Throughout the evolution of D&D there has been a gradual separation between player and character. To best understand what I mean by this we need to take a look at the earliest days of D&D. In those days the capabilities of characters were based on the capabilities of the players.
For example, if a character was able to find a secret door
or hidden object it was because the player had stated where the character was
looking or what the character manipulated within the setting. There were no die
rolls or skills to rely on. Success at this time was wholly dependent on the
decisions and reactions the player had to the setting.
Likewise with social interactions. If a character was going to
“fast-talk” his way past a guard, it all came down to how well the player was
at fast-talking. If the player was an introvert and had difficulty speaking in
public settings then there was no way he would talk his character out of a
given situation.
After the initial edition of D&D things began to change
that paradigm. This came about in a two-front assault; one caused by the
players and one caused by the DMs.
Players started to expand their game play into areas not
covered by the rules. The players used intelligent and crafty responses to
situations and the rules did not state how to deal with these new tactics. Questions
began to arise that had no easy answer. Can the character jump the chasm? Can
the character climb the tower wall? Did the character hear the guard
approaching? It fell to the DMs to adjudicate the results and there was a wide
spectrum of responses. Some allowed everything to happen, some rolled a 50/50
chance, some simply disallowed such player creativity, some developed elaborate
house systems.
The second was that DMs wanted to expand what they could
throw at the players. The introduction of such things as locked boxes, secret
doors, rivers of lava all required special methods for the players to
circumvent them. But again, questions arose. How does a player character open a
lock? How do they find the secret door? How do they jump the lava without
burning from the heat?
Slowly, special systems were put into place that added rules
to cover these situations. This change reached its first real threshold when
thieves were given their abilities of Climb Walls, Pickpocket, Lockpick. By
adding these to the game it then prohibited other characters of a different
class from doing those particular activities. The power of the player began to
be taken away and handed to the characters. No longer could a player say ‘I
open the lock with the lockpicks I found on level 3’ and instead it became ‘The
thief in the party rolls his lockpick skill’.
From here the gap between player and character continued to
build. Further additions of player options, proficiencies, skills, feats,
powers gave more power to the character while taking them away from the player.
Character’s capabilities became defined by their stats and not by their
players.
Is this new methodology bad? No…and yes. As with most things
involving rpg systems and play, it all devolves into each individual group
make-up.
Some groups prefer a system wherein characters are divorced
from the player. For them, it frees them from their biases and tropes and
allows them to role-play a character outside of themselves. It allows them to
do things they would not do as a player, or even fail where they as a player
would succeed.
Or maybe they prefer a system that creates a level playing
field wherein a dominant and skillful player is on the same footing as everyone
else. For them separation of player and character is a matter of balance. It is
an attempt to mitigate the effect a player can have on the game.
And then there are the groups that thrive on the fact the
character is really but an extension of themselves. They view the challenges of
an adventure as one for them as players to overcome.
Both approaches are fine. The trick for each group is to
find the system that best reflects their play style. This is why some groups
have stayed with older editions or gravitated to retro-clones…and why some have
embraced the crunch and player options of later games.
Understanding where you and your group stand on the
separation of player and character can help you find your ideal system.
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