Tuesday, September 10, 2019

Rob Kuntz & Dave Arneson's True Genius

TLDR: this book is a hot mess, but buried in it is an interesting, if IMO flawed, perspective. 




Caveat

This is my reading of Rob Kuntz' book: Dave Arneson's True Genius. It was not an easy work to unlock. Any errors in representing it are mine. I am very critical of Rob Kuntz in this summation and review, even though I found some of his thoughts "interesting." I don't want anyone to interpret my dislike of this work, or its execution, as in any way devaluing Arneson's contribution to D&D. It has been established in very authoritative forums (like Peterson's Playing at the World) that Arneson contributed a number of critical, innovative, and formative ideas to role-playing in general and D&D in particular.

Who is Rob Kuntz?

Rob Kuntz, as a teenager, lived with Gary Gygax's family. He was there when Dave Arneson demoed Blackmoor to Gary in 1972 and was an early playtester, taking part in Gygax's Greyhawk campaign of the same year. He literally saw the birth, and a good portion of the evolution of D&D. Rob also worked for TSR from its founding through 1977.

Part 1: Assertions About Gygax

In Arneson's True Genius, Rob Kuntz makes the following claims:

When Gygax used Arneson's ideas to design D&D, he did irreparable harm to Arneson's legacy and the entire potential future arc of the hobby by:
  • "Redacting" Arneson's ideas. Gygax built a marketable system of rules by taking what was already established – wargame rules – and adding to them Arneson's groundbreaking ideas, which Gygax then neutralized through systematization. Kuntz refers to this as "enchaining" D&D and reducing it to a "market +1" state. Meaning Gary used Arneson's ideas to make the next predictable market thing. 
  • Setting the precedent for the industry. The fact of D&D's success moved the entire hobby community in one direction and defined the role-playing industry. This financially-proven groove meant that other possible futures were left unexplored, e.g. one that extended from Arneson's way of playing the game. 
  • Discouraging others from creating. When Gygax created AD&D, he moved D&D from an open system – which encouraged players to invent – to a closed system – an "official" rules set that discouraged innovation and established TSR's intellectual property. This was directly contradictory to an Arneson's open and flexible system ideas.
  • Doing all of this in bad faith. Gygax (like Arneson) never played D&D by the rules he set forth. In selling the D&D rules to the world, Gygax actively suppressed the true style of play in which he and Arneson indulged themselves and their players.

My Impressions of the Book and the Above Claims

Dave Arneson's True Genius is frustrating to read because of its poor organization, vague ideas, and ridiculously stilted and ornate language. Some paragraphs are so convoluted that I had to guess at their meaning after several failed attempts to decode them into English. The entire book has only about 55 pages of (widely-spaced, large font) text, and they contain the same half dozen ideas repeated throughout. 

The argument that Gygax sublimated Arneson's ideas, destroyed Arneson's future potential, and hoodwinked us all by selling us a set of hypocritical rules that falls short of the game Gary and Dave really played is expressed in faux-academic, rhetorical, and immature language. It boils down to crying over what might have been. This is especially silly when one realizes that Arneson had decades in which to re-present his original ideas, unadulterated by Gygax, or an original alternative. Arneson failed to do either of those things in any way that engaged or inspired a significant portion of the community.

In assuming that the move to a closed set of rules (with AD&D) was solely about denying the creativity of DMs, Kuntz misses that it enabled a more communal, common play experience and the production of adventure modules (some of which Kuntz helped write). Otherwise he makes a fair point about the shift in corporate attitude regarding extensive "home rules."

As for the accusation that Gary never played his own rules as written, I say "a designer designs." It's no wonder that both Gygax and Arneson sessions were more "R&D" in nature than "QA," meaning they were more likely to be fiddling than running the rules as written. But to say that what Gary was running didn't resemble what he wrote in the three little brown books is incorrect. There are a number of places where Gary's style is documented. It had significant departures from the rules, but it was still D&D. 

Part 2: The Garden of Eden 

When he is not blaming Gygax for putting D&D on the wrong path from the outset, Kuntz is lauding Arneson's genius, ascribing to him amazing feats of intellect without actually describing most (any?) of them. In trying to imagine what we missed due to Gygax's nefarious activities, Kuntz suggests that any forward trajectory from Arneson's conceptual model would essentially end in a recreation of "the human brain." Any "throttling" of the system would damage its potential.

If we were to indeterminately throttle his [Arneson's] conceptual model into the future what we would note as an end result would be akin to a massive array of information having multi-functional processes interconnecting at all points. Eventually we would have the workings of the human brain (Kuntz, 41).

It sounds like Kuntz is talking about artificial intelligence or perhaps a Futurama-like visualization of Arneson's brain in a jar. It's a game of passive-aggressive keep-away in which Kuntz tells us we have done/are doing RPGs all wrong while simultaneously telling us it's virtually impossible to describe the right way – the Arnesonian way. "... what system(s) organization transpires in their [TSR/WotC D&D] place would be anyone's guess (Kuntz, 40). [Emphasis mine.]

To read him in a more charitable light, the best possible role-playing system would be one that exists only in the heads of every DM running a game and would be entirely unfixed – free to evolve and iterate as needed. Kuntz calls this the "Garden of Eden" state. Mechanics are fluid and the hivemind of players both allows for expansive movement by invention and contraction by a general consensus of best methods.

To me, this is the real meat of the book. The thing I was waiting for. Perhaps the best way to read Arneson's True Genius is to just start on page 40 and end on page 48.

My Thoughts on the Garden

This Garden of Eden argument reminds me a bit of Dawkin's Selfish Gene (1976) in which he invents the term meme (with a meaning quite different than it has in today's social media) and discusses the way songbirds communicate ideas through imitation and innovation without losing an innate quality of sameness. I kind of wish Kuntz could have made his argument (only) along those lines. Had he simply defended role-playing as an activity owned by everyone – and left off blaming Gygax for bottling spring water – he might really have been saying something important.

As it is, Kuntz' writing reads like an academic fever dream that would be "like, really deep, man" after the joint has been passed a few times around the circle. He is reluctant (unable?) to quantify anything about Arneson's genius and leaves it almost entirely to broad, unsupported, and ultimately meaningless declarations.

Sadly, I would have to say this book is an embarrassment and possibly does more harm to Arneson's legacy than good. And yet, if you can get past all of its flaws, there is at least one clever thought in Kuntz' rambling manifesto.

Aftermath

The final few pages of the book are a clumsy and strangely-argued attempt to debunk Arnesonian D&D as a derivation of Chainmail and/or Brauenstein. The conclusion is that those two texts were influences, but not ingredients, and I'm fine with that. The argument isn't worth reading.

6 comments:

  1. Thanks for that review. I have been curious since I saw your post on FB. Far from just griping, you've had plain your statement and shown the necessary examples. If everyone could stop throwing stones and use them to build towards a future where we are all free to be individuals. Life and "Games" will be a lot better for it.

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  2. The one concept I like is that the rules are for the GM and the play for the players. Don't ask me what you can do; tell me what you do and I'll tell you what happens. That aspect of Rob's games were a lot of fun.

    In his games, it didn't matter if you were a novice or experienced gamer nor what level the character was although the occasional magical item came in handy. It was more about whether you choose something foolish or intelligent and how that alters the the rest of the party's lives.

    I enjoyed this blog post. Thank you for summing up the essay.

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  3. (Nods at Kersus.) Player skill over character stats. I enjoy that too.

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  4. A very nice review of the book. My usual comment in conversations like this one is that I bought Arneson's First Fantasy Campaign from Judges Guild and it is a collection of rather baffling notes. It is unfiltered Arneson. If it's on a par with his written contributions to the published D&D game, then IMO we should be grateful to Gygax for writing a system we could actually purchase and play.

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  5. I find Kuntz's assertions to be thoroughly odious. Spitting on the legacy of Gary Gygax is outrageous enough, but his completely wrong-headed thinking about D&D is beyond the pale.

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