niedziela, 21 sierpnia 2016

Better Storytelling Through Loss of Self

In case you haven’t already read the intro­duc­tion to this week’s column, in which I dis­cuss how role-playing games can be con­sid­ered art, it’s here. You may find it use­ful. Also use­ful another column, in which I describe the term “dis­tance.” I’ll be throw­ing it around quite a bit, so I’d sug­gest read­ing it in full. In short, though, dis­tance refers to the level at which a player empathizes with his or her avatar char­ac­ter. Lessened dis­tance is accom­plished by cer­tain mechan­ics that allow the player more con­trol over their char­ac­ter, specif­i­cally in dra­matic moments. My pre­vi­ous dis­cus­sion of dis­tance was focused on video games, but I’d like to apply the same prin­ci­ple to role-playing games, specif­i­cally regard­ing ways that the sto­ry­teller can reduce dis­tance for play­ers.

How Role-playing Differs from Video Games

While dis­tance may well be a valid con­cept for role-playing the­ory, it oper­ates very dif­fer­ently in the con­fines of role-playing than it does in video games. Video games allow for a highly focused visual and audi­tory expe­ri­ence that dimin­ishes phys­i­cal dis­tance, whereas the lim­ited pro­gram­ming of video games means that men­tal dis­tance is still a sig­nif­i­cant bar­rier, since one’s avatar char­ac­ter can only per­form actions and expe­ri­ence things that the game designer planned for. Role-playing games, on the other hand, can­not offer the same visual and audi­tory stim­uli that video games do, since they are essen­tially ver­bal story-telling, and there­fore have a ten­dency toward greater phys­i­cal dis­tance than video games, but the player (and nar­ra­tor) have incred­i­ble con­trol over the actions of the char­ac­ters in the story, mak­ing men­tal dis­tance vir­tu­ally non-existent (though it is still there).
The respon­si­bil­ity of less­en­ing dis­tance in role-playing games falls most heav­ily on the GM. It is the GM who crafts sit­u­a­tions for the play­ers to respond to, and the GM who describes the loca­tions that play­ers have their adven­tures in. If the world does not respond to the play­ers in a log­i­cal way, for instance, then the GM has com­mit­ted error, and dis­tance will increase for the play­ers. Players do have a smaller respon­si­bil­ity to their fel­low play­ers and their GM; if a player char­ac­ter starts to act wildly dif­fer­ent, for instance, or the player demands that the story go one way when every other player wishes it to go another, it can alter the expe­ri­ence in a way that is harm­ful.
Maintaining a tight dis­tance is essen­tial to a role-playing ses­sion that attempts to cre­ate a qual­ity story. It’s worth not­ing that one doesn’t have to approach the game with such con­cerns in mind; it’s also a fun way to spend time with friends and let the imag­i­na­tion loose. That’s not an incor­rect way to play the game, but approach­ing a ses­sion with the mind-set of an artist can result in some incred­i­ble expe­ri­ences, and if that’s your goal, then keep­ing dis­tance is mind may be worth your while.

Lessening Mental Distance, or Siderodromophobia

Because of the great amount of char­ac­ter agency within most role-playing games, men­tal dis­tance is eas­ier to lessen. In fact, as long as the story-teller makes it such that player choice mat­ters to the fab­ric of the story, and thus that the play­ers have some con­trol over the des­tinies of their char­ac­ters, then achiev­ing empa­thy with a char­ac­ter is mostly the player’s job.
Giving that much con­trol to the play­ers in a game may seem easy enough at first glance, but it’s actu­ally a dif­fi­cult thing to main­tain, espe­cially if the story-teller plans ahead of time. If a story-teller gen­er­ates qual­ity com­po­nents of a story, then it is only nat­u­ral to want to steer the play­ers toward that story. Such steer­ing is ulti­mately okay, but there is a def­i­nite line that, if crossed, begins to harm dis­tance. That steer­ing, at its worst, is referred to as rail­road­ing, since no mat­ter how the play­ers might attempt to avoid the seeds of plot that the story-teller has sown, they can­not. At the worst, this can turn into an arms race in which the play­ers pull out all the stops in an attempt to de-rail them­selves from the story-teller’s plot, but the story-teller pulls in the King, the whole pan­theon of the Gods, and the laws of the nat­u­ral world to ensure that the party WILL be inter­ested in this kobold-hunting quest, despite the fact that there are a slew of better-qualified, better-looking, and cheaper adven­turer bands out there.
This ties into another and more insid­i­ous mis­take that can increase dis­tance. Verisimilitude is prob­a­bly even more impor­tant in D&D et consortes than it is in other forms of art because mul­ti­ple peo­ple are involved in its pro­duc­tion, and if the story is sud­denly weak­ened for a player (usu­ally through a mis­step by the GM), then the player’s con­tri­bu­tions to the com­mu­nal work suf­fer. There are few things which shat­ter the immer­sion of a game more than the unjus­ti­fied rever­sal of a known fact of the game world. If a player has good rea­son to sus­pect that an orga­ni­za­tion that is known to pro­tect elves from the oppres­sive gov­ern­ment, and then that orga­ni­za­tion turns the player’s char­ac­ter over to said gov­ern­ment because it was the “right thing to do,” that player’s dis­tance will increase and he will find it harder to empathize with his char­ac­ter. This is because char­ac­ters do not exist in a vac­uum; rather, the fab­ric of the story as a whole main­tain that char­ac­ter, and if that fab­ric begins to weaken, then the char­ac­ters sup­ported within that set­ting begin to weaken as well. I have played in a game where the world wasn’t depend­able, and it squashed my desire to play a con­vinc­ing char­ac­ter instantly. If the world is not depend­able, then char­ac­ter deci­sions mean less, and the char­ac­ter means less.

Not a LARP

Now, obvi­ously, sit­ting around a table and talk­ing does lit­tle to lessen phys­i­cal dis­tance between a player’s char­ac­ter and the player. In the story, the char­ac­ter may be the stal­wart, hold­ing a gate from a horde of ice demons on a frozen tun­dra even though he’s bleed­ing from mul­ti­ple stab wounds and is stunned from a com­pul­sion spell launched on him by the lich who orches­trated this whole unlikely sce­nario, but the player is still seated at a table, and is no doubt warm, healthy, and fid­get­ing with dice. That’s a lot of dis­tance. There are things that the DM can do to decrease this dis­tance; the mind can imag­ine quite a lot given impe­tus. For instance, the DM can remind the player that his character’s lungs must be aching, and men­tion that the clouds of heated air that issue from his mouth with each ragged breath have a red tint to them. These meth­ods are effec­tive, but cer­tainly dif­fi­cult for an already over-taxed story-teller to gen­er­ate all the time. Ultimately, phys­i­cal empa­thy is much more dif­fi­cult to cre­ate in a role-playing game, espe­cially since it is so dif­fi­cult to manip­u­late the senses of sight, touch and smell for the player’s ben­e­fits. Sound is eas­ier, if you have a story-teller with cre­ativ­ity and the will­ing­ness to make a fool of him or her­self.
That said, light­ing and sound­tracks are use­ful tools to bring the player that much closer to the expe­ri­ence of their char­ac­ters. Lack of light can make cer­tain moments in a hor­ror game by allow­ing the imag­i­na­tion to run just a lit­tle more wild. Music can lend the proper mood to a scene. Props, used spar­ingly, can have a sim­i­lar effect. But at the same time, role-playing games aren’t live-action, and great phys­i­cal dis­tance is a qual­ity of the for­mat. I would sug­gest that play­ers are much more respon­si­ble for their own phys­i­cal dis­tance than their story-teller is, though an excel­lent story-teller won’t let that keep them from includ­ing choice phys­i­cal details. Attempting to include such expe­ri­ences in a game can only end well.

There You Have It

Distance in role-playing games is a topic worth fur­ther atten­tion, I think. I will def­i­nitely return at a later date to dis­cuss how play­ers can influ­ence their own dis­tance from their char­ac­ters, and how they can assist other play­ers in less­en­ing dis­tance. I also think it’s worth study­ing how dis­tance works between the story-teller and so-called non-player char­ac­ters, and whether the responses of play­ers affects that dis­tance. See you all next week!

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