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Originally
appeared on
Lord of the Green
Dragons.
This gradually became, within the past few years, how all
instances of evolution of the game's design have been explained
to the masses.
D&D is a game that ought to be fun. To increase the fun, it thus
needs to be faster in game play. It needs to be easier to grasp.
It needs to provide all sorts of elements that help players and
DMs imagine as quickly as they possibly can, with the most "fun"
value out of it. Okay, I guess, but... what kind of "fun" are
we, in fact, talking about?
Never, in the last edition's text, do we get a comprehensive
explanation of what, exactly, is supposed to be fun when playing
role-playing games. I suspect that's where the fallacy of Fourth
Edition began: the challenge of 4e's "design team" was to pick
up Third Ed and instantly wonder "how do we get this game to be
more fun?" rather than "what makes role-playing games fun?" in
the first place!
I suspect that the fun that makes one play role-playing games
has in fact nothing to do with "game balance" (which truly means
"rules' balance in a vacuum" - maybe more about this later). It
has nothing to do with the relative complexity of a game system,
though it can affect the long term engagement of a player with a
particular game.
Nope.
The Fun of
role-playing games has to do with that very first day we were
given the occasion to play them. It surely varies in tone,
feelings and experiences for each and every one of us, but I
suspect it always comes down to "wow.
I can actually be part of the fantasy world". Some will
call it immersion. Others will call it escapism.
I prefer, like others, to call it Enchantment with a capital E.
Yes. Enchantment.
This "wow" factor of "Yes!
This time and forevermore, *I* get to be Jack climbing the
beanstalk!"
This has been ignored in game design for some time now in favor
of a self-contained, self-contaminated, self-inflicted obsession
about the rules and how these rules bring about fairness,
choices, support to the fun of the game.
This is my theory, and this is why I think it is valuable to get
back to the Lake Geneva campaign as a sort of cartharsis to our
own first role-playing experiences. A way to understand why
role-playing was so fun in the first place, and how, so that we
can make our own games profit from this experience and become
more "fun" themselves.
I suspect this post may be quite controversial to some people,
and to tell you the truth, this is fully intended. Am I wrong in
thinking this way? Then please, tell me so by leaving your
comments! Whatever your thoughts may be, I hope you will share
them and fuel this conversation. I feel this is part of the
reasons why we are all here. |