An Introduction to Recreational Roleplaying
by Mark Grundy
Introduction What's Roleplaying?
Elements of Recreational Roleplaying
The Players The Audience The Game Master Scenes and Interactions
First, Second, Third Person Gender Swapping
Violence in Recreational Roleplaying
Growth from Recreational Roleplaying
Professional Uses for Roleplaying
A Brief History of Recreational Roleplaying
A
Glossary of Common Roleplaying Terms
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An Introduction to Recreational Roleplaying
Rediscovering Your Creativity
"Say that you're a space hero and I'm an ugly, bug eyed monster!"
"Let's say the carpet is a swimming pool!"
These are games we all remember as kids. Through roleplaying, children
rehearse social skills, trade wisdom and knowledge, explore new concepts,
and develop their creativity.
Among grown-ups, roleplaying has found wide use in business, education
and training, psychology and recreation, and it's no wonder that it has
enjoyed such success: roleplaying employs skills we develop before we even
learn to read and write, and rests on the building blocks by which we learn
identity.
But in the stratified, rules-bound world of our adult lives, many of
our childhood talents -- our creativity, social flexibility, our capacity
to suspend judgement and just throw ourselves into fictional situations
-- may become stiff with disuse. With the growing pressure of responsibilities,
on our passage through adulthood we may leave behind some important things
that help make our lives worthwhile -- our spontaneity, creativity and
social flexibility.
This article doesn't set out to tell the beginner how to roleplay, because
roleplaying is something we can all do -- it's as innate as talking or
breathing. The purpose of this document is to acquaint the reader with
the structured world of adult roleplaying -- to offer a map of new terrain
in which it's hoped that the reader will also recognize plenty of familiar
territory.
Roleplaying parts may be spoken, as if in a radio play, or acted, as
if on a stage. Among adults, it's more common to sit around a table and
speak the parts, while among children it's more common to perform the part
with your whole body, and whatever props you can find around you.
To roleplay, you need only your imagination and some way to communicate
it. Because adults normally prefer more structured roleplaying though,
there are lots of extra resources in the form of background books, rules
books, forms, dice, graphics, music, pencils, erasers, maps, model figures,
character and story notes. A daunting array of such merchandise can be
found in most game stores.
Most roleplaying is done in groups. Usually, each member takes charge
of a single character, except for one player who is designated the Game
Master (or narrator, or archaically, Dungeon Master). This role is normally
abbreviated GM. The GM's job is described in Section 3.3.
Each player, including the GM, has characters to play. The job of the
players is to understand their characters, to work out what makes them
tick, to bring their own experience and insights to the characters by interpreting
them with sincerity, honesty and compassion.
The players are both the performers and the audience of their own production.
In a roleplaying game, all the audience normally participates and this
is what makes roleplaying different from watching a movie or reading a
book. A good roleplaying game is one where every player is both challenged
and satisfied. There is no better measure.
The GM's job is to keep the game organised and focussed. The GM describes
settings, background plays "extras" in the story. For historic reasons,
these extras are confusingly called Non-Player Characters, or NPC's, even
though the GM plays them. The main difference between NPCs and Player Characters
(PCs) is that PCs take main parts in the story, while NPCs take supporting
parts.
Where needed, the GM also arbitrates on story consequences, resolves
confusions or disputes among players, and acts as the voice of the story,
interpreting it for the group as a whole. Very often, the GM is also the
person who writes the bones of the story, which the players then flesh
out.
The group may delegate any of the GM's jobs to other players -- for
instance, an extra character may be given to a player, or a player may
be asked to describe a setting, or to determine consequences of character
actions.
A good GM is coequal with the other players, acting as a facilitator
for the story without obstructing players, and ensuring that everyone gets
something out of the game. GMing normally needs experience, understanding,
organization, enthusiasm, some ability to negotiate and the capacity to
do fast, credible improvisation.
Like books, movies and plays, roleplaying games are commonly built up
out of scenes. A scene is a setting in which one or more characters interact
-- with each other, and with the environment. For example:
GM: It's a dank jetty, and the pale moon is wreathed in a clammy mist turned amber by the glare of the warehouse lights. The smell is of rot -- rotting seaweed, rotting wood, rotting fish, and over the sluggish lap of the sea against the piles can also be heard the furtive scurry of rats. Far off behind you, against a warehouse door, a drunken vagrant is singing a strange song.
GM: (singing) "Thar wuz a man... he had two sons... and these two sons were brutherrrrrrrs."
GM: He mumbles some more words, then starts again. What are you doing?
Player1: Selena produces a flashlight from her pocket, and walks cautiously in her high heels on the soft jetty planks.
GM: Blurred by the mist, your sweeping light catches a shape moving among some boxes at the end of the jetty. It's a man shape, but it makes no noise at all.
Player1: I pause, sweeping the flash over the boxes, trying to see what it is.
GM: The light glints off the oiled blue steel of a heavy pistol, then sweeps over the squinting face of your old chum Lord Horace.
Player2: Can Lord Horace see anything?
GM: He's heard a woman's footsteps, and now there's a light in his face. He's had no view yet of the woman holding the flashlight.
Player 2: I retreat for cover, taking the pistol off safety.
Player 1: Selena calls uncertainly, "Lord Horace?"
Player 2: "Selena! You idiot, I almost shot you! What are you doing
here?"
Example 1-- A Typical Scene Interaction
In the little scene of Example 1 we see the basic elements of a roleplaying
interaction. Here the GM sets scenes, resolves outcomes, and plays the
part of a drunk support character. The GM provides entry points for two
players into a scene, and sets up some dramatic tension to give the players
something to play off.
The players interact with the GM and with each other. Players swap dialogue,
state actions and ask the GM questions about the scene. The GM answers
questions and narrates consequences if needed, but otherwise stays out
of the way.
As written, the scene looks a lot like the script for a play. In italics
are the parts of the scene that would normally appear as scene direction.
Between quotes are lines of literal dialogue. In bold are discussions that
actors might have with the director, but which wouldn't normally occur
in the script. These discussions help clarify the scene.
Notice how the job of narration is shared between the GM and other players,
and how each player incorporates ideas from the previous player -- Selena's
player uses the idea of the rotting jetty to decide that the planks are
soft. The GM uses the idea of the flashlight to narrate more of the story.
Lord Horace's player uses the idea of his temporary blindness to make his
character jumpy. The group works together as a unit to make a coherent,
seamless tale, and each player is careful to give the others clear descriptions
of what's happening.
Example 1 shows how the interactions can drift between first, second
and third person in the story. This happens because players have multiple
roles. Sometimes the player is an actor, enacting the dialogue, and it's
useful to think of the character in first person. At other times, the player
is narrating the action to the rest of the audience, and the character
is thought of in third person. The GM often asks players second person
questions like, "What are you doing?", in their role as actors. Sometimes
the GM will ask a third person question instead, "Does Selena have a flashlight?",
appealing to the player in the capacity of narrator.
This constant hat swapping can be very confusing to an outside observer
-- it looks like the players are uncertain of their own identities, and
has led to some popular misunderstandings about roleplaying. Swapping hats
is something that players quickly get used to though, and it becomes invisible
in their play of the game.
It's important that your character be credible to the other players,
and so it's important to know the limits of your acting ability, and what
is acceptable to you and to the group. Playing a scene that makes someone
uncomfortable is a sure way to make a game fail.
Players are sometimes criticized for swapping genders in roleplaying,
as though this means they have no strong sense of personal identity. In
truth, it makes as much sense for players to play characters of either
gender as it does for an author to write characters of the either gender
into a play, movie or novel. The challenges, and the opportunities for
growth and learning are the same.
Pure conflict on its own is not constructive though. Like children playing
at cops and robbers, conflict without structure can spill out into personal
conflict at a moment's notice, and lose the point of the exercise. Drama
is structured conflict, and this section and those to follow deal briefly
with the issues of conflict in roleplaying games, and how to contain it.
In movies and plays, authors may work hard to establish audience sympathies
early, so that the plot has the intended effect on the audience. For instance,
Shakespeare has the otherwise heroic Macbeth admit to outright villainy,
when in plotting the death of his King Macbeth says:
I have no spurs to prick the sides of intent, but only
Vaulting ambition, which o'er-leaps itself
And falls on th' other.
This sets the audience up to expect something bad to happen to an otherwise
sympathetic character. It keeps the audience convinced that it is right
for Macbeth to die in the end -- because he had a tragic flaw.
Among children playing cops and robbers though, the cop and the
robber are both sympathetic characters -- because each is played by a member
of the audience. When it comes to a showdown, neither child wants his character
to die at the gun of the other, and so arguments break out. Conflict between
two sympathetic characters needs special kinds of reconciliation.
The essence of drama lies in conflict, and in a roleplaying game, the
conflicts are normally between sympathetic characters, because every character
is played by a member of the audience. Thus, we need structure and this
is often implemented through the use of rules and negotiation.
In adult roleplaying, the rules are more complicated, and differ from
game to. Rules aren't needed if the players are all of one mind about the
outcome -- if the group agrees that the robber should be dead, then dead
he is since the group need please only themselves.
Rules in roleplaying games are a contract by which outcomes are decided
when the issue is in conflict. The earliest roleplaying rules derived from
military simulations (see Section 7), and involved dice and probability
tables. The rules would normally be interpreted by the Game Master, then
the outcome would then be left to chance -- thus, every player had some
hope of getting what he wanted. This created challenge, and helped to avoid
arguments among players.
Most published roleplaying games come with a set of rules and guidelines
-- often called Game Mechanics, or a Game System. These typically use different
shaped dice, or cards, and some formulas to remember, to help work out
what is reasonable in conflict situations. The rules vary from genre to
genre (for instance, comicbook superheroes have different rules to mediaeval
knights).
But numeric rules are often insensitive to story needs -- for instance,
it might be probable that the hero won't survive a fall from thirty thousand
feet, but will it satisfy the audience? For this reason, rules are often
applied creatively in roleplaying games, rather than literally, and negotiations
often take precedence over the blind application of rules.
Part of effective negotiation in a game is to make sure that whatever
outcome is arrived at, all the players have a good time. This gives rise
to the idea of yielding to other players -- giving them what they want
now, in the hope that you'll get what you want later. If the players all
trust each other to make the game work, then players are more willing to
get into risky character situations, because they trust the group to help
them get out of the situation later. This increases the drama and thrills
you can pack into a game.
It's part of the job of every player to help avoid confusion and misunderstanding
in the game, as this can lead to player conflict. If the players are to
trust one another, then they must be appraised of what the other players
want. In a good group, the players know how to read one another, and will
talk where necessary to keep track of where each character is heading,
and will adjust their own play to help further a coherent story that everyone
can enjoy.
Every player has attachments and sympathies that affect where they want
the game to go -- this is true even of GMs. There's an obligation on GMs
and players to communicate with one another, to keep their purpose in alignment.
By drawing on common myth, roleplaying games let us find and explore
those things that are important to us -- the heroes and monsters of our
social and personal subconsciousnes. Many stories told by roleplaying games
are so deeply rooted in myth that they're instantly recognizable to a stranger
entering in the middle of a game. The symbols are clear, and the issues
are common to us all.
Roleplaying games are very eclectic in the myths they draw on. The stories
of knights, princesses, dragons and dwarves are familiar fare. So too are
the myths of modern adventure heroes, wild west heroes and comic book heroes.
As well as drawing on the heroes and villains of Christian and pre-Christian
myth, myths are drawn from the rich legacies of all kinds of other cultures.
Many roleplayers have become skilled tale-weavers in the myths of cultures
far different to their own.
The myths of our culture develop constantly, and nowadays, each development
is reflected in roleplaying. As the dystopian vision of Cyberpunk developed
in the eighties, with the novels of Gibson and others, the roleplaying
reflections of these books came not after. As vampires came to the book
and screen in the early nineties, they came too to roleplaying games. Born
of our current interests, roleplaying offers its players a way of expressing
and reflecting those social changes that move about them, in the language
of myth.
In roleplaying you can find the same range of themes, and typically
players suit their own tastes. In fact, the myths of Odysseus, the Arabian
Nights, Casablanca and Bre'er Rabbit have all been used to make entertaining
games. Just as a narrator chooses a story-book to suit the audience, so
a GM chooses the game content to suit. The quality of the game often depends
on the wisdom of the GM in picking suitable content.
That's roleplaying the craft. On the shelves of commercial game-stores,
though, it's a somewhat different story. It's an adage that violence sells,
whether the merchandise is movies, novels, toys, games or roleplaying supplements.
Violence is eye-catching, provocative, and titillates the thrill-seeker
with promises of extreme vicarious experiences. Ultimately, when it comes
to roleplaying commercial material, the responsible consumer must be the
judge.
Unfortunately, this problem isn't confined to roleplaying. It's there
in just about every social activity people engage in. We can escape into
movies, into books, into alcohol and other drugs, into work, into parties,
into food... These things do us no good if we use them to hide from what
we really need to grow.
Roleplaying is foundational to our childhood growth, and the same basic
skills that children learn may be used among adults. Indeed, many adults
roleplay without realizing it. If we rehearse a job interview in our minds,
asking ourselves questions in one voice, and answering in another, then
we are roleplaying. If we ever "put ourselves in someone else's shoes",
we are roleplaying. If we change our behavior just from putting on a suit,
we are roleplaying. Roleplaying lets us grow our skills through the use
of persona and lets us test our skills in imaginary worlds.
So what is a persona? Why do we use them? Is it some sort of hypocrisy
to act as something other than us, or is our notion of self really a chimera?
Are we nothing more than bundles of personas tied together in one body
-- a jigsaw puzzle of social conditioning, or is there some underlying
sense to it all?
These questions have plagued philosophers and behavioral scientists
for centuries, and this article doesn't propose to delve into them. Instead,
it confines its treatment to personas as they're used in roleplay, and
what we can learn from them. But the questions are deep ones, the kinds
of things that many roleplayers think about, and are part of the mystery
and magic of drama.
For roleplaying purposes, a persona is a collection of behavior, explained
by a set of motives. Each depends on the other. Action without motive is
meaningless to the audience -- without a sense of motive, the audience
can't tell whether the player is playing one character or twenty -- there's
no connectivity. But motive without action is invisible to the audience.
If the character doesn't display what it feels, it has no effect on the
story.
We learn through roleplaying by exploring new behaviour and the beliefs
that support it. If the character shares beliefs with us, but has different
behavior then we learn something by seeing what the character does differently
and why. If the character shares similar behavior with us, but has different
motives, then we can scrutinize our own motives in a new light, and learn
something from that.
We also learn through roleplaying by testing existing beliefs against
new circumstances -- how do we resolve moral dilemmas, or emotional conflicts?
Which is more important: Love, or duty? Honesty or compassion? Friendship,
or justice? How well do ideals hold up under pressure? These moral tests
are the meat of myths from every culture, and hold a major place in roleplaying
games. Just as lawyers have test cases and precedents, so our beliefs can
be tested under hypothetical circumstances, and measured against the reality
of our behavior.
Another way we learn through roleplaying is by comparing the behavior
of our characters to the behavior of people we know. Many characters are
inspired by our experiences with others. By putting ourselves in someone
else's place -- by dealing with problems the way that they do, we can learn
insights, wisdom and compassion for the people around us.
In adults as in children, roleplaying is a social pastime that relies
heavily on organization, effective communication and a strong sense of
group participation. For this reason, roleplaying is used to help teach
many organizational development and negotiation courses, using exercises
little different from the kinds of stories you can see in recreational
games.
What we learn from roleplaying depends very much on what we seek to
learn. If we choose, we can ignore the lessons and just see roleplaying
as purely entertainment -- a way of socializing, of switching off and tuning
out. If we choose to learn though -- if we approach our problems and interests
with an open mind, a sense of adventure, and a healthy curiosity, roleplaying
is both a fun and effective way to gain insights.
In psychology and therapy, psychodramas are often used to lead patients
to face their conflicts or hurdles in dealing with others. The patient
is asked to enact the conflict, often with the therapist or other patients
taking roles of the others. By doing it in a controllable, fictional environment
the patient can come to insights not possible in the real situation. Also,
the interactions can be recorded and analyzed later, to help the patient
to new understanding. For example, a common family argument may be re-enacted
as a roleplay, and then worked through with the patient.
In child psychology, the dominant influences in a child's relationships
are analyzed by monitoring the child's play with others. Cases where children
are lacking nurture or are in conflict on some issues, can show up as patterns
in their play, even if the children themselves aren't yet capable of saying
exactly what it is that's bothering them.
In regression therapies, patients are asked to play the part of children
of different ages, to help understand the influences shaping the adults
they've become.
In professional development courses -- such as group management, negotiation,
team building, conflict resolution or presentation skills, roleplays are
used to instruct and train. Sample situations are constructed and presented
to students to demonstrate particular features in controlled environments.
Students are asked to participate in such roleplays to hone and demonstrate
their own skills. For example, eight students may be told they're in a
sinking ship, with one lifeboat that can take at most six people. How do
they resolve the situation?
In drama, roleplays are often used to refine ideas for characters and
interactions in plays and movies. For instance, a director of Romeo and
Juliet might ask the actors to all go bowling -- as their characters. This
creates a sense of dramatic cohesion among the troupe, deepens the character
insights of actors, and makes the performances more fluid and spontaneous.
In theatre, roleplaying exercises with improvised characterisation
are performed commercially, under the title Theatresports. These games
teach actors how to improvise characters, scenes and story, and perform
them unrehearsed to a live audience. Each exercise has a limited amount
of time (typically 2-5 minutes), and is structured by rules (eg, all freeze
when the bell rings, and a new actor enters the stage and starts a new
story).
In law, participants are asked to take the roles of plaintiff, defendant
etc... to test the concepts behind the legislation. Is justice being served?
Could society do better? Such roleplays have been televised in Australia
under the title Jeffrey Robertson's Hypotheticals.
In foresighting, roleplays are used to create scenarios by which planning
may take place. These scenarios are fictions created by groups of experts,
based on the alternate accounts of future events. The scenarios are analyzed
afterwards to look for early indicators of change. Many successful strategic
contingency plans in business and defense have been developed this way.
For instance, suppose that tomorrow, oil prices doubled. Now explain how
this could have happened.
The first recreational roleplaying games for adults were designed and
sold in the late sixties. Sold as fantasy roleplaying games, the first
settings for these games drew from the fantasy literature of authors like
J.R.R. Tolkien, and from the rich world of European myths. These games
quickly caught the imaginations of fantasy readers, and bore titles like
Dungeons & Dragons, RuneQuest, Chivalry and Sorcery.
Not long after came the first run of science fiction roleplaying games,
such as Space Opera, and Universe. For the next decade a plethora of roleplaying
games were published in fantasy or science fiction settings, competing
for basically the same narrow market. Collectors appeared, and game conventions
were formed where people could play or trade games.
By the early eighties superheroes had established itself as a viable
roleplaying genre -- presumably because many of the people who read fantasy
and science fiction also read comic books. Titles like Champions, and Marvel
Superheroes appeared. By this time many roleplaying titles had surfaced
and died, leaving only a few hardy survivors clinging to the same market.
Roleplaying was rules-laden, dramatically straight-jacketed, and appealed
to a specifically male audience with its stories of power fantasies, violent
conflict and one-dimensional characterization.
By the mid eighties, the character of roleplaying changed. Horror (Call
of Cthulhu, Chill!) and the cartoon genre (TOON) had appeared, along with
more romantic genres (James Bond, Pendragon), and the focus of stories
had shifted from ends-based (achieve your objectives) to means-based (quality
of story, dialogue and atmosphere). Increasingly, roleplayers began to
think of roleplaying as an art or craft, and began to look at what made
for a good drama.
As games paid more attention to character, the range of good female
roles increased, and roleplaying began to draw more female players. In
response to changing qualities in the market, roleplaying publications
shifted emphasis from rules and technical manuals to story and character
support. Rule systems got simpler and easier to use, and publications offered
fewer rules and more inspiration to fire the imaginations of players.
By the mid nineties, the boom roleplaying market of the seventies is
now middle-aged, with jobs, spouses, children and mortgages, while three
more generations of roleplayers have appeared. For older roleplayers, the
increased life experience, the increased disposable income and the limited
recreation time has meant that their games have to be sharp, pithy, and
polished. Just as we have novels and movies to treat almost any subject,
so now we have roleplaying games to cover just about every aspect of our
lives and interests.
1D6
A six sided die -- as in "roll 1d6". 2D6 would mean two six sided dice
(adding their values together). Likewise, 2D10 would mean rolling two ten
sided dice, and adding.
Block
A response that forces a player to backtrack without developing the
story.
Buddy
A player who comes to be with friends, but is indifferent to the game.
Campaign
A series of connected roleplaying stories, typically featuring the same
main characters. (Derives from military simulations).
Character sheet
A summary of the important details of a character according to the game
mechanics (qv).
Critical
A critical success or failure is an extreme result for good or ill,
determined randomly by dice or other means. Usually, describing skill rolls
(qv).
DM
Dungeon Master (from the Advanced Dungeons and Dragons roleplaying game).
The game coordinator in charge of the "dungeon" -- an underground area
of traps, monsters and puzzles which the characters would explore.
Fumble
A badly failed skill roll, often with disastrous effects.
Game Mechanics
A system of rules for determining contested outcomes in a reliable,
predictable fashion.
Game System
See Game Mechanics.
GM
The coordinator of the game. Usually the narrator and arbiter of the
story. Sometimes called the DM.
Hack and Slash
A roleplaying game with a lot of violence, and not much else.
Module
A pre-written story skeleton, complete with background, plot and supporting
characters. Typically, bought commercially.
Monty Haul
Named after a Canadian game show host, a Monty Haul game is one where
characters are showered with power and wealth, beyond taste or credibility.
Munchkin
A young player who exploits the game for his own personal ends, to the
cost of the rest of the group.
NPC
Non Player Character -- a supporting character, typically played by
the Game Master (qv).
Percentiles
Rolling a random number between 1 and 100. Usually, using two ten sided
dice, calculating ten times the first roll, then add the second in.
PC
Player Character -- a main character in the story.
Roll-playing
A style of roleplay that adheres blindly to rules, without regard for
the quality of story or characterization.
RPG
Abbreviation for roleplaying game.
Scenario
A single roleplaying story.
Skill roll
A die roll used to determine if some character skill was successful.
Source Book
A game book providing source material for a series of stories in the
same setting or genre.
Stats
A character's physical characteristics described numerically. For instance,
strength, intelligence or dexterity are often recorded as stats.
Supplement
A game book published as supplementary material to a roleplaying source
book.
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An Introduction to Recreational Roleplaying / Mark Grundy