Showing posts with label contradictions. Show all posts
Showing posts with label contradictions. Show all posts

Monday, 16 April 2012

OSR Contradiction 2: Player Skill vs. Minimal Dungeons

Does OSR mean an Old School Regurgitation of everything that was played, printed and xeroxed in the olden days of the adventure gaming hobby? Or an Old School Refinement, taking the best products and learning from them, and looking past the rules as written to mine the reminiscences of the founding roleplayers and see exactly how they had fun?

Geomorph by Fighting Fantasist
Certainly, if you look at almost all old school modules you'll see two things that had rules associated with them: pits and secret doors. Especially in the early days, these rules were rough and ready, betraying the miniatures origins of the game: roll a d6 and fall in on a 1 or 2, roll a d6 and detect the door on a 1. Because there were rules, and character features that improved the odds, it was seen as necessary to include pits and secret doors in any dungeon worth its salt. Leaving them out would be like leaving sand traps and water hazards off a gold course.

Many, many games were played with this mechanistic, 8-bit digital method. Many more would be played using the more sophisticated rules that interacted with character skills and eventually turned into Spot checks. What almost nobody was doing was the "player skill" method that's seized the Old School mantle. Next to no space in Dragon magazine was dedicated to elaborate analog mechanical trap descriptions in the manner of Courtney's Hack & Slash blog. What you saw instead was rules, charts, tables.

So does your Old School Reenactment involve tooling around a graph paper funhouse just rolling for pits and doors? And if your Old School Rejuvenation involves tapping ahead with a pole, what effect does that have? Is the pit lid heavy or light? Might it tip open or echo with a tap? These are questions that need analog solutions, immediately bypassing the "roll 1 or 2" crudity of the Old School Rules.

Tomb of the Iron God is the dungeon we have been playing in since January. It's by Matt Finch, who also authored the 95 Theses of player skill, the Quick Primer. By the Primer, using player skill for pits and secret doors requires analog descriptions of their mechanisms. But in the module, recreating the more usual form of Old School play (or perhaps just out of reflex), you have oodles of un-detailed pit traps and secret doors. Bam! Contradiction. Yes, the module notes tell you to ad-lib ... and ad-lib I did. But I would have appreciated being tossed at least a bone or two for such frequent, important, and eventually unexplained features of the catacombs.

Next time ... my solutions and the players', an in-play review.

Sunday, 15 April 2012

OSR Contradiction 1: Play vs. Fiction

Attempts to enforce purity in the Old School Ratatouille are doomed to fail. Why?  Because in its glorious diversity it's fallen into at least two contradictions that I've become aware of writing recent posts. These contradictions are not fatal, except perhaps to an exaggerated sense of traditional gaming orthodoxy, but they bear mentioning.

Contradiction 1 relates to something I noticed a while back: Old-style D&D combat (any kind of D&D combat for that matter) bears little resemblance to the give and take of pulp fantasy combat. OK, so it's not the most original observation that D&D combat is not realistic. But it's remarkable that even the general style of play of high-level D&D heroes is at odds with the cautious, life-or-death approach taken by even the greatest heroes of early 20th century fantasy literature.

But also, as Aaron Steele recently remarked, "One of the unique features of Dungeons and Dragons is the idea of the ADVENTURING PARTY." The vaunted pulp fantasy influences can't really account for this confluence of archetypes that quickly settled in a foursquare formation. Fafhrd and the Mouser, the Eternal Champion and his sidekicks are duos cut from essentially the same cloth. The Fellowship of the Ring may have contributed the "fantasy races," elf-dwarf ribbing and all, but their mission is completely different and they're missing a few key players.

I've personally rejected the neo-Old School arguments to drop thieves ("Hey, everyone's a thief") or cleric-types ("Hey, no room for goody-goodies in Hyboria"). Only recently have I realized why.

In the first place, even taking both measures at once will bring you no closer to your Weird Tales utopia; you'll look in vain for all those pulp adventure stories featuring the sword-wielding barbarian and his wizard buddy. Drop the wizard PCs, and you'll have a true pulp adventure game (resembling perhaps Searchers of the Unknown). But it won't be D&D, or even T&T.

In the second place, the four classes are classics because they set up instant character conflicts within the party, but on a tame enough level that the party can still work together. To illustrate:

Silhouettes by Telecanter & myself
The fighter-wizard axis is the classic Kirk-Spock, Aubrey-Maturin, Narcissus-Goldmund alliance of opposites. Not all fighters and magic-users fit the stereotypes, of course. But the classes as developed in fantasy gaming tend to bear out the roles by making the wizard the combat-weak master of powerful but limited resources, and the fighter the more durable frontline figure.

The cleric-thief axis sets up moral debates and conflicts, encouraged by the altruistic nature of the cleric's gifts, and the acquisitive, loner nature of the thief's methods. I've had to express these in two ways because different play groups work differently with them. Some see the conflict as between the thief and the party (the labels in parentheses), others as seeing it as between the party and the rest of the world.

The moral axis may not work sometimes. It lets clerics and paladins be asshats by insisting on moral action detrimental to the party, and thieves and assassins be asshats by insisting on selfish action detrimental to the party. Things work out best, perhaps, when the thief advocates for the selfish and immediate interests of the party (as opposed to robbing sleeping companions) while the cleric advocates for the long-term moral interests of the party (as opposed to telling the truth to the Dark Lord's guards).

Perhaps these problems with the moral axis, or its suggestion that there is more than the looter ethos, leads some to reject its classes completely. I can't ... because that's not D&D. Despite all those problems, and implementation problems that persisted for twenty years, thieves and clerics nevertheless stuck around. I just don't see it as a positive to insist that the long-lived and very resilient party structure of the game is some sort of tumor that has to be excised to reach purity.

Contradiction 2 is coming up, and it leads in to my review and play guide for Tomb of the Iron God.