Dave Arneson interview spinoff - early objectives in wargaming/ proto-RPGs
Aug 5, 2021 21:10:18 GMT -5
The Semi-Retired Gamer likes this
Post by hengest on Aug 5, 2021 21:10:18 GMT -5
From this 2004 interview with Gamespy (there's something pleasant and wholesome about this interview, so maybe check it out if you haven't).
I wasn't there for this interview, but just judging by the text, it seems like Arneson says two things here: first, objectives (for generals) that weren't military in nature. Then, when asked for more about that, he names things that sound fairly military in nature: stealing bombs, guns, food supplies. I assume he know what he means here, so the best I can make of it is this: formerly the objectives were obviously military, like "take this area and hold it," but now there were things like "profit personally by stealing weapons and selling them on the black market." So the change that I see described here is:
textbook military objective...then is supplemented by objective important to an imagined person.
I am inclined to think about places, strange events, "cut scenes," tone, adventure hooks...not so much personal goals. I tend to assume that those goals can be found in play for those who want them. So I do not think about assigning goals...ever. But maybe it's worth giving a touch of thought to.
Around 1968 I got in touch with some gamers in the Twin Cities that were playing with military miniatures and thought that was interesting and exciting. I played games with them for a couple of years and we started to make our own battles. That ended up leading to something a little bit closer to true role-playing when we started to set objectives for different generals that weren't necessarily military in nature. At that point I guess we started role-playing.
GameSpy: Can you go into a little more detail about how "different objectives" became role-playing?
Arneson: We started setting different objectives for the players. It wasn't just about fighting; we started stealing things: bombs, guns, food supplies, that sort of thing. Players could negotiate with each other for who captured the goal, and then had to figure out how they were going to slip the products past a blockade and sell them on the black market. Things like that.
GameSpy: Can you go into a little more detail about how "different objectives" became role-playing?
Arneson: We started setting different objectives for the players. It wasn't just about fighting; we started stealing things: bombs, guns, food supplies, that sort of thing. Players could negotiate with each other for who captured the goal, and then had to figure out how they were going to slip the products past a blockade and sell them on the black market. Things like that.
I wasn't there for this interview, but just judging by the text, it seems like Arneson says two things here: first, objectives (for generals) that weren't military in nature. Then, when asked for more about that, he names things that sound fairly military in nature: stealing bombs, guns, food supplies. I assume he know what he means here, so the best I can make of it is this: formerly the objectives were obviously military, like "take this area and hold it," but now there were things like "profit personally by stealing weapons and selling them on the black market." So the change that I see described here is:
textbook military objective...then is supplemented by objective important to an imagined person.
I am inclined to think about places, strange events, "cut scenes," tone, adventure hooks...not so much personal goals. I tend to assume that those goals can be found in play for those who want them. So I do not think about assigning goals...ever. But maybe it's worth giving a touch of thought to.