Thursday, March 17, 2022

On Tabletop RPGs, Cultural Ground Zero, And Finding A Way Out

Western culture, for all intents and purposes, ground to a halt in 1997. Some of the things carried by that culture maintained their momentum for a time, in the same manner as cargo atop a crashed truck maintains its momentum as it flings off and flies forward a space before itself crashing. Tabletop RPGs were one such thing that flew off.

Specific games in the hobby hit the ground at different rates, and specific companies did also, but one I want to focus on is the best RPG to come out of White Wolf Game Studio. This is also the game that marks the company (and the hobby)'s fall into Ground Zero: Exalted.

Originally published in 1999, Exalted was White Wolf's first move into fantasy gaming. I ran an Exalted campaign for three years. Despite the game's mechanical flaws, it was my best experience with a White Wolf game ever. It has never been surpassed. (Arguably equalled with Adventure but never surpassed.) This is because, as is clear in retrospect, White Wolf peaked at that time.

Today, you could remake that game as a D&D 5th Edition product--and if I were the current owners, I would--exactly as it was setting-wise in 1999 and it would be equally successful. You would need to do is change the skin tones in some of the background characters, but otherwise recycling the original edition's artwork works just fine. Mechanical design would be the bulk of the actual labor, and that's not as difficult as it might seem given how Exalted actually worked.

The tabletop RPG world hit Ground Zero before the videogame world did because it has always been centered around Dungeons & Dragons. D&D reached its point of stasis by this time, something that--again, in retrospect--was not changed with its 3rd Edition in 2000. Rather what happened was the very successful aim of making Official D&D such a dominant game that everyone else was reduced to a couple of also-rans and the majority put down to scraps from the table. (This is the other known effect of Ground Zero; if nothing really changes, then those who dominated then shall dominate now- and D&D did and does.) This ossified the hobby into its present state.

This also explains (a) the actual reach of dissident movements like the Old School Renaissance, (b) the convergence of tabletop RPGs by the Death Cult, and (c) the absolute visciousness of the response of B to A. There is no way out of this state of affairs without going back--without regressing hard and fast--and rediscovering what the medium is and how it actually works, instead of carrying on as if we knew how it worked all these years. We are people using wrenches for hammers; without knowing what a wrench actually is and does we cannot stop making the errors born of misusing the tools we've got.

This leads me to the #BROSR.

A core tenant of this group is to play the game as it is written. While currently focused upon AD&D 1st Edition, this ethos can be applied to any RPG. If operating the game as-written delivers the gameplay experience that it promises, much as using a wrench as intended delivers the work experience it promises, then it can be said to be a good game.

In all of tabletop gaming, only the segements of the OSR are doing anything worthwhile to solve the Ground Zero problem in tabletop RPGs. Of the OSR, so far only the BROSR has found a methodology that actually works for the purpose of examining if a given game is good or not. In doing this, they have also solved the problem of providing a definition of the medium that Normies can understand: they're tabletop wargames with more flexibility.

Similarly, getting out of Ground Zero requries that same commitment to regression--to rediscover and master what a thing is and how it works--so that the actual limits are found, identified, and clearly demarkated for others to follow. Following our simplified example: "This is a wrench. You use it to grip things and turn them, so that you may either tighten or loosen a connection between those things. It is used as part of a set of tools to assemble, disassemble, or repair things."

Things are what they are, and are not what they are not. Men are not women. Death is not life. Sanity is not insanity. RPGs are wargames, not narrative media. The way out of Ground Zero comes from this necessary, but not sufficient, step.

2 comments:

  1. "...with its 3rd Edition in 2000. Rather what happened was the very successful aim of making Official D&D such a dominant game that everyone else was reduced to a couple of also-rans and the majority put down to scraps from the table...."

    WotC was helped in this by every other popular RPG IP of the 90's mismanaging themselves into bankruptcy/self-destruction in various ways.

    D&D as the market leader has been bailed out by big $$$ no less than 2 times from its own mismanagement issues. But as the market leader - it benefits from this as it is easier to turn around a sure thing.

    Other RPG IP's? Not so much...

    WotC's 3e was also an early attempt at a 'year zero' for D&D:

    One truth about people on the left that I have learned is that these guys are very proud of what they do, and always ‘out’ themselves sooner or later.

    Johnathan Tweet: 3e-and-the-feel-of-D&D
    https://www.enworld.org/threads/3e-and-the-feel-of-d-d.667269/

    Select quotes:
    “…one part of the process I enjoyed was describing the world of D&D in its own terms, rather than referring to real-world history and mythology. When writing roleplaying games, I enjoy helping the player get immersed in the setting, and I always found these references to the real world to be distractions."
    ...
    "…by the time we were working on 3rd Ed, D&D had had such a big impact on fantasy that we basically used D&D as its own source."

    "We were fortunate that by 2000 D&D had such a strong legacy that it could stand on its own without reference to Earth history or mythology.”

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  2. Cont'd:

    Johnathan Tweet: Diversity-in-D&D-third-edition
    https://www.enworld.org/threads/diversity-in-d-d-third-edition.668462/

    Tweet openly discusses pushing a “diversity and inclusion” agenda for 3e.

    Select quotes:
    “One way we diverged from the D&D heritage, however, was by making the game art more inclusive.”

    “Luckily for us, Wizards of the Coast had an established culture of egalitarianism, and we were able to update the characters depicted in the game to better reflect contemporary sensibilities.”

    “By the time I was working on 3E, I had been dealing with the pronoun issue for ten years.”


    Notice how pissed he gets when the WOTC Marketing team of the time insisted that they throw their biggest sales demographic a bone…

    “…the marketing team added Regdar, a male fighter, to the mix of iconic characters. We designers weren’t thrilled, and as the one who had drawn up the iconic characters I was a little chapped.”

    And to his utter horror:
    “… Regdar proved popular, and if the marketing team was looking for an attractive character to publicize, they got one.”


    The White male fighter hate was strong with the 3e design team:

    Monte Cook: Originally Posted by Monte Cook on his now defunct livejournal blog.
    https://www.thepiazza.org.uk/bb/viewtopic.php?t=16418

    Select quotes:
    “When I worked at TSR, there was always basically a truism in cover art--the central figure had to be a white male. Most of us actually helping to create the cover art, either by conceiving it or actually creating it, hated that kind of outlook, …”

    “…when D&D was bought by WotC and we started working on 3E, we really felt that this was a time when we could break this mold. …”

    “It was a thumb to the nose of the old TSR requirement.”

    “At least that was our intention.”

    “…to the credit of a number of people--artists, art directors, designers and editors alike--our disdain for Regdar made its way into a lot of art. If you look closely, Regdar is getting thrashed on most of the early pieces he shows up in. (Look for his ignominious fate on the original DM's Screen, for example.) …”


    James Jacobs: ( D&D writer, and current Creative Director for the Pathfinder Adventure Paths.)
    https://paizo.com/threads/rzs2iha2?Monte-Cook-on-Gender-and-Race-in-DD-Art

    This shit just speaks for itself...

    Select quote:
    “Killing off Captain Whitebread is indeed a time-honored tradition in WotC books. I've written my fair share of art orders for those books, and have made sure to have Regdar get blasted or ruined or murdered a few times myself (such as at the end of Expedition to the Ruins of Greyhawk). It's a fun little semi-secret D&D tradition!”

    WotC culture was already left wing, and they hired two proto-woke gamers; Jonathan tweet and Monte Cook to design 3e.

    Critical Theory based "inclusive" politics were actively being injected in 3e D&D before "going woke" really took off.

    This can be proven from articles and post where Tweet and Cook talk about the creation of 3e.

    Critical Theory based "inclusive" politics were actively being injected in 3e D&D well before most people knew what an SJW was.

    Some people are in utter denial. “It’s barely there…” “Easy to ignore…” etc.

    Not only should that crap not be there in the first place, but the dial always gets turned up never down. To the left we are all just a bunch of lobsters on slow boil. And they will milk and shame you for all the cash that they can before they boil you to death.

    The stuff I cited in my little research bit is readily available. It was always there. The truth is easy to see for those with open eyes.

    These guys have hated the mainstream RPG demographic for years. Because they have been taught to hate themselves, and so they hate you too.

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