Last night I had my first encounter – pun intended – with Dungeons & Dragons 4th Edition. Last week I played another session of Call of Cthulhu. Reflecting on both, it struck me that my roleplaying tastes have definitely reversed from my earliest days.
Back then, playing a game which heavily lent on figures, maps, counting out range squares and throwing around spectacular powers and feats with abandon – while rolling very, very high modified numbers – would probably have thrilled me no end.
By contrast, playing a game which heavily lent on talking, investigating, puzzling, finding clues, trying to put those clues together, and sweating over Library Use checks did, in fact, bore me to tears.
Hence, D&D 4E is about twenty years too late for me; and I first played CoC twenty years too early.
This isn’t entirely a revelation. My gradual conversion to a more freeform, casual style of play which emphasises story and character over stats and carnage probably started 20-odd years ago; I just haven’t been in practice since then. Playing CoC for the first time in forever recently just reminded me of what I like. I really enjoyed the fact that we spent most of the game just talking, interacting in character, and poking the GM for more information. The gradual emergence of a story, indepedently forming from the actions of four people with the guidance of a fifth, is what roleplaying is all about – at least for me, these days.
While I was never a big ‘dungeon basher’ in my youth, I certainly enjoyed the constant dice rolling, miniature moving and stat-checking a lot more. Perhaps it helped my imagination, those rules that defined how the world worked. I still find enjoyment in it today – but more in a tactical, boardgame-like sense, than because it helps transport me to a fantasy world.
To be fair, I did enjoy last night’s game quite a bit, and it’s not right to compare it directly to my CoC experience. We were low on time, running pre-generated characters, and both players were strangers to each other. In that situation – not unlike a tournament game, I guess – it makes sense to focus on kicking in doors and killing monsters. In the end however, I probably could have had just as much fun playing an elaborate boardgame, or a miniatures skirmish game.
Having played it though, there’s now no doubt in my mind that D&D 4E is very definitely a miniatures-focused game, and would probably play badly without some form of tactical representation. While D&D’s original roots are in wargaming and miniatures, I’m still of the belief that your imagination will always trump a few painted figures, and if your discussion turns to things like “line of sight” then the magic has been diminished somehow. Sure, sometimes it really is important to know if the dragon can see you, but clear communication, plus perhaps a scribbled map, usually did the job for me. Now I can’t see many people trying to play D&D 4E without minis or square-overlaid maps.
D&D 4E is part of a carefully constructed product line which includes official miniatures, maps and a subscription-based character generation service. Interestingly, that seems aimed at both the older generation who have less time (and don’t mind paying for shiny stuff) and the younger generation who arguably have less experience in stretching their imaginations, having grown up with 3D gaming and photo-realistic CGI.
From one point of view that’s a damn smart business plan. For me though, it loses something fundamentally important about roleplaying. I’m not going to argue that one approach is ‘better’ than the other; like I said, I had fun playing both D&D 4E and CoC. Given the choice of which to play, however, and going forward into running my own games again, I know which style I’m going to pursue.

#1 by Crimson_Archer at May 6th, 2009
Yep, completely with you there. I’ve always been a ROLEplayer and loved the investigation and mystery games more than the hack & slash, but as you say, when I was at school I’d more happily spend my lunch hour slaughtering a cave full of goblins!
#2 by Dr Toerag at May 6th, 2009
I remember spending an entire session arguing “in character” about whose fault it was that our boat had sunk! We were all sitting on a rock surrounded by crashing breakers, with an enemy army on the shoreline ahead.
.
Our GM said that he had events planned, but he never had as much fun as just sitting there for several hours watching us bitch about our problems
#3 by kelvingreen at May 6th, 2009
I’m glad you got into a game, as last night’s organisation was a bit all over the place! By contrast, the 4e game we played with RR was quite story-focused, although we did get the miniatures and battlemats out on a couple of occasions. Defenders of the game (which is not to say that I’m against it) do claim that there’s just as much room for roleplay in 4e as there was in previous versions, and that’s true to an extent, but I think it ignores the simple fact that combat in 4e is more intensive than previous versions. Yes, you can have lots of roleplay if you make room for it, but when combat does happen, you have to get out the figures, and the counters, and the maps; you can’t do without them in 4e like you could before, and I do think that can, sometimes, harm immersion.
#4 by Shadowe at May 7th, 2009
I can see a lot of people agreeing, here. And I do, too.
I remember my longest-ever-running D&D campaign (so ingrained on my consciousness that my online persona, Chemlak, is named after a character I had in it), which was an AD&D 2nd Edition game. Combat was just a different kind of imagining, everything was described and all the pictures were in everyone’s head, and no doubt they were all different… but the game survived from 1991 to 1994, played at least weekly, and everyone got immersed in the adventures of this small group of characters. There were hatreds, arguments, marriages, deaths, and my group and I still reminisce about it now, 15 years later.
Not a miniature or square-gridded map in sight.
I find that the reliance on those props stifles the imagination of the players, by locking their understanding down in a tangible way, it removes some of the spontaneous “if I roll for X, can I try Y?”, because “if it’s not on the map, it’s not in the game”. A lot of the flow has gone.
This is not to say that mini-focused play is BAD. It certainly has its place, but it doesn’t suit me, really. I’d rather let combat flow from my lips to the minds of the players, without a lot of tactical thinking and manoeuvring… because every now and then it’s GREAT to have a player decide to quite literally pull the rug out from under the charging goblins – and I hate to remove that option just because I forgot to draw a rug on the map.