There's
a contradiction at the heart of the implied “game” at the heart
of Fifth Edition. This is an edition greatly influenced by the old
school – two major OSR figures are consultants on it, after all.
There's an adventure that's an arguably superior reboot of Tomb of
Horrors. There's these three
pillars of gameplay. Dungeon situations can be solved in many ways.
Smart play is rewarded; without it, your character may die.
This
is also the edition where the pretty good Starter Set immediately
railroads the party into some bland roadside encounter, the edition
that fastforwards the first two levels where characters are genuinely
fragile, the edition where in the Tomb of Horrors III
adventure you're told to give
players a way out of hard random encounters right after being told
that random encounters shouldn't be levelled for difficulty.
Not
all of Fifth's weaknesses have to do with the tension I'm going to
identify, just as not all of its strengths comes from Mike Mearls'
OSR roots. But a lot of the problem comes down to this:
Your
new character matters too much.
You've
written a couple of pages of backstory. You've done a bunch of
character-build nonsense, picked the right spells, the whole shebang.
You've legitimately invested in the process of even getting to the
table. Your character is awesome, and they have a great quest.
It
would genuinely suck if they died during Session 3, when falling into
a whirlpool trap activated by a Twig Blight.
On
the other hand, if that happens to some guy you rolled up a couple
sessions ago, maybe it's just funny, or a useful learning experience
about the combat behaviour of these little plant dudes.
Fifth
Edition nobly attempts to meet two assumptions of play here – the
epic hero of storied past, and the nobody who rises to be somebody
through their adventures. It fails in part. This is somewhat genetic
– there's something bred in the bone as far back as First Edition,
and certainly Vampire the Masquerade has had a significant impact.
But the buck stops here. The implicit assumptions of Fifth, and even
some of the mechanics, create an impossible tension. Characters dying
is a waste.
But
what if the real, active possibility of character death – round
every corner, at every potentially trapped door – made everything
else sweeter? Every victory, every escape from catastrophe, every
friend made and enemy defeated, all made more ecstatic by the fact
that even at 5th
Level, you can just straight up die from fighting the wrong monster
at the wrong time. To quote Shadowlands,
“the pain now is part of the happiness then – that's the deal”.
Life and death are interlinked.
Take
this example of an old school DM talking about a character death:
http://maziriansgarden.blogspot.com/2017/06/sir-tresken-vigilant-rest-in-power.html.
Now bear in mind Sir Tresken will likely have been rolled up pretty
quickly, with little optimization. A character was needed for a
session, and lo, one emerged. One day, Sir Tresken died. Others had
died before, but hadn't received such an obituary from the DM. I
imagine some of them “get capped pretty quick”
(https://www.youtube.com/watch?v=7bR3T1eThJU),
too. After all, at first glance, in the old-school game, “the king
stay the king”.At first glance.
But
what about Sir Tresken?
“Sir Tresken also
won the Twin Saddle of Vyanir, fashioned by Saint Garanax, the
founder of his order, the dread Storm Riders. Garanax had used it to
break the first of the war crows, leading them from the inverted
White Jungle to the waking world. Sir Tresken followed in Saint
Garanax's footsteps. Each traveled to Wishery from Rastingdrung
through a shimmering door. Each served the same two mistresses. In
the waking world, Tresken was the sworn servant of the Chatelaine of
Storms, the witch queen from whom he drew his powers. But in Wishery,
the Petal Blade bound him to the memory of the Lady Shirishanu,
legendary poet-warrior paramour of the last of the Incandescent
Kings. Had he lived longer Sir Tresken too would have broken wild
crows and been the stuff of fairy tales.
…
At that same moment,
in Wishery, as Tresken's life blood poured from a mortal wound onto
the dueling ground, the Petal Blade gave a keening cry, a wave of raw
grief that burst upon all at the pagodas of the hanging merchants.
Fat Malichar burst instantly into tears, and even Nekalimon who hoped
against hope that Tresken would be slain felt so sickened that he
spilled the precious moonstones he was counting into the chasm below.
The Petal Blade grieved on behalf of its mistress, and all of Zyan,
for the waning of the hope that had begun to dawn in that hopeless
place.
Sir Tresken died in the forty first session of our campaign. May he rest in power.”
Sir Tresken died in the forty first session of our campaign. May he rest in power.”
Sir
Tresken earned every moment of that. Forty-one sessions of ruthless,
cutthroat play. That chump barbarian who died two sessions in, even
the magic-user who went down after nine sessions – sure, they might
have been fun, but Sir Treskens had created a legend. Not based on
his backstory. Just based on – well – his story. And that makes
his death tragic.
But
what if he had survived? Well, keep playing, and you'll find a
character like Sir Tresken.
That's
the issue with a gameplay style which emphasizes pre-game prep –
not just pages of backstory writing, but, and perhaps this is more to
the point, one which also rewards serious pre-game statistical
planning. The game becomes about efficiently utilising the optimised
device, or experiencing the ramifications of the backstory, not about
exploring a world and creating a story. It becomes actively obnoxious
to let characters die – the characters, and the work put into them
by the player, becomes the point of the game, rather than the
gameplay itself. The effort you've put into backstory and character
builds means it seems less fun for the DM to let your character die.
I'm
not saying that's bad wrong fun. You do you. But I suspect it's not
the best use of an engine like D&D's.
D&D
suits emergent backstory best, is my contention. It's a game about
exploration and discovery as much as it's a game about killing stuff.
At its best, it's also a pretty simple game, where rolling up a
character is quick and no-fuss. Given that, why not discover your
character along the way, too? Again – I'm not saying that it can't
be fun for the DM to create elaborate interlacing plot-threads based
on your complex backstory. I'm saying it might be funner to think up
a sentence summarising your guy or gal and then crash them into the
world. See whether they become worthy of a backstory or not. Do you
know what the backstory they'll get is? The game you actually
play.
Maybe
that backstory is you being turned into a tapestry by a Fungal
Artisan two sessions in. But maybe it'll be like Sir Tresken, and a
living sword will wail your death across the land, causing even your
enemies to weep.
And
maybe your tale will be greater yet.
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