I
wrote a few days ago about how to get rid of experience points in your
role-playing games. Because experience points are a reward for meeting goals in
play, one of the topics this touched on was “player skill.” That’s what I’m
thinking about here.
The new,
OSR emphasis on “player skill” seems to have had its diffusion from Matt Finch’s
essay of 2008, “A Quick Primer for Old School Gaming.” The idea that he expresses
there is that it’s more fun if characters don’t have skill traits and perception
checks to stand in for player thinking and problem-solving. “Old-school” gaming, he argues, is about players’
thinking about the problems their characters face rather than die-rolls against skills representing character thinking. The player’s brain should do the
problem-solving, not a die roll against an abstract intellectual skill. For example, the
player should describe how his character searches the room rather than making a
perception roll.
And
that’s how the original game was, supposedly: no skill traits. As an aside, I
want to point out that it’s not true that original D&D had no skills. Every
character class had its own skill traits that we just did not call skills. But,
in normal RPG game terms, class abilities were, in fact, all skills and proficiencies, all
of them, from fighters’ ability to use all weapons, to magic-users’ spells,
to clerics’ turning undead, to the elf’s sensitive hearing as they pressed pointy
ears against dungeon doors, to thieves’ scuttling up cave walls. These original characters skills differ from the later ones in that they were
restricted to individual classes and they each had their own mechanics. The
evolution of “skills” in D&D is just the proliferation of stats for an
ever-wider range of abilities and adventurous activities, increasingly including
generic abilities open to all character classes, and the simultaneous reduction
of such abilities to a single mechanic, something achieved immediately in many of
the first role-playing games, long ago, and now nearly achieved in the Fifth
Edition of D&D.
Anyway,
Finch’s method has great appeal. I prefer it. Minimize stats, maximize live engagement.
It can be boring to use dice when you can play stuff out with words (even
though dice are best used for the opposite, to add suspense and unpredictability). Finch’s idea of “player
skill” entails that a skillful player knows how to describe effective ways
of finding traps in a dungeon, for example, so the player should explain how his
character searches for them. (Never mind that most GMs can’t reciprocate by convincingly
describing the triggers and mechanisms of traps. Just look any published adventure.)
I
leave aside that Finch’s essay did not propose axing INT and WIS scores from
the game, to make room for player brain-work. INT and WIS are “original,” so
they remain in retro-clones. Is that to ensure Gygaxian “game balance” for magic-users
and clerics? (My home-brew game has no scores for intelligence or wisdom, only a
few traits representing education for characters who have it.)
The renewed
emphasis on player skill was an entry into a much older debate in role-playing
game design, but it was an exciting proposal that has fueled a gaming
subculture unleashed by the Open Game License, even if its ramifications have not
been pursued to their logical end (in Story Game mechanics). Finch’s proposal is about
using players’ brains and words in place of game mechanics. This makes a lighter
character sheet and, we hope, a more imaginative game with more engaged players whose choices matter.
Master Players and Master Dungeon Masters
This
way of talking about “player skill” does use language revived from the earliest
days of role-playing games. It’s “old-school” in that way.
Gary
Gygax, who delighted in playing the part of founder-pundit, saw himself as the
official proponent of the idea of player skill. Unlike
Finch’s player skill, Gygax’s was competitive. He wrote in the Players Handbook (1978, p. 8),
that “Skilled players always make a point of knowing what they are doing… They co-operate…
in order to gain their ends. Superior players will not fight everything they
meet… When faced with a difficult situation, skilled players will not attempt
endless variations on the same theme [in solving problems].” He goes on like
this in several publications. Superior playing, for him, was clever problem-solving.
Can you outwit the Dungeon Master’s tricks? That
is the idea in “classic” Gygax modules like The Tomb of Horrors (published in 1978, first run in 1975, see below).
He held
on tight to this role of pundit after he lost the helm of TSR and left the
company angrily in 1985. Take Gygax’s books Role-Playing Mastery (1987)
and Master of the Game: Tips and Techniques for Becoming an Expert
Role-Playing Game Master (1989). I bought the latter when it came out and
found it to be a complete waste. Tips for players include banal exhortations
to cooperate and defer to the GM. Tips for game masters include the advice that the
GM must “master the rules.” Be fair. That kind of stuff. His idea that Master
Game Masters follow the advice of the Grand Master is self-serving and it
missed a decade of evolution in the hobby he co-founded.
But
the idea that you can master playing role-playing games, with an emphasis on
the word games, is a hold-over from the earliest days of the hobby, when
there were D&D tournaments at conventions. Individual player participants
were awarded points for achieving solutions to traps and overcoming monsters
and going farther than others. The Tomb of Horrors was developed specifically for this kid of role-playing, run at Origins 1 in Baltimore in 1975, just one year after the publication of the original D&D, a half step from competitive miniatures wargaming. You could win D&D in those days by being
the most successful player in a group.
My first issue of Dragon Magazine,
#54 (October 1981), included a solo adventure called “Cavern Quest” by Bill
Fawcett. It is introduced as a solo “competition module for AD&D.” It
challenges you to “Test your skill as a dungeoneer and your knowledge of [AD&D]
rules.” At the end, you tally up points to figure out how well you played. I
found it incredibly exciting as a boy, but when I ran games, I never had the goal “to accurately
record the performance of each player” in this way.
So,
here’s another part of the “original” hobby that no OSR players have revived,
as far as I can tell. Is being a skillful player knowing the rules better than
anybody else and being able to outwit oppositional Dungeon Masters? That is not how the overwhelming majority of role-playing games have
been played. I’m sure that most players have not played tournament games. I
never have.
Playing Your Character
The
competitive style of D&D is, happily for many of us, long gone. It was not
picked up in other role-playing games, as far as I can tell, until it was
revived in some role-playing Story Games, which feature more “PC-PC conflict.” Here again the
Story Games are more old-school than OSR games.
Mostly,
though, the competitive style of play quickly gave way to an overwhelming emphasis on role-playing.
It’s in the name, as you may have noticed. I remarked in my musing on
experience points that plenty of role-playing games since the days of yore explicitly prescribed that Referees should give out rewards for good role-playing.
In my
experience of the old days, GMs gave experience points for playing your character
at least as much as achievements in the story. It was partly an aesthetic and
qualitative assessment by GMs and their player groups. It also meant, among
other things, that you stuck to your character concept in making choices even
when it was not to your character’s benefit. Playing your character was
the goal, not winning. That was skillful playing for us. The gamers I knew
looked down on players who played as if they could win the game. We once had a
player who said that he played to win, and everybody in the room started
laughing. No, silly! We play to bring characters to life and to tell a story
collaboratively! You don’t win the game; you have fun role-playing. We knew
this already as kids. The rule books said so.
Old-School Acting versus Acting Old-School
In
fact, playing your character was always a part of the hobby. It just wasn’t considered
a part of player skill because it was something you were supposed to do anyway!
Go back to December
3, 1980. Tom Moldvay is writing the Foreword to the red book of Basic D&D, the
first role-playing game book I ever had, the book that probably did more to launch the hobby than any other.
“I
was busy rescuing the captured maiden when the dragon showed up,” Moldvay wrote. He
framed his explanation of D&D as an imaginary narrative. Then he went on:
“Sometimes I forget that D&D Fantasy Adventure Game is a game and not a
novel I’m reading or a movie I’m watching.”
“Each
adventure is like writing a novel,” says the back cover.
Mike
Carr wrote in the Foreword of the Advanced Dungeons & Dragons Players
Handbook (1978), that players “are the primary actors and actresses in the
fascinating drama which unfolds before them.”
Carr
exhorts the players to “use your persona to play with a special personality all
its own.”
Gygax
wrote in his Players Handbook (p. 7), “You act out the game as this
character… You interact with your fellow role players, not as Jim and Bob and
Mary who work at the office together, but as Falstaff the fighter, Angore the
cleric, and Filmar, the mistress of magic!”
Novels.
Actors. Drama. Playing personas. Acting out parts with each other in
fellowship. This is how D&D developed spontaneously and was actually played in the very
first years of its existence. Some of the OSR people pretend that it’s only
a game, and not that sissy acting stuff. That is false. If you
are playing a role, you are acting, in some degree. It was always that way.
Playing a character and player rewards
If
you liked my earlier proposal to ditch experience points, then you won’t be
giving experience points for playing your character (the way I used to do it)
any more than you will for gold pieces captured. Just as the gamers who want to
give XP for GP may wonder how to motivate players without that mechanic, the
friends I used to play with years ago might ask me how I would motivate good role-playing
without experience points, too.
There
are different ways to answer this. One is that the reward is built in. As I
said before, having fun is its own reward. If you don’t find role-playing fun,
the chances are that you are not going to stick it out just to get the treasure,
either. You will find different games to play. So, let’s assume that all players
find something fun in role-playing games. They get fun from playing. Isn’t that
reward enough?
Another
way to reward good role-playing is with short-term benefits in game mechanics.
The Fifth Edition allows for “inspiration dice” to reward good play. An inspiration
die is a one-time benefit, allowing you to roll an extra die and take the best
result on one occasion. In my home-brew game rules, Referees can reward inspired
playing and faithful adherence to character concept with the restoration of a
Luck point (which works quite like the similar mechanic in Fighting Fantasy, a
game system much more inspiring for me than D&D).
There
is also the esteem that players tend to show towards their fellows who are especially
good at bringing a character to life. That’s a social reward among friends.
Probably
there are other rewards. In the end, these issues are all a matter of preferences.
People should play how they want to play. My point is that skillfully playing your
character is a fundamental player skill, different from the current concept of players skill, and it always has been in the hobby.
From player skill to player skills
Player
skill can mean a lot of different things, as it turns out. It can mean, with
Gygax, that your character succeeds at defeating the Dungeon
Master’s challenges more than other player characters in the
fiction of the game, proving that you are the Master Player. It can mean, with
Finch, that you rely on your thinking and words, rather than dice, to simulate
and direct a character’s actions. (I would rather call this an emphasis on player direction.) It can mean that you faithfully keep your character’s actions in line with
the character concept. (My young daughter treasures the inspiration die she earned for this in her first 5e session with me.) It can mean that you are good at
bringing your character to life as you interact with other participants in the
game. It can mean the ability to create and maintain a story motive for your
character to participate in fictional adventures designed by a GM, instead of relying
on others to motivate your participation.
These
are each different. Each kind of player skill brings its own benefit. Different
gamers have different personal needs that they fulfill when they play. The various
kinds of player skills interact with those needs. Your preference will play a
role, but there are lots of ways to be good at role-playing games, each valid if it is fun.
Yeah, I never understand handing out a reward for something that is already rewarding. To me, that demeans it. It is saying: the thing you find rewarding, it actually isn’t and I’m going to give you this other reward instead. Revolting!
ReplyDeleteI think I would not go so far as to call giving experience points revolting. That is a strong word! I suppose that players may enjoy multiple rewards for playing: on the one hand, fun, on the other, a more powerful alter-ego (character). I do think it is possible to allow characters to advance or grow in power or just to change in the mode of Chapters as I outlined before, without using an experience point system.
DeleteI was thinking about your remark on another musing of mine, about the game Traveler. That is one of the few very early games that I never played. I did not realize that there was no feature in that game to allow characters to advance in their statistics. Is that correct? (My first sci-fi role-playing game was Star Frontiers, 1982.) As I look now at information on the original Traveller, I see that it was more influential than I realized. Does Traveller not have an experience point system?
I was referring to giving xp for being in character, or other enjoyable activities – cheapening is as humans, implicitly suggesting that we might not be interested in that without a reward. It’s like that research showing that giving people money for inherently enjoyable activities removes that joy.
ReplyDeleteI grant XP for gold spent – simply because I want to reward a particular optional activity in the game that leads to adventure as the lowest common denominator but usually my players don’t care so much and a simple chapter structure would work just as well.
The only thing I would oppose is xp for simply joining the game, or xp for a certain number of sessions, that sort of also takes away the reward nature.
Travelled did have an advancement mechanic that I remember: if you assume that every jump takes a week and you can spend a week studying, then it is possible to very slowly increase your skills: there is one page in the 1983 edition of the rules I have talking about small improvements over a four year (!) period.