Showing posts with label Arneson. Show all posts
Showing posts with label Arneson. Show all posts

Friday, May 5, 2017

The "Formula RPG" and the Open Philosophy

Rob Kuntz recently released a book called Dave Arneson's True Genius. It's a frustrating book, because it's written in specialized language of systems thought and references to a further as-yet-unfinished book. While I can't read the next book yet and don't agree with the systems theory parts, there is an assertion core to the first of its three essays that I want to comment on.

The essay, called "From Vision to Vicissitude: The Rise and Reversal of Dave Arneson's RPG Concept," follows what Kuntz sees as the change from 1974 original D&D with its "Why have us do any more of your imagining for you?" ethos to Gygax's 1978 Dragon Magazine editorials that say "Those who insist on altering the framework should design their own game."

Rob summarizes what he sees as the crucial change (emphasis in original):
Moreover, and in summary, this systemic change moved the previous concept (Arneson's, 1971; and as reiterated by Gygax/Arneson in print, 1974) of DMs as absolute and omniscient creators of content for their individualized systems to a demoted position akin to an administrator of TSR's system-and-premade-adventure interface. The reader should be able to parse the two philosophical extremes by way of comparison alone.

In due course the design tenets/philosophy from the original game, now ignored, faded against an immense and growing foreground of TSR doing the imagining and creating of pre-determined/pre-structured scenarios for the consumer. The sustained promulgation of this disposable and repeatable model caused all but scattered remains of the original RPG philosophy as it was then forming to be lost. This 180 degree reversal abruptly issued in the Formula RPG experience that persists to this very day as a strictly closed form expression; and this was (and still is) a direct, and glaring, contradiction to the genius of its original manifestations: First Fantasy Campaign and the commercially successful Classic Dungeons & Dragons.
To try and unpack this, Kuntz is arguing that the philosophical shift between OD&D (which he labels as "classic" D&D) and AD&D is a philosophical shift from an "open form" to a "closed form" system, where in the former there are endless creative possibilities and in the latter there are only rules and prescriptions for what the referee is to do.

Kuntz isn't the first person to make this point. Matt Finch's influential A Quick Primer for Old-School Gaming makes a lot of similar points between an open, discursive style of play, and a closed, rule-bound approach. In practice, though, the idea that there was a "great transition" from an open to a closed game system is a hunt that has no real end. Even a definition as strict as Kuntz's could be improved on; OD&D, after all, is an attempt to systematize the open-ended game that Arneson was running.

But more importantly, what we've seen is that just about any RPG can be run with an open/DIY philosophy. Look at the game Microlite20 – that took the system-bound and rules-heavy 3rd edition of D&D and turned it into an elegant, rules-light game for referees who like the basic mechanic but don't want to be bound by thousands of pages of rules bloat. If that can be done in 3.x D&D, it can certainly be done in first edition AD&D.

Short of converting the game into a board game like the Milton Bradley HeroQuest, I don't honestly think that an RPG can truly be "closed form." The players in B2 Keep on the Borderlands can always kill the monsters in the Caves of Chaos, but they can avoid the Caves and sack the Keep instead, or they can wander off down the road, outside the established map, and the DM is then obliged to answer the question - "What now?"

This is the philosophy that animated the Braunstein games, and the Blackmoor campaign, and that made Dungeons & Dragons such a phenomenon. It allowed "What now?" to be the question, the imperative, and opened up the floodgates of imagination. And it's always been the dirty secret of RPGs that you don't need the book at all. A skilled referee can wing more or less anything if they choose to; the books are there to save you work.

It's particularly ironic that Kuntz chooses first edition AD&D as the incarnation of "Formula RPG", because the grognards who have been running AD&D forever (the "orthodox Gygaxians" if you will) have long been the biggest devotees of the GM as the "absolute and omniscient creators of content" for their individual games. In a sense, Rob is saying here that the Pope was insufficiently Catholic.

When Kuntz presents the idea of the "formula RPG" as a betrayal of the basic RPG idea, he disrespects the long tradition of kitbashing in gaming as a hobby. Indeed, the true genius of Dave Arneson was as a kitbasher, taking ideas that had been present in games like Wesley's Braunstein and the Gygax/Perren Chainmail, and creating in them a synthesis that opened up a much richer type of experience than, I expect, anybody thought would be present at the time. And if you read The First Fantasy Campaign, you will find a surprisingly large amount of matter about the fairly "conventional" wargame campaign that Blackmoor became over time.

Once someone understands the open philosophy - which, rather than a creation of Dave Arneson, I would say is present in at least the 1870s free Kriegsspiel - there is no such thing as a truly "closed" system. The referee simply needs to open it up and ask the players, "What do you do next?" Even a game like HeroQuest could be used in a radically new way, as I'm sure it has been. (If you don't know what a free Kriegsspiel is, I'd suggest reading Playing at the World.)

The truth is that dungeon modules are often treated as parts to be kitbashed. You can take them and use parts that you like in your own dungeon, or take the map and restock it, or reskin the whole thing as a completely different affair. Gus L at Dungeon of Signs frequently looks at ways to use modules outside of their original purpose, and if you spend enough time around the OSR you'll find that this is a normal thing. If you look at the great OSR books that I've pushed over the years, like Carcosa or Red and Pleasant Land or Yoon-Suin or Veins of the Earth, most of them contain a lot of ideas and tools (particularly charts and generators) that can be ripped out and used elsewhere.

Of course, there is gaming that is rote and bland. It is not accidental that I am not an enthusiast for Pathfinder or adventure path type gaming in general. But this is not preordained from the system or the existence of modules; it's just a way that people play. Some people just like dungeon bashing, and there is nothing wrong with that. I have a coworker who loves Pathfinder gaming, and carefully planning his PC, and then setting that up against a mission from a module. It's not my fun, but he clearly enjoys it.

But - the open philosophy that animated the Blackmoor campaign is not "lost" in "all but scattered remains." It is a rich idea that continues to animate games.down to this day. The OSR has done a lot for "sandbox" and open world types of games, and I think Kuntz, long distant from the RPG scene, is simply ignorant of the realities of the games people are playing, because open philosophy in gaming is in no way lost and scattered.

Sunday, October 30, 2016

A Master Class in Refereeing


You should watch this interview with Dave Wesley, the inventor of Braunstein, the war game that led directly to Dave Arneson's Blackmoor and thence to Dungeons & Dragons.

Wesley describes how a refereed game changed his wargaming: once there was a referee, players could take ad-hoc actions. He describes how players in one wargame scenario decided to take apart a barn and use the timbers to build a bridge across a river to move their troops. And Wesley as the referee had to rule on how long it took the troops to deconstruct the barn and move the timbers. He also goes on with a few thoughts on how crossing rivers might work in a wargame, including randomly determining its depth and making rulings from there on what can go across.

This is an adaptation of the principles of free Kriegsspiel – the open war game method used in 19th century Prussia – based on Wesley's reading of Charles Totten's Strategos rules. (You can buy a facsimile of Strategos online now.) The historical progression that Wesley describes is logical and compelling; his desire for more complex refereed scenarios and his severe time constraints combined to create what would become Braunstein.

Wesley describes three basic things that make part of his rulings. First, there's the question of what he had decided secretly before the scenario; he may already know that the river is only a foot or two deep and cavalry and infantry can wade across (although artillery cannot follow). Second, there is random determination, where Wesley would throw a die to decide how deep the river is at this point. And third, his own knowledge often factors in, as he describes the results of the river's depth. There is no formal rule for this. so he comes up with appropriate descriptions.

He also describes a touch of classical irony that sometimes happens in gaming as well as war, where soldiers fought to take a bridge when they could as well have waded across. I'm sure this rings true for many referees.

Although Wesley focuses on the river scenario in this discussion, the lessons (and indeed, much of the ideas of free Kriegsspiel) are generally applicable in RPGs. One thing I think adventures benefit greatly from are details like the barn that properly motivated PCs can use to try and gain an advantage.

The other detail that Wesley gets into that applies in obvious and not-so-obvious ways to RPGs is when he talks about the persistence of details across games. While it's mostly obvious, the idea I particularly liked is using notoriety as a way of changing how a PC is perceived. Dave Arneson's bandit starts off as a no-name Mexican but once he blows up the bank there are "Wanted" posters plastered across the town. (Of course, it's also a delightful gaming story that he blew up the bank.)

The specific resolution that Wesley arrived at for a duel in the first Braunstein game (a simple roll-off where one participant had 3 dice and the other 2) is too simplistic for RPG combat, but most of the ideas can translate directly. Wesley is a brilliant referee and this is a great peek into his mind.

(The photo at the top of this article is referenced during the discussion.)

Thursday, October 1, 2015

Arneson Day

One of the great creative leaps of the 20th century came from a student at the University of Minnesota who worked part-time as a security guard. He drew together wargaming, Diplomacy-style gaming, and improvisation into a single game that people haven't stopped playing in the forty-plus years since.

Today would have been Dave Arneson's 68th birthday, which only brings home how young he was when we lost him. His work with Gary Gygax on Dungeons & Dragons is practically legend. You can read the important bits in Playing at the World, although like most histories it winds up focusing on Gygax's larger than life personality. Dave's spirit is subtler and harder to find, especially with how much time Gygax had to leave his mark.

The irony is that we have maps of what Dave's dungeon looked like when he was running it in the convention circuit around 1975-76. He published them in the First Fantasy Campaign. THis is what level 1 looked like:


The first time that players went down into Blackmoor's dungeons, it was in that massive, cavernous chamber in the middle, and they had to find their way through narrow, slanting tunnels in search of treasure and magic. We know they would find blobs, among other things; a recent post by Greg Svenson on the Comeback Inn (registration only) detailed the ghosts of Blackmoor:
Ghosts cannot be killed. 1 ghost per person or thing killed in expedition total. Have human sacrifices every 30 days. Are able to paralyze all mortals by presence. Magic armor and super heroes and wizards on affected.
(Presumably Greg meant "unaffected" instead of "on affected"; these are notes written in a 1972 copy of Chainmail when it was new.)

Haunted rooms have a whole page plus of description in The First Fantasy Campaign, and follow naturally from this. Consider the Black Pit:
An area of noxious fumes and bottomless pools caused by some natural phenomena where it is, of course, rumored that a gate to Hades is located. It is also rumored that some horror inhabits the area that has been cast out of Hades to attack the unwary or guard some treasure.
The difference between Arneson's dungeon maps and Gary Gygax's fascinates me. Arneson focuses on weird, lengthy corridors, occasionally huge rooms, but mostly small chambers and hallways. (Room 9 at the top has a total of 60 goblins - tight quarters!) It feels much less "crowded" and each room can be totally purposeful, while the dungeon as a whole is instinctively nonlinear and interesting to explore.

Arneson's work is perhaps less systematic than Gygax's, but it seems to me to more deeply evoke an imagined world. Of course, this is also a man who lists robots under "Magic Items," so how could his work not be close to my heart?

I've thought a lot about what an Arnesonian game is, and the ideal system for it. Arneson probably had some rules behind it, but as Mike Mornard has put it in his call to BE A FKR! (Free Kriegsspiel Renaissance), it strikes me that the actual system run by Arneson was a type of Free Kriegsspiel, a wargame where the referee created rulings on the fly, run within a rough framework outlined by Chainmail and the First Fantasy Campaign. PCs aren't classes; they're flunkies who start out as zeroes and grow through combat and survival, and become major players in the setting.

Given that, it's maybe fitting that the First Fantasy Campaign is not presented as instructions but an example of results and ideas. It's the only definitive statement of Arneson's gaming that we have, and does not rise to the level of a manifesto, but it's worth if nothing else Googling the name and checking out some of the top results. (If there is ever a legitimate PDF of it, please buy it.)

So the next time you run a game, give a thought to Dave. He ran some great games, and it's worth getting a bit of his spirit and boundless creativity into your own.

Thursday, February 19, 2015

The First Dungeon Monster


In Greg Svenson's article The First Dungeon Adventure, a participant's account of the very first Blackmoor dungeon delve, the player of the legendary "Great Svenny" recounts the very first monster that the players encountered.
At this point Dave took us into the laundry area of the basement, telling us he wanted to see what we would do. He had us line up in our marching order. Then he turned off the lights saying a sudden wind had blown out our torches. Then we heard some screaming. We generally scattered as best we could. He turned on the lights looked at what we had done and then went back to the other room, telling us that a black blob (like the thing in the classic Japanese horror movie "The Blob" from the 1950’s) had killed one of the NPCs who ran into it. We soon found that our weapons dissolving when we struck it. Then we got some torches relit and found that we could fight it with fire. Eventually we killed it losing a couple more men in the process.
I have no idea why Greg remembered The Blob – an American movie starring Steve McQueen – as Japanese, but that was the first monster. It's funny to imagine a bunch of college students (wearing early '70s clothes) running around a dark basement, essentially doing the first LARP, to determine relative position, but these were literally people figuring out how to play these games for the first time.

The fact that the first monster was a blob warms my heart. It wasn't a humanoid or undead, there was no pedigree from mythology or pulp fantasy. Monster Number One was the creature from a bona fide Creature Feature. When look at the time that the guys playing Blackmoor grew up, this makes perfect sense. Science fiction film then didn't mean big budget productions, but B-films with whatever creatures could be cooked up on a shoestring budget. 2001: A Space Odyssey was less than three years old, and Star Wars wouldn't come out for another six years. These were kids who grew up on these movies, of course that's what they imagined.

One twist that I find interesting is that Arneson's blob is killed by fire. This is similar to the OD&D monster Black Pudding (itself something of a culinary joke) and the opposite of the Blob in the eponymous film, which is found to be vulnerable to cold via a CO2 fire extinguisher. Gygax would separate Blob-types into two, with the Black Pudding vulnerable only to fire, and the Gray Ooze harmed by weapons or lightning. The morale effect on a party is quite visible when they find they have used the wrong attack type on a blob, and a torch gutters out harmlessly in a Gray Ooze or the Black Pudding is struck by a lightning bolt and divides in two.

The premier generator for unique blobs every time is the "Goops, Glops and Gobs" section of Geoffrey McKinney's Dungeon of the Unknown. A creature whose vulnerability has not been discovered, but has a movement rate, can easily become the villain of a terrific chase sequence. After all, in The Blob the title creature does ooze under doors and over various surfaces, making getting away from it a difficult problem.

Aside from the importance of the blob itself, I think this shows us the importance of the B-movie as an "Appendix N" for early D&D. Much as Gygax would be influenced by Harryhausen as much as Howard and Vance, this kind of sensibility – the willingness to go in for weird aliens, giant creatures and things of indeterminate origin as "feature" monsters – provides another, deeply old school, alternative to monsters out of the fantasy "canon." And if anybody gives you grief for it, remember - the blob was first.

Tuesday, February 3, 2015

Arnesonian Ability Scores

If you have Jon Peterson's Playing at the World, you may have noticed the earliest known character sheet from a D&D game. On the back of the sheet, under the heading "Personality," there are scores for the following attributes, in two columns:
Brains, Looks, Credibility*, Sex, Health, Strength, Courage
Horsemanship, Woodsmanship, Leadership*, Flying, Seamanship, Cunning
* these are spelled poorly but you get the idea
The so-called "Dalluhn Manuscript" or "Beyond This Point Be Dragons" document, the following statistics appear on the character write-up (you can see it in a picture here):
Intelligence, Cunning, Strength, Health, Appearance, Ego
From the Gaylord sheet to Dalluhn (likely a playtest document or a copy of one), we see that things are a bit more formalized, with Brains clearly becoming Intelligence, and Looks going to Appearance. Credibility, Courage, Sex, Leadership, and the skill-like values (Horsemanship, Woodsmanship, Flying, Seamanship) are gone entirely.

In the Gaylord sheet, these are in the range from 3 (Gaylord's Seamanship) to 11 (his Brains, Flying and Cunning). Several values are crossed out and replaced with increased values. It's not clear whether these values were increased through play, or if they were changed for some other reason, but it seems entirely within reason that attributes would increase in Arnesonian D&D; it was very much Gygax's bailiwick to make them extremely static. Against this, many other games of the very early days of RPGs, such as Tunnels & Trolls and Runequest, used very similar statistics but assumed that they would be increasing as the character's adventuring career went on.

Over at the Comeback Inn, Greg Svenson says, "In my recollection, the stats were used more for task resolution than for adjustments in combat." This squares with Arneson's tendency to have players roll 2d6 for a great deal of task resolution: Gaylord's original Strength was 5, so on a Strength related roll he might have had to roll a 5 or less on 2d6. This same logic works in OD&D, where ability numbers have very little impact on the probabilities of combat, but many referees have used them for roll-under task resolution, such as calling for 3d6 or 1d20 under a specific stat to resolve an action not documented in the rules (which in OD&D is most non-combat actions).

Arneson was using this as a work continuously in progress. For instance, in the Comeback Inn link, Svenson mentions that the "Sex" stat was not, as may be expected, particularly involved in the more Gorean parts of Arneson's game. The "standard six" of D&D as codified by Gygax, even in the correct OD&D order (Constitution before Dexterity), are tried and true but far from exhaustive. Arneson was much more freewheeling, and felt free to define things that we might call "skills" but he treated just the same as any other characteristic. There is something to be learned from that attitude.

One of the implied uses of these statistics was for saving throws, which makes a neat parallel for later games like Castles & Crusades and 5th edition Dungeons & Dragons. It's doubly interesting that "Dexterity" – a favorite for stat-based saving throws involving dodges – appears neither in the Gaylord sheet nor in Dalluhn, even in some form that's not a word dragged out of a thesaurus by Gary Gygax. Most of the modern "Dexterity" score is actually a combination of dexterity (hand-eye coordination / fine motor tasks) and agility (quickness of reaction and ability to move easily). As an oddity of history, Daniel Boggs's Arnesonian reconstruction, Dragons at Dawn, wound up stuck with a very out-of-place Dexterity.

I also like a few of Arneson's stats, particularly "Cunning." Think of the difference between a game with a Wisdom stat and one with a score for Cunning; it's like the difference between a Tolkien novel and a Fritz Leiber short story. (I think this is why, for instance, Dungeon Crawl Classics uses Luck over Wisdom.) Appearance/Looks and Credibility are also an interesting twist on Charisma, although I'm less keen on "Sex" given the looks of many gamers. I'm really thinking that tinkering with ability scores is an easy way to give your D&D a small Arnesonian twist.

Wednesday, July 9, 2014

Rolling the Dice

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
- Dave Arneson.
One area where I find a surprising amount of diversity in gaming is in how, exactly, the dice are rolled. More specifically, some referees roll the dice in front of their players, or even have the players roll pretty much all the dice.

This couldn't possibly contrast more with how Gary Gygax and Dave Arneson ran their games. Arneson narrated from behind a screen that physically blocked the players from seeing him. Gygax hid behind a file cabinet. Players didn't know the dice rolls they were making; hell, they didn't know the basic rules of the game. Everything that didn't appear on their character sheets was a mystery.

In my games, I sometimes ask for a specific roll - "roll for initiative" or "roll to hit." But frequently I'll just ask for a d6 or a d20 roll, with no indication of why the player is rolling. I find this works best with the attitude of "rulings not rules," as I may have simply made a determination of a percentage, or a chance in 6, or a roll-under-stat roll, or one of a dozen other simple ways.

During exploration, I roll a few dice per turn, mostly six-siders. The function of these dice vary; sometimes they're the Eye of Sauron that indicates wandering monsters, or rolling to see if the PCs hear anything or notice secret doors; other times I'm rolling on some arbitrary chart or just rolling a die and seeing what comes up if I need to make some random decision. None of this would work with open rolls.

Running this way, I find that the dice – for me as a referee – perform a sort of oracular function. Most of the time they produce a sort of low-level background randomness, but sometimes their results turn out something that combines with PC interaction to be sublime. One die roll can transform a whole evening of play. That's part of why I am very much in the "let the dice fall as they may" camp.

On the other side, I look at it simply: if you get into a situation where we have to roll the dice, your PC's life is in the hands of the dice gods. Again, the dice fall as they may; you may win glory or die in ignominy. Fortuna is not always a lady.

One of the best parts of this approach is that it lets me borrow tons of stuff from different sources. On any given game night, there is a stack of books on my desk (or table on the rare occasions when I get to run in person) ranging from the Ready Ref Sheets and the 1e DMG to a list of 10-20 other books I keep mainly for the charts and tables. Part of my vision of D&D is that I don't have to be bound by any particular edition beyond keeping the rules for PC stuff fairly straightforward and stable. That's part of why I like my current B/X game: I can borrow anything I like, but the players have simple and well defined rules for their characters.

And of course that means killing other games / editions and riffling their pockets for spare change, hence my current project in looking at the clones.