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5 Reasons Why D&D Is More Of A Wargame Than An RPG

21/7/2017

18 Comments

 
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These days when we talk about roleplaying games, most people will think immediately of Dungeons and Dragons, the godfather of them all. We all love D&D, and its enduring legacy shows that even with a few missteps (anyone remember 4th edition? I wish I didn’t), it’s still the most popular RPG – a gateway drug for most of the new wave of geeks. Among the plethora of games popping up everywhere, it’s the Marlon Brando to all these fancy new Johnny Depp types.

But our favourite hobby should not be above scrutiny. As always with the old guard, we tend to overlook some elements that really need discussing. If there’s one thing to take away from the next gen of tabletop RPGs it’s that the cornerstone of roleplaying games – the actual “role playing” – has been neglected far too long. Which is why I would argue that D&D at its core, is more of a skirmish wargame than a roleplaying game.

I think it’s worth looking into what that means, what the alternatives are and in what ways D&D can change. After all, it still has to live up to its historic title of daddy of all RPGs.

1) Mathematics Over Story
What is a roleplaying game? It’s a game where we play roles. Pack up, people, we’re done here. Or, well, to give it more detail, it’s a game – in this case we’ll be referring to the tabletop variety as opposed to video games – where a group of people (usually referred to as the “party”) play certain characters in a fictional universe. Often, it’s to fulfil an objective (or a “quest”), or a series thereof strung together into a “campaign”. Now if those inverted commas made you feel like you’re at the world’s most pedantic TED Talk, bear with me, we’ve got to get some definitions out of the way.

The basic premise of the roleplaying game has changed a lot over the years. Where once the “role” in question was simply one’s part in the overall squad dynamics (what youngsters these days call the “meta”), through the power of imagination it has taken a much greater significance and these days characters have grand backstories that fit a role in the greater fictional Universe. Party dynamics are about more than just synergy of abilities. These are people who live in our imagination, who have relationships, hopes and expectations – and a reason to exist in this world, something that drives them towards achieving their goals.

Conversely, a wargame can have a pretty broad definition, but at its core it is a simulation of conflict – usually some form of combat – that pits two or more opposing forces on a battlefield, whereupon they smack the relentless crap out of each other with the power of MATHS! It’s a numbers game.

Now tell me if this sounds familiar. “Ok, so Jenny is on the opposite side of the golem, so that means I’m flanking. So that’s 3d6 sneak attack damage, +1 from my dagger of Awesomeness, another 1 because constructs are my favoured enemy from multiclassing to plumber, so that’s a total of… let’s see, carry over the 1, and multiply the dice because critical, add another die for inspiration and… what do you mean it doesn’t have any discernible anatomy?!”

In its basic form, D&D is a numbers game. You can take away the names, the plot, and the setting; what you’re left with is a squad-based skirmish wargame not unlike Age of the Sigmarines – which also has its (ridiculously complicated) backstory with established characters and all that. If you watch popular D&D shows on Twitch like Critical Role, you’ll notice that there are three basic types of episode: role-play episodes where people talk a lot, shopping episodes (everyone’s favourites), and fight episodes where more than half the runtime is one or more (but usually just one) scenes of prolonged kerfuffle. It takes three hours to play out less than a minute of real-time fisticuffs.
And that’s 5th edition; can you imagine if this were Pathfinder? Speaking of which…

2) Over-Emphasis On Combat
Let’s face it. D&D is about fighting. If you look at the Player’s Handbook, most of it is dedicated to showing you how your character can bring the pain. And sweet mercy, can you deliver. While you get all these details on all your characters abilities, and feats and spells and equipment, you get all of 4 pages dedicated to personality and background. And that ends up being just another tool to help in fighting in most cases too.

And 5th edition isn’t as bad as previous versions of the formula, either. In fact, one of the things I liked the most about the latest incarnation of my favourite game was that it made your characters feel more like people, encouraging you to create actual believable persona, rather than just killing machines. I mean, they’re still XP-generating homicide homunculi, but it’s generally frowned upon these days if you only play a murder-hobo.

You do possess a set of skills that function outside of the smackdown arena, but they’re over-simplified to the point where most of the time it’s just a roll of the die, add some numbers… woop, I guess diplomacy has failed us this day. And then everyone draws their weapons.

While we’re on the topic, can we just talk about…

3) Alignments
Crikey, remember the ones in 4th edition? I wish I didn’t.

If the hallmark of a wargame is that it needs tables to quantify and explain everything (looking at you, GW), then this should cement D&D’s reputation as a wargame. We're looking at a system where even one’s morality is relegated to one of nine options on a board.

Introducing Sigmund, Archmage of the Order of Freudian slips. He pays his taxes on time, so he’s Lawful Stupid. His nemesis is his former apprentice, the sorcerer Carl “Forever” Jung, who had a dream about a vision wrapped in an enigma, so he’s Chaotic Millennial and just wants to watch the world burn.


What does it all mean? I have no idea, but I just know I don’t want to have to fill in a form to tell me what I’m supposed to be. While I understand that it creates a framework to help some people inform their character decisions, I’d really rather be allowed to make decisions that fit my character without worrying if my GM wants to switch my alignment because I nicked a broom from a necromancer.

You might as well start every game with a Myers-Briggs test. Dibs on the INTP Warlock.

How does this help defeat the dragon in the titular dungeon? It doesn’t, because…

4) It’s All About That Base (Attack Bonus)
Congratulations! You’ve levelled up. You’ve shish-kebabbed enough kobolds to make a bridge over troubled waters, you’ve got so many goblin teeth stuck to your boot that Nike wants to have a word. You’ve gained some hitpoints and you feel better. And you are better... at killing things. Especially if you took one of the melee classes. Sharks gotta swim, bats gotta fly, fighters gonna fight forever till they die. The rogues get a little better at thievin’ but they mostly get better at stabbin’. Heck, even the bards get better combat spells as they progress.

D&D is about the power fantasy. And the easiest way to achieve that is to physically overpower your enemies in the tried and true test of combat. And the more the story progresses, the better you get at it. But there are other ways to drive a story, other stories to be told and other ways to do it.

The idea of progression in a roleplaying game is meant to drive the narrative forward. To progress with the plot. Uncover new characters, new villains, allies, new areas to explore, developments to unravel. Most games do this through interacting with the world and overcoming challenges. World of Darkness focuses on “story beats” where your character’s progression can be tied to them overcoming their own flaws, or fulfilling personal ambitions. FATE rewards story points for actively failing – if you indulge in your character’s shortcomings, or actually choose to fail an otherwise guaranteed success, your game master will reward you for making the game and story more interesting. It’s called failing forward, and it’s one tool that storytelling uses to drive the narrative.

Narrative in D&D is often driven by hacking and slashing your way through opposition, because…

5) At Its Heart, It’s A Dungeon Crawler
D&D has come a long way. But at its inception it was what we do today when we’re too tired of the social intrigue, the personal drama and the complicated plots. You get a crew, crawl through a dungeon, murder some monsters, kill the dragon and steal its shinies. It’s adventure capitalism at its finest. D&D came out of the wargaming scene. It had ridiculous tables and – my gods, do you people even remember ThAC0? (Yes, and we liked it, damned kids. Strength had percentages, AC dropped, and it was still called "Back-stab" and that was good enough for us! -VP Quinn) I wish I didn’t.

It still has a long way to go. And it has changed a lot already, in good ways too. 5th edition is a blessing. It’s a lot of fun and it is very inviting to new players. And we need those. Our geek culture is spreading and more and more people are joining us in our favourite hobby. But pretending it’s above reproach won’t help anyone. While it’s a good tool for experienced GMs to create absolutely amazing stories in fantastic settings (see the previously mentioned Critical Role, Maze Arcana in Eberron, and many more), in its bare-bones incarnation, what you’ve got is a manual for a wargaming experience. GMs often have to improvise and think outside the confines of the book to create the actual roleplaying. There’s supplements and hundreds of blogs to help house rule your way to a complete adventure, but often times a GM might struggle to accommodate their players’ desires – and ultimately that’s what drives the immersion that helps people really get in their characters’ shoes.
​

Even in combat – the activity deemed most important by the restrictive ruleset – often times a player will get an idea that sounds cinematic and cool and they’d love their character to be able to pull it off. But if it ain’t in the rules, it ain’t happenin’, ranger. When you have too many rules – and far too many feats (looking at you, Pathfinder) – what you get isn’t a roleplaying experience, but an invitation to a litigious session where rules lawyers fight over whose interpretation of the Magna Carta that is the handbook (and all its supplements) fits the scenario better. At this point, you’re not playing characters, you’re playing dress-up with stats.

At its best, D&D can accommodate all. You want to just slay the dragon and get the loot? Can do. You want an epic fantasy campaign with Game of Thrones level of deception and backstabbing? That’s possible too. In the end, it all depends on your DM. And I learned from my Dungeon Master, who learned from his Dungeon Master, in an unbroken line all the way to the Gygax that started it all. It’s safe to say that this renaissance we’re enjoying now might not have happened without the tabletop dungeon crawler. Hopefully, by shining a light on the things it still needs to improve and the mechanics we may or may not enjoy we can learn from the experience. If the backlash to 4th edition taught us anything it’s that people want more roleplaying and not just another mathematics-driven wargame. 5th was a step in the right direction. Let’s hope we see this game move in more nuanced and open directions in the future and keep pushing the boundaries of our tabletop experience so that we may all level up our gaming.

I’m off to play that INTP Warlock now.
​
Something of a modern day caveman, Ian fell down the rabbit hole of roleplaying games ages ago and has refused to emerge ever since. In his daily life, he wears many hats. When he’s not wearing the hat of the dungeon master, he studies cultural anthropology, writes short stories and occasionally posts on his own blog.
You can find more of his stuff at https://cavemanblues.wordpress.com/
Image reference: http://cardweb.info/20170616010436_tabletop-world-medieval/


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18 Comments
Scott
21/7/2017 09:03:54 am

This is just wrong. You're making a lot of assumptions that aren't based on accurate information.

Reply
Petri
21/7/2017 09:45:20 am

very valid point. I have always tried to avoid wargame feel, to me story is the most important and fighting to death is very rare.

Reply
António
21/7/2017 10:31:06 am

Ah, yes, the over emphasis of combat must be why my party has had 3 combats in 7 sessions.
Point 1 only happens during combats, so it's a moot-point. You can't say "mathematics over story" when the only bit of maths done is during non-story parts...
Point 2 is stupid. The PHB tells you about the classes and races preluding every class with roleplay descriptions. Chapters 1, 2, 4, 5, 7 and 8 are mostly about roleplay aspects with only chapter 5 having a part that affects combat (weapons and armor). Then we have a whole book (DMG) about preparing campaigns, filled with RP aspects...
Point 3 reveals the author doesn't know what roleplay is. Alignments are necessary in Dungeons and Dragons because of how the Realms exist. Even though there are very few rules that affect Alignment, it's a crutch for inexperienced players to base their character. And it affects a Character once you start fiddling with the Astral Planes.
Point 4 is where I really start feeling bad for the author, for his DM sucked immensely. If your only way of getting xp is killing things, then I weep for you. Unless you really like doing that, then more power for you. My players have had a total of 3 combat encounters so far over a course of 7 sessions and are now level 3. The most experience they got was from picking herbs in the Glimmerwoods.
As for point 5, true, it came from a wargame, and can be played as a dungeon crawler. But you can also create a town, filled with interesting NPCs who can make your PCs feel attached to them and have a few choice NPCs have such a rich background that everytime your PCs uncover a bit of it they are stunned. You can make whole "encounters" based on sneaking into a library to find that one book that has the information you need about that weird symbol those Gnolls chanting in the Shrine to Kelemvor had painted in their furs. Or you can do a dungeon crawl! It's up to the DM and the party! THAT's the beauty of D&D.

Reply
Benjamin Scherrey
21/7/2017 12:17:51 pm

Might be more compelling if you actually introduced a counter example to demonstrate your idea of a "true" RPG. Methinks perhaps you didn't have a lot of experience with a good DM playing original AD&D - which of course comes directly from playing table top war games but I believe is still the best example of a true RPG. I was the perfect age (maybe two or three years late) when that transition happened. I was a wargammer pushing chit stacks around or lines of soldiers, but always tried to put more story line into the game (especially in fantasy settings). D&D introduced the concept of super flexible mechanics that achieved this better than anything ever had. And our games quickly moved to personalities and intrigues over mass combat. Being typical good vs evil pulp fiction plots, combat naturally played a big role but the thinking behind the combat was still role playing as you certainly didn't perform the kind of callus tradeoffs one must make as a general sacrificing some troops for a greater strategic goal that must happen in proper war games. I'll note that your positive points towards 5th edition support this thinking - that's cause 5th edition is attempting to get back what the original AD&D already had. My question is, why is it even necessary? AD&D with a few minor house rules has always captured everything you claim you want for me. Certainly better than any other RPG I've encountered. What do you propose to be better?

Reply
Craven Morehed
21/7/2017 01:11:23 pm

What all these guys said.

Reply
Matheus F.
21/7/2017 01:31:44 pm

"I think it’s worth looking into what that means, what the alternatives are and in what ways D&D can change."

There is a part two of this article? I'm missing the alternatives and the changes that you would propose.

Reply
Cayetano
21/7/2017 01:36:05 pm

It is one point of view in a sea of many. At least it's good to know there is a blog crying out loud, but it is muffled scream by all the noise going around. Maybe the article is intended for teens taking their first steps in RPGs.
BTW, you have been playing D&D with the wrong group.

Reply
Steve
21/7/2017 04:24:22 pm

It always amazes me that a gaming system that can be played the way any person wants to run a game is somehow dissatisfied with the "limitations" of the gaming system.

If Dungeons and Dragons is limited to various skirmishes, I submit to the author that that is the limitation of the people running the game not the game itself.

Reply
Jill
21/7/2017 04:50:45 pm

I disagree wholeheartedly. The play style depicted here is only ONE possible way to play. I, for example, do not use alignment at all and instruct my players to leave that blank. I use milestone leveling in all my campaigns. Rarely do my players ever explore dungeons or go through a standard "dungeon crawl." In fact, playing pieces of "Tales from the Yawning Portal" was different enough from my normal adventure style that my players remarked on the difference. (neither better or worse, just different.) My groups tend to play with a focus on flavor, interaction and story rather than combat, not that they don't love a good scrap! There are as many ways to play D&D as there are people playing. If you love the war game style, more power to you, but I think it is irresponsible to make such massive generalizations.

Reply
Matthew Barrett
21/7/2017 07:44:57 pm

Sounds like you are actually in agreement with the last paragraph: "At its best, D&D can accommodate all. You want to just slay the dragon and get the loot? Can do. You want an epic fantasy campaign with Game of Thrones level of deception and backstabbing? That’s possible too. In the end, it all depends on your DM."

Reply
Scott Anderson link
21/7/2017 05:13:35 pm

I like arguing over listicles!

But to your points, I think you are presenting your opinion in interesting ways. I have different opinions but my thesis matches yours in some ways.

D&D is not a RPG. It is a tabletop adventure game. The rules do not require any role playing.

On the other hand, it's not a wargame like 4e or a tactical skirmish game like Warhammer. Especially the oldest editions, which were meant to supplement the wargame with non-wargame adventure elements.

Reply
Matthew Barrett link
21/7/2017 06:49:42 pm

I've been a DM and player over 20 years, so many different games and groups and players, and I've come to realize that this is actually true. The more I strive to pull my games away from the wargaming roots, the more clearly I realize that the problem is baked into the structure of the game, the most basic assumptions.

To all of you who disagree with this article, understand that saying that it's POSSIBLE to tone down the combat in the game is like saying it's POSSIBLE to use a stapler as a hammer. Yes, you can do it, even though it was built for something else. It will do the job, but something else might do the job better.

Like an actual hammer.

Reply
Eldrad
22/7/2017 11:26:08 am

Many good points made. I Eldrad have came up with many RPGs that we're story over mathematics and the players loved it and did not even miss the rules.

I guess people were "harmed" by this article because it hit too close to home.

Freeform RPGs such as DUNGEONPUNK RPG are the future of gaming.

As Jupe the Finn always said.
" Less rules = more fun!"

Reply
Luke Green link
23/7/2017 05:38:20 pm

There is a lot of this going around lately and while there is some practical benefit to analyzing a system for what it does and doesn't do well there is really no practical use to saying what it isn't an RPG.

I have a lot of criticism of the D&D system some matching what you said above. It holds tightly to sacred cows like alignment which have long since ceased adding to the whole. It lacks a central benchmark of character build which makes homebrewing an arduous affair. It uses class-based advancement which contradicts heavily with how I understand learning to work in the real world. But it is certainly a role playing game.

it is not a role playing game that will appeal to everyone. Nor is it the most elegant system I've encountered, the fifth edition has some beautiful implementation of a lot of the best ideas of 4th edition (which Was disappointed unfinished) as well as heavy influence from Fate and other systems. But it is still a game where you take on a role and tell a story. And it actively encourages going beyond the rules and trying stuff outside the box. It may not have a strong system for dealing with non-physical (and in context of gaming mind control and psychic powers still classify as physical) problems but it doesn't shut them down.

This is a divisive attitude.

Reply
DM Punks
23/7/2017 08:24:21 pm

This clickbait list article gets it wrong on all levels.

Reply
Artur
17/7/2022 07:26:52 pm

Well... i love wargames, so. I don't understand why people are hurt. Amateur drama is not a superior way to play.

Reply
Ricky Moore
26/11/2022 04:11:22 pm

New D&D is a crappy attempt at GURPS Lite combined with an extremely ridiculous tactical combat simulator.

Old D&D was a squad-level wargame with a focus on strategy and logistics, which eventually became a full-scale war game with players leading small armies and building fortresses.

The rules changes (handwave abilities of the Ranger that make intelligent exploration choices superfluous) basically cut all of that stuff out of the game.

Roleplaying, in modern parlance, is mostly being an attention whore who looks for drama when it's not welcome. Roleplaying, in those games, was about playing the role of a person who (presumably) wanted to accomplish the goals of the military unit/party, for one reason or another. It was another strategic element and expansiveness on strategic choice possibility.

Numbers mattered a lot less in old D&D, except the random ones. Bonuses were weak. A lot of what won fights was intelligent players, not statistics, because an 8th level fighter can theoretically die in one hit from an orc. Character fragility was not a flaw, it's a feature, and impeding ten pages of backstory and Main Character Syndrome was not a drawback, it was a benefit.

D&D was made for the kind of person who likes planning, has a few hours to kill, and isn't afraid of paperwork. D&D now is an excessively complex version of a video game full of fruity tropes I never liked and shit art.

Reply
Ricky Moore
26/11/2022 04:15:23 pm

Oh, and there's nothing wrong with alignment. It tells you what side you're playing with and who you can work with. There's a goddamn war on, if you haven't heard. It's not your personality or your feelings, and 'chaotic good' doesn't exist in the real world. If you're an undisciplined, lazy person you're a piece of shit, the end. Also, just because all you normies live in an anomie-driven moral vacuum of hypocritical popular slogans doesn't mean that everyone rejects a belief in objective morality.

Reply



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