I read myself to sleep last night with some old Dungeons & Dragons modules. Middling old. Somewhere around the 2nd edition era, when Gygax had been persuaded to step down from the throne and let TSR pursue a business model grounded in business theory instead of egotism. That was important at the time, as RPG publishers warily eyed a decline in interest towards RPGs generally, when a shake-out seemed—and later proved to be—inevitable.
The era marked a real shift in tone for published adventures, from death traps of the “instant death, no save” variety, where advancement was merely an exercise in prolonging the inevitable, to fight sequences designed with the expectation that GMs wanted their players to survive so the campaign could continue. Even the tournament adventures, which once measured contestants by how far they got into a strictly linear dungeon before perishing, began to measure contestants by score, awarding points for a variety of small successes before emerging from the dungeon, still alive. The era also saw TSR trying some experimental techniques like narrative structure that didn’t involve arbitrary PC death and abilities without immediate combat applications. (Experimental for TSR, that is. Other publishers had been using them for years, and won many converts thereby. I mentioned something about a business model based on egotism, I believe…) And, thanks to the aforementioned decline in players, some of those experiments aimed specifically at complete novices, hoping to bring fresh blood to the hobby.
Dungeon module N4: Treasure Hunt was one of these. The basic premise was to give the players incomplete character sheets, which they would fill in as they progressed. The action begins with the PCs aboard a slaving vessel which washes ashore in a storm, killing all but one member of the crew and sparing the PCs a life of slavery, but forcing them to search the island for shelter and some means of escape. The PCs start as 0-level humans without any assigned professional adventuring class or moral alignment, and every time they behave in a way resonant with or contrary to a particular class or alignment, the GM ticks their running total upward or downward. Once a PC gains enough experience points to qualify as a proper 1st-level character, the GM would pause to observe, “Well, let’s see… you ambushed three goblins and showed no interest in the desecrated shrine. You also used a meat cleaver and were eager to plunder the library for valuables. I suggest you become a chaotic neutral rogue.” Or similar advice to reflect that PC’s choices. By the end of the adventure, all the PCs should earn enough experience and make enough choices to “graduate” in a similar fashion to 1st-level adventurer, after which they will presumably unanimously decide that living in constant danger is a swell lifestyle and decide to band together as mercenary heroes. (Hopefully, nobody dies at an inconvenient time and find himself forced to start over, but replacements are available as fellow slaves washed overboard while forced to row the galley.)
The idea was to allow newbies to create characters without needing to read any rules at all—the rulebooks could be intimidating to potential customers outside the nerd market—or even needing a basic familiarity with the warrior-wizard-priest-thief class system. That was a good idea, and the attempt was interesting, but poorly executed.
The adventure doesn’t lend itself equally to exploring a variety of classes. It provides many opportunities to behave like a fighter or a thief: killing monsters with whatever weapons are at hand, or sneaking around and ambushing the goblin and orc pirates that infest the island. Opportunities to behave like a cleric are slimmer, essentially limited to one scene where the PCs bed down for the night in a desecrated temple. A goddess appears and gives them some advice; if any PC is particularly fawning or, on his own initiative, tries to clean up some of the damage the pirates have done, that counts as priest-like activity. And mages? Forget it. There’s one lousy spellbook in the ship’s hold at the beginning of the adventure; if PCs think to loot the ship, and they find the spellbook, and someone sets aside hours to study it while everyone else is busy, you know, surviving, and the player who studies it decides that casting his one spell is all he wants to do, because almost any other adventurous activity counts as an inclination to a different class.
The imbalance of opportunities to explore different classes is magnified by player ignorance. Remember: the adventure is designed to introduce the game to players who know next to nothing about it. A player familiar with class stereotypes, who also wanted to play a particular class, might deliberately pursue those avenues, but newbies who might want to play a particular class won’t know what those stereotypes are, and don’t have that option. Fighters and thieves do what ordinary people can do, only they do it better; clerics and mages use abilities to which an ordinary person has no access. So, when the players confront a pair of zombies in the adventure’s climax, a player who knows that clerics can turn undead with a flourish of holy righteousness might try that, and might even succeed, earning points toward becoming a cleric. The idea wouldn’t even occur to a newbie. Nor would a newbie realize that strapping on some armor scavenged from a recently-butchered pirate gang disqualifies him for wizard status, should he want to become a wizard, or that using a spear is some how an un-priestly act. The natural choices for ordinary people surviving a shipwreck play directly to some classes, and not at all to others.
Such failures of the adventure to work as intended—to allow players to select a class to play through natural inclination—highlight some of the weaknesses of the D&D system: arbitrary rules (like mages wearing no armor, or priests using only blunt weapons), highly compartmentalized class stereotypes (warriors are not spiritually inclined), and highly compartmentalized class abilities (warriors cannot be stealthy). A skill-based system like GURPS or CoC would handle the scenario much more smoothly: if you sneak, you learn stealth; if you fight, you learn weapon skills; if you do both, you learn both, albeit less quickly than you might learn a single skill by pursuing it alone—there is no systemic obstacle to mixing and matching skills. There’s also the oddity of advancement through experience, that experience being measured solely in terms of killing and looting. In this scenario, the “right” decision usually means engaging in unnecessary risks to win fights and gain access to more loot, rather than concentrating on the real goal of escaping the island alive—an unnatural artifact of TSR’s intellectual blinders, as well as a clumsy system.
While Treasure Hunt is a technical failure, I nonetheless applaud the attempt. The impulse to grow the gamer base was a good one, and the general willingness to try something new could have done wonders for the D&D line, although in the end it fell back into its dungeon-crawl rut. In the long run, that proved all right for TSR; a lot of gamers are entirely happy reliving the D&D experience specifically, and have little interest in exploring other rules systems, other genres, other character archetypes, and, as the player base has continued to shrink, the hack-and-slash fantasy genre remained the top seller. The genre has been reinforced by products like World of Warcraft, cementing the D&D notion of fantasy adventure as the notion fantasy adventure, complete with class-and-level advancement and crazy rules like “Priests don’t use swords,” as natural a law as gravity. As a result, the D&D line has been successful largely by becoming even more like itself; as the D&D version of fantasy becomes increasingly universal, players become less sensitive to its oddities and frustrations. Still, I would have liked to see what D&D might have grown into had it stuck to its attempts at innovation, rather than reverting to self-imitation.
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