The Lord Fang Problem

If you have met me in the last…twenty years or so…and got me talking about fantasy RPGs, I may have brought up Lord Fang.

As I say often, RPGs weren’t designed in any particular coherent manner, and are more a kind of congealing of different ideas into a misshapen blob of poorly connected things. Probably lots of things are like this, and we only think there is some design brain behind them, years later. I think we’re in an interesting inflection point right now with D&D and RPGs, and more and more people are coming into them and seeing them in situ, and taking a lot of it as it comes. That is inevitable! But history matters. It helps us understand and be literate about where we are now. And it particularly matters when D&D is being robbed of its context, especially because D&D is really, really weird. And nothing more clearly illustrates that D&D is weird than the Lord Fang Problem.

In the early 1970s, Gary Gygax and Dave Arneson developed Gary’s Chainmail rules system, heavily inspired by other wargames and particularly Kriegspiel, into what we would now call a “skirmish-level” wargame for miniature figures. You moved around on a dungeon map and the point of the game was to get better at fighting the things in the dungeon. Exploration borrowed from the Kriegspiel model where the wargame simulated the fog of war and the need for troops to survive in the wilderness, usually modelled in wargames with random tables. A forest might be thicker than you imagined, or supply some wild boar; a village might be full of fifth columnists or saucy French peasant girls. But since the fantasy setting of D&D never actually worked out or written down, Gygax and Arneson accidentally created a system where the only way to figure out what the world was like was to buy their books and use their tables. Early TTRPGs were not so much big changes in systems but gigantic hexmaps and tables to roll on, just as different wargames of the time focussed less on the core mechanics and more on what is the most accurate map and random tables to simulate the reality of a certain battle.

People talk about things like Vancian magic and the alignment system from Elric as if the designers used those things as inspiration and tried to mimic those worlds. In fact, they came up with the rules in advance and then looked around for things that justify them. Magic in wargames disappeared at the end of each match, and the way Jack Vance described magic being nearly impossible for the human brain to contain fit that mechanic. Certainly there is mimicry in the D&D setting. But it’s mimicking so many things. I argue in my recent book that its biggest inspiration was the television westerns that Gygax grew up with, most of which were set in the far west, so that the ever-present Comanche tribes were a threat and source of action and drama. That’s why there’s always a small village on the edge of the wilderness in D&D, plagued by orc savages. Vikings were of course the other inspiration for orcs. Tolkien invented the word orc because he found the word goblin to be insufficiently epic, but because he invented them and because his books are very much written from a point of view inside the world itself, he never describes them. Gygax and friends had to invent all the rest. Early orcs had pig-like noses. During the first half of the 20th century, travelling fairs would capture bears and keep them intoxicated, then shave them and show them as if they were mutated humans. These kind of orcs were common enough that one of them ended up in Return of the Jedi.

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The horns, tusks and pig-snouts eventually disappeared, but the green colour stayed, and that’s Gygax. A cultural commentator I read back in the 90s said that in the list of people who had the most effect on popular culture of the day, most people thought of Elvis and The Beatles, but there was also Gene Roddenberry, and Gary Gygax. Because although Gygax was drawing on a random bunch of things, we’ve let a lot of these things become standards…and then are surprised when they don’t make sense.

More examples of the random design: early on, the system did not have “hit poitns” but having watched the Errol Flynn Robin Hood on TV one week, where the hero and villain trade blows back and forth in the climactic battle, Gygax added them in. The ettin, the naga and the hydra and the undead are mostly borrowed from the Ray Harryhausen movies about Sinbad the Sailor and Jason of the Argonauts. These movies are also why there are actual dinosaurs or dinosaur-like creatures. Again, this is what Gygax grew up watching on TV. (For the younger audience, television in the 1960s created a system called syndication where smaller, subsidiary networks or companies like Disney, would buy up the rights to popular films cheap, and then run them over and over again, particularly in times children would be watching, such as weekends. The popularity of Its a Wonderful Life was due to it being snatched up for nearly nothing and run over and over and over.) Gygax’s childhood and adolecensce lives large; the rustmonster, the owlbear, the bullette and others were designed because they resembled poorly-made plastic dinosaurs. The gelatinous cube was invented because Jim Ward (who also invented Melf the wizard because his character sheet listed his Gender and Race as M-Elf, and Dwarmij the wizard, his name backwards) put a jello shot on the map one night. In they went into the rules. Not that there’s anything wrong with gonzo design! That’s part of what makes D&D what it is. But its important to remember that it has no real referent to anything that came before and the only things that have these things afterwards are direct descendants of D&D. And the best example of this is Lord Fang.

A lot of early D&D design, besides being haphazard and silly, was also antagonistic. As soon as the players worked out how a monster worked, the GM would change things to surprise them. There is a monster that looks exactly like the Beholder (another Harryhausen inspiration) but if you attack it it bursts into poisonous gas. Treasures chests are disguised mimics, and so on and so forth. During one early campaign (an “evil” game where players are just murdering everything and fighting each other), a player created Lord Fang, a vampire.

The 1970s was a big time for vampires, with Blacula straddling blacksploitation, horror and critical acclaim, Dracula showing on Broadway and Jack Palance starring in a big budget movie. Anne Rice’s best-seller, Interview with the Vampire came out in 1974. By 1979 there were so many vampire films that parodies appeared like Love at First Bite, and Christopher Lee was so bored of playing the character he took one role on the promise he would never have to record any dialogue (his character simply growls and hisses). Culture was now creating a sense of evolved subcreation: there were so many vampire movies, each movie had to establish which rules it would follow and which it would not. This is also where RPGs were born: as places where subcreation was turned into rules and tables, so that you would know what to expect but not exactly. Just as forests in Napoleonic France might hide wild boars to eat or bears to fight, you could codify fictional concepts down to table entries. And in this spirit, a player made a vampire, and because everyone knows vampires can turn into wolves, and bats, and fog, and can mesmerize people, and so on, the player’s character was able to dominate the game. The other players couldn’t stand against him.

Gygax, ever the antagonistic game “balancer” looked around to find the natural enemy of the vampire, and it was obvious: it was Van Helsing. This was also the era of Hammer Horror. Hammer Studios was a relatively-small budget film studio in England started in the 1930s. In the 1950s they found a way to make money from the new popularity of horror films, which also allowed them to reuse sets and costumes and locations. From 1949 to 1979 they made 156 films, more than three a year. They too enjoyed syndication and wide distribution. In the 50s and 60s, even young children would go to the movies to see four or five films at a time, some short ones or serials, and then a family film, and then usually a hammer horror at the end. That’s why D&D has mummies in it. Hammer also made their fair share of creature features beyond straight horror. I imagine every single week Gygax and friends saw a movie about going to a strange place and fighting bizarre monsters.

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This was the cheap knock-off of the 1930s Harryhausen epic –
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Hammer Horror loved vampires and the vampires always lost because they faced down someone who could make them fear sunlight and/or the cross. 1970s horror was transgressive in the blood and guts and nudity, but rooted in a kind of desperate fear of losing religious tradition, and the cross played a big part (even being a major factor in the 1980s’ Fright Night). So naturally the easiest way to defeat Lord Fang was to bring in a character class that wielded the cross. Enter the Cleric.

Before D&D, religion is almost entirely absent in fantasy. Conan specifically hates formalized religion, seeing it as a sign of corruption: their are no religions at all in his world, only cults, or his untrammeled noble-savage beliefs. Elric has crusades that have no gods to drive them. Lord of the Rings has no religion whatsoever, and it’s absent from the Fahfrd stories as well, and Jack Vance’s books, and the Earthsea books. Where it does exist it is sort of a homage to Friar Tuck: someone might refuse to shed blood and say a prayer before battle, but there’s no organisation. Or it is an actual crusade story, and the only God is one of slaughter. Arthurian legend is the exception, of course, but there there is only religion, and nothing else. The idea of a wandering cleric joining a team of wandering heroes pops up first in movies, primarily in Japanese wushu films, because it makes for an easy character note. There the character is a monk, which is also why D&D has monks, another thing that was glued on without making any sense in the world. There is a wandering monk in Beastmaster, which is also where the ranger class comes from – because again, Tolkien doesn’t say what a ranger is, so people guessed random shit.

And so the cleric doesn’t really make any sense. It exists only to combat Lord Fang and doesn’t actually fit into the setting. And it certainly doesn’t fit into fantasy. But nothing fits into D&D, and that’s part of the problem, because more and more there’s a culture around D&D and it pulls everything into it, and needs to justify all this madness, but never quite does. You now have to have clerics in fantasy, because fantasy is being morphed to fit around D&D, which is just a really bad idea, and makes more and more cracks form.

Last week I gushed about the genius if Kirs Newtown and MegaDumbCast, and how nearly every episode expresses some perfect truth about game design. Sunday’s episode did it again where Kris said that a fun part of D&D is trying to take the things that they IMPLY about the world and make up why things are like that in your game. (I’ve also argued that the popularity of early RPGs was in part because people were frustrated by how the Fighting Fantasy and Choose Your Own Adventure books would screw you over, and how early text computer games were too hard – people created via frustration!) But he is right to call it annoying that D&D doesn’t actually commit to any of this. It doesn’t lean all the way out and say “elves are just a few vague ideas, so you can fill in the page” or lean all the way in and go “yes, it makes sense that everyone hates elves because they are better than everyone” (aka the Warhammer Exception) or “if Sense Alignment exists then cities would install detectors at every city gate”. It never wants to commit to anything; it is a game designed on vibes, and so a lot of it is utterly impenetrable or useless to anyone reading the rules. Which means it is a game so often taught as an oral tradition, which means the game never has to get better at any of this, because it can always count on the community to keep filling in the blanks and pretending the game works.

But it doesn’t work. It keeps falling over. I have a saying that it is always 1978 in RPGs because every day someone realizes D&D sucks and starts iterating from that point, instead of the field actually progressing and adapting. And D&D isn’t going to fix this. Orcs are now trying to be reborn as Mexicans in a way to try to stuff a shaved pig-man Comanche stereotype into a suit that teens want to fuck. That might be a good solution, but I think it is also a Van Helsing solution. Which is to say, they are trying to respond antagonistically to fix something their fanbase hates, without fixing the problem that led here in the first place. And each new reaction only adds more to the problem, and creates even more problems. So it only gets more goofy with each passing year, and more incoherent and more unable to actually do what it promises.

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The more popular and important D&D becomes – and it has become a media juggernaut in the last ten years, something beyond all our wildest expectations in the 1980s – the more it needs critical engagement with its tropes and foundations. But D&D cannot and will not do that, because it has always been a nostalgia product. The one time it tried to reinvent itself, in 4th edition, fans reacted as if the game had spit on their mother’s grave. So it remains what it always is: behind the times, clumsy, witless, cloying and driven by a singular goal to to catch the unwary, seduce them into believing that clerics are a sensible, well established fantasy trope and that D&D is more than it appears. That it’s not just a bunch of goofy TV movies, Hammer Horror and freakshows pretending to be cool. And once it has them, D&D can bleed them dry, first of their money, then of their ability to move beyond it. At best we can only react to D&D, which means its shadow still deforms everything. D&D is a vampire, and it’s time we staked it in the heart.

Ten TTRPG Adventures That Are Worth Your Attention

I’ve never been able to run TTRPGs AND come up with adventures for them very much. So I can only play ones that have adventures. And most adventures tend to range from average to terrible, because adventure design is the Hard Problem of narrative game design, that nobody wants to really tackle – and because they’re often bad, or run poorly, they get a poor reputation, so even though there’s actually a lot of demand for them they tend to be the red-headed stepchild of the artform. And so I am always blogging about them. Despite that, this list came out with ten adventures that “changed history” which is a dumb claim and was it written by AI? Maybe?

Entries on that list they got right:

  • Dracula Dossier. I haven’t read it, but it’s such a strong strong hook and it uses a prop so well: your players can get the annotated copy of Dracula and read it for its notations just like their characters would. Props are king.
  • The Pendragon Campaign. I also haven’t read it, but it seems to be the granddaddy for anyone who comes near it. It changes lives.
  • Complete Masks. Hard to run but I own it for a reason. Cthulhu scenarios were always the big fish and these are all first class examples of that field, top of the line. The Haunting and the one about the Ritual are also amazing, and are right there in the corebook (which used to be a thing!)
  • Shackled City. One of the many reasons why Pathfinder was good was it built a setting where lots of D&D tropes make sense and have a sense of place, and then they also went and made adventures that did the same thing.
  • Temple of the Frog God. I mean, it did invent the form, so sure. It goes on the list.

Entries on that list they got wrong:

  • Against the Giants and Temple of Elemental Evil. Yes they were a series, but so were lots of things at the same time. Giants is half-decent. Elemental Evil is one of those crawls that mistakes more content for better. It’s a drudge.
  • Ravenloft. Ravenloft was important. Yes. It forced D&D players to play Call of Cthulhu for five seconds. But it is terrible. It is so badly written and so uninteresting. And it’s main gimmick is a virtually unkillable NPC who can teleport anywhere. I think if you work hard, there’s an interesting kind of idea here (this guy is unkillable and watching us, how can we move across the landscape and figure out how to kill him) but it would take until Curse of Strahd to make it remotely playable, and even it is dull.
  • Dark Sun. Dark Sun tried to let players influence the meta-plot, but other things were trying this as well, and nobody actually cared.

Things that should have been on that list, or my other ten:

  • Ghostbusters adventures. The first adventures that didn’t just list content but the PURPOSE of content, and how to deliver content to create the right kind of reactions. First class.
  • Into The Outdoors With Gun And Camera, for Paranoia. Just acres of toys. Amazing. There were a dozen incredible set pieces in this adventure – by which I mean big open spaces filled with toys to generate comedy – each more glorious than the last. The unmarked console display is the best.
  • The Enemy Within, for Warhammer. Teaches you the world bit by bit. Builds up from a roadside encounter to the end of the world. The city intrigue of Power Behind the Throne is phenomenal.
  • Rough Night at the Three Feathers, also for Warhammer. Understands that farce is perfectly at home in TTRPGs, and may be the only thing ever to get that and use that.
  • Fly to Heaven (and friends). Still regarded in hushed tones, this scenario crams everyone into a plane being hijacked and it is claustrophobic and brilliant, and the other stuff in the book I hear is also strong.
  • Tribe 8’s Metaplot. Lots and lots of games did big honking metaplots in the 90s and noughties, but nobody did it as well as Tribe 8. They made sure that the metaplot, though featuring some big NPCs, is always centered on the PCs. They are the only ones who can uncover the truth and lead the 8th tribe. The setting is built around them. Plus, in 2nd ed they laid all the secrets out.
  • Lady Blackbird. A lot of weirdos decided that this game wasn’t an adventure but it is. And it has a system attached to it. We should have done a lot more of that. I think instead we folded adventures into indie RPGs that tell one kind of story.
  • Shadow of the Demon Lord (various). The demon lord can destroy the world in many different ways, and there’s a bunch of great adventures that walk you step by step into the end of the world, in eleven scenarios. Just like Tribe 8 puts the PCs at the centre, this world demands big plot events because it starts with CRAZY BAD STUFF happening.
  • Castle Amber. I admire it for its ambition. It attempts to take a weird trippy gothic novel about French assholes and SQUISH IT into a D&D adventure, and as a result it leans in hard to the bonkers Alice-in-Wonderland vibe that D&D has. Also, it invented the save bubble.
  • Five Days to Kill. This adventure for 3E by John Tynes was the first time somebody worked out that the way to make D&D work was to recast it as Tom Clancy superspy stuff. D&D got dramatically better as a result.

There you go. What’s on your list?

Designer Notes: Five Years After

Winston Churchill was a racist asshole but he was also neurodivergent as hell. He spent his nights during the blitz rehearsing strategies over and over of how he would leave the building if it was bombed or taken by nazi troops. He had contingency plans for his contingency plans. He was a ruminator, and he was wracked by what could happen and how he might be responsible. When he was seven years old his father let him borrow his gold pocket watch, and a school bully threw it in the river. Winston paid his own money to have six men from the village divert the river so he could search for the watch in the mud. He did not find it and his strict, emotionally distant father made him pay for the lost watch. Sometimes ruminators are built from trying to stop their parents withholding their love. They live in the “if only”, forever.

When my grandfather was 19 years old the nazis invaded his home country of the Netherlands. Resistance immediately began. One day, after the assassination of a leading figure, the nazis marched into the middle of the town square and randomly grabbed fifty men. They put the men in the middle of the square and then they gunned them down. They knew that people were helping the resistance, so they made sure everyone knew the price of that help. My grandfather was standing near a younger boy who screamed and yelled when they took his father and then when his father fell, the boy stopped screaming, and went into a kind of catatonia. My grandfather was looking at the boy, and he never, ever forgot that look. 

My grandfather survived the occupation, just barely. Once he was rounded up by soldiers who intended to have him shipped to the work camps in Germany. One soldier left to get back up, and he and his two friends rushed at the nazi. My father grabbed the guard’s gun and hit him in the stomach hard, and he never forgot the look of pain on the man’s face as all the wind was knocked out of him. My grandfather survived, and left his homeland and had four children and eleven grandchildren and dozens of great grandchildren. He raised a dairy farm out of nothing but dirt and built a life. Sixty five years later, I visited him in hospital when he was quite sick. It was the first time I had been alone with him in my whole life. I held his hand and I saw fear in his eyes, the fear of dying. I held his hand and I comforted him as best I could.

Last week someone died while I was performing CPR on them. 

For a long time as a young boy and young man I was terrified that when the time came to save people, I would falter and not be strong. I lived in a permanent rumination of what I would do when the time came. In my autistic fashion I would listen to The Impression That I Get over and over and over, because I was so worried that when I was tested I would fail. Turns out I shouldn’t have worried. I have carried people out of danger. I have given my last bit of food to feed another. When my grandfather was afraid I held his hand despite my fear. When my friend was dying I didn’t panic. I pulled her onto the floor and I did everything I could to save her life. But the worry goes on. I live in the perpetual fear of failure. Trying to make myself into something that cannot fail. That will not fail. And that will stop the bad things from happening. If only I had concentrated, listened, paid attention, they told me as a boy, then the silly thing would not have happened. I had to pay attention. I had to stop it before it happened. I have to stop it.

This is a blog about games. Bear with me.

I don’t watch horror movies much. I have enough horror of my own. But I keep making them. My latest game I have just announced, and it is dark. As dark as it gets. It’s called Five Years After and it’s about the apocalypse, and the nature of how we self-destruct. It’s based in part on the post-apocalyptic fears of my youth: movies like The Day After and Threads and When The Wind Blows. The nature of the game is that we begin five years after a terrible apocalypse, and then we wind the clock back and back and back, to find out how the terrible events took everything from you. Bit by bit, the things that kept you safe and happy in the world before the zombies, those things are stripped away. The fun of the game, the power of the game, is discovery: the random nature of which things you lose when tells a unique story that cannot happen any other way, and reveals things to you that you did not know about your character and could not know without playing. I think it is fun and beautiful, but it is also very bleak, because there is no happy ending. You are left with one attribute that you keep, but that is often bitter sweet or darkly ironic. The world ended and so did you.

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Threads by Barry Hines is something everyone should watch once.

My great colleague and co-developer Peter asked me what the game was for, then, if it was so bleak. I think it’s a fair question. I have always believed that everything we do echoes unto eternity, that small things matter and that my games and my art can and will change others. That’s why we make art, really: to take our thoughts and struggles out of ourselves with the hope that it connects with other people. I also believe that art isn’t always just a good thing, and that we should justify what we put into the world, as opposed to flippantly believing that art has no power and can’t affect anyone. I keep making grim, dark games and I think I should justify that, even if I find myself unable to make anything else. Peter thought the game’s message was that you cannot change your fate, and therefore the game was defeatist and nihilistic. The game might even be adding to the wickedness of the world, then.

I think sometimes there are people who give up, who see a wicked world and decide that it’s not their job to clean it up and they might take fatalism as an easy excuse to justify that. But I think there are also people like me who think the opposite, who think that everything is their responsibility and their fault, and if they try hard enough, if they work hard enough, then nothing bad will happen, and that everything bad that does happen must be because they didn’t work hard enough or love well enough or think things through. This has only gotten worse in a world of advertising that desperately makes you feel insufficient, and the panopticon of social media, where everyone is judging you, all of the time.

Terrible things have happened to me. Things that I cannot tell you and might never speak of. Things that defy belief in the suffering they have inflicted, and the cruelty of their shape, and the callousness of those who inflicted them or let them continue. These things took things from me and they took things from the people I love and those things will never heal. Or rather, healing will not make them back to where they were, back to good as new. And yet I persist. I grieve for what I have lost but I remain and that is worth something. What I lost in the fire, I find in the ashes. Like the phoenix I was burned but did not die; I was reborn.

And there is nothing I could have done to stop this things from happening to me, and these parts of myself being taken from me. They were not my fault.

The fascists are rising over my friends in the USA. Their gestapo is snatching people off the streets and killing them in death camps. Israel is conducting genocide. The world is full of monsters and people are dying and in a way, maybe, all my games are about all of this. Relics is about how we can believe in our own potential to be good. Partners is about trusting one another. The Score is about how security is all theatre and the most powerful forces are much, much weaker than they look.

And Five Years After is a reminder that terrible things are happening and you must be brave and you must fight hard and it will cost you. But none of this is your fault. In their panic, people will blame you and tell you you should have done more to stop it. But there is always more we could have done, and more we could do. Blaming ourselves is not going to help. They did this to us. It is their fault. And now we have to be brave, and we will survive – but it is not our fault.

I don’t know if Five Years After can help us deal with the apocalypse on our doorsteps, but maybe it can, and even if it can’t, it’s what I feel and think. It’s what I want to say. It’s what my heart aches to speak of. And I hope that someone out there finds something in it for themselves.

Ecce Homo, Ecce Ludus

(Note: it turns out Substack is boosting nazi profiles and trying to drive culture wars for money so I’m back here, blogging away)

As someone with autism and a whole host of mental illnesses, I often feel as if the world is not made for me, that I will not and do not belong and never will. Over time I’ve learned to draw some power from that, and also lessen my belief in the totality of it. Still, when I find something that seems made especially for me, I am often overjoyed – and bewildered. Such is the case with the MegaDumbCast, a creation of the brilliant Kris Newton.

I first stumbled unto the wonder of this podcast when a friend reached out to me to see if I wanted to be interviewed about my autism. The podcast, you see, began as a way to make fun of Palladium Games and their epic badness, a sort of MST3K walk-through of the worst dregs of published TTRPGs of the 1980s and 1990s. Back then, it was common for some games to turn mental illnesses, neurodiversity and even less-than-mainstream qualities into flaws and/or powers, often intersecting with random tables. One could, for example, see too many zombies and as a result become homosexual, or terrified of clowns. Palladium’s version of Call-of-Cthulhu horror investigation was Beyond the Supernatural and it was happy to use the then popular trope of the Magical Autist. This was a VERY popular and stylish trope of the 1990s, especially after Rain Man won oscars, appearing in many TV shows and they even made a Bruce Willis movie about it. With the first two series of MegaDumbCast covering Ninjas and Superspies and Heroes Unlimited, series three covered Beyond the Supernatural and I was happy to take part and point out that the guy in Rain Man doesn’t even have autism.

In return, Kris healed my soul with comedy genius.

It’s possibly hard to explain what it was like to be nerd in the 1980s, and how absolutely arcane and demented most ttrpgs were on top of that. Designers were still figuring out what rpgs were (really, they still are) and had no idea what to include and why, and often their guesses were absolutely insane. And few books were as gloriously insane as Palladium Books. They served a particular kind of roleplaying which has (oddly) mostly fallen by the wayside nowadays, where everything is really about finding some insane combo to make you an untouchable godlike badass, and the GM’s role is to hit you as hard as you can until you man up and find those combos. But even that wasn’t presented coherently. Poor baffled gamers around the world had no idea why Kevin Siembieda simply cut and pasted his table of medieval weaponry from Palladium Fantasy into every other game he published (or rather why his long-suffering and hardworking wife Marianne did for him), or why it cost only $100 to buy one of those FBI lockpick guns which would make every GM plot swiftly solveable because doors couldn’t be locked, or why anyone would buy a dagger that only did 1d4 damage when it was cheaper to buy an Ingram submachine gun that did 4d6. I think a lot of game designers were born in this era because the games were not complete or coherent and you had to first build a useable game first, before you could even show it to others. And that experience, of being hunched over these amazing, arcane tomes, that you could only get from one store in the very centre of the city, that never had all the line so you only ever saw snippets and fragments, and trying to figure out why Kevin Siembieda was obsessed with how much bullets would penetrate bones or why certain superheroes would own a comb but others would not – that experience was not something a lot of people went through. So it feels very special and personal that the first few series of MegaDumbCast was about very much this, through a lens of “now we know better”. It’s like watching Space Mutiny being MST3Ked (or Hawk the Slayer) with people who grew up seeing it in the cinemas. (Being an MST3K fan was also a weird niche experience too, before the internet!)

But things grow. What started out as riffing on Palladium’s mistakes evolved. Kris crashed into the weird moment that White Wolf games were so rich and popular they tried to make a Street Fighter RPG, and along the way Kris also shined a light onto arcade culture. He took a stroll down FASERIP Marvel, which was still very much in the goofy 1980s school of design, when we learnt RPGs from our friend’s older brother, who was also a non-digital Joe Rogan. Then – as I said to him at the time and he mentioned on the podcast later – Kris hit series six and speedran the entirety of the World of Darkness. Much like me, Kris and the RPG hobby Came of Age via the World of Darkness, and Kris started to talk about how he left his restrictive Christian upbringing. As all great art does – and I use the phrase great art without a drop of irony: the show is goofy and ‘dumb’ but it’s really smart and really deep as well – as all great art does, it revealed the artist. Early on, Kris refers to his other podcast, Gameable, as his real podcast, but over time, MDC became the more popular one, and the one both he and I think has more depth and more legs, and the one that the fans responded to. It became a more personal journey, into Kris’ and our pasts, and who we were becoming over the years the podcast ran.

Along the way of all this, Kris has also proved to be not just a historian of tabletop roleplaying, but an incisive critic thereof. Every episode there’s some core nugget of why these things are bad and what is better, and every few episodes I’ll hit a quote that I’ll write down or a concept that I’ll blog about. Like me, Kris gets that there’s something interesting in ttrpgs, even if it’s only interesting to ttrpg nerds, and it’s worth thinking about them and getting them right.

A few weeks ago we found out that series seven would tackled D&D 3rd ed (2000). Now, even though it was only 5 years after Advanced D&D 2e Revised (1995), 3E is quite a different beast than anything that came before it, representing a kind of seismic shift in terms of quality and coherence. It was certainly anything that had been on MegaDumbCast before. In many ways, 3E is a GOOD RPG. It’s not insanely bad like Palladium, or messy like FASERIP, or a bad idea like Streetfighter, or poorly assembled if ambitious like the World of Darkness. I wondered: what could MDC say about such a game? Indeed, would Kris’ insistence on taking our games to task mean he would come for a game I quite enjoyed? Would I find MDC coming for me, and thus find it less funny?

I should not have worried.

The second episode is Kris being angry. Angry that the game isn’t Ninjas and Superspies. The contents is in the right order, alphabetically and numerically. Shit is nailed down and specified. Everyone is credited correctly. Things are done well, and there seems to be nothing to make fun mode. This is “MDC hardmode”, says Kris – the jokes aren’t just writing themselves. 3E, he says, is “beautiful and obscene…because of the mania of (these designers) for creating something perfect”. To the point that Kris starts to wonder if, after all, the megadumbness we found along the way is inside himself, that he was the Kevin Siembieda all along. Or at the very least that he has met his match. This is his White Whale, his kryptonite, his Nemesis: the unriffable RPG. In other words, he is saying what I’m thinking. But also – because he’s really, really smart and really, really understands TTRPG design – he’s pointing out also the deeper problem with 3E and its moment in time, and its precursors and its decendants.

See, that precision comes from a particular kind of mindset, which is that the rules as written are sacred. That what is in the book is not just more important than your homebrew, but acquires a kind of mystique and power. And this idea emerged early in D&D’s history. Although Gygax intended to emulate something like Kriegpsiel where the players would not know the world and react as if they were themselves, stumbling onto strange things, what he ended up making was a world where knowing the rules and the text and the monsters described was the secret code that unlocked how you win. To a certain kind of nerd, this was a spiritual proposition. Just as D&D came out, nerds were sliding into popular culture and being taught, along the way, that they were at once the downtrodden, just as people of colour and women and gay people were, but also that they would inherit the earth, and grow up to control the computer that the jocks had to work on. The 80s told us the nerds would get all the women, soon enough, and in the 1990s, as computer gaming took off and the tech boom began, it seemed to be coming true. By the 2000s, nerd culture had become no longer something that other people laughed at, but still liked to pretend they were outcast martyrs (much like Christian fundamentalists do). And that, and culture around it, was transforming into something that believed this religious proposition: that if you knew enough of the rules, you got to be in charge and you were not just a king, but a philosopher king. You were SPIRITUALLY better than other people. Futurama made a joke that “technically correct is the best kind of correct” and the nerds took this literally.

Which is why they were utterly bamboozled when the humanities came along and insisted that they were sexist creeps. Gamergate could never have really been comicsgate or fantasygate because it needed that sense of Rules As Written precision.

And what’s really bad and really important about all of this, is that the people who really truly believe this? They are now running the world. Neonazi Peter Thiel met neonazi Elon Musk when they were both running D&D at the University of Pennsylvania in the mid-1990s. Musk was a game designer who was known for running a bit off-book. Thiel was more traditional, following the core D&D. They are not isolated examples. I sometimes call them Gygax’s Bastards: children of a dark enlightenment, who think that knowing facts makes them powerful. They are both, interestingly, most likely autistic, as well as having high IQs. A lot like me.

I’ve been pondering a book about this, about how D&D broke the world, about how Rules As Written became a magical thinking that broke nerds and made them into fascist futurists, and how we now live in that world. In lieu of me writing that, I recommend you tune into MegaDumbCast, for this series or any series. D&D3E is Newton’s great challenge, but I think what we’ve seen is he is rising to the occasion, as he and us grow older and understand more of who we are and how we got here. Sure it’s dumb. But it’s dumb on the square – dumb with meaning. Dumb with insight. Dumb with truth.

Strap in. Join me. It’s going to be epic. Like a twentieth level fireball.