10-26-2017, 02:06 PM
I'm well aware that Dave Arneson's rules changed over time and that the best way to "play like Dave" is to emphasize fun, story, and improvisation over rigorous adherence to rules and mechanics. To quote Arneson: "Most of the rules are only between my ears and they're constantly changing."
But AiF does appear to be a snapshot of the rules as they were at one point in the late 1970s. Arneson himself said About AiG: "D&D had not come out the way that I envisioned it. The only answer was to present my system under a different title."
So what do they say about how Arneson played?
I admit to having only ever skimmed AiF. My eyes glaze over a bit looking at all tables and formulas and stuff. It looks much crunchier than I would expect given Arneson's reputation for winging it and being more interested in story than rules. As DH Boggs wrote over on odd74 years ago: "Arneson's philosophy was always rules be d**ned, its Role play not Roll Play, and yet he seemed to love to experiment with complexities like all the divide by formulas in AIF, the random disease charts in Supp II and Pegasus mag and the hit location charts."
That's led me to think one or more of the following much be true:
a) Arneson had a lot more rules in his head (and on his clipboard) than I had expected reading the stories about the Blackmore sessions and what he considered simple probably wouldn't meet my definition of simplicity in role playing (indeed, in an interview he claimed that AiF is simpler than D&D, which I think demonstrates that he probably had a different perception of how complicated AiF was than I do).
b) AiF was an attempt to codify some of the heuristics that Arneson used to make rulings, even though he didn't necessarily hold all the specific numbers in mind all the time. In other words, he might have taken social standing and reputation into account when adjudicating charisma related issues, but he didn't necessarily always apply the formula for modifying the rolls.
c) Arneson felt the market demanded detailed rules and wrote a manual that was perhaps heavier than he really wanted. In other words, AiF is still a compromised vision. (But Mike Mornard wrote "AIF is pretty much what Dave thought D&D should have been (and pretty much WAS the way he ran it.")
My hunch is that it's probably some combination of all three: that Arneson had more rules than I'd anticipated, but that a lot of those rules were more like gut checks than hard and fast rules, and that he felt like he needed to codify those gut decisions based on the criteria that he applied on the fly.
Anyone have any insight on this?
But AiF does appear to be a snapshot of the rules as they were at one point in the late 1970s. Arneson himself said About AiG: "D&D had not come out the way that I envisioned it. The only answer was to present my system under a different title."
So what do they say about how Arneson played?
I admit to having only ever skimmed AiF. My eyes glaze over a bit looking at all tables and formulas and stuff. It looks much crunchier than I would expect given Arneson's reputation for winging it and being more interested in story than rules. As DH Boggs wrote over on odd74 years ago: "Arneson's philosophy was always rules be d**ned, its Role play not Roll Play, and yet he seemed to love to experiment with complexities like all the divide by formulas in AIF, the random disease charts in Supp II and Pegasus mag and the hit location charts."
That's led me to think one or more of the following much be true:
a) Arneson had a lot more rules in his head (and on his clipboard) than I had expected reading the stories about the Blackmore sessions and what he considered simple probably wouldn't meet my definition of simplicity in role playing (indeed, in an interview he claimed that AiF is simpler than D&D, which I think demonstrates that he probably had a different perception of how complicated AiF was than I do).
b) AiF was an attempt to codify some of the heuristics that Arneson used to make rulings, even though he didn't necessarily hold all the specific numbers in mind all the time. In other words, he might have taken social standing and reputation into account when adjudicating charisma related issues, but he didn't necessarily always apply the formula for modifying the rolls.
c) Arneson felt the market demanded detailed rules and wrote a manual that was perhaps heavier than he really wanted. In other words, AiF is still a compromised vision. (But Mike Mornard wrote "AIF is pretty much what Dave thought D&D should have been (and pretty much WAS the way he ran it.")
My hunch is that it's probably some combination of all three: that Arneson had more rules than I'd anticipated, but that a lot of those rules were more like gut checks than hard and fast rules, and that he felt like he needed to codify those gut decisions based on the criteria that he applied on the fly.
Anyone have any insight on this?