This blog talks a lot about materialism in role playing games, but I’ve not covered where these ideas come from. Before I got back into RPGs, I spent a decade trying to write theatrical plays. My inspiration then was a 20th century movement that went against the dominant theatrical form of the time. I must like to go against the grain, because it is the rebellious “Old School”(OSR) strand in RPGs that has felt like home here too.
I’ve recently been taking a harder look at some enduring features of D&D that can be traced back to game’s original edition (OD&D). My goal is to run a campaign that moves its centre of gravity away from the characters, shifting it instead onto the game world. My last post looked at how such a “materialist” approach to gaming could be applied to ability scores. Here I will look at D&D’s approach to character advancement under a similar lens.