Friday, September 8, 2023

Cargo Cult

Yesterday, I was chatting with one of the players in my House of Worms campaign. He mentioned that, growing up in Europe in the 1980s, he learned to play Dungeons & Dragons from the German translation of the Basic Set supplemented by a photocopy of a handwritten French translation of the AD&D Players Handbook that also included articles from the magazine Casus Belli. He even showed me some of the pages from that translation, which was well over 200 cramped pages in length, which frankly delighted me. There was, unfortunately, no name attached to the translation, so we may never know which dedicated French roleplayer undertook this gargantuan task that had repercussions greater than he likely ever imagined.

Hearing this story reminded me of similar stories I'd heard from friends and acquaintances living outside the English speaking world: how they'd learned to play D&D – and it was almost always D&D – from a weird combination of sources, including fan-made translations passed down through multiple hands (and sometimes languages) before they laid eyes on it. The result, as the player in my Tékumel campaign explained, was often a faulty understanding of the game's underlying rules and mechanics, thanks in no small part to the "broken telephone" effect that comes when ideas are filtered through so many intermediaries. Of course, none of this lessened the impact of those ideas, as evidenced by the fact that most of these people continue to participate in the hobby of roleplaying decades later.

What's interesting is that, though I grew up in America, my own personal history as a roleplayer nevertheless contains plenty of similar "broken telephone" moments. To a great degree, this is because roleplaying, as a formal entertainment, was so revolutionary. People sometimes forget just how genuinely new – and peculiar – an idea it was at the time of its introduction. Looked at from the vantage point of a world where roleplaying and roleplaying games are not only widely understood but also widely played in one form or another, it's all too easy to see their ultimate acceptance as inevitable. Having lived through those times, I can assure you they were not. I can also assure you that it took a lot of explaining to get people to comprehend just what a RPG was.

In the days before the Internet, my friends and I had to rely upon our own wits and the accumulated "wisdom" of others to make sense of D&D. We turned to various gaming mentors, like my friend's high school-age older brother and guys we met in game stores, to learn how to play – and even then we were often led astray. The early days of the hobby had a rich oral culture, in which ideas about the "right" way to play various RPGs were shared freely anytime two or more gamers met one another. My friends and I were the beneficiaries of these ideas, because we had a very difficult time make sense of the rulebooks available to us at the time (the Holmes Basic rulebook and the AD&D Players Handbook and Dungeon Masters Guide).

Even after we had a better handle on the broad outlines of how to play D&D, we continued to make use of idiosyncratic rules interpretations and additions that we'd picked up here or there. Many of these were things that "everybody knew," though they could be found nowhere in the pages of any official D&D rulebook. To this day, I am still sometimes tripped up by "rules" I long ago took as Gospel that are nothing of the sort. Such is the power of oral tradition. In those days, it was likewise commonplace to see gamers, especially those, like me, who regularly served as referee, to carry around folders or binders filled with mimeographs or photocopies of house rules or articles from Dragon or White Dwarf that helped "fix" this or that aspect of D&D. 

None of us looked askance at this. Indeed, we considered it perfectly normal, since it was so widespread. Dungeons & Dragons was, for us, a bricolage, made from TSR's published rulebooks, gaming magazine articles, ideas someone once told us, and received opinion that we'd picked up, magpie-like, in our travels to local hobby shops, libraries, and schoolyards. It was a moving target whose basic shape was more or less consistent, but whose precise details often varied considerably from place to place and time to time. That's just how things were – and we loved it.

30 comments:

  1. Not so for our group in NOVA during the 80s. We started as preteens playing in games run by big kids. Along the way, we each bought different basic sets, Holmes or Moldvay. When we started reading the rules, we noticed deviations between theory and practice. We chalked it up to “Advanced” as used by the DM. Then we each bought the Players Handbook, DMG, etc., started reading those and saw ever more deviation. It soon became clear that our DM didn’t really know the rules and was just winging it. So, we formed a new group of aspiring purists lead by our precocious DM, who was in the gifted and talented program at school.

    We focused more and more on playing by the rules as written. Today, I’m amused when I hear people say, “We never used that rule,” for things like level training, encumbrance, weapon speed, first-level spell selection, etc. Our group used them all. We did fold in some material from Dragon magazine along the way, but for the most part played 1e by the book.

    Somewhere around age 15 we started to realize just how silly were many of the 1e rules. And our precocious DM even discerned how poorly written were the PHB, DMG, etc. We saw alternatives in other games such as Top Secret, Traveller, GURPS, rather than house rules for AD&D, which we almost never employed.

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  2. Apropos of very little, I have a sudden urge to re-read Dream Park.

    If that's Greek to you, the "LARP within the detective story" that runs throughout the book dwells on the subject of historical cargo cults as a source of actual in-game magic for a few chapters. Caught my attention because my grandfather (or at least the unit he served in) may have contributed to one or more cargo cults forming - he flew escort on a lot of cargo deliveries in the Pacific between 1944 and 1946, after which he was assigned to the occupation forces in Japan.

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  3. Proving once again that original form RPG's is an anarchic experience. From making your own culture/anthropology as you nomadically navigate the informational terrain and create alternative ways of how to play... to the players you share the experiences (physical and imaginal) with as a collective... even with fluid members coming in and out at times.

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  4. I thought this post would be about the Dream Park novel by Larry Niven and Steven Barnes and the Cargo Cult adventure in it. Perhaps another day.

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    1. Whereas I was half-expecting it to address the accusations by certain individuals on Twitter and elsewhere that the entire RPG hobby and industry for the past 40+ years has been a "cargo cult" and only they have found the Right Way to Play AD&D, Make Every Campaign Successful, Bring Peace to the World, and Raise Humanity to the Next Level of Evolution. :)

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    2. That require me to be on Twitter – or indeed to be aware of what goes on there :)

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    3. Didn't Twitter become a consonant or something recently? Or one of those cryptic glyphs like Prince used to use?

      Needless to say, I'm up there with James when it comes to social media non-presence. :)

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    4. FWIW, Dream Park was the first thing I thought of too.

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  5. So, my brother and I came into the game about a year after our first D&D group did, and quickly learned about things like Blue Mold (which could heal hit points and could be made into pill form), and the very handy Elvish String, which was a magical monofilament that could cut through just about anything...

    ...what, I'm sorry, you never heard of Blue Mold or Elvish String? Why, they're right there in the original boo— ... wait a minute. Hold on, maybe it was in Blackmoor?

    But of course the items had been created by one of the DMs in the game but had spread so far and wide among the lore of our sprawling group that we took it for gospel and only realized much later they weren't in the Little Brown Books

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    1. Blue Mould and Elvish String are congruent with the sort of D&D that I want to play. Please tell me more of them.

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    2. Oh you would have *loved* the Bone Room, the one truly mythical location in this quasi-shared world. My brother and I heard repeated whispers of this magical place from our friends, and the DM who had created it: a room filled with the bones of every single creature that ever existed, and a magic circle where, when you laid out the bones you chose, created a new and utterly unique creature — no matter how ridiculous or improbable — that was completely loyal to you.

      And here was the kicker: the Bone Room could only be found once by each player. After you made your monster, your character(s) would never find the room again, no matter how hard they looked. It was truly magical.

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    3. Blue Mold (at least in the pill form) would heal 1d6 of hit points — or as we called them "pips," another group rule that wasn't found in any book. Potency varied depending on the DM, so some pills restored d8 or d10, and eventually became as common as aspirin. I vaguely recall our adventuring party finding a large patch growing on a dungeon wall, and excitedly collecting it as if it were gold.

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    4. Our version of Blue Moss was the Medicine Bug. Harmless pseudo-insects you only found underground, they healed you if you swallowed them alive, which required a successful d20 roll. The more legs they had the harder they were to get down and if you failed you took choking damage instead.

      Reasonably certain the DM just wanted to gross people out. He was all of 12 at the time. :)

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    5. Well, to quote the experts, the golden age of science fiction is 12!

      https://www.gocomics.com/tomthedancingbug/2007/06/16

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    6. Medicine Bugs sound fantastic! Consider them stolen.

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  6. Having read scans of the original LBB, I can't imagine anyone being able to figure out that game on their own. You would have to have some sort of mentor to be able to make heads or tails out of it.

    Even the magenta BX box caused us 4th graders a lot of angst about how to play the game. Thankfully an older kid took pity on us and showed us how it was done-- or at least, how he played it.

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    1. so much this. I have always assumed people learned from others, forming a chain back to gary. or maybe dave. but no way they read those rules and played the game. it simply is too different from anything you already understand

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    2. When having stories told by actual original players that didn't play with EGG or DA nor any of the ones that did, rhose are awsome unique campaigns. That is likely do to the messed up rules that people got in the 3LBB. Beautiful.

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  7. I started playing AD&D in high school, introduced to it by a few people in my level and the year above. Four of us started playing most lunch-times with two of us alternating as DM. We had NO books for that first year, playing by what we remembered reading or being told, and by hand-writing out tables and stuff from friend's DMG and PH. I converted the biggest notebook I could get at the time into a hand-written monster manual, that I used for five years, slowly adding to it everytime I could borrow the MM, or FF from someone else. Lots of mistakes or odd rules in that first year. After that I got the PH and DMG for Christmas - made the rest of gaming much easier.

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    1. We played Moldvay Basic and Mentzer Expert until the big brother of a pal on the periphery of our group DM'd for us. He used a stolen school jotter with various bits copied out of the PHB, DMG and MM to run his game. I ended up copying fragments of his fragments into another jotter and we played a mash-up where the hierarchy was the jotter then Mentzer and then Moldvay.

      Looking back my favourite bit was making up spell descriptions as a guess based on the spell name. From example: Burning Hands set the target's hands on fire causing them 1d4hp each round for as long as they held any weapons or tried to cast spells. A save negated the damage.

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  8. Boy, this touches on a subject that I could talk about for hours, but I'll try to keep it short.

    I was introduced to Basic D&D in the late 70's, and transitioned to 1e AD&D in the 80's. The beauty of the game was the fact that it was NOT rules-intensive. Yes, it had countless rules, but it was clear that the rules were meant as guidelines- not to encumber the game but to enhance it, and the DM's I played with used the rules exactly that way.

    Somehow this original idea was lost over the decades that followed. It is a strange experience to play 1e with younger people today and see how hung up on the rules they are. I understand why, or at least I think I do. The appeal of 1e for them is how much harder or more realistic it makes the game compared to the subsequent editions (aberrations) of AD&D they grew up on. I get it, but I feel like they're missing a much larger, more important point. The game was never meant to be about rules. It was about tools. Tools to build a world, and to play in it with your friends.

    Glad to know there are still some DM's out there inventing Blue Molds and Elvish Strings.

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    1. Hard agree with this. My first exposure to RAW proselytizers was in the late 00s, and remain bemused by the occasional bit of zealotry, not to mention the claims that this is some sort of return to the way people "used to play the game". I have played since the late 70s, and never knew anyone to play a RAW game.

      Indeed, the fact that Dragon Magazine frequently published people's houserules, including from big names in the industry, convinced us that this was the way it was *meant* to be played. The only gaming culture I ever knew was DIY.

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  9. A hair-raising Hungarian story: according to legend, some 30+ years ago, in the era of photocopied, barely readable AD&D phone books, in one party the clerics used to turn INTO undead, instead of turning THEM.

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  10. When I was a teenager in the early eighties, I moved to Munich from Slovenia. I used to play the Intellivision Advanced Dungeons & Dragons video game. The game description said that it's based on a roleplaying game. I was confused. I thought maybe it's based on a weird theatrical play. It wasn't until I bought Das Schwarze Auge (Black Eye), thinking it was a board game, that I learned what a roleplaying game really is.

    At some point I switched to Mentzer's red and blue boxes, whose German translations were readily available at that time. Later, maybe years later, I was made aware that Munich had a roleplaying game store, selling rpgs in English, most importantly AD&D, although the first game I bought was Bushido. My English was still very basic then, and I remember struggling to differentiate between Potion and Poison, but my understanding grew with each game I bought, and I bought a lot.

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  11. Y'all are in good company: In the book of essays "The 100 Best Hobby Games" (Green Ronin Publishing 2007), Richard Garfield — yes, of Magic the Gathering fame — snagged the coveted essay on D&D, and wrote about being a young teenager in the mid 1970s and hearing about this amazing game everyone was playing...

    ... but much to his frustration discovered was always sold out at the only game store in the area.

    Rather than wait, Garfield describes his attempt to make up his own version of D&D based on stories he heard from older kids who had played.

    The whole thing is worth reading, and the book is still available online:
    https://greenroninstore.com/products/hobby-games-the-100-best-pdf

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    1. Will second the recommendation for this book. It also contains essays by Gary Gygax (on Metamorphosis Alpha) and Marc Miller (on Triplanetary, if I recall right), among others.

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  12. the impact of the spread of video/computer gaming on the role playing game is immense and in many ways I think crushed some of the crazy DIY spirit out of things.

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  13. Did anyone else go from the Blue Book DnD to the AD&D books, skipping Basic and Expert, like I did?

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