Tuesday, April 25, 2017

The Real Roots of Role-Playing...

With the release of "Dave Arneson's True Genius" by Rob Kuntz, we have a book asserting that Arneson did something special.  Well, no disagreement here!  In fact, that's probably an understatement.  Arneson pretty obviously did something incredible and for which our entire hobby is rightly indebted.  Glad to see that recognized...

Now, a disclaimer:  I haven't read this book yet, so I can't fairly comment on the substance of its arguments and won't try.  But the back cover does summarize his thesis:  

(1) D&D was not descended from Chainmail, as many have asserted.

(2) Arneson did something previously unheard of in 2,000 years of game design.

OK, so to the first point, I concur.  OD&D is credited to Gygax & Arneson, but that's not even the important part.  Gygax heard of Arneson's Blackmoor campaign, and the two men joined forces to create the game.  This is just a matter of fact, and there's no reason to think that Gygax was on the cusp of inventing the role-playing concept on his own...

Yes, D&D imports plenty from Chainmail, going as far as to suggest that combat be resolved using Chainmail's rules, but this borrowing was probably inevitable.

Now, to the second point, I'm not a systems/design wonk by any stretch of the imagination and can't speak to what Arneson may (or may not have) introduced to the hobby and won't even try until I read the book and the proper context of this particular claim...

These creative youngsters get it...

On the other hand, here's my thesis, for what it's worth:

Dave Arneson tapped into something abiding in humanity since before recorded history.  

Wow, OK.  Here's my context.  When I was a child back in the early 70s, we engaged in all manner of imaginary play, pretending to be the Six Million Dollar Man, Superman, and just about every other superhero badass popular at the time.  Indeed, my backyard was a LARP edition of Marvel Super Heroes, circa 1974!  We were, dare I say it, engaged in a structured form of role-playing.  We didn't roll dice, but we did follow rules.

Superman could fly.  But the Six Million Dollar Man could not.  And woe to anyone who tried to flip the script and change these around!  We imposed narrative rules, and any deviations were duly coordinated and informally approved in advance.  And talking to others over the last fifty years has yielded similar stories about play and its assumptions...

Blackmoor (and Wesely's Braunstein) added a referee player in charge of the setting and supporting characters and rules to simulate the abilities of the main characters.  Now we can create our own characters and (as an added bonus) never know if an attempted action will be successful.  But while this was both innovative and without precedent, it was also pretty much just a structured form of childhood play, which is better still. 

What possesses grown men (and women) to paint toy soldiers and move them around on a tabletop diorama?  I mean, this probably isn't gonna get anyone laid (and we're not sure we wanna hear about when it might have), but it speaks to a love of something...

And that's the love of imaginary play!  I look forward to reading Kuntz's book, and probably reviewing it here.  Who knows?  Dave Arneson might, in fact, have introduced something previously unheard of in the annals of design.  But it seems to me that, in addition to whatever else he may or may not have done, Arneson also added random numbers and structure to the play we're enjoyed for millennia, and that's cool, although Wesely's pivotal Braunstein (and wargaming in general) had already begun this...

Play is play is play.  And from where we're sitting, imaginary play is a fun thing indeed!          

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