I am currently runnning a game of D&D Next and reading the Dungeon Crawl Classics Rules. Reading the
Dungeon Crawl Classics Rules and thinking about D&D and my group's last session has
rendered me philosophical about the culture of role-playing games and the way it haschanged over the years. I am interested in assessing where this "new" breed of game comes from and where it is headed.
D&D
Next and DCC are attempts to bring "old school" gaming to a modern world. As
someone who played "old-school" many years ago, and having now played the one
and read the other I reckon they are doing it right. But what really is the
difference? I think the difference lies in what equates to success in the game.
It seems to me that in the old games success meant Survival, whereas in
the newer version of D&D Success meant Accumulation.
A
comparative analysis of the versions of D&D over the years shown very clear
trends. The game became less dangerous for the characters. This is reflected in
the rules for death and dying. With each iteration it became harder for
characters to die. Also eroded, slowly at first, but then in great jumps were
the so-called "save or die" effects. Character death came to be seen by the
game's writers and publishers as something that would turn players off the game,
and therefore a bad thing. Of course, character death also interrupted the
other stream, which was gaining momentum through the versions, the character's
ability to accumulate. Accumulation refers not only to material goods, the
number of which are available to a character has also grown steadily. It also
refers to the accumulation of skills, powers, ability score buffs, feats, gold
and magical enhancements. A character's effectiveness came to be measured by the
number of options available to him, through the accumulation of all these
things. Characters have become commoditized. There may be many different
sociological and psychological reasons for this, but there is also an obvious
commercial reason. Commoditizing the game provides an almost unlimited
opportunity for sales (or so it would seem). The more "options" there are the more books are needed to
contain those options. This can be seen in the almost countless versions of
additional books available for the D&D and Pathfinder games and the
proliferation of so-called "Splat Books". One of the problems caused by this
proliferation is that it perpetuates a falsity about the game itself. The
untruth is that unless something is contained in a book or a rule somewhere, your
character cannot do it. This is fundamentally wrong and bad for
the hobby. This false representation will be particularly damaging to a new
player picking up a role-playing game for the first time, but it is negative
effects are not limited to novices. I am an experienced gamer and I am just as
guilty of falling for it. Perhaps more guilty because I have proselytized the
changes to newer and more commoditized versions of the game within my own gaming
group.
The
commoditizing of the game is like the branches of a tree, breeding greater
option complexity all the time. This also increases the potential for
combinations that the game's producers did not consider and unforeseen synergies
between distant option commodities. This process reached its height with D&D
3.5 and continues strongly in Pathfinder. Thus were born a breed of gamers known
as the "min/maxers" who studied these things for uber powerful combos and broken
options to exploit. This became so bad that the game's creator decided there was
a problem. But they misidentified the problem either because they had lost
track of the essence of the game or because they knew they were too far along a
path of commoditization from which there was not turning back. The problem, they
opined, was a lack of Balance. The game
would be protected from the assaults of the hordes of the min/maxing munchkins
if balance could be achieved. This meant that no single option could be more
powerful than another. This great balancing exercise resulted in 4e.
Unfortunately the effect was simply to make the vast commodity options more
bland and similar to each other.
Another
harmful effect of commoditizing player options has been rules bloat. Players
gained vast lists of abilities, many of which needed rules to support them. One
of the worst effects has been a power shift from the DM to the players. The
rules have gradually neutered the DM, leaving him boxed in by text and unable to
express himself and to create the type of fantasy adventure story that the game
was intended for in the first place. Players too have not been immune, while
their power to control the outcomes of events had increased, the rules have
hampered them too. Their creative abilities to effect the collaborative
adventure story have also been caged by rules and
options.
Why I
personally went along with this process is a bit of a mystery to me. Maybe I too
was just another victim of a gradual shift in perceptions in modern society, or
maybe I'm just a sucker for a box of shiny sweets. Anyway, the charm spell that
I was under has been lifted, and I see with new eyes. (This metaphor seems to have been grafted unconsciously onto my current campaign in which eyes and blindness have become a very prominent theme)
Dungeon
Crawl Classics takes a more aggressive approach to those who read the rules and
want to play. Not having any sentimental or commercial ties to the later D&D
version before 5e, it makes no attempt to promote their validity. The game
forces players into an "old-school" mindset my impressing on them immediately
that survival is the victory. Each player begins with two to four 0-level "mooks
"on their first adventure, ominously referred to as a "funnel". In a funnel
mortality rates are massive, and as the characters have almost no skills or
abilities and less than 5 hit points they die in their droves. But the game does
a clever thing it makes players root for one or more of their hapless goons,
with terrible Ability scores. Also, to overcome challenges the players have to
use more than the commodities available to the characters. They have to use
ingenuity, role-playing and team work, mixed with a healthy dose of luck. Sounds
like D&D to me. And what happens to the few who survive the funnel? Well,
they come out with a few commodities scavenged from the corpses of their fallen
comrades, a scar or two and tales of adventure, daring and excitement. They also
have something else, a bond with the player controlling them who then selects
their class and all the trappings normally associated with a first level
character. Clever.
DCC also
stresses survival in the way it awards experience. Characters gain between two
and five experience points for each encounter they survive. Any encounter,
whether it be a social encounter, a battle or just a trap. I think thats clever.
The game has other old-school elements but thats for another
time.
Both games
are, in my view, a breath of fresh air, or rather old air that has a familiar
and well-loved odour. I am really enjoying playing 5e as I believe it gets back
to what these sorts of games should be about.