27 September 2017

Campaign Mood - Hack 'N Slash vs Story Gaming


There's been a lot of discussion  around the blogosphere over the years about "story games", and how they do or don't differ from normal role playing games. It seems to me that there are two "ideal" play styles among role players:
  1. Gamists - This playstyle emphasizes the mechanics of the game over everything else. Your character is a collection of rules stats that improve over time, allowing you to overcome more and more difficult challenges the game master presents. Character and setting backstory and plot are minimal.
  2. Storytellers - On the other hand, this style of play focuses on the story of the heroes' exploits, which rich, detailed backstory and setting development. Whether the story is crafted primarily by the game masters and the PCs are along for the ride, or the group as a whole collectively constructs the story as it develops, story is king and rules and dice results that get in the way can be overlooked.
There is nothing inherently wrong with either style of play. Whatever your group enjoys, the game can accommodate it. The early incarnations of OD&D, Basic D&D and AD&D 1e definitely lean, as written, toward gamism, but Gygax stated that he felt the story and plot could be handled by the DM and players as needed or desired. TSR included Appendix N and the suggested reading lists in some of the Basic sets to give you ideas for story, but you were basically on your own. "Modern" editions of the game claim to embrace story above all else, but honestly the focus is still on the rules of combat, traps, etc. To be totally fair, AD&D 2e has the most claim, among versions of D&D, to being a story telling game, as it had a good selection of materials dedicated to creating long term campaigns, detailing villains, and other very "rules light" things. 

Here's the point though, the two styles of play are not mutually exclusive! I think, in fact, that most of us play the game somewhere in between the two extremes. 

I personally enjoy the story aspect. As a DM, I'll come up with some interesting scenarios and see how the PCs react, and enjoy watching things unfold, and having something more interesting than just "remember that time I did 25 points of damage in one attack!" to talk about when reminiscing about the game. As much as I try and present a story for the players to help flesh out though, I keep in mind that this is a game. In all but the most extreme circumstances, I let the dice "fall as they may", and try not to twist the rules simply to accommodate my story idea. Heck, a failed dice roll, or even the death of a beloved PC or NPC can add just as much to the evolving story as letting the heroes win all the time.

I've enjoyed the discussion, but I really fail to see how people get hard feelings about it. I play the game a little different than someone else, so what?

1 comment:

  1. I'm a big believer in emergent narrative, the story that happens as you play, not a predetermined plot-line. The plot is there as a series of points, a framework, but the lines between the points are not necessarily straight, they are drawn by the actions of the PCs. There's a lot of roleplaying to be had without expressly trying to tell a story as the primary goal of a game.

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