a finished commission for @hystericempress! never drawn much cape stuff so this was a fun challenge ~ β¨π¦
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a finished commission for @hystericempress! never drawn much cape stuff so this was a fun challenge ~ β¨π¦
[like my art? commission me!]
[or, tip me, by contributing to my bro Mohammed's campaign!]
Thorn RPG released! I have not played it, its description just reminded me of the thing I am always thinking of. Thorn is a Diceless, Healthless game where you use resources to move the game forward. Enemies die in one hit. I don't know how much fighting is in Thorn, but it sounds like that's the main conflict it puts in people's way (as many games do). I have been wondering for a while what we, as small rpg people, could do to move away from this.
100% agreed. The best explanation of why video and tabletop games focus so heavily on combat (outside of "genre literature focuses heavily on fights") I've read comes from David Graeber's Utopia of Rules, which is a collection of three essays which only references D&D in a single paragraph. I still think the framework it builds is useful for thinking about game design though!
In the first essay, "Dead Zones of the Imagination: An Essay on Structural Stupidity" Graeber lays out how violence simplifies and flattens interaction between people. Here is a concise summary he gives early on:
[V]iolence may well be the only form of human action by which it is possible to have relatively predictable effects on the actions of a person about whom you understand nothing. Pretty much any other way one might try to influence anotherβs actions, one at least has to have some idea who they think they are, who they think you are, what they might want out of the situation, and what their aversions and proclivities are. Hit them over the head hard enough and all of this becomes irrelevant.
Later in the same book, Graeber has a chapter titled "Bureaucratization of the Antibureaucratic Fantasy". In it he touches on D&D:
There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants β¦), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution β¦); lists of spells available at different levels of capacity (magic missile, fireball, passwall β¦); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types β¦). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics.
These catalogs mostly exist to enable the game to simulate violence: the center of gravity of monsters, stats, hit points, spells, armors, and alignments is the combat system. Violence allows the RPG author and referee to order the world in a simple, legible way the same as it allows the bureaucrat. The violent "verbs" players have access to can be much simpler and broader than the non-violent "verbs", because they don't require a deep understanding of the situation at hand. To paraphrase Graeber's quote above, "[h]it them over the head hard enough and all of [the complex NPC backstories] becomes irrelevant." Outside the rules, violence also simplifies the scenario. "Three automatons who fight to the death" is simpler to write and run than "three wolves, hungry to the point of starvation" which is simpler again than "a confused dryad, who mistakenly believes the players to be part of a logging operation (see Bunyan Co on pg XX)". As we move further from hitting people over the head, the situation becomes more complex and therefore more difficult to systematize.
Unfortunately I don't have a prescription, just a diagnosis: the simplifying effects of violence make it more amenable to gamification.
As an aside, the inverse is also true: the more you simplify social mechanics, the more violent they look. "Conversation fight" systems like Negotiation in Griftlands or my dim memories of Burning Wheel's "Duel of Wits" model an argument like a battle. I find these sorts of systems extremely unsatisfying, because they render social interaction exactly as flat as a combat encounter. Instead of granting interesting mechanical complexity to conversation, they strip away all the social complexity! This is fine in a video game (which is a finite machine that requires all creative labor up-front), but in an RPG I don't see the benefit.
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