Being in the Main the Mouth of Olde House Rules

Tuesday, June 4, 2024

Rules, Roles, and Assholes...

I remember explaining D&D to my brother back in 1980. I'd started playing in '78; but this always happened off camera (mere coincidence because we did share friends), so he didn't have questions until I got a Holmes Basic set for Christmas, forcing him to reckon with an emerging phenomenon. His first observation was that the DM could do what they wished, and there wasn't much anyone could do about it. Unfairness loomed because (obviously) we humans are natural-born assholes largely helpless to resist our nature... 

It's a fair assessment. I've seen all too many misuse their authority, mainly the immature, a quantity in no short supply among adolescents (and too many adults). My only defense, unassailable by every measure, was that in a game of ongoing adventures, killer DMs would quickly find themselves without players. All this, and several months before I got my first Dungeon Master's Guide and read Gary's take on deficient DMs. I pitched this in terms of game balance (and whatnot); but at the end of the day, who likes an asshole?

GMs are the usual suspects given their obvious power. But players can also be a problem, albeit differently. I'm not talking about those too shy or insecure to contribute. Friendship and understanding goes a long way. Nor am I talking those of evil alignment, sanctioned by the rules and allowed to exist. OD&D had its Conan rule, which I'll employ. Assassins and similar miscreants shouldn't want to attract the wrong sort of attention, so this tends to sort itself naturally once the city guard and/or church (or archmage) gets involved.

I'm thinking more in terms of disruptive people who disrespect their fellow players and the referee for any number of bad and unjustifiable reasons. The vile player who wants to fantasize sexual violence against NPCs finds that people don't appreciate that sort of thing and react accordingly. Those seeking the same against their fellow players, delighting in whatever real-world harm results, get invited to leave. Of course, consent matters, as does good communication. It's only a problem when boundaries are willfully crossed...

Oh, and those who lack the good sense to not get stupid when boundaries aren't clearly stated (because, obviously, restraint is the safest bet) and especially, those who take advantage of a situation to feign ignorance. I've encountered that personality too, because decades of gameplay experience tends to do that. Young players might recoil at more traditional notions of rulings over rules, preferring dense rules as an absolute authority (to which all are beholden); but neither approach insulates against assholes.

So the good news is that gaming is social. That's its biggest strength, and one exceeding the power of mere storytelling alone. But the bad news is that gaming is social, meaning the experience is subject to the social contract - and easily derailed without the people skills no rules can possibly provide. Not the modern iteration, mechanically structured around the concept of fairness, and certainly not the free-kriegsspiel revolution. Only people can deliver that, so it's up to us whether my brother's observation becomes a dire prophesy...

2 comments:

  1. I remember explaining D&D to my brother back in 1980. It was fascinating to see his curiosity about this emerging phenomenon. He pointed out that the Dungeon Master (DM) had a lot of power, and it could easily lead to unfairness. While it's true that some DMs and players can misuse their authority, I've found that most groups naturally weed out the bad apples. Good communication and respect are key, and the social nature of the game is its greatest strength. Over the years, I've learned that it's not just the rules but the people playing that make the game truly enjoyable. Gaming is a shared experience, and when everyone works together, it can be incredibly rewarding.
    bmg

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