Monday, February 22, 2021

Part 2 of interview with RPG Review from 2016

 In 2016 I was interviewed via email by the magazine RPG Review. Here is that interview, divided into three parts. This is part 2.

 

 

Your material in early issues White Dwarf magazines for original Dungeons & Dragons established you as a practical theorist of roleplaying games. In those early articles you criticised "silly/escapist" styles of games and games which were based around GM domination of a narrative, and argued for significant player control in the game and story development, an internally consistent setting, and an emphasis on player skill. How much criticism did you receive at the time for these positions, and how do you think RPG game design has changed over time?

 

I suppose you could say my views occasioned controversy at times, though no more than now.  I’ve learned to sometimes ignore idiots and trolls these days, where I’d have engaged them decades ago.  I follow an amusing twitter handle “Don’t Read the Comments” - but I usually read them.  Sigh.

 

In addition, there will always be the occasional person you never heard of, who inexplicably has it in for you - I’ve even been called an “elitist” lately, which is something I’d never have seen 30 years ago, I think.  I am both blunt and not politically correct, and have a fairly thick skin. I despise the rampant egalitarianism - that everyone must be the same, instead of everyone must have the same opportunity - that’s dragging down the country.  It’s impossible to avoid offending someone or other if you actually do anything useful.

 

 

Owing to the influence of video games, especially MMOs, and a general change in game player attitudes, we've moved into an era of reward-based rather than consequence-based gaming.  RPGs, being the bridge between video and tabletop games, are affected perhaps more than board and card games. Designers adjust to the audience, if they want a large clientele.  Lots  more on that with the next question.

 

 

As an observer and critic of Dungeons & Dragons since the beginning, could you comment on your thoughts of the games' development, from the original to 5th edition? I note that recently you expressed some criticism of 4th edition, for example suggesting that its focus on combat was an area that computers do well, whereas the role-playing freedom aspects were diminished. Could you elaborate on this comments, and do you have a favourite edition?

 

1st edition is my favorite, a fairly simple, cooperative “combined arms” game. 2e was not much different than 1e, why switch? 

 

3e is a game for showoffs, for one-man-armies, a game where people do their best to gain unearned advantages by finding beneficial rules amongst the great mass of rules that have been produced. And teh zeitgeist of the time was that referees were supposed to accept all those rules, though I never accepted anything beyond the base books when I reffed 3e.  And it was much too “crunchy”.  It takes too long to generate a character, and the monsters with their stat blocks are a big headache even to experienced editors. D&D is about having cooperative adventures, not about one-upmanship, as far as I'm concerned.

As many have observed, 4e is "WOWified", made to be much more like the World of Warcraft MMO. 4e isn't really D&D, though it is a cooperative game (which 3e isn't). But 4e practically eliminates all the spells for exploration and interaction with NPCs and focuses almost entirely on combat, yet combat is what computers do best and human referees do worst. I suppose there was a strong effort to make the game easier to referee so that there could be more campaigns and more players.  The parts that human referees are much better at than the computer, the exploration ("go anywhere") and the interaction with NPCs, are also the hard parts of refereeing.

 

I haven’t read all of the 5e rules yet, but a reading of the spells, character classes, and the healing rules shows that it has become “infected” by computer games. Leveling up (quickly) rather than enjoying the adventure has become the focus. When I started playing, and going up from, say, 8th to 9th level might take more than a year of real time, you enjoyed the adventures because leveling up was so rare.  And now you don’t enjoy the game by earning your awards, you expect to be given rewards for participation. This isn’t much different than what’s happening in society as a whole, so I’m not blaming D&D in particular or any edition in particular. It’s just following the crowd, which is more or less necessary if you want to sell to a very broad market. But I always played D&D as a kind of cooperative wargame with human opposition provided by the referee (though the referee is not trying to win, he or she is trying to scare the snot out of the players without killing them).

 

I don’t much appreciate D&D as the new playground ideal. It was pretty hard to get killed in 4e (which I've played a fair bit but never reffed) and it looks like it’s even harder to get killed in 5e, even though (I read) they retained that absolutely atrocious surprise rule that’s going to get high level characters killed sooner or later.  D&D breaks down when characters become really powerful, because so much depends on getting the drop on the enemy, on striking first.  When a die roll can get you at least a turn behind, You are Going to Die.

 

I heard second hand that Mearls and company thought about capping the game at 10th level.  That would have been progress.

 

Of course, it's not just roleplaying games that you've been involved in. You're possibly even more well-known for your boardgames, Swords and Wizardry, Valley of the Four Winds, Dragon Rage, Britannia. Of these games the latter two have been republished, and Britannia has seen several international editions and expansions, and even spinoff designs (e.g., Maharaja). There are persistent rumours of an expansion to the core rules you include Ireland and the Isle of Man as well. Is there any grounding to these rumours, and why do you think this game in particular, with it's epic time-scale and and multinational player system, has been so successful?

 

There are new editions of Britannia on the way.  There was a variant of the first edition (Gibsons/AH) that included Ireland and Isle of Man, and “Ultimate Britannia,” which is a variant of Epic Britannia, also includes Ireland and Man. Epic Britannia is a development of FFG Britannia that is a better teaching tool, more "realistic" if you will. For example, "starvation suicide" is not possible, and scurrying into the highlands when you know there will be a big invasion next round is not possible.  Raiding on land is as much part of the game now, as it was historically.  And the Romano-British are much stronger.

 

Rule Britannia (which also includes Ireland) is a shorter, diceless version using battle cards. Conquer Britannia is the shortest version, having been playtested in as little as 84 minutes. The new editions should be published over the next couple years if I’m still around.

 

Why has Britannia been so successful? Sometimes the designer isn’t the best person to ask that question.  It’s very much a planner’s game, and quite a bit a psychological game though there is a system to master. Planner’s games are less and less popular as time passes - in society we don’t plan as much anymore because we have satellite navigators, cell phones, DVRs, etc. - but part of the reason that Avalon Hill’s wargames were so popular was that they were planner’s games. Now even wargames have moved quite a bit toward the adapter or even improviser (card-driven games), which take less effort in an age when few people seem to have time and fewer are willing to expend effort on their entertainment.  Multi-player (more than two) games have become more and more popular as time has passed.

 

Another reason Britannia has succeeded is, it’s really pretty difficult to turn warfare into something for more than two sides, and still maintain a strong grip on reality. (Risk has more than two sides but Risk has very little to do with actual warfare.)

 

Finally, the methods I devised for Britannia are adaptable to most pre-gunpowder situations, and I’ve seen people try to use it for gunpowder and even modern era where the mechanics don’t make much sense, but people like to play games with those mechanics.

 

End of part 2.

 

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