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26 <h1 id="doctitle">Ritual Discourse in Role-Playing Games</h1> |
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27 |
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28 <p id="attribution"><span id="author">by Christopher I. |
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29 Lehrich</span> <tt><<a href="mailto:clehrich@bu.edu">clehrich@bu.edu</a>></tt><br /></p> |
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30 |
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31 <h2>Introduction</h2> |
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32 |
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33 <p>Theoretical analysis of RPG's remains largely cut off from other |
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34 theoretical discourses, a situation that tends of itself toward |
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35 sterility. Two reasons for this isolation predominate. First, RPG |
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36 theorists come from a wide range of educational backgrounds, and as |
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37 such have no shared body of theoretical models or discourse on |
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38 which to draw. Second, RPG theory hopes to serve a constructive |
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39 function, rather than a purely analytical one: where the |
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40 anthropologist for example traditionally understands herself as |
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41 necessarily exterior to the people and situations she analyzes, the |
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42 RPG theorist wishes to employ the results of his analysis to |
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43 improve his own gaming.</p> |
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44 |
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45 <p>The former difficulty need not concern us unduly. So long as |
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46 theoretical models from outside current RPG discourse receive |
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47 adequate formulation and explication in RPG terms, only an <i>a |
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48 priori</i> hostility to other theoretical constructs would dismiss |
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49 them out of hand. It is worth considering that such hostility does |
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50 appear mutual -- that is, much RPG discourse formulates itself in |
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51 opposition to academic theoretical discourse, while many academics |
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52 continue to express disdain and scorn if not outright hostility for |
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53 role-playing games as an activity -- but resolution of this can |
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54 only come about in a historical situation as yet hard to imagine. |
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55 Thus I shall set the issue aside, stating only that I intend to |
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56 explain fully whatever theoretical constructs I deploy.</p> |
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57 |
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58 <p>The second problem, however, inheres in the nature of RPG's |
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59 themselves. A purely theoretical analytical model of RPG's, i.e. |
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60 one without any practical application whatever, will generally be |
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61 received poorly, if at all, within RPG communities. Indeed, even |
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62 RPG theorists who go to considerable lengths to formulate the |
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63 practical implications of their models are sometimes derided as |
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64 airy pseudo-intellectuals. Fortunately, some recent RPG |
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65 publications by members of the theoretical community have received |
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66 accolades,<a href="#note1">[1]</a> and this will presumably have |
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67 the long-term salutary effect of legitimizing theoretical work |
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68 within the hobby at large.</p> |
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69 |
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70 <p>At the same time, analyses of RPG's have come to formulate |
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71 practical, essential divisions and categories, and argued that |
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72 these may be unbridgeable. For example, Ron Edwards's tripartite |
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73 GNS model rests upon the notion that the three categories must |
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74 remain discrete in order to avoid paradigmatic clash and attendant |
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75 misunderstandings among players, leading in turn to poor play. That |
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76 is, a group of players with strongly Narrativist tendencies should |
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77 be wary of playing a strongly Gamist-structured game, or |
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78 introducing into the group a player with such an approach. While |
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79 "hybrids" -- games that effectively serve more than one of the |
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80 three major play-types -- are conceived as possible, a central |
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81 point for Edwards is that Narrativist-oriented play is not |
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82 well-suited to Gamist-oriented games, and that groups who attempt |
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83 such may need to revise the game extensively to fit their needs. |
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84 Similarly, a single player who cannot conform to the paradigmatic |
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85 norms of the group in which she plays will probably find herself |
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86 continually at odds with other players, leading to social conflict; |
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87 this player would be best advised to find another game.<a href="#note2">[2]</a></p> |
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88 |
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89 <p>In his recent article "Story and Narrative Paradigms in |
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90 Role-Playing Games,"<a href="#note3">[3]</a> John Kim argues that |
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91 underlying such categories we find two approaches: "Collaborative |
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92 Storytelling" and "Virtual Experience." These tend, like Edwards's |
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93 categories, to remain divided. In what Kim calls "Paradigm Clash," |
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94 we find a naturally-occurring conflict between perspectives:</p> |
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95 <div class="sidebarblock">To the storytelling point of view, the |
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96 experiential view seems to result in an unnecessarily limited set |
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97 of techniques. . . . Experiential play may also seem passive, |
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98 letting events happen rather than actively controlling them. . . . |
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99 [Conversely,] To the experiential point of view, storytelling play |
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100 seems to be creating a product for a nonexistent reader. . . . |
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101 Experiential players faced with storytelling play may complain |
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102 about breaking suspension of disbelief, or lack of depth.</div> |
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103 <p>Conflict arising from disjuncture, narrative or otherwise, is |
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104 not only theoretical. Most gamers have experienced it, and one |
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105 great strength of Edwards's model (derived from the earlier |
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106 Threefold Model developed in the Advocacy newsgroup<a href="#note4">[4]</a>) is to emphasize recognition and classification as |
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107 means to avoiding the problem. In both his and Kim's models, |
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108 players and groups who recognize their preferences in a categorical |
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109 sense can select games to fit their desires, or revise them so, |
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110 leading to enjoyable play with a minimum of fuss and trouble.</p> |
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111 |
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112 <p>While I support this general constructive point, and do not |
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113 presently wish to challenge the classification itself (a |
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114 much-contested issue), I suggest that a hard-line division within |
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115 analysis leads toward weaknesses in a general understanding and |
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116 formulation of how RPG's really function. By drawing on some |
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117 theoretical models outside of RPG's, I would like to propose a more |
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118 unified model of RPG narrativity.</p> |
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119 |
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120 <p>A word about practicality: I do not, in the present article, |
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121 formulate the practical implications of this model for game design |
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122 or play. I do not see this as a weakness in itself: if the model |
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123 serves analytically, it can have synthetic value. But the two |
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124 operations have at least a notional distinction, and can operate |
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125 well in isolation. If theory must face a practical proof-critique, |
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126 then all analysis is already crypto-synthesis; logically speaking, |
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127 there is thus insufficient distance postulated to ensure the |
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128 validity of the analysis. In short, without the ability to |
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129 distinguish at least heuristically between theory and practice, |
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130 theoretical work can never have real logical force, lending weight |
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131 to the criticisms mentioned at the outset.</p> |
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132 |
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133 <p>A further point: I intend to propose a ritual model for RPG |
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134 play, based upon recent understandings of ritual within the |
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135 academic discourses of anthropology, sociology, and history of |
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136 religions. This model would appear to fall squarely into the common |
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137 discourse of analogy as theory, of proposing that RPG's are "like" |
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138 something else in order to help emphasize a point otherwise |
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139 unclear. Such analogical reasoning is founded upon an essential |
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140 methodological principle: the analogy is not identity. Thus |
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141 response to the proposal is constrained to two related moves. On |
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142 the one hand, one may move to expand the analogy, picking up |
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143 additional aspects of the metaphorized object or activity and |
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144 further relating them to RPG's; on the other, one may move to limit |
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145 the analogy, demanding that the metaphor not be taken to the point |
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146 of absurdity.<a href="#note5">[5]</a></p> |
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147 |
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148 <p>Some find this mode of analysis useful, primarily in a creative |
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149 sense. If one "gets" the analogy, in its logical extension and |
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150 intension, one thinks about the hobby in a somewhat new way, |
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151 perhaps leading to new creative engagement with design or play. But |
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152 if one does not "get" the analogy, the tendency, naturally, is to |
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153 dismiss it as unhelpful, or to reformulate it endlessly until one |
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154 does "get it." Either way, the reason to analyze such a metaphor is |
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155 generally synthetic, to create new ways of engaging with the hobby. |
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156 In other words, the proposal of yet another analogy serves no |
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157 <i>analytic</i> function.</p> |
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158 |
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159 <p>In proposing a ritual model of RPG's, I do not wish to add |
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160 another analogy to the lists. I do not mean that RPG play is |
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161 <i>like</i> ritual at all; I mean that it <i>is</i> ritual. |
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162 Therefore classical and recent tools of ritual analysis apply fully |
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163 to RPG's, for <i>analytical</i> purposes, for making sense of RPG's |
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164 as something other than an entirely isolated hobby, indeed for |
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165 seeing RPG's as a human cultural product not particularly |
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166 distinctive to modern society. If to some this seems a claim that |
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167 RPG's are not special and extraordinary, I suggest on the contrary |
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168 that this grants to RPG's a legitimacy and "specialness" attendant |
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169 upon their roots in wider humanity and culture.<a href="#note6">[6]</a></p> |
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170 |
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171 <h2>Ritual</h2> |
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172 |
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173 <p>An obvious first step in proposing this model is the formulation |
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174 of a definition of ritual. Unfortunately, perhaps, such definitions |
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175 have been the focus of extensive debate for more than a century |
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176 now, with no clear end in sight. More models have been proposed of |
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177 what ritual "is" than many readers might believe. I have no |
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178 intention of summarizing this whole history; I will instead simply |
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179 propose a starting-point.</p> |
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180 |
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181 <p>The above-mentioned disjuncture between "Collaborative |
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182 Storytelling" and "Virtual Experience" parallels, in a number of |
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183 respects, two recent emphases in ritual theory.</p> |
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184 |
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185 <p>Virtual Experience correlates well with Ronald Grimes's and |
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186 Victor Turner's focus on "performance," which ultimately amounts to |
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187 a notion of total involvement in ritual activity.<a href="#note7">[7]</a> In ritual, according to this perspective, humans |
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188 engage the totality of hearts, minds, and bodies, setting them to |
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189 work creatively and dynamically to produce effects within the |
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190 social and mental worlds of the participants. Thus in <i>zazen</i> |
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191 (Sitting Zen), one does nothing but sit, generally in an approved |
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192 posture; one's mind and heart should be similarly focused on |
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193 nothing but sitting, not in the sense that one should think |
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194 continuously, "I'm sitting," but rather that one's mind should be |
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195 in a state parallel to the body's state, thinking nothing, resting, |
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196 yet remaining alert and awake, receptive to outside contact. In the |
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197 Catholic Eucharist (Mass), to take a quite different sort of |
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198 example, liturgical tradition emphasizes that the communicant |
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199 should be fully involved in the process, such that when the |
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200 miraculous transformation of the substance of wafer and wine |
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201 (Transubstantiation) occurs, and when in fact the communicant |
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202 receives these into the mouth, it is not only one's body that |
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203 receives the body and blood of Christ, but the totality of body, |
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204 mind, and soul. Thus this understanding of ritual emphasizes what |
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205 in RPG terms is called "immersion," a total involvement in the |
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206 activity. Failure on this score would be seen as ineffective |
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207 (<i>zazen</i>), impious (Eucharist), or shallow (RPG).</p> |
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208 |
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209 <p>The Collaborative Storytelling model is less obviously |
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210 commensurate with a ritual model. Two directions, however, support |
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211 this formulation. First, there is Claude Lévi-Strauss's |
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212 structuralist interpretation of mythic and ritual thought as <i>bricolage</i>, and second, there is the movement largely |
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213 associated with Pierre Bourdieu, Sherry Ortner, and Catherine Bell |
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214 toward understanding ritual as "practice" (or "praxis" in the more |
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215 overtly Marxist formulations).<a href="#note8">[8]</a></p> |
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216 |
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217 <p>Lévi-Strauss's idea, in simple terms, is that cultures think like oddly artistic hobbyists. <a href="#note9">[9]</a> Imagine |
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218 you have a basement full of stuff from which to build whatever you |
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219 like. You have bits of old machines, things your neighbors threw |
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220 out, scraps of wood, and tail-ends of old projects, as well as the |
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221 taken-apart bits of all your old projects. Now you decide to build |
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222 something, and you have some ideas -- aesthetic and practical -- |
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223 about how that should be done; you are very skilled and talented, |
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224 and can see possibilities in all sorts of things. But you do not |
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225 have a Home Depot available, or you consider it "cheating" to go |
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226 buy things. At any rate, you have to build the thing you're going |
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227 to build from what you already have in your basement.</p> |
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228 |
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229 <p>A nice example is a Rube Goldberg cartoon, though those are |
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230 deliberately silly. You fly a kite, and the kite string pulls a |
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231 lever, and this pushes an old boot, and that turns on your iron, |
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232 and the iron burns some old pants, and smoke goes into a tree, |
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233 and.... A brilliant example is the recent Honda advertisement |
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234 called "the cog," which can readily be found on the |
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235 Internet.<a href="#note10">[10]</a> The point is that one |
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236 constructs an elaborate machine out of bits and pieces already |
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237 owned.</p> |
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238 |
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239 <p>Lévi-Strauss's point is that each object used contains its own |
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240 history; that is, the iron <i>has already been used for |
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241 something</i> and the <i>bricoleur</i> then <i>gives it a new |
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242 use</i>. The iron, to focus on the single example, is a local |
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243 source of heat; it can burn pants, or make a grilled-cheese |
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244 sandwich, and of course can press a shirt. But it cannot be a |
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245 refrigerator. And if, clever person that you are, you pull the |
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246 heating coil out of the iron for some project that requires a |
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247 heating coil, your iron now contains the history of its usage: it |
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248 is now a heating coil and a heavy weight.</p> |
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249 |
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250 <p>Every sign in myth and ritual, says Lévi-Strauss, is like this iron, and every living mythic culture is like this |
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251 <i>bricoleur</i>. When faced with a (social) situation, an |
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252 intellectual problem of whatever kind, the <i>bricoleur</i> begins |
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253 by running through his memory (the basement) to see what he already |
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254 has that can be used to solve the problem. He then builds the |
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255 machine that solves the problem, in the process incorporating the |
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256 entire history of every object in question, and furthermore |
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257 altering (however slightly) each object so used; when he goes to |
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258 build something else, later on, the current project will be part of |
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259 the history of each object.</p> |
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260 |
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261 <p>Technically speaking, every sign is thus <i>constrained</i> and |
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262 yet <i>free</i>. On the one hand, it is not constrained to the |
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263 degree of a <i>percept</i>, a particular contingent mental |
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264 encounter with an actual object; this percept is what is called a |
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265 "perception" in the formalist model to which Kim refers. A percept |
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266 is entirely constrained, because when a person looks at a given |
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267 object on two successive occasions, his or her mental equipment has |
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268 altered -- to use a cliché, one cannot enter the same river twice. |
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269 At the same time, a sign is not fully liberated, as is a |
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270 <i>concept</i>, an idea arising in reaction to a particular |
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271 person's connections to a percept: when I look at the lamp on the |
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272 table, I may think of my grandmother (who perhaps owned a similar |
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273 lamp), and thus "grandmother" is a legitimate conceptual link, but |
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274 no such connection may arise for you, and even if it did, it would |
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275 be a different grandmother. So a <i>sign</i> (Lévi-Strauss means |
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276 the Saussurean version of the sign) is both constrained (the iron |
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277 cannot be a refrigerator) and free (it can do a whole range of |
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278 things involving local intense heat). In Lévi-Strauss's linguistic |
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279 analogy, this iron is a sign in the same way as a word is: the word |
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280 "iron" can mean a range of things (the metal, the instrument) but |
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281 it cannot mean <i>anything</i> at all. Furthermore, this word only |
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282 acquires meaning by its relations to other words: if I say "iron," |
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283 you do not know until I go on with "a pair of pants" what sort of |
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284 meaning I intend, even whether it is a verb or a noun.</p> |
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285 |
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286 <p>The other approach I want to bring up, "practice" theory, arises |
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287 from a number of rather technical difficulties with structuralism, |
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288 and amounts to an attempt to understand manipulation of signs and |
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289 symbols in strategic yet controlled ways. With respect to ritual, |
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290 practice theory argues for a continuity among behaviors, as against |
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291 the disjuncture of ritual from other modes of action. The signs |
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292 used in ritual, that is, acquire meaning from their extra-ritual |
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293 contexts, and furthermore the special meanings accorded to them in |
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294 ritual carry over into other modes of life.</p> |
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295 |
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296 <p>From a practice perspective, every ritual contains within itself |
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297 a number of structures, just as in structuralism; these structures |
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298 are in essence the Rube Goldberg machines constructed by the |
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299 <i>bricoleur</i>. As we know from Lévi-Strauss, the iron can be replaced by any other source of local heat, since its only function in the machine in question was to create smoke by burning a pair of pants. Thus the machine has a structure, requiring a number of elements, but the specifics of which objects or signs are used to |
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300 fill those element-slots are open. What interests practice theorists is strategic choice: how do people decide whether to use an iron or a space heater?</p> |
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301 |
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302 <p>Broadly, the question in practice theory is how people choose, |
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303 from a limited range of culturally-available options, which |
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304 techniques to apply at a given moment. This depends on strategy: we |
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305 want to maximize rewards in a specific situation. But in order for |
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306 strategy to work, we have to play the game; that is, one cannot go |
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307 outside the structure of the system to manipulate signs as one |
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308 likes, because to do so annuls the power of the strategy in the |
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309 first place. Thus every strategic use of signs is at once a free, |
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310 liberated exercise of power by a situated person, and at the same |
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311 time a contribution to keeping the system stable and intact without |
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312 significant change. The possibility of real change is thus |
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313 undermined by the very strategies which seek to change the system, |
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314 because they depend for their efficacy upon the structures in |
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315 question.</p> |
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316 |
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317 <p>If the dichotomy between virtual experience and collaborative |
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318 storytelling parallels that between performativity and what we |
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319 might call the practice of <i>bricolage</i>, as yet this parallel |
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320 serves no analytical or synthetic function; it is once more an |
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321 over-theorized and over-determined metaphor. In addition, it is as |
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322 yet under-explained, in that the theories may be formulated but |
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323 their application to the specific situation of RPG's is not yet |
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324 clear. In short, while we can see a parallel division within both |
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325 the two discourses and the two modes of behavior, this does not |
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326 answer the question: <i>why are RPG's ritual</i>?</p> |
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327 |
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328 <h2>Semiotic Modeling of Ritual and RPG</h2> |
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329 |
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330 <p>I have noted that Kim's use of the formalist |
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331 perception-discourse-conception model parallels the semiotic or |
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332 structural percept-sign-concept model. The difficulty with the |
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333 formalist model for this purpose, however, is that it is focused |
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334 primarily on an <i>interpretive</i> perspective, in which the |
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335 analyst stands in a perceptive relationship to a <i>given</i>discourse; like the circular model in hermeneutics,<a href="#note11">[11]</a> the central issue is how an interpreter can make sense of a discourse already present, how we approach meaning through interpretation of texts and signs already distant from their producers (authors). Thus a central preoccupation of both formalist analysis and of hermeneutics has been the analysis of ways in which the reading situation is <i>not</i> conversational, in which reading a text is not having a conversation with the author. But in RPG's, the situation is normally conversational in an obvious sense, and thus this mode of analysis focuses on problems seemingly distant from those in RPG's.</p> |
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336 |
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337 <p>The structural model of signification, from which the practice |
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338 theory also arose, is by contrast primarily concerned with the use |
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339 of signs by a current producer, a situation more obviously |
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340 commensurable with RPG play. The question, in short, is not how |
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341 players read a text produced for them by a game-master, but rather |
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342 how the whole group in combination produces signs and texts that |
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343 they themselves read. The structural model of signification fits |
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344 well here, as the primary issue is to understand ritual or mythic |
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345 activity as a mode of discourse production.</p> |
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346 |
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347 <p>In ritual, participants manipulate a range of signs within a |
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348 constrained structure. That structure can change through such |
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349 manipulations, but only within narrow limits. Every Catholic |
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350 Eucharist differs significantly, in that the place, people, and |
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351 physical environment of the ritual vary, but this variation is |
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352 officially read by participants as within a fixed structure. The |
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353 post-Vatican II use of the vernacular in the Mass, for example, was |
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354 at once a major transformation of the structure of the ritual, and |
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355 at the same time theorized as not radically transformative: even in |
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356 the vernacular, according to the Vatican II council, the Eucharist |
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357 retains its sacramental efficacy. From a semiotic perspective, the |
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358 linguistic alteration represents a new negotiation of liturgical |
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359 language as a discrete sign, where Vatican II agreed that the |
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360 differences between Latin and the vernacular should not be |
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361 understood as an essential structure of the ritual, but rather a |
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362 relatively arbitrary sign amenable to conversion without |
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363 undermining ritual structure itself.</p> |
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364 |
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365 <p>At this same level of semiotic manipulation, we can see in RPG |
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366 reconstruction and revision a parallel analytical discourse. Taking |
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367 to its extreme the Edwards et al. formulation that "system |
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368 matters,"<a href="#note12">[12]</a> the claim is a clearly |
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369 structuralist one: transformation of system elements in RPG's |
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370 effects concomitant transformation of gameplay and orientation. For |
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371 example, a combat system dominated by so-called "realism", usually |
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372 meaning a high prioritization of real-world simulation in modes of |
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373 action and effects of violence, is not a discrete sign that may be |
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374 removed from a given game and replaced with an entirely stylized, |
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375 anti-"realist" combat system. Because such a system element is |
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376 <i>structural</i>, it links to all other parts of the total game |
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377 structure and its transformation thus strongly affects the whole. |
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378 Mike Holmes has made this point well, arguing that a "realist" |
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379 combat system colors the whole game, such that all activity occurs |
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380 with reference to such a preoccupation with violence;<a href="#note13">[13]</a> as Kim puts it,</p> |
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381 |
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382 <div class="sidebarblock">[E]ven if a gun is never fired during the |
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383 game session, the mechanics for that [weapon] may influence the |
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384 story -- because they shape how the player conceives of guns within |
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385 the fictional world. If the mechanics make all guns exceptionally |
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386 deadly, it increases the tension in a scene where a gun appears |
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387 even if the gun is never fired.</div> |
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388 |
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389 <p>Thus the "system does matter" principle argues that system |
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390 elements are motivated signs, and thus contain structure; their |
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391 transformation affects the totality of the structure.</p> |
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392 |
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393 <p>Between the Vatican II approach to language and the Forge |
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394 approach to system, however, we must recognize that the difference |
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395 is not absolute; furthermore, the distinction drawn is ideological, |
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396 not "factual." There can be no question, for example, that the use |
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397 of the vernacular in Catholic Mass has significantly changed the |
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398 ways in which Catholics experience the ritual; indeed, were this |
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399 not so, there would have been no reason to make the change in the |
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400 first place. Vatican II asserted a matter of aesthetic and |
|
401 theological priority: however far-reaching the effects of this |
|
402 transformation, they argued, the essential core of the ritual |
|
403 (transubstantiation in a broad sense) would not be affected, and |
|
404 whatever aesthetic loss of force might be entailed by the loss of |
|
405 the affective qualities of Latin (as traditional, foreign, ancient, |
|
406 powerful) would be more than made up for by gains in broader |
|
407 spiritual involvement (through understanding the liturgy |
|
408 intellectually, thus affectively through content rather than |
|
409 through an aura of ritualism). Indeed, Martin Luther's move to the |
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410 vernacular was intended partly to <i>combat</i> the affective |
|
411 dimension of Latin as itself powerful, arguing that this amounted |
|
412 to a kind of fetishism or idolatry: the focus should be, he |
|
413 thought, on the <i>content</i> of the words spoken, rather than on |
|
414 their linguistic <i>medium</i>.</p> |
|
415 |
|
416 <p>In Forge RPG theory, conversely, there is an implicit |
|
417 distinction between <i>system elements</i> and other elements. It |
|
418 is certainly plausible that the radical transformation of the |
|
419 combat system of <i>Dungeons and Dragons</i> from the AD&D |
|
420 system to the recent d20 system considerably changes all elements |
|
421 of gameplay, even those not overtly connected with combat; to |
|
422 replace the combat system with a more freeform model akin to <i>The |
|
423 Pool</i> would presumably effect further changes. But first of all, |
|
424 it seems clear that transforming other elements of the game |
|
425 (setting, background, character generation) would also entail |
|
426 drastic concomitant changes in gameplay; for example, d20 games not |
|
427 based on <i>Dungeons and Dragons</i> genre and story conventions |
|
428 exist in considerable numbers, and certainly do not play exactly |
|
429 the same way as does <i>Dungeons and Dragons</i>. In short, it is |
|
430 unclear how one is to classify elements into arbitrary and |
|
431 motivated, into those which can be shifted without large-scale |
|
432 structural effects and those which cannot.<a href="#note14">[14]</a></p> |
|
433 |
|
434 <p>More interestingly, RPG theorists (taken in the broadest sense) |
|
435 generally make a series of divisions among elements in their games, |
|
436 and implicitly argue for relative arbitrariness. That is, the |
|
437 notion that a "combat system" is in any sense a discrete element, a |
|
438 discrete structure, should not be accepted uncritically. If the |
|
439 Forge "system matters" principle argues that even apparently |
|
440 discrete structures like this are motivated and not arbitrary, we |
|
441 must recognize that this presumes a tendency to see such systems as |
|
442 arbitrary, that they <i>are</i> apparently discrete. By emphasizing |
|
443 that "system" is motivated and structural, the Forge theorists |
|
444 further suggest a prioritization of elements, where motivation is |
|
445 taken as superior to arbitrariness, so that theoretical analysis |
|
446 and synthesis should focus on structure rather than sign. To put |
|
447 this differently, it is implicit that RPG's consist of a vast group |
|
448 of interrelated elements, falling into a <i>natural hierarchical |
|
449 order</i>; those nearest the trunk of the tree, as it were, are |
|
450 relatively motivated and theoretically important, while those |
|
451 nearest the branch-tips are more arbitrary and of lesser |
|
452 theoretical weight.</p> |
|
453 |
|
454 <p>At the same time, few would argue that the arbitrary, |
|
455 non-structural signs are trivial or unimportant. Such arbitrary |
|
456 elements as Color (essentially affective set-dressing in imagined |
|
457 space) or snack choices by players are not irrelevant, and may in |
|
458 particular instances be elevated to structural elements: the |
|
459 game-concept <i>Long Pig The Role-Playing Game</i> made snack |
|
460 choice and usage into a system element, while <i>Ars Magica</i> |
|
461 troupes interested in medieval history may make set-dressing a |
|
462 primary focus for play.<a href="#note15">[15]</a> But the claim is |
|
463 that it is by <i>shifting</i> such elements from arbitrary to |
|
464 motivated, from incidental to <i>system</i>, that they become |
|
465 analytically important; in general, the analyst does not focus |
|
466 classification on such elements, but rather begins with system.</p> |
|
467 |
|
468 <p>The important point here is that whether the issue is the |
|
469 relative weight of meaningful dimensions of liturgical language or |
|
470 the classification of structural elements in RPG's, the |
|
471 understanding is in both cases <i>ideological</i>, intended not |
|
472 only to classify and analyze the ritual in question but also to |
|
473 emphasize and push for improvement in the activity, thus making |
|
474 normative claims about what the ritual <i>should</i> be about. |
|
475 Precisely at this point, predictably, the ideological weapon of |
|
476 "practicality" often comes into play in RPG discourse: because a |
|
477 more purely analytic classificatory model (e.g. the polythetic |
|
478 comparative model proposed for the humanities by Jonathan Z. |
|
479 Smith<a href="#note16">[16]</a>) eschews normative claims in the |
|
480 form of practical suggestions for game design or ritual construction, the RPG theorist codes such classification as impractical, thus valueless. This is equivalent to a Catholic liturgist saying of an academic theorist's analysis that it is irrelevant because it does not help formulate new dimensions in Mass. For the academic, however, this is precisely the point: she may be interested to see the results of her analyses serving a constructive use to the liturgist, she does not wish to impose her perspective upon those she studies. Ronald Grimes, for example, believes deeply that ritual theory can be of constructive value for people seeking to formulate or reformulate their rituals, but as a rule he does not tell them how to go about it.<a href="#note17">[17]</a> A ritualist who denounces Grimes for not proposing a "how-to" makes an entirely ideological -- and ultimately incoherent -- claim: if Grimes does not propose a "how-to," his work is useless; if on the other hand he <i |
|
481 >does</i> tell ritualists how to "fix" their rituals, he will (and should!) be denounced for telling others what they ought to believe.</p> |
|
482 |
|
483 <p>I have come a long way around, but the notion of RPG's as ritual |
|
484 can now be asserted directly. Between RPG theory and RPG practice |
|
485 there exists a dynamic relationship structurally identical to that |
|
486 between the theory and practice of ritual within lived ritual |
|
487 communities. RPG theory, by this logic, is only commensurable to |
|
488 academic theory and analytical method through a deeper and more |
|
489 complex formulation; a relatively direct correlation links RPG's to |
|
490 rituals in their actuality.<a href="#note18">[18]</a> In order |
|
491 to recognize this link, we must accept the duality of theory and |
|
492 practice as integral to ritual performance itself; in other words, |
|
493 rituals are not actions or activities performed in isolation from |
|
494 their cultural worlds, but rather performances related to |
|
495 theoretical concerns in the same way as game-play relates to the |
|
496 theory and system-construction that surrounds it.</p> |
|
497 |
|
498 <p>To put this differently, and more specifically, RPG play enacts |
|
499 theory, in the sense that standing behind and prior to play is a |
|
500 series of theoretical constructs: system design, GM notes, pre-play |
|
501 agreements and social contract, genre expectations, and other |
|
502 theoretical tools. From this perspective, RPG play acts out this |
|
503 prior structure; this is equivalent to the old reading of ritual as |
|
504 acting out a liturgical text. At the same time, the prior structure |
|
505 is to a degree open to challenge within game play, and furthermore |
|
506 does not fully constrain particular game actions, determining a |
|
507 range and a set of priorities rather than laying out a script. As |
|
508 has been recognized for some decades now, the same can be said of |
|
509 the most formal ritual: within apparent constraint there is scope |
|
510 for contestation, not only of the various issues and questions |
|
511 related to a particular ritual's situation within the social |
|
512 context, but also of the ritual itself with all its symbols.</p> |
|
513 |
|
514 <p>Nevertheless, these two views are always in dynamic, creative |
|
515 tension: the available range of manipulations of ritual signs |
|
516 stands within a structural context only slightly accessible to |
|
517 interior challenge. For example, radical transformation of Catholic |
|
518 liturgy cannot proceed from within ritual <i>performance</i> |
|
519 itself, while small-scale local transformation and contestation are |
|
520 fully expected. Radical transformation of liturgy, as we have seen |
|
521 with Vatican II, must come from a theoretical discourse <i>exterior |
|
522 to</i> performance. Conversely, such discourse acquires its ability |
|
523 to challenge ritual structurally by sacrificing its analytical and |
|
524 normative force at the local level; that is, while Vatican II could |
|
525 change liturgical language, a structural change not available to a |
|
526 given congregation at the moment of performance, the congregation |
|
527 can manipulate particular performances to effect social meanings |
|
528 inaccessible to the Vatican. For example, a particular wedding |
|
529 ritual may be used, at a given moment and in a particular |
|
530 contingent historical situation, to enable deep consideration |
|
531 within the congregation about the traditions of marriage, divorce, |
|
532 and childbirth; these same issues can be discussed by the College |
|
533 of Cardinals, as indeed they are, but not at the level of |
|
534 particular people in particular time, since they can only formulate |
|
535 principles and cannot apply them individually.</p> |
|
536 |
|
537 <p>Precisely the same dynamic obtains in RPG discourse. While a |
|
538 given structural situation of notes, game system, theoretical |
|
539 models, and so forth formulates a contextual model within which |
|
540 play occurs, such structures do not extend to the level of |
|
541 individual particularity that is central to play experience; that |
|
542 is, no game structure can be so logically intensive as to dictate |
|
543 every action and speech by every participant at all times, because |
|
544 to do so (even were it possible) would annul the entire nature of |
|
545 the game <i>as</i> game. In fact, this limitation of theoretical |
|
546 efficacy is granted the status of a virtue in Forge theory, through |
|
547 the double formulation of "practicality" as a rational anchor and |
|
548 the hierarchization of the relative motivation of system structures |
|
549 as relative theoretical importance. Not surprisingly, we find that |
|
550 the usual model of RPG discourse has it that performance (play) is |
|
551 the "real" anchor of RPG's, and that theory is understood by its |
|
552 proponents as a potentially liberating source of creativity and |
|
553 energy for "real" play.</p> |
|
554 |
|
555 <h2>Liminality in Ritual and RPG: Preliminary Classification</h2> |
|
556 |
|
557 <p>If we recognize in RPG's a dynamic interaction of theoretical |
|
558 and practical reason, between structure and event, it is not clear |
|
559 how within the practical sphere the active, strategic manipulation |
|
560 of signs actually works. That is, we have seen that in religious |
|
561 ritual, situated people deploy signs and structures within the |
|
562 context of larger, only partly flexible structures, and that RPG |
|
563 play stands within a similar context; we need now to understand how |
|
564 RPG players manipulate signs and structures for strategic reasons, |
|
565 and how such strategies are both free and subject to |
|
566 constraint.</p> |
|
567 |
|
568 <p>For this purpose, I would like to propose a specific analogy, |
|
569 that of RPG play to a particular mode of ritual behavior. At the |
|
570 outset, however, I should note that this is <i>analogy</i> and not |
|
571 identity; that is, while RPG is (and is not merely <i>like</i>) |
|
572 ritual, it is nevertheless a distinct and specific <i>kind</i> of |
|
573 ritual, one with no exact equivalent in other ritual spheres. Thus |
|
574 this analysis must be effected within a deliberately constrained |
|
575 comparative model, in order to evade the methodological problems |
|
576 attendant upon the loose metaphoricities described in the |
|
577 introduction.</p> |
|
578 |
|
579 <p>Every modern scholar of ritual is familiar with the liminal |
|
580 model of <i>rites de passage</i> (passage-rites), originally |
|
581 proposed by Arnold van Gennep in the eponymous book, and elevated |
|
582 to a critical analytical model in especially the earlier work of |
|
583 Victor Turner.<a href="#note19">[19]</a> In its classic |
|
584 formulation by van Gennep, such passage-rites as initiations |
|
585 consist of three stages. First, the neophyte is <i>separated</i> from the symbolic and social structures which normally surround him; second, the neophyte passes through a <i>liminal</i> phase, in which a series of new and powerful symbols known as <i>sacra</i> are presented to the neophyte for consideration and reflection; and finally, the neophyte is <i>aggregated</i> back into the social structure, now in a new status.</p> |
|
586 |
|
587 <p>For example, in boys' puberty initiations, the boy is removed |
|
588 from boyhood and society in general, perhaps secluded in a special |
|
589 initiation hut or otherwise physically removed; in addition, he is |
|
590 visibly marked as unclassified, e.g. having his head shaved, being |
|
591 painted black or white, stripped of clothing, and so forth. Once |
|
592 separation from boyhood has been effected, the neophyte is in a |
|
593 condition of liminality, "betwixt and between," neither this nor |
|
594 that; neither boy nor man, he is unclassifiable, a condition |
|
595 generally expressed through symbols marking status as not participating in even a larger range of classes: he may be dressed |
|
596 as an androgyne, marking him as neither male nor female (and both); |
|
597 he may be forced to lie on the ground in a posture normal for |
|
598 corpses, marking him as neither dead nor alive (and both); and so |
|
599 forth.</p> |
|
600 |
|
601 <p>In this liminal phase, various sacred symbols (<i>sacra</i>) are |
|
602 presented to the boy and his co-initiates (such initiations usually |
|
603 involve several boys at once), in the form of monstrous and bizarre |
|
604 masks, objects, or behaviors, presented to the neophytes by |
|
605 already-initiated men. All these signs serve as objects of thought, |
|
606 and are commonly distorted to emphasize reflection on particular |
|
607 issues; for example, a figurine or dancing costume might be |
|
608 shrunken and blurred in all its parts, but bear a wildly |
|
609 exaggerated phallus, encouraging reflection on sexuality and male |
|
610 sexual identity.</p> |
|
611 |
|
612 <p>In an example discussed by Turner,<a href="#note20">[20]</a> |
|
613 Bemba girls are presented with an earthenware figurine of an |
|
614 exaggeratedly pregnant woman who carries four infants, two at her |
|
615 equally exaggerated breasts and two on her back; other features of |
|
616 this figure (arms and legs, for example) are shrunken to stubs. The |
|
617 figurine in this case is accompanied by a riddling song about a |
|
618 mythical midwife, and initiated women say the riddle's point is |
|
619 straightforward: Bemba tradition demands that after giving birth |
|
620 women abstain from sexual intercourse for a year. But a woman's |
|
621 husband may object to this, and one's mother or mother-in-law may |
|
622 also demand that the young woman get pregnant again, as the older |
|
623 woman wants grandchildren and the husband wants sexual satisfaction. The point of the <i>sacrum</i>, then, is that a wife who does not respect the tradition of abstention will become like the figurine, dominated to destruction by babies and their care. However much a woman may wish to give in to her husband or mother -- or her own desires -- she must abstain. Thus the use of exaggerated symbols in the liminal phase focuses attention on traditional culture, its reasons and purposes, and ultimately promotes conformity.</p> |
|
624 |
|
625 <p>Once this instructional phase has concluded, aggregation usually |
|
626 begins with more or less permanent markers of the new status, |
|
627 followed by social presentation of the neophyte to the relevant |
|
628 communities (initiates, then society at large). For example, a boy |
|
629 may be circumcised, marking him permanently as an initiate (thus |
|
630 fully male), then dressed in men's clothing (not unlike the old |
|
631 British practice of a boy's changing permanently from short to long |
|
632 pants); the initiates are then presented to the men, who welcome |
|
633 them into the men's longhouse or equivalent male structure from |
|
634 which they were previously forbidden, and they depart this house to |
|
635 be greeted by the women of the community as men rather than |
|
636 boys.</p> |
|
637 |
|
638 <p>The emphasis in the current analysis is, as for Turner, the |
|
639 liminal. There is no difficulty spotting separation and aggregation |
|
640 in RPG's. Depending on a particular group's habitual practices and |
|
641 preferences, separation may begin at the front door of the host's |
|
642 house or apartment; this is particularly apparent in more |
|
643 LARP-oriented play, where entry into the broadly-defined play space |
|
644 is marked by a transformation of manner and affect, even of |
|
645 clothing. But the most limited table-top play generally marks a |
|
646 separation between game-play and out-of-game behavior. This is |
|
647 perhaps most obvious negatively, in objections to players who do |
|
648 not focus on the game and continually introduce "irrelevant" topics |
|
649 (television shows, video games, current events, etc.) into |
|
650 play.</p> |
|
651 |
|
652 <p>I have marked the term "irrelevant" with quotes for a reason: |
|
653 these topics are only irrelevant if and to the degree that a given |
|
654 group marks them so, a point generally negotiated through piecemeal |
|
655 social contract means. The LARP example, as an extreme of the |
|
656 Virtual Experience model, may tend to object to any introduction of |
|
657 topics or behaviors not previously formulated as "in-game." A |
|
658 smaller-scale variant of this general dynamic is the issue of |
|
659 "in-character" as distinct from "out-of-character": in some groups, |
|
660 speech should be performed in-character, in that anything said by a |
|
661 given player should be taken as the speech of that player's current |
|
662 character; sometimes this takes the form of linguistic constraint, |
|
663 notably the demand that players speak of their characters in the |
|
664 first person rather than the third.</p> |
|
665 |
|
666 <p>At a more strategic level, groups may make a sharp distinction |
|
667 between in-character and out-of-character knowledge, raising as a |
|
668 problem whether a player may act in-character upon knowledge |
|
669 presumably not available to his character. That is, if Alan |
|
670 (playing Thror the Barbarian) knows that Marler the Wizard (played |
|
671 by Barbara) has been captured by an evil sorcerer and is held in a |
|
672 deep dungeon below the castle in which Thror now stands, and Alan |
|
673 knows this because as a player he was present when Marler/Barbara |
|
674 was captured, but Thror was not on the scene and thus has no |
|
675 particular way to know what has occurred, a group must consider |
|
676 whether Alan may have Thror head for the deep dungeon to rescue |
|
677 Marler.</p> |
|
678 |
|
679 <p>The question is complex, and may be handled strategically at any |
|
680 number of levels. For example, some groups feel that, so long as |
|
681 Thror's rescue of Marler would make an exciting story, the fact |
|
682 that Thror "knows" nothing about the capture is irrelevant. Even |
|
683 within this perspective, however, we might note a distinction |
|
684 between Alan having Thror "happen accidentally" to head downwards, |
|
685 postulating an in-game coincidence to cover the out-of-game |
|
686 implausibility, as against Alan having Thror declaim in ringing |
|
687 tones that somehow he knows what has occurred, postulating a |
|
688 backwards revision of plot and thus annulling disjuncture. Another |
|
689 strategic choice, of course, would have Alan simply ignore what has |
|
690 happened to Marler, since Thror is "actually" ignorant of it; Alan |
|
691 and Barbara may hope that events will transpire such that Thror can |
|
692 rescue Marler, but the interior logic of the game-world in this |
|
693 case does not permit Alan's use of out-of-character knowledge to |
|
694 alter events in this fashion.</p> |
|
695 |
|
696 <p>At a theoretical level, the same issues obtain, particularly in |
|
697 the aesthetics of game design. Some groups prefer to keep rules and |
|
698 systems as far in the background as possible, because they see such |
|
699 structures as irrelevant to the game-world; that is, since Thror |
|
700 himself cannot be imagined thinking that he has a +7 to hit but a |
|
701 -2 to damage if he swings his fist, while he has a +3 to hit and a |
|
702 +6 to damage if he swings his sword, the strategic choices made by |
|
703 Alan in selecting the appropriate attack for the situation can be |
|
704 read as interfering with the interior game-logic. Other groups see |
|
705 such activity on Alan's part as an essential aspect of gaming as an |
|
706 activity. For example, one can treat a <i>Dungeons and Dragons</i> |
|
707 "dungeon-crawl" as a competition by the players, as strategic |
|
708 manipulators of an intricate mechanical system, against the Dungeon |
|
709 Master who has similarly manipulated the system to construct a |
|
710 difficult challenge; in this case, Barbara's choice to cast Magic |
|
711 Missile rather than Fireball because she makes a trade-off between |
|
712 damage inflicted upon a chosen target and the collateral damage |
|
713 which comes from the fireball spell, not to mention the specifics |
|
714 of range, casting-time, and material components, is anything but |
|
715 irrelevant: indeed, at one extreme, this may constitute much of the |
|
716 fun of play.</p> |
|
717 |
|
718 <p>In any event, the problem of negotiating the bridge between |
|
719 in-character and out-of-character is founded upon the structural |
|
720 separation effected at the outset of ritual. The social aggregation |
|
721 at the close of play thus amounts to an undoing of this separation: |
|
722 players step back from the in-character world (to whatever extent |
|
723 they postulated themselves as in it) in order to receive rewards or |
|
724 accolades, rehash enjoyable events, and generally begin shifting |
|
725 from a relatively discontinuous and separated game-time to an |
|
726 ordinary social event, itself marked eventually by the dispersal of |
|
727 the participants to their everyday lives.</p> |
|
728 <p>We have already seen that within the liminal phase, the "game |
|
729 itself," classification, and identity are sites of considerable |
|
730 contestation and difficulty. But it is when we take into account |
|
731 the question of <i>sacra</i> and response that the parallel to |
|
732 initiation becomes particularly valuable. In particular, when we |
|
733 consider the interrelation of freedom and conformity, i.e. the |
|
734 <i>political</i> nature of liminality, we can begin to dig under |
|
735 the surface of gaming to discern the social relations and contracts |
|
736 which make play possible.</p> |
|
737 |
|
738 <h2>Liminality in RPG's: The Social Rituals of Play</h2> |
|
739 |
|
740 <p>One of Turner's great achievements in the study of ritual was |
|
741 his explication of the socio-political implications of ritual |
|
742 activity; while he was hardly alone in formulating this general |
|
743 perspective, Turner has the advantage for present purposes of |
|
744 having a relatively clear model that does not depend on extensive |
|
745 prior reading in the literature of anthropology or sociology.</p> |
|
746 |
|
747 <p>As liminality theory shaded into the origins of "practice" |
|
748 theory, it gave rise to a stock type of analysis. The symbols of a |
|
749 given ritual, particularly its liminal phase, would be explicated |
|
750 for purposes of situation, giving sufficient data for the reader to |
|
751 make sense of the further argument. The analyst would then attempt |
|
752 to demonstrate the following dynamic at work: within the liminal |
|
753 phase, neophytes -- and by extension, the society as a whole -- |
|
754 employ symbols and structures to challenge, test, and even |
|
755 undermine the structures and norms of authority; through the ritual |
|
756 process, however, particularly as the liminal phase moves towards |
|
757 conclusion in aggregation, all this "testing" ends up serving the |
|
758 purposes of established authority. Thus the ritual gives the |
|
759 <i>illusion</i> of freedom and choice, but actually enforces |
|
760 conformity; ritual is thus read as a technique of mystification by |
|
761 which cultural authority can be produced and reproduced by |
|
762 deceiving participants in all walks of society into accepting these |
|
763 authority structures as natural, given, and ideal.</p> |
|
764 |
|
765 <p>There is certainly truth in this reading. For example, numerous |
|
766 carnivalesque rituals (Mardi Gras in New Orleans, Carnàval, |
|
767 Saturnalia, etc.) do indeed construct a special space and time in |
|
768 which to express discontent, disorder, radicalism, and challenge, |
|
769 all of which is then often deployed in a larger cultural context to |
|
770 emphasize the "rightness" of hegemonic discourses of authority. But |
|
771 more recently scholars have begun to grant that this reading is |
|
772 simplistic: Mardi Gras has on numerous occasions been used |
|
773 precisely to foment revolt, for example. Thus recent practice |
|
774 theory, when it has focused on ritual and liminality, has tended to |
|
775 admit that ritual does produce conformity through the illusion of |
|
776 free choice, but at the same time to grant that particular agents |
|
777 in particular historical situations have the ability to manipulate |
|
778 symbols to their own advantage, despite the apparent constraints |
|
779 (and apparent freedoms) of ritual structures.</p> |
|
780 |
|
781 <p>At present, I will not push the socio-political reading of RPG's |
|
782 beyond the narrow, local community. It would be interesting to |
|
783 consider how RPG's as ritual necessarily participate in and |
|
784 reconstitute the structures of society at large, but the data-set |
|
785 required to do such analysis meaningfully is prohibitively large. |
|
786 In addition, ethnography of game-sessions has barely begun, if |
|
787 indeed it can be said to have begun at all, and thus we have only |
|
788 the most dubious sort of anecdotal data. My concern, then, is with |
|
789 the socio-political workings <i>within</i> a gaming group, which |
|
790 amounts to an analytic perspective on the social contract of such a |
|
791 group as it intersects with other structures of gaming.</p> |
|
792 |
|
793 <p>It is worth noting here that the dominant Forge theory generally |
|
794 takes social contract to be a maximally distanced structure, |
|
795 standing at the upper extreme of the hierarchy of RPG structure. |
|
796 While there has been discussion of social contract and means by |
|
797 which it can be negotiated in order to avoid paradigmatic or |
|
798 personal conflict, the emphasis fits squarely within Edwards's |
|
799 overall approach. That is, because social contract is seen as at a |
|
800 considerable remove from in-game play issues, the most efficient |
|
801 way to deal with contractual problems is to discuss them outside of |
|
802 play, e.g. by confronting a problem player outside of game time, by |
|
803 formulating explicit social expectations before play, and so forth. |
|
804 But the fact remains that these problems generally arise |
|
805 <i>within</i> game play, and prior constraint cannot fully predict |
|
806 or forestall such difficulties. I suggest, in fact, that precisely |
|
807 because RPG's are ritual behaviors, social conflict is <i>inherent</i> in the form. At the same time, from a practical perspective, it is worth recognizing that because structural and sign-manipulation achieve their maximal expressions within liminality, with extra-ritual commentary discourse primarily functioning to <i>protect</i> ritual tradition against challenge, acting <i>disjunctively</i> to separate possible challenges from the fragile yet powerful matrix of ritual performance, play itself will necessary be the central locus of social contestation, and importantly it is only within its structures that <i>conjunctive</i> solutions are possible. In other words, while extra-gameplay discourse may try to protect a game against social contract problems arising within gameplay, such strategies cannot of themselves achieve consensus; the means by which a group can resolve such questions must be sought within play.</p> |
|
808 |
|
809 <p>Extending from this point, we may note a common tensive |
|
810 relationship between extra-ritual assertions of hegemony over |
|
811 performance on the one hand, and on the other a concomitant |
|
812 counter-balancing of the manipulation of ritual as a site for |
|
813 resistance. Simply put, it is often the case that as authoritative |
|
814 discourse tries to increase control over what happens within ritual |
|
815 performance externally, resistant elements become increasing |
|
816 empowered within performance and have greater efficacy without. In |
|
817 an RPG context specifically, it seems not unlikely that |
|
818 increasingly emphatic assertions of hegemonic control of |
|
819 appropriate play and in-game discourse will tend to evoke |
|
820 increasing resistance within play, which is to say that players |
|
821 within the game will tend to challenge strong norms asserted by the |
|
822 game-master (or the game text, the received tradition of |
|
823 appropriate play, etc.) the more forcefully they are expressed. One |
|
824 classic example returns us to <i>Advanced Dungeons and Dragons</i>: |
|
825 the more Gary Gygax asserted his authority and authenticity in |
|
826 laying down constraints about "the right way to play," the more |
|
827 particular groups and players were drawn either to revise the game, |
|
828 to play other games, or to challenge Gygax's principles from within |
|
829 play. With respect to more ordinary assertions of authority, e.g. |
|
830 "railroading,"<a href="#note21">[21]</a> the more overt the |
|
831 railroading the greater the tendency to resist; that is, if GM |
|
832 railroading involves providing genuine incentives to follow the |
|
833 predetermined plot structure, resistance may be minimal, while if a |
|
834 GM simply blocks all choices but the "correct" one through <i>ad |
|
835 hoc</i> and increasingly ridiculous means (<i>deus ex machina</i> maneuvers, etc.), players may find themselves led to beat their heads against the imposed limitations rather than find creative and enjoyable means by which to "play along."<a href="#note22">[22]</a></p> |
|
836 |
|
837 <p>My point is not simply that strong formulations of norms in play |
|
838 style and social interaction may produce the reverse of the desired |
|
839 effect, though this is worth consideration. Rather, I wish to |
|
840 emphasize that semiotic manipulation within play reacts to |
|
841 functions in the given structural context, such that assertions of |
|
842 social or technical norms naturally constitute important objects of |
|
843 gameplay contestation. As in initiation ritual, the imposition of |
|
844 social structures through such means as <i>sacra</i> or rules |
|
845 systems <i>demands</i> challenge and consideration within ritual; |
|
846 attempts to eliminate such semiotic manipulation within ritual |
|
847 liminality, including gameplay, can only provoke two kinds of |
|
848 response: resistance to the norms or elimination of ritual |
|
849 effectiveness. Thus the nature of gameplay as ritual activity |
|
850 necessarily determines its focus on manipulation and challenge of |
|
851 given structures.</p> |
|
852 |
|
853 <p>If RPG play can be read as reactive, it is neither mechanical |
|
854 nor passive, and a great strength of both structural and practice |
|
855 theories is the emphasis on dynamism in the relationship. If on the |
|
856 one hand ritual imposes upon its participants a series of |
|
857 interlinked structures and motivated signs, to which participants |
|
858 are then forced to react by the normative view of ritual activity |
|
859 and thought, at the same time those participants actually have |
|
860 considerable flexibility in doing so. This is where some of the |
|
861 earlier Marxist approaches overestimated the hegemony of |
|
862 authority-structures: they assumed that the imposition not only of |
|
863 signs but of structures through which to think them fully |
|
864 constrained initiates (for example) to conform to a rigid status |
|
865 quo; ritual could thus be read as a means of combating in advance |
|
866 nonconformity, resistance, and the potential for revolution, |
|
867 because it mystified the arbitrary, cultural nature of authority |
|
868 structures by transposing them into tradition, and then |
|
869 constructing a notion of tradition as natural and "given" in nature |
|
870 or meta-nature (the gods, the spirits, etc.). But as numerous |
|
871 critics of such ritual theories noted, this implies a special |
|
872 division in society: there are those who create |
|
873 authority-structures, who to some degree know that these structures |
|
874 are merely inventions, and then there are those who are simply |
|
875 slates inscribed upon by such authority structures through ritual; |
|
876 the only flexible part of this formulation would be the first part, |
|
877 in that it is possible that authorities too are entirely subject to |
|
878 what they take to be given structures and traditions, such that |
|
879 everyone is enslaved by ignorance of the functions and methods of |
|
880 their own society. Good Marxism this may be, but it does presume |
|
881 that people are entirely controlled and dominated by what they are |
|
882 told, and never think flexibly.<a href="#note23">[23]</a> In fact, |
|
883 the approach deconstructs itself: if this is all true, how can the |
|
884 academic analyst spot the problem at all? Presumably, academia |
|
885 would constitute a constrained discourse that recognizes itself as |
|
886 an object of critical analysis, in which case how did it become so? |
|
887 The logical conclusion essentially would assert that the members of |
|
888 critical academic discursive circles are a different sort of people |
|
889 than those constrained by discourse, such that radical elitism |
|
890 becomes a naturalized and normative structure -- precisely that |
|
891 which the analysis desired to challenge in the first place.</p> |
|
892 <p>In RPG's, flexibility is relatively obvious: few if any players |
|
893 or observers would assert that gameplay is so constrained as to |
|
894 prevent flexibility in semiotic manipulation of any kind. At the |
|
895 same time, this creativity is still generally taken as a marker of |
|
896 the distinctive or even unique character of RPG's. Quite apart from |
|
897 the fact that this entails RPG theorists' participation in the |
|
898 reproduction of authoritarian notions of ritual behavior, a complex |
|
899 logical circle inserts itself in this understanding, common it |
|
900 seems from the inception of RPG's as a discrete ritual form. With |
|
901 the explication of this circularity, it will become clear why I |
|
902 emphasize an analogical parallel to liminality in religious |
|
903 ritual.</p> |
|
904 |
|
905 <h2>Creativity as Circularity</h2> |
|
906 |
|
907 <p>Overt acceptance of creativity and flexibility within RPG play |
|
908 is indeed unusual in ritual. Importantly, however, it is not the |
|
909 <i>existence</i> of such dynamism that marks a distinctive ritual |
|
910 mode, but the fact that participants of all levels <i>recognize and |
|
911 accept</i> this. By contrast, the modern Catholic Eucharist permits |
|
912 considerable scope for flexibility and creativity in each and every |
|
913 performance, by every participant at every level, but this is not |
|
914 commonly accepted as either present or desirable; we might note |
|
915 that the common disdain for Neopagan ritual invention among |
|
916 relatively knowledgeable mainstream religious Americans includes |
|
917 (but is not limited to) a distinction between "real" or |
|
918 "traditional" ritual as opposed to those which Neopagans "make |
|
919 up."<a href="#note24">[24]</a> In this context, we can read the |
|
920 ideological split as a claim against creativity within the special |
|
921 context of ritual, importantly different from how RPG discourse |
|
922 consciously constructs itself as creative and dynamic.<a href="#note25">[25]</a></p> |
|
923 |
|
924 <p>To put this in terms of initiation, we find that the liminal |
|
925 phase involves flexibility and invention on the parts of not only |
|
926 the neophytes but also the entire society; at the same time, such |
|
927 flexibility is commonly denied by the hegemonic discourse, as |
|
928 already indicated by the tendency to conceive of neophyte |
|
929 interaction with <i>sacra</i> as "instruction" rather than creative |
|
930 engagement. Similarly, we find numerous discourses about |
|
931 carnivalesque ritual formulated in terms of what has been called a |
|
932 "hydraulic" theory: carnivals act as valves, allowing participants |
|
933 to "blow off steam" rather than harness it to antisocial ends. By |
|
934 permitting marginal elements of society to "act out" their |
|
935 frustrations, authorities retain control of real power and maintain |
|
936 the stability of those they dominate. Real challenge or engagement |
|
937 with social rules is annulled, because it "doesn't count" in ritual |
|
938 space.</p> |
|
939 |
|
940 <p>Thus the demarcation of ritual space and time -- that formal |
|
941 construction of division between ritual and everything else central |
|
942 to what Catherine Bell calls "ritualization" -- lends itself to |
|
943 protection of social norms. In RPG's, with their discourse of |
|
944 invention and creativity, such protection seems non-present or at |
|
945 least marginal. But this accords with expectations: by asserting |
|
946 that RPG gameplay constitutes a protected space in which to deal |
|
947 with the limited range of issues at stake in a given game, RPG's |
|
948 naturally tend to assert not only that gameplay permits flexible |
|
949 engagement with social norms but also that the effects of exterior |
|
950 norms on players do not play a significant role in the game. For |
|
951 example, the protection of RPG's allows a male player to play a |
|
952 female character, a heterosexual player to play a homosexual |
|
953 character, without its being read as relevant to the player's |
|
954 out-of-game identity; we do not, that is, assume that a male player |
|
955 who chooses a female character is actually conflicted about his |
|
956 sexual identity. At the same time, this entails that the female |
|
957 character in question, if she appears as a chauvinist stereotype, |
|
958 cannot "officially" be read to imply chauvinism on the part of the |
|
959 player.</p> |
|
960 |
|
961 <p>While for majority players -- white, male, middle-class -- this |
|
962 freedom may not appear problematic, it entails real difficulties |
|
963 when (especially) female players enter the game situation, most |
|
964 especially if such players have a romantic and/or sexual |
|
965 affiliation with another player. Indeed, female players often find |
|
966 themselves read as "not serious," "just the GM's girlfriend," and |
|
967 so forth. When such players experience events in game-time, whether |
|
968 plot events effected by other players or overtly structural |
|
969 elements constructed within the game rules, their responses may be |
|
970 read as problematic for in-game discourse. To take an extreme |
|
971 example, if a female player reacts (in-character or out, in-game or |
|
972 out) negatively to a rape scene perpetrated upon her (or any) |
|
973 character, some groups will interpret this as a failure by the |
|
974 player to recognize the lines separating gameplay from ordinary |
|
975 discourse; more insidiously, perhaps, the player may feel that she |
|
976 <i>should</i> not overtly respond negatively, precisely because she |
|
977 accepts that other players grant this absolute division of |
|
978 discursive spaces, de-legitimizing her own emotional response as |
|
979 confirmation that she is not a "serious" player.</p> |
|
980 |
|
981 <p>The common RPG theoretical response to such a situation, at |
|
982 least in recent times, is to grant the legitimacy of the player's |
|
983 response. But this is formulated as a special case: certain types |
|
984 of in-game discourse "cross the lines" or "go overboard." By |
|
985 implication, normative in-game activity does <i>not</i> require |
|
986 such responses, and thus this theoretically symptomatic treatment |
|
987 of the situation continues to emphasize that gameplay constitutes a |
|
988 protected space by constructing new social-contract rules to |
|
989 prevent specific problems. That is, theoretical criticism of the |
|
990 rape situation proposed above amounts to this: RPG groups and games |
|
991 ought to have rules that say that players' characters cannot be |
|
992 raped. But this misses the point. On the one hand, it constrains |
|
993 RPG discourse to a limited range of social issues, making |
|
994 commentary and criticism of rape (for example) simply a prohibited |
|
995 discourse, undermining the very dynamic freedom which is supposed |
|
996 to permit a player to deal with situations that he or she would or |
|
997 could not encounter in real life; on the other, it retains and |
|
998 protects the hegemony of RPG discourse as something within which |
|
999 players may not respond personally or emotionally by making those |
|
1000 situations in which such responses are legitimate into abnormal |
|
1001 cases.</p> |
|
1002 |
|
1003 <p>Continuing the comparison to initiatory ritual in particular, we |
|
1004 have here an extra-ritual response to contingent historical |
|
1005 circumstance through limitation. In the case of the Bemba girls' |
|
1006 initiation mentioned above, let us suppose that a girl responds to |
|
1007 the figurine by saying, "If I become like the figurine, the white |
|
1008 organizations that provide support and health services will give |
|
1009 extra assistance even outside of infant care; therefore for my |
|
1010 family in the current situation the appropriate answer to the |
|
1011 riddle is that I should throw over tradition and use pregnancy to |
|
1012 create a cargo-cult reciprocity with whites."<a href="#note26">[26]</a> Here we see a creative, dynamic response to the symbolic structures proposed, but with an ultimate response at odds with the hegemonic intent. An obvious counter-response would add additional symbols and instructions to prevent this response by future neophytes, and perhaps provide extra-ritual instruction of this particular neophyte so as to annul the validity of her solution.</p> |
|
1013 |
|
1014 <p>In RPG ritual discourse, the same structure of constraint |
|
1015 through piecemeal placation consistently obtains. To the extent |
|
1016 that RPG players understand themselves as creative and dynamic, not |
|
1017 controlled by encultured norms, they are enabled to reproduce |
|
1018 challenged norms within gameplay as protected space. That is, the |
|
1019 liberation and protection afforded players with respect to uneasy |
|
1020 social issues tends only to enable players who (often |
|
1021 unconsciously) represent majority discourses to reenact the |
|
1022 violence of those social categories in a hegemonically protected |
|
1023 fashion, defended by the structure of the RPG as separated and |
|
1024 distinct. If the white, male player's black, female character |
|
1025 enacts stereotypes, the notional freedom explored merely reproduces |
|
1026 dubious social norms, an effect seen overtly in fantasy and science |
|
1027 fiction book cover images (e.g. the work of Boris Vallejo), with |
|
1028 their manly men with weapons and voluptuous women in revealing |
|
1029 clothing.</p> |
|
1030 |
|
1031 <p>To shift the modalities of play from reproductive to |
|
1032 transformational may be desirable, but it is unclear how this might |
|
1033 be effected. While RPG ritual liminality permits exploration, its |
|
1034 structured and constrained nature acts to defend stereotype |
|
1035 reproduction as "freedom" while blocking challenges thereto as |
|
1036 failures of player technique or understanding. Logically, practical |
|
1037 game-construction cannot merely strive to forestall deployment of |
|
1038 stereotypes, but must work actively to undermine their function |
|
1039 within gameplay; it is here that critical formation of |
|
1040 counter-hegemonic moves (e.g. feminist game design) must focus |
|
1041 effort, at the same time recognizing that simply formulating a game |
|
1042 that pre-determines the boundaries of appropriate and inappropriate |
|
1043 structure challenges cannot achieve anything.</p> |
|
1044 |
|
1045 <h2>Disjuncture and Continuity</h2> |
|
1046 |
|
1047 <p>As we have seen, the liminal phase of passage ritual, or more |
|
1048 broadly the "sacred space" effected by social disjunctures |
|
1049 outlining any ritual practice, affords a privileged site for |
|
1050 examination and contestation of extra-ritual concerns; this sacred |
|
1051 space in RPG's is found in gameplay, often understood as a "safe" |
|
1052 place for exploration, and distinguished from other active spaces |
|
1053 by a number of explicit and more subtle formations. So far, I have |
|
1054 focused on how such privilege and safety becomes a double-edged |
|
1055 sword, permitting some forms of experimentation while denying |
|
1056 others legitimacy, and also undercutting the radicalism of |
|
1057 experiment to render it harmless. But as with any ritual, the |
|
1058 protective structures that reproduce hegemonic discourse formations |
|
1059 are themselves genuinely threatened by in-ritual challenges. It is |
|
1060 worth considering how such challenge may be formulated through |
|
1061 semiotic manipulation in gameplay.</p> |
|
1062 |
|
1063 <p>In <i>The Savage Mind</i>, Claude Lévi-Strauss suggested that ritual tends to be conjunctive, as opposed to the disjunctive, |
|
1064 classifying emphasis of myth. His meaning is best expressed, |
|
1065 perhaps, in a discussion of the difference between game and |
|
1066 rite:</p> |
|
1067 |
|
1068 <div class="sidebarblock">All games are defined by a set of rules |
|
1069 which in practice allow the playing of any number of matches. |
|
1070 Ritual, which is also 'played', is on the other hand, like a |
|
1071 favoured instance of a game, remembered from among the possible |
|
1072 ones because it is the only one which results in a particular type |
|
1073 of equilibrium between the two sides. The transposition is readily |
|
1074 seen in the case of the Gahuku-Gama of New Guinea who have learnt |
|
1075 football but who will play, several days running, as many matches |
|
1076 as are necessary for both sides to reach the same score. This is |
|
1077 treating a game as a ritual.... Games thus appear to have a |
|
1078 <i>disjunctive</i> effect: they end in the establishment of a |
|
1079 difference between individual players or teams where originally |
|
1080 there was no indication of inequality. And at the end of the game |
|
1081 they are distinguished into winners and losers. Ritual, on the |
|
1082 other hand, is the exact inverse: it <i>conjoins</i>, for it brings |
|
1083 about a union ... or in any case an organic relation between two |
|
1084 initially separate groups....<a href="#note27">[27]</a></div> |
|
1085 |
|
1086 <p>The point is that a game like soccer or Monopoly takes a group |
|
1087 of people not initially distinct in game terms and divides them |
|
1088 into at least two classes (winners and losers). By contrast, the |
|
1089 ritual performance of soccer described here does not conclude until |
|
1090 all players have been made equivalent; latent in Lévi-Strauss's formulation is that the natives <i>project</i> their preexisting social divisions upon the game by picking teams upon non-arbitrary given grounds. For example, they might decide that each team will be made up exclusively of initiated men of a given moiety, so that the teams represent moieties; through the ritual process, they then construct a situation in which this difference is asserted as non-absolute. This is arguably the point of the modern Olympic |
|
1091 Games: national participation through representative athletes is |
|
1092 supposed to assert that all men are brothers, that superiority is |
|
1093 individual and not national, and so forth.</p> |
|
1094 |
|
1095 <p>Setting aside the numerous quite serious problems with L |
|
1096 vi-Strauss's theory with respect to ritual as a broad range of |
|
1097 behaviors -- indeed, I doubt he intended that it be taken as a |
|
1098 general principle in the first place -- we can see this dynamic at |
|
1099 work in a major RPG discourse, particularly that which emphasizes |
|
1100 the collaborative nature of play. As we have already seen, in Kim's |
|
1101 Collaborative Storytelling model "play is understood as multiple |
|
1102 authors producing a single discourse and a single story." The same |
|
1103 model discourages secrets among participants, and judges success |
|
1104 partly by whether "all of the participants significantly |
|
1105 contributed to that discourse." Following up Lévi-Strauss's notion, we can see here a striving toward conjunction and unity, as against disjuncture in the form of "winning" or limited player dominance of the discourse. In other words, one of the distinctive |
|
1106 characteristics of RPG's as opposed to more traditional games is |
|
1107 precisely that they fit a ritual rather than a game model.</p> |
|
1108 |
|
1109 <p>At the same time, a more serious deployment of structural and |
|
1110 practice perspectives on the semiotic elements of both religious |
|
1111 and RPG ritual must recognize the oversimplification inherent in |
|
1112 this conjunction/division split. First, that there are no winners |
|
1113 or losers cannot be accepted uncritically. Precisely because a |
|
1114 dominant RPG discourse denies such divisions, we must consider the |
|
1115 possibility that play <i>imposes</i> upon players a notional unity |
|
1116 by denying the option to seek or even accept division. After all, |
|
1117 if we extend this rhetoric of unity, it can be taken as a claim |
|
1118 that in-game, all players are equal and in fact equivalent, which |
|
1119 may be deployed strategically by situationally- or |
|
1120 socially-dominant players to assert that complaints are anti-group |
|
1121 and thus mark bad players. In this context, the discourse of |
|
1122 collaboration and unity can support the problematic use of |
|
1123 hegemonic authoritarian or oppressive discourse, as discussed |
|
1124 previously in the context of chauvinism.</p> |
|
1125 |
|
1126 <p>But not all such challenge necessarily supports authority or |
|
1127 serves as an instrument of oppression. To take a simple example, |
|
1128 the rhetoric of unity and conjunction may be deployed to block |
|
1129 favoritism or to identify problem players as those who either try |
|
1130 to dominate play or refuse to participate at all. Especially in the |
|
1131 latter case, the unifying effect of ritual process may enable a |
|
1132 group to draw out a timid player, emphasizing further the liminal |
|
1133 "safety" of game space.</p> |
|
1134 |
|
1135 <p>More interestingly, however, the conjunctive nature of ritual |
|
1136 process may act together with the aggregation of ritual closure to |
|
1137 effect genuine social alteration. A play group is often formed on |
|
1138 an <i>ad hoc</i> basis, where some players do not know each other |
|
1139 well outside of the game context, and indeed may not have met. |
|
1140 Through successful ritual collaboration in a shared space |
|
1141 understood as distinct from other social spaces, a new social group |
|
1142 forms, enabling friendship and other forms of collaboration that |
|
1143 refer to the constructed game-space rather than to other social |
|
1144 structures. That is, precisely because gameplay is at once divided |
|
1145 from other social spaces and nominally focused upon a limited set |
|
1146 of predetermined issues, and because such rituals do act |
|
1147 conjunctively by taking given divisions and annulling "winner and |
|
1148 loser" categorizations, gameplay tends naturally to formulate an |
|
1149 alternative social framework. Particularly for those who find |
|
1150 mainstream, dominant social frameworks problematic or dangerous, |
|
1151 gameplay can constitute a controlled social space in which to |
|
1152 succeed and seek liberation.</p> |
|
1153 |
|
1154 <p>However psychologically supportive and validating such an |
|
1155 alternative framework may be -- and it is worth noting that some |
|
1156 psychologists have pointed to RPG's as valuable for |
|
1157 self-exploration and validation among (especially) teenagers -- |
|
1158 from a broader social perspective we should recognize that this |
|
1159 essentially entails a continuation of the initiation discourse. |
|
1160 Turner notes that it is common that the neophytes, whatever their |
|
1161 extra-ritual socio-economic status, are as part of the liminal |
|
1162 leveling considered equivalent. While friendships among those |
|
1163 simultaneously initiated often extend beyond the ritual situation, |
|
1164 social status, factored out within liminality, is not particularly |
|
1165 affected by such friendships. That is, it could be argued that the |
|
1166 shared space of ritual, although it permits and even demands |
|
1167 reflection upon social inequalities, ultimately acts not only to |
|
1168 affirm these inequalities as natural and given, but also deludes |
|
1169 those in inferior positions into thinking that they achieve a |
|
1170 measure of equality that is in fact nonexistent. From this |
|
1171 perspective, we can see that RPG's may act simultaneously to affirm |
|
1172 and assist players psychologically, and at the same time discourage |
|
1173 them from acting upon or challenging the inequities of modern |
|
1174 social dynamics. Anecdotally, at least, we seem to see this in |
|
1175 stereotypes of RPG players as "geeks" or "nerds" who, by |
|
1176 participating in gaming, in conventions, and generally in a |
|
1177 subculture, are thereby diverted or distracted from real social |
|
1178 action or mobilization. To formulate a rather overstated Marxist |
|
1179 reading, the recognition of RPG's as ritual is confirmed by its |
|
1180 ability to serve as an opiate for the oppressed.</p> |
|
1181 |
|
1182 <h2>Conclusions: Toward an RPG of Practical Reason</h2> |
|
1183 |
|
1184 <p>At present, RPG theory primarily acts as an exterior, supporting |
|
1185 discourse referred toward the "real thing" -- gameplay. Ironically, |
|
1186 criticism of some RPG theory as irrelevant or trivial, on the |
|
1187 ground that it is not practical for play goals, actually serves to |
|
1188 grant power and hegemony to theoretical discourse: the very fact |
|
1189 that gameplay so strongly formulates the barriers between in-game |
|
1190 and out-of-game, play and system, in-character and |
|
1191 out-of-character, reproduces the mystification of theory's active |
|
1192 role in discourse construction. As a way of concluding this |
|
1193 somewhat dispersed series of analyses, then, I should like to |
|
1194 propose some new directions in theory, directions which I think |
|
1195 contain the possibility for real practical change.</p> |
|
1196 |
|
1197 <p>First, theory must recognize a distinction between analysis and |
|
1198 synthesis. While it is important that such a distinction not become |
|
1199 the object of fetishism, as it in a sense already has, the |
|
1200 mystification of the aspect of RPG's traditionally associated with |
|
1201 hierarchy and power can only lead to abuse on the one hand, |
|
1202 analytic sterility on the other. As Kim points out for |
|
1203 Collaborative Storytelling, "It considers the rules system to be |
|
1204 outside of the meaningful product. Rules are judged on their |
|
1205 results for shared play, not on how the participants view the |
|
1206 process." This perspective sets aside the impact of system and |
|
1207 theory upon gameplay, asserting player freedom and collaboration |
|
1208 instead. While such a view may seem liberating, and indeed may be |
|
1209 so as against old-fashioned GM authoritarianism, it implicitly |
|
1210 claims that RPG performance occurs outside of structure, not in |
|
1211 reaction to it. But since social structures and presumptive |
|
1212 traditions of play at the least are necessarily at work in RPG |
|
1213 performance, there can be no doubt that gameplay has a structured |
|
1214 context; were this somehow not the case, and gameplay fully |
|
1215 liberated from exterior structures, there could be no possibility |
|
1216 of conflict or its resolution, as no player would have a context |
|
1217 within which to react conflictually. Thus while a particular group |
|
1218 or style may wish to formulate a liberated play modality as ideal, |
|
1219 this has an ideological function and serves to replace one |
|
1220 authoritarian structure (GM authority, game-system authority, etc.) |
|
1221 with yet another. In order for theory to advance the improvement of |
|
1222 gameplay, then, it must work to distinguish between analytical |
|
1223 activities and constructive or synthetic ones, and furthermore |
|
1224 strive to bring this to consciousness within actual play.</p> |
|
1225 <p>Second, RPG theory needs to take seriously the contributions and |
|
1226 insights of other disciplines. Eventually this should be a |
|
1227 reciprocal engagement, but this will require acceptance by academic |
|
1228 and other mainstream intellectual theorists; insofar as RPG theory |
|
1229 can support such a move, it must do so by engaging actively and |
|
1230 constructively with such theorists, in language acceptable to their |
|
1231 traditions. In the meantime, RPG theory must set aside its tendency |
|
1232 to see its analytical object as unique and thus special. William |
|
1233 James reminds us forcefully,</p> |
|
1234 |
|
1235 <div class="sidebarblock">The first thing the intellect does with |
|
1236 an object is to class it along with something else. But any object |
|
1237 that is infinitely important to us and awakens our devotion feels |
|
1238 to us also as if it must be <i>sui generis</i> and unique. Probably |
|
1239 a crab would be filled with a sense of personal outrage if it could |
|
1240 hear us class it without ado or apology as a crustacean, and thus |
|
1241 dispose of it. "I am no such thing," it would say; "I am MYSELF, |
|
1242 MYSELF alone." <a href="#note28">[28]</a></div> |
|
1243 |
|
1244 <p>James's point is clear: while we are willing to make all sorts |
|
1245 of classifications <i>within</i> RPG's, we tend to think of RPG's |
|
1246 as unique and thus special. But "unique" is simply a logical |
|
1247 category that can be applied to any object of analysis supporting |
|
1248 formulation <i>as</i> a categorical object. If RPG's are unique, |
|
1249 that does not mean they are not ritual, or social behavior; it only |
|
1250 means that they can, from a particular perspective, be formulated |
|
1251 as having some distinctive characteristics. So long as RPG theory |
|
1252 continues to formulate itself otherwise, as unique in an illogical, |
|
1253 strong sense with respect to other behaviors, such theory will |
|
1254 continue to be marked by two unfortunate properties: first, it will |
|
1255 be perpetually in the position of many religious discourses of |
|
1256 having continually to defend its boundaries against the incursions |
|
1257 of other discourses and analytical methods; and second, it will be |
|
1258 incapable of real analytical force because it has built into its |
|
1259 very self-definition essentialist biases that again require |
|
1260 constant and vigilant defense. Arguably, the tendency of much RPG |
|
1261 theory toward rigid hierarchization and toward discourse-circle |
|
1262 hegemony would thus constitute a parallel to more obviously |
|
1263 religious dogmatisms.</p> |
|
1264 |
|
1265 <p>Third, RPG theory requires models founded upon a productive and |
|
1266 reproductive, as opposed to interpretive and receptive, situation |
|
1267 of narrativity. Two obvious examples, Kim's already-cited article |
|
1268 and Liz Henry's "Power, Information, and Play in Role Playing |
|
1269 Games,"<a href="#note29">[29]</a> are admirable moves toward |
|
1270 intelligent application of exterior models, but find themselves at |
|
1271 odds with the purposes of those models. Kim's awareness of this |
|
1272 problem is clear:</p> |
|
1273 |
|
1274 <div class="sidebarblock">There are many differences between RPGs |
|
1275 and books [upon which the formalist model is built], but some are |
|
1276 more subtle than others. It is clear that RPGs have no division |
|
1277 between author and reader. Each participant both expresses and |
|
1278 interprets. Further, this calls into question what the story is. |
|
1279 The answer depends in part on what we define as the discourse or |
|
1280 "text" of RPG play.</div> |
|
1281 |
|
1282 <p>These questions are essential, and require answers; indeed, even |
|
1283 cursory examination of recent RPG theory reveals a constant concern |
|
1284 to formulate authorship, textuality, and so forth with respect to |
|
1285 RPG's. But these debates mostly run around in circles, die out, and |
|
1286 get revived with new energy but no really new formulations, with |
|
1287 endless repetitions of the cycle. The problem, in short, is that |
|
1288 formalist and hermeutical models are founded on confronting the |
|
1289 genuinely difficult problem that interpreting a text is not |
|
1290 comparable to a conversational situation; intricate and elegant |
|
1291 strategies are deployed to make sense of how we make sense of text, |
|
1292 if you will, <i>given that it is not conversation</i>. But RPG's |
|
1293 <i>are</i> conversational; the problem does not arise directly. By |
|
1294 attempting to read RPG's through such lenses, we are caught in |
|
1295 circularity: conversations are like books (except that they are not |
|
1296 face-to-face), and books are like RPG's (except that the latter are |
|
1297 face-to-face). Why not drop out the sidetrack and recognize RPG's |
|
1298 as active, dynamic, <i>conversational</i> forms of symbolic |
|
1299 manipulation? I have attempted a beginning here, but a great deal |
|
1300 more needs to be done. <a href="#note30">[30]</a></p> |
|
1301 |
|
1302 <p>Fourth, stemming from the last point, RPG theory must take into |
|
1303 account the social issues at stake and at work within the smallest, |
|
1304 most apparently arbitrary activities of play. That so much |
|
1305 discussion of "problem games" focuses on social difficulties -- |
|
1306 problem players or GM's, paradigmatic clashes, etc. -- reveals that |
|
1307 the central issues in play are social. To the extent that RPG |
|
1308 theory tends to work hierarchically, from top-down (broad |
|
1309 categorical strokes before specific game issues), it mistakes the |
|
1310 actual dynamics by incorporating its analytic framework into |
|
1311 problems needing resolution; this is another means by which |
|
1312 theoretical discourse mystifies itself and its contributions, and |
|
1313 it can most effectively be challenged from within theory |
|
1314 itself.</p> |
|
1315 |
|
1316 <p>Fifth, RPG theory must, through engagement with broader social |
|
1317 theory -- particularly the mode of anthropological theory labeled |
|
1318 "practice" -- become aware of symbolic and structural manipulation |
|
1319 as a strategic part of everyday life, a set of techniques also |
|
1320 employed (and refined) within the specifically RPG context. This |
|
1321 occurs at every level of play; there can be no absolute divisions |
|
1322 between in-game and out-of-game, for the same reasons that the only |
|
1323 absolute division between a Catholic Eucharist and a Catholic's |
|
1324 everyday life is an ideological one.</p> |
|
1325 |
|
1326 <p>Finally, RPG theory must move beyond hierarchical classification |
|
1327 as a technique. There is no question that classification is a |
|
1328 valid, even necessary goal for serious analytical work. But as in |
|
1329 so many disciplines, most notably the study of religion, the |
|
1330 tendency is to use the scientific character of classification to |
|
1331 construct an aura of objectivity; we see this in discourses that |
|
1332 stress "correctness". The natural upshot of such an endeavor is to |
|
1333 reify the categories as ontologically legitimate, mystify their |
|
1334 constructed character, and thus naturalize the authority-claims |
|
1335 latent within such structures. Classification must recognize that |
|
1336 the object does not exist outside of the construction of taxa; |
|
1337 "religion" or "ritual" do not exist, but are means by which |
|
1338 historically situated and motivated people classify certain |
|
1339 behaviors. Similarly, "RPG" is not a thing, a singular object, |
|
1340 unique and discrete from others, and Narrativist orientations do |
|
1341 not differ from Simulationist or Gamist ones except insofar as we |
|
1342 construct them so. Classification is the basis of |
|
1343 <i>comparison</i>, not of truth or certainty. Until RPG theory |
|
1344 takes on board serious recognition of its comparative nature, it |
|
1345 will remain an ideology and not a science.<a href="#note31">[31]</a></p> |
|
1346 |
|
1347 <hr /> |
|
1348 <!--==========================================================--> |
|
1349 |
|
1350 <h2>Notes</h2> |
|
1351 |
|
1352 <ol> |
|
1353 |
|
1354 <li><a name="note1" id="note1"></a> E.g. Ron Edwards' game <i>Sorcerer</i> (Chicago: Adept Press, 2001; see <a href="http://www.sorcerer-rpg.com">www.sorcerer-rpg.com</a>).</li> |
|
1355 |
|
1356 <li><a name="note2" id="note2"></a> Edward's views have been |
|
1357 formulated in several articles, all of which may be found at The |
|
1358 Forge ( <a href="http://www.indie-rpgs.com">http://www.indie-rpgs.com</a>). Apart from the library articles, a useful recent discussion started by Edwards is "The whole model - this is it" (<a href="http://www.indie-rpgs.com/viewtopic.php?t=8655">http://www.indie-rpgs.com/viewtopic.php?t=8655</a>).</li> |
|
1359 |
|
1360 <li><a name="note3" id="note3"></a> Stable URL: <a href="http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html"> |
|
1361 http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html</a></li> |
|
1362 |
|
1363 <li><a name="note4" id="note4"></a> Stable URL: <a href="news:rec.games.frp.advocacy">rec.games.frp.advocacy</a>.</li> |
|
1364 |
|
1365 <li><a name="note5" id="note5"></a> The Forge has hosted lengthy |
|
1366 discussions of how RPG play is like playing in a band (with the |
|
1367 gamemaster playing bass), how RPG play is like playing a pinball |
|
1368 machine, and so on. Examination of the range of such discussions |
|
1369 will show the two discursive thrusts: the drive for clarification |
|
1370 and precision in the metaphor, and the extension of the analogical |
|
1371 range. As a rule, such discussions end when those who find the |
|
1372 analogy helpful have formulated a version that is clear to them |
|
1373 personally, when those who do not find it so grow tired of trying, |
|
1374 and when most become frustrated with those who try to extend the |
|
1375 analogy to ludicrous, literalist extremes. These discussions are |
|
1376 not worthless -->analytical models, such metaphors must be |
|
1377 formulated rigorously, with their boundaries precisely set. For |
|
1378 more casual discussion, on the other hand, one of the best |
|
1379 qualities of a forum like the Forge is that it permits this sort of |
|
1380 open speculation and play; indeed, a close analysis of the ludic |
|
1381 dimension in such RPG discourse would be valuable for understanding |
|
1382 the interrelations of RPG play and theory.</li> |
|
1383 |
|
1384 <li><a name="note6" id="note6"></a> On the issue of the "unique" as |
|
1385 special, and its problematic applications to serious analysis |
|
1386 within classificatory discourse, see Jonathan Z. Smith, "Fences and |
|
1387 Neighbors." <i>Imagining Religion</i> (Chicago: University of |
|
1388 Chicago Press, 1982), 1-18.</li> |
|
1389 |
|
1390 <li><a name="note7" id="note7"></a> See Ronald L. Grimes, |
|
1391 <i>Beginnings in Ritual Studies</i> (Washington, D.C.: University |
|
1392 Press of America, 1982); Victor W. Turner, <i>Dramas, Fields and |
|
1393 Metaphors</i> (Ithaca, N.Y.: Cornell UP, 1974); Turner, <i>From |
|
1394 Ritual to Theater: The Human Seriousness of Play</i> (New York: |
|
1395 Performing Arts Journal Publications, 1982). Essentially all of |
|
1396 Grimes' work work since the late 1970's fits the model am |
|
1397 describing here, as part of what he has dubbed "ritual studies". |
|
1398 Turner's work, however, took a strictly performative and dramatic |
|
1399 turn; his earliest works, while excellent, do not directly fit this |
|
1400 model, and can only be made to accord with the performative |
|
1401 perspective with considerable hindsight and, I think, |
|
1402 distortion.</li> |
|
1403 |
|
1404 <li><a name="note8" id="note8"></a> See Claude Lévi-Strauss, <i>The Savage Mind</i> (Chicago: University of Chicago Press, 1966); Lévi-Strauss, <i>The Naked Man</i>, trans. John and Doreen Weightman (Chicago: University of Chicago Press, 1990); Pierre Bourdieu, <i>The Logic of Practice</i>, trans. Richard Nice (Stanford: Stanford UP, 1990); Sherry Ortner, "Theory in Antropology Since the Sixties", <i>Comparative Studies in Soiety and History</i> 26.1 (Jan. 1984), 126-66; Catherine Bell, <i>Ritual Theory, Ritual |
|
1405 Practice</i> (Oxford: Oxford UP, 1992).</li> |
|
1406 |
|
1407 <li><a name="note9" id="note9"></a> The French idea of <i>bricolage</i> is not directly translatable into English; we simply have no category quite like it. The <i>bricoleur</i> is a hobbyist of a sort, but elevated to a high artistic level. For the Lévi-Strauss formulation, see <i>The Savage Mind</i>, chapter 1, "The Science of the Concrete"; the translation is execrable, and those with a good command of French would be well advised to read <i>La pensée sauvage</i>, chapter 1, "La science du concret."</li> |
|
1408 |
|
1409 <li><a name="note10" id="note10"></a> Stable URL: <a href="http://194.29.64.17/thecog/movie.html">http://194.29.64.17/thecog/movie.html</a></li> |
|
1410 |
|
1411 <li><a name="note11" id="note11"></a> I shall not go into detail on |
|
1412 hermeneutics, as it is founded primarily on philosophical |
|
1413 negotiation of the problems of interpretive reception, problems |
|
1414 relevant but not central to the analysis of RPG's. On this model, |
|
1415 see Paul Ricoeur, <i>Hermeneutics and the Human Sciences</i> (Cambridge: Cambridge UP, 1981). See also Umberto Eco, <i>Interpretation and Overinterpretation</i> (Cambridge: Cambridge |
|
1416 UP, 1992); and Hans Georg Gadamer, <i>Philosophical Hermeneutics</i> (Berkeley and Los Angeles: University of California Press, 1977). Also useful, though less approachable, are Eco's <i>The Limits of Interpretation</i> (Bloomington, IN: Indiana UP, 1994) and <i>A Theory of Semiotics</i> (Bloomington, IN: Indiana UP, 1979).</li> |
|
1417 |
|
1418 <li><a name="note12" id="note12"></a> A central tenet of hegemonic |
|
1419 Forge theory.</li> |
|
1420 |
|
1421 <li><a name="note13" id="note13"></a> See Mike Holmes, "Mike's |
|
1422 Standard Rant #3: Combat System" (<a href="http://www.indie-rpgs.com/viewtopic.php?t=2024">http://www.indie-rpgs.com/viewtopic.php?t=2024</a>). Holmes' essential point is this: "If you don't want combat to be the focus of a game, do not include special rules for it. Especially if you don't include special rules about anything else." This "standard rant" has been discussed periodically on the Forge.</li> |
|
1423 |
|
1424 <li><a name="note14" id="note14"></a> It should be pointed out that |
|
1425 the Forge "system matters" principle does not claim that other |
|
1426 elements do not matter; the question is one of emphasis, and is |
|
1427 here an analytical distinction rather than a polemical one.</li> |
|
1428 |
|
1429 <li><a name="note15" id="note15"></a> See iago [Fred Hicks], "Long |
|
1430 Pig the RPG: Would You Play It?" (<a href="http://www.indie-rpgs.com/viewtopic.php?t=6091">http://www.indie-rpgs.com/viewtopic.php?t=6091</a>).</li> |
|
1431 |
|
1432 <li><a name="note16" id="note16"></a> Jonathan Z. Smith, "Fences |
|
1433 and Neighbors," <i>Imagining Religion: From Babylon to |
|
1434 Jonestown</i> (Chicago: University of Chicago Press, 1988), 1-18. |
|
1435 The polythetic system is hardly perfectly objective, but as Smith |
|
1436 argues persuasively, it is less inherently inclined toward |
|
1437 normative claims and slippages than the monothetic, taxonomic sorts |
|
1438 of systems founded on hierarchy.</li> |
|
1439 |
|
1440 <li><a name="note17" id="note17"></a> Although see his <i>Deeply |
|
1441 Into the Bone: Reinventing Rites of Passage</i> (Berkeley and Los |
|
1442 Angeles: University of California Press, 2002), the purpose of |
|
1443 which is explicitly to formulate ritual theory as a constructive |
|
1444 discourse for people wishing to invent or reinvent their own rites |
|
1445 of passage.</li> |
|
1446 |
|
1447 <li><a name="note18" id="note18"></a> The commensuration of ritual |
|
1448 discourses and discourses about ritual, between ritual in fact as |
|
1449 analytical discourse and academic analysis as in fact ritual, is |
|
1450 outside the scope of the present paper. The argument, founded upon |
|
1451 a grammatological engagement with practice, performance, and |
|
1452 structural analysis, juxtaposed to early modern magical practice |
|
1453 and the theoretical dramaturgy of Zeami's Nö, will be part of the |
|
1454 core of my book <i>Magic in Theory and Practice</i>, where I do not |
|
1455 connect it with RPG's per se.</li> |
|
1456 |
|
1457 <li><a name="note19" id="note19"></a> Arnold van Gennep, <i>The |
|
1458 Rites of Passage</i>, trans. Monika B. Vizedon and Gabrielle L. |
|
1459 Caffee (Chicago: University of Chicago Press, 1961); Victor Turner, |
|
1460 "Betwixt and Between: The Liminal Phase in <i>Rites de |
|
1461 Passage</i>," <i>Proceedings of the American Ethnological |
|
1462 Society</i>, Symposium on New Approaches to the Study of Religion, |
|
1463 1964:4-20; Turner, <i>The Ritual Process: Structure and |
|
1464 Anti-Structure</i> (Aldine de Gruyter, 1969); Turner, <i>The Forest |
|
1465 of Symbols: Aspects of Ndembu Ritual</i> (Ithaca, NY: Cornell UP, |
|
1466 1970).</li> |
|
1467 |
|
1468 |
|
1469 <li><a name="note20" id="note20"></a> "Betwixt and Between," 13, |
|
1470 citing Audrey I. Richards, <i>Chisungu</i> (London: Faber and |
|
1471 Faber, 1956), 209-10; the new edition is Richards, <i>Chisungu: A |
|
1472 Girl's Initiation Ceremony Among the Bemba of Zambia</i> (London: |
|
1473 Routledge, 1982).</li> |
|
1474 |
|
1475 <li><a name="note21" id="note21"></a> "Railroading," for which |
|
1476 there are numerous more or less equivalent terms, is the practice |
|
1477 of a GM essentially scripting the majority of plot events and |
|
1478 structures within a given play session or series of such. For |
|
1479 example, the GM may decide, prior to play, that he wants the PC |
|
1480 characters, all cowboys, to engage in an OK Corral-style gunfight |
|
1481 as the climax of play; when the PC's choose (via their players, of |
|
1482 course) to ride out of town to investigate a lost silver mine, the |
|
1483 GM uses various strategies to prevent them from doing this, because |
|
1484 he needs them in town in order for the gunfight to take place. Such |
|
1485 strategies range from subtle hints to overt assertions of |
|
1486 authority; a possible example would be to inform the players that |
|
1487 several of their horses are lame and cannot be ridden, then to have |
|
1488 no horses available at the town stable, then to ensure that nobody |
|
1489 in town will sell his or her own horse. By the time the players |
|
1490 have negotiated this many options, it is generally clear to |
|
1491 everyone (though very often not stated) that no matter what they |
|
1492 do, the PC's will be prevented from riding out of town.</li> |
|
1493 |
|
1494 <li><a name="note22" id="note22"></a> This point has been |
|
1495 emphasized in various RPG discussions. One common suggestion is |
|
1496 that if, for some reason, the GM actually <i>needs</i> her players |
|
1497 to follow a set of railroad tracks, the GM should react to repeated |
|
1498 attempts to jump the rails out-of-game, by saying something like, |
|
1499 "Okay, guys. I'm really not that prepared, actually, and I kind of |
|
1500 need you to go and do X. Is that okay?" While this may act |
|
1501 practically to achieve the desired effect, it depends upon the |
|
1502 rigidity of in-game/out-of-game divisions to acquire efficacy, and |
|
1503 cannot in itself be deemed a resolution of a more fundamental |
|
1504 difficulty.</li> |
|
1505 |
|
1506 <li><a name="note23" id="note23"></a> I would agree with these |
|
1507 thinkers that people never think truly independently, that is |
|
1508 unconstrained in any manner by encultured structures; the point |
|
1509 here is that even constrained thought and action has tremendous |
|
1510 flexibility and ranges of possibility, and is not simply scripted |
|
1511 or railroaded in the RPG sense.</li> |
|
1512 |
|
1513 <li><a name="note24" id="note24"></a> This division is reproduced |
|
1514 in strictly academic contexts not only with reference to ritual but |
|
1515 also to myth: myths are not "really" myths if they are invented for |
|
1516 that purpose (whatever such a purpose might be), just as rituals as |
|
1517 not "really" rituals if they are consciously invented so. The |
|
1518 intrusion of dubious ideas of consciousness, ontology, and category |
|
1519 only deflect from the central point: academics by formulating |
|
1520 critique in this fashion reproduce the ideology of authenticity |
|
1521 that authorizes and legitimates certain religious behaviors as |
|
1522 stable and non-inventive, as against the "wannabe" inventions of |
|
1523 recent "flakes" and "crazies". In a sense, we might see the |
|
1524 division here as between those who are creative within an |
|
1525 authorized framework and those who create their own framework. The |
|
1526 critique thus becomes reflexive, as indeed we should have suspected |
|
1527 it always was: the academic is really saying that she herself, by |
|
1528 being creative (doing new analytical work) within an authorized or |
|
1529 traditional framework (academic and disciplinary traditional |
|
1530 discourse) is legitimate and critical, while "crazies" (those |
|
1531 proposing unexpected critiques) fall outside the authorized |
|
1532 framework (do not have Ph.D.s, for example) and thus need not be |
|
1533 taken seriously.</li> |
|
1534 |
|
1535 <li><a name="note25" id="note25"></a> It would be interesting to |
|
1536 consider whether the apparent (though entirely anecdotal) overlap |
|
1537 between RPG communities and Neopagan ones might be at least partly |
|
1538 rooted here. In the absence of serious sociological data, I suspect |
|
1539 that an effective technique here would be close analysis of White |
|
1540 Wolf's various Neopagan-oriented games (especially <i>Werewolf: The |
|
1541 Apocalypse</i> and several of the <i>Ars Magica</i> supplements) |
|
1542 with respect to ritual/magical creativity, criticism of religion, |
|
1543 and criticism of what the authors refer to as "traditional" games |
|
1544 in their explanations of how their games are special and |
|
1545 different.</li> |
|
1546 |
|
1547 <li><a name="note26" id="note26"></a> This is a purely hypothetical |
|
1548 construct; I know of no such actual response among Bemba, and the |
|
1549 example is deliberately over-simplified for heuristic reasons.</li> |
|
1550 |
|
1551 <li><a name="note27" id="note27"></a> Lévi-Strauss, <i>The Savage Mind</i>, 30-32; the reference on the Gahuku-Gama is to K. E. Read, "Leadership and Consensus in a New Guinea Society." <i>American |
|
1552 Anthropologist</i> 61.3 (1959): 429.</li> |
|
1553 |
|
1554 <li><a name="note28" id="note28"></a> William James, <i>The |
|
1555 Varieties of Religious Experience</i> (New York: Longmans, Green, |
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1556 and Co., 1902), 9. See also Jonathan Z. Smith, "Fences and |
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1557 Neighbors" for a penetrating discussion of the "unique" in |
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1558 theoretical discourses.</li> |
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1559 |
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1560 <li><a name="note29" id="note29"></a> <a href="http://www.darkshire.net/%7Ejhkim/rpg/theory/liz-paper-2003/">http://www.darkshire.net/~jhkim/rpg/theory/liz-paper-2003/</a></li> |
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1561 |
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1562 <li><a name="note30" id="note30"></a> The same point might be made |
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1563 about Edwards's dependence upon Lajos Egri's constructive models |
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1564 for creative writing, models poorly suited to <i>analytical</i> |
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1565 purposes. In essence, Edwards asserts that Egri's models fit RPG's, |
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1566 except that the product is entirely different, authorship is |
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1567 shared, and really the Threefold Model is analytic rather than |
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1568 constructive. More recently, Edwards has noted that Egri's model |
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1569 (especially with regard to "premise") only applies properly to |
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1570 Narrativist play.</li> |
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1571 |
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1572 <li><a name="note31" id="note31"></a> Here I take science to be a |
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1573 reflexive and self-critical attempt to differentiate and understand |
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1574 its analytical objects. There can be no question that modern |
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1575 science, in the usual sense, does not always fulfill these |
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1576 criteria, in particular because it tends to claim objectivity |
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1577 instead of constructed reflexivity. But given the need for such |
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1578 reflexive awareness, the goals and ideals of science remain worthy |
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1579 of theoretical discourse; see the introduction and first chapters |
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1580 of Bourdieu's <i>The Logic of Practice</i> for a brilliant (if dense) |
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1581 formulation of scientific analysis that recognizes and takes |
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1582 seriously its own constructed nature. For comparison as a discourse |
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1583 and a method, Jonathan Z. Smith's <i>Imagining Religion</i> should be the starting-point of any attempt at theoretical construction.</li> |
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1584 |
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1585 </ol> |
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1586 |
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1587 </div> |
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1588 |
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1589 |
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1590 <hr /> |
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1591 |
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1592 <div id="footer" > |
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1593 <address><small>Christopher I. Lehrich <clehrich@bu.edu></small></address> |
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1594 <address><small>Converted to HTML by John H. Kim <jhkim@darkshire.org></small></address> |
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1595 |
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1596 <!-- hhmts start --> |
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1597 <small>Last modified: 19:13 AM 10/01/2005</small> |
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1598 <!-- hhmts end --> |
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1599 |
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1600 <p><small><i>The Forge</i> created and administrated by <a href="mailto:webmaster@indie-rpgs.com">Clinton R. Nixon</a> and <a href="mailto:sorcerer@sorcerer-rpg.com">Ron Edwards</a>.<br /> |
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1601 All articles, reviews, and posts on this site are copyright their |
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1602 designated author.</small></p> |
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1603 |
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1604 </div> |
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1605 |
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1606 </body> |
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1607 </html> |