The AD&D DMG has an ‘Appendix N’, filled with
inspirational (and educational) reading, fiction and non-fiction. The D&D5e
PHB and DMG are peppered with quotes from fantasy fiction, but the fiction
being quoted was D&D fiction, produced to fit – for better or worse – the
conceits of the game. Of course, to be fair, there is also a section on ‘inspirational
reading’ in 5e too – which includes D&D fiction but isn’t dominated by
it – but it occurred to me that as games/game worlds develop they begin to feed
on themselves, to the point of generating ‘endogenous inspiration’.
I don’t think that I do that well with games that draw on
themselves for inspiration. This occurred to me when I was thinking of
Warhammer Fantasy Role-Play, and was trying to work out what was at the heart
of my preference for 1st edition over 2nd edition. I don’t
know enough about 3rd to have an opinion other than, “but I’ve got
two small kids, and that’s a lot of fiddly bits to lose”. There’s a few
mechanical things that I prefer in 1e, and I prefer some of the aesthetics – from
incidental artwork to book design - but I realised that while WFRP1e is heavily
shaped by influences – from history, fiction and art – from outside Warhammer, WFRP2e
is very much more built on ‘other things Warhammer’.
It seems to me that the more games draw on ‘endogenous
inspiration’, the harder they can be to ‘get’. Not only is there a larger body
of canon material, but canon material references/is based on earlier canon
material, rather than real history, legend, or external fiction or art. Games
built on endogenous inspiration appear to be wonderfully immersive places, full
of consistent(?), well developed ideas, but their fan communities are intimidating,
and a desire to run a game ‘right’ can inhibit a GM. I find that a game which
wears its external influences more baldly can offer a GM licence to draw on
other inspirational material to add to the patchwork and make the game their
own.
And that reminded of Coop’s excellent post on WFRP – Not Syphilitic,Not Knee-Deep in Shit. Aside from agreeing with Coop’s argument that the WFRP1e
rulebook offers a generic ‘grim and perilous’ fantasy system capable of doing
higher-fantasy gaming that some of the classic WFRP scenarios would imply – I’ve
long wanted to run WFRP in Fighting Fantasy’s Titan, for example – a comment
from Graeme Davis highlights the stage of ‘coherence’ that the Warhammer setting
had reached: “…at this stage [1986], WFRP didn't really know what it was going
to be. The Warhammer mythos as a whole was still at the red box second edition
stage, with odd and sometimes contradictory snippets of background scattered
across the Citadel Compendium and Journal, miniatures ads, and the backs of
mini boxes.”
As a final note, this highlights why I am always wary of
trying to run games in the ‘real world’. The canon is enormous and all the
inspirational material is ‘endogenous’!
Canon is useful when it is nonsensical and contradictory, like history or life. As soon as creators try to bolt things down they crush the incoherent essence of their creation. Witness midochlorians in Star Wars, Matrix sequels, etc. This is also why fan theories are becoming popular - thinking that Joker or the Empire are heroes whilw Batman or the Rebels are the real illians breathes life into story strangled by canon.
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