infested wilderness (not to mention the costs that must be paid out in hiring a baggage caravan with beasts of burden, drovers, drivers, and guardsmen) will provide an enormous...and expensive!...venture in and of itself. There is a good reason Bilbo only takes two small chests of loot with him when he leaves Lonely Mountain...only as much as his pony can carry.

[and, again...the acquisition of wealth wasn't the point of his story anyway]

But fairy tales are fairy tales and (as I've written elsewhere) RPGs are designed to be played and experienced, not fed to us through our senses like a film or novel. It requires a collective and interactive imagination...and as smarter minds than mine have pointed out, the older we get the more mature our imaginings become. And I don't mean "mature" in the NC-17 meaning. We have more life experience upon which we can draw and we can concern ourselves with the "burden" of a meaningful campaign filled with the logistics and challenges of a humongous dragon hoard.

I will not argue against the complaint that the awarding of experience points (and, thus, increased character effectiveness) for wealth is a simplification. But as an expedient mechanic, it works magnificently in practice and symbolically represents exactly what the game purports to model: adventurers hunting for fortune and fame. The D&D universe is akin to the world of Sinbad the Sailor, a hero among heroes and as wealthy as a sultan (if not the Caliph) by the end of his seven voyages. If that's not to your liking, that's fine and dandy. But if you don't understand the type of heroic adventure (like the  Sinbad stories) that originate the "D&D genre" you are bound to be perplexed in perpetuity.

FWIW: I find the system of advancement in Chaosium's games (Stormbringer, ElfQuest, Cthulhu, etc.) to be the most realistic method of modeling increased effectiveness. But I prefer the streamlined, less-fiddly system of D&D to Chaosium, giving me more room to attend to and concentrate on the game I'm running. And, again, D&D's system of advancement (XP for levels) ties directly into the premise of the game.

All right. I think that's enough for now. However, I do have more to say about treasure...but it veers away from the particular topic at hand (the "WHY" of treasure) into tangential topics. Later, gators.

Friday, November 19, 2021

Different Strokes

The other day, I was looking for video reviews of old adventure modules (something to listen to while doing housework) and stumbled across an old Goodman Games video in which four of their prominent designers, listed their Top 10 D&D modules (TSR era) of all time. 

As such videos go it was...eh. Par for the usual (as in, no mind-blowing opinions/info got dropped). And, yet, I was fascinated enough to go back and re-watch the thing and make up a spread sheet charting everyone's individual list. Because what was interesting was just how surprisingly crappy their favorite picks were and their justifications for including specific adventures.

That's "crappy" in my opinion...but my opinion is one of an adventure designer. And these guys are adventure designers...like long-time ones with more book credits under their belts than I will ever have. That is what caused me to sit up and take notice. You know, if three out of four designers list Sinister Secret of Salt Marsh as one of their Top Ten faves, then, hey, maybe there's something to take a look at there. On the other hand, when they blather on about Ravenloft being one of the greatest of all time with regard to design, it makes me question their abilities at all.

So I rewatched the thing and dived deeper. Some of the dudes had picks I agreed with. Some (clearly) did not. But what I came to realize, as I watched this video was that their lists were largely based on something more than "design." They were influenced by nostalgia, reputation, size/scope and...more than anything else...fond memories they've had of times actually running/playing these particular adventures. The guy who picked Ravenloft as his number one claims to have run it 5 or 6 times (even taking the same players through it more than once). The guy who listed the Desert of Desolation series as his favorite has run the entire thing more than once and had a blast doing so. 

The fact that they have fond memories of playing/running Ghost Tower of Inverness or Palace of the Silver Princess or whatever...because that's what they had the opportunity to play/run as a youth...should not be a knock against their opinions, any more than it should be a knock against MY lofty opinions of Forbidden City or Tomb of Horrors or whatever. The fact is, it's tough for MOST of us to be critical against the things we hold in esteem due to rose-colored glasses of the past.

And as my son likes to point out: different folks have different tastes. 

[of course he only points that out when it excuses his enjoyment of a song like Pitbull's "Fireball," which I am absolutely convinced is THE WORST SONG I'VE EVER HEARD. I don't know that it's the worst song ever written (that "honor" may go to some other Pitbull song), but it is hands down the absolute most awful piece of trash masquerading as "song-writing" that has ever tortured my ears. Worse than "Party in the USA." Worse than "I'm Too Sexy For My Shirt." Worse than "You Remind Me Of My Jeep." Worse than Crazy Town's "Butterfly." I would almost...almost...be willing to put it second to that stupid "Good Is The New Bad" song I had the misfortune to hear on Disney radio the other day (that one even makes Diego cringe), but then I hear Pitbull's opening "lyrics" and want to punch my face through a wall of glass. 

Yet everyone else in my family dig that stupid-stupid song. Even my wife (who claims to not like Pitbull). There's no accounting for tastes. I consider "The Hotel California" one of the best songs of all time, and some people hate the Eagles. But I would rather listed to Ice-T singing "Evil Dick" (from his Body Count days) than Fireball. F**k that garbage. I won't say I hope Pitbull dies a gruesome death...but if he were to spontaneously combust some day and all his gazillions of dollars be donated to some worthy charity, well, I can't deny I'd be more than content]

*ahem*

Now, as I wrote in my last post, all RPGs provide rules for participants to explore an imaginary environment, but they are distinguished from each other by HOW they execute this exploration. And it is in the execution of these "HOWs" that we can best judge them.

And, yes, because of the limitlessness of the (RPG) medium, it is possible to contort mechanics into doing all sorts of things that the design doesn't support. Back in the day, we transported a couple of our high level AD&D characters to the Marvel Superhero version of earth, converting all their stats and abilities to standard FASERIP scores. That was some bunch crazy (and I don't recommend it)...but for us, it worked and we had half-elf weather goddesses and psionic-slinging bards brushing up against mutants, cyborgs, and aliens...for a while anyway.

BUT, as I wrote about recently, different RPG groups have different priorities of play, similar to what Ron Edwards once termed "creative agendas," a term from the (now more-or-less obsolete) GNS theory postulated on the Forge. Dungeons & Dragons (the old pre-1983 version about which I'm concerned) pushed a particular priority of play and conceptually executed it rather well:
  • the premise contained a joint objective (everyone wants treasure)
  • deadly challenges force engagement (pay attention or die)
  • asymmetry forced players to cooperate (different classes bring different skills to the table)
  • simple mechanics increase accessibility (roll dice, look at chart)
  • kitchen sink setting provides many possibilities for exploration (the length and breadth of pulp fantasy fiction)
For those who wonder why it is that D&D has remained "king" of the market for so long, one really only has to look at the excellent way in which the game executes its objectives. It's not that people LOVE "pseudo-medieval fantasy" ...some people want to retch at the idea of "high fantasy." It's the fashion in which the system functions and interacts that makes it the master of the RPG realm. 

The ONLY game that really comes close is Shadowrun. It has a joint purpose (players need to complete missions...for money). It has high pressure (i.e. deadly) stakes. It has SOME asymmetry...magic and cybertechnology don't mix well, and both are (generally) useful for completing missions. Plus the priority system of chargen ensures PC types have different strengths. But its setting...being both near future and far more defined...is far less mysterious (less avenues of exploration). And EVERYone has the ability to use firearms (the great equalizer) making many teams feel a bit "same-y." Also, the premise (PCs being beholden to missions given by Mr. Johnson) makes the game the equivalent of "quest-giver-at-the-tavern" Every Single Time...a rinse-n-repeat that gets old with no endgame in sight.

Unlike Dungeons & Dragons.

And that's the BEST of other RPGs...most fall down in even more ways. Asymmetry is the usual one; while most of the challenging RPGs do well forcing cooperation between PCs (safety in numbers!) none have quite the distinction...nor emphasis...between different PC types, even in games that have "classes" (including Marvel's "power types," Rifts' "O.C.C.s," Vampire's "clans," etc.). It's not like the VtM group is saying, "man, we really need a nosferatu to round out our coterie!" 

Here's the thing, though: that ain't a priority of play for MANY players of RPGs. Being challenged is a priority of play supported (and enhanced) by the design of Dungeons & Dragons, but some people aren't looking for that. Some people just want to explore a particular genre/setting

Westerns, outer space, superheroes, Lovecraftian exploration, Cold War spies, post-apocalypse, secret vampire society, zombie survival, steampunk time travelers, whatever...there are RPGs written to provide rules for just about any "imaginary environment" one might want to experience. You read it in a fiction novel, you saw it in a movie, you had a weird dream...wherever the strange inspiration came from you think it would be "cool" to live in that particular setting for a while. And that kind of play appeals to some folks: a shared daydream, if you will. 

Most RPGs fall into the category of facilitating this style of play. Most. 

D&D isn't about genre/setting satisfaction: there are better games that explore "pseudo-medieval" (Chivalry & Sorcery, Pendragon, Ars Magica, etc.)...better games, even, that explore struggles between law and chaos (Stormbringer, Warhammer) in a "realistic" fashion. D&D, as originally written, is wholly unconcerned with realism and almost unconcerned with genre emulation...save for the tropes of adventure fiction. 

The idea of genre emulation or setting exploration has a vast appeal. It's super cool! I get drawn into it myself! My shelves are filled with RPGs for settings/genres that are wicked-awesome. Zombie cowboys (Deadlands), pulp adventure (Hollow Earth Expedition), time traveling zeppelins (Airship Pirates), etc. In my experience all these games tend to be extremely short-lived, no matter how heavy-handed the GM (and it generally takes a heavy-handed GM to get the game even beyond the chargen stage). None have any long-term duration. And yet some people desire nothing more from their RPG than the type of exploration afforded by these genre-specific RPGs, happily jumping from one to another. One day ElfQuest; the next day Star Trek.

Different strokes for different folks.

There are other priorities of play found in those who regularly play RPGs...two more really. I don't really want to discuss either one of them, however, as I have nothing positive to say about them (different tastes, fine); likewise, of the two "unmentionables," one is only designed for incidentally. But neither is conducive to long-term play except in the most toxic and/or insular fashion. And these days, I am all about the long-term play. 

What I am now wondering...and what I have sometimes wondered in the past: is it possible to design an RPG that functions conceptually as well or better than D&D. AND...a "flip-side" thought...is it possible to write a genre/setting-specific RPG that generates the same type of "perpetual game experience" that D&D does. 

Considering it right now, I actually think the latter has already been done, at least in one genre. Heavily developed Traveller or games like Ashen Stars or Bulldogs...RPGs in which the PCs represent the crew of a single ship provide a reason for players to cooperate and "adventure" together, unfettered from the needs of being challenged in a D&D-type fashion...so long as the table is cool with that type of play. Lots of "imaginary environment" to explore in space; shared/joint concern (maintaining the ship); need for cooperation among the PCs...although the asymmetry isn't quite there. And with good reason: if each PC is responsible for one aspect of "ship survival" (engineer, pilot, etc.) and any PC gets killed, the entire ship goes down. The perils of operating in a hostile environment (same would hold true in submarine-type RPG).

Genre exploration is most usually executed with scripted stories...and while that's functional for that priority of play, it cuts out the beating heart of D&D, destroying what makes D&D great. And, yet, that is what many MANY individuals equate with fun, authentic D&D play...so much so that some DMs simply cannot run a game of Dungeons & Dragons without some sort of storyline/plot. Sad (to me), because the game as written takes care of player motivation, leaving nothing for the DM but to construct a world that is sound...an imaginary environment worthy of exploration. 

Why must you force story down the players' throats? What are you trying to prove? What has destroyed your trust in your players?

Different tastes. 

All right, that's enough for today. I want to take the dog for a walk before I pick up the kids from school. Next week they have the week off, so posting will (probably) be light. Have a happy one, folks!

Wednesday, November 17, 2021

Not A Board Game

Staring out at my dining and living room areas, I see a lot of board games that have been played in the last week or so: Axis & Allies, Life, Clue, Cranium, Monopoly, Chess. This is a bit unusual for the fam, but we've had a lack of external obligations and a heaping pile of rain...plus, I've just wanted the kids to do something besides fire up some sort of portable screen device. I'm a curmudgeon that way. 

Board games are not Dungeons & Dragons. I've seen a lot of "board game" posts and discussions around the blogs the last couple-three days...various angles, no one particular thread or thought...and I thought I might take a moment to belabor the point for a moment. Just because. 

Because I think it's important. 

Because, these days we often draw a line between "tabletop games" and "computer games" and while D&D is often (or potentially) played at/on a table, it's not the same thing as a tabletop game. Role-playing games of the "table-top" variety are NOT the same thing as common board or parlor games. 

I think we forget that. We talk about "un-plugging" from our phones or Switches or consoles (or whatever) to play an analog game and we lump RPGs in the same category as backgammon. They aren't the same...they're not even close. Sure, B/X was purchased in a box. So, too, are fancy cigars. 

Not. The. Same. Thing.

Consequently (and this is my point...as much as I ever have one), it's hardly any use judging RPGs by the same standards as other games. Yes, they have rules. Yes, they are played for enjoyment. The same could be said of a musical instrument. A saxophone is not the same as Chinese Checkers. Neither is an RPG.

RPGs need to be examined by their own standard. How well do they do the "RPG thing?" It's the only standard by which it makes sense to examine and analyze them. 

[*sigh* I don't know why I bother writing this since I'm sure it will either elicit cries of "duh" or deliberate and hard-headed denial. I suppose I just want to record my thoughts of the moment]

People choose to play RPGs for a variety of reasons. People choose to play golf or baseball for a variety of reasons. Pleasure, challenge, camaraderie, stimulation (mental, emotional, whatever), escapism. The "whys" of play is less concerning, less interesting to me at this moment than the hows and whats: What is an RPG? How does its design facilitate play? 

And of the hundreds or so RPGs I have owned, read, and/or played over the years, there is one RPG that stands head-and-shoulders over the entirety of the others with the way in which its HOW delivers on the promise of its WHAT. 

RPGs provide rules for participants to explore an imaginary environment. There's the WHAT.

That's "all" they do (yeah, it's a bit of a large "all"). But it's certainly different from what a board or computer game provides, namely a fixed structure of finite possibility. There may be exploration that takes place in a computer/board game, but it is always...ALWAYS...a limited potentiality.

RPGs are not structurally limited. Their environs...the imaginary realm in which games are played...are limitless. The rules provide procedure and (some) structure, but the potential for infinite possibility exists in every single RPG, even a game as constrained by procedure as, say, My Life With Master or Dogs in the Vineyard

The game of chess has a finite number of possible moves or combinations of play, just as does Tic-Tac Toe. Unlike the latter, those possible combinations number so many as to be...for practical purposes...uncountable. But given enough time (or enough computer memory) one could map out every possible sequence of plays given a board with a limited number of spaces and a limited number of pieces. 

That's not possible with an RPG.

SO...now that I've defined the "what," we can look at the "how" and for the vast majority of RPGs, we can observe that designers tend to include some sort of conflict or "drama" to help drive the game or (at least) instill action in the game's participants.

Recognize that such conflict isn't necessary to the play of most RPGs (depending on how structurally tight their rules/procedures are). What if I said my fighter wanted to give up the mercenary work and start a farm? What if I decided I wanted to find a local village woman to woo and start a family with? What if the only "role-playing" interaction I wanted was with my neighboring villagers, discussing their issues and petty soap operas?

If the Dungeon Master and other players are on board with this type of game, nothing precludes the campaign from following this road. Maybe the magic-user wishes to start a school for the village children. Maybe the cleric wants to help the local pastor put a new roof on the church. Maybe the party thief decides he's done with his life of crime and decides to be the town sheriff, using his abilities to do "detective work," while being pleasant and sociable and atoning for his past pickpocketing and housebreaking. 

Certainly, the rules provided in the PHB and DMG support (and encourage) a different style of play from this, but nothing prevents the group from going this route. Nothing stops the Dungeon Master from having an alien spaceship land in the village green one day, either...perhaps with friendly extraterrestrials that wish the village to board their ship and travel to a distant star to build a new colony or help terraform a planet that's atmosphere is conducive to humans (but not the e.b.s). 

Endless possibilities with RPGs. Because the only (stated) objectives of play are "have fun" and "don't die" ...and the latter objective is secondary due to players' capability of creating replacement characters as necessary.

All that being said, the design of an RPG (the "HOW") is what provides the basis of comparison between different RPGs effectiveness of delivering an RPG experience. And in reviewing various RPGs and their designs, I cannot find a design more satisfying than that of Dungeons & Dragons. The premise of the game and the asymmetry of available player options combine to create a unique cooperative experience with modulated levels of adrenaline/stress/satisfaction that is a function of both GM creativity and players' own comfort level with regard to risk-reward.

It is (to me) unfortunate that later iterations of the D&D game have sought to limit and depress these elements.

But most RPGs aren't nearly so pointed or well-designed (at least in concept...all editions of D&D fall down at times in execution of the concept). And, yes, I write that knowing full well that the soundness of D&D's design is due as much to "happy accident" as to any real design chops. Regardless, of the RPGs that I've had the pleasure of playing over the years, there is really only one that comes to delivering, conceptually, as well as (and in as like fashion as) Dungeons & Dragons does. And I'm kind of surprised by the answer:

Shadowrun.

All the more surprising, because A) I didn't come to that conclusion before just now (when, while coming to this point of my writing, I stopped to review a mental list of all the RPGs I've owned, read, and played over the years), and B) I've been doing some....mmm..."stuff" with Cry Dark Future the last couple days.

[more on that later]

Okay, enough blathering. I've said my piece. Hopefully I'll have a thing or two to say on campaigns and treasure in the next few days. Hasta pronto.

Friday, October 15, 2021

D&D: Past & Present

Okay, let's forget all declarations that there's a "true" version of Dungeons & Dragons. I'm still running AD&D, I'm still advocating for folks to try it...and that's about it. Going forward, I intend to use it as my "base template" for discussion, but a lot of what I write will probably apply to other early edition versions of D&D (and they're respective knock-offs...er, "clones") and I hope it will still be useful and/or interesting.

With regard to "D&D theorizing" I find that I've been torn in multiple directions lately...like, three or four. Something about the lack of heroes in B/X. Something-something about alignment. Ideas about running campaigns. And another thing about the push-pull between designing adventures and designing worlds. Other stuff.

These things...these "concepts"...have changed for me over the years. Some have changed based on my experiences. Some have changed because of time spent in contemplating conflicting view points. Some have been...um...thoughts (?) that I've held for a while (years) but that have been too amorphous, tough to pin down and are only just starting to "crystalize."

None of which matters much if you're not playing the game. And just lately (like the last month) I haven't been playing. Not nearly enough.

So let me get back to playing. I'm going to knock-off any hard and fast (or loosey goosey) D&D discussions until I have a chance to ramp up my play. Put some of my ideas into action. Do some experiential research, not just theory-bashing and declarative statements of provocation. 

It's Friday. The kids have the day off from school (they're sleeping in, at the moment). I think we're going to a pumpkin patch today. I believe we will be having out Blood Bowl "World Cup" championship game as well. The goblins beat the wood elves in the semi-finals 5-4 (in overtime) but it was a pyrrhic victory as two star players (including their best offensive weapon) were eaten by a hungry troll in successive turns (a 1-in-1296 chance of occurrence) and half the team ended up with broken hips, bashed skulls, or tomb stones. As such, they've withdrawn and the final will be played between the wood elves and the orks...the same match-up that kicked off the tournament back in August.

Hope everyone has a good weekend.
: )



Thursday, September 23, 2021

Seven Elements

As promised in my last post:

I realized my whole theme of "true D&D play" likely touched a nerve or two, and for that I apologize. I suppose I could have called it "advanced play" instead of "true" play...but what is "advanced" game play but the highest form of a particular game? You can play a simpler variety of MANY games...a fast version of Monopoly, for example, or a scaled back version of Axis & Allies. For a quick night's entertainment  - or as a tutorial for new players - that works fine and dandy. Dungeons & Dragons, as (perhaps) the greatest tabletop ever invented, can perform adequately for years even in a "basic" form (like B/X). But the game is given its highest expression in the form known as AD&D.

First edition only.

Here, then, are the seven elements of advanced ("true") D&D play, as I see them:
  1. D&D is a game.
  2. Cooperation is necessary.
  3. Violence is inherent.
  4. Magic is limited.
  5. Economy is present.
  6. PCs are heroic.
  7. The Universe does care.
I've not listed the elements in alphabetical order, nor order of importance/priority, but only in the order I intend to discuss them. Regarding "importance," there could certainly be some debate, but ALL of these elements are essential to game play. And it is (partially? completely?) the presence of these elements that sets D&D play apart from other games, and that sets AD&D apart from other editions of the game.

Each element requires elaboration. Let's get down to it:

#1 Dungeons & Dragons is a game 

I can already hear the collective multitude shouting "duh" in chorus. But consider the many implications of this element. First off, games have RULES, and D&D is no different. Rules constrain the actions of both the players and referee (Dungeon Master, DM). Games have means of winning and losing, and of judging both. Death in D&D is one of several possible "failure states" of the game, though certainly not an insurmountable one (as raise dead, wishes, and divine intervention can all attest).

Constraints influence game play. There are limitations places on classes and races available and their use in combination; there are limitations placed on levels attainable (based on class/race combos) and on the capabilities of characters at various levels. These limitations are in place for reasons...reasons of shaping the scope and scale and direction of game play. Same with limitations of available spells, weapon selection, armor use, etc. 

Game rules are meant to be followed in the prescribed manner. When a situation presents itself for which a rule is not present, a rule must be formulated by the table. When a rule presents an inconsistency, the referee (DM) must make a ruling on the issue in order for game play to proceed. Players and referees have differing roles and responsibilities determined by the game rules. And as final arbiter of the rules presented, DMs must have a thorough knowledge of the game rules...DMing D&D in its advanced form is NOT for the faint of heart. 

People play games for many reasons, all linked to enjoyment (even if one simply means to challenge themselves, it is the challenge that is being enjoyed). When we play a game, we agree to abide by the rules...both those of the textual rulebook and those of etiquette, both of which may vary from game to game and from table to table. 

D&D is a game...all of the above applies to its play. It should also be noted that, because true D&D is a game, we can also signal what it is not. It is not a performing art. It is not improv theater. It is not a mechanism for constructing a story in the conventional sense (as one would find in a novel, film, or play, for example). Exploring the human psyche or condition is not an objective of play, and its design is not supportive of such. It is not sport. It is not a platform for addressing social inequities in a meaningful fashion. It is not a simulation of reality...though (as discussed below) some verisimilitude is to be desired.

#2 Cooperation is necessary

This element does not address the "social contract" of its participants (that's part of element #1) but rather the method of game play itself: D&D as a game of fantasy adventure is cooperative. It is meant to be played by groups of players, not single individuals, and even pairs (one DM, one player) will find the game decidedly rough without additional participants.

Players (that is, non-DM participants) play characters of asymmetrical capabilities. None of the various character types are created "equal," though all have niches in which they excel or (at least) perform admirably. However, even without a VARIETY of character types, sheer numbers of cooperative players can win the day where individuals or non-cooperating parties will fail miserably. 

Consider that a group of player characters (PCs) working in concert, act as a large pool of hit points..."sharing the pain" in a way that allows ALL (or most) to survive, while generating more actions and/or attacks. Fallen characters can be aided by their comrades (by being dragged to safety, healed, raised, etc.) and can do the same for others when the shoe is on the other foot (as it will, eventually, be). Of course, the old adage "two heads are better than one" is more than apt when it comes to the various riddles, challenges, and complications that face the average adventuring party...and some obstacles will be presented that simply cannot be circumvented without multiple PCs working together.

AD&D is designed in such a way that no single character type holds ALL the benefits and capabilities of effectiveness. The greatest paladin in the world can be brought down in a crush of goblins using the grappling rules. The most powerful archmage of the setting will need to sleep eventually. No character is an island in D&D, and the players that cooperate in the most efficient manner will, in the long-term, have the most sustained success.

#3 Violence is inherent

D&D is descended from war games and its design reflects the fact and the play assumptions of the genre. Each character encountered (player or non-) has a set of hit points that provides an exact amount of punishment that can be sustained before being removed...at least temporarily...from play. Huge swaths of the rules text are given over to weapons and armor, combat and battle, deadly conflicts of physical, psychic, magical, and (in the case of clerics) spiritual type. 

D&D is not a game of court intrigue and political machinations. It is not a game of back parlor deals, treaty negotiation, and real estate development. It is not a game of buying and selling commodities, arranging marriages, diplomatic complications, or the challenges faced by individuals fighting depression, ennui, or issues of self-esteem and self-worth. Any and all of these things MIGHT (or might not) appear in play...but they are neither the point of play, nor a priority of design.

The design of D&D reflects the intrinsic dangers of the world. Characters can die...or can be turned to stone, charmed, captured, level drained, etc. Generally speaking characters WILL die...often humorously or ignominiously. It is an expected part of game play, and should not prevent players from taking bold action. Played cooperatively (see #2) even death may be overcome in the D&D game...and it will be meted out in spades to the opponents and monsters that come into conflict with the PCs. The source material for the AD&D game (pulp fiction featuring face-punching protagonists) reflect the base assumptions of an adventure game, a game of violent action. While caution and intelligent choices are laudable, timidity and indecisiveness are not (and recklessness is a failure to play cooperatively).

The violence of D&D should be embraced by all at the table; managing the risk of threat to one's (imaginary) life and limb is one of the main components of the game.

#4 Magic is limited

D&D is a game and as such has rules which constrain the game. Magic is a major component of D&D and yet is very much a limited resource in the game. Spell-casting is grueling work for characters, requiring hours of (game) preparation just to have access to a handful of spells. Spells are limited by the need for verbal, somatic, and material components. Spells used are forgotten (until recovered through sleep, study, and prayer). There are no "at will" cantrips, laser eye beams (at least, not from PC casters), or spells that provide huge benefit at no cost. Even the mighty wish spell will age the caster several years (possibly killing the character through system shock).

The acquisition of spells in no mean feat. Magic-users may only add spells to their repertoire as they find them, and even those found may not be comprehended, depending on the character's intelligence. Clerics are limited in spells by the whims of their deity (and the deity's opinion of the cleric's piety) and, as with magic-users, the highest level spells are limited to character's of great wisdom. Of course, all spell-casters are limited by their level: power must be earned through bold endeavor.

Likewise, magical items must be earned by player characters; there are no "magic shops" and characters must brave dangers and dungeons to earn every single +1 weapon. Most enchanted items are limited in the true D&D game: many items have charges or are single-use in nature. Cursed items abound in every category, ensuring there is always risk involved in the use of any enchanted item. Many items require command words to access their abilities, and often magical items are saddled with alignment restrictions that can damage, destroy, or level drain would-be wielders of the wrong faction. Rare indeed are the entirely beneficial items, making them highly prized by all...such items tend to make their owners the targets of thieves, assassins, unscrupulous nobles, etc. 

PCs may construct their own magical items and research their own magical spells, but only at tremendous cost (in terms of time and money)...the process of doing so is never easy and success is never guaranteed and often entails its own adventure as enchanters must search out special materials, usually the organs and body parts of extremely deadly (and rare) monsters.

Flagrant use of magic in the D&D setting...towns lit with continual light, flying carpet travel services, etc.... is likely to bring unwanted and hostile attention on offenders. Magic is rare and wonderful in the true D&D game and is respected because of it. It should never be an answer to all problems, nor a replacement for the conveniences of modern day life; doing so renders D&D something other than an adventure game.

#5 Economy is present

That is to say: money matters. From the very beginning of character creation, players in a true D&D game are concerned with the matters of wealth and resources. A first level character only has a limited amount of starting capital with which to outfit themselves, and must choose wisely.

Acquisition of treasure thus becomes the primary concern for PCs. Ready cash is needed for a variety of expenses: food and adventuring equipment, armor and weapons, hirelings and their monetary needs. As characters advance, more money will be needed for training purposes, possibly for spell acquisition, tithing and guild fees, and (of course) magical aid in the form of raise dead (and other recovery) spells. Specialists will need to be contracted: sages for information, armorers for troops, engineers for the building of strongholds. And as characters reach the levels of domain ruler, even more wealth will be needed for expenditures on henchfolk and permanent investments (buildings, mills, bridges, fortresses, etc.). 

While this "bean counting" may seem cumbersome, it is absolutely essential to the game play of D&D as originally codified. Without an economy, without a need to spend, the desire to acquire treasure dissipates...and it is that need for treasure (for "money") that drives D&D game play. It is one of the objectives of game play that unites the disparate player characters, the thing that compels cooperation as much as survival instinct, because it is needed by every character type. Tying it to the reward structure of the game (where each gold piece of treasure = one experience point towards leveling) engenders the risk-reward assessment that is at the heart of true D&D game play. 

Resource management...supply, demand, the use of wealth, the logistics of encumbrance...these things are the core of D&D game play. What matter the Lich-Lord's army if you cannot feed your own? How can you hope to arrive at Smaug's lair or Mount Doom if you cannot afford enough food for both your mount and the pack animal that must carry it? Many are the D&D players that have complained that D&D isn't enough like The Lord of the Rings...have they read Tolkien's books? Challenges regarding food, water, and travel are rife throughout the series!

And the game's economy is tightly bound to resource management. Equipment and gear...even the magical stuff...is not "indestructible" in AD&D. The item saving throw matrix on page 80 of the DMG is proof enough that rough usage will quickly deplete the party's inventory. Making use of oil flasks as "fire bombs" is all well and good until you find yourself out of fuel for your lantern. And the limits of magic (see #4 above) means that the care and maintenance of mundane equipment is of utmost importance. Even that sword of "metal, hard" will break eventually, if struck with enough "normal blows;" hopefully, the character's adventures earn enough wealth to carry a backup weapon or two.

Without an economy, and an emphasis on wealth and resources, one cannot play D&D as designed. And the verisimilitude such games rules offer aids in both the immersion and engagement of game play.

#6 Player characters are heroes

"What?!" I hear the cries through the darkness of the internet. "Heroes?! That goes against every principal of 'old school' role-playing!" Mmm, mm, mm. Slow down folks and give me a chance to explain.

The player characters are the most important characters in the D&D game. They are charged with braving fantastical challenges and facing deadly perils. They are adventurers; they ARE heroes. Without player characters, there is no game. 

And they are heroic...favored by the gods. This is made clearly evident with the design choices of HIT POINTS and SAVING THROWS; such is explained at various points in the DMG. These avatars of the PCs are special...we (the game's participants, whether player or DM) are concerned with the actions they take. It matters to us whether they succeed or fail. With regard to that part of the game, they are most definitely the "stars" of the show.

This does not mean they won't fail or die or have their limbs cut off by a sword of sharpness. It doesn't mean they won't be captured and brutalized and they may well wind up starving to death in some lightless subterranean labyrinth, or bleeding out at the bottom of a pit trap. A character's DESTINY in D&D is not written in stone. Always remember, D&D is a game (see #1), not some sort of narrative structured story-telling device. PCs are heroes because of the ACTIONS they take, not because of the FATE they've been handed by an author. 

And as such, player characters should be respected. They should not have their roles as heroes usurped by NPCs of the DM's creation; they should not be upstaged by various narrative "cut-scenes." The action of the game should be focused squarely on the player characters and their intentions and desires...that is the design of the D&D game. NPCs (monstrous or otherwise) are a dime a dozen; they exist as obstacles and allies and sword fodder FOR THE PLAYER CHARACTERS. Only the PCs count as heroes in the D&D game. Their lives (and deaths) are, ultimately, the only ones that will matter to the game's participants. Ever.

#7 The Universe is a caring one

Building on #6, it is important to understand that the Dungeon Master (DM)...that ultimate creator of the D&D campaign...is human and cares about the players and their characters. I will state it is impossible to be wholly impartial as a referee...which is why we make use of rules and randomized fortune generators (i.e. dice) to ensure that we do not err too far to one side or another.

However, we care for our players (and their characters)...if we did not care, if they did not matter, we would not bother creating challenges for them to confront. We want them to be challenged...because we love the game and want to continue playing it, and the game will not hold the players' interest if we make the game too easy or too difficult. We (the DMs) want the players to be engaged with the game play....because that will hold their interest and allow us to continue playing; as I wrote in #6, there is no game without players. And remember #1: D&D is first and foremost a game.

DMs MUST care about the campaign (both the setting and its players), because if the DM does not then no one else will. For the game to reach its maximum potential, the Dungeon Master must be heavily invested. They must know the rules, they must create the world, they must build "dungeons" and scenarios and situations that will intrigue and delight their players. That means a lot of time, effort, and thoughtfulness being expended by the person who elects to play "Dungeon Master" to the table.

How can such a person NOT care what happens?

The game universe (i.e. the DM) of a "true" D&D game cares about the players because they must. Because it matters how much treasure is made available. It matters how much magic and resources the players are able to access. It matters how the challenges of the party intersect with imaginary world being created. It matters whether or not success or failure happens and what impact (if any) that will have on the development of the ongoing campaign and its "legacy."

In its advanced form, the D&D game is neither frivolous nor capricious; it is not thrown together thoughtlessly, nor is it run carelessly. There is too much to the game for the DM not to care. And for any particular game table, the DM is the embodiment of the game's universe.

Thus, the D&D Universe cares. That doesn't make it kindly, nor wrathful, nor malicious, nor generous....although, as a human being, DMs will exhibit all these emotions and more. However, the competent DM will not allow such feelings to unduly influence the play at the table, because (the rules being what they are) doing so has the potential of breaking the game. And the DM cares too much. 

How could they not?

Aaaaaaand...that's all I've got for today. Cheers!
: )