Role-Playing Gaming in Three Parts
Today, let’s get down to the heavy-duty theory!
I do a lot of design ‘cross-training’; I read academic articles on the concept of role-playing games. (Yeah, I know, technically these are about computer role-playing games, but you’d be surprised how well their work speaks to ours.) Just reading through what they have makes me think very much about what I’m doing. Many times, my thoughts are not even related to what I read, like this one.
Aside from the fact that I naturally choose trios for structuring ideas, I think this gathers some of the concepts loose in role-playing game design into a coherent set that provides for new thinking on how these things work together. Otherwise, this set of ideas is probably useless; caveat emptor!
Static Elements
Let me start with a simple idea; every game has parts that don’t change. These have many direct and indirect uses in play and can even inform play that they are not a part of, but largely they do not change throughout play. Otherwise they wouldn’t be static? Wow, a circular definition!
In-game props don’t, by themselves, do anything alone, but they still matter in play. No matter what happens in the game, doesn’t the setting remains largely the same? What about ‘classes’? ‘Classes’ themselves don’t really change. And so ratings like strength, intelligence or agility are static too. Many things like these are not only consistent, but virtually static. I think the same goes for many elements of the game text, things like artwork and semantics or presentation.
Abstractly you could say these are just a number of fixed symbols. And I’d say that from the myriad relationships between these symbols arises the basis of play. I think if these were dynamic rather than static, this symbolism would make play too incoherent and quite hard to manage.
Participation
When you abstract all detail away, isn’t participation just the revisioning of game context? Take damage? The context goes to ‘injured’. Go on a quest? The setting context changes. Go up a level? The efficacy context. Re-roll your character? Your contextual basis reframes your point of view.
Now let’s get a little hard core; this revisioning changes the semiotic interrelationships of the static elements. If you follow this perspective, it exposes the subtle changing relationships within the fundament during play. Win ‘the war’ and the symbolism of countries warring is changed to one conquering. The static elements, the countries, don’t really change, but their relationships can and do.
And then there is the apprehension of language into imagination. I’ll tell you, communication is key, but not the whole. Not to mention how your exposition not only changes the contexts of the things it touches upon, but changes further contexts within the comprehension of the other players. Beyond the obvious rearrangement of the contextual opportunities, I’ve found improving current understandings (learning), evolving the expectations of future contexts (changing play direction) and many other resultant changes. This revisioning of context can even change the whole outlook of a game (like the cities after war, above).
By the way, this is not simply a one-to-one or one-to-many flow; there are also possibilities such as two-to-many or many-to-many. It’s clear there are as many different forms of mutual context revisioning, as there are ways for people to work together.
It has been covered better elsewhere, that additive revisioning is also bricolage. I feel that this bricolage is what separates tabletop role-playing gaming from other forms; other media do use bricolage in generation, but rarely in portrayal. I have to say that I think very little game participation excludes bricolage.
Guidelines
A lot of tabletop role-playing game theorists get caught up in the place for rules, ’system’ et alia. (Including me!) Sidestepping the whole issue, let’s refer to these as the structural bases of interchange. I believe that any guidelines brought to play mostly focus on expressing these structures.
Guidelines are also effective at shaping the expectations the participants have about play and the direction or expected destination of play. Without these expectations, I’ve seen many groups founder with participants taking play in several directions. With careful use of the presence and absence of material, a designer gives an idea of play and some clear and unlimited possibilities.
I also think guidelines create some of the boundaries for context revisioning, but designers must take care not to close off entire realms of useful possibilities. Used as boundaries guidelines can function as 'canon' to blast play in specific directions1) or as a 'black hole' into dense unexplored symbolism (or other ways, I haven't thought of).
Pun intended.
I recognize that certain expected contextual freedoms are explored by the samples offered by guidelines. These samples often serve as a learning ritual for new players, helping them identify play expectations and exposing them to expected directions of play.
I’ve seen samples imply potential (in-game or out-of-game) enticements. This process can be designed to create or enforce a specific ideal of play. I believe it is a strangely popular thing for guidelines to mostly entice play towards the designer’s aesthetics. This comes in more forms than just simple mechanical enticements as reinforcement.
I seen many designers restrict their efforts to enticements that guarantee the play they idealize. More explicit enticements to enact ’story’ would be quite interesting (rather than the focus on causing ’story’ as an emergent result). And hey, could we discuss the possibilities for non-explicit enticement guidelines?
As always, comment if you’d like to take this to the forums.
Fang Langford