This is Your Game
January 10, 2012 3 Comments
Who out there has ever run a pre-generated adventure to the letter? Who has played this game without adjusting one feat, power, or spell? Even if you are out there, you are definitely in the vast minority. Why? Because D&D is built on tailoring the game to your group or to your adventure. If there is one rule to Dungeons & Dragons, it is that you make the rules.
The advent of Wizards of the Coast’s announcement yesterday about a new iteration of the Dungeons & Dragons game has spurred quite a bit of discussion. At Rules as UnWritten, we’d of course like to editorialize as much as the rest of the blogosphere, but we’re here to attempt bringing crunch with every post as well. A lot of you gamers out there discussing the new edition have a lot of good ideas already, and I’m sure you’ll handle the constant buzz well, and I truly hope the community’s voice is represented in the design of the new iteration as WotC’s play test strategy promises. For me, the heart of the announcement is that the creators realize that the game is never going to be theirs, their property. It can be a difficult business for you to 1/ sell a product that encourages the user to make the product themselves, and 2/ have that product hinge on the mind’s imagination, a resource that is only as good as the user can make it.
For me, this is brilliant. I like to have a positive outlook on it all as I am a creative type as well; I believe, even if they are indeed creating ideas, sculpting them into a form that follows rules, and then selling them to me even though I will not necessarily even use them whole cloth, I am willing to appreciate and purchase their hard imaginative work. I consider what I purchase from WotC like the first baton pass in a relay race. You’ve gotten me this far, pretty fast, you’ve given me this thing I need to win the race, but the rest is up to me.
I hope Wizards takes this realization to the next level with their next iteration of the game. No matter how they want to rebuild the “sacred cows” that are classic fundamental qualities of the game, whether spells are memorized and have a set number per day or whether they exist as encounter and daily powers, in the end, the players will do what they want. The employees for Wizards of the Coast are, and sometimes I believe unfortunately, our parents: no matter how they try to raise us, no matter what kind of wisdom, money, experience they can provide, we are going to play the game that we want.
Wizards: you might as well give us the keys to the car, because we’re going out tonight either way.
In that spirit, as we have always felt at Rules as UnWritten, we’re here to offer some crunch to your blogging diet. 4th edition isn’t dead yet, and in fact it is my hope that many of the features they developed to streamline and redefine Dungeons & Dragons get represented in this new forthcoming iteration. There’s a lot of talk out there right now about what exactly are the sacred cows that define the game intrinsically (an inspired article by Arcane Springboard comes to mind), so I could think of no better way of thematically tying the big news with my strong opinion that D&D should be your game through your choices and only merely based on a structure of rules that the creators design.
With that I present to you the Sacred Cow, a wondrous lair item that can provide some help to keep your characters centralized a specific area, something given to them in thanks for completing a quest, or perhaps something that just follows them home. I also want to encourage you to home brew your own blessing in the utility power that might be more tailored to your party members—cause after all, this is your game.