Rule of Thule, over at Substack, posted this long note on the Bros and Braunstein.
Braunstein is an eternal construct like the Pythagorean theorem. The people who brought it to us deserve to be credited and remembered. 1) Wesely: discovered it 2) Arneson: exploited & mastered the form 3) Gygax: isolated & enshrined its form into game rules 4) Jeffro Johnson: defined it and completed it All four points are important. Points 1 and 2 are made plain in Secrets of Blackmoor. We are only aware of point 3 because of the Trollopulous group’s efforts to run AD&D Rules-As-Written (RAW). They did not set out to demonstrate point 3—they were not even aware of the existence of Braunsteins when they started this process. It was totally unexpected that they find anything at all; they were just playing a game! Thus, this eternal principle—this thing that every roleplaying game wants to converge towards—was identified through the process of obstinately following the rules. It’s worth restating: the Braunstein conceptualization of RPGs would not be understood right now without running AD&D RAW. This fact underscores the importance of both RAW as well as AD&D, on multiple layers. What makes AD&D different? Gygax was an intuitive genius, and he (along with Arneson) understood the sprawling concept of ‘fantasy gaming’ very early on in a way that was far ahead of anyone else. He wrote AD&D as a reaction to seeing people run OD&D wrong (this is clear from reading his tortured lamentations and warnings in the AD&D manuals). In order to get it right, he had to lock down the correct behavior into a rules fence so people wouldn’t screw it up. In doing so, he encoded Braunstein play and assumptions (which can be seen in Boot Hill as well) into the ruleset’s DNA. RAW is important here because look at the path Gygax went on after TSR’s success. If he had not had a RAW mindset—if he had not believed that the rules necessarily communicated structure and precise intent—if he did not believe the rules could enshrine a form of play, then we would all be none the wiser. Imagine all we had was Gary’s interviews and forum comments and remarks from his visits to conventions and a rules-lite You Do You manual: we would think D&D was just a frivolous non-game colored and connotated by the (largely irrelevant) rulebook. When a “game designer” puts out a rulebook which cannot be seriously followed, which does not seem to encode a form of play or any precise intent, comparison with AD&D (or other more seriously designed games) tells us that there’s nothing there to be examined. RAW is important because only by the players adopting a RAW mindset can a game designer convey (via RAW) a substant vision. Designers must demand players play RAW. Players must demand that designers give them something worth playing RAW. AD&D is the example we all—designers and players—aspire to achieve, from both directions.
- RuleOfThule
Read on SubstackTLDR: The #BROSR saved the hobby. The Clubhouse is their castle. What Wizards of the Coast does, ultimately, is irrelevant; we are the future of the hobby now.
