Old School Two: Make the game follow your
vision, not the vision which provides the greatest profit to the corporate IP
holders.
Background Links. I’ve already talked about how in
the late 1970s and early 1980s, as Northern California gamers, my friends and I
were not big fans of corporate-sponsored games. If a game was published by TSR,
it had to work harder for our acceptance. They were the mega-corp of gaming just
as cyberpunk was taking form. Here are the links to my old posts on this.
I think this attitude has had an important influence on the
development of TTRPGs over the last half century, an influence that can still
be seen in games today.
But, hang-on kids, our writer is a science nerd, and
he’s going to make his point in his own way.
A Primer on Evolutionary Biology. Stay with me, I
think this is important. When most people think of biological evolution, I
suspect they think about mammalian evolution, or really almost any large,
multicellular eukaryotic organism’s evolution. There is a slow change of a complex
organism as it adapts to changing environment. Populations get isolated and eventually
change until one population is different enough from the other that they are
considered separate species. The normal stuff that most people learn in
Highschool. There is a nice wiki page on it.
But there is another kind of evolution. Something called
reticulate evolution (reticulate means basically “net like”). This is when two
or more organisms merge large parts of their genetic material and create
something new. It also has a nice wiki page, but it is shorter.
Complex multicellular organisms have a really hard time experiencing
reticulate evolution. This is because developmental biology is really highly
tuned. The slightest mistake can lead to a completely dysfunctional organism. Our developmental programming locks us into a ridged
state where we can only make tiny, little changes.
But single celled bacteria don’t have this limitation. They
can change their genetic code wildly and still be a viable cell. Bacteria of
very different linages—different species—even further apart—like to swap genes
with the folks the met, at least from time to time. And this lets them explore
a much wider range of living states.
In a sense, this is exactly what happens with TTRPGs.
Copyleft. In the 1980s, particularly in Boston and the
Pacific Northwest, there was a strong sentiment against copyrights.
Particularly with software. This is when we see the Free Software movement and
the Berkely BSD license and so much more. This would eventually lead to modern open-source
software and Linux and so much more. I suspect, but I don’t know, that it is even
the earliest development in the modern Open Science movement.
So as a teenager in Northern California, this was a real
thing. We understood that copyright, as it is usually represented, was a
corporate thing. Cyberpunk was king, and copyright is what the corps do,
copyleft is what the punks do.
And this showed in out TTRPGs!
Early Leftcoast Games. The first real Leftcoast game
(that I can think of) was the Arduin Grimoire. But, let’s be
honest. It was never a stand-alone game. It didn’t have enough rules. It was
always meant as an extension for D&D. It was, in effect, a massive
homebrew. You could grab bits and pieces that you liked and add them to your
game. The background tables, of course. Kill Kitties, maybe. Phraint, sure.
And Arduin’s author David Hargrave famously had a falling
out with the other big name of Northern California gaming Greg Stafford (who I never met).
But both these authors worked in a much more left-leaning environment than our
corporate friends at TSR.
And their games have evolved differently.
Evolution of Games. We can make an interesting
comparison between the ways different games evolve. Early D&D
(until it was bought by the Leftcoast company, Wizards of the Coast) was controlled
by an American Midwest corporation that locked the game into a profit-driven
evolution that resembles that of multicellular eukaryotes. Slow, structured
change with minor variants being tested to determine their profitability. Those
that win move on and those that fail are abandoned.
Hargrave’s work hasn’t moved on much—reasons. But Stafford’s
games, and those published by his Bay Area company, Chaosium, still represent
one of the largest, most popular family of games in the world.
“But Richard,” I hear you yell, “The d100 games represent hundreds of different games, published by countless small and mid-sized gaming companies. They don’t represent any ‘one thing’.”
And that is because the d100 games have always been
advancing with reticulate evolution. Games like Call of Cthulhu and DragonBane and Mythras at first blush look to be completely different (and all appear different from
my Rubble and Ruin).
But they are not. With the d100 world of games, we take parts that we like and
kludge them together into a functioning system. If you look at Basic Roleplaying
(The
Big Yellow Book) it has countless optional rules that are included or excluded
as the GM sees fit. And over time, more and more options have appeared.
But the underlying skill-based structure remains unchanged.
Characters are not forced into roles based on “class” but rather develop organically
with skills going up during play as independent of any corporate-ordained
structure.
The Second Old School. I have a WIP, a new game I’m
putting together. I call it Rustic Fantasy and it is the game I
wish I had in 1980. The rules are a combination of a number of open RPGs, most
are ORC Licensed, including Mythras Imperative, BRP,
and Open Quest. And I would say this game is strongly in the
second Old Scholl.
In the second Old School, you take the parts of all the games that you have, and you assemble something new and unique. Frequently you are creating a world and the rules that go with it. You, as a GM and invested players, are trying to fulfill a vision and make that vision come alive.
The current best example, in my mind, is DragonBane.
This game is currently hot. I bought my copy at a local, independent bookstore.
Didn’t need to special order it from my FLAG.
But it is just a form of Basic Roleplaying
that has undergone decades of reticulate evolution. They’ve divided skills by
five and added D&D “Advantage” and “Disadvantage” on rolls.
And they have added new elements to match their vision. It’s a great game. A
buddy of mine is running it on Monday nights and I’m really enjoying it. It is
one strand of a net of games that are now and have always been popular.
Homebrew is Old School. Some folks use the term “homebrew”
in a derogatory way to refer to games that are not run according to the rules written
and approved by the corporate owners of the intellectual properties of a given
game. I argue that this is where “the art” is. This is where the creativity
comes in. Corporate games are so automatable that if you want to experience D&D
5e you can go play Baldur’s Gate. To me, the interesting part of the
game is when you start changing the mechanics to reflect a different imagined
reality.
Old School Two: Make the game follow your
vision, not the vision that provides the greatest profit to a corporation.
We’ve been doing it since the dawn of gaming. It’s popular.
It’s fun. If you haven’t, give it a try.
As always, thanks for reading my posts and I invite comments
and questions below.
No comments:
Post a Comment