RAuW

What do we want from our games? Competition? Interaction? Sleek Design? Accessibility? Fun?

We want rules. I know that sounds awfully boring. And I would say that all those grand ideas go into the process of creating rules. We need rules to make things run, to help guide us through the routine and grind of our daily lives. Even as children we play many games with rules to help us accept adult rules later in life. Rules run our lives, and they rarely change. I think this obsession with rules was the first thing that attracted me to Dungeons & Dragons.

I do not know how many manuals and guides and rulebooks on D&D that I have read, there was something always peculiar about every tome of esoteric reality re-creating and magic predicting rule that I committed to memory. This peculiarity sprung from a strange subtext that seemed to find its way into every book I read: if you do not like the rules, change them. This idiom seems simple and innocent, however never before had I encountered a game that expressed to me that rules could be changed to fit my style of play. More role playing games would come into my life with similar prospectives, but D&D was the first game I played that said ‘these are the rules, but only follow them if you want.’

Surely much of this extends from role playing in general. How can you measure the validity of rules in a world built on human imagination. But there was more than that. It always felt like when you sat down to play D&D it was your game. No longer did it belong to Gygax, TSR or Wizards of the Coast. Everything you knew until that first die was rolled was just game theory. Once the game actually started, it belonged to the players at the table and to the DM behind the screen and there was no rule that could predict what would and did happen. Not only that but maybe your DM showed up with something that you had never seen or heard of before, most likely because it was never printed in any book you owned. By the same token a player would shock a DM by utilizing a skill in a manner never deemed appropriate in the Dungeon Master’s Guide. How many magic items did you craft, new spells did you research and evil monsters did you draft?

In this spirit we have started this blog. It is not just about our rules and theories and fanciful ideas for campaigns. It is not about redesigning a game that will most likely be redesigned another three or four times before my life is done. It is not about making everything about D&D… even though it is.

This blog is about what we want from our games, specifically D&D. It is an experience that we all love for different reasons because it is a different experience for every group. This blog is about us taking the game Dungeons & Dragons and making it our own.

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