Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

A role-playing game by any other name ...

By Eddy Webb

All right then, so you're not a wet-behind-the-ears gamer. You've played for a while, and you know your way around a dice bag, and which books make better blunt objects to club people with than others (personally, I don't recommend anything produced by Matt Snyder–there's not nearly enough mass in Dust Devils to cause a good concussion).

No matter how you got into role-playing games, you've probably read many, many of those tired introductions to our hobby that compare role-playing games to movies, radio plays, TV shows, computer games, books, tactical simulation wargames, comic books, Greek tragedies, Christian passion plays, and Monopoly (although usually not all at once). These passages invariably tell you about a few things that the game is allegedly like, and then they immediately reverse themselves to tell you how it's not like those things at all. You realize that the implication of these introductions it to produce some magical addition and subtraction of common ground that will show the new reader exactly what the enigma of the mysterious "role-playing game" really is. Of course, we all know that none of it made a damn bit of sense until we sat down and played, but still the introductions come.

Let's not beat around the bush, here. A role-playing game is a role-playing game, period. It isn't "like" anything else. Sure, it's fair to say that role-playing games have some things in common with tactical simulations, fiction, and traditional games. But, after 25 years we still feel this need to quantify our games by the things that they're "kind of like" rather than what they really are. Even though the initials RPG have come to mean "role-playing game" to a vast majority of people (even if many of them associate it with computers games), we are still trying to push, pull, fold, spindle, and mutilate our hobby into looking like something it isn't.

These persistent analogies, which appear to be grand unification theories for the Odyssey, Candyland, and James Bond movies, are so pervasive that they start to color our perceptions of role-playing games as a whole. As we keep thinking that our games are like fiction, like games, or like tactical simulations, we try to push them in those directions in order to make them "better." Entire theories of role-playing game design attempt to cast a game's appeal by how close to fiction, games, or tactical simulations it comes. While role-playing games do have elements of each of these, the parts do not easily extract from the whole.

Role-playing games used to be wargames, but they aren't wargames. It's safe to say that the emphasis most role-playing games have on kicking the crap out of this week's bad guys stems from tactical simulation roots, but there seems to be a latent terror in admitting that our games evolved from pushing little metal men around on a table, as if bringing any detail to the rules might cause players to spontaneously start spewing out weapon caliber and penetration information like a reject from a Vietnam film. Most role-playing games are really fairly poor models of "reality," but since we keep being told that they are "kind of like Risk," this perception has stuck.

Role-playing games want to be fiction, but they aren't fiction. Most popular fiction revolves around one or two core characters, even if those characters are the first among equals in a large group of minor characters. Role-playing games tend to focus on a party of characters, each of whom has equal say or chance of participating. Besides character emphasis, fiction has a predetermined and fairly rigid plot as a necessity, while RPGs are more interactive and fluid, lest the game master be given the scarlet R for Railroading on his forehead for all future players to see. The very nature of role-playing games makes it self-defeating to try to emulate fiction accurately, but yet we push harder to do exactly that.
Role-playing games feel like games, but they aren't games. Calling something a game implies a competitive contest with easily understood goals that determine which competitor has succeeded, thus ending the contest. Role-playing games are traditionally cooperative efforts with very vague goals that are rarely resolved definitively with any one "winner" in mind.

Even the very name we've attributed to our hobby reinforces the belief that these are just games with a few extra bits tacked on, but again that really isn't. Trying to make role-playing games more like a game is an uphill battle–the closer it comes to being a game, the further it goes from being a role-playing game.

As an example of the entrenched identity crisis that the role-playing industry has, take a look at our muddled terminology. The game master can take player characters on an extended campaign. This sentence deftly encompasses all three elements of tactical simulation, game, and fiction in one lump of jargon. As a result, many games have the mistaken belief that reinterpreting our collective lexicon (turning a "campaign" into a "series" or a "chronicle," for example, making it more "literary") somehow purges the game of its undesirable roots. This extends to just about every term we have. Non-player characters can become "Extras," "Set Dressing," or "Antagonists," and game masters gain enough titles to make a nobleman blush. Invariably, whether you call your randomizers the Hand of Fate or Lady Luck, players will still ask you to pass the dice.

This is where we can stop the tide of muddled thinking. There isn't any harm in using commonly-understood terms, because the original meaning of that term has changed over time. Most of us know that a "campaign" originally meant an extended series of military conflicts, but now it means a connected set of role-playing game adventures to us – it's as connected to the military in our minds as spam email is to canned meat or Monty Python. Instead of explaining to players why they should call you the Great High and Mighty Grand Poobah every time they want to spend their experience points (excuse me, "Improvement Traits"), can we forget the pedigree of the haphazard technical terms we've developed over the years, and just call you the "GM"?

I think it's time we acknowledge that role-playing games are a unique form of entertainment, even art. I'm advocating an appreciation that role-playing games are something special unto themselves, and that they aren't like anything else. What I'm not advocating is that we stop innovation in our industry, or that we should become complacent with the state of gaming. While analogies are good for explaining to outsiders what role-playing games are, role-playing games aren't truly analogous to other things. We have to recognize that. When we strive to improve and better our games, whether as creators, game masters, or just players we should do so by improving what role-playing games are, not what they aren't.

Now I'm off–I have to write the introduction to Midway City, and I've just gotten to the part where I compare role-playing games to late 1940s flamenco dancing. •

 

Editorial by Eddy Webb