Some years ago, when I frequented the Wizards D&D message boards, there was a user whose signature said something to the effect of “the spiked chain exists to find the DMs brave enough to ban Core material”. That is, the spiked chain is intentionally broken, and it should be stripped from the system even though it’s in the very first rulebook, and this is a secret test of character to find which DMs are truly good. I’ve never been sure whether this was a self-satisfied delusion from a lone DM who thought they spoke for everybody, or a cry for help from a player who’d seen too many games go bad because of rules abuse. The very concept that a single item could damage the game that badly seemed alien to me, and it still does.
I generally argue that there’s nothing in the rules guaranteed to be a game-breaker. Some things are incredibly powerful in specific situations or combinations, like the blaster sorcerer with access to every cure spell or the monk who can jump so far all witnesses become their slavering sycophants. But in a cooperative game, you can usually solve these by telling the player “hey, that’s not fun, can you power it down some?”. A lot of these builds are complicated structures, where if the player removes a single feat or spell they remain powerful but no longer disgustingly so. And even if they don’t, there’s usually a way around these builds if you’re willing to exploit them. Nothing can turn a game upside-down on its own. Only specific, borderline malicious actions you take with those items can.
Still, I’ll admit it’s easier to cause a problem with some things than others. It’s easier to do insane damage with a hulking hurler than with a samurai, with haste than with a two-weapon fighting tree, and with a vampire than with a gnome. Some things require a more delicate hand to keep things fun for everybody.
Chief among these things, of course, is the spell wish. Wish is less a spell in the rulebook and more a creature of legend, a dusty passage in the back of the Player’s Handbook included for completeness but not to be taken seriously, in the same way the edge of a map might say “here there be tigers”. DMs treat it as a nuclear option, so enemy wizards and demons can fiat their way out of a bad situation, and as a campaign capstone reward, so players can satisfy their desire for ludicrous requests but the DM absolves themselves of adjudicating the consequences. In the eyes of D&D players, it’s not there to be realistically used.
Wish does have game-breaking potential. Its powers are intentionally loosely defined, though they include “pluck anybody from anywhere in existence and deposit them anywhere else in existence”, “heal maladies at the level of a deity walking the earth”, and “be an 8th-level spell, because why not”. It’s this ambiguity that causes the problem. DMs are worried players will use the wish too well, either getting themselves some distressingly powerful gear, granting themselves a disruptive power, or sabotaging the game’s intended direction. Players are worried they won’t use the wish well enough, and the DM will interpret their request in whatever way hurts the player the most. It’s a cold war where neither side wants to use wish because they’re worried the other side will twist it out of control.
Well, we’re in a campaign with genies, so I figured wish was going to come up at some point. In our last session the players befriended a malik, and here are their wishes:
- As many diamonds as wish can create, teleported to the party’s home base.
- Eternal youth for the party’s middle-aged leader. Specifically, “I wish to enjoy the physical benefits of youth forever.”
- The exact location of their missing party member, since the point of the campaign was to find her.
An astute reader may notice that these are the exact concerns I gave above about how players can damage the game with wish: inordinate wealth, a disruptive power, and a near-instant solution to the campaign’s driving conflict. They also all gave me ways to hurt the players with them: they didn’t specify the source of the diamonds, they left “eternal youth” open-ended, and they asked for a location open to misinterpretation. We were set up to demonstrate everything wrong with wish.
And here’s where we get back to my original argument: there’s nothing wrong with wish, just with how you use it. My players and I do not have an antagonistic relationship, no matter how much we I pretend we do. All of us knew the pitfalls of wish, and not only did we avoid some, we deliberately invoked others. When the players asked for wealth, they explicitly noted that they did not specify from where the diamonds came, expecting it to be a plot point later (their origin is, of course, a spoiler). When they asked for youth, they deliberately chose an open-ended wording and left the rest to me. I puzzled over it for a few days trying to find an option that gave the player what they wanted but didn’t punish them inordinately for it, because I didn’t want to ruin the character any more than they did.
Most importantly, they didn’t actually ask for their ally’s location. First they tried to annul the contract that caused their ally to leave in the first place, and I told them that wasn’t possible, as that actually would end the campaign. They then asked if they could find out where she was, so I looked through rulebooks until I found a spell they could duplicate that did exactly that, and I adjusted my plans to compensate for cutting out a few sessions of trying to find her. We worked together to find a solution that met both the characters’ criteria and the players’, and chief among the players’ was “this is a good game and I want to play it next week too.” There was no battle of wits, no attempt to damage each other’s play experience, and as a result this overtly powerful spell not only didn’t break the game, it improved it.
Wish isn’t the problem. Neither are the spiked chain or the hulking hurler or firearms that target touch AC. The problem is an antagonistic relationship between players and DMs. Somewhere along the line, we as a hobby decided this was how the game should be run, with the DM trying to prove his or her mastery over the game while the players try to outsmart them at every turn, and that’s rubbish. You don’t solve a problem like that by pruning every part of the rules with the potential for abuse. You solve a problem like that by not abusing them.
On D&D as a Brand
As I’ve mentioned before, I follow professional wrestling, and today I want to talk Sunday’s WWE event, “Hell in a Cell”. Its namesake is the Hell in a Cell match, which is the big brother of a steel cage match. It’s intended and expected to be vicious, dangerous, and often bloody. They say that anybody who goes into such a match doesn’t come out the same, assuming they come out at all. In storyline, wrestlers try to avoid it to protect their bodies and careers, and it’s saved for only the most important, feud-culminating matches.
Except that around this time every year, several wrestlers suddenly decide the Cell is the only way to resolve their differences. They don’t do it because they’re actually embroiled in important battles, or because they need to brutalize their current adversaries more than normal, or because they need to protect their matches from outside interference. They do it because it’s October. That’s the time of year when the Hell in a Cell event is, so that means it’s time to have Hell in a Cell matches. There’s no other reason besides “that’s what happens in mid-fall”.
I’m pretty convinced this is dumb. Treating the event like this is sacrificing the story for the sake of the medium. It’s like how television shows all come to a head around the end of a season, except TV shows are designed and written specifically to build their arcs for thirteen episodes and resolve them all at once. Wrestling doesn’t work like that; it’s made of several stories, all at different points and often overlapping, and hitting the “this is a blood feud now” button on multiple storylines at once does a disservice to the narrative, the viewers who expect a logical and interesting show, and the event itself by reducing it from a thing of some importance to just a thing that happens around Halloween.
So why the disconnect between what we expect and what we get? Because WWE’s goal isn’t to create a cohesive narrative, it’s something else. They tell viewers their goal is a story with conflicts expressed through specific athletic contests (“sports entertainment”), but that’s not what their goal actually is.
See, when you’re telling a story, your goal is that story. Everything else you use, from the medium and delivery to the characters and settings all the way down to the pacing and language, should be in service of that goal. If you make choices that actively disrupt the story to prop up one of its constituent parts, you’re not telling a story any more. You’re focusing on that element, and the story is just the catalyst to make that element happen.
That’s fine. But if you’re fully aware of your goal yet presenting a different goal to your audience, you’re either a cunning tactician or you’re in for trouble when that audience figures it out. It’s why so many television shows jump the shark when the male and female leads get together; the creator thinks viewers watch for the characters themselves or the snappy dialog or the actual plot, but the viewers are most interested in the will-they-or-won’t-they tension. Viewers think they’re watching the world’s slowest pre-courtship, and when the creator resolves it to focus on something else, that disenfranchises those viewers. The creator (usually) doesn’t actually tell them they’re wrong for liking the wrong thing, but it feels that way.
Regarding gaming, this disconnect between a game’s intention and the players’ knowledge of it is a running theme throughout this blog. If you’re so focused on making monsters powerful that you sacrifice the player experience, you’re not making a role-playing game about characters, you’re making a battle simulator, and you lose players who want something other than numbers. If you’re so focused on building a unique world that you lock players into prescribed roles, you’re not making a game to be played, you’re writing a script to be followed, and you lose players who want to influence the setting. If you’re so focused on making adventures for everybody, anytime that you limit how, when, and what players can do while preventing them from having any say in the overarching story, you’re not making a gaming system, you’re making a video game (and not even a modern video game, but one where you can only “touch”, “take”, “use”, and “lick” certain background objects), and you lose players who want freedom of choice. I feel very strongly that players deserve to know what a game is before they get into it, because suddenly finding out that a game (or TV show, or poem, or business, or person) isn’t and never has been what you thought is incredibly jarring.
I went through something similar recently with Pathfinder, where I finally realized that what I wanted out of Pathfinder wasn’t something the creators wanted to produce. I’m still trying to reconcile that. So you can imagine what I’m thinking now that I see D&D is doing the same thing.
The impetus for this is a smart but jarring article on Gnome Stew that basically argues D&D isn’t a roleplaying game any more, at least not in the way I want it. Part of the fun in a roleplaying game is playing a character I want to play. Based on the evidence, that doesn’t factor into D&D any more. Wizards (and, as the article says, this is probably more a Hasbro thing) is instead pushing D&D as a brand, with video games, online videos, board games, and an upcoming movie. And that brand isn’t based on letting players do or be who they want, it’s about pulling them into a unified, approachable story.
This is a weird place for me. I cut my teeth on 3E, which had various splatbooks with classes, feats, equipment, monsters, and new rules. 3.5E did the same, and so did 4E, and so does Pathfinder. There was a regular stream of new options to expand what I could do as a player and as a DM. In 5E that’s gone, replaced by the DMs Guild, which is somewhere between “third-party publisher” and “my personal Geocities page” in terms of quality. When I heard about the DMs Guild I was excited for what it meant for the hobby and the direction of future publications, but now I see there aren’t any “future publications”. I didn’t expect the SRD to come at the expense of official content, and I’m incredibly disappointed that I may never hold a D&D book in my hands again.
Wizards is still publishing material, of course. But it’s all adventure paths, per the Paizo model. If you want something you can run in your own game, Wizards is not interested in your interest. And it’s all in Forgotten Realms or Ravenloft, so if you prefer another setting or your own, the same applies. None of it is intended to let players do what they want. As with the WWE, it’s intended to bring players into the story Wizards wants them to want.
I’m not going to go so far as to say D&D isn’t a roleplaying game any more. I’m not that alarmist. It still is, but a far more limited one than it has been in previous versions. It’s more a gateway to a shared multimedia franchise. That’s fine from a business perspective, but it’s not what I want. I don’t want a brand, I want a game that gives me enough freedom to tell the stories I want, and the only way I can do that is by giving up on the system as written and making my own version of it.
Again.