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Originally
appeared on
Lord of the Green Dragons.
“The secret we
should never let game masters know is that they don’t need any
rules”
This quote has been attributed to E. Gary Gygax. I do not know
if it truly belongs to him, but I sure see the wisdom in these
words.
We’ve been talking for a while now about rules systems and how
they stole the thunder of role-playing games. How they have been
progressively worked on, refined, and balanced to the detriment
of immersion, fantasy and enchantment.
The solution to this death spiral of game design, I believe, is
to take a step back and consider the rules as a tool, a mean,
and not an end. Rules help bring entertainment at a game table,
but they are no substitute to the cooperation and good sense of
the people participating around the gaming table. Rules help to
support and share the make-believe but don’t replace the
imagination of those who end up playing the game.
In game design, I believe one should at all times remember that
the game elements offered via products are just that:
unfinished, unassembled pieces of a puzzle that will ultimately
be pieced together by other people around a game table.
The same goes with
game settings. Any world of fantasy presented via sourcebooks is
composed of set pieces that aren’t worth anything in game terms
until they are brought to life and pieced together at the game
table.
If the designer should keep this in mind and make sure these set
pieces can be used effectively in a number of different
circumstances by a wide variety of users, the user himself
should also make sure that the set pieces themselves do not
hijack the creative process of role-playing games.
I’m alluding here to the idea of “canon” as it refers to setting
materials. To put it simply, the notion that there is a canon to
consider when running a game in a particular setting originally
designed by someone else is anathema to the raison d’ętre of
role-playing games. If we consider the rules as tools, support
for actual role-playing and rulings at the game table, it makes
no sense not to consider a published setting any other way. It
is a support, a collection of unassembled set pieces which
support the backdrop the DM and players use at the game table,
but no substitute for the actual process of bringing the setting
to life by piecing it together.
This means there is no such thing as “canon” in role-playing
games. When a DM peruses through a boxed set searching for ideas
and inspiration, he shouldn’t need to consider any of the ideas
developed on the paper as more than just ideas. There is nothing
sacred in this instance, nothing that would be set in stone, and
thus nothing that should or could be considered heresy when the
world comes to life at the game table.
Let us start a Greyhawk campaign, for instance. We know that the
campaign was run by EGG and Rob in some way. We sure can benefit
from the knowledge of how these men managed their games, and
came up with this or that element of the backdrop and pieced
them together themselves, but it makes no sense to me whatsoever
to consider it the right way to play a Greyhawk campaign.
What if I don’t
want any Iuz the Evil? What if I want to use the Greyhawk Wars
or, God forbid, the Dragonlance Cataclysm components to alter
the setting and make it my own? If I discuss it straight and
make the changes clear to my gaming partners from the get-go,
there can be no objection that this wouldn’t be “the real
Greyhawk”.
It is. It is my Greyhawk.
My point here is that role-playing settings are not and should
not be evaluated the same way literary settings are.
Role-playing game settings are not complete settings in the
sense that they only exist when they are actually put into play.
Using a setting under the assumption that it has to be played in
a particular way described by this or that sourcebook or boxed
set is in essence committing the same mistake as assuming the
rules have to be played as written.
There isn't, and shouldn’t be, any such thing as “canon”
regarding role-playing game settings outside of a theoretical
discussion of written sources, but even then, it should be clear
that the written material alone is not alive. It is not yet used
as it was designed to be used: at a game table, with real
people, real needs and wants, real imaginations.
To quote the old-schooler: imagine the hell out of it! Don’t
shackle yourselves to game materials written by others. You have
to trust in your good sense, your wits and imagination to make
the game world come alive. If it contradicts some clause of the
written product, so be it! Your game will be all the better for
it. |