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4 |
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5 Ritual Discourse in Role-Playing Games |
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6 |
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7 by Christopher I. Lehrich <[8]clehrich@bu.edu> |
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8 |
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9 Introduction |
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10 |
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11 Theoretical analysis of RPG's remains largely cut off from other |
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12 theoretical discourses, a situation that tends of itself toward sterility. |
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13 Two reasons for this isolation predominate. First, RPG theorists come from |
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14 a wide range of educational backgrounds, and as such have no shared body |
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15 of theoretical models or discourse on which to draw. Second, RPG theory |
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16 hopes to serve a constructive function, rather than a purely analytical |
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17 one: where the anthropologist for example traditionally understands |
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18 herself as necessarily exterior to the people and situations she analyzes, |
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19 the RPG theorist wishes to employ the results of his analysis to improve |
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20 his own gaming. |
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21 |
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22 The former difficulty need not concern us unduly. So long as theoretical |
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23 models from outside current RPG discourse receive adequate formulation and |
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24 explication in RPG terms, only an a priori hostility to other theoretical |
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25 constructs would dismiss them out of hand. It is worth considering that |
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26 such hostility does appear mutual -- that is, much RPG discourse |
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27 formulates itself in opposition to academic theoretical discourse, while |
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28 many academics continue to express disdain and scorn if not outright |
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29 hostility for role-playing games as an activity -- but resolution of this |
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30 can only come about in a historical situation as yet hard to imagine. Thus |
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31 I shall set the issue aside, stating only that I intend to explain fully |
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32 whatever theoretical constructs I deploy. |
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33 |
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34 The second problem, however, inheres in the nature of RPG's themselves. A |
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35 purely theoretical analytical model of RPG's, i.e. one without any |
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36 practical application whatever, will generally be received poorly, if at |
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37 all, within RPG communities. Indeed, even RPG theorists who go to |
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38 considerable lengths to formulate the practical implications of their |
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39 models are sometimes derided as airy pseudo-intellectuals. Fortunately, |
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40 some recent RPG publications by members of the theoretical community have |
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41 received accolades,[9][1] and this will presumably have the long-term |
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42 salutary effect of legitimizing theoretical work within the hobby at |
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43 large. |
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44 |
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45 At the same time, analyses of RPG's have come to formulate practical, |
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46 essential divisions and categories, and argued that these may be |
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47 unbridgeable. For example, Ron Edwards's tripartite GNS model rests upon |
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48 the notion that the three categories must remain discrete in order to |
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49 avoid paradigmatic clash and attendant misunderstandings among players, |
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50 leading in turn to poor play. That is, a group of players with strongly |
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51 Narrativist tendencies should be wary of playing a strongly |
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52 Gamist-structured game, or introducing into the group a player with such |
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53 an approach. While "hybrids" -- games that effectively serve more than one |
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54 of the three major play-types -- are conceived as possible, a central |
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55 point for Edwards is that Narrativist-oriented play is not well-suited to |
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56 Gamist-oriented games, and that groups who attempt such may need to revise |
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57 the game extensively to fit their needs. Similarly, a single player who |
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58 cannot conform to the paradigmatic norms of the group in which she plays |
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59 will probably find herself continually at odds with other players, leading |
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60 to social conflict; this player would be best advised to find another |
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61 game.[10][2] |
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62 |
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63 In his recent article "Story and Narrative Paradigms in Role-Playing |
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64 Games,"[11][3] John Kim argues that underlying such categories we find two |
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65 approaches: "Collaborative Storytelling" and "Virtual Experience." These |
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66 tend, like Edwards's categories, to remain divided. In what Kim calls |
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67 "Paradigm Clash," we find a naturally-occurring conflict between |
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68 perspectives: |
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69 |
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70 To the storytelling point of view, the experiential view seems to result |
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71 in an unnecessarily limited set of techniques. . . . Experiential play may |
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72 also seem passive, letting events happen rather than actively controlling |
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73 them. . . . [Conversely,] To the experiential point of view, storytelling |
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74 play seems to be creating a product for a nonexistent reader. . . . |
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75 Experiential players faced with storytelling play may complain about |
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76 breaking suspension of disbelief, or lack of depth. |
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77 |
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78 Conflict arising from disjuncture, narrative or otherwise, is not only |
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79 theoretical. Most gamers have experienced it, and one great strength of |
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80 Edwards's model (derived from the earlier Threefold Model developed in the |
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81 Advocacy newsgroup[12][4]) is to emphasize recognition and classification |
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82 as means to avoiding the problem. In both his and Kim's models, players |
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83 and groups who recognize their preferences in a categorical sense can |
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84 select games to fit their desires, or revise them so, leading to enjoyable |
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85 play with a minimum of fuss and trouble. |
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86 |
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87 While I support this general constructive point, and do not presently wish |
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88 to challenge the classification itself (a much-contested issue), I suggest |
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89 that a hard-line division within analysis leads toward weaknesses in a |
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90 general understanding and formulation of how RPG's really function. By |
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91 drawing on some theoretical models outside of RPG's, I would like to |
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92 propose a more unified model of RPG narrativity. |
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93 |
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94 A word about practicality: I do not, in the present article, formulate the |
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95 practical implications of this model for game design or play. I do not see |
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96 this as a weakness in itself: if the model serves analytically, it can |
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97 have synthetic value. But the two operations have at least a notional |
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98 distinction, and can operate well in isolation. If theory must face a |
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99 practical proof-critique, then all analysis is already crypto-synthesis; |
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100 logically speaking, there is thus insufficient distance postulated to |
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101 ensure the validity of the analysis. In short, without the ability to |
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102 distinguish at least heuristically between theory and practice, |
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103 theoretical work can never have real logical force, lending weight to the |
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104 criticisms mentioned at the outset. |
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105 |
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106 A further point: I intend to propose a ritual model for RPG play, based |
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107 upon recent understandings of ritual within the academic discourses of |
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108 anthropology, sociology, and history of religions. This model would appear |
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109 to fall squarely into the common discourse of analogy as theory, of |
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110 proposing that RPG's are "like" something else in order to help emphasize |
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111 a point otherwise unclear. Such analogical reasoning is founded upon an |
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112 essential methodological principle: the analogy is not identity. Thus |
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113 response to the proposal is constrained to two related moves. On the one |
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114 hand, one may move to expand the analogy, picking up additional aspects of |
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115 the metaphorized object or activity and further relating them to RPG's; on |
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116 the other, one may move to limit the analogy, demanding that the metaphor |
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117 not be taken to the point of absurdity.[13][5] |
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118 |
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119 Some find this mode of analysis useful, primarily in a creative sense. If |
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120 one "gets" the analogy, in its logical extension and intension, one thinks |
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121 about the hobby in a somewhat new way, perhaps leading to new creative |
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122 engagement with design or play. But if one does not "get" the analogy, the |
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123 tendency, naturally, is to dismiss it as unhelpful, or to reformulate it |
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124 endlessly until one does "get it." Either way, the reason to analyze such |
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125 a metaphor is generally synthetic, to create new ways of engaging with the |
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126 hobby. In other words, the proposal of yet another analogy serves no |
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127 analytic function. |
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128 |
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129 In proposing a ritual model of RPG's, I do not wish to add another analogy |
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130 to the lists. I do not mean that RPG play is like ritual at all; I mean |
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131 that it is ritual. Therefore classical and recent tools of ritual analysis |
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132 apply fully to RPG's, for analytical purposes, for making sense of RPG's |
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133 as something other than an entirely isolated hobby, indeed for seeing |
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134 RPG's as a human cultural product not particularly distinctive to modern |
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135 society. If to some this seems a claim that RPG's are not special and |
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136 extraordinary, I suggest on the contrary that this grants to RPG's a |
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137 legitimacy and "specialness" attendant upon their roots in wider humanity |
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138 and culture.[14][6] |
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139 |
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140 Ritual |
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141 |
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142 An obvious first step in proposing this model is the formulation of a |
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143 definition of ritual. Unfortunately, perhaps, such definitions have been |
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144 the focus of extensive debate for more than a century now, with no clear |
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145 end in sight. More models have been proposed of what ritual "is" than many |
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146 readers might believe. I have no intention of summarizing this whole |
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147 history; I will instead simply propose a starting-point. |
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148 |
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149 The above-mentioned disjuncture between "Collaborative Storytelling" and |
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150 "Virtual Experience" parallels, in a number of respects, two recent |
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151 emphases in ritual theory. |
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152 |
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153 Virtual Experience correlates well with Ronald Grimes's and Victor |
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154 Turner's focus on "performance," which ultimately amounts to a notion of |
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155 total involvement in ritual activity.[15][7] In ritual, according to this |
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156 perspective, humans engage the totality of hearts, minds, and bodies, |
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157 setting them to work creatively and dynamically to produce effects within |
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158 the social and mental worlds of the participants. Thus in zazen (Sitting |
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159 Zen), one does nothing but sit, generally in an approved posture; one's |
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160 mind and heart should be similarly focused on nothing but sitting, not in |
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161 the sense that one should think continuously, "I'm sitting," but rather |
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162 that one's mind should be in a state parallel to the body's state, |
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163 thinking nothing, resting, yet remaining alert and awake, receptive to |
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164 outside contact. In the Catholic Eucharist (Mass), to take a quite |
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165 different sort of example, liturgical tradition emphasizes that the |
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166 communicant should be fully involved in the process, such that when the |
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167 miraculous transformation of the substance of wafer and wine |
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168 (Transubstantiation) occurs, and when in fact the communicant receives |
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169 these into the mouth, it is not only one's body that receives the body and |
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170 blood of Christ, but the totality of body, mind, and soul. Thus this |
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171 understanding of ritual emphasizes what in RPG terms is called |
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172 "immersion," a total involvement in the activity. Failure on this score |
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173 would be seen as ineffective (zazen), impious (Eucharist), or shallow |
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174 (RPG). |
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175 |
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176 The Collaborative Storytelling model is less obviously commensurate with a |
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177 ritual model. Two directions, however, support this formulation. First, |
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178 there is Claude Levi-Strauss's structuralist interpretation of mythic and |
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179 ritual thought as bricolage, and second, there is the movement largely |
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180 associated with Pierre Bourdieu, Sherry Ortner, and Catherine Bell toward |
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181 understanding ritual as "practice" (or "praxis" in the more overtly |
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182 Marxist formulations).[16][8] |
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183 |
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184 Levi-Strauss's idea, in simple terms, is that cultures think like oddly |
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185 artistic hobbyists. [17][9] Imagine you have a basement full of stuff from |
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186 which to build whatever you like. You have bits of old machines, things |
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187 your neighbors threw out, scraps of wood, and tail-ends of old projects, |
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188 as well as the taken-apart bits of all your old projects. Now you decide |
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189 to build something, and you have some ideas -- aesthetic and practical -- |
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190 about how that should be done; you are very skilled and talented, and can |
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191 see possibilities in all sorts of things. But you do not have a Home Depot |
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192 available, or you consider it "cheating" to go buy things. At any rate, |
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193 you have to build the thing you're going to build from what you already |
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194 have in your basement. |
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195 |
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196 A nice example is a Rube Goldberg cartoon, though those are deliberately |
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197 silly. You fly a kite, and the kite string pulls a lever, and this pushes |
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198 an old boot, and that turns on your iron, and the iron burns some old |
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199 pants, and smoke goes into a tree, and.... A brilliant example is the |
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200 recent Honda advertisement called "the cog," which can readily be found on |
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201 the Internet.[18][10] The point is that one constructs an elaborate |
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202 machine out of bits and pieces already owned. |
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203 |
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204 Levi-Strauss's point is that each object used contains its own history; |
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205 that is, the iron has already been used for something and the bricoleur |
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206 then gives it a new use. The iron, to focus on the single example, is a |
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207 local source of heat; it can burn pants, or make a grilled-cheese |
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208 sandwich, and of course can press a shirt. But it cannot be a |
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209 refrigerator. And if, clever person that you are, you pull the heating |
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210 coil out of the iron for some project that requires a heating coil, your |
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211 iron now contains the history of its usage: it is now a heating coil and a |
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212 heavy weight. |
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213 |
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214 Every sign in myth and ritual, says Levi-Strauss, is like this iron, and |
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215 every living mythic culture is like this bricoleur. When faced with a |
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216 (social) situation, an intellectual problem of whatever kind, the |
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217 bricoleur begins by running through his memory (the basement) to see what |
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218 he already has that can be used to solve the problem. He then builds the |
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219 machine that solves the problem, in the process incorporating the entire |
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220 history of every object in question, and furthermore altering (however |
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221 slightly) each object so used; when he goes to build something else, later |
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222 on, the current project will be part of the history of each object. |
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223 |
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224 Technically speaking, every sign is thus constrained and yet free. On the |
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225 one hand, it is not constrained to the degree of a percept, a particular |
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226 contingent mental encounter with an actual object; this percept is what is |
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227 called a "perception" in the formalist model to which Kim refers. A |
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228 percept is entirely constrained, because when a person looks at a given |
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229 object on two successive occasions, his or her mental equipment has |
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230 altered -- to use a cliche, one cannot enter the same river twice. At the |
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231 same time, a sign is not fully liberated, as is a concept, an idea arising |
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232 in reaction to a particular person's connections to a percept: when I look |
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233 at the lamp on the table, I may think of my grandmother (who perhaps owned |
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234 a similar lamp), and thus "grandmother" is a legitimate conceptual link, |
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235 but no such connection may arise for you, and even if it did, it would be |
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236 a different grandmother. So a sign (Levi-Strauss means the Saussurean |
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237 version of the sign) is both constrained (the iron cannot be a |
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238 refrigerator) and free (it can do a whole range of things involving local |
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239 intense heat). In Levi-Strauss's linguistic analogy, this iron is a sign |
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240 in the same way as a word is: the word "iron" can mean a range of things |
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241 (the metal, the instrument) but it cannot mean anything at all. |
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242 Furthermore, this word only acquires meaning by its relations to other |
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243 words: if I say "iron," you do not know until I go on with "a pair of |
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244 pants" what sort of meaning I intend, even whether it is a verb or a noun. |
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245 |
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246 The other approach I want to bring up, "practice" theory, arises from a |
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247 number of rather technical difficulties with structuralism, and amounts to |
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248 an attempt to understand manipulation of signs and symbols in strategic |
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249 yet controlled ways. With respect to ritual, practice theory argues for a |
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250 continuity among behaviors, as against the disjuncture of ritual from |
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251 other modes of action. The signs used in ritual, that is, acquire meaning |
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252 from their extra-ritual contexts, and furthermore the special meanings |
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253 accorded to them in ritual carry over into other modes of life. |
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254 |
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255 From a practice perspective, every ritual contains within itself a number |
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256 of structures, just as in structuralism; these structures are in essence |
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257 the Rube Goldberg machines constructed by the bricoleur. As we know from |
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258 Levi-Strauss, the iron can be replaced by any other source of local heat, |
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259 since its only function in the machine in question was to create smoke by |
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260 burning a pair of pants. Thus the machine has a structure, requiring a |
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261 number of elements, but the specifics of which objects or signs are used |
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262 to fill those element-slots are open. What interests practice theorists is |
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263 strategic choice: how do people decide whether to use an iron or a space |
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264 heater? |
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265 |
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266 Broadly, the question in practice theory is how people choose, from a |
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267 limited range of culturally-available options, which techniques to apply |
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268 at a given moment. This depends on strategy: we want to maximize rewards |
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269 in a specific situation. But in order for strategy to work, we have to |
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270 play the game; that is, one cannot go outside the structure of the system |
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271 to manipulate signs as one likes, because to do so annuls the power of the |
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272 strategy in the first place. Thus every strategic use of signs is at once |
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273 a free, liberated exercise of power by a situated person, and at the same |
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274 time a contribution to keeping the system stable and intact without |
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275 significant change. The possibility of real change is thus undermined by |
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276 the very strategies which seek to change the system, because they depend |
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277 for their efficacy upon the structures in question. |
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278 |
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279 If the dichotomy between virtual experience and collaborative storytelling |
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280 parallels that between performativity and what we might call the practice |
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281 of bricolage, as yet this parallel serves no analytical or synthetic |
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282 function; it is once more an over-theorized and over-determined metaphor. |
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283 In addition, it is as yet under-explained, in that the theories may be |
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284 formulated but their application to the specific situation of RPG's is not |
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285 yet clear. In short, while we can see a parallel division within both the |
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286 two discourses and the two modes of behavior, this does not answer the |
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287 question: why are RPG's ritual? |
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288 |
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289 Semiotic Modeling of Ritual and RPG |
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290 |
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291 I have noted that Kim's use of the formalist |
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292 perception-discourse-conception model parallels the semiotic or structural |
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293 percept-sign-concept model. The difficulty with the formalist model for |
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294 this purpose, however, is that it is focused primarily on an interpretive |
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295 perspective, in which the analyst stands in a perceptive relationship to a |
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296 givendiscourse; like the circular model in hermeneutics,[19][11] the |
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297 central issue is how an interpreter can make sense of a discourse already |
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298 present, how we approach meaning through interpretation of texts and signs |
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299 already distant from their producers (authors). Thus a central |
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300 preoccupation of both formalist analysis and of hermeneutics has been the |
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301 analysis of ways in which the reading situation is not conversational, in |
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302 which reading a text is not having a conversation with the author. But in |
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303 RPG's, the situation is normally conversational in an obvious sense, and |
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304 thus this mode of analysis focuses on problems seemingly distant from |
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305 those in RPG's. |
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306 |
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307 The structural model of signification, from which the practice theory also |
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308 arose, is by contrast primarily concerned with the use of signs by a |
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309 current producer, a situation more obviously commensurable with RPG play. |
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310 The question, in short, is not how players read a text produced for them |
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311 by a game-master, but rather how the whole group in combination produces |
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312 signs and texts that they themselves read. The structural model of |
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313 signification fits well here, as the primary issue is to understand ritual |
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314 or mythic activity as a mode of discourse production. |
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315 |
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316 In ritual, participants manipulate a range of signs within a constrained |
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317 structure. That structure can change through such manipulations, but only |
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318 within narrow limits. Every Catholic Eucharist differs significantly, in |
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319 that the place, people, and physical environment of the ritual vary, but |
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320 this variation is officially read by participants as within a fixed |
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321 structure. The post-Vatican II use of the vernacular in the Mass, for |
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322 example, was at once a major transformation of the structure of the |
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323 ritual, and at the same time theorized as not radically transformative: |
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324 even in the vernacular, according to the Vatican II council, the Eucharist |
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325 retains its sacramental efficacy. From a semiotic perspective, the |
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326 linguistic alteration represents a new negotiation of liturgical language |
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327 as a discrete sign, where Vatican II agreed that the differences between |
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328 Latin and the vernacular should not be understood as an essential |
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329 structure of the ritual, but rather a relatively arbitrary sign amenable |
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330 to conversion without undermining ritual structure itself. |
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331 |
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332 At this same level of semiotic manipulation, we can see in RPG |
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333 reconstruction and revision a parallel analytical discourse. Taking to its |
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334 extreme the Edwards et al. formulation that "system matters,"[20][12] the |
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335 claim is a clearly structuralist one: transformation of system elements in |
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336 RPG's effects concomitant transformation of gameplay and orientation. For |
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337 example, a combat system dominated by so-called "realism", usually meaning |
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338 a high prioritization of real-world simulation in modes of action and |
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339 effects of violence, is not a discrete sign that may be removed from a |
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340 given game and replaced with an entirely stylized, anti-"realist" combat |
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341 system. Because such a system element is structural, it links to all other |
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342 parts of the total game structure and its transformation thus strongly |
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343 affects the whole. Mike Holmes has made this point well, arguing that a |
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344 "realist" combat system colors the whole game, such that all activity |
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345 occurs with reference to such a preoccupation with violence;[21][13] as |
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346 Kim puts it, |
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347 |
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348 [E]ven if a gun is never fired during the game session, the mechanics for |
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349 that [weapon] may influence the story -- because they shape how the player |
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350 conceives of guns within the fictional world. If the mechanics make all |
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351 guns exceptionally deadly, it increases the tension in a scene where a gun |
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352 appears even if the gun is never fired. |
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353 |
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354 Thus the "system does matter" principle argues that system elements are |
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355 motivated signs, and thus contain structure; their transformation affects |
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356 the totality of the structure. |
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357 |
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358 Between the Vatican II approach to language and the Forge approach to |
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359 system, however, we must recognize that the difference is not absolute; |
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360 furthermore, the distinction drawn is ideological, not "factual." There |
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361 can be no question, for example, that the use of the vernacular in |
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362 Catholic Mass has significantly changed the ways in which Catholics |
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363 experience the ritual; indeed, were this not so, there would have been no |
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364 reason to make the change in the first place. Vatican II asserted a matter |
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365 of aesthetic and theological priority: however far-reaching the effects of |
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366 this transformation, they argued, the essential core of the ritual |
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367 (transubstantiation in a broad sense) would not be affected, and whatever |
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368 aesthetic loss of force might be entailed by the loss of the affective |
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369 qualities of Latin (as traditional, foreign, ancient, powerful) would be |
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370 more than made up for by gains in broader spiritual involvement (through |
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371 understanding the liturgy intellectually, thus affectively through content |
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372 rather than through an aura of ritualism). Indeed, Martin Luther's move to |
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373 the vernacular was intended partly to combat the affective dimension of |
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374 Latin as itself powerful, arguing that this amounted to a kind of |
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375 fetishism or idolatry: the focus should be, he thought, on the content of |
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376 the words spoken, rather than on their linguistic medium. |
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377 |
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378 In Forge RPG theory, conversely, there is an implicit distinction between |
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379 system elements and other elements. It is certainly plausible that the |
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380 radical transformation of the combat system of Dungeons and Dragons from |
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381 the AD&D system to the recent d20 system considerably changes all elements |
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382 of gameplay, even those not overtly connected with combat; to replace the |
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383 combat system with a more freeform model akin to The Pool would presumably |
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384 effect further changes. But first of all, it seems clear that transforming |
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385 other elements of the game (setting, background, character generation) |
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386 would also entail drastic concomitant changes in gameplay; for example, |
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387 d20 games not based on Dungeons and Dragons genre and story conventions |
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388 exist in considerable numbers, and certainly do not play exactly the same |
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389 way as does Dungeons and Dragons. In short, it is unclear how one is to |
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390 classify elements into arbitrary and motivated, into those which can be |
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391 shifted without large-scale structural effects and those which |
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392 cannot.[22][14] |
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393 |
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394 More interestingly, RPG theorists (taken in the broadest sense) generally |
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395 make a series of divisions among elements in their games, and implicitly |
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396 argue for relative arbitrariness. That is, the notion that a "combat |
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397 system" is in any sense a discrete element, a discrete structure, should |
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398 not be accepted uncritically. If the Forge "system matters" principle |
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399 argues that even apparently discrete structures like this are motivated |
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400 and not arbitrary, we must recognize that this presumes a tendency to see |
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401 such systems as arbitrary, that they are apparently discrete. By |
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402 emphasizing that "system" is motivated and structural, the Forge theorists |
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403 further suggest a prioritization of elements, where motivation is taken as |
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404 superior to arbitrariness, so that theoretical analysis and synthesis |
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405 should focus on structure rather than sign. To put this differently, it is |
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406 implicit that RPG's consist of a vast group of interrelated elements, |
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407 falling into a natural hierarchical order; those nearest the trunk of the |
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408 tree, as it were, are relatively motivated and theoretically important, |
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409 while those nearest the branch-tips are more arbitrary and of lesser |
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410 theoretical weight. |
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411 |
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412 At the same time, few would argue that the arbitrary, non-structural signs |
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413 are trivial or unimportant. Such arbitrary elements as Color (essentially |
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414 affective set-dressing in imagined space) or snack choices by players are |
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415 not irrelevant, and may in particular instances be elevated to structural |
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416 elements: the game-concept Long Pig The Role-Playing Game made snack |
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417 choice and usage into a system element, while Ars Magica troupes |
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418 interested in medieval history may make set-dressing a primary focus for |
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419 play.[23][15] But the claim is that it is by shifting such elements from |
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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/ |
|
1501 2. http://www.indie-rpgs.com/about/ |
|
1502 3. http://www.indie-rpgs.com/donate.php |
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1503 4. http://www.indie-rpgs.com/articles/ |
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1504 5. http://www.indie-rpgs.com/reviews/ |
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1505 6. http://www.indie-rpgs.com/resources/ |
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1506 7. http://www.indie-rpgs.com/ |
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1507 8. mailto:clehrich@bu.edu |
|
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 |
|
1518 19. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note11 |
|
1519 20. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note12 |
|
1520 21. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note13 |
|
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 |
|
1544 45. http://194.29.64.17/thecog/movie.html |
|
1545 46. http://www.indie-rpgs.com/viewtopic.php?t=2024 |
|
1546 47. http://www.indie-rpgs.com/viewtopic.php?t=6091 |
|
1547 48. http://www.darkshire.net/%7Ejhkim/rpg/theory/liz-paper-2003/ |
|
1548 49. mailto:webmaster@indie-rpgs.com |
|
1549 50. mailto:sorcerer@sorcerer-rpg.com |