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D&D's 5-Minute Knife Fighting lesson

2/19/2020

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One of my old martial arts instructors—a man specializing in knife fighting—used to have what he called the "5-Minute Knife Fighting Lesson."

It's a useful thought experiment, but one that needs a little explaining.

Basically, the instructor took an imaginary student. The imaginary student had no prior knowledge of martial arts, no fighting experience, and a minimal amount of athletic ability. In this scenario, the student approaches the instructor in a panic, saying he has to be in a knife fight in 5 minutes. He can't avoid it. 

What does the instructor teach him? What tool does he give the student in 5 minutes that gives him the best chance to succeed?

He settled on a simple defensive move, one that forced the enemy to come to the student. He showed the student how to stand, how to hold the knife, and how to retreat. "Just cut anything that comes in reach, and keep cutting."

That instructor's thought experiment is something I've circled back to more than once over the years. It's an incredibly useful way to identify crucial parts of a complex system, and put them at the forefront in a practical way. 

Not to say that the entire system needs to be thrown out. You can—and often should—still practice the larger and more complex system. Especially when it comes to something as deadly serious as martial arts. But it does give you a good idea of which principles are most important, and which things you should be focusing on as you hone and perfect the larger system.

Anyway, I'm rambling a bit, and I still want to tie this point to the subject of today's post:

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A discussion thread popped up in my Twitter feed yesterday. In it, the self-styled "Evil High Priestess" of the OSR cavegirl talked about how Alignment-as-written is is poorly fleshed out, usually leads to bad experiences, and most DMs cut it entirely. 

You can read her entire thread by following this link. You can also just read the following screen caps of my buddy Cirsova's posts. They copy cavegirl's posts word-for-word, but they add photos of oiled-up bodybuilders and vintage Charles Atlas ads to the bottom of each one: 

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​Admittedly, the Cirsova posts are a bit of a piss-take. Mostly because our mutual buddy Meffrius—who was unfairly dog-piled not too long ago over his "#EliteLevel powergaming" schitck—said the same thing about Alignments as cosmic factions months ago. 

Incidentally, you should follow Meffridus on Twitter. You should also buy Cirsova.

But I digress.

Cavegirl is right, of course. Alignment should be a form of cosmic faction play. In fact, with Gary Gygax's inclusion of Poul Anderson's Three Hearts and Three Lions and Michael Moorcock's Eternal Champion books on Appendix N, it's difficult to see how it was ever intended otherwise.

Anderson, in particular, gives a fantastic "5-Minute Knife Fight" version of Alignment-as-cosmic faction play. The following excerpt comes from Chapter 3 of Three Hearts Three Lions. 


Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were only so unconsciously and some, like witches and warlocks and evildoers, had sold out to Chaos. A few nonhuman beings also stood for Law. Ranged against them was almost the whole of Middle World, which seemed to include realms like Faerie, Trollheim, and the Giants—an actual creation of Chaos. Wars among men, such as the long-drawn struggle between the Saracens and the Holy Empire, aided Chaos; under Law all men would live in peace and order and that liberty which only Law could give meaning. But this was so alien to the Middle Worlders that they were forever working to prevent it and extend their own shadowy dominion. 


(...) Holger gathered that the lands of men, where Law was predominant, lay to the west. They were divided into the Holy Empire of the Christians, the Saracen countries southward, and various lesser kingdoms. Faerie, the part of Middle World closest to here, lay not far east. This immediate section was disputed borderland where anything might happen. 

"In olden time,' said Hugi, 'richt after the Fall, nigh everything were Chaos, see ye. But step by step 'tis been driven back. The longest step was when the Savior lived on earth, for then naught o' darkness could stand and great Pan himself died. But noo 'tis said Chaos has rallied and mak's ready to strike back. I dinna know."


​But the fact is, not many of the responses below cavegirl's post indicate people are familiar with the reading material. As John McGlynn, co-host of Geek Gab points out, the concept of Alignment-as-personality-test is at least as old as Moldovay, making the Appendix N interpretation the exception rather than the rule.

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Which honestly has me thinking. Not too many people have read Appendix N as deeply as Jeffro Johnson or Joseph Goodman. I'm a dabbler compared to those two, and there are plenty in the OSR scene who have read much deeper than me.

But I'd assumed more—if not most—people in the OSR were at least passingly familiar with the more famous works on Appendix N. At least the ones responsible for the quirkiest bits of D&D's ruleset. 

For a long while, I'd been thinking about what I'd put on an "Abridged Appendix N," the three or four books I'd hand someone who wanted to give their D&D game an entirely different feel than the standard "D&D brand" setting and flavor. I'm still mulling that one over, because I think it will skew heavily to science fantasy.

But I think after reading cavegirl's post, I have what I'd call my "5-Minute Knife Fight" version of Appendix N: pre-supposing a brand new player—one who has no prior knowledge or experience of D&D, fantasy, or roleplaying games—what three books would I give him to teach him about D&D's underlying concepts to help him understand and run a game quickly?

  1. Three Hearts and Three Lions by Poul Anderson—in addition to the above excerpt breaking down alignment factions, Anderson's book offers an excellent prototype for the Paladin class, the Troll, and delightfully inhuman Elves. It's also a wonderfully paced and beautifully told fantasy tale.
  2. The Dying Earth by Jack Vance—Vancian magic is more than just "fire and forget" spells. It's an entire system of backstabbing, sneaking, stealing, and delving into ancient ruins in search of more scraps of lost knowledge. Wizards horde power the way dragons horde gold. Reading this short collection will help you understand how to run D&D's default magic system in a way that brings it to life. 
  3. Swords Against Death by Fritz Leiber—Leiber's collection of shorts is a great introduction to the breadth of possibilities open to an adventuring party. His tales offer up an entertaining mix of city adventures, seafaring adventures, and some wilderness wandering. Underground and "dungeon" adventures don't get ignored either. His heroes explore haunted ruins, abandoned towers, and the catacombs beneath their city in search of profit and adventure. He also introduces the idea of the Thieves' Guild, making heavy use of it on one of the best stories in the collection, "Thieves' House." 
     
Again, this is by no means exhaustive. I'd still urge people who are interested in D&D to read the other authors on Appendix N, or the other works by these authors. Lovecraft and Howard spring readily to mind, as to Burroughs and Brackett. Plus there's the rest of Leiber's Fafhrd and Gray Mouser series, the rest of Vance's work, and the rest of Anderson's.

Any or all of them would be worth reading on their own merits, and any of them would undoubtedly enrich and inspire your game. So would countless other fantasy writers.

But in terms of my old instructor's "5 Minute Knife Fight" concept, those three titles are probably the three most crucial books on Appendix N. Those books are the "standing, holding the knife, and retreating," of the world implied by D&D's basic ruleset.

Read those three books, and you have a basic grasp on Vancian Magic, Alignment, Thieves' Guilds, how humans and Demi-humans do (or don't) get along, magic items and artifacts, certain monsters, how to run a series of connected adventures (via Anderson and Leiber's examples), the politics of a big city, wilderness and sea travel, and some example ruins/NPCs you can liberally steal from. 


As an added bonus, most modern fantasy fans haven't read them, so they'll think you're being original.

It's also important to note that each of these books clocks in at around a hundred fifty pages or so. All together, they equal approximately one Harry Potter book. I'm a naturally slow reader. But I'd guess most people can probably read all three in about a week and a half of their spare time.   

Add to that the time needed to figure out the chosen ruleset—not long, if you picked a 0e or B/X retro clone—and you're probably looking at about two weeks from complete novice to Dungeon Master.

So, there you have it. D&D's very own "5-Minute Knife Fighting Lesson." 

Take it, build a foundation, and keep the crucial parts in mind as you hone and perfect your game. 
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