The Alexandrian

Posts tagged ‘thought of the day’

Dungeons & Dragons - 5th Edition

UPDATE: Many moons ago I wrote a lengthy post discussing the 5E Consultant Witch Hunt, using it to discuss wider issues of outrage culture and the witch hunts it engenders.

At the time I described the accusations as being without evidence. That was true… at that time.

Subsequently, however, a great deal of evidence has emerged that the two people at the center of this controversy — RPGPundit and Zak Smith — are, in fact, giant scumbags. The former has repeatedly associated himself with white supremacists and advocated genocide. The latter has accumulated a lengthy track record of gaslighting, impersonating others, and truly horrific abusive behavior both online and offline.

This evidence also now includes a great deal which directly substantiates what was being said in 2014.

I don’t necessarily regret giving them the benefit of the doubt in 2014 when this evidence was not yet available, but, ultimately, mea culpa.

Many of the things I wrote in that original post remain true. But too many of the specifics have aged incredibly poorly. Thus, I’m pulling that post down.

When discussing roleplaying games I’ve tried to eliminate the term “immersion” from my vocabulary: It’s terminology with a horribly fractured etymology and never fails to create confusion whenever it’s used.

The problem has its primary roots in the ’90s: In the tabletop community, the Usenet groups picked the term “immersion” to refer to people deeply immersing themselves in the playing of their character. “Deep immersion” became the state in which roleplaying flowed naturally and you were able to make decisions as your character and portray your character without having to engage in logical analysis.

Almost simultaneously, however, the video game community created the concept of “immersion vs. interactivity”. In this construct, loosely speaking, interactivity refers to the player making decisions and immersion refers to the player becoming drawn into or convinced by the faux reality of the game world. (You’ll notice that, in this construction, the concept of “immersion” is effectively set up as being in a state of antithesis with the tabletop community’s use of the word “immersion”.) This video game concept of “immersion” then “jumped the pond” and got picked up by various tabletop communities.

Then you can take all of that confusion and stir in a healthy dose of people using the word according to its general dictionary definition: “Deep mental involvement.” That meant any time somebody said “no, immersion is about deep mental involvement in X” (whether X was “playing your character” or “the presentation of the game world”), somebody else could respond by saying “no, I experience immersion by having a deep mental involvement with Y”.

My personal use of the term was shaped in those old Usenet discussions. So if you ever do see me using the word “immersion” in the context of tabletop roleplaying, it’s a virtual certainty that I’m talking about immersion in the process of roleplaying a character; the sort of one-to-one flow of thought to action and the empathetic flow of thought that often characterizes our conception of the very best Method actors. But I’ve generally found that when I need to discuss that sort of thing it’s almost always more rewarding to find a way of talking about it which doesn’t use the word “immersion”.

Whatever your personal conception of the word “immersion” is, I recommend you do the same.

Golden Dice - Dice PalaceShould the Bluff skill be usable on PCs?

Hypothetical situation proposed on another forum: Billy doesn’t trust Sue. Billy’s player argues that, even if Sue succeeded on her Bluff check, Billy still wouldn’t believe her. It doesn’t matter how good a lie is if the person being lied to inherently doesn’t trust the speaker. Counterargument? If you inherently distrust someone, that’s what roll modifiers are for.

This is a common discussion. I had a couple of immediate reactions to this particular scenario that I thought might be of general interest.

Note that there are, in fact, two different issues here.

First: Whether or not social skills should compel PC behavior.

One group will argue that playing an RPG is fundamentally about making choices as if you were your character. Therefore, a mechanic which effectively “plays the game for you” is really problematic, particularly if it fundamentally disrupts a player’s conception of the character they’re playing. (The GM gets to create and control the entire universe; it might be best if the player gets to at least have undisputed control over his one character.)

The flip-side of this argument is that being forced to believe a lie against your will is not fundamentally different than being stabbed through your kidney with three feet of steel against your will. Both remove character agency and there’s really no reason to distinguish between the two.

What decides the issue for me, personally, is that I’ve never encountered a player in the latter group who has their enjoyment of the game negatively affected if compulsory social mechanics aren’t used: They’re OK with them, but they don’t need them. On the other hand, I’ve met lots of players in the first group who have their playing experience totally ruined by the presence of compulsory social mechanics.

So, for me, this is kind of a no-brainer: I’ve got an option that will make a lot of people happier and which will have no negative impact on anyone else. That’s the option I should go with.

Second: How the specific mechanic is being applied.

Is the mechanic sufficiently taking into account the level of distrust that Billy has for Sue? It looks like there are roll modifiers, but are those modifiers large enough to truly represent the amount of distrust he has?

Also, should the outcome of a successful Bluff check be “you believe the lie and you have to act as if you are completely gulled and have no doubts whatsoever” or should the outcome of a successful Bluff check be “she looks like she’s telling the truth / you don’t see anyone reason not to believe what she’s saying”?

This ties back into the question of whether or not the social mechanics should be compulsory or not.

To put this in perspective, imagine that this was a Poker game: Someone makes a Bluff check and succeeds against your Sense Motive check. Should the mechanics force the PC to call his bet (or go all in) without having any choice in the matter? Or should the mechanics simply report back “you think he’s got the better hand” and then let the player make the decision?

In general, I prefer social mechanics to either (a) provide information or (b) have a mechanical impact without compelling action.

If you make a Spot check to see someone hiding in a room, a successful check doesn’t compel you to attack them: The Spot check provides you with information (“there’s a dude hiding in there” or “the room appears to be empty”) and then you make a decision about what to do with that information. Similarly, a Sense Motive check should provide you with information (“you think he’s in love with Sarah” or “you don’t think she’s lying”) and it’s still up to you to make a decision about what to do with that information.

Similarly, a successful Intimidate check might apply a morale penalty to your action, but the ultimate decision of whether you drop your sword and run away screaming is up to you.

What about NPCs?

I’m perfectly OK with social mechanics being compulsory for NPCs. In fact, as a GM, I generally prefer it. The difference is that I don’t think of them as “compulsory” — instead those mechanics are the oracle that I consult to tell me what’s happening in the game world. (It’s very similar to a random encounter check: I don’t know what’s going to happen. Let’s consult the mechanics and find out.)

For similar reasons, I find it perhaps unsurprising that people have a lot less problem with compulsory social mechanics in STGs: They are playing a game of narrative control and the relationship they have to their character is very different than the relationship a player has to their character in an RPG. An oracular consultation of the mechanics to determine what their character is doing is more likely to fit into their mental landscape; it also just becomes one more mechanic for determining narrative control among a plethora of such mechanics.

What artists of today or recent history will one day be considered some of the greatest of all time alongside the likes of Bach, Mozart, Michelangelo, van Gogh, and Shakespeare?

This is a virtually impossible question to answer. If you had asked people in 1630 which Elizabethan playwright was likely to be remembered for all time, the majority would have confidently answered, “Ben Jonson.” In 1900, the majority opinion would have held that the phenomenally popular novels of Marie Corelli would inevitably be joining Jane Austen’s work in the canon of English novels. Do you know who Marie Corelli is? Probably not.

So, with that caveat out of the way, I nominate: J.R.R. Tolkien

The reason for this is not, primarily, the popularity of his novels in the ’60s and ’70s or the popularity of the Jackson movies in the ‘naughties. It is rather that Tolkien’s novels have proven to be a persistent influence on the creation of new fantasy across multiple generations. Whether we’re talking about the ’70s, ’80s, ’90s, ‘naughties, or today, new fantasy works are constantly being both created under the influence of Tolkien and interpreted through the lens of Tolkien.

I suspect that this influence will actually increase over time: Beyond The Lord of the Rings, Tolkien left behind a large and rich body of mythic material, much of it half completed or extant in multiple and contradictory forms. When those works fall out of copyright, there’s almost guaranteed to be a Tolkien renaissance as authors delve into that material.

In addition, we’re slowly starting to see a trend of increasing academic study in Tolkien’s work. And that’s an essential element in any artist’s long-term canonization: If they can get entrenched in academia, academia will sustain and constantly rejuvenate their presence in popular culture. It looks like Tolkien might make that hop. (And he’s an excellent candidate for it, given that The Lord of the Rings is a rich and complex text in its own right and the rest of his corpus is enigmatic in precisely the ways that can indefinitely fuel theses.)

J.R.R. Tolkien - History of Middle Earth

Among those looking to denigrate video games (the newest of artistic mediums), a favored tactic is to compare it to other forms of art and point out its various inadequacies. Those interested in defending video games as a new art form will often point out that video games are still in their infancy and comparing its output to mature forms of art is unfair and misrepresentative.

The common rejoinder at this point is that other forms of art don’t really show a lot of growth or development. Literature, for example, has been producing timeless and classic work for thousands of years and there’s really no strong indication that works produced in, say, 1800 were inferior to works being produced in 2000. If other forms of art don’t improve over time, why would we expect video games to improve over time?

Literature, however, is a bad example for comparison because the history of literature is literally prehistoric. At best we might be able to take a peek at Gilgamesh, but even that is clearly the pinnacle of a long storytelling tradition.

If you’re looking to compare the current evolution of video games as a medium to other mediums, then you need to look at other mediums that we actually have some ability to analyze.

WESTERN THEATER

The earliest antecedents of theater are lost, but we actually do have access to some really early stuff. Based on oral histories we know that the earliest Greek plays emerged when individual characters stepped out of the choruses that were used to recite narrative stories.

In the works of the earliest extant playwright, Aeschylus, we can still see the technological limitations of his artform. (For example, he was only able to use three characters at a time, which severely limited the dramatic situations he was capable of constructing.) Tracking from Aeschylus to Euripides to the Roman playwrights who followed we can see that there was a rapid development of the artform over its first century or so: Dialogue becomes more natural. The transitions between scenes become more complicated and, simultaneously, elegant. The evolving stagecraft allowed for the presentation of more dynamic and varied sequences of action. And so forth.

FILM

An even better example, however, awaits us in film because our historical records of its development are so much more comprehensive.

Film is invented in the late 1880s. As an entertainment industry, it’s generally agreed that 1895 is the starting line.

1895 – The DerbyThis was released in the first year commercial motion pictures became a reality. It’s basically the film equivalent of Pong.

1902Voyage to the Moon: This is cutting edge stuff from 1902. Compared to video games, that’s basically Pac-Man. (It comes 7 years after the first commercial films; Pac-Man is 8 years after Pong.)

1922Nosferatu: Twenty years after Voyage to the Moon, you can see that the art of film has developed significantly. In gaming, this is the equivalent of Final Fantasy VII. (If you need to, take a moment to compare Pac-Man to Final Fantasy VII.)

1941Citizen Kane: Twenty years after Nosferatu, this is widely considered the landmark at which the modern art of film came of age and pioneered a lot of what are now considered basic film techniques. (If you’d prefer to go with the golden year of 1939, more power to you. It’s about a 20 year gap either way.)

What’s the video game equivalent to Citizen Kane? Well, from a purely temporal standpoint we’re talking about a game that will be released in 2019 or 2020 or thereabouts.

CONCLUSIONS

You can see the same sort of progression in, for example, operas.

What are we seeing here? Well, I think it actually boils down to something quite simple: You have a technological breakthrough that creates a new medium. Neophytes converge on the new medium in great excitement at its potential, but their use of the medium is still primitive and borrows heavily from existing media. (Early Greek theater is choral storytelling plus characters. A lot of early film is basically a filmed stage play with a couple of flourishes.) This stuff appeals to a relatively small group of really dedicated fans.

About twenty years later, those fans grow up and start really experimenting with the new medium. They test its limits and push the envelope. Their stuff is still pretty primitive, but it’s good enough that it finds a mainstream audience.

About twenty years after that, you’ve got an entire generation who grew up on the new medium. Not only are the creators from this generation ready to polish and hone and perfect the techniques the pioneers of the previous generation were experimenting with, but the audience has also matured to the point where they’re capable of really appreciating the new medium.

Sound familiar?

The next 20-30 years are going to be very exciting for interactive entertainment.

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.