Fun according to the Oxford Advanced American Dictionary:
- We had a lot of fun at Sarah's party.
- Sailing is great fun.
- Have fun (= Enjoy yourself)!
- I decided to learn Spanish, just for fun.
- I didn't do all that work just for the fun of it.
- It's not much fun going to a party by yourself.
- “What fun!” she said with a laugh.
- Walking three miles in the pouring rain is not my idea of fun.
- The whole family can join in the fun at Water World.
- “What do you say to a weekend in New York?” “Sounds like fun.”
2. behavior or activities that are not serious but come from a sense of enjoyment
- She's very lively and full of fun.
- We didn't mean to hurt him. We were just having a little fun.
- It wasn't serious—it was all done in fun.
From this definition there are a few clear conclusions:
- Fun is a noun, not an adjective.
- Fun is subjective. That which is fun for one may not be for another.
- Fun is not always serious, but it is always enjoyable.
What's the connection between "fun" and my game of AD&D, or any game of D&D? Starting with the rule books, as I'm wont to do, the original three volume set, "White Box" Dungeons & Dragons, mentions the word only once, and then when describing a randomly shifting wall in a sample dungeon. Holmes mentions the word once, saying that the game is intended to be fun in his Basic rules. Moldvay mentions it once in his Basic rules as well, saying that the player characters have fun (not the players themselves, apparently) by overcoming obstacles. Moving on to Advanced Dungeons & Dragons, the word is mentioned once in the Players Handbook, just in Mike Carr's forward, not the rules themselves, but Gygax uses the word 12 times in the Dungeon Masters Guide. I've gathered them below:
- The material is herein, but only you can construct the masterpiece from it, your personal campaign which will bring hundreds of hours of fun and excitement to many eager players. (page 8)
- The fun of the game is action and drama. The challenge of problem solving is secondary. (page 9)
- ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity. This is not to say that where it does not interfere with the flow of the game that the highest degree of realism hasn‘t been attempted, but neither is a serious approach to play discouraged. (page 9)
- This is not to say that a random mixture of monsters cannot be used, simply selecting whatever creatures are at hand from the tables of monsters shown by level of their relative challenge. The latter method does provide a rather fun type of campaign with a ”Disneyland” atmosphere, but long range play becomes difficult, for the whole lacks rhyme and reason, so it becomes difficult for the DM to extrapolate new scenarios from it, let alone build upon it. (page 90)
- Depopulation of one simply means that the player characters must move on to a fresh area - interesting to them because it is different from the last, fun for you as there are new ideas and challenges which you desire your players to deal with. (page 91)
- In many situations it is correct and fun to have the players dice such things as melee hits or saving throws. However, it is your right to control the dice at any time and to roll dice for the players. (page 110)
- Some players will find more enjoyment in spoiling a game than in playing it, and this ruins the fun for the rest of the participants, so it must be prevented. (page 110)
- The inexperienced player should be allowed the joy of going on a dungeon adventure as a neophyte. You will recall how much fun it was when you didn't really know what was going on or which monster was which or how to do anything but laved every second of it! (page 111)
- ...a couple of the experienced players can act the part of some mercenary men-at-arms, as well as the roles of various tradesmen and others the new player meets in the course of play, and have a lot of fun in the bargain; but all actions, reactions, and decision making will be left strictly up to the neophyte (with no hints or other help from the others). (page 111)
- After all, ADVANCED DUNGEONS & DRAGONS is first and foremost a game, a pastime for fun and enjoyment. At times the fun aspect must be stressed. Thus, in my ”Greyhawk Campaign” I included an “Alice In Wonderland” level, and while it is a deadly place, those who have adventured through it have uniformly proclaimed it as great fun because it is the antithesis of the campaign as a whole. (page 112)
Gygax uses the word fun fairly casually in most of these passages in the first sense of the word, as a synonym for "enjoyment." In two places, however, he uses the phrase "ADVANCED DUNGEONS & DRAGONS is first and foremost" to suggest that "fun" is a fundamental component of the game. In the first instance he is immediately clear that he does not mean to discourage a "serious approach to play," explicitly point to Oxford's first sense of the word and not the second sense. In the second, he explains his use of fun in his own campaign as a somewhat exceptional. He has included a whimsical location that is opposite in that regard to the serious campaign as a whole, it seems as a 'comic relief" sort of locale. Here too he makes a point of mentioning that even this small, silly exception to an otherwise serious campaign setting, is "deadly," so not entirely not serious.
So far, so good. Fun is being used in a way that I can agree with in the first edition of AD&D. Cook uses the word 34 times in the second edition Player's Handbook and Dungeon Master's Guide, almost triple the number of times Gygax used it in first edition.
Scanning through the instances of the word in second edition, my progress was arrested the alarming use of "fun" as a heading within the topic of experience points. On page 45 of the second edition DMG, Cook walks on dangerous ground, designating "Fun" as one of the goals for which players should be rewarded with experience points. Like so much of what Cook wrote here, he says net nothing for each of the four guidelines he describes for assessing "fun." In the first he says that a player who actively participates in the game should be rewarded with XP, but that a player who is naturally shy should not be penalized for low participation. OK, positive points for participating, no penalty for being shy. How many points is participation worth? By no penalty, do you mean the shy player gets points as if he had participated, or just that he doesn't lose points that he's earned for other reasons? Second guideline: if the player makes the game fun for others without making it fun at someone's expense he should get XP. Again, no amount of XP, nor any definition of fun. The third guideline is for not giving experience if the player disrupted the flow of the game. The fourth is also a negative guideline for not giving experience to players' characters if the player argues about the rules.
Cook fails to be clear about objective guidelines for "fun" XP, because he means fun in the most subjective sense. He fails to define fun in quantifiable terms, yet directs the DM to assign quantities of XP based on fun. He is advising the DM to arbitrarily award XP based on the social behavior of the players, yet with no guidance on this except that character advancement should be neither to fast nor too slow for the players' enjoyment of the game. And he makes it clear that the game's objectives are meaningless on page 9 of the Player's Handbook when he says, "The point of playing is not to win but to have fun and to socialize." There are easier and more enjoyable ways to simply have fun and socialize. I paid money and spent time buying and reading the rules in order to play a game, not just "have fun and socialize."
By directing the DM to award XP on the basis of how well the DM likes playing with the player, how well he thinks the other players like playing with the player, and what rate of character advancement he thinks the player would find most enjoyable, Cook turns the awarding of XP into a negotiation. He mixes game and non-game elements nonsensically. He is attempting to define the game mechanics on the basis of what the participants agree is fun.
As much as this rant has become an indictment of second edition AD&D, the fundamental point I'm trying to reach is not about the various editions of D&D. I'm simply using them to get to the argument.
Fun is subjective. Fun is different for everyone. Fun cannot be the basis of the structure of a game. One has to derive fun from playing the game as it is defined, rather than using fun to define the game. In the latter case, the task is impossible; the activity is not a game.
I need to explain this better. G seems like a good opportunity to talk about what is and isn't a game.