BUT, it's not just me that nobody agrees with. Nobody seems to agree with each other. And even when they do, they argue about what they agree on. So maybe it's not just me that is stinky.
God, I hope it's not just me that's stinky.
The following is going to be a long and rambling breakdown of how I see stuff.
Ludo-Narrative Dissonance
The way I see it, is everyone is (unknowingly) a hypocrite, or trying to square peg a round hole. From every school of thought, I see people saying they want X thing from TTRPG's, but play using Y rules that do the opposite, or at least make it harder than it needs to be.
D&D 4th Edition and the WotC editions in general are a great example of this. They took criticisms of 3.5E's bloat and tried to streamline it. Except in the end, it somehow turned out even more byzantine than all previous editions.
There is Another Way
That kind of spawned the Oldschool Renaissance (OSR). A lot of dissatisfied people started looking back at previous editions to see what might be useful, and they (re)discovered a lot of the simple elegance of that stuff from the 70's and early 80's. For sure, it has it's archaic quirks, but those could be ironed out after several decades of select game design improvements were applied. Like restoring antique furniture.
Others settled on Pathfinder, but I don't know anything about that culture so I've nothing to say about it.
The Dam Breaks
4E tripped something in my brain. I was miserable running it and miserable playing it, but for the longest time I didn't realise it. I would spend days and days designing campaigns and encounters and set pieces according to the perfectly cromulent guidelines from the DM's guide and numerous blogs on the subject. And I kinda enjoyed that. It was a very nice mental exercise.
But then you get to the table with it, and nothing works as well as you thought it would. Nothing lands with the players. Nothing engages them. But I've always been the go-to DM of the group. People like my campaigns and are excited to play in them. Or so they tell me. So what went wrong? Did I lose my touch?
Sorta. I stopped doing what I normally did. What was comfortable for me and running my game. Instead I was running 4th Edition. As prescribed in the official material, and advised by several well written blogs. It was very compelling in theory, but didn't work out in practice.
A bit about my gaming history.
I was introduced to D&D in the early 90's at about 8 or 9 years old by a friend's older brother. He sat us down and ran an introductory adventure from the Basic edition of D&D (he had a mix of early 80's Moldvay and Mentzer books). He ran one session, then handed over his box of D&D books to us and set us on our way.
We didn't really understand the rules that much, but we muddled through it, making things up where we needed to, and had a blast playing. The rules didn't get in the way, and we probably weren't even following them properly. We just did what worked for us.
When I started highschool, 2E was the game de rigueur. So we ran that in much the same way, but with more comprehension of the rules. 3rd edition was released during my senior years and everyone jumped over to that. It was just fine in the early days before all the splat books came out.
In between all those major editions of D&D, I also experimented with all sorts of other games. Cyberpunk 2020 (ha!). GURPS. Vampire. I got deep in to mechanics. I loved reading those rulebooks and absorbing the mechanics. But when it came time to actually play with them, everyone kind of switched off. Looking back, I can see it was because the mechanics got in the way of the adventure. D&D managed to toe the line pretty well between mechanics and role-play all the way through until the latter days of 3.5E, which is why it was always the constant with me and my groups. We'd go off and explore other games for a bit, but always come back to D&D.
But what captured my 8 year old mind just as much as D&D was the Fighting Fantasy choose-your-own-adventure novels. Which at some point released their own game system called Advanced Fighting Fantasy. I played that in tandem with D&D through primary school and came back to it after graduating highschool.
What was great about AFF was that it was a very light system. It had 3 stats, used two 6-sided dice for everything, and the books were paperback novel format so they could be easily toted around. We could play it on the go. Exploring the woods, we'd have nothing but pocket notepads, pencils and a couple of dice. The rules were simple enough that we had them memorised and could do everything off-the-cuff. You could play this game anywhere at any time so long as you could find a reasonably flat surface to roll a die on.
What fascinates me about it, is the idea that you could have simple mechanics as robust as D&D, but a fraction of the mental overhead. You can hold it in your brain and never really need to reference a book. The flow of play never gets held up trying to find or resolve one rule or another.
Like Sands Through the Hourglass
All these TTRPG's talk a big game about how they allow you to use your imagination, and how the role-play is the thing. And how they're easy to use and resolve. But how often have you - even in the highly lauded 5th Edition D&D - had to stop to look something up? Or wait 15 minutes for your turn in combat? Or flip through multiple stapled pages of character sheet to find something? Or make a series of rolls, one after another to resolve a single task? Could you estimate how much time is spent on doing that? Or what percentage of your sessions are devoted to that kind of thing, vs engaging activities that move the game forward? I think if it's taking more than a few seconds to roll and adjudicate something, you might be having your time needlessly wasted.
No Efficient Gaming Under Late Stage Capitalism
Keep in mind that writers tend to get paid by the word. And businesses need to be putting out regular new products in order to stay in business. It behoves them to design a system that can be constantly expanded upon with new material. Which inevitably leads to greater complexity. Which slows the game itself down.
Like how your phone or PC gets slower over time as all the software and patches and advancements tax hardware that was built to become obsolete within 5 years, forcing you to upgrade regularly, sustaining the business indefinitely.
The average lifespan of an edition of D&D is about 7-8 years. 5E is doing quite well in that regard. I wonder how long until it buckles under the weight of all those expansions and a new edition becomes necessary. It'd actually be cool to see it stick around for 15 or even 20 years though. Will the business model hold out? Will people's imaginations hold out? They've done it with Magic the Gathering.
Tap That Market
Ah. Magic the Gathering. Simple to learn. Hard to master.
Simple to learn. You can memorise the basic rules of play. And all the special mechanics are explained on the cards themselves. Funny how something so simple, but robust enough to be expanded on infinitely can stand the test of time. Nearly 30 years MtG has lasted. It's seen the rise and fall of several editions of D&D, and remained relatively unchanged itself in all that time. No major rules overhauls. Cards from 1993 are broadly compatible with cards from 2020. It might not be balanced particularly well, but the mechanics will interact with each other pretty smoothly. Try pitting an AD&D party against a 4th edition Beholder. You wouldn't be able to run the encounter, the mechanics are so different.
Mental Breakdown
So, coming back to the pivotal moment where I realised I was playing the wrong game. 4th Edition. It killed off my longest running gaming group. We'd been playing together for the better part of a decade. But something was off with 4E. I was the mainstay DM of the group, while the others would run something between campaigns or if I had burned out and wanted a break. But within the first year or two of 4E's run, nearly every one of us had tried to run a campaign with it, and each one had fizzled out. We didn't see it at the time, but looking back, I can see that the rules and the gameplay were exhausting to deal with.
But at the same time, we enjoyed it. It doesn't matter what rules you use, as long as you're having fun. But it was kind of like one of Sauron's rings of power slowly turning us all in to gollums.
Anyway. After one particularly sucky and short-lived campaign we all sort of burned out on D&D and just stopped. But for me, I started thinking about what went wrong and I realised that for a very long time, I've not actually enjoyed D&D. At least not as much as I could have. And I started thinking about why that was. What parts of it specificially were giving me headaches. I sort of came to the following conclusions:
Too many rules slow down the game, which more often than not makes everyone bored. Rules should be simple and flexible and quick to resolve.
Making characters was more fun than playing them.
My groups most memorable characters were made in simpler systems with fast and basic generation, started as mostly blank slates and grew their personalities through play.
Designing campaigns was more fun than playing them.
My best campaigns were largely improvised in play.
Structured design takes inordinately long to prepare and is only rewarding to me while I'm designing it. It never once paid off at the table.
Memories
I started going back through my memory to the good times, to try and identify the best games, what rules were used and the various other circumstances that contributed to it. I most fondly remembered B/X D&D, AFF and a homebrew that were based on AFF. At the same time, I came across the OSR and rediscovered oldschool D&D and the philosophy of that playstyle that had been lost over time. That was kind of a second epiphany.
Oldschool rules tended to facilitate the gameplay they intended. If you play them the way the rules imply you should, then everything runs smoothly.
Modern ones are struggling with that. They say it's all about storytelling and role-play, but the rules are intended for tactical strategy and action combat. If you try to role-play, you find yourself having to jump mechanical hurdles to do it.
So for a while, I was deep in to the OSR scene. I loved the DIY attitude, I loved the type of game those rules supported. But the people did sort of have an air that I can't describe and won't even attempt to because it'll mischaracterise them. In any case, I never fully felt comfortable in that scene, so when google+ shut down and several scandals turned the OSR in to a complete mess I quietly exited.
Once again, I started thinking too much about this stuff. The oldschool philosophy is pretty good, but as I was reading through the dozenth twist on B/X or some clone of it, I picked up on the fact that people are still having to tinker with the rules to get them to work for them. And I too have always done the same. There's still a few things getting in the way.
Space Kings
Made by a guy whose group played D&D at a bar. The drunker they got, the harder it was to play. Too much math and tracking and dice flying everywhere.
So he made a game that used a deck of cards to resolve everything. Very little character tracking.
Super fast and elegant to resolve. Easy to learn and memorise. It was like AFF all over again.
It really distilled TTRPG's back to the core mode of playing: The player says what they want to do. The DM tells you the result, and if you need to flip (roll) anything. The DM improvised and narrated results based on how good your draw was. Not much more to it than that. But it was robust enough to sustain lengthy campaigns while drunk.
Brilliant. It might even be perfect.
Veteran Players
I've noticed that the more familiar players get with the rules, the more they tend to think in rules. New players don't know the mechanics yet, but they're told it's a game of imagination and to just describe what they would want to do as if they were there. Then the GM tells you the result and if any dice need to be rolled. Every RPG rulebook ever tells you that's how the game works.
It's a good way to learn the rules. But over time, as those rules are learned naturally through play, the player builds up a sort of mental index of approved game interaction options. The brain naturally likes to make things easy, so instead of describing in real-world terms what they wish to do, they'll pull up a game rule and say "I want to do that".
Newbie: "I swing my sword at the orc, trying to chop off his arm"
vs
Veteran: "I use Dismemberment, which gives me a +5 to targeted attacks"
Some games encourage this more than others. For instance, modern D&D has pages and pages of feats, skills and combat mechanics that cover almost every situation. So naturally, the players will learn this language and push the button or pull the lever that does the thing.
Some players are more or less susceptible to this as well. Typically, those who don't like reading or learning rules will stay in that improv mode longer, because they don't bother mentally cataloguing mechanical interactions.
Some players are so deeply invested in mechanics, that they think that IS the game, and if you're not interacting using that language, then you're not playing it properly. Or if the rules don't do it that way, then the game itself is not doing it right. Role-play is not what a role-playing game is to them. Character building and combat strategy is what role-playing is.
To a lot of people, that's what they signed up for, or are comfortable with. But it is at odds with the creative role-play side of TTRPG's. As much as I appear to complain about 4E, I recognise it's perfectly good as a straight up tabletop wargame. It might be remembered more fondly if WotC marketed it as such, shed the pretence of role-play and made it a D&D branded competitor to Warhammer.
Forever Young
So what do you do about this seemingly inevitable path away from roleplay the more you master the rules?
Build the rules in such a way that creative thinking and role-play are a necessary component. I'd say what you leave out of the rules is just as important as what you put in. If the rules don't let you fall back on codified interactions, then you're forced to stay in that new-player-imaginative frame of mind in order to play at all.
This is what a lot of rules-lite and minimalist systems try to do. They give you one or two universal mechanics that can be applied to any situation with a little imagination. So, the less robust they appear on paper, the more robust they are in practice.
A side effect of leaving things up to the imagination is that it actually exercises the imagination, which makes the imagination easier to use, which creates a cycle that ever improves your game. From speed of play, to engagement, to excitement.
And once again, if you don't like leaving things up to people's subjective opinion; I think you might be playing the wrong kind of game. Or playing with the wrong group. If you can't trust everyone to be reasonable and mature and cooperative; the game rules aren't the problem here.
I'm not advocating for purely narrative systems with no rules. And people who imply my train of thought will inevitably lead to that are either falling prey to the slippery slope fallacy, or arguing in bad faith.
It's still a Role-Playing Game. Game is still a word there. People showing up to an RPG still want to roll some dice, just as much as they want to wax Shakespearean with an NPC for half an hour.
I'm saying the ideal should be a balanced ratio of Role-playing to Game. And a seamless transition between the two modes. Or no transition at all. Rather than Role-play mode and Game mode, a single mode that is both at once. Neither end of the scale should get in the way of the other, but rather support, facilitate and enhance the other.
I am aware that there are a number of systems that attempt exactly that. I've read a lot of them and for one reason or another they tend to rub me the wrong way. If I could point at a good version of it, I'd say Space Kings. If I could point at an example I dislike, it'd probably be something like FATE, Powered by the Apocalypse, or similar "storygames" along those lines. But nailing down the why of that is something I'm having trouble with.
I've run out of things to say in this post. I don't expect anyone to read it or agree with me on anything. I just had to get the poison out.
It probably won't be the last rant, but I do want to start posting more actual gameable content at some point. Maybe. If my attention span holds out.