This week, the column focuses on role-playing games, or, more
specifically, role –playing games that aren’t video games. If you’re
not familiar with the distinction, then allow me to break it down for
you. Role-playing games are, in the truest sense, games like Dungeons
& Dragons. They are story games in which (typically) one person
narrates and the other players control the main characters of the
story. A portion of this article is from an old piece that examines
what D&D does, and why it is important. Hopefully you will find it
useful. Make note of this base-line, because it will serve as starting
point for a lot of my articles to come.
What Makes D&D Different
Essentially, D&D
is a small set of mechanics that arbitrate the outcomes of
imaginary situations. Whether the situation be as simple as
convincing a wary man-at-arms of your good intentions or as complex
as firing an arrow weighted down with alchemist’s fire between the
plates of a bulette-riding umber hulk’s stony carapace,
D&D is the set of rules that determines success, failure, and
the severity of those successes or failures. But it also does more
than this. It builds the structures of race and class upon that base
mechanic, and further hammers the system into ability scores,
hundreds of feats, magic weapons, and abstract levels to describe
a character’s average level of skill, to mention the merest tip of
the iceberg. While these provide hard mechanics for the
customization of characters, they simultaneously contribute to
theme and motif. A dwarf’s bonus to Constitution and Wisdom makes them
suitable or excellent for certain classes, but it also reflects that
the race is tough and has both a deep faith tradition and plenty of
common sense. While these assumptions don’t generate story or plot,
they do generate theme. A world begins to emerge from those numbers.
D&D manuals contain, first and foremost, mechanics, but also
assemble a hulking mass of ideas that is yet helpless and inert,
waiting for life to be breathed into it. And, thankfully, the breath
of life is given to it in basements, game shops and dining tables
across the world. The system comes to life when it is played;
otherwise, it is pretty, but useless.
Something unique happens at that stage, too. As Dungeon Masters and,
to a lesser extent, players, encounter this mass of ideas, it is
interpreted and modified. The original idea, formed by an assembly
of minds at Wizards of the Coast, has been transmitted as
effectively as they know how to the homes of players. However, since
we haven’t developed telepathy yet, it comes out all muddled. This is
a good thing. In this way, the game is born anew at the beginning of
each session of every game of D&D. It is a constantly evolving
creature that is only directed by the hive-mind at Wizards of the Coast
insofar as people continue to find their new releases interesting.
Wizards happens to be pretty good at updating theme and providing
interesting ideas to Dungeon Masters at home, so they continue to be
successful. There’s a good reason why the company is still around.
More important to the unified identity of Dungeons and Dragons
than fun, or even geek culture, is story. The system is designed to
facilitate storytelling in a way that everyone, including the DM, is uncertain of the outcome of the simplest actions. Indeed, with a good DM,
the game becomes an exercise in communal storytelling. D&D’s
most important role may be this: it inspires the telling of stories.
It is in this aspect that D&D becomes something greater than your
average board game, connecting to the human experience in a way
that may be classified as art, or even as sacred.
Dungeons and Dragons facilitates the fundamental human endeavor
of story-telling, which elevates it to a higher status than the word
“game” would imply. To an outsider, there may not seem to be any point
in pretending to be an elf. But the idea has quite the allure for
role-players. In the midst of story, we are weighing what it is to be
someone else. Whether that person is a righteous hero, a miserable
jerk, a sadistic madman, or just a pretty normal guy, we feel
empathy for that character, exulting in his or her successes and
feeling frustration at the inevitable failures. It is the same thing
that humanity has always done when it encounters a story. It makes us
think beyond ourselves. It allows us to experience a new sort of
existence. It is existentially healthy.
D&D as Art
Story-telling, written or oral, is one of the oldest forms of art.
By virtue of these older forms, Dungeons and Dragons, and games like it,
have the potential to be art as well. While most role-playing
sessions are not fantastic art, they still have the potential to be,
and the rare game does achieve that potential. The art composed in
a D&D game is particularly ephemeral, which is a trait shared
with any performance art. After all, the experience is only
momentary, and since it depends so heavily on so many people working
without the guide of a script, it really is a unique product. But
D&D is not a performance art; the game is not built to entertain
observers. The players and the DM are fully
involved in the production and evolution of the story. The
collaboration between the main storyteller and the players is
essential to the form, and is one of the traits that makes D&D
totally unique. In an experience laughably similar to Ouija boards,
no one person has their hands completely on the reins, and the end
product will be something unique, unanticipated, and ultimately
impossible to reproduce. (All three of those traits are also ascribed
to players of D&D, but that is neither here nor there.)
In general, I would argue that the DM is more a performer, or artist, than the players are, since the DM
is responsible for setting, supporting characters, mood, and so
on, and thus the players who receive these details are marginally
more audience-like than the DM. But both roles
exist on a spectrum, and each person involved in the game is both
producer and receiver of art. It’s a very complex and rewarding
exchange that is impossible to find outside of role-playing games.
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