2. How to Play

These are my notes on chapter 2 of The Elusive Shift: How RPGs Forged Their Identity, written by Jon Peterson and published by MIT Press. My notes on chapter 1 are available here.

Chapter 2: How to Play

While the 1974 D&D game provided extensive rules, including character generation methods and combat mechanics, it lacked clear guidance on integrating these elements into actual gameplay. Unlike traditional wargames with defined turns and phases, D&D's structure was less obvious, relying heavily on player-referee dialogue rather than structured turn sequences. This chapter explores the nature of player participation in D&D, highlighting the game's departure from conventional wargames and its emphasis on conversation and collective storytelling as fundamental gameplay mechanics.

Wishful Thinking

Early Dungeons & Dragons (D&D) successors slowly introduced rules for dialogue-based gameplay. TSR games like "Empire of the Petal Throne" and "Metamorphosis Alpha" used sample dialogues to illustrate the game structure, defining roles like the "caller," who represents the player group. These games emphasized the referee's role in interpreting players' actions and the consequences, emphasizing collaborative storytelling. The concept of "wishes" in D&D highlighted the importance of precise player communication, as referees would strictly interpret players' words, leading to varying outcomes. This approach mirrored the educational roots of wargaming, fostering a dynamic and strategic interaction between players and the Dungeon Master.

Deciding for You

In D&D, player participation is primarily dictated by the referee's discretion. In the 70s, the game's dialogue-based mechanics often centered around a "caller," who translated group consensus into actions. This approach can limit individual player agency, particularly in large groups, where a caller helps manage decisions but may also constrain personal input. Referees may impose real-time decision-making, interpreting delays or vague statements as inaction or invalid. The game's structure sometimes overrides player choices, especially under spell effects or when intentions are unclear. This system demands players articulate clear, feasible actions within the game's timeframe, blending strategic thinking with the urgency of real-time choices.

Resolution

Early commentators highlighted the importance of players specifying their characters' actions in detail rather than being vague. This precision is crucial for the referee to translate intentions into actions resolvable by the game's system, usually involving dice rolls. The level of player engagement with the game mechanics varied. Some referees may conceal dice rolls and system mechanics to enhance narrative immersion, while others allow players to roll dice, increasing their involvement in the mechanics. This balance affects the role-playing experience, reflecting a longstanding debate between narrative-driven and mechanics-focused approaches.

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

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1. Two Cultures