It’s not as common as it used to
be, but from time to time you still see a particular phenomenon pop up as a
point of contention within the hobby of roleplaying. The phenomenon in question
is a tendency by one group or another of roleplayers to decide that some other
style of the hobby is inferior or else not even roleplaying at all. I have seen
fans of the older style games hurl invective filled tirades at newer games,
dismissing the players as sycophants, fad-followers and other such terms. I
have also seen fans of newer style games dismiss even classics of the hobby
such as Dungeons and Dragons as being wargames or even simply a board game. I
have heard stories related to the Forge in which some individuals who had had
some clout in the industry tried to paint certain styles of gameplay as being
inferior, or even damaging, as compared to others.
This all strikes me as rather
ridiculous. This is sort of the same as if you were to get soccer fans and
football fans together and each of them would be claiming that the other was
not a sport. It is a ludicrous premise on the face of it.
More than anything else, it seems
as if the complaint is fueled on both sides by people who take some sort of
personal offense on behalf of their preferred games. For example, I have seen
people take offense at the use of the terms “traditional” and “modern” to
describe different games. It hasn’t even been consistent in which side takes
offense. In one case, someone takes offense at games like Dungeons and Dragons or
Call of Cthulhu being referred to as “traditional” because they assume that it
comes with the implication that they are not as advanced or well developed. On
the other hand, I’ve seen people take offense at Fate or Powered by the
Apocalypse being referred to as “modern” because clearly the term “modern”
means that they are without structure or substance. The same goes for the terms
“old school” and “new school” some people prefer their playstyle to be called
one or the other, and others take the terms to be insults. It seems like whenever someone categorizes
something that somebody is going to make the assumption that one category is
clearly inferior to another.
This can clearly be seen in the
categorization method of marking games as “narrative”, “simulationist” or
“gamist”. These are three arbitrarily chosen poles around which to categorize
games. I rather like the terms on the face of it since I feel like a category
system that includes only two terms lacks depth and a category system with too
many terms would be so diffuse as to be worthless. However, the problem with
these terms is that they were initially used by a man who crafted the system in
order to “prove” that some games were better than others. Among other things,
it is implied that trying to mix elements of the three styles of gameplay is a
sure path to failure as a game. There was also apparently a fair amount of
implication that one of the three styles was superior to the others and quite
frankly, I can’t be bothered to look up which of the three it was because,
again, it is a ridiculous premise.
There was an article recently
about how the Air Force determined that building a cockpit to fit the average
person was a recipe for failure because the average person doesn’t exist and
that is the same situation as we find in roleplayer game style. Playstyle
preference being a model of human behavior, you’re never going to get someone
who fits precisely the ideal model of a particular playstyle. Every person is
going to be slight mixes of the various playstyles. This is why I refer to the
Gamist/Simulationist/Narrative set of terms as “poles” rather than categories.
You’ll have games and players that lean more one way than another, but they’re
all going to most likely be scattered about in the area between the extreme
ideal definitions of the terms rather than standing on the term itself.
There also seems to be a trend of
the attitude where a bit of praise leveled at one game is exactly the same as
an insult leveled at another. For example, I have seen blogs where people are
provoked to profanity over Vincent Baker’s Apocalypse Engine being referred to
as innovative and having made a mark on the history of the hobby. By the
attitude displayed, if Apocalypse World was innovative then clearly that meant
that older-style games like Dungeons and Dragons or Tunnels and Trolls was
clearly inferior.
Another point of contention I see
is the concept of “metagaming” and there is a continual accusation that certain
playstyles are metagaming. The problem here is that there is no one single
definition of what exactly metagaming is. Of course, every time I point that
out someone will give their definition of what metagaming is as if their
definition is the one true definition.
To be fair, the most common
description of metagaming I’ve seen is “anything that takes you out of your
role as your character”, but that is, at best, vague. Not only will the things
which fit into “anything” be different from person to person but different
people will define their role in different ways. In some readings of that
phrase I am metagaming whenever I pick up dice, ask the GM questions to clarify
descriptions, look at my character sheet, eat a piece of pizza or do any of a
number of other things. You’d think it would be impossible to play a game
without metagaming. The closest you could get to a game with no metagaming is a
freeform roleplay. Quite clearly the people that give that description of
metagaming do not intend for it to be read in such an extreme way.
The Wikipedia definition is “any
strategy, action or method used in a game which transcends the prescribed
ruleset, uses external factors to affect the game or goes beyond the supposed
limits or environments set by the game.” This doesn’t help matters anymore
since what is and is not considered metagaming would change from system to
system because the “prescribed ruleset” or “supposed limits” change from system
to system. For example, some might consider some uses of Fate Points in the
Fate game system to be “metagaming” but by the Wikipedia definition they are
not since they exist within the defined limits of the prescribed rule-set. On
the other hand, a number of people feel that the mechanical impact of the
Alignment system in D&D is likewise too much metagame.
To me, accusations of metagaming
just strike me as a way to say “I don’t like the way this gameplay works” in a
manner that gives at least an appearance of legitimacy. In literary circles,
the term “Mary Sue” has likewise become so widely applied that it has lost any
reasonable definition and yet people still equate it with being a legitimate
condemnation. I tend to believe that this stems from the idea that we don’t
believe that saying “I don’t like the way this gameplay works” or “I don’t like
this character” are already legitimate statements. After all, it’s a statement
of what a particular person does or does not like which means people can safely
dismiss it.
Come to think of it, that might
be the source of this all. People seem to want to equate their subjective opinions
with being objective facts. That might explain why people will say “this
mechanic is too much metagaming” instead of saying “I don’t like this
mechanic.” I suppose the idea is that if you’ve grammatically removed yourself
from the statement that this somehow magically changes an opinion into fact and
thus everybody that disagrees with you is simply misguided. To be fair, I’m
being more than a little bit caustic in my description there. The implications
of this behavior include the ideas that subjective opinions are not legitimate
and that the difference between subjective opinion and objective fact is a
matter of semantics and neither of those statements is correct.
For example, I do not like
class/level based systems very much in terms of tabletop roleplaying games. I
never understood how, in games like Advanced Dungeons and Dragons, being a
wizard meant you couldn’t learn how to use a sword and while the idea of
religious weapon restrictions made some degree of sense, it seemed ridiculous
that there were no religious orders which considered the sword their proper
weapon. When you got to Third Edition, there was the equally bizarre situation
where skills that are basic to all fighting arts: feinting and reading
opponents; were handled by skills that were not considered class skills for
fighters. For that matter, the entire concept of “class skills” seemed
ridiculous. People learn skills based on how much effort and time they put into
them, not based on their occupation. Then you get to multiclassing and it gets
even worse. Now you have a situation where you are actively using two sets of
skills approximately at identical levels but one set you improve at a time in
this very artificial manner. If you were to look at advancement on a chart
you’d see a very clear set of plateaus and cliffs marking points of
improvement. To be fair, you get the same plateaus and cliffs with a point-buy
XP system or even an improve by use system as well, but you have to “zoom in”
further to see them than you do on a level system. Still, to me the entire
concept of classes and levels has generally made it more difficult for me to
think of the game as anything but a game. It is very much a strain on my
suspension of disbelief.
The entire previous paragraph is
a subjective complaint with regard to the class/level style gameplay used by
Palladium, D&D and numerous other games. It is a statement of why that
style is not my favorite style of gameplay. As long as I limit its scope to my
personal dislike it remains a legitimate reason for why I dislike that method
of character building and advancement. What it is not, however, is an objective
statement for why Dungeons and Dragons is a horrible game that shouldn’t be
considered a real roleplaying game and that people who enjoy it are stupid
idiots afraid of advancing into more modern and superior games. I am saying
none of that, because I don’t believe any of that. I have enjoyed Dungeons and
Dragons in most of its incarnations (from Basic Red Box to Pathfinder and 5e)
and I can play it as my character rather than as a character sheet. The basic
gameplay mechanics are well thought out (though flat curve systems are another
personal dislike) and I can usually refluff classes and races to match my
concepts.
Whenever I see this problem pop
up, regardless of which side is doing it at the moment, I can’t help but think
about the situation we have in the education system where various groups are
trying to push Common Core education and especially Common Core math. There is
a particular image out there where a monstrosity of a building is depicted as
“the first building designed with Common Core math.” The obvious implication is
that Common Core math is inferior to traditional methods of teaching math but
that is just flat out wrong. The Common Core methods of mathematical problem
solving are just as based in logic as the traditional methods and will result
in correct answers just as well as long as the proper procedures are followed.
The issue with the push for Common Core isn’t in the procedures for the math,
it is in the people grading papers who take points off for not using the Common
Core methods. The problem there is the same as the problem that results in
accusations that X game is an RPG and Y game isn’t: the assumption that there
can only be one correct way to do things.
Innovation in the hobby is not a
matter of making a better game than those that already exist, it is a matter
of making a game that appeals to a different set of people than previous games
appealed to. There will be some overlap. There will be people like me who enjoy
a number of systems that overlap numerous playstyles and there will be people
that only enjoy a narrow set of playstyles. The larger variety of playstyles
for which there are games, the more that the hobby grows. Each new system comes
about because someone, somewhere decided that they liked the idea of a
roleplaying game but that something about the mechanics of the existing games
got in the way of their enjoyment of it. So they came up with a new system to
address what they didn’t like about the previous systems. Some people would
dismiss that as “well obviously they had bad GMs” and suggest that if they had
better play groups or better experience that they would obviously see how X
system is the best system. That may be half-true, in that a better play group might have resulted in a better appreciation for a system, for some cases but there are likely just as many cases where that player and that system are a bad match.
There’s plenty of room for
D&D, Fate, PbtA, BRP, Savage Worlds, HERO System, M&M, GUMSHOE, Cortex,
True d20, d6, FFG:Star Wars, Shadowrun, Storyteller, GURPS, Cypher, TORG, Toon,
Runemaster, One Ring, MERP, Palladium, White Star, Tunnels and Trolls, Dungeon
Crawl Classics, QAGS and whatever other system you can think of.
They are all Roleplaying Games.
An Ode To Ridiculous Premises. :)
ReplyDeleteP.S. I find it odd that someone thinks Dungeon World is "innovative", but it's not something I'd choose to argue about. I'd be hard pressed to call any roleplaying game "innovative". Amber, possibly? Everway, maybe? Gumshoe, perhaps? But even those are all variations on previous games.
I perceive the history of RPG design as less one of "innovations" than one of a burbling, mutating mass, slowly spreading out from a central point, which itself has continued to burble and mutate as time has passed.