DMGs Don't Work / More On Mindsets
Just as a follow up to yesterday's post:
Once you understand the playstyle of the creators of D&D, you begin also to understand the mindset.
I do not know for certain, but my impression is that, if you were to ask Gygax in the 70s how to run the game, any answer more in-depth than, "You referee between the players and the world," would not be forthcoming.
My reasoning for this is that all of those individuals who were involved at its very conception were people who had grown up playing wargames, an d developing wargames. To such people, there could be nothing more natural than the relatively easy task of refereeing. Perhaps a complex task, but not impossible.
It was only when people with different mindsets started to approach the game that misunderstandings started to crop up, that is, at least, in my mind.
Different Mindsets
Two new types of individuals, the first are those I would label as Powergamers, the second I would call Storygamers.
Powergamers want to know the rules, have the rules written down, that is, so that they can go about breaking these rules, and making the most over-powered characters possible. Strictly NOT the point of D&D, I would say.
When a powergamer asks how to run the game, and is met with the answer given above, the answer will likely be "Okay, yeah, but what are the rules [of running the game]." This should be astounding, here the powergamer has been given the only rule, that of refereeing, and asks for more?!? It is because this first rule is not seen as such, because the powergamer wants to play an altogether different game than is offered by D&D.
Storygamers want to ignore all rules, for the sake of an interesting story, often disregarding realism, historical accuracy, and pre-established conventions of the setting to reach this goal. Equally not what D&D is meant to be.
When the storygamer, in turn, is given the same solitary rule, it is equally ignored, though for a different reason. Whereas the powergamer wants different rules, the storygamer has an utter disregard for rules, and accordingly, most likely, sees this as advice rather than a hard and fast basis of the game.
I should note that here I am describing the worst of both Powergamers and Storygamers, and of course whether these statements are true (as I believe them to be) or false depends solely on if they align with reality.
DMGs Do Not Work
It is also because of this mindset that the various DMGs (Dungeon Master's Guide(s)) released across the years have never done what people want them to do: teach people how to play the game.
For Wargamers the DMG, say of 1e, is exactly that, a guide. Not an instructional manual, but an aid to running the game.
For Powergamers, the 1e DMG is an instructional manual, though for a different kind of game entirely.
For Storygamers, the DMG is a pretty mantelpiece.
To answer why is relatively simple. The 1e AD&D DMG was a collection of write-ups done for all of the various processes which happened at the table in Gary Gygax's home game. (As far as I can tell.)
The 2e AD&D DMG was a re-collation of the rules found in 1e, with many changes implemented in an attempt to make the game smoother.
The 3e/3.5e DMG did basically the same, though translating the rules to the D20 system.
The 5e DMG simplified many of the rules of 3e/3.5e, removed others, and added in the minimum effort to be considered modular.
The 5.5e DMG, from what I've seen, seems to be more of the same vapid nonsense.
None of them have ever accurately instructed the reader on how to run the game.
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