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