draft/ritual_discourse_in_RPGs.txt
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                     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.

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  17. file:///home/fabien/data/projets/jdr/harmonies/work/ecjdr/draft/ritual_discourse_in_RPGs.html#note9
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  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