I’m starting from
the assumption that everyone who role-plays does it to have fun.
This leads us straight to the thorny issue of what is fun? I propose
that ‘fun’ in a role-playing entertainment consists of six different
elements or flavours (none of which are mutually exclusive):
· Gaming
· Exploration
· Narrative
· Immersion
· Unity
· Smiles
Gaming:
Pwned
Humanity, indeed all
life, is driven to compete - it’s an evolutionary necessity.
Games set up arbitrary
rules which create an arena for competition. When playing games,
individuals submit to these rules and pit their skills against one
another in order to see who triumphs.
Hence much of the fun
from gaming comes from besting one’s opponents. Yet, once the game
and rules are understood, lots of fun can be gained from an
appreciation of the tactics and techniques displayed by the
participants. It is especially appealing to the male psyche to
analyze and discuss the minutiae of games.
Chess represents a pure
form of gaming.
In role-playing, gaming
oriented fun springs from competition, tactics and analysis.
That said, role-laying
has a somewhat bizarre relationship with gaming - I’ve addressed
this further in
RPG
vs RPE: Art Forms with Elves.
Exploration:
What would
really happen.
Exploration is the first
of the three
escapist
elements that necessarily exist in all true role-playing games &
entertainments.
Exploration is best
explained as exploration of the imaginary world in which the story
is set.
Exploration is an aspect
unique to role-playing, it’s about giving the players the power to
investigate the fictional world as if it were real. It’s about
building and ‘living in’ a coherent fiction.
Exploration can be a
difficult concept for non-role-players to grasp and there is a ‘geek
factor’ involved. By geek factor I mean a pre-existing investment in
the fictional world - you know the people who talk at length about
the
Star Wars
or
Lord
of The Rings
universes as if they were real. This hints at the
potential conflict between exploration and narrative -
Star Wars
and
LOTR
are
stories
following the universal plot structure - they are not
intended to be simulated realities.
Exploration oriented
play can become quite insular, often meta knowledge of setting
becomes a desirable commodity even outside of the game! However,
exploration can be hugely rewarding when done well, but it’s all
about the individual’s investment in the fictional world.
There is no pure form of
exploration - it is always linked to narrative (exploration creates
narrative) and immersion (there must be an explorer).
Narrative:
Once upon a time…
The earliest known story
is the Sumerian epic of Gilgamesh, which survives today over 5000
years after it was first told in Mesopotamia. Surprisingly the plot
structure follows the formula for a Hollywood blockbuster. This is
more than mere coincidence, it shows that humanity has a universal
need for and appreciation of stories. Intuitively, who doesn't enjoy
a good story?
In certain circles,
there is much discussion of premise being the foundation of
narrative.
However, as Christopher
Booker shows in his literary tour de force
The
Seven Basic Plots,
there is in fact only one universal premise - Good vs
Evil, Altruism vs Ego; Light vs Dark*.
This is further
supported by briefly considering three of what are commonly termed
Narrativist
role-playing games: Ron
Edward’s
Sorcerer,
Vincent D Baker’s
Dogs
in the Vineyard
and Paul Czege’s
My
Life with Master.
The heart of
Sorcerer’s
premise is humanity -
essentially how light or dark a character is.
Dogs’
main
narrative thrust is how far do you go for your vision of what is
right - essentially when do you cross the line into darkness (the
genius of this game is that it will often be the drawing of a gun
which represents movement into darkness).
In
MLWM
the
characters live under the shadow of the wholly dark master and only
by performing enough good acts can they gain the power of light
(represented as love) which allows them to overthrow the shackles of
darkness.
Narrative enjoyment
comes from the fulfilment of the universal plot structure - darkness
sowing the seeds of its own destruction to be finally overthrown by
light. Of course there are stories in which light does not triumph,
the
Dark Inversion
as Booker calls it.
Interestingly these stories have only been written within the last
couple of centuries and are less psychologically satisfying since
they conflict with our intuitive moral values. Hence Hollywood’s
obsession with (the more bankable) happy endings.
This is also the problem
with balancing gaming or exploration against narrative - it’s all
too possible that the dark powers will ‘win’.
There are countless
examples of the pure narrative form: novels, plays, movies...etc.
Immersion:
What’s my motivation?
Immersion is of huge
importance, it literally
is
role-playing. Immersion is the final escapist element, alongside
exploration and narrative. By immersion I refer to the act of losing
oneself in the fictional character one is portraying. At its deepest
level, a player feels like they actually become the character,
taking on the character’s persona and psyche.
It’s difficult to
explain why immersion is fun, but if you’ve ever experienced it
you’ll know how exciting it can be. By immersing, a player invests a
great deal of energy in their character, which is why it can be very
upsetting for a player to lose their character during role-play.
Immersion can conflict
with narrative, as it stresses character over and above plot.
Amusingly, immersion is
often claimed as a justification for gaming oriented play. Often
known as the
“My
character would…”
defence.
I separate immersion
from exploration to highlight its importance, but also because it is
possible to have exploration oriented play with very little
immersion or immersion oriented play with very little exploration.
A pure form of immersion
is what the dramatist Keith Johnstone describes as
Mask-Play
in his book
Impro -
the actors literally become the masks. Other forms of acting and
improvisation also constitute pure immersion, but none so
dramatically.
Unity:
One for all and all for one!
Unity relates to a
feeling of belonging, social acceptance, group cohesion, camaraderie
and a sense of shared purpose. In social psychology terms unity can
be thought of as in-group identity. This sense of belonging is a
basic human need and as such it’s pleasurable when experienced.
I refer primarily to
unity between the real people involved in play, although
in-character unity can also be fun - indeed this explains the ‘party
play’ phenomenon inherent in most role-playing systems.
While it’s true that
unity is mainly facilitated by the social contract, group unity
itself is still a source of pleasure during role-playing. And if the
mechanics encourage unity then the social contract can in turn be
strengthened by this.
Gaming and immersion
present the greatest potential for clashes with unity.
Merely socializing with
friends is a pure form of unity.
Smiles:
Cheer up you
old bugger it’s the end of the essay
:)
Smiles,
well what is there to say about smiles? I could start by explaining
how they are a universal human conveyance of happiness, since I’m
big on human universals today.
What makes each of us
happy is hugely subjective, but we all know intuitively when
something does. If something during role-play makes you smile then
it’s good whether it relates to one of the previous five
flavours of fun or not.
Find your own smile and
the more you wear it during role-playing the better you’re doing.
Remember, the ultimate
point is to have fun and the more fun you have the more you smile!
* This is a
vastly simplified synopsis of Booker’s work. I implore anyone with
an interest in the narrative form to invest the necessary time to
read The Seven Basic Plots as it is the most important book on narrative ever written