1. Two Cultures

The Elusive Shift: How RPGs Forged Their Identity, written by Jon Peterson and published by MIT Press, is an essential book about the early years of our hobby. It is richly informative but also dense, which may be why it has not been more widely read. In this series of posts, I want to share my notes on Peterson's main findings, both for my own reinforcement and also to encourage others to tackle the book for themselves.

In the introduction, Peterson states that the book will examine the origins and early development of role-playing games as a concept, with an understandable focus on Dungeons & Dragons (D&D). He notes that the term 'role-playing game' wasn't initially used by the publishers of D&D, but emerged from the game's early community. This community identified something unique in D&D, differentiating it from traditional wargames. The book discusses how early players and designers grappled with defining and enhancing the RPG experience, highlighting the enduring debates and concepts that continue to shape RPG theory and practice.

Chapter 1: The Two Cultures

D&D originated from the fusion of wargaming culture and science-fiction/fantasy fandom. Wargaming, a niche activity primarily enjoyed by white males, started incorporating fantasy elements inspired by popular works like 'Lord of the Rings.' This led to the creation of 'Chainmail,' a forerunner to D&D. Science-fiction fandom, slightly more diverse, also influenced D&D, particularly in shaping the interpretation of its rules. The interplay between these cultures marked the development and initial understanding of D&D. Both communities contributed to the emerging role-playing game genre, blending aspects of strategic gameplay with imaginative storytelling.

The Legacy of Wargaming

D&D evolved from wargaming, with its creators bringing established wargaming principles to this new genre. Wargaming's history, dating back decades, contributed critical methodologies and a specific vocabulary. D&D distinguished itself through the unique role of the referee and an expanded simulation scope. In traditional wargames, referees were less common, but in D&D, they played a central role in directing gameplay and decision-making. This approach drew from historical miniature wargaming and the 19th-century Kriegsspiel, emphasizing real-time interaction and narrative flexibility. D&D's emphasis on improvisation and story over rigid rules marked a significant shift from conventional wargaming practices.

Gaming as Characters

The transition of some wargames to focus on individual characters profoundly influenced the genre. Innovations like Joe Morschauser's "roster system" evolved to detail individual soldiers' attributes, fostering a personal connection between players and their miniatures. This shift led to games where players controlled a single character, as in "Fight in the Skies" (1968), encouraging deeper engagement and character-driven narratives. Such developments significantly impacted D&D's formation, blending wargaming's strategic elements with fantasy storytelling. This evolution marked a move from traditional tactical gameplay to a more immersive, character-focused experience, laying the groundwork for modern role-playing games.

Collective Authorship

In 1974, Gary Gygax wondered whether science fiction and fantasy fans would embrace gaming. With D&D, he offered these fans a platform for interactive storytelling and adventure. D&D allowed players to journey through diverse fantasy worlds, with the referee crafting the narrative environment. This approach resonated with the science fiction community's appreciation for collaborative creativity. The game's success depended on the referee's skill in creating engaging experiences, mirroring various communal storytelling activities. D&D's blend of wargaming and collective authorship led to varied interpretations of the referee's role, sparking debates about the ideal balance between game mechanics and storytelling.

Early Perceptions of Difference

Early D&D players, influenced by their roots in wargaming or science-fiction fandom, split into two groups: those focusing on the game's mechanics (games people) and those emphasizing storytelling (story people). Wargamers expected a competitive, adversarial style with referees enforcing rules strictly, while science-fiction fans preferred a collaborative, creative approach with referees facilitating the narrative. This division sparked debates on whether D&D should be adversarial or cooperative. As players from different backgrounds interacted, they encountered varying playstyles, leading to critiques over games being either too lenient or excessively challenging. These early interactions and differing perspectives laid the groundwork for developing role-playing game theory, focusing on balancing competitive and cooperative gameplay.

The Elusive Shift: How RPGs Forged Their Identity by Jon Peterson is now available at all good book stores.

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2. How to Play

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Ten Cool D&D Things #81-90