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JB's avatar

Hm.

When (most) game designers design a game, they are designing it to be played in a particular fashion with a particular goal. I could certainly take a game of Monopoly and add some rules for removing clothing every time you don't have money to pay some bill or other (creating, essentially, "Strip Monopoly"), but I am not using the game in the manner envisioned or intended by the designer.

And yet the game would work well for this particular form of entertainment. There always comes a time in the game of Monopoly when one person gets low on funds and hits someone's triple railroad or hotel and ends up having to demolish and mortgage their property to stay in the game. Having the option of 'mortgaging clothing' instead (and perhaps buying it back), could add a little pizzazz to the game table...with the right players.

When I sit down to run AD&D (or B/X or OD&D), my "goal" is "to run D&D." "I'm going to run D&D...do you want to play?" is pretty much how I put it to my potential players. They can screw around with it if they want, playing it in a way other than the game was intended, but their character will probably die (or not succeed) and they will have less fun. This isn't my problem (unless they're making the game "not fun" for the others at the table...in which case they will be asked to leave and not invited back to play in future sessions)...I told them what we were going to be doing.

This is the standard way of handling game play of ANY type. "Hey, we're going to play backgammon (a game I just showed my son a couple weeks ago." Or, hey, who wants to play Axis & Aliies, or Uno, or poker, or Tsuro, or whatever. Some people might need some instruction (if they've never played before) and after a round or two they can decide whether or not the game is for them. Maybe they'll keep playing ('cause that's what we're doing tonight), but they won't be interested in playing at a later time. That's okay. That's NORMAL.

At my home table, I have some "house rules." This is normal, too. Some people sit down to play Monopoly and add a $500 bill to the board and give it to whoever lands on "Free Parking." The goal of the game remains the same (make everyone else bankrupt) but it gives the game a twist. In my house, we have a house rule that for dice rolls of ANY dice-rolling game (RPG or not), the dice must be thrown and land in a box top, or they do not count. It prevents many different arguments and speeds game play.

D&D is a complex game, but it is comprehensible (even the Advanced version). While there are, at times, problems in the rule books with the proper delivery of information...and with edge cases that rarely crop up...it is still quite possible to "muddle through" and play the game as intended by its main designer: Gary Gygax. It does not require a degree in rocket science...Gygax held no college degrees...and my friends and I were able to play strict 1E even at the age of 11/12. We ran long campaigns, we had a blast, and we "muddled through" the rough parts. Without dropping alignment or psionics or spell books or astral random encounters or speed factor or ANY parts of the game. And without parental supervision.

The problem these days is that there is a shit-ton of IGNORANCE about what the game is, how it works and why it was designed the way it is. And so people make shit up. Or take their best guess. Or listen to people on the internet to take their cues for how the game is supposed to be played, despite most of those folks being ignorant themselves OR peddling something different to the ignorant.

And this is a problem that stems from the current publisher of the game. In my first paragraph I wrote: "When (most) game designers design a game, they are designing it to be played in a particular fashion with a particular goal." Wizards of the Coast is one of the exceptions; their "design goal" is to MAKE AS MUCH MONEY AS POSSIBLE by selling their game to AS MANY CUSTOMERS AS POSSIBLE. And their tactic for this is to design a game that is poorly designed and sticking text in it that says "you can do ANYTHING with this!" without really bothering to explain how...or explain much of much else.

5E was written to GAIN AND RETAIN MARKET SHARE. Period, end of story. WotC does not care what you do with it, so long as you purchase the books and put money in their corporate coffers. WotC doesn't care if it works or if it works well or if people fight about it on the internet (there's no such thing as bad publicity), just so long as people buy, Buy, BUY!

But that leads to ignorance, false assumptions, and false expectations. To the point that some folks (including you, but you are definitely not alone in this!) would suggest sitting down for a game session and setting goals, and defining themes, and dealing with all the mish-mash of dumb ideas people have in their head.

I don't have time for that, and I don't find ir necessary anyway. "We're going to play D&D tonight." Do we need to make characters? "Do you already have one?" No. "Okay then yep, unless you want to use one of these pre-gens I've got." Okay, um...how do I play? "You and the other players are adventurers in a fantasy world seeking fortune and glory. It is a dangerous world, but if you work in cooperation with your team, you should be able to survive...and maybe thrive. You've heard of this [cave/fortress/island/temple/etc.] that's nearby and that might have some treasure stashed inside...but it's likely to be guarded by ancient traps and fearsome beasts. Does that sound like something you want to play? I can explain the rules as we go along."

Everything else is icing on the cake.

NOW, having written all that, there are people who want to fight over what exactly IS "rules as written." And who get bent out of shape over those who go "off book." But there are house rules and then there are house rules. Most people can live with the $500 on Free Parking when playing Monopoly. A lot fewer people are going to be cool with "Strip Monopoly" because it changes the POINT of the game to...something else.

Removing the quest for treasure, giving players "death saves" (or plot immunity), leveling up PCs arbitrarily (i.e. by DM fiat), and half the information in the new 5E DMG? That's changing the POINT of D&D. Letting any demi-human play any class or achieve any level in your 1E game is changing the SUBSTANCE of the game.

Saying that assassins get to roll d8 for hit points instead of d6 ain't the same.

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