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  Re-Learning the Game
Posted by: Carl on 1/27/2010 5:27:18 PM

When I was a freshman and sophmore in high school I rode the city bus to school and back. It was a long ride, just under 2 hours. In the morning I usually slept, but in the afternoon, I read. Since I had only two real interests in high school, sex and AD&D, and by law I was not allowed to practice or pursue the former on a city bus, I read my D&D books.

I remember specifically reading the index of the Dungeon Master's Guide, finding entries in there that interested me and then reading the text in that section. I learned a lot about the game doing this. I also remember reading all of the spell descriptions and committing them to memory as a personal challenge. I was not a very good student, but I was an AD&D trivia whiz. In my peer group that put me squarely in the middle. My friend were fairly mediocre students, too, but damn did we know that game well. One of my great "what-ifs" has been, "What if I had applied myself to my academics with the ferocity I applied myself to AD&D?" I'll turn 40 this year, and as I look back now, I can say without much doubt that I probably would have gone to an Ivy League college. I don't know that I'd be as happy as I am now, though. In fact, I wouldn't be me at all. Frankly, "what-ifs" are kind of stupid.

Back to the game. As I'm reading through the Player's Handbook again, I'm struck by insight and understanding that I never had before. Take movement, for instance. The inches-as-a-representation of movement thing is pretty cool. You can scale it for mode (combat, long-distance travel, creeping down a dungeon corridor), you can scale it for time (segements, rounds, turns, hours, days, weeks, etc), you can even scale it for encumberance (none, light, medium, etc.). It's pretty basic Algebra. I never really got this before. Previously, I never really questioned why someone was only allowed to move 12' in 6 seconds. It was just a game artifact, and I accepted it at face value. Now, I can see that combat in AD&D is a true abstraction. It's not supposed to be a simulation, or anything close to it. You can only move 12' in 6 seconds because you are assumed to be fighting for your life and under attack and so you're actively defending yourself while you're moving, hence 12' but understand that this is with your weapon and shield in defensive positions, carefully keeping an eye on your opponents, carefully choosing your footing and so forth. This is where the beauty of AD&D really begins to show. As a DM, I would allow someone to move faster, but there would be a penalty. You might trip. You will be more susecptible to attacks from opponents, you may not be ready to attack once you complete your movement. It's up to me, the DM, and having good judgement and the trust of my players I can adjudicate the circumstances. That's something distinctly missing from D&D 3.0 and onward.

I'm struck by the amount of latitude a DM is given in judging a game in AD&D. Every rule is in actuality a guideline. These guidelines are there to enable the players to explore and interact with their world through their characters. They are there to empower the DM to provide his players with a fulfilling experience. In later editions, they became boundaries from within which players were allowed to act on their environment and they became limitations on DMs to keep them from making bad judgement calls. What they did was turn D&D into Monopoly. The DM became the banker. That's great if you're trying to run a tournament game where you have untrained DMs running pre-packaged adventures for players they have never met. Reading the Player's Handbook again, and recalling my personal gaming experiences over the years tells me that that is not what D&D is supposed to be. It's a very personal game, shared between a few people who have between them an understanding and an agreement of the rules (or guidelines) of their game. It's like playing pretend with your friends as a kid. You be the cops. I'll be the robbers. Between us we'll agree that these are the rules for our game. When we play at home, the cops have to touch the robbers to catch them. When we play at school the cops only have to call out the robber's name. There was never supposed to be an "official" game of Cops and Robbers, and why would you want one? Half the fun of that game was deciding the rules before play, between rounds, improvising during play, and then the post-game evaluation of how it worked (after switching sides at least once). This sounds like a primative game of D&D to me.

The reality of doing this starting to smack me in the face. I'm missing a key component of a D&D game: a game setting. I'm tempted to bribe Alexis to put together a small chunk of Europe for me to get started. I also have some questions for him about running a game without alignments (something I've done for years, but not using AD&D rules). Alignments play a huge part in AD&D. Maybe I'll just give it a little more of think and then post on his blog.

How is your week?



 
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Posted by: Nick on 1/27/2010 11:08:30 PM
                I've been pouring over maps of Europe for nearly a week now along with various wikis and such concerning Dark ages history. There are tons of maps showing the movements of various barbarian groups through the 400s-900s. I may make them into separate D&D races or just keep them realistic (humans vs. humans is okay but humans vs. dwarves seems wrong for some reason).

I'm also working on a hex gridded (about 20 mi/hex) map of the continent. It took a while, but I've got one layer for the grid, one for the outline of the continent, one for the topography, and one with rough smears of color denoting the vegetation biomes (i.e. most of europe is temperate deciduous forest).

Of course all of this is conceptual, and I will also need to make/find small detailed chunks of europe to have a playable map. Alexis and his sensibilities concerning a game world have upped my standards about what is acceptable. 

Same boat here, Carl.
                


Posted by: Alexis on 1/29/2010 10:35:26 PM
                I have considered giving negative armor class modifiers for running movement, but since ‘leading’ a faster moving target depends largely on one’s tangential location compared to the vector of the target, there being a lot of variables, it seemed to just leave the whole subject dead where it lies.

There’s no doubt the game became less ‘DM friendly’ with later incarnations ... as though the rules lawyers became the focus, as the developers tried so hard to settle such arguments – no doubt because they believed it was hurting the sale of their product.  Silly people.  Obviously, in fighting INCREASES sales ... just look at European football.

I am so in agreement here regarding ‘official’ D&D ... along with my distaste for ‘community’ politics that seem to be prevalent in the much debated ‘old school’ vs. ‘new school’ arguments – they all sound like old official vs. new official.  I can’t quite agree with you regarding the word ‘primitive.’  What I do isn’t primitive.  But unofficial, that’s a word I can get behind.

Alignments really, honestly, play no part at all in D&D.  No one I know plays them.  No one who’s ever run in my world ever protested their disappearance.  I don’t know where these people are who insist on alignment ... must be some official thing.

My week has been just fine.  I started my new job, which consisted of forty hours of committing back-dated invoices onto a data base which has been falling out of date for four months (due to them needing to hire someone – me!)

Nick, I don't know if you want it, but I can give you a 20-mile hex map of Eastern Europe and the Middle East.  I'm working on the Norway coast at the moment.
                


Posted by: Nick on 1/31/2010 10:23:55 PM
                Alexis, this is exactly the area I was working on. I'm going to be more than half a millennium behind your campaign, but the map would certainly put me miles ahead of where I am currently and would, of course, be greatly appreciated. 
                


Posted by: Carl on 1/31/2010 11:00:59 PM
                
Alexis,

When I said, "a primitive game of D&D" (sic) I was referring to Cops and Robbers.  D&D is a very advanced form of make-believe.

Regarding alignments, how do you deal with Detect Evil, Protection from Evil, etc.?  There are a lot of spells and powers that center on evil radiating from some persons and things and not others.  I'm thinking that instead of alignment, I'll play "intent"  In other words, does someone in this crowd intend evil?  Then you can detect it.  I'm still batting it around.

Regarding "official" D&D, well, I'll say that I think if you're going to run a gaming club with thousands of members and hundreds of Dungeon Masters, you need to remove some of the creativity from the DMing process to make it fair for everyone.  However, they already have something like that on the market.  It's called "World of Warcraft" and you can subscribe for about $15 per month.  There are many campaign variants, too, from super heroes to space opera and most points in-between.  They're all "fair" in that all players are treated the same, they're all story-driven so there's plenty of quests to keep you busy and you can level-up and get your phat loot almost from the beginning.

I think The Olde Schoole isn't so much about a set of rules as it is an attitude about the game.  It's a philosophy rather than a method.

-C
                


Posted by: Alexis on 2/1/2010 4:56:09 PM
                Nick,

Norway is one nasty coastline-and-lake headache, but I’ll put some energy towards it and finish in a little more than a week.  I needed a break from the present hang-up ... I am pretty close to imaginatively dry on character development.  I have a list of dates of founding for Norwegian cities, researched off wikipedia, which I’ll post on my blog (Tao of D&D) sometime this evening.

Carl,

That’s exactly how I fixed the ‘evil’ thing ... I identified it with malevolence, which covers the whole gamut of bad people attacking good people, as well as good people attacking bad people – so the spell needs no ‘reversed’ form when in the hands of lichs or other baddies.  This also, incidentally, works for ‘Know Alignment’ ... which simply gets retranslated to ‘Know Intent.’  What are their goals?  To protect/destroy/rob/find work in/whatever the community.

                


Posted by: Nick on 2/1/2010 5:55:25 PM
                Alexis,

Slartibartfast seemed to enjoy working on those Norwegian coastlines. "Won an award, you know. Lovely crinkly edges."

Sorry I couldn't resist.

I really appreciate the great work you're doing!
                



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