Fair warning: I’m
going to say some things about The Force Awakens here that you might not care for. If it would spoil your enjoyment of
that movie to hear criticism of it, do yourself a favour and skip this. I have
my problems with it, but I also have no interest in shitting on anyone else’s
fun.
I also have no interest
in discussing the merits and problems of The Force Awakens in the comment section below. Feel like
arguing about it? Take it somewhere else.
Nostalgia is the will-o-the-wisp lurking on the moors of
nerd culture. Unapologetic affection for the things we like is a fine thing,
but too often that leads you into the noxious bogs of sentimentality. It’s easy
to get lost there, losing sight of problematic content, giving things a free
pass just because we enjoyed them when we were young.
I’m going to come back to that, after a few cases in point.
One of them involves lightsabers and droids.
I’ve recently been reading games that fall under the loose
aegis of the “Old School Renaissance” (OSR), a body of modern roleplaying games
that draw on the rules and play style of the early days of the hobby. Some are
deliberate re-creations of those seminal games, while others try to retain the
old school “feel” but bring modern sensibilities to the party with regard to
rules. I enjoyed the retro style of
MUTANT FUTURE, which hearkens back to the handmade feel of early games in the
industry, but CASTLES & CRUSADES really hits my sweet spot. It strikes a
nice balance between old and new, assessing with a sober modern eye the things
about original AD&D that made it fun and the ways in which contemporary
games have surpassed it. It’s a lovely essay on what third edition D&D
might have looked like if it had cast aside layers of complexity and instead
embraced a streamlined, back-to-core-principles approach. I like that a lot.
Each of those games is a commentary on the gaming industry,
past and present, in its own way. MF seems to me to have gotten lost on the
moors, while C&C remembers where it has been without needing to take the
old, well-trodden path that leads into the bogs. As Roger Ebert would have it,
it’s not what these two games are about (as their goals are very similar), it’s
how they are about it.
It happens that a Facebook friend wrote a long post about
the issue of revisiting old-style games at the table, one of those posts that
inspires a long tail of comments responding to it. He was attracted to the idea
of returning to games like the DUNGEONS & DRAGONS of old, which is to say
the kinds of games he played as a young man. He concluded that it was probably impossible
to recreate the experience as an adult, although he could see the attraction. I
think it’s correct that you can’t have the same
experiences you had as a teenager, because (hopefully) you’re not the same person you were then.
A few years ago, just after Gary Gygax died, we sat down at
our game table and played a short session of Basic (Moldvay) D&D, as a kind
of memorial. That didn’t go so well, partly because the rules were alien and
unforgiving to modern sensibilities, but also because the GM didn’t seem to
have much interest in bringing his “A” game to the table. It was clear that he
didn’t think “old school” D&D was about anything more than hacking up
monsters, and didn’t offer us anything beyond that. Sure, that’s probably what
the game was to some people, but I’m not sure any of us would still have been
playing roleplaying games as adults if that was all it had to offer. Old school games still had characters, and
roleplaying opportunities, but there wasn’t a lot of scaffolding for that in
the actual rules. As C&C has reminded me, a lot of the game was alive in
the negative space around the rules; unless the rules specifically said you
couldn’t do something, you could. We were not only not playing the game the old
school way, we didn’t bring any of our modern sensibilities to the table
either. That session was stillborn not out of lack of interest, but lack of
effort.
This was essentially my reaction to the new Star Wars movie,
The Force Awakens. J.J. Abrams was given the most beloved set of Red Box
D&D in the world, with the backing of Disney’s deep pockets, and a decade
of fan complaints about the prequel trilogy to steer him in the right
direction. What he chose to do was dig out one of the same modules he played as
a teen, change the names a bit, and work in a few of the old characters as
NPCs. There is virtually nothing new about it, nothing to surprise and delight.
I find it baffling that so many people are embracing this movie, which was such
a massive disappointment to me, because it is literally offering us nothing new. After all these years of
complaining about Jar Jar Binks, are we really that happy to go back to mud
dice and encumbrance tables? Are there that many grognards out there content to
sink in the bog?
My wife is a historian, and she often talks about the issues
involved with looking at people in the past. There is an awful temptation to
look at them either as Our Heroic Forebears, whose travails lead to our
glorious selves, or else as bumpkins who held beliefs that are unacceptable to
modern minds. The truth, of course, is much more complex. People in the past
can be heroic, forward-looking, and still act in ways that are confusing or
angering to us as we look back. There is the temptation to give them a pass
because of other admirable things they did, or because they were limited by
their times, but that’s just slapping a coat of whitewash on history. History
is rarely simple and neat, and arguing for complexity and nuance is a
responsibility.
Returning to those old games has to be an exercise in
complexity too, if it’s going to work for those of us who haven’t been playing
the same AD&D campaign for forty years. It starts with a sober
consideration of what it was about those old games that we liked in the first
place, and then a careful assessment of what modern tools we can bring to the
party. In short, it’s like any successful game – you need to put some work into
it. For myself, I think there is promise in playing modern games that borrow
the “sandbox” style of early gaming, where gameplay was by its nature emergent
and surprising. What does that look like when you add HTHD style dramatic
interactions and character development? I’m not sure yet, but I think that
would be interesting to see.
I am not at all interested in a lot of the trappings of the
old school gaming experience. I don’t care much about the accumulation of
experience points and gold pieces, or long, drawn-out battles, or grinding my
way through massive dungeons that sprawl over a handful of sheets of graph
paper. But that doesn’t mean I don’t see the potential for good gaming there.
Being old doesn’t make those games good or bad on their face, it makes them
historical documents that you need to approach with modern eyes and see them
clearly: their warts, their problems, and their potential. Good modern takes on
the old school play experience like C&C or DUNGEON WORLD know their roots,
but they’re doing something new.
Let’s stop digging out those dusty old red boxes and trying
to pick up from where we were in 1982. Let’s build new games together that know
their history and look forward to building something fresh, something that
requires imagination and effort and love. Following those flickering lights on
the moors only leads to stagnant waters.
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