And now, a #DnD thread about the evolution of D&D's thematic adventure focus, how the shift in the fiction shifted the rules, and how #Dragonlance was a major contributor to that slow change. (h/t @WeisMargaret, @boymonster, @trhickman)
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Early D&D drew many inspirations from swords & sorcery and low fantasy. While many people cite Tolkien's 𝘓𝘰𝘳𝘥 𝘰𝘧 𝘵𝘩𝘦 𝘙𝘪𝘯𝘨𝘴 as a major influence, it's clear that D&D owes a lot to other fantasy stories cited in the 1e AD&D DMG's famous Appendix N.
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Thing is, many of these low fantasy stories, like the Conan saga, the Lankhmar series by Fritz Leiber, Moorcock's Elric stories, and of course Vance's Dying Earth, feature protagonists who are not really... heroes. They are scoundrels, antiheroes, heroes-by-happenstance.
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Vance's Cugel the Clever from the Dying Earth saga is a thief and con artist who is not nearly as clever as he thinks he is, constantly running one step ahead of trouble only to get himself into more trouble.
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Conan the barbarian is a thief and a murderer, who steals from the homes of rich politicians and priests, kills anyone who gets in his way, and scoffs at civilized "softness" up until he can indulge in its debaucheries for himself. Just happens to kill ppl worse than himself.
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Fafhrd and Gray Mouser from the Lankhmar books are both thieves and con-men who find themselves embroiled in petty and lowbrow schemes and comic capers. Again, any heroism on their part is largely incidental, or fighting foes who are even worse (like evil sorcerers).
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Early D&D tries to replicate some combination of wargame and low fantasy: The Greyhawk setting itself clearly takes its strong inspiration from the aforementioned material, and while there may be monsters to fight and shining kingdoms to protect...
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... the world is full of scoundrels and bandit kingdoms. Many characters are grave-robbers, imperialists, and sleazy opportunists not to be trusted. (A throwback to the Depression-era influence on Vance's writing probably comes through here.)
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So as others have pointed out, early D&D characters were rarely heroic—they were largely scavengers, scalawags, ne'er-do-wells, with flexible morals, delving into ruins to steal treasures and sometimes killing people along the way. Often failing and dying!
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There are occasional pop-ups of really heroic characters: Paladins like Holger in "Three Hearts and Three Lions," and of course the aforementioned protagonists of "The Lord of the Rings." But many are rough, morally-compromised people, like Skafloc from "The Broken Sword."
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Into this fantasy fiction scene in late 1984 comes "Dragons of Autumn Twilight," the first novel entry in the Dragonlance chronicles. The characters are uncertain, sometimes tormented, but heroic! And it's D&D fiction, directly tied to the brand.
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It's a huge hit, and of course a big influence on D&D for decades—so much so that a new edition is coming soon (2022). It's also a seminal shift in the underlying story assumptions of D&D. No longer are your characters grotty rogues and shifty petty wizards.
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Instead, you're real HEROES—fighting for epic, world-razing, even cosmic stakes. Perhaps fighting the gods themselves, and sacrificing themselves for their loved ones.
(*I have a separate headcanon about Raistlin's battle vs. Takhisis and his motivations.)
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2nd edition AD&D didn't fully embrace this seismic shift. It's more of a polish pass and consolidation of 1e, tossing out edge-casey rules and making new complex additions, but its characters are still assumed to be... well, sketchy.
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But in 1988, @r_a_salvatore's Icewind Dale books launch right before with 2e, and show another group of dramatic but heroic adventurers, even the outcasts and the survivors of tragedy.
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When 3rd edition rolls around, these changes crystallize. The rules start to support doing wildly over-the-top actions, with high-level feats. An early art reveal, showing for the first time a half-orc paladin, meets wild audience applause.
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D&D undergoes a shift. People want to play heroes. They want to tell big stories about saving the world AND personal stories about knowing yourself. They want to play characters that they can believe in, not just grave-robbers and con-artists.
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There are still scoundrels and tormented characters, but the game embraces the core assumption is that your character is heroic. You want to do good, or at least reject evil, even if flawed. Along with this, people want to see characters succeed.
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As written elsewhere (old.reddit.com/r/dndnext/comm…), this culminates in 5e, where characters are heroes from the get-go, with heroic futures, full of potential and ability to do great things. Fate is on their side.
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This comes with a shift in playstyles. People engage in more aspirational play, and they reject characters who are enslavers, abusers, bigots, and rapists. Folks who find that kind of content fun get increasingly pushed into fringe spaces to get frothy and conspiratorial.
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And with the rise of aspirational characters comes a push for people to see folks like themselves represented—gay heroes, Black heroes, mixed-heritage heroes, disabled heroes, trans heroes, every kind of hero for every kind of player.
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Shows like Critical Role get people invested in characters—characters who are messy, or tragic, or funny, but still heroic. Characters whose stories aren't about how they died meaninglessly, but how they lived meaningfully.
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D&D shifted from a game about random nobodies who could die at any time, whose only story is how they went into a dungeon and came out with loot, to an epic tale about extraordinary people having incredible adventures.
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All because people wanted to aspire to be heroes, whether comic, tragic, dramatic, or flawed... like the 𝘩𝘦𝘳𝘰𝘦𝘴 of the Lance.
~Fin~
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There's a curious challenge that Star Trek, as a property, always has to navigate: The fact that it's trying to provide uplifting or moral messages, and does so by showing what idealized people who've got things figured out do when confronted with moral dilemmas...
(thread)
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... but at the same time, it's entertainment, a show and other media made for people in our modern era, so it needs to be relatable in some way. And of course people in the 23rd+ century may be better, but they aren't perfect.
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One effect of this is that Star Trek shows often provide some sort of solution, frequently technological, that deals with a common problem. In Trek they can fix a wide range of diseases, engineering problems, and social ills that we can't fix today...
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Back in 2000 I was working at White Wolf and something weird happened. WotC announced the release of 3rd edition D&D, along with the original OGL, making it possible for third-party creators to release D&D books...
(short thread)
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... and the boss at White Wolf, @stevewieck, realized that there was an opportunity. WotC had shown their hand with their book release schedule and there was a short window during which D&D 3e would be out, but the Monster Manual wouldn't have arrived yet.
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Well for most groups, how do you play D&D without monsters? Steve and the White Wolf production team pushed out the schedule by a month and the entire design department started working on monsters for what became the Creature Collection.
I guess now a thread about worldbuilding and how it's part of the production of RPGs? Not "how to build a world," but "how RPGs generate worldbuilding in ways that other media often don't and why this matters."
(Relevant to Certain Other Things)
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In a broad-scope RPG like #DnD or Green Ronin's #Threefold or #Shadowrun or the #WoD you have a big world with a lot going on, specifically so that game groups can grab hooks that resonate with them and then build their own game sessions in ways that interest them.
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Some indie RPGs are very narrow in scope—you're climbing a mountain to kill a witch, or writing a journal of a thousand-year-old vampire, and that's all the game does. Big world games instead say "You figure out what your group likes in this world, here are a million hooks."
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Unless M*sk figures out a way to make money out of a $44bn Twitter disaster, he's going to start looking for increasingly fringe ways to make money to pay the interest on the loans for it. Things like...
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* Porn, gambling, all the "vice" stuff that gives conservatives the vapors—and look for him trying to leverage Paypal connections to try to find some way to sidestep the payment restrictions imposed by credit card companies
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* Selling user data perniciously to anyone who'll give him $$$—full disclosure, all your tracking, likes, purchase habits, giant metadata clouds (assuming the engineers who are competent to do this don't quit first)
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Back in the '90s, when I worked at White Wolf, we were deep in setting lore. Every year, the overall plot for all of the games in the World of Darkness marched forward. Twisted conspiracies turned, influencers shifted sides, new factions emerged.
D&D and even Shadowrun did the same: There was a story, it advanced through the books, the world changed and characters grew, died, or discovered new additions to the game.
This eventually led to a phenomenon of "setting mastery": Players deeply enmeshed in the lore of a game would use their knowledge of the world to manipulate the game to their advantage. (This was a problem in large-scale organized games where players competed.)
Hot take: Tolkien’s legendarium has a gnostic bent, in that Morgoth and later Sauron are obsessed with mastery of the material world, but this binds them to it and bars them for connecting with the spiritual.
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When Sauron makes the One Ring, he puts so much of himself into the material that he becomes a creature like the other worldly beings of Middle-Earth—one that can be killed.
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Which is a roundabout way of noting that if you are hung up on the outward, physical appearances of people in Middle-Earth, instead of the spiritual, you are missing the point.