Friday, January 12, 2024

Nothing New Under the Sun

The English mathematician and philosopher Alfred North Whitehead once famously remarked that the history of European philosophy consisted of a series of footnotes to Plato. By this, Whitehead did not mean that Plato had said everything that could ever be said about philosophy. Rather, he meant that Plato had set the terms for all subsequent discussions of European philosophy to such a degree that even those who disagreed with his conclusions were nonetheless thinking within a framework that he had created. I think something similar could be said of RPGs – to wit: the history of roleplaying games consists of a series of house rules to OD&D. 

We can debate the broader merits of this point of view another time. For the moment, my very specific point concerns the extent to which there's any point in creating "new" rules for a roleplaying game. At this point in history, a half-century after Arneson and Gygax forever changed the world, I feel very safe in saying that it's exceedingly unlikely that any game designer, no matter how clever, will come up with a rule/mechanic that hasn't already been conceived by many other designers before him. I'll go even further and state that it's exceedingly unlikely that any game designer, no matter how clever, will come up with a rule/mechanic that hadn't already been conceived within the first decade of the hobby. 

Given that, is there really any point, other than vanity, for a game designer to try and "innovate?" Hasn't nearly every possible configuration of rules been tried before? More to the point, haven't some configurations been found to be easier to learn and employ and thus more widely understood and accepted? Further, hasn't the configuration first introduced by Dungeons & Dragons fifty years ago – class + abstract experience-based advancement – been shown to be, by far, the clear winner in terms of widespread acceptance among players? One needs only to look at how commonplace D&D-derived systems are in computer and video games to see the truth of this.

Which brings me to Secrets of sha-Arthan, the exotic science fantasy roleplaying game I've been working on for the last two and a half years. While I've made a great deal of progress in developing its setting, its rules remain a moving target. Initially, I intended them to be a slight modification of those of Old School Essentials, which is itself simply a restatement of the 1981 Basic and Expert rules of Dungeons & Dragons. However, as I continued to tinker with it, I began to think, as no doubt many game designers before have, that I could reinvent the wheel. Slowly, my small changes to OSE started to become bigger and, with each change, the rules started to become more complicated and farther from the simplicity that has always attracted me to D&D and its descendants and clones.

Now I find myself wondering: should I just return to something closer to Old School Essentials? Certainly there will need to be some changes to accommodate the unique elements of the setting, but, by and large, Secrets of sha-Arthan is a game very much in the mold of Dungeons & Dragons and Empire of the Petal Throne (whose rules are themselves obviously derived from OD&D). Is there, aside from my own vanity, any need for the game's rules to deviate very much from the well-established template of D&D? Over the decades, I've played plenty of RPGs whose rules differed from those of D&D in ways both large and small, but how many of them, really, needed to differ so much?

I should add, by the way, that this critique applies even to many later iterations of Dungeons & Dragons itself, some of which make changes to the structure of OD&D that, to my mind, are unnecessary and even detrimental to play (I'm looking at you AD&D and your initiative system – among other things) but were likely introduced because someone believed he had a "great idea" to "improve" the rules. Yet, at least if my own experience is any guide, very few people ever used the AD&D initiative system as written, including Gary Gygax, preferring instead for the simpler roll-1d6-higher-goes-first of B/X. I don't think such people did so because they were stupid; rather, they did so, because they recognized that speed and intelligibility were more important than some abstract notion of a "better" rule. 

Nevertheless, the urge to tinker, to try and improve on a rules template that has stood the test of time is strong. It's a very difficult urge to resist, yet I am coming close to the perhaps inevitable conclusion that, aside from a few setting-specific tweaks, there's really no point in trying to one up D&D, because I will not be able to do so. Wouldn't my time be better spent in developing the setting and making it as compelling and accessible as possible? 

18 comments:

  1. Some might say that OD&D was footnotes to the unwritten rules of Blackmoor. Or that Blackmoor was an adultification of "Let's pretend."

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  2. I tend to agree about nothing under the sun is new, except... my college friend's game system, Cold Iron, has features that after years of talking about it on the internet, and looking at many systems, I have never seen. It has never been published, but I am working on my take, Cold Iron Blackmarsh Adventures - yes, I'm tying my take to Robert S. Conley's Blackmarsh setting with his blessing (and help). But you're also right, it was developed in the first decade of gaming... For those interested, you can find out more here: https://docs.google.com/document/d/1nyOzdxP8VZV2oSyKnxnS160WBRpC1Cd9fNfn2Va9VAI/edit?usp=drive_link

    That said, I HAVE seen some game systems that were definitely developed later than 1984 that as far as I can tell have features that had not yet been published in a system by 1984.

    Now whether there is anything else out there not yet developed or published, who knows.

    Well, there probably is room for some hyper computer assisted game that would implement stuff that maybe has been considered but never applied because it just wouldn't be possible without lots of computer assist.

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  3. I think that in the success of the Dolmenwood stand-alone rpg kickstarter lies the answer to your dilemma.

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  4. The whole post feels very abstract. Sure, on the one hand if you essentially take a well-established set of rules, throw in a few "house" rules and some window-dressing, and call it a new "system," it probably won't gain a lot of traction.

    (But so what? Even the most successful members of the indie RPG space aren't in it to become millionaires or super-famous; they just have a thing that they want to share.)

    On the flip side, I feel like you've gotten caught in a bit of a brain trap. In real-world, practical terms, how do you demonstrate whether something is an innovation or not; whether it's a "good" innovation or not? Like... setting aside diceless and card-based systems, I've read (and sometimes even played!) game systems where dice were used in new and unusual ways - and while you could likely argue e.g. "Well, that's similar to, and could be derived from, XYZ that they did in the early years of D&D"... if you're really taking such an abstract route, then even the tabletop wargames that inspired D&D were mere copies and remixes of older ways in which humans used imaginative play, simulations of the real world, and dice-as-randomness-generators.

    To put it another way: obsessing about whether there can ever be anything new under the sun is a pointless rabbit-hole that leads all the way back to prehistory and unknowability.

    If you make a thing that makes you happy, then that's good. If you want to share it, then share it. If somebody whose tastes are different doesn't like it, that's their problem.

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  5. I think if you are thinking of an rpg as "murderhobos get more powerful via succeeding in task resolutions" then yeah its gonna always be sort-of-D&D.

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  6. I prefer settings for A/D&D over new games.

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  7. I must vigorously dispute your thesis that there are no new and novel mechanics to be discovered in the art of RPGs. I definitely dispute the idea that all the good ideas were found in the first decade. The design explorations of the early 2000s took the form in directions previously unconsidered, and the current generation of young designers working in places like itch.io are moving even beyond that.

    That said, it's vital that mechanical novelty be intentional and tied to the play experience the designer wishes to create. If the desired play experience is similar to that of classic D&D, it's absolutely true that the classic D&D rules are the best fit for the job. Even there though, some tasteful and careful tuning can make sense to highlight the themes of the setting. This is the course that Gavin Norman has taken with Dolmenwood, much to its benefit I think. And of course Kevin Crawford is the master of the small mechanical tweak that pays off buckets in theme.

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  8. Market dominance of a standard does not imply its inevitability or superiority. VHS vs Betamax anyone?

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  9. I cannot remember where I read it, but I believe to have read an interview with an author of fictional works who said something similar to the following: JRR Tolkien both created and ended an entire genre simultaneously; because after "Lord of the Rings", what is there left to say about the 'fantasy' genre ?

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    1. Quite a lot imho, Tolkien covers a very specific niche of Fantasy, although perfectly so.

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  10. Were dice pools created by 1984?

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  11. It's hard to look at stuff like Blades in the Dark and Apocalypse World and think that no new mechanics have arisen since the 90s or so.

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    1. I see no new mechanics in Apocalypse World, just more consciousness of how the conversation happens and a formalization and restatement of how/when the GM and players speak and how this calls mechanics in play or viceversa.
      But: fiction hook ->2d6+stat Vs difficulty-> more or less hard outcomes built on the pre-existing fiction has existed since T&T and Traveller.
      The precise form of this was lost/muddled via oral transmission and bad habits, but it's always been there.
      Can't really say anything about BitD because I know very little about it.

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  12. I applaud all of you again for engaging the more academic side of this fantastic game. Other than trading a Constitution Point to have a left-handed dwarf, there were no innovations in our games. It was all down to having fun and creative problem solving.

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  13. Simple answer - yes, I'd be much more interested in Secrets of sha-Arthan if it's plain Old School Essentials with just a few optional extra rules/classes.
    In general it's a good rule to not create a new rule system unless you have a very good reason to do so, you're far better adopting / adapting an existing one; but you need to pick a system that fits the setting - Rolemaster wasn't a good fit for Middle Earth (there should not be magic-wielding PCs in Middle Earth).
    On the other hand - can you come up with a new mechanic? Well, I came up with one for my game that I'm certain no-one else ever used before. But that was because the system had a need for one, no system needs a new gimic just for the sake of it.

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  14. As someone (can't recall who) said: "If you think about a game mechanic, it's likely that Greg Stafford already invented it". Research and innovation are good things in general, but the trick is to stop when one realises that at some, infinitesimal changes just aren't worth the effort.

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