draft/ritual_discourse_in_RPGs.txt
branchecjdr
changeset 92 bdef1afd1170
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/draft/ritual_discourse_in_RPGs.txt	Wed Aug 30 21:32:44 2006 -0400
@@ -0,0 +1,1549 @@
+   [1]The The Internet Home for Independent Role-Playing Games
+   Forge  [2]About the Forge | [3]Support The Forge | [4]Articles |
+          [5]Reviews | [6]Resource Library | [7]Forums
+
+                     Ritual Discourse in Role-Playing Games
+
+   by Christopher I. Lehrich <[8]clehrich@bu.edu>
+
+Introduction
+
+   Theoretical analysis of RPG's remains largely cut off from other
+   theoretical discourses, a situation that tends of itself toward sterility.
+   Two reasons for this isolation predominate. First, RPG theorists come from
+   a wide range of educational backgrounds, and as such have no shared body
+   of theoretical models or discourse on which to draw. Second, RPG theory
+   hopes to serve a constructive function, rather than a purely analytical
+   one: where the anthropologist for example traditionally understands
+   herself as necessarily exterior to the people and situations she analyzes,
+   the RPG theorist wishes to employ the results of his analysis to improve
+   his own gaming.
+
+   The former difficulty need not concern us unduly. So long as theoretical
+   models from outside current RPG discourse receive adequate formulation and
+   explication in RPG terms, only an a priori hostility to other theoretical
+   constructs would dismiss them out of hand. It is worth considering that
+   such hostility does appear mutual -- that is, much RPG discourse
+   formulates itself in opposition to academic theoretical discourse, while
+   many academics continue to express disdain and scorn if not outright
+   hostility for role-playing games as an activity -- but resolution of this
+   can only come about in a historical situation as yet hard to imagine. Thus
+   I shall set the issue aside, stating only that I intend to explain fully
+   whatever theoretical constructs I deploy.
+
+   The second problem, however, inheres in the nature of RPG's themselves. A
+   purely theoretical analytical model of RPG's, i.e. one without any
+   practical application whatever, will generally be received poorly, if at
+   all, within RPG communities. Indeed, even RPG theorists who go to
+   considerable lengths to formulate the practical implications of their
+   models are sometimes derided as airy pseudo-intellectuals. Fortunately,
+   some recent RPG publications by members of the theoretical community have
+   received accolades,[9][1] and this will presumably have the long-term
+   salutary effect of legitimizing theoretical work within the hobby at
+   large.
+
+   At the same time, analyses of RPG's have come to formulate practical,
+   essential divisions and categories, and argued that these may be
+   unbridgeable. For example, Ron Edwards's tripartite GNS model rests upon
+   the notion that the three categories must remain discrete in order to
+   avoid paradigmatic clash and attendant misunderstandings among players,
+   leading in turn to poor play. That is, a group of players with strongly
+   Narrativist tendencies should be wary of playing a strongly
+   Gamist-structured game, or introducing into the group a player with such
+   an approach. While "hybrids" -- games that effectively serve more than one
+   of the three major play-types -- are conceived as possible, a central
+   point for Edwards is that Narrativist-oriented play is not well-suited to
+   Gamist-oriented games, and that groups who attempt such may need to revise
+   the game extensively to fit their needs. Similarly, a single player who
+   cannot conform to the paradigmatic norms of the group in which she plays
+   will probably find herself continually at odds with other players, leading
+   to social conflict; this player would be best advised to find another
+   game.[10][2]
+
+   In his recent article "Story and Narrative Paradigms in Role-Playing
+   Games,"[11][3] John Kim argues that underlying such categories we find two
+   approaches: "Collaborative Storytelling" and "Virtual Experience." These
+   tend, like Edwards's categories, to remain divided. In what Kim calls
+   "Paradigm Clash," we find a naturally-occurring conflict between
+   perspectives:
+
+   To the storytelling point of view, the experiential view seems to result
+   in an unnecessarily limited set of techniques. . . . Experiential play may
+   also seem passive, letting events happen rather than actively controlling
+   them. . . . [Conversely,] To the experiential point of view, storytelling
+   play seems to be creating a product for a nonexistent reader. . . .
+   Experiential players faced with storytelling play may complain about
+   breaking suspension of disbelief, or lack of depth.
+
+   Conflict arising from disjuncture, narrative or otherwise, is not only
+   theoretical. Most gamers have experienced it, and one great strength of
+   Edwards's model (derived from the earlier Threefold Model developed in the
+   Advocacy newsgroup[12][4]) is to emphasize recognition and classification
+   as means to avoiding the problem. In both his and Kim's models, players
+   and groups who recognize their preferences in a categorical sense can
+   select games to fit their desires, or revise them so, leading to enjoyable
+   play with a minimum of fuss and trouble.
+
+   While I support this general constructive point, and do not presently wish
+   to challenge the classification itself (a much-contested issue), I suggest
+   that a hard-line division within analysis leads toward weaknesses in a
+   general understanding and formulation of how RPG's really function. By
+   drawing on some theoretical models outside of RPG's, I would like to
+   propose a more unified model of RPG narrativity.
+
+   A word about practicality: I do not, in the present article, formulate the
+   practical implications of this model for game design or play. I do not see
+   this as a weakness in itself: if the model serves analytically, it can
+   have synthetic value. But the two operations have at least a notional
+   distinction, and can operate well in isolation. If theory must face a
+   practical proof-critique, then all analysis is already crypto-synthesis;
+   logically speaking, there is thus insufficient distance postulated to
+   ensure the validity of the analysis. In short, without the ability to
+   distinguish at least heuristically between theory and practice,
+   theoretical work can never have real logical force, lending weight to the
+   criticisms mentioned at the outset.
+
+   A further point: I intend to propose a ritual model for RPG play, based
+   upon recent understandings of ritual within the academic discourses of
+   anthropology, sociology, and history of religions. This model would appear
+   to fall squarely into the common discourse of analogy as theory, of
+   proposing that RPG's are "like" something else in order to help emphasize
+   a point otherwise unclear. Such analogical reasoning is founded upon an
+   essential methodological principle: the analogy is not identity. Thus
+   response to the proposal is constrained to two related moves. On the one
+   hand, one may move to expand the analogy, picking up additional aspects of
+   the metaphorized object or activity and further relating them to RPG's; on
+   the other, one may move to limit the analogy, demanding that the metaphor
+   not be taken to the point of absurdity.[13][5]
+
+   Some find this mode of analysis useful, primarily in a creative sense. If
+   one "gets" the analogy, in its logical extension and intension, one thinks
+   about the hobby in a somewhat new way, perhaps leading to new creative
+   engagement with design or play. But if one does not "get" the analogy, the
+   tendency, naturally, is to dismiss it as unhelpful, or to reformulate it
+   endlessly until one does "get it." Either way, the reason to analyze such
+   a metaphor is generally synthetic, to create new ways of engaging with the
+   hobby. In other words, the proposal of yet another analogy serves no
+   analytic function.
+
+   In proposing a ritual model of RPG's, I do not wish to add another analogy
+   to the lists. I do not mean that RPG play is like ritual at all; I mean
+   that it is ritual. Therefore classical and recent tools of ritual analysis
+   apply fully to RPG's, for analytical purposes, for making sense of RPG's
+   as something other than an entirely isolated hobby, indeed for seeing
+   RPG's as a human cultural product not particularly distinctive to modern
+   society. If to some this seems a claim that RPG's are not special and
+   extraordinary, I suggest on the contrary that this grants to RPG's a
+   legitimacy and "specialness" attendant upon their roots in wider humanity
+   and culture.[14][6]
+
+Ritual
+
+   An obvious first step in proposing this model is the formulation of a
+   definition of ritual. Unfortunately, perhaps, such definitions have been
+   the focus of extensive debate for more than a century now, with no clear
+   end in sight. More models have been proposed of what ritual "is" than many
+   readers might believe. I have no intention of summarizing this whole
+   history; I will instead simply propose a starting-point.
+
+   The above-mentioned disjuncture between "Collaborative Storytelling" and
+   "Virtual Experience" parallels, in a number of respects, two recent
+   emphases in ritual theory.
+
+   Virtual Experience correlates well with Ronald Grimes's and Victor
+   Turner's focus on "performance," which ultimately amounts to a notion of
+   total involvement in ritual activity.[15][7] In ritual, according to this
+   perspective, humans engage the totality of hearts, minds, and bodies,
+   setting them to work creatively and dynamically to produce effects within
+   the social and mental worlds of the participants. Thus in zazen (Sitting
+   Zen), one does nothing but sit, generally in an approved posture; one's
+   mind and heart should be similarly focused on nothing but sitting, not in
+   the sense that one should think continuously, "I'm sitting," but rather
+   that one's mind should be in a state parallel to the body's state,
+   thinking nothing, resting, yet remaining alert and awake, receptive to
+   outside contact. In the Catholic Eucharist (Mass), to take a quite
+   different sort of example, liturgical tradition emphasizes that the
+   communicant should be fully involved in the process, such that when the
+   miraculous transformation of the substance of wafer and wine
+   (Transubstantiation) occurs, and when in fact the communicant receives
+   these into the mouth, it is not only one's body that receives the body and
+   blood of Christ, but the totality of body, mind, and soul. Thus this
+   understanding of ritual emphasizes what in RPG terms is called
+   "immersion," a total involvement in the activity. Failure on this score
+   would be seen as ineffective (zazen), impious (Eucharist), or shallow
+   (RPG).
+
+   The Collaborative Storytelling model is less obviously commensurate with a
+   ritual model. Two directions, however, support this formulation. First,
+   there is Claude Levi-Strauss's structuralist interpretation of mythic and
+   ritual thought as bricolage, and second, there is the movement largely
+   associated with Pierre Bourdieu, Sherry Ortner, and Catherine Bell toward
+   understanding ritual as "practice" (or "praxis" in the more overtly
+   Marxist formulations).[16][8]
+
+   Levi-Strauss's idea, in simple terms, is that cultures think like oddly
+   artistic hobbyists. [17][9] Imagine you have a basement full of stuff from
+   which to build whatever you like. You have bits of old machines, things
+   your neighbors threw out, scraps of wood, and tail-ends of old projects,
+   as well as the taken-apart bits of all your old projects. Now you decide
+   to build something, and you have some ideas -- aesthetic and practical --
+   about how that should be done; you are very skilled and talented, and can
+   see possibilities in all sorts of things. But you do not have a Home Depot
+   available, or you consider it "cheating" to go buy things. At any rate,
+   you have to build the thing you're going to build from what you already
+   have in your basement.
+
+   A nice example is a Rube Goldberg cartoon, though those are deliberately
+   silly. You fly a kite, and the kite string pulls a lever, and this pushes
+   an old boot, and that turns on your iron, and the iron burns some old
+   pants, and smoke goes into a tree, and.... A brilliant example is the
+   recent Honda advertisement called "the cog," which can readily be found on
+   the Internet.[18][10] The point is that one constructs an elaborate
+   machine out of bits and pieces already owned.
+
+   Levi-Strauss's point is that each object used contains its own history;
+   that is, the iron has already been used for something and the bricoleur
+   then gives it a new use. The iron, to focus on the single example, is a
+   local source of heat; it can burn pants, or make a grilled-cheese
+   sandwich, and of course can press a shirt. But it cannot be a
+   refrigerator. And if, clever person that you are, you pull the heating
+   coil out of the iron for some project that requires a heating coil, your
+   iron now contains the history of its usage: it is now a heating coil and a
+   heavy weight.
+
+   Every sign in myth and ritual, says Levi-Strauss, is like this iron, and
+   every living mythic culture is like this bricoleur. When faced with a
+   (social) situation, an intellectual problem of whatever kind, the
+   bricoleur begins by running through his memory (the basement) to see what
+   he already has that can be used to solve the problem. He then builds the
+   machine that solves the problem, in the process incorporating the entire
+   history of every object in question, and furthermore altering (however
+   slightly) each object so used; when he goes to build something else, later
+   on, the current project will be part of the history of each object.
+
+   Technically speaking, every sign is thus constrained and yet free. On the
+   one hand, it is not constrained to the degree of a percept, a particular
+   contingent mental encounter with an actual object; this percept is what is
+   called a "perception" in the formalist model to which Kim refers. A
+   percept is entirely constrained, because when a person looks at a given
+   object on two successive occasions, his or her mental equipment has
+   altered -- to use a cliche, one cannot enter the same river twice. At the
+   same time, a sign is not fully liberated, as is a concept, an idea arising
+   in reaction to a particular person's connections to a percept: when I look
+   at the lamp on the table, I may think of my grandmother (who perhaps owned
+   a similar lamp), and thus "grandmother" is a legitimate conceptual link,
+   but no such connection may arise for you, and even if it did, it would be
+   a different grandmother. So a sign (Levi-Strauss means the Saussurean
+   version of the sign) is both constrained (the iron cannot be a
+   refrigerator) and free (it can do a whole range of things involving local
+   intense heat). In Levi-Strauss's linguistic analogy, this iron is a sign
+   in the same way as a word is: the word "iron" can mean a range of things
+   (the metal, the instrument) but it cannot mean anything at all.
+   Furthermore, this word only acquires meaning by its relations to other
+   words: if I say "iron," you do not know until I go on with "a pair of
+   pants" what sort of meaning I intend, even whether it is a verb or a noun.
+
+   The other approach I want to bring up, "practice" theory, arises from a
+   number of rather technical difficulties with structuralism, and amounts to
+   an attempt to understand manipulation of signs and symbols in strategic
+   yet controlled ways. With respect to ritual, practice theory argues for a
+   continuity among behaviors, as against the disjuncture of ritual from
+   other modes of action. The signs used in ritual, that is, acquire meaning
+   from their extra-ritual contexts, and furthermore the special meanings
+   accorded to them in ritual carry over into other modes of life.
+
+   From a practice perspective, every ritual contains within itself a number
+   of structures, just as in structuralism; these structures are in essence
+   the Rube Goldberg machines constructed by the bricoleur. As we know from
+   Levi-Strauss, the iron can be replaced by any other source of local heat,
+   since its only function in the machine in question was to create smoke by
+   burning a pair of pants. Thus the machine has a structure, requiring a
+   number of elements, but the specifics of which objects or signs are used
+   to fill those element-slots are open. What interests practice theorists is
+   strategic choice: how do people decide whether to use an iron or a space
+   heater?
+
+   Broadly, the question in practice theory is how people choose, from a
+   limited range of culturally-available options, which techniques to apply
+   at a given moment. This depends on strategy: we want to maximize rewards
+   in a specific situation. But in order for strategy to work, we have to
+   play the game; that is, one cannot go outside the structure of the system
+   to manipulate signs as one likes, because to do so annuls the power of the
+   strategy in the first place. Thus every strategic use of signs is at once
+   a free, liberated exercise of power by a situated person, and at the same
+   time a contribution to keeping the system stable and intact without
+   significant change. The possibility of real change is thus undermined by
+   the very strategies which seek to change the system, because they depend
+   for their efficacy upon the structures in question.
+
+   If the dichotomy between virtual experience and collaborative storytelling
+   parallels that between performativity and what we might call the practice
+   of bricolage, as yet this parallel serves no analytical or synthetic
+   function; it is once more an over-theorized and over-determined metaphor.
+   In addition, it is as yet under-explained, in that the theories may be
+   formulated but their application to the specific situation of RPG's is not
+   yet clear. In short, while we can see a parallel division within both the
+   two discourses and the two modes of behavior, this does not answer the
+   question: why are RPG's ritual?
+
+Semiotic Modeling of Ritual and RPG
+
+   I have noted that Kim's use of the formalist
+   perception-discourse-conception model parallels the semiotic or structural
+   percept-sign-concept model. The difficulty with the formalist model for
+   this purpose, however, is that it is focused primarily on an interpretive
+   perspective, in which the analyst stands in a perceptive relationship to a
+   givendiscourse; like the circular model in hermeneutics,[19][11] the
+   central issue is how an interpreter can make sense of a discourse already
+   present, how we approach meaning through interpretation of texts and signs
+   already distant from their producers (authors). Thus a central
+   preoccupation of both formalist analysis and of hermeneutics has been the
+   analysis of ways in which the reading situation is not conversational, in
+   which reading a text is not having a conversation with the author. But in
+   RPG's, the situation is normally conversational in an obvious sense, and
+   thus this mode of analysis focuses on problems seemingly distant from
+   those in RPG's.
+
+   The structural model of signification, from which the practice theory also
+   arose, is by contrast primarily concerned with the use of signs by a
+   current producer, a situation more obviously commensurable with RPG play.
+   The question, in short, is not how players read a text produced for them
+   by a game-master, but rather how the whole group in combination produces
+   signs and texts that they themselves read. The structural model of
+   signification fits well here, as the primary issue is to understand ritual
+   or mythic activity as a mode of discourse production.
+
+   In ritual, participants manipulate a range of signs within a constrained
+   structure. That structure can change through such manipulations, but only
+   within narrow limits. Every Catholic Eucharist differs significantly, in
+   that the place, people, and physical environment of the ritual vary, but
+   this variation is officially read by participants as within a fixed
+   structure. The post-Vatican II use of the vernacular in the Mass, for
+   example, was at once a major transformation of the structure of the
+   ritual, and at the same time theorized as not radically transformative:
+   even in the vernacular, according to the Vatican II council, the Eucharist
+   retains its sacramental efficacy. From a semiotic perspective, the
+   linguistic alteration represents a new negotiation of liturgical language
+   as a discrete sign, where Vatican II agreed that the differences between
+   Latin and the vernacular should not be understood as an essential
+   structure of the ritual, but rather a relatively arbitrary sign amenable
+   to conversion without undermining ritual structure itself.
+
+   At this same level of semiotic manipulation, we can see in RPG
+   reconstruction and revision a parallel analytical discourse. Taking to its
+   extreme the Edwards et al. formulation that "system matters,"[20][12] the
+   claim is a clearly structuralist one: transformation of system elements in
+   RPG's effects concomitant transformation of gameplay and orientation. For
+   example, a combat system dominated by so-called "realism", usually meaning
+   a high prioritization of real-world simulation in modes of action and
+   effects of violence, is not a discrete sign that may be removed from a
+   given game and replaced with an entirely stylized, anti-"realist" combat
+   system. Because such a system element is structural, it links to all other
+   parts of the total game structure and its transformation thus strongly
+   affects the whole. Mike Holmes has made this point well, arguing that a
+   "realist" combat system colors the whole game, such that all activity
+   occurs with reference to such a preoccupation with violence;[21][13] as
+   Kim puts it,
+
+   [E]ven if a gun is never fired during the game session, the mechanics for
+   that [weapon] may influence the story -- because they shape how the player
+   conceives of guns within the fictional world. If the mechanics make all
+   guns exceptionally deadly, it increases the tension in a scene where a gun
+   appears even if the gun is never fired.
+
+   Thus the "system does matter" principle argues that system elements are
+   motivated signs, and thus contain structure; their transformation affects
+   the totality of the structure.
+
+   Between the Vatican II approach to language and the Forge approach to
+   system, however, we must recognize that the difference is not absolute;
+   furthermore, the distinction drawn is ideological, not "factual." There
+   can be no question, for example, that the use of the vernacular in
+   Catholic Mass has significantly changed the ways in which Catholics
+   experience the ritual; indeed, were this not so, there would have been no
+   reason to make the change in the first place. Vatican II asserted a matter
+   of aesthetic and theological priority: however far-reaching the effects of
+   this transformation, they argued, the essential core of the ritual
+   (transubstantiation in a broad sense) would not be affected, and whatever
+   aesthetic loss of force might be entailed by the loss of the affective
+   qualities of Latin (as traditional, foreign, ancient, powerful) would be
+   more than made up for by gains in broader spiritual involvement (through
+   understanding the liturgy intellectually, thus affectively through content
+   rather than through an aura of ritualism). Indeed, Martin Luther's move to
+   the vernacular was intended partly to combat the affective dimension of
+   Latin as itself powerful, arguing that this amounted to a kind of
+   fetishism or idolatry: the focus should be, he thought, on the content of
+   the words spoken, rather than on their linguistic medium.
+
+   In Forge RPG theory, conversely, there is an implicit distinction between
+   system elements and other elements. It is certainly plausible that the
+   radical transformation of the combat system of Dungeons and Dragons from
+   the AD&D system to the recent d20 system considerably changes all elements
+   of gameplay, even those not overtly connected with combat; to replace the
+   combat system with a more freeform model akin to The Pool would presumably
+   effect further changes. But first of all, it seems clear that transforming
+   other elements of the game (setting, background, character generation)
+   would also entail drastic concomitant changes in gameplay; for example,
+   d20 games not based on Dungeons and Dragons genre and story conventions
+   exist in considerable numbers, and certainly do not play exactly the same
+   way as does Dungeons and Dragons. In short, it is unclear how one is to
+   classify elements into arbitrary and motivated, into those which can be
+   shifted without large-scale structural effects and those which
+   cannot.[22][14]
+
+   More interestingly, RPG theorists (taken in the broadest sense) generally
+   make a series of divisions among elements in their games, and implicitly
+   argue for relative arbitrariness. That is, the notion that a "combat
+   system" is in any sense a discrete element, a discrete structure, should
+   not be accepted uncritically. If the Forge "system matters" principle
+   argues that even apparently discrete structures like this are motivated
+   and not arbitrary, we must recognize that this presumes a tendency to see
+   such systems as arbitrary, that they are apparently discrete. By
+   emphasizing that "system" is motivated and structural, the Forge theorists
+   further suggest a prioritization of elements, where motivation is taken as
+   superior to arbitrariness, so that theoretical analysis and synthesis
+   should focus on structure rather than sign. To put this differently, it is
+   implicit that RPG's consist of a vast group of interrelated elements,
+   falling into a natural hierarchical order; those nearest the trunk of the
+   tree, as it were, are relatively motivated and theoretically important,
+   while those nearest the branch-tips are more arbitrary and of lesser
+   theoretical weight.
+
+   At the same time, few would argue that the arbitrary, non-structural signs
+   are trivial or unimportant. Such arbitrary elements as Color (essentially
+   affective set-dressing in imagined space) or snack choices by players are
+   not irrelevant, and may in particular instances be elevated to structural
+   elements: the game-concept Long Pig The Role-Playing Game made snack
+   choice and usage into a system element, while Ars Magica troupes
+   interested in medieval history may make set-dressing a primary focus for
+   play.[23][15] But the claim is that it is by shifting such elements from
+   arbitrary to motivated, from incidental to system, that they become
+   analytically important; in general, the analyst does not focus
+   classification on such elements, but rather begins with system.
+
+   The important point here is that whether the issue is the relative weight
+   of meaningful dimensions of liturgical language or the classification of
+   structural elements in RPG's, the understanding is in both cases
+   ideological, intended not only to classify and analyze the ritual in
+   question but also to emphasize and push for improvement in the activity,
+   thus making normative claims about what the ritual should be about.
+   Precisely at this point, predictably, the ideological weapon of
+   "practicality" often comes into play in RPG discourse: because a more
+   purely analytic classificatory model (e.g. the polythetic comparative
+   model proposed for the humanities by Jonathan Z. Smith[24][16]) eschews
+   normative claims in the form of practical suggestions for game design or
+   ritual construction, the RPG theorist codes such classification as
+   impractical, thus valueless. This is equivalent to a Catholic liturgist
+   saying of an academic theorist's analysis that it is irrelevant because it
+   does not help formulate new dimensions in Mass. For the academic, however,
+   this is precisely the point: she may be interested to see the results of
+   her analyses serving a constructive use to the liturgist, she does not
+   wish to impose her perspective upon those she studies. Ronald Grimes, for
+   example, believes deeply that ritual theory can be of constructive value
+   for people seeking to formulate or reformulate their rituals, but as a
+   rule he does not tell them how to go about it.[25][17] A ritualist who
+   denounces Grimes for not proposing a "how-to" makes an entirely
+   ideological -- and ultimately incoherent -- claim: if Grimes does not
+   propose a "how-to," his work is useless; if on the other hand he does tell
+   ritualists how to "fix" their rituals, he will (and should!) be denounced
+   for telling others what they ought to believe.
+
+   I have come a long way around, but the notion of RPG's as ritual can now
+   be asserted directly. Between RPG theory and RPG practice there exists a
+   dynamic relationship structurally identical to that between the theory and
+   practice of ritual within lived ritual communities. RPG theory, by this
+   logic, is only commensurable to academic theory and analytical method
+   through a deeper and more complex formulation; a relatively direct
+   correlation links RPG's to rituals in their actuality.[26][18] In order to
+   recognize this link, we must accept the duality of theory and practice as
+   integral to ritual performance itself; in other words, rituals are not
+   actions or activities performed in isolation from their cultural worlds,
+   but rather performances related to theoretical concerns in the same way as
+   game-play relates to the theory and system-construction that surrounds it.
+
+   To put this differently, and more specifically, RPG play enacts theory, in
+   the sense that standing behind and prior to play is a series of
+   theoretical constructs: system design, GM notes, pre-play agreements and
+   social contract, genre expectations, and other theoretical tools. From
+   this perspective, RPG play acts out this prior structure; this is
+   equivalent to the old reading of ritual as acting out a liturgical text.
+   At the same time, the prior structure is to a degree open to challenge
+   within game play, and furthermore does not fully constrain particular game
+   actions, determining a range and a set of priorities rather than laying
+   out a script. As has been recognized for some decades now, the same can be
+   said of the most formal ritual: within apparent constraint there is scope
+   for contestation, not only of the various issues and questions related to
+   a particular ritual's situation within the social context, but also of the
+   ritual itself with all its symbols.
+
+   Nevertheless, these two views are always in dynamic, creative tension: the
+   available range of manipulations of ritual signs stands within a
+   structural context only slightly accessible to interior challenge. For
+   example, radical transformation of Catholic liturgy cannot proceed from
+   within ritual performance itself, while small-scale local transformation
+   and contestation are fully expected. Radical transformation of liturgy, as
+   we have seen with Vatican II, must come from a theoretical discourse
+   exterior to performance. Conversely, such discourse acquires its ability
+   to challenge ritual structurally by sacrificing its analytical and
+   normative force at the local level; that is, while Vatican II could change
+   liturgical language, a structural change not available to a given
+   congregation at the moment of performance, the congregation can manipulate
+   particular performances to effect social meanings inaccessible to the
+   Vatican. For example, a particular wedding ritual may be used, at a given
+   moment and in a particular contingent historical situation, to enable deep
+   consideration within the congregation about the traditions of marriage,
+   divorce, and childbirth; these same issues can be discussed by the College
+   of Cardinals, as indeed they are, but not at the level of particular
+   people in particular time, since they can only formulate principles and
+   cannot apply them individually.
+
+   Precisely the same dynamic obtains in RPG discourse. While a given
+   structural situation of notes, game system, theoretical models, and so
+   forth formulates a contextual model within which play occurs, such
+   structures do not extend to the level of individual particularity that is
+   central to play experience; that is, no game structure can be so logically
+   intensive as to dictate every action and speech by every participant at
+   all times, because to do so (even were it possible) would annul the entire
+   nature of the game as game. In fact, this limitation of theoretical
+   efficacy is granted the status of a virtue in Forge theory, through the
+   double formulation of "practicality" as a rational anchor and the
+   hierarchization of the relative motivation of system structures as
+   relative theoretical importance. Not surprisingly, we find that the usual
+   model of RPG discourse has it that performance (play) is the "real" anchor
+   of RPG's, and that theory is understood by its proponents as a potentially
+   liberating source of creativity and energy for "real" play.
+
+Liminality in Ritual and RPG: Preliminary Classification
+
+   If we recognize in RPG's a dynamic interaction of theoretical and
+   practical reason, between structure and event, it is not clear how within
+   the practical sphere the active, strategic manipulation of signs actually
+   works. That is, we have seen that in religious ritual, situated people
+   deploy signs and structures within the context of larger, only partly
+   flexible structures, and that RPG play stands within a similar context; we
+   need now to understand how RPG players manipulate signs and structures for
+   strategic reasons, and how such strategies are both free and subject to
+   constraint.
+
+   For this purpose, I would like to propose a specific analogy, that of RPG
+   play to a particular mode of ritual behavior. At the outset, however, I
+   should note that this is analogy and not identity; that is, while RPG is
+   (and is not merely like) ritual, it is nevertheless a distinct and
+   specific kind of ritual, one with no exact equivalent in other ritual
+   spheres. Thus this analysis must be effected within a deliberately
+   constrained comparative model, in order to evade the methodological
+   problems attendant upon the loose metaphoricities described in the
+   introduction.
+
+   Every modern scholar of ritual is familiar with the liminal model of rites
+   de passage (passage-rites), originally proposed by Arnold van Gennep in
+   the eponymous book, and elevated to a critical analytical model in
+   especially the earlier work of Victor Turner.[27][19] In its classic
+   formulation by van Gennep, such passage-rites as initiations consist of
+   three stages. First, the neophyte is separated from the symbolic and
+   social structures which normally surround him; second, the neophyte passes
+   through a liminal phase, in which a series of new and powerful symbols
+   known as sacra are presented to the neophyte for consideration and
+   reflection; and finally, the neophyte is aggregated back into the social
+   structure, now in a new status.
+
+   For example, in boys' puberty initiations, the boy is removed from boyhood
+   and society in general, perhaps secluded in a special initiation hut or
+   otherwise physically removed; in addition, he is visibly marked as
+   unclassified, e.g. having his head shaved, being painted black or white,
+   stripped of clothing, and so forth. Once separation from boyhood has been
+   effected, the neophyte is in a condition of liminality, "betwixt and
+   between," neither this nor that; neither boy nor man, he is
+   unclassifiable, a condition generally expressed through symbols marking
+   status as not participating in even a larger range of classes: he may be
+   dressed as an androgyne, marking him as neither male nor female (and
+   both); he may be forced to lie on the ground in a posture normal for
+   corpses, marking him as neither dead nor alive (and both); and so forth.
+
+   In this liminal phase, various sacred symbols (sacra) are presented to the
+   boy and his co-initiates (such initiations usually involve several boys at
+   once), in the form of monstrous and bizarre masks, objects, or behaviors,
+   presented to the neophytes by already-initiated men. All these signs serve
+   as objects of thought, and are commonly distorted to emphasize reflection
+   on particular issues; for example, a figurine or dancing costume might be
+   shrunken and blurred in all its parts, but bear a wildly exaggerated
+   phallus, encouraging reflection on sexuality and male sexual identity.
+
+   In an example discussed by Turner,[28][20] Bemba girls are presented with
+   an earthenware figurine of an exaggeratedly pregnant woman who carries
+   four infants, two at her equally exaggerated breasts and two on her back;
+   other features of this figure (arms and legs, for example) are shrunken to
+   stubs. The figurine in this case is accompanied by a riddling song about a
+   mythical midwife, and initiated women say the riddle's point is
+   straightforward: Bemba tradition demands that after giving birth women
+   abstain from sexual intercourse for a year. But a woman's husband may
+   object to this, and one's mother or mother-in-law may also demand that the
+   young woman get pregnant again, as the older woman wants grandchildren and
+   the husband wants sexual satisfaction. The point of the sacrum, then, is
+   that a wife who does not respect the tradition of abstention will become
+   like the figurine, dominated to destruction by babies and their care.
+   However much a woman may wish to give in to her husband or mother -- or
+   her own desires -- she must abstain. Thus the use of exaggerated symbols
+   in the liminal phase focuses attention on traditional culture, its reasons
+   and purposes, and ultimately promotes conformity.
+
+   Once this instructional phase has concluded, aggregation usually begins
+   with more or less permanent markers of the new status, followed by social
+   presentation of the neophyte to the relevant communities (initiates, then
+   society at large). For example, a boy may be circumcised, marking him
+   permanently as an initiate (thus fully male), then dressed in men's
+   clothing (not unlike the old British practice of a boy's changing
+   permanently from short to long pants); the initiates are then presented to
+   the men, who welcome them into the men's longhouse or equivalent male
+   structure from which they were previously forbidden, and they depart this
+   house to be greeted by the women of the community as men rather than boys.
+
+   The emphasis in the current analysis is, as for Turner, the liminal. There
+   is no difficulty spotting separation and aggregation in RPG's. Depending
+   on a particular group's habitual practices and preferences, separation may
+   begin at the front door of the host's house or apartment; this is
+   particularly apparent in more LARP-oriented play, where entry into the
+   broadly-defined play space is marked by a transformation of manner and
+   affect, even of clothing. But the most limited table-top play generally
+   marks a separation between game-play and out-of-game behavior. This is
+   perhaps most obvious negatively, in objections to players who do not focus
+   on the game and continually introduce "irrelevant" topics (television
+   shows, video games, current events, etc.) into play.
+
+   I have marked the term "irrelevant" with quotes for a reason: these topics
+   are only irrelevant if and to the degree that a given group marks them so,
+   a point generally negotiated through piecemeal social contract means. The
+   LARP example, as an extreme of the Virtual Experience model, may tend to
+   object to any introduction of topics or behaviors not previously
+   formulated as "in-game." A smaller-scale variant of this general dynamic
+   is the issue of "in-character" as distinct from "out-of-character": in
+   some groups, speech should be performed in-character, in that anything
+   said by a given player should be taken as the speech of that player's
+   current character; sometimes this takes the form of linguistic constraint,
+   notably the demand that players speak of their characters in the first
+   person rather than the third.
+
+   At a more strategic level, groups may make a sharp distinction between
+   in-character and out-of-character knowledge, raising as a problem whether
+   a player may act in-character upon knowledge presumably not available to
+   his character. That is, if Alan (playing Thror the Barbarian) knows that
+   Marler the Wizard (played by Barbara) has been captured by an evil
+   sorcerer and is held in a deep dungeon below the castle in which Thror now
+   stands, and Alan knows this because as a player he was present when
+   Marler/Barbara was captured, but Thror was not on the scene and thus has
+   no particular way to know what has occurred, a group must consider whether
+   Alan may have Thror head for the deep dungeon to rescue Marler.
+
+   The question is complex, and may be handled strategically at any number of
+   levels. For example, some groups feel that, so long as Thror's rescue of
+   Marler would make an exciting story, the fact that Thror "knows" nothing
+   about the capture is irrelevant. Even within this perspective, however, we
+   might note a distinction between Alan having Thror "happen accidentally"
+   to head downwards, postulating an in-game coincidence to cover the
+   out-of-game implausibility, as against Alan having Thror declaim in
+   ringing tones that somehow he knows what has occurred, postulating a
+   backwards revision of plot and thus annulling disjuncture. Another
+   strategic choice, of course, would have Alan simply ignore what has
+   happened to Marler, since Thror is "actually" ignorant of it; Alan and
+   Barbara may hope that events will transpire such that Thror can rescue
+   Marler, but the interior logic of the game-world in this case does not
+   permit Alan's use of out-of-character knowledge to alter events in this
+   fashion.
+
+   At a theoretical level, the same issues obtain, particularly in the
+   aesthetics of game design. Some groups prefer to keep rules and systems as
+   far in the background as possible, because they see such structures as
+   irrelevant to the game-world; that is, since Thror himself cannot be
+   imagined thinking that he has a +7 to hit but a -2 to damage if he swings
+   his fist, while he has a +3 to hit and a +6 to damage if he swings his
+   sword, the strategic choices made by Alan in selecting the appropriate
+   attack for the situation can be read as interfering with the interior
+   game-logic. Other groups see such activity on Alan's part as an essential
+   aspect of gaming as an activity. For example, one can treat a Dungeons and
+   Dragons "dungeon-crawl" as a competition by the players, as strategic
+   manipulators of an intricate mechanical system, against the Dungeon Master
+   who has similarly manipulated the system to construct a difficult
+   challenge; in this case, Barbara's choice to cast Magic Missile rather
+   than Fireball because she makes a trade-off between damage inflicted upon
+   a chosen target and the collateral damage which comes from the fireball
+   spell, not to mention the specifics of range, casting-time, and material
+   components, is anything but irrelevant: indeed, at one extreme, this may
+   constitute much of the fun of play.
+
+   In any event, the problem of negotiating the bridge between in-character
+   and out-of-character is founded upon the structural separation effected at
+   the outset of ritual. The social aggregation at the close of play thus
+   amounts to an undoing of this separation: players step back from the
+   in-character world (to whatever extent they postulated themselves as in
+   it) in order to receive rewards or accolades, rehash enjoyable events, and
+   generally begin shifting from a relatively discontinuous and separated
+   game-time to an ordinary social event, itself marked eventually by the
+   dispersal of the participants to their everyday lives.
+
+   We have already seen that within the liminal phase, the "game itself,"
+   classification, and identity are sites of considerable contestation and
+   difficulty. But it is when we take into account the question of sacra and
+   response that the parallel to initiation becomes particularly valuable. In
+   particular, when we consider the interrelation of freedom and conformity,
+   i.e. the political nature of liminality, we can begin to dig under the
+   surface of gaming to discern the social relations and contracts which make
+   play possible.
+
+Liminality in RPG's: The Social Rituals of Play
+
+   One of Turner's great achievements in the study of ritual was his
+   explication of the socio-political implications of ritual activity; while
+   he was hardly alone in formulating this general perspective, Turner has
+   the advantage for present purposes of having a relatively clear model that
+   does not depend on extensive prior reading in the literature of
+   anthropology or sociology.
+
+   As liminality theory shaded into the origins of "practice" theory, it gave
+   rise to a stock type of analysis. The symbols of a given ritual,
+   particularly its liminal phase, would be explicated for purposes of
+   situation, giving sufficient data for the reader to make sense of the
+   further argument. The analyst would then attempt to demonstrate the
+   following dynamic at work: within the liminal phase, neophytes -- and by
+   extension, the society as a whole -- employ symbols and structures to
+   challenge, test, and even undermine the structures and norms of authority;
+   through the ritual process, however, particularly as the liminal phase
+   moves towards conclusion in aggregation, all this "testing" ends up
+   serving the purposes of established authority. Thus the ritual gives the
+   illusion of freedom and choice, but actually enforces conformity; ritual
+   is thus read as a technique of mystification by which cultural authority
+   can be produced and reproduced by deceiving participants in all walks of
+   society into accepting these authority structures as natural, given, and
+   ideal.
+
+   There is certainly truth in this reading. For example, numerous
+   carnivalesque rituals (Mardi Gras in New Orleans, Carn`aval, Saturnalia,
+   etc.) do indeed construct a special space and time in which to express
+   discontent, disorder, radicalism, and challenge, all of which is then
+   often deployed in a larger cultural context to emphasize the "rightness"
+   of hegemonic discourses of authority. But more recently scholars have
+   begun to grant that this reading is simplistic: Mardi Gras has on numerous
+   occasions been used precisely to foment revolt, for example. Thus recent
+   practice theory, when it has focused on ritual and liminality, has tended
+   to admit that ritual does produce conformity through the illusion of free
+   choice, but at the same time to grant that particular agents in particular
+   historical situations have the ability to manipulate symbols to their own
+   advantage, despite the apparent constraints (and apparent freedoms) of
+   ritual structures.
+
+   At present, I will not push the socio-political reading of RPG's beyond
+   the narrow, local community. It would be interesting to consider how RPG's
+   as ritual necessarily participate in and reconstitute the structures of
+   society at large, but the data-set required to do such analysis
+   meaningfully is prohibitively large. In addition, ethnography of
+   game-sessions has barely begun, if indeed it can be said to have begun at
+   all, and thus we have only the most dubious sort of anecdotal data. My
+   concern, then, is with the socio-political workings within a gaming group,
+   which amounts to an analytic perspective on the social contract of such a
+   group as it intersects with other structures of gaming.
+
+   It is worth noting here that the dominant Forge theory generally takes
+   social contract to be a maximally distanced structure, standing at the
+   upper extreme of the hierarchy of RPG structure. While there has been
+   discussion of social contract and means by which it can be negotiated in
+   order to avoid paradigmatic or personal conflict, the emphasis fits
+   squarely within Edwards's overall approach. That is, because social
+   contract is seen as at a considerable remove from in-game play issues, the
+   most efficient way to deal with contractual problems is to discuss them
+   outside of play, e.g. by confronting a problem player outside of game
+   time, by formulating explicit social expectations before play, and so
+   forth. But the fact remains that these problems generally arise within
+   game play, and prior constraint cannot fully predict or forestall such
+   difficulties. I suggest, in fact, that precisely because RPG's are ritual
+   behaviors, social conflict is inherent in the form. At the same time, from
+   a practical perspective, it is worth recognizing that because structural
+   and sign-manipulation achieve their maximal expressions within liminality,
+   with extra-ritual commentary discourse primarily functioning to protect
+   ritual tradition against challenge, acting disjunctively to separate
+   possible challenges from the fragile yet powerful matrix of ritual
+   performance, play itself will necessary be the central locus of social
+   contestation, and importantly it is only within its structures that
+   conjunctive solutions are possible. In other words, while extra-gameplay
+   discourse may try to protect a game against social contract problems
+   arising within gameplay, such strategies cannot of themselves achieve
+   consensus; the means by which a group can resolve such questions must be
+   sought within play.
+
+   Extending from this point, we may note a common tensive relationship
+   between extra-ritual assertions of hegemony over performance on the one
+   hand, and on the other a concomitant counter-balancing of the manipulation
+   of ritual as a site for resistance. Simply put, it is often the case that
+   as authoritative discourse tries to increase control over what happens
+   within ritual performance externally, resistant elements become increasing
+   empowered within performance and have greater efficacy without. In an RPG
+   context specifically, it seems not unlikely that increasingly emphatic
+   assertions of hegemonic control of appropriate play and in-game discourse
+   will tend to evoke increasing resistance within play, which is to say that
+   players within the game will tend to challenge strong norms asserted by
+   the game-master (or the game text, the received tradition of appropriate
+   play, etc.) the more forcefully they are expressed. One classic example
+   returns us to Advanced Dungeons and Dragons: the more Gary Gygax asserted
+   his authority and authenticity in laying down constraints about "the right
+   way to play," the more particular groups and players were drawn either to
+   revise the game, to play other games, or to challenge Gygax's principles
+   from within play. With respect to more ordinary assertions of authority,
+   e.g. "railroading,"[29][21] the more overt the railroading the greater the
+   tendency to resist; that is, if GM railroading involves providing genuine
+   incentives to follow the predetermined plot structure, resistance may be
+   minimal, while if a GM simply blocks all choices but the "correct" one
+   through ad hoc and increasingly ridiculous means (deus ex machina
+   maneuvers, etc.), players may find themselves led to beat their heads
+   against the imposed limitations rather than find creative and enjoyable
+   means by which to "play along."[30][22]
+
+   My point is not simply that strong formulations of norms in play style and
+   social interaction may produce the reverse of the desired effect, though
+   this is worth consideration. Rather, I wish to emphasize that semiotic
+   manipulation within play reacts to functions in the given structural
+   context, such that assertions of social or technical norms naturally
+   constitute important objects of gameplay contestation. As in initiation
+   ritual, the imposition of social structures through such means as sacra or
+   rules systems demands challenge and consideration within ritual; attempts
+   to eliminate such semiotic manipulation within ritual liminality,
+   including gameplay, can only provoke two kinds of response: resistance to
+   the norms or elimination of ritual effectiveness. Thus the nature of
+   gameplay as ritual activity necessarily determines its focus on
+   manipulation and challenge of given structures.
+
+   If RPG play can be read as reactive, it is neither mechanical nor passive,
+   and a great strength of both structural and practice theories is the
+   emphasis on dynamism in the relationship. If on the one hand ritual
+   imposes upon its participants a series of interlinked structures and
+   motivated signs, to which participants are then forced to react by the
+   normative view of ritual activity and thought, at the same time those
+   participants actually have considerable flexibility in doing so. This is
+   where some of the earlier Marxist approaches overestimated the hegemony of
+   authority-structures: they assumed that the imposition not only of signs
+   but of structures through which to think them fully constrained initiates
+   (for example) to conform to a rigid status quo; ritual could thus be read
+   as a means of combating in advance nonconformity, resistance, and the
+   potential for revolution, because it mystified the arbitrary, cultural
+   nature of authority structures by transposing them into tradition, and
+   then constructing a notion of tradition as natural and "given" in nature
+   or meta-nature (the gods, the spirits, etc.). But as numerous critics of
+   such ritual theories noted, this implies a special division in society:
+   there are those who create authority-structures, who to some degree know
+   that these structures are merely inventions, and then there are those who
+   are simply slates inscribed upon by such authority structures through
+   ritual; the only flexible part of this formulation would be the first
+   part, in that it is possible that authorities too are entirely subject to
+   what they take to be given structures and traditions, such that everyone
+   is enslaved by ignorance of the functions and methods of their own
+   society. Good Marxism this may be, but it does presume that people are
+   entirely controlled and dominated by what they are told, and never think
+   flexibly.[31][23] In fact, the approach deconstructs itself: if this is
+   all true, how can the academic analyst spot the problem at all?
+   Presumably, academia would constitute a constrained discourse that
+   recognizes itself as an object of critical analysis, in which case how did
+   it become so? The logical conclusion essentially would assert that the
+   members of critical academic discursive circles are a different sort of
+   people than those constrained by discourse, such that radical elitism
+   becomes a naturalized and normative structure -- precisely that which the
+   analysis desired to challenge in the first place.
+
+   In RPG's, flexibility is relatively obvious: few if any players or
+   observers would assert that gameplay is so constrained as to prevent
+   flexibility in semiotic manipulation of any kind. At the same time, this
+   creativity is still generally taken as a marker of the distinctive or even
+   unique character of RPG's. Quite apart from the fact that this entails RPG
+   theorists' participation in the reproduction of authoritarian notions of
+   ritual behavior, a complex logical circle inserts itself in this
+   understanding, common it seems from the inception of RPG's as a discrete
+   ritual form. With the explication of this circularity, it will become
+   clear why I emphasize an analogical parallel to liminality in religious
+   ritual.
+
+Creativity as Circularity
+
+   Overt acceptance of creativity and flexibility within RPG play is indeed
+   unusual in ritual. Importantly, however, it is not the existence of such
+   dynamism that marks a distinctive ritual mode, but the fact that
+   participants of all levels recognize and accept this. By contrast, the
+   modern Catholic Eucharist permits considerable scope for flexibility and
+   creativity in each and every performance, by every participant at every
+   level, but this is not commonly accepted as either present or desirable;
+   we might note that the common disdain for Neopagan ritual invention among
+   relatively knowledgeable mainstream religious Americans includes (but is
+   not limited to) a distinction between "real" or "traditional" ritual as
+   opposed to those which Neopagans "make up."[32][24] In this context, we
+   can read the ideological split as a claim against creativity within the
+   special context of ritual, importantly different from how RPG discourse
+   consciously constructs itself as creative and dynamic.[33][25]
+
+   To put this in terms of initiation, we find that the liminal phase
+   involves flexibility and invention on the parts of not only the neophytes
+   but also the entire society; at the same time, such flexibility is
+   commonly denied by the hegemonic discourse, as already indicated by the
+   tendency to conceive of neophyte interaction with sacra as "instruction"
+   rather than creative engagement. Similarly, we find numerous discourses
+   about carnivalesque ritual formulated in terms of what has been called a
+   "hydraulic" theory: carnivals act as valves, allowing participants to
+   "blow off steam" rather than harness it to antisocial ends. By permitting
+   marginal elements of society to "act out" their frustrations, authorities
+   retain control of real power and maintain the stability of those they
+   dominate. Real challenge or engagement with social rules is annulled,
+   because it "doesn't count" in ritual space.
+
+   Thus the demarcation of ritual space and time -- that formal construction
+   of division between ritual and everything else central to what Catherine
+   Bell calls "ritualization" -- lends itself to protection of social norms.
+   In RPG's, with their discourse of invention and creativity, such
+   protection seems non-present or at least marginal. But this accords with
+   expectations: by asserting that RPG gameplay constitutes a protected space
+   in which to deal with the limited range of issues at stake in a given
+   game, RPG's naturally tend to assert not only that gameplay permits
+   flexible engagement with social norms but also that the effects of
+   exterior norms on players do not play a significant role in the game. For
+   example, the protection of RPG's allows a male player to play a female
+   character, a heterosexual player to play a homosexual character, without
+   its being read as relevant to the player's out-of-game identity; we do
+   not, that is, assume that a male player who chooses a female character is
+   actually conflicted about his sexual identity. At the same time, this
+   entails that the female character in question, if she appears as a
+   chauvinist stereotype, cannot "officially" be read to imply chauvinism on
+   the part of the player.
+
+   While for majority players -- white, male, middle-class -- this freedom
+   may not appear problematic, it entails real difficulties when (especially)
+   female players enter the game situation, most especially if such players
+   have a romantic and/or sexual affiliation with another player. Indeed,
+   female players often find themselves read as "not serious," "just the GM's
+   girlfriend," and so forth. When such players experience events in
+   game-time, whether plot events effected by other players or overtly
+   structural elements constructed within the game rules, their responses may
+   be read as problematic for in-game discourse. To take an extreme example,
+   if a female player reacts (in-character or out, in-game or out) negatively
+   to a rape scene perpetrated upon her (or any) character, some groups will
+   interpret this as a failure by the player to recognize the lines
+   separating gameplay from ordinary discourse; more insidiously, perhaps,
+   the player may feel that she should not overtly respond negatively,
+   precisely because she accepts that other players grant this absolute
+   division of discursive spaces, de-legitimizing her own emotional response
+   as confirmation that she is not a "serious" player.
+
+   The common RPG theoretical response to such a situation, at least in
+   recent times, is to grant the legitimacy of the player's response. But
+   this is formulated as a special case: certain types of in-game discourse
+   "cross the lines" or "go overboard." By implication, normative in-game
+   activity does not require such responses, and thus this theoretically
+   symptomatic treatment of the situation continues to emphasize that
+   gameplay constitutes a protected space by constructing new social-contract
+   rules to prevent specific problems. That is, theoretical criticism of the
+   rape situation proposed above amounts to this: RPG groups and games ought
+   to have rules that say that players' characters cannot be raped. But this
+   misses the point. On the one hand, it constrains RPG discourse to a
+   limited range of social issues, making commentary and criticism of rape
+   (for example) simply a prohibited discourse, undermining the very dynamic
+   freedom which is supposed to permit a player to deal with situations that
+   he or she would or could not encounter in real life; on the other, it
+   retains and protects the hegemony of RPG discourse as something within
+   which players may not respond personally or emotionally by making those
+   situations in which such responses are legitimate into abnormal cases.
+
+   Continuing the comparison to initiatory ritual in particular, we have here
+   an extra-ritual response to contingent historical circumstance through
+   limitation. In the case of the Bemba girls' initiation mentioned above,
+   let us suppose that a girl responds to the figurine by saying, "If I
+   become like the figurine, the white organizations that provide support and
+   health services will give extra assistance even outside of infant care;
+   therefore for my family in the current situation the appropriate answer to
+   the riddle is that I should throw over tradition and use pregnancy to
+   create a cargo-cult reciprocity with whites."[34][26] Here we see a
+   creative, dynamic response to the symbolic structures proposed, but with
+   an ultimate response at odds with the hegemonic intent. An obvious
+   counter-response would add additional symbols and instructions to prevent
+   this response by future neophytes, and perhaps provide extra-ritual
+   instruction of this particular neophyte so as to annul the validity of her
+   solution.
+
+   In RPG ritual discourse, the same structure of constraint through
+   piecemeal placation consistently obtains. To the extent that RPG players
+   understand themselves as creative and dynamic, not controlled by
+   encultured norms, they are enabled to reproduce challenged norms within
+   gameplay as protected space. That is, the liberation and protection
+   afforded players with respect to uneasy social issues tends only to enable
+   players who (often unconsciously) represent majority discourses to reenact
+   the violence of those social categories in a hegemonically protected
+   fashion, defended by the structure of the RPG as separated and distinct.
+   If the white, male player's black, female character enacts stereotypes,
+   the notional freedom explored merely reproduces dubious social norms, an
+   effect seen overtly in fantasy and science fiction book cover images (e.g.
+   the work of Boris Vallejo), with their manly men with weapons and
+   voluptuous women in revealing clothing.
+
+   To shift the modalities of play from reproductive to transformational may
+   be desirable, but it is unclear how this might be effected. While RPG
+   ritual liminality permits exploration, its structured and constrained
+   nature acts to defend stereotype reproduction as "freedom" while blocking
+   challenges thereto as failures of player technique or understanding.
+   Logically, practical game-construction cannot merely strive to forestall
+   deployment of stereotypes, but must work actively to undermine their
+   function within gameplay; it is here that critical formation of
+   counter-hegemonic moves (e.g. feminist game design) must focus effort, at
+   the same time recognizing that simply formulating a game that
+   pre-determines the boundaries of appropriate and inappropriate structure
+   challenges cannot achieve anything.
+
+Disjuncture and Continuity
+
+   As we have seen, the liminal phase of passage ritual, or more broadly the
+   "sacred space" effected by social disjunctures outlining any ritual
+   practice, affords a privileged site for examination and contestation of
+   extra-ritual concerns; this sacred space in RPG's is found in gameplay,
+   often understood as a "safe" place for exploration, and distinguished from
+   other active spaces by a number of explicit and more subtle formations. So
+   far, I have focused on how such privilege and safety becomes a
+   double-edged sword, permitting some forms of experimentation while denying
+   others legitimacy, and also undercutting the radicalism of experiment to
+   render it harmless. But as with any ritual, the protective structures that
+   reproduce hegemonic discourse formations are themselves genuinely
+   threatened by in-ritual challenges. It is worth considering how such
+   challenge may be formulated through semiotic manipulation in gameplay.
+
+   In The Savage Mind, Claude Levi-Strauss suggested that ritual tends to be
+   conjunctive, as opposed to the disjunctive, classifying emphasis of myth.
+   His meaning is best expressed, perhaps, in a discussion of the difference
+   between game and rite:
+
+   All games are defined by a set of rules which in practice allow the
+   playing of any number of matches. Ritual, which is also 'played', is on
+   the other hand, like a favoured instance of a game, remembered from among
+   the possible ones because it is the only one which results in a particular
+   type of equilibrium between the two sides. The transposition is readily
+   seen in the case of the Gahuku-Gama of New Guinea who have learnt football
+   but who will play, several days running, as many matches as are necessary
+   for both sides to reach the same score. This is treating a game as a
+   ritual.... Games thus appear to have a disjunctive effect: they end in the
+   establishment of a difference between individual players or teams where
+   originally there was no indication of inequality. And at the end of the
+   game they are distinguished into winners and losers. Ritual, on the other
+   hand, is the exact inverse: it conjoins, for it brings about a union ...
+   or in any case an organic relation between two initially separate
+   groups....[35][27]
+
+   The point is that a game like soccer or Monopoly takes a group of people
+   not initially distinct in game terms and divides them into at least two
+   classes (winners and losers). By contrast, the ritual performance of
+   soccer described here does not conclude until all players have been made
+   equivalent; latent in Levi-Strauss's formulation is that the natives
+   project their preexisting social divisions upon the game by picking teams
+   upon non-arbitrary given grounds. For example, they might decide that each
+   team will be made up exclusively of initiated men of a given moiety, so
+   that the teams represent moieties; through the ritual process, they then
+   construct a situation in which this difference is asserted as
+   non-absolute. This is arguably the point of the modern Olympic Games:
+   national participation through representative athletes is supposed to
+   assert that all men are brothers, that superiority is individual and not
+   national, and so forth.
+
+   Setting aside the numerous quite serious problems with L vi-Strauss's
+   theory with respect to ritual as a broad range of behaviors -- indeed, I
+   doubt he intended that it be taken as a general principle in the first
+   place -- we can see this dynamic at work in a major RPG discourse,
+   particularly that which emphasizes the collaborative nature of play. As we
+   have already seen, in Kim's Collaborative Storytelling model "play is
+   understood as multiple authors producing a single discourse and a single
+   story." The same model discourages secrets among participants, and judges
+   success partly by whether "all of the participants significantly
+   contributed to that discourse." Following up Levi-Strauss's notion, we can
+   see here a striving toward conjunction and unity, as against disjuncture
+   in the form of "winning" or limited player dominance of the discourse. In
+   other words, one of the distinctive characteristics of RPG's as opposed to
+   more traditional games is precisely that they fit a ritual rather than a
+   game model.
+
+   At the same time, a more serious deployment of structural and practice
+   perspectives on the semiotic elements of both religious and RPG ritual
+   must recognize the oversimplification inherent in this
+   conjunction/division split. First, that there are no winners or losers
+   cannot be accepted uncritically. Precisely because a dominant RPG
+   discourse denies such divisions, we must consider the possibility that
+   play imposes upon players a notional unity by denying the option to seek
+   or even accept division. After all, if we extend this rhetoric of unity,
+   it can be taken as a claim that in-game, all players are equal and in fact
+   equivalent, which may be deployed strategically by situationally- or
+   socially-dominant players to assert that complaints are anti-group and
+   thus mark bad players. In this context, the discourse of collaboration and
+   unity can support the problematic use of hegemonic authoritarian or
+   oppressive discourse, as discussed previously in the context of
+   chauvinism.
+
+   But not all such challenge necessarily supports authority or serves as an
+   instrument of oppression. To take a simple example, the rhetoric of unity
+   and conjunction may be deployed to block favoritism or to identify problem
+   players as those who either try to dominate play or refuse to participate
+   at all. Especially in the latter case, the unifying effect of ritual
+   process may enable a group to draw out a timid player, emphasizing further
+   the liminal "safety" of game space.
+
+   More interestingly, however, the conjunctive nature of ritual process may
+   act together with the aggregation of ritual closure to effect genuine
+   social alteration. A play group is often formed on an ad hoc basis, where
+   some players do not know each other well outside of the game context, and
+   indeed may not have met. Through successful ritual collaboration in a
+   shared space understood as distinct from other social spaces, a new social
+   group forms, enabling friendship and other forms of collaboration that
+   refer to the constructed game-space rather than to other social
+   structures. That is, precisely because gameplay is at once divided from
+   other social spaces and nominally focused upon a limited set of
+   predetermined issues, and because such rituals do act conjunctively by
+   taking given divisions and annulling "winner and loser" categorizations,
+   gameplay tends naturally to formulate an alternative social framework.
+   Particularly for those who find mainstream, dominant social frameworks
+   problematic or dangerous, gameplay can constitute a controlled social
+   space in which to succeed and seek liberation.
+
+   However psychologically supportive and validating such an alternative
+   framework may be -- and it is worth noting that some psychologists have
+   pointed to RPG's as valuable for self-exploration and validation among
+   (especially) teenagers -- from a broader social perspective we should
+   recognize that this essentially entails a continuation of the initiation
+   discourse. Turner notes that it is common that the neophytes, whatever
+   their extra-ritual socio-economic status, are as part of the liminal
+   leveling considered equivalent. While friendships among those
+   simultaneously initiated often extend beyond the ritual situation, social
+   status, factored out within liminality, is not particularly affected by
+   such friendships. That is, it could be argued that the shared space of
+   ritual, although it permits and even demands reflection upon social
+   inequalities, ultimately acts not only to affirm these inequalities as
+   natural and given, but also deludes those in inferior positions into
+   thinking that they achieve a measure of equality that is in fact
+   nonexistent. From this perspective, we can see that RPG's may act
+   simultaneously to affirm and assist players psychologically, and at the
+   same time discourage them from acting upon or challenging the inequities
+   of modern social dynamics. Anecdotally, at least, we seem to see this in
+   stereotypes of RPG players as "geeks" or "nerds" who, by participating in
+   gaming, in conventions, and generally in a subculture, are thereby
+   diverted or distracted from real social action or mobilization. To
+   formulate a rather overstated Marxist reading, the recognition of RPG's as
+   ritual is confirmed by its ability to serve as an opiate for the
+   oppressed.
+
+Conclusions: Toward an RPG of Practical Reason
+
+   At present, RPG theory primarily acts as an exterior, supporting discourse
+   referred toward the "real thing" -- gameplay. Ironically, criticism of
+   some RPG theory as irrelevant or trivial, on the ground that it is not
+   practical for play goals, actually serves to grant power and hegemony to
+   theoretical discourse: the very fact that gameplay so strongly formulates
+   the barriers between in-game and out-of-game, play and system,
+   in-character and out-of-character, reproduces the mystification of
+   theory's active role in discourse construction. As a way of concluding
+   this somewhat dispersed series of analyses, then, I should like to propose
+   some new directions in theory, directions which I think contain the
+   possibility for real practical change.
+
+   First, theory must recognize a distinction between analysis and synthesis.
+   While it is important that such a distinction not become the object of
+   fetishism, as it in a sense already has, the mystification of the aspect
+   of RPG's traditionally associated with hierarchy and power can only lead
+   to abuse on the one hand, analytic sterility on the other. As Kim points
+   out for Collaborative Storytelling, "It considers the rules system to be
+   outside of the meaningful product. Rules are judged on their results for
+   shared play, not on how the participants view the process." This
+   perspective sets aside the impact of system and theory upon gameplay,
+   asserting player freedom and collaboration instead. While such a view may
+   seem liberating, and indeed may be so as against old-fashioned GM
+   authoritarianism, it implicitly claims that RPG performance occurs outside
+   of structure, not in reaction to it. But since social structures and
+   presumptive traditions of play at the least are necessarily at work in RPG
+   performance, there can be no doubt that gameplay has a structured context;
+   were this somehow not the case, and gameplay fully liberated from exterior
+   structures, there could be no possibility of conflict or its resolution,
+   as no player would have a context within which to react conflictually.
+   Thus while a particular group or style may wish to formulate a liberated
+   play modality as ideal, this has an ideological function and serves to
+   replace one authoritarian structure (GM authority, game-system authority,
+   etc.) with yet another. In order for theory to advance the improvement of
+   gameplay, then, it must work to distinguish between analytical activities
+   and constructive or synthetic ones, and furthermore strive to bring this
+   to consciousness within actual play.
+
+   Second, RPG theory needs to take seriously the contributions and insights
+   of other disciplines. Eventually this should be a reciprocal engagement,
+   but this will require acceptance by academic and other mainstream
+   intellectual theorists; insofar as RPG theory can support such a move, it
+   must do so by engaging actively and constructively with such theorists, in
+   language acceptable to their traditions. In the meantime, RPG theory must
+   set aside its tendency to see its analytical object as unique and thus
+   special. William James reminds us forcefully,
+
+   The first thing the intellect does with an object is to class it along
+   with something else. But any object that is infinitely important to us and
+   awakens our devotion feels to us also as if it must be sui generis and
+   unique. Probably a crab would be filled with a sense of personal outrage
+   if it could hear us class it without ado or apology as a crustacean, and
+   thus dispose of it. "I am no such thing," it would say; "I am MYSELF,
+   MYSELF alone." [36][28]
+
+   James's point is clear: while we are willing to make all sorts of
+   classifications within RPG's, we tend to think of RPG's as unique and thus
+   special. But "unique" is simply a logical category that can be applied to
+   any object of analysis supporting formulation as a categorical object. If
+   RPG's are unique, that does not mean they are not ritual, or social
+   behavior; it only means that they can, from a particular perspective, be
+   formulated as having some distinctive characteristics. So long as RPG
+   theory continues to formulate itself otherwise, as unique in an illogical,
+   strong sense with respect to other behaviors, such theory will continue to
+   be marked by two unfortunate properties: first, it will be perpetually in
+   the position of many religious discourses of having continually to defend
+   its boundaries against the incursions of other discourses and analytical
+   methods; and second, it will be incapable of real analytical force because
+   it has built into its very self-definition essentialist biases that again
+   require constant and vigilant defense. Arguably, the tendency of much RPG
+   theory toward rigid hierarchization and toward discourse-circle hegemony
+   would thus constitute a parallel to more obviously religious dogmatisms.
+
+   Third, RPG theory requires models founded upon a productive and
+   reproductive, as opposed to interpretive and receptive, situation of
+   narrativity. Two obvious examples, Kim's already-cited article and Liz
+   Henry's "Power, Information, and Play in Role Playing Games,"[37][29] are
+   admirable moves toward intelligent application of exterior models, but
+   find themselves at odds with the purposes of those models. Kim's awareness
+   of this problem is clear:
+
+   There are many differences between RPGs and books [upon which the
+   formalist model is built], but some are more subtle than others. It is
+   clear that RPGs have no division between author and reader. Each
+   participant both expresses and interprets. Further, this calls into
+   question what the story is. The answer depends in part on what we define
+   as the discourse or "text" of RPG play.
+
+   These questions are essential, and require answers; indeed, even cursory
+   examination of recent RPG theory reveals a constant concern to formulate
+   authorship, textuality, and so forth with respect to RPG's. But these
+   debates mostly run around in circles, die out, and get revived with new
+   energy but no really new formulations, with endless repetitions of the
+   cycle. The problem, in short, is that formalist and hermeutical models are
+   founded on confronting the genuinely difficult problem that interpreting a
+   text is not comparable to a conversational situation; intricate and
+   elegant strategies are deployed to make sense of how we make sense of
+   text, if you will, given that it is not conversation. But RPG's are
+   conversational; the problem does not arise directly. By attempting to read
+   RPG's through such lenses, we are caught in circularity: conversations are
+   like books (except that they are not face-to-face), and books are like
+   RPG's (except that the latter are face-to-face). Why not drop out the
+   sidetrack and recognize RPG's as active, dynamic, conversational forms of
+   symbolic manipulation? I have attempted a beginning here, but a great deal
+   more needs to be done. [38][30]
+
+   Fourth, stemming from the last point, RPG theory must take into account
+   the social issues at stake and at work within the smallest, most
+   apparently arbitrary activities of play. That so much discussion of
+   "problem games" focuses on social difficulties -- problem players or GM's,
+   paradigmatic clashes, etc. -- reveals that the central issues in play are
+   social. To the extent that RPG theory tends to work hierarchically, from
+   top-down (broad categorical strokes before specific game issues), it
+   mistakes the actual dynamics by incorporating its analytic framework into
+   problems needing resolution; this is another means by which theoretical
+   discourse mystifies itself and its contributions, and it can most
+   effectively be challenged from within theory itself.
+
+   Fifth, RPG theory must, through engagement with broader social theory --
+   particularly the mode of anthropological theory labeled "practice" --
+   become aware of symbolic and structural manipulation as a strategic part
+   of everyday life, a set of techniques also employed (and refined) within
+   the specifically RPG context. This occurs at every level of play; there
+   can be no absolute divisions between in-game and out-of-game, for the same
+   reasons that the only absolute division between a Catholic Eucharist and a
+   Catholic's everyday life is an ideological one.
+
+   Finally, RPG theory must move beyond hierarchical classification as a
+   technique. There is no question that classification is a valid, even
+   necessary goal for serious analytical work. But as in so many disciplines,
+   most notably the study of religion, the tendency is to use the scientific
+   character of classification to construct an aura of objectivity; we see
+   this in discourses that stress "correctness". The natural upshot of such
+   an endeavor is to reify the categories as ontologically legitimate,
+   mystify their constructed character, and thus naturalize the
+   authority-claims latent within such structures. Classification must
+   recognize that the object does not exist outside of the construction of
+   taxa; "religion" or "ritual" do not exist, but are means by which
+   historically situated and motivated people classify certain behaviors.
+   Similarly, "RPG" is not a thing, a singular object, unique and discrete
+   from others, and Narrativist orientations do not differ from Simulationist
+   or Gamist ones except insofar as we construct them so. Classification is
+   the basis of comparison, not of truth or certainty. Until RPG theory takes
+   on board serious recognition of its comparative nature, it will remain an
+   ideology and not a science.[39][31]
+
+   --------------------------------------------------------------------------
+
+Notes
+
+    1. E.g. Ron Edwards' game Sorcerer (Chicago: Adept Press, 2001; see
+       [40]www.sorcerer-rpg.com).
+    2. Edward's views have been formulated in several articles, all of which
+       may be found at The Forge ( [41]http://www.indie-rpgs.com). Apart from
+       the library articles, a useful recent discussion started by Edwards is
+       "The whole model - this is it"
+       ([42]http://www.indie-rpgs.com/viewtopic.php?t=8655).
+    3. Stable URL:
+       [43]http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html
+    4. Stable URL: [44]rec.games.frp.advocacy.
+    5. The Forge has hosted lengthy discussions of how RPG play is like
+       playing in a band (with the gamemaster playing bass), how RPG play is
+       like playing a pinball machine, and so on. Examination of the range of
+       such discussions will show the two discursive thrusts: the drive for
+       clarification and precision in the metaphor, and the extension of the
+       analogical range. As a rule, such discussions end when those who find
+       the analogy helpful have formulated a version that is clear to them
+       personally, when those who do not find it so grow tired of trying, and
+       when most become frustrated with those who try to extend the analogy
+       to ludicrous, literalist extremes. These discussions are not worthless
+       -->analytical models, such metaphors must be formulated rigorously,
+       with their boundaries precisely set. For more casual discussion, on
+       the other hand, one of the best qualities of a forum like the Forge is
+       that it permits this sort of open speculation and play; indeed, a
+       close analysis of the ludic dimension in such RPG discourse would be
+       valuable for understanding the interrelations of RPG play and theory.
+    6. On the issue of the "unique" as special, and its problematic
+       applications to serious analysis within classificatory discourse, see
+       Jonathan Z. Smith, "Fences and Neighbors." Imagining Religion
+       (Chicago: University of Chicago Press, 1982), 1-18.
+    7. See Ronald L. Grimes, Beginnings in Ritual Studies (Washington, D.C.:
+       University Press of America, 1982); Victor W. Turner, Dramas, Fields
+       and Metaphors (Ithaca, N.Y.: Cornell UP, 1974); Turner, From Ritual to
+       Theater: The Human Seriousness of Play (New York: Performing Arts
+       Journal Publications, 1982). Essentially all of Grimes' work work
+       since the late 1970's fits the model am describing here, as part of
+       what he has dubbed "ritual studies". Turner's work, however, took a
+       strictly performative and dramatic turn; his earliest works, while
+       excellent, do not directly fit this model, and can only be made to
+       accord with the performative perspective with considerable hindsight
+       and, I think, distortion.
+    8. See Claude Levi-Strauss, The Savage Mind (Chicago: University of
+       Chicago Press, 1966); Levi-Strauss, The Naked Man, trans. John and
+       Doreen Weightman (Chicago: University of Chicago Press, 1990); Pierre
+       Bourdieu, The Logic of Practice, trans. Richard Nice (Stanford:
+       Stanford UP, 1990); Sherry Ortner, "Theory in Antropology Since the
+       Sixties", Comparative Studies in Soiety and History 26.1 (Jan. 1984),
+       126-66; Catherine Bell, Ritual Theory, Ritual Practice (Oxford: Oxford
+       UP, 1992).
+    9. The French idea of bricolage is not directly translatable into
+       English; we simply have no category quite like it. The bricoleur is a
+       hobbyist of a sort, but elevated to a high artistic level. For the
+       Levi-Strauss formulation, see The Savage Mind, chapter 1, "The Science
+       of the Concrete"; the translation is execrable, and those with a good
+       command of French would be well advised to read La pensee sauvage,
+       chapter 1, "La science du concret."
+   10. Stable URL: [45]http://194.29.64.17/thecog/movie.html
+   11. I shall not go into detail on hermeneutics, as it is founded primarily
+       on philosophical negotiation of the problems of interpretive
+       reception, problems relevant but not central to the analysis of RPG's.
+       On this model, see Paul Ricoeur, Hermeneutics and the Human Sciences
+       (Cambridge: Cambridge UP, 1981). See also Umberto Eco, Interpretation
+       and Overinterpretation (Cambridge: Cambridge UP, 1992); and Hans Georg
+       Gadamer, Philosophical Hermeneutics (Berkeley and Los Angeles:
+       University of California Press, 1977). Also useful, though less
+       approachable, are Eco's The Limits of Interpretation (Bloomington, IN:
+       Indiana UP, 1994) and A Theory of Semiotics (Bloomington, IN: Indiana
+       UP, 1979).
+   12. A central tenet of hegemonic Forge theory.
+   13. See Mike Holmes, "Mike's Standard Rant #3: Combat System"
+       ([46]http://www.indie-rpgs.com/viewtopic.php?t=2024). Holmes'
+       essential point is this: "If you don't want combat to be the focus of
+       a game, do not include special rules for it. Especially if you don't
+       include special rules about anything else." This "standard rant" has
+       been discussed periodically on the Forge.
+   14. It should be pointed out that the Forge "system matters" principle
+       does not claim that other elements do not matter; the question is one
+       of emphasis, and is here an analytical distinction rather than a
+       polemical one.
+   15. See iago [Fred Hicks], "Long Pig the RPG: Would You Play It?"
+       ([47]http://www.indie-rpgs.com/viewtopic.php?t=6091).
+   16. Jonathan Z. Smith, "Fences and Neighbors," Imagining Religion: From
+       Babylon to Jonestown (Chicago: University of Chicago Press, 1988),
+       1-18. The polythetic system is hardly perfectly objective, but as
+       Smith argues persuasively, it is less inherently inclined toward
+       normative claims and slippages than the monothetic, taxonomic sorts of
+       systems founded on hierarchy.
+   17. Although see his Deeply Into the Bone: Reinventing Rites of Passage
+       (Berkeley and Los Angeles: University of California Press, 2002), the
+       purpose of which is explicitly to formulate ritual theory as a
+       constructive discourse for people wishing to invent or reinvent their
+       own rites of passage.
+   18. The commensuration of ritual discourses and discourses about ritual,
+       between ritual in fact as analytical discourse and academic analysis
+       as in fact ritual, is outside the scope of the present paper. The
+       argument, founded upon a grammatological engagement with practice,
+       performance, and structural analysis, juxtaposed to early modern
+       magical practice and the theoretical dramaturgy of Zeami's Noe, will
+       be part of the core of my book Magic in Theory and Practice, where I
+       do not connect it with RPG's per se.
+   19. Arnold van Gennep, The Rites of Passage, trans. Monika B. Vizedon and
+       Gabrielle L. Caffee (Chicago: University of Chicago Press, 1961);
+       Victor Turner, "Betwixt and Between: The Liminal Phase in Rites de
+       Passage," Proceedings of the American Ethnological Society, Symposium
+       on New Approaches to the Study of Religion, 1964:4-20; Turner, The
+       Ritual Process: Structure and Anti-Structure (Aldine de Gruyter,
+       1969); Turner, The Forest of Symbols: Aspects of Ndembu Ritual
+       (Ithaca, NY: Cornell UP, 1970).
+   20. "Betwixt and Between," 13, citing Audrey I. Richards, Chisungu
+       (London: Faber and Faber, 1956), 209-10; the new edition is Richards,
+       Chisungu: A Girl's Initiation Ceremony Among the Bemba of Zambia
+       (London: Routledge, 1982).
+   21. "Railroading," for which there are numerous more or less equivalent
+       terms, is the practice of a GM essentially scripting the majority of
+       plot events and structures within a given play session or series of
+       such. For example, the GM may decide, prior to play, that he wants the
+       PC characters, all cowboys, to engage in an OK Corral-style gunfight
+       as the climax of play; when the PC's choose (via their players, of
+       course) to ride out of town to investigate a lost silver mine, the GM
+       uses various strategies to prevent them from doing this, because he
+       needs them in town in order for the gunfight to take place. Such
+       strategies range from subtle hints to overt assertions of authority; a
+       possible example would be to inform the players that several of their
+       horses are lame and cannot be ridden, then to have no horses available
+       at the town stable, then to ensure that nobody in town will sell his
+       or her own horse. By the time the players have negotiated this many
+       options, it is generally clear to everyone (though very often not
+       stated) that no matter what they do, the PC's will be prevented from
+       riding out of town.
+   22. This point has been emphasized in various RPG discussions. One common
+       suggestion is that if, for some reason, the GM actually needs her
+       players to follow a set of railroad tracks, the GM should react to
+       repeated attempts to jump the rails out-of-game, by saying something
+       like, "Okay, guys. I'm really not that prepared, actually, and I kind
+       of need you to go and do X. Is that okay?" While this may act
+       practically to achieve the desired effect, it depends upon the
+       rigidity of in-game/out-of-game divisions to acquire efficacy, and
+       cannot in itself be deemed a resolution of a more fundamental
+       difficulty.
+   23. I would agree with these thinkers that people never think truly
+       independently, that is unconstrained in any manner by encultured
+       structures; the point here is that even constrained thought and action
+       has tremendous flexibility and ranges of possibility, and is not
+       simply scripted or railroaded in the RPG sense.
+   24. This division is reproduced in strictly academic contexts not only
+       with reference to ritual but also to myth: myths are not "really"
+       myths if they are invented for that purpose (whatever such a purpose
+       might be), just as rituals as not "really" rituals if they are
+       consciously invented so. The intrusion of dubious ideas of
+       consciousness, ontology, and category only deflect from the central
+       point: academics by formulating critique in this fashion reproduce the
+       ideology of authenticity that authorizes and legitimates certain
+       religious behaviors as stable and non-inventive, as against the
+       "wannabe" inventions of recent "flakes" and "crazies". In a sense, we
+       might see the division here as between those who are creative within
+       an authorized framework and those who create their own framework. The
+       critique thus becomes reflexive, as indeed we should have suspected it
+       always was: the academic is really saying that she herself, by being
+       creative (doing new analytical work) within an authorized or
+       traditional framework (academic and disciplinary traditional
+       discourse) is legitimate and critical, while "crazies" (those
+       proposing unexpected critiques) fall outside the authorized framework
+       (do not have Ph.D.s, for example) and thus need not be taken
+       seriously.
+   25. It would be interesting to consider whether the apparent (though
+       entirely anecdotal) overlap between RPG communities and Neopagan ones
+       might be at least partly rooted here. In the absence of serious
+       sociological data, I suspect that an effective technique here would be
+       close analysis of White Wolf's various Neopagan-oriented games
+       (especially Werewolf: The Apocalypse and several of the Ars Magica
+       supplements) with respect to ritual/magical creativity, criticism of
+       religion, and criticism of what the authors refer to as "traditional"
+       games in their explanations of how their games are special and
+       different.
+   26. This is a purely hypothetical construct; I know of no such actual
+       response among Bemba, and the example is deliberately over-simplified
+       for heuristic reasons.
+   27. Levi-Strauss, The Savage Mind, 30-32; the reference on the Gahuku-Gama
+       is to K. E. Read, "Leadership and Consensus in a New Guinea Society."
+       American Anthropologist 61.3 (1959): 429.
+   28. William James, The Varieties of Religious Experience (New York:
+       Longmans, Green, and Co., 1902), 9. See also Jonathan Z. Smith,
+       "Fences and Neighbors" for a penetrating discussion of the "unique" in
+       theoretical discourses.
+   29. [48]http://www.darkshire.net/~jhkim/rpg/theory/liz-paper-2003/
+   30. The same point might be made about Edwards's dependence upon Lajos
+       Egri's constructive models for creative writing, models poorly suited
+       to analytical purposes. In essence, Edwards asserts that Egri's models
+       fit RPG's, except that the product is entirely different, authorship
+       is shared, and really the Threefold Model is analytic rather than
+       constructive. More recently, Edwards has noted that Egri's model
+       (especially with regard to "premise") only applies properly to
+       Narrativist play.
+   31. Here I take science to be a reflexive and self-critical attempt to
+       differentiate and understand its analytical objects. There can be no
+       question that modern science, in the usual sense, does not always
+       fulfill these criteria, in particular because it tends to claim
+       objectivity instead of constructed reflexivity. But given the need for
+       such reflexive awareness, the goals and ideals of science remain
+       worthy of theoretical discourse; see the introduction and first
+       chapters of Bourdieu's The Logic of Practice for a brilliant (if
+       dense) formulation of scientific analysis that recognizes and takes
+       seriously its own constructed nature. For comparison as a discourse
+       and a method, Jonathan Z. Smith's Imagining Religion should be the
+       starting-point of any attempt at theoretical construction.
+
+   --------------------------------------------------------------------------
+
+    Christopher I. Lehrich <clehrich@bu.edu>
+
+    Converted to HTML by John H. Kim <jhkim@darkshire.org>
+
+   Last modified: 19:13 AM 10/01/2005
+
+   The Forge created and administrated by [49]Clinton R. Nixon and [50]Ron
+   Edwards.
+   All articles, reviews, and posts on this site are copyright their
+   designated author.
+
+References
+
+   Visible links
+   1. http://www.indie-rpgs.com/
+   2. http://www.indie-rpgs.com/about/
+   3. http://www.indie-rpgs.com/donate.php
+   4. http://www.indie-rpgs.com/articles/
+   5. http://www.indie-rpgs.com/reviews/
+   6. http://www.indie-rpgs.com/resources/
+   7. http://www.indie-rpgs.com/
+   8. mailto:clehrich@bu.edu
+   9. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note1
+  10. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note2
+  11. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note3
+  12. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note4
+  13. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note5
+  14. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note6
+  15. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note7
+  16. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note8
+  17. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note9
+  18. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note10
+  19. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note11
+  20. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note12
+  21. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note13
+  22. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note14
+  23. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note15
+  24. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note16
+  25. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note17
+  26. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note18
+  27. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note19
+  28. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note20
+  29. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note21
+  30. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note22
+  31. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note23
+  32. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note24
+  33. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note25
+  34. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note26
+  35. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note27
+  36. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note28
+  37. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note29
+  38. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note30
+  39. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note31
+  40. http://www.sorcerer-rpg.com/
+  41. http://www.indie-rpgs.com/
+  42. http://www.indie-rpgs.com/viewtopic.php?t=8655
+  43. http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html
+  44. news:rec.games.frp.advocacy
+  45. http://194.29.64.17/thecog/movie.html
+  46. http://www.indie-rpgs.com/viewtopic.php?t=2024
+  47. http://www.indie-rpgs.com/viewtopic.php?t=6091
+  48. http://www.darkshire.net/%7Ejhkim/rpg/theory/liz-paper-2003/
+  49. mailto:webmaster@indie-rpgs.com
+  50. mailto:sorcerer@sorcerer-rpg.com