Thursday, August 25, 2016

Experience versus Training in RPGs

Several years ago I was reading a column in PC gamer written by Desslock, who has been writing about computer RPGs for many years.  He likes skill-based development systems because players improve in the capabilities that they use rather than allocate experience points to whatever improvements they choose, perhaps being required to “train” in those new abilities.  To him it makes much more sense that you improve in the things you actually do than those you train for.

Bear with me a while here as I veer into teaching and then back to RPGs. I agree, though as a teacher I recognize that a good teacher can convey their experience to enable someone to avoid the lessons of the “school of hard knocks”.  I also recognize that it’s possible for someone to do something over and over but to do it poorly in a way that does not lead to improvement.  But as I read I realized that, in the United States at least, a great many people believe that training is the best way or the only way to know how to do something.  I remember one 18-year-old student telling me a few years ago that he and his classmates had been taught in high school that the only way to learn how to do something is to take class for it!  This was a student in a game design class; OTOH I certainly never had the opportunity to take any game design classes but I do pretty well at it and know quite a bit about it.

Yet I see this attitude that classes are the only way to learn, institutionalized in our schools and colleges.  The accreditation agencies that a accredit typical public and private colleges and universities in this country emphasize degrees as the major criterion of qualification for teachers.  It does not matter if you have been teaching the subject for 30 years: that is explicitly disregarded.  I was told about someone who had taught a subject for 32 years in a local high school and received a letter from the state telling him he was not qualified to teach it because he did not have a degree in that area.  (Yet at the same time, in the same state, a large proportion of K12 teachers have no qualifications including no teaching certificate.  These are lateral entry people who are allowed to teach up to three years before they need to get the teaching certificate.)

It does not matter, unless the school is willing to go through a lengthy portfolio process, that you (for example) worked in networking at a major medical center more than nine years before teaching networking classes.  If you don’t have a networking degree you are not qualified to teach networking, even though networking degrees did not exist until about 15 years ago and consequently anybody who went to school before that could not possibly have a networking degree.  (These are actual experiences, not theoretical.)  One college president told me that a person with a PhD in zoology was deemed by the accreditation people to be not qualified to teach freshman biology - zoology and botany are the two major divisions of biology - and as a result the school terminated the teacher!  If this had been anticipated, or the school had been willing to disagree and create a portfolio for the instructor, he almost certainly would have been deemed qualified.  But schools are very rarely willing to go to this trouble.

So we get a situation where, for example, the founder of creative writing as a curriculum in universities later said it should be done away with.  The major reason for this is that the people who have actually published novels and other kinds of creative writing that people pay money for, do not usually have Masters or PhD degrees in creative writing and so are “not qualified” to teach creative writing.  The people who are officially qualified to teach creative writing have gone through creative writing programs but may not have had anything published commercially.

What we tend to get in colleges and universities for teachers is people who have gone through undergraduate school and then graduate school and have a Masters or PhD in their subject, but have never actually practiced it in the real world.  For some subjects there is no way to practice it in the real world but others are very much practice based.

Given how this point of view has permeated schools, colleges, and universities, should we be surprised if role-playing games take the same sort of path?  I always thought one of the dumbest rules in early versions of D&D was the requirement that when you reached enough experience points to rising level you had to pay somebody an exorbitant sum to “train” you to be able act at the new level.  It was dumb from a gameplay point of view, because if applied as written it turned adventurers into money grubbers in order to  acquire enough money for training.  It was also dumb because if you have done the things that enabled you to survive and prosper then why would you need somebody to train you?  (And we can ask the chicken and egg question, where did the original trainer come from?  There must be a way to learn these things successfully without being trained.)

Computers are ideal for skill-based development because the computer can keep track of what you did and raise your capability as you go along.  This is much more difficult to track in tabletop RPG’s.

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