“To be overtenacious in the midst of trifles is the mark of a mean understanding.” |
The second-most important consideration for me as a relative bumpkin in a world of many developed theories of RPG play is that every attempt to explain what leads to fun or meaningful play is incomplete. You can play an RPG in the most inane way, in a way that seems boring or unagentic or that seems in theory utterly lame, and still nevertheless have wild success by almost any metric.
The most important consideration for a no-account like me in the world of RPG theories is that role-playing games are incredible. We are in awe of them and compelled to discuss them, what we think about them, and how they work. Discussion of theory is dangerous, because it is deadly poison, but it is tempting, because the poison is sweet and the body needs it.
So I would say that procedures matter, systems matter, worlds matter, and all those other things, but surely they can't matter so much that they explain the magic that happens when an orc stabs my guy in a devil shrine or my spouse pretends to be a sad spy consoling me as I pretend to be a sad data analyst who's just so tired of fighting Dracula night after night
While I am suspicious of RPG theory, I am doubly suspicious of literary analysis as a tool for understanding RPGs. It's hard enough to use literary analysis to understand an author. The writer of a gaming text is only a fraction of the authorial power promised by the game they write. Sometimes we spend a lot of time and words constructing a way of seeing some topic and don't even claim that this way of seeing is insightful or true.
I kind of get the impression that RPG theory discourse is some interminable battleground on websites like the Twitter, and I'm not trying to wade into that. I write because these ideas take a hold of me sometimes and I think it's good to try to express them well. Have you noticed that many people might in the moment seem rude or dismissive online, but as soon as you see them writing about something else, or talking on a podcast, or just interact with them in the real world they almost always show themselves to be decent, humble, and kind folks, allowed to express themselves in a situation where context, nonverbals, and tone are more easily sussed?
I Don't Want to Name My Theoretical Framework
(IDW2 Theory for short.)
I think of roleplaying games as being
- a special kind of conversation
- where you pretend
- and are playing a game
- RPGs like a referee: There's often a big subjective difference in the pretending part of RPGs and the playing part. Referees allow for that much-vaunted "tactical infinity" that so engages the mind while also imposing a restriction, as referees interpret those things the player asserts about the world, and can often decide if the assertion stands or not. You can call it "Tactical ∞ - x." In a DMless RPG about solving a mystery, the players can't be flatly wrong about their interpretation of events. In a DM'd RPG, maybe the DM has it all written out how a murder took place, and if the players come up with a hypothesis they may be right or wrong. That probably treats the mystery as a game with degrees of victory or failure. Different kinds of RPGs will set different activities as part of the pretending versus part of the game. In Brindlewood Bay, players pretend to solve a mystery, engaging in an act of creation together as they write an explanation of the clues they found. The fun isn't in the potential to be totally wrong; it's in other parts of the RPG. The presence and purview of a referee can define the RPG.
- Rules don't only elide: This is against what has been described as a "strong formation" of a stance, so it's unclear who, if anyone, believes it. By rule, we mean a game rule, the sort of thing written in a rulebook. This isn't the exact same thing as what I call a game in the conversation/pretend/game triplet, because a rulebook rule might instruct you to, for example, do some pretending, like in the Brindlewood Bay example. A rulebook rule can elicit a feeling of unease if it says "When you attempt to pick a lock, describe something horrible your character imagines might happen, then roll a die and try to meet or exceed your Lockpicking Number." If, like me as a younger man, a referee makes dungeons without any kind of wandering monster and then is convinced by a rulebook rule to add an encounter table to their dungeons, they might not be principally eliding the question of how and when PCs run into monsters so much as conjuring monsters out of the conviction the game might be somehow improved thereby. Rulebook rules can be a good scaffold to connect the things we pretend with the things we play in our conversation. They can help define new ways for these things to relate to each other.
- Bespoke Specific RPGs trump unmodified general RPGs: RPGs have weirdly hitched together a conversation, a pretending, and a game. Tweaking one part reflects on the others, and it will probably make for a more enjoyable game if they have a pleasing assonance (or maybe some intentional dissonance?) If you just want to play another D&D 5e campaign, more power to you, but if the setting of the game world is an ill fit for some of the character options, say, or if everyone playing really digs some house rule, it's a good idea to make changes that reflect that. Poetry, the careful selection and ordering of words, is an art. It doesn't have total dominion-- many well-loved games have inelegant terms like "primary attribute" that could be more artfully expressed. But changing the conversation, the pretending, or the game, will change the other parts. The effect of tinkering with an RPG to give it more evocative and fitting features may be subtle, but if you perversely work to make an RPG less evocative and fit your setting less well, the effect is clear.
- In-world coherence is not king: Weird Writer, a FKR umpire, writes that in FKR play "Abstraction that would contradict or supersede in-world logic is minimal and ideally absent". There's nothing wrong with that, but my framework would claim that abstraction which contradicts in-world logic is just fine, as long as it doesn't ruin the game sector of the RPG. Consider the bashful approach many have to the way HP is treated. For some DMs, it doesn't "make sense" that a high-level fighter can get stabbed many extra times with a sword, and they choose to clarify that HP isn not a measure of how much literal damage your body can take but perhaps a representation of your luck, fighting spirit, don't-get-hittedness, or some other factor. I note sympathetically that some of those DMs, in the excitement of describing a good attack roll in a combat, let themselves get carried away and narrate a big, juicy strike that goes against some of their earlier HP philosophy. My contention is that this is perfectly fine. Many abstractions that contradict in-world logic if you think about them are actually the best or most natural abstractions, especially if you don't think too much about them. Maybe there's some undiscovered, elegant solution to common contradictions of this type, but I reckon that there's a good reason we keep coming back to some of them. It's good food and good for you.
Excellent post. I would argue that things like HP fall under genre coherence, but I agree that it does get muddy.
ReplyDeleteFair enough. There's a lot that could be said about genre coherence, and I didn't really touch on it in this blogpost. Maybe one day soon.
DeleteGreat post! I think that there are two loose categories of theory: diagramming the parts of a topic and prescriptive 'this is what makes a thing good' analysis.
ReplyDeleteIt's really important that every creator builds up their own prescriptive theory of what makes the thing they make good, but it's also true that pretty much every one of those theories is going to be subjective and deeply personal--and trying to tie down artistic sensibilities into words is as likely to dull them as make them more clear. Art isn't really simple enough to break into concepts that can be represented easily in words.
The diagramming, like what you're doing with the C/P/L, is way more interesting to me. Breaking a topic into discrete parts you can think about can be really useful in building up an understanding about it. Theory is, in my opinion, most useful when it's a teaching aide--just there to let you see all the different processes going on in a work, and letting you build up your own set of opinions about it.
(This is my take on this type of post: https://baatag.blogspot.com/2023/05/rpg-as-system-taking-my-shot-at-ron.html )
That's a good way of looking about it. What's crazy to me is that it seems like maybe it isn't so important for a creator to build up their own theory of what makes the thing they make good. They seem to do fine without any theory, or with a theory which can't possibly be true. Wild!
DeleteMaybe a better word for what I mean is 'taste'. I think it's important each designer comes up with an understanding of what makes things good, but that the understanding doesn't need to be logical or, uhh, word-based? In fact, I think trying to encode your instincts and thoughts as to what makes a thing good into words is usually going to cheapen it. I was including that under the umbrella of 'theory', but maybe that's not quite right
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