Three Sheep and A Wood

For my game I’m analyzing I’ve chosen the 5th edition of Dungeons and Dragons. As a tabletop game, I see the primary purpose of DnD 5e as one of collaborative storytelling and expression. Thus, the core engagements for such a purpose would be expression, fantasy, discovery, and narrative. For my analysis I’m focusing on expression and fantasy, and the relation of these engagements to the concept of ‘flavoring’: how the dungeon master (DM) and players describe the appearances of different mechanics and elements of the game. Specifically, I want to argue about the value of flavoring, and how I often see it underused. As a tabletop game, some sort of imagination in terms of appearance of elements is important, but my argument is that this flavoring is essential to helping players express themselves in the game, and that for a dungeon master or even the game itself to limit that is ultimately harmful.

For a relatively tame example, lets look at the first level spell Magic Missile. The concept is simple: casting the spell creates three darts of magical force that fly out and hit a target of the caster’s choice. What does that look like? If you’re anything like my party and I, you probably imagine a thin mass of magic, ultimately formless, probably blue or something like that. My question is why does it have to be?

Imagine this: A young wizard, raised by a gang of criminals and a thief by trade, is cornered in an alley by three city guards. Right as the guards are closing in for the arrest, the wizard runs his hand along the crystal necklace that serves as his arcane focus. There’s a hum and a small flash of light as three crystal daggers appear between his fingers, crystal daggers which fly out to hit the chest of each guard, shattering on impact.

Mechanically, the spell cast was Magic Missile. It follows the same rules as any other casting of the spell: three darts, 1d4 + 1 force damage each. However, the casting is vastly different than an aged and grey wizard sending out bolts of magic from his gnarled wooden staff. Nothing has changed mechanically, but the player of the wizard in our example comes away feeling not like a studious, fragile wizard, but a cunning thief whose mastery of magic allows him to pull off the perfect crime. This is a relatively tame example compared to what I’ll ultimately suggest in my analysis, but the idea stays the same: flavoring of attacks, spells, mechanics, and items allow players greater creative freedom and can enhance player enjoyment.

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