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Topic: Current social issues in RPGs
Started by: dewey
Started on: 7/5/2004
Board: RPG Theory


On 7/5/2004 at 12:13am, dewey wrote:
Current social issues in RPGs

It's a split from the topic Feminist Game Design gone more generalized.

AnyaTheBlue wrote: While a movie/tv show/broadway musical/book/comic book/rock song/whatever may be a more powerful tool for conveying an idea to the masses, that doesn't mean that less powerful tools should be completely ignored in favor of the more powerful one. It doesn't follow that a less effective means of communication implies an empty gesture.

Not everybody can make a movie. Not everyone can write a novel. But some of those people who can't make movies can write RPGs.

That's true, however...


I'll start with a simplified example:

If a multi-millionaire gives 10 cents to a hospital to save people, I think it's an empty gesture, BECAUSE (s)he has much more resources and that 10 cents won't really help.

Similarly, if someone makes an RPG about a current social issue which is really important in the day-to-day life of those involved, I think it's an empty gesture, BECAUSE there are many ways to really make a difference, but making an RPG about that issue won't really help.

So, what do you say?

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On 7/5/2004 at 1:41am, Noon wrote:
RE: Current social issues in RPGs

I'm reminded of the old story of a man walking along a beach, throwing star fish back into the water. Someone comes up to him as he throws another one back in.

"You can't really make a difference, you know"
"I certainly made a difference to that starfish."

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On 7/5/2004 at 2:59am, M. J. Young wrote:
RE: Current social issues in RPGs

Callan's right.

Maybe twenty or so years back I knew some people who were very concerned about abortion. They decided to start a Crisis Pregnancy Center, to make it possible for women and girls who found themselves unexpectedly pregnant to get the resources they needed to deliver the child, and to intelligently decide whether to keep it or put it up for adoption, and to find the resources necessary for whichever of those choices they made.

I don't know how many girls they helped. They were in a small town in a sparsely populated county in a small state. I doubt their efforts reached more than a thousand people, and they didn't save all the babies. They didn't last forever, either. The unborn death toll continues to rise; even the number of deaths of mothers from "safe legal" abortion procedures is staggering. They didn't change the world.

Yet I don't think anyone involved in that effort thinks they were wasting their time.

I write web pages; some of my personal pages get over a thousand viewers a month, and some of my articles are on sites that have higher traffic volumes than I can imagine. On the other hand, I also reply to e-mail I receive, knowing full well that what I write to an individual will probably never go beyond that individual. I don't consider that time wasted.

I had an impact on a few people through personal relationships when I was in high school. One of those is now a very effective and influential pastor in his denomination, making a difference in many ways in his state. He has said that my impact on his life was instrumental in getting him there, more than once in his life.

A game or supplement I write might only reach a slice of a segment of a niche; but if it impacts those people in a positive way, who knows where that might lead? I have no illusions that I will ever be President of the United States or Senator from the State of New Jersey, or that I'll sit on the Supreme Court. I won't ever be someone who is a world leader in any context. However, that doesn't mean that my game won't be played by someone who is or will be such a person.

Let's look at this a different way though. You suggest that writing a game to address a social issue is a very poor way to address the social issue. Let's turn it around. If it's given that I'm going to write a game anyway, because I like to write games or I make my living at it, is there any reason why the games I write shouldn't attempt along the way to address a social issue now and then? People wrote songs in the forties and fifties that were rather shallow little things about love and heartaches and stuff. Those were fine songs, and they were popular. Why should anyone in the fifties and sixties have bothered to write songs about war and prejudice and shallow societal values? They did, and those songs made a difference to some people. Probably if everyone who wrote songs at that time had continued to write the same sort of shallow ditties that preceded them, music would have continued to be played. Probably the civil rights movement would have happened anyway, without the soundtrack. We can't judge how much difference the songs made; they did make a difference. We can't judge how much difference it might make for our games to deal with serious issues; but given that someone is going to create games and some people are going to play them, is there any reason not to include a few that deal with such issues?

--M. J. Young

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On 7/5/2004 at 4:14am, Erick Wujcik wrote:
Re: Current social issues in RPGs

dewey wrote: If a multi-millionaire gives 10 cents to a hospital to save people, I think it's an empty gesture, BECAUSE (s)he has much more resources and that 10 cents won't really help.


If an homeless vagrant gives 10 bucks to a hospital, 10 bucks that otherwise might be used to buy a bed for the night, or food for a day, then it's a magnificent gesture.

Most of us are neither multi-millionaires nor homeless vagrants, so these examples aren't as relevant as they might be.

On the other hand, most of us have the opportunity to donate blood (I know; not all, just most). Giving blood is an absolute social good, and on the level of the receiver both the multi-millionaire and the homeless vagrant are equally good.

Fact is, our society depends on everyone pitching in and making a difference. Not just the rich, and not just the powerful.

At one point in my China travels I was walking through a particularly poor section of Nanjing, in the company of one of Nanjing University's English students. When we stopped in at a small post office, I asked about a box filled with money.

"That is a collection for the hungry, to help the people in Africa."

See, these Chinese people, destitute by the standards of Americans (many working people earn less than $100/month), know that they live in a rich country, know that others are less fortunate, and give what they can, when they can. They don't go hungry, but they'll give up a little comfort to help those less fortunate.

dewey wrote: ...if someone makes an RPG about a current social issue which is really important in the day-to-day life of those involved, I think it's an empty gesture, BECAUSE there are many ways to really make a difference, but making an RPG about that issue won't really help.


I couldn't disagree more.

First, because that implies that role-playing is trivial, and that role-playing can't affect the hearts and minds of the participants.

Second, because it devalues the work of we who make role-playing games and systems and scenarios and components.

Third, because it misses the point of all social change, which based on informing and enlightening the minds of people.

Fourth, because it ignores the fact that individuals and small groups can make a profound difference in society.

Fifth, because it represents an cynical point of view to which I do not subcribe, in which the world can only be changed by the grand or the powerful or the influential.

Erick

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On 7/5/2004 at 9:19am, Revontuli wrote:
RE: Current social issues in RPGs

Well put, Erick!

I once thought that writing larps or tabletop scenarios was inferior to writing theatre or literature, because of the smaller audience. If I write a socially aware children's play, it is seen by thousands of kids and potentially has some influence on them all. But if I write and run a socially aware larp, it's played by maybe fifty people, and thus has much less influence. (And by this standard, television and film are much better than theatre or literature.)

But! There is a huge difference between the kinds of things roleplaying can tell you and the kinds of things the passive media (theatre, books, films...) can tell you. Seeing a movie can change your life, but the chances for that are much bigger if you're there living the events, making the choices, experiencing everything first hand. Like, say, in roleplaying games.

I've written a number of plays, which have been well liked, but noone has ever told me how they really view any issue differently after seeing one of my plays. But many people have told me how they have reached some profound understanding by playing in a larp I've run. And I'm much more changed by some of the larps I've played in than any of the movies I've seen.

So yes, dammit, roleplaying games can make a difference!


Mike

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On 7/5/2004 at 9:30am, Akos Szederjei wrote:
RE: Current social issues in RPGs

Hmm, I am having problems getting my point accross.

Let's take Sorcerer as an example (hope it is alright Ron). It is a fun game, which creates great stories and wonderful time for all participants. In the progress the players are confronted with the question "how far would they go, for power".
Now, Ron may bang my head here, but I am quite sure that Sorcerer was not created with idea in mind that "a game is needed to face people with the question of power". I think it was the need for a good Sorcerer game, in which power is not for free.
So it would not be valid to say that Sorcerer is primarly about power and corruption. Sorcerer is about having a good story, having fun and tackling with interesting question.



Erick Wujcik wrote: On the other hand, most of us have the opportunity to donate blood (I know; not all, just most). Giving blood is an absolute social good, and on the level of the receiver both the multi-millionaire and the homeless vagrant are equally good.


You are right, absolutly. But you do not write a RPG about giving blood, but you walk up to the hospital and give blood. You could incorporate the question of giving blood as a central theme (premise) in an RPG, but it would be more efficient to give blood in the hospital.

Erick Wujcik wrote:
First, because that implies that role-playing is trivial, and that role-playing can't affect the hearts and minds of the participants.

This was never disputed. It is not the most efficient form, considering the time and energy needed to create a good RPG about any topic.

Erick Wujcik wrote: Second, because it devalues the work of we who make role-playing games and systems and scenarios and components.

Again, if RPGs main aim is moralist play then, yes, it does.

Erick Wujcik wrote: Third, because it misses the point of all social change, which based on informing and enlightening the minds of people.

Efficiency, see one.

Erick Wujcik wrote: Fourth, because it ignores the fact that individuals and small groups can make a profound difference in society.

Of course they can! Absolutly, but I do not think best way to do is to make an RPG about a problem. It is nice to have it included, but nothing more.

Erick Wujcik wrote: Fifth, because it represents an cynical point of view to which I do not subcribe, in which the world can only be changed by the grand or the powerful or the influential.

This is your personal view (which I agree with), , but it will not make the RPGs more efficient at tackling social problems.


M. J. Young wrote:
They decided to start a Crisis Pregnancy Center, to make it possible for women and girls who found themselves unexpectedly pregnant to get the resources they needed to deliver the child, and to intelligently decide whether to keep it or put it up for adoption, and to find the resources necessary for whichever of those choices they made.

I don't know how many girls they helped. They were in a small town in a sparsely populated county in a small state. I doubt their efforts reached more than a thousand people, and they didn't save all the babies. They didn't last forever, either. The unborn death toll continues to rise; even the number of deaths of mothers from "safe legal" abortion procedures is staggering. They didn't change the world.

Yet I don't think anyone involved in that effort thinks they were wasting their time.


Absolutly, not. It was a great idea and most certainly it was not wasted time. But they created a Crisis Pregnancy Center and did not wrote a RPG about Pregnancy and Abortion issues. In aother words RPG is primarly a game, while Crisis Pregnancy Center is primarly about Pregnancy and Abortion issues.

OK, that's my 2 EuroCents.

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On 7/5/2004 at 9:54am, Jack Aidley wrote:
RE: Re: Current social issues in RPGs

Hi Dewey,

dewey wrote: Similarly, if someone makes an RPG about a current social issue which is really important in the day-to-day life of those involved, I think it's an empty gesture, BECAUSE there are many ways to really make a difference, but making an RPG about that issue won't really help.


I think you've created a false dichotomy here. There's no reason you can't create an RPG on an issue and do those other things. Plus the audience you reach is likely to be different.

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On 7/5/2004 at 9:57am, contracycle wrote:
RE: Current social issues in RPGs

Akos Szederjei wrote:
You are right, absolutly. But you do not write a RPG about giving blood, but you walk up to the hospital and give blood. You could incorporate the question of giving blood as a central theme (premise) in an RPG, but it would be more efficient to give blood in the hospital.


Why should they be mutually exclusive? That is, what is it about the fact that actually going and giving blood would be more useful than writing a game that renders writing such a game useless?

Sure, if it were a substigtute for real aciton, then it might be a concern. But if that is not the case, I cannot see what there is to lose.

And there is a second issue that many people think that much of default RPG contains within it some sexist tropes that are too frequently simply duplicated; a conscious design that does NOT do so can be a good thing.

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On 7/5/2004 at 10:57am, Akos Szederjei wrote:
no exclusive, more efficient

contracycle wrote:
Why should they be mutually exclusive? That is, what is it about the fact that actually going and giving blood would be more useful than writing a game that renders writing such a game useless?


I did not say mutually exclusive. I said more efficient.

Basically it boils down to this (for me at least): RPGs are primarily games, and whatever issue they handle beyond that fact is nice, but secondary. So to write an RPG about a social issue is not the most time and energy efficient solution. For me claiming that RPGs are mainly moral tools to improve society and people is simple exaggeration.

Again, I did not say it wrong, bad or useless. I said, it is not efficient. On the other hand everyone uses his own time and energy as he wants.

Akos

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On 7/5/2004 at 4:25pm, Revontuli wrote:
Re: no exclusive, more efficient

Akos Szederjei wrote: I did not say mutually exclusive. I said more efficient.


Why? If you donate blood as often as you can, you end up giving 1-3 times a year if you're a healthy woman, 3-4 times a year if you're a healthy man. Let's say every donator gives three times a year.

Now, if in addition to this you write and publish a roleplaying game called The War for Blood where you highlight the social issue of donating blood. It's evil vampires fighting heroic Red Cross workers who try to get blood from clinics to hospitals. Or whatever.

And let's say you make a free PDF of this game, and a thousand people download it, and a hundred people read it and ten people choose to run it. Let's say that in those ten gaming groups there is one (1) player who gets the point and understands that, hey, the blood is really needed out there, and he can make a difference today by donating some of his at a nearby clinic.

You have now changed the world. In a way you're giving blood six times a year.

I've crossly underestimated all the numbers above. In the best case, everyone who downoads the game reads it, and everyone who reads it runs it, and everyone who plays in it, will get the point and want to go donate blood, AND will take their non-roleplayer friends, AND will make media products of their own about donating blood. Now you're giving blood thousands of times more than you otherwise would've.

The real numbers are somewhere in between, of course. But everything seems to point out that the ratio of "read a game -> be influenced by it" is way, way bigger than the ratio of "watch a film -> be influenced by it". And that is why roleplaying games matter, even though the audience is usually smaller.


Mike

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On 7/5/2004 at 4:29pm, Erick Wujcik wrote:
RE: Re: no exclusive, more efficient

Akos Szederjei wrote: ...I did not say it wrong, bad or useless. I said, it is not efficient.


Of the many definitions that I found on-line for 'efficient,' I believe that both of us could agree to the following: "Efficient: Exhibiting a high ratio of output to input."

In other words, if I understand you correctly, you are saying that attempting to use role-playing as a agent of social change is inefficient. Moreover, your argument rests primarily on the ratio above, wherein the creation and implementation of role-play, intended for social change is not efficient because a relatively high ratio of effort (input: in terms of the time required for design, for Game Mastering, etc.), can only result in a relatively low ration of result (output: in terms of the number of people affected, and how deeply they are affected).

Assuming this is the case, I would counter as follows:

1. You are quite correct in terms of the ratio of RPG input (work) to RPG output (results). All other things being equal, it would seem that RPG methods of social change (a) require massive effort, and (b) affect a relatively few people in relation to the effort.

1a. As it happens, 'All other things being equal' is incorrect. The interactivity of a face-to-face role-playing experience is not equal to that of more passive media. Sometimes role-playing is more effective, sometime exponentionally more effective.

1b. The equation in 1., while correct, leaves out one of the most powerful elements, namely the 'meme' factor (definition: a 'meme' is a self-replicator, like a 'gene,' but instead of using chemicals as a means of expression, a 'meme' uses ideas. Originator: Richard Dawkins). In other words, a powerful role-playing experience can spawn replicants. And, each person exposed to a powerful role-playing experience has the potential to pass that experience on to others.

For example, in 1986 I ran a play-test of "Amber Diceless" at Gencon, prior to publication. By the following year there were dozens of Game Masters running "Amber Diceless" all over North America. By 1991, when the "Amber Diceless" rulebook was released, there were many hundreds already playing the system. A classic case of a complex 'meme.'

2. The power of a role-playing event can have profound effects on the participants (see Mike's post, above).

2a. If the participants are selected (or self-selected) decision makers, or those with the power to affect social circumstances, the number of those affected becomes less important than the value of each participant.

For example, Professor Richard D. Duke of University of Michigan designed a series of 'Policy Exercises' (actually games, with heavy role-playing components). Implemented an African nations, the policy makers themselves (representatives from government agencies, the military, farmers and businessmen) were co-opted as participants. After the success of the first game, Dr. Duke was invited to country after country, since each implementation demonstrated how different water policies could benefit each country's varying circumstances.

2b. If the participants professional expertise, and if their field is rarified (i.e.: there are relatively few people who are acquainted with quantum field reactions, or with badger genomes, or with polyurethane foam chemistry), then role-playing with even a tiny number of people can have a profound impact.

For example, from 1990 to 1994 I ran a role-playing event, "NanoTech" (as popularized in Drexler's "Engines of Creation" and elsewhere), where I deliberately attempted to recuit specialists who were at the cutting edge of the relevant technologies. While not universally successful as an tool for enlightenment (although every group, regardless of their technical background, had a lot of fun!), the feedback from those who were in the field was pretty encouraging; "Wow! Even though I've been working on this stuff for years, I never saw this particular vector, or the consequences of certain basic assumptions." Again, I was able to transmit a 'Meme,' which has since spread, if not widely, at least deeply, into the NanoTech community.

Bottom line, role-playing can be either a toy or a tool. Just because it is overwhelmingly used for trivial purposes (nothing wrong with having fun!), don't assume that it lacks power. As a tool, if used properly and with forethought, role-playing can reach into minds, create 'Memes,' and change the world.

Erick

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On 7/5/2004 at 5:28pm, Elkin wrote:
RE: Current social issues in RPGs

I strongly agree with Eric here. Remember that roleplaying games are come in a larger variety than we often recognize. For example, when I was learning German, we did some roleplay, which is a common technique in many language courses. Some of those roleplays dealt with enviormental issues.
Ever since, I've stopped using plastic bags.

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On 7/5/2004 at 5:45pm, clehrich wrote:
RE: Current social issues in RPGs

On the issue of efficiency, it's certainly hard to argue that designing an RPG about the heroic Red Cross blood workers is more effective than organizing a million-man march to the same purpose. And to be honest, I think that for such a concrete purpose (you should go give blood), writing an RPG isn't terribly useful. I'm going to set aside for the moment the alternative perspective, which is that every little bit counts.

But this all began with a discussion of feminist gaming, of RPGs in which issues and problems of gender and sex would be central. This is quite a different matter, and one to which RPGs are rather better-suited.

Big rallies and the like often need to compress their message to a soundbite; activist groups work hard to devise effective slogans. But this requires that there be a specific message. "Don't discriminate against women," for example. But what exactly does that mean? Are we talking about something obvious like salary disparities, or something subtle like the intricacies of the culture industry? If you focus on the big, overt things, slogans work well. If you're interested in subtleties, you need to think it all through slowly.

One of the cool things about RPGs for such a purpose is that not only do the participants think through the issues at stake, but they actually experience the situation and its effects. For men, this might be quite revelatory, in the sense that they have to live with a situation alien to their own experience. But even women will experience their characters' lives as different from their own -- the goal isn't simply to reproduce one's own experiences.

As a particularly brutal example, consider rape for a minute. It's easy enough to soundbite, to denounce rape, rapists, and laws that may appear to take this crime non-seriously. You can similarly sloganize about how rape is a crime of violence and not of sex, or whatever. But what is very difficult to do through ordinary political means is to make people experience clearly the larger social and psychological effects of rape.

Imagine you did this in an RPG. Start with the aggressor: what do you have to do to get yourself into his mindset? How do you justify your action to yourself? Now how does doing that to yourself make you feel about rape crisis groups and activists? I would hope you feel a little more inclined not only to be sympathetic but actually to get involved.

From the perspective of the victim, what are the long-term implications for your life? How does that color your experience, your relationships with friends and coworkers of both sexes? What other problems haunt you? What have you discovered about yourself that you didn't know, and quite possibly didn't want to know? How has this horrible experience altered the course of your life? Again, does this make you a little more inclined to donate some funds to rape activist groups?

And, of course, rape is an extreme case. When the issues are more subtle, having to do with things like self-image, and especially when they are not so clearly divided into good and bad, it's experiencing things emotionally and intellectually that can change people's minds.

To take a slightly more complicated example, I talk to my students about the theory of practice (a la Bourdieu) by referring to the recent fashion of wearing low-riding pants and a midriff-baring shirt with a high-riding thong, the point being that everyone can see your thong. So what does dressing like this say, and to whom? What does it mean to choose to dress this way? What does it mean not to choose to dress so? This isn't a question of good or bad; you can argue perfectly accurately that a woman who dresses so expresses that she is comfortable about her body, that she feels sexy, that she doesn't feel oppressed or inhibited, and also that she associates a positive appearance with sexuality (implying that she is only pretty if she mimics sexual availability), that she feels forced to ape the clothing-styles of models and pop stars who probably have personal trainers, that she would rather be thought a slut than challenge the styles of a narrow would-be peer-group. And I could go on, ad infinitum.

So how can you think all this through? You can do a lot of reading and sit down and think it out, which is the academic's approach. But you could also try doing it in the context of an RPG, which is about as easy a pill to swallow as it gets.

They used to say that activism begins with awareness, with consciousness-raising. Especially when we're talking about subtle, complex social issues, RPGs can do a fine job of raising consciousness, because players experience it all from the inside.

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On 7/5/2004 at 6:09pm, Walt Freitag wrote:
RE: Re: Current social issues in RPGs

dewey wrote: Similarly, if someone makes an RPG about a current social issue which is really important in the day-to-day life of those involved, I think it's an empty gesture, BECAUSE there are many ways to really make a difference, but making an RPG about that issue won't really help.

So, what do you say?


Suppose I accept your argument in full. To wit: making an RPG about a social issue is an empty gesture. It does nothing to help anyone who might be currently victimized by current behavior related to the social issue.

Hence, the only result of making a social issue the subject of the game would be that doing so makes the game more interesting to design, and/or more interesting or enjoyable for the intended players.

Even granting all that, I don't see a problem.

If it is someone's judgment that I've wasted my time by designing a game instead of volunteering at a soup kitchen or looking for a cure for cancer, they're free to make that judgment. And I'm free to tell them to mind their own business.

Likewise, if someone else thinks I've done a social good by communicating certain ideas through a game, I'm free to agree or disagree with them as I see fit.

So, where's the problem? What needs further discussion?

- Walt

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On 7/5/2004 at 6:28pm, dewey wrote:
RE: Current social issues in RPGs

Jack Aidley wrote: I think you've created a false dichotomy here. There's no reason you can't create an RPG on an issue and do those other things

Well, that's true. I didn't take that into account.

Then, I'll revise my opinion:
If someone hasn't done everything in everyday life (work, family, friends, whatever) to help a current social issue, then making an RPG about that issue is just an empty gesture.

What do you people think about it now?

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On 7/5/2004 at 7:00pm, CPXB wrote:
RE: Current social issues in RPGs

I think we should also consider what the person who wishes to make the socially conscious RPG can otherwise do. I mean, what if that person isn't a playwrite, isn't good at organizing, freezes when speaking publicly, etc., etc. If the person is simply ineffective at being socially conscious as a writer, speaker or organizer -- well, yeah, then it makes sense if they're a game designer or game master that their social consciousness might express itself in the medium that they can work in.

Not to mention, IME with activists, its hard to be an activist. Oh, its easy to show up and wave signs a few times a year. But to really get involved with it requires a lot of skills, as well as . . . uh, some selling out in order to be effective. And to get a politically charged document published also requires, basically, knowing the right people and saying the right things. I know that for my own part, without skills at organization on one hand and unable to choose between the lesser of two evils politically, that activism is something I find almost impossible to do. Not because I don't want to. But because changing the system shoves roughly as much bullshit down a person's throat as living with it; less, even. You can avoid the system, usually.

So I can fully see how a person might want to express their social consciousness through role-playing, a medium where they have a lot more control over their own words, thoughts and actions. Where they are habituated to how the system works. Where they feel strong and effective.

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On 7/5/2004 at 7:02pm, Akos Szederjei wrote:
RE: Current social issues in RPGs

Erick Wujcik wrote:
you are saying that attempting to use role-playing as a agent of social change is inefficient

You, in this case my person.

Well, I would formulate it rather like this: "attempting to use role-playing as a agent of social change is not the most efficient"

My knowledge of "meme" theory is limited, but the theories in quality management support your statement. Yes, I do agree that RPG can be powerful tool to introduce new ideas or change present ideas.

I have a simple question: what kind of RPG are we talking about: commercial game or a purpose designed group activity with a very concise goal.

I think we are talking about the same thing, just our definitions are different.
For me, your examples: the play-test of "Amber Diceless", 'Policy Exercises' and the "NanoTech" are concrete (no pun intended) examples, very much like donating money, blood, organising groups, etc. You, or the professor, did it because it wa his/your job or you wanted to change achieve a change. These are, either way high quality activities, but, if you allow me to say, without degrading this activities, that this were role-plays (without game). Not because of the lack of enjoyment, but because the main purpose was not to game or have fun, but the above mentioned change.
In my understanding this need to change an idea or thinking is not that profound role-playnig games. There may present, especially in the Indie RPGs, but they aim is not to achieve change but to create a game of enjoyment.

Now, if you say, you create a RPG to combat feminism, I think that is very good. You give a tool for psychologists, human resources managers, etc. These are the examples which you mentioned, just with different goals (i.e. not feminism).
But this is not a game, for me at least. If these are games, I have revise all my past statements.
But if you say you make RPG about feminism, for me it is inefficient, because the moral dilemma/task/lesson will always be less important as the enjoyment of the game.

Let me illustrate my ideas by an example.
Lets call the social issue (the meme): the protection of the ocean and the whales.
Let's take a role-playing game. There is even one on the market: Blue Planet. If we examine the setting, we will see it does raise the awareness (it did for me at least) of whales and the ocean. But if you examine it in detail, there is not much about environment (there was a great plague, many animals died, nearly nothing about avoidance, etc.)
It is about adventuring, skills, XP, combat...short having a great time in a Hollywoodesque world.
The reason why BP was a great tool to protect the seas, becasue a certain portion of the profit went to the "Costeau Society".
A role-play would when the players were whales and had to face the concrete actions of the modern mane. What do you do as whale in an oil spill, etc. But these wouldn't be games anymore.

So if the gentleman meant to write a tool to combat feminism I agree with it. If he meant to put feminism between a Dungeon and Dragon or a Blaster and Spaceship I disagree.

I hope my ideas are more understandable now. Feel free to whack my definitions, but please offer something instead which I can work on instead.

Erick:
I think, we have more or less the same position, just the above distinctions of categories differ.

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On 7/5/2004 at 7:19pm, clehrich wrote:
RE: Current social issues in RPGs

Akos Szederjei wrote: Now, if you say, you create a RPG to combat feminism, I think that is very good. You give a tool for psychologists, human resources managers, etc. These are the examples which you mentioned, just with different goals (i.e. not feminism).
But this is not a game, for me at least. If these are games, I have revise all my past statements.
But if you say you make RPG about feminism, for me it is inefficient, because the moral dilemma/task/lesson will always be less important as the enjoyment of the game.
I don't agree, I'm afraid. For me, this was one of the revelations of my first reading of Ron's stuff on GNS, particularly about Narrativism: Nar games depend on Premise, which is to say a "moral dilemma/task/lesson," as you put it. If the goal is to get some "right answer," that's not much as a game, but if the point is to address the Premise and think and play it through, you indeed have a game, and enjoyment, and the moral issue.

This is one of the cool things about RPGs for social-activist purposes. The players aren't expected to come up with the right answer, or produce some known result as in a lab assignment in a science class. They're just supposed to use the available tools to interact with and think about the Premise. This requires them to think about all the implications of that Premise, and develop their own thoughts about it.

This is, in fact, what is sometimes called the Socratic method: you force people to think through a problem themselves, so that whatever results they come up with are deeply convincing for them, as opposed to simply telling them the answer and expecting them to believe it.

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On 7/6/2004 at 8:21am, contracycle wrote:
RE: Current social issues in RPGs

Akos Szederjei wrote:
The reason why BP was a great tool to protect the seas, becasue a certain portion of the profit went to the "Costeau Society".


Well I'm skeptical about the real impact of such arrangements myself; for one thing it smacks of 'environmental consumerism', that is, I don't need to engage with the problem, I'll just pay some people to do it for me, and then I can feel content and virtuous and go back to enjoying my SUV. I would in fact prefer products that made the argument, and thereby potentially produced more actual engaged activists, then merely providing a channel for charity, not change.

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On 7/6/2004 at 8:23am, John Kim wrote:
RE: Current social issues in RPGs

Hmmm.

On the idea that RPGs are inefficient as social change compared to movies, novels or other venues. I'm willing to consider it, but I don't consider this obvious. I think that it is important to keep this all in perspective. You cannot compare a small-press independent RPG to a full-scale Hollywood movie, because the inputs are totally incomparable.

In practical terms, if I spend the time necessary to write a feature-length film script with a strong social message, the chances are overwhelming that it will never get produced. So that time that I spent on input got me absolutely zero output in terms of social change. For the same effort that might go into such a script, I could potentially write a role-playing game which dealt with the issues. Now, this would only reach a few hundred people at best -- but that has to be compared with how much good I would do solely from the screenplay. Bear in mind that to actually produce even a low-budget movie will require hundreds of thousands of dollars and thousands of man-hours of labor, and even then movies (especially art movies) often end up with no distribution.

So while it is possible, I'm not going to accept without question the idea that making an RPG is inefficient compared to other means of social change. So again, the proper question is: If I spend X hours trying to write a role-playing game vs X hours trying to write a novel or screenplay, which one will result in more social change? I don't consider the answer to be obvious, though of course it's impossible to get a real answer to this question.

Further, I don't think that small gestures are a bad thing. In fact, I consider it poisonous to suggest that you shouldn't do small things for a cause unless you have seriously devoted your life to it. For example, I have a friend who is a low-budget film writer/director. He is not a crusader for feminist causes in most of his life. He has never volunteered for a women's shelter or any such. However, he makes a conscious effort to have strong, non-stereotyped female roles in his films. Personally, I applaud and commend him for this -- and I consider it stupid for anyone to deride it as a token or empty gesture. He's doing his small part. That's how society changes -- through millions and millions of "empty" gestures.

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On 7/6/2004 at 12:56pm, dewey wrote:
RE: Current social issues in RPGs

Everyone who doesn't agree with my initial opinion:
I proposed that making an RPG to help a current social issue is an empty gesture, as a person can do much more than that in everyday life.
In the middle of the first page Jack Aidley pointed out that I didn't take into account the case that someone might has done that much more about an issue and make an RPG about that issue, too.
I said that's right, and revised my opinion. Since no-one's arguing for the original opinion, I see no point in arguing against it, either.

So, my opinion v2.0:

on Mon Jul 05, 2004 7:28 pm dewey wrote: If someone hasn't done everything in everyday life (work, family, friends, whatever) to help a current social issue, then making an RPG about that issue is just an empty gesture.


My old example:
A person belonging to an ethnic group is beaten up in a dark alley. A passer-by decides to make an rpg to fight racism.
However, as everyone can intervene, or call the police, or wait out the fight and then call ER, not doing any of these things but making an rpg, is just an empty gesture.

What do you think?

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On 7/6/2004 at 12:59pm, dewey wrote:
RE: Current social issues in RPGs

I forgot to highlight an important thing:

IN EVERYDAY LIFE. Because everyone can do that, to pay attention and act consciously to help.

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On 7/6/2004 at 1:58pm, ADGBoss wrote:
RE: Current social issues in RPGs

dewey wrote:

Then, I'll revise my opinion:
If someone hasn't done everything in everyday life (work, family, friends, whatever) to help a current social issue, then making an RPG about that issue is just an empty gesture.

What do you people think about it now?


Well I think the point is that making an RPG about Social Issues IS doing something to help the current social issue. You cannot force people to be politically or socially relecant in certian ways because that can cause resentment. Case in point, and no offense to MADD, but I know several mothers who are very much proponents of stricter Drunk Driving Laws, who hang up when MADD calls on the phone asking for money because they perceive it's motives not to be pure anymore and are tired of being pressured. (I cannot say for sure, I am not involved in MADD this is just anecdotal evidence.)

One person reaching out their hand one time is socially relevant. I would say the same with an RPG. Ok perhaps it is not reaching millions but it is reaching someone and in that case it is very worthwhile.

Most contributions to social change are or begin small.


Sean

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On 7/6/2004 at 2:36pm, pete_darby wrote:
RE: Current social issues in RPGs

Well, saying that attempts to address contemporary issues in RPG's are futile in respects to changing the world outside of the game implies a number of things, one of which is that changing the world is the only reason we should put these issues into games.

Putting my narrative hat on, it's because these issues are problematic that they make for grippping, dramatic situations to play through, to explore. In GNS terms, they form a valuable, possibly fundamental, set of premises to address.

The implication is that we shouldn't base games around addressing these issues because they are real and problematic. I say, if only from an artistic standpoint, that is precisely why they should be available.

Drama isn't, and never has been, purely about the happy fun part of entertainment. What's been grist for every other medium for the last 3000+ years should surely be grist for this one.

A top case is nicotine girls, which on first glance is a satire of working class youth, but reveals itself as a framework for small, affecting tragedies.

One more thing (channeling Jackie Chan's uncle): the personal is political, as us old liberals used to say. Any game session is potentially politically or philosophically challenging, as they hinge to a great extent on personal conflicts, and human choices and values. Putting a ring fence around gender issues, reproductive issues, class issues, whatever, because we should be "making a difference" about these things instead of playing games about them speaks to a liberal guilt about enjoying yourself rather than fighting the power. Don't go to Fahrenheit 911, go to your local democrat, or green, or independent office and do some volunteer lobbying instead.

Screw that. I'm living political, and that means work and play, and I'm doing it by living personally, thoughtfully and responsibly and not fighting shy of issues in gaming, writing, singing, whatever, just because I've not given my last penny to The Cause

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On 7/6/2004 at 4:34pm, greyorm wrote:
RE: Current social issues in RPGs

dewey wrote: A person belonging to an ethnic group is beaten up in a dark alley. A passer-by decides to make an rpg to fight racism. However, as everyone can intervene, or call the police, or wait out the fight and then call ER, not doing any of these things but making an rpg, is just an empty gesture.

What do you think?

I personally don't believe the example is very relevant. Ignoring a hate crime as it is occuring has nothing to do with whether or not an RPG about the issue is empty or relevant. By using this to argue that RPGs are empty gestures because there's other things a person could do, you're infering that anyone who writes an RPG about a social issue is somehow a hypocrite: that they would walk past a hate crime and do nothing. That's disingenious (and insulting).

So, suppose I stop and help the victim of the attack, and then go home and write an RPG about it. Is the RPG still an empty gesture? In that case, why is writing a movie about racism not an equally empty gesture? (ie: I watch an ethnic person get beat up in an alley, then go home and write a screenplay about it?)

Earlier, you stated because many more people would see a movie, movies were not empty gestures; yet racists are not going to go see the latest movie about the evils of racism, nor are they going to read the latest books about it, so such endeavors in the entertainment industry are often very much a preaching to the choir, and must be (by the logic you've presented regarding RPGs) useless because they are arguably ineffective as agents of social change.

It seems you're somehow conflating the worth of an action with the extent to which it reaches. That because someone didn't change the world or raise consciousness with their action, that action is empty of merit or utility. Is that what you are claiming?

Let's say I give blood once per year: is that suddenly an empty gesture because I could do it many more times per year than that? AND I could run blood drives, hand out literature, and give extra funds from my paycheck to the Red Cross for purposes of funding their blood drives.

Are you claiming that because I'm not out every day walking the streets and preaching the word, suddenly anything I might do to improve the issue is just an empty gesture?

Let's say I tell my son that judging people based on the color of their skin is wrong. Is that an empty gesture because I'm not also giving money to the NAACP, and running a series of lectures on racism and it's impact on society at local schools, or running a citizen's watch-dog group down at the local police station making sure that racial profiling isn't occuring?

Is it an empty gesture because it's impact is small and localized, rather than grand and world-changing? (a response here might be: it's empty if you don't practice what you preach. But we aren't talking about what else I do -- that's the same problem as above, regarding the game worth vs. watching a crime: judging the worth of one behavior with the worth of a different behavior).

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On 7/6/2004 at 7:58pm, Doctor Xero wrote:
RE: Current social issues in RPGs

dewey wrote: So, my opinion v2.0:
on Mon Jul 05, 2004 7:28 pm dewey wrote: If someone hasn't done everything in everyday life (work, family, friends, whatever) to help a current social issue, then making an RPG about that issue is just an empty gesture.


My old example:
A person belonging to an ethnic group is beaten up in a dark alley. A passer-by decides to make an rpg to fight racism.
However, as everyone can intervene, or call the police, or wait out the fight and then call ER, not doing any of these things but making an rpg, is just an empty gesture.

What do you think?

At the risk of going against the crowd, I would have to agree with you on this one if you are stating what I think you are stating.

Tell me if I understand you aright :
People who write RPGs about social issues instead of doing anything else about that social issue on a personal and/or political level, especially those who write RPGs about social issues either specifically because it's easier OR specifically to feel good about themselves without having to take any actual Real World risks, are making empty gestures rather than actually doing anything to make the world a better place.

If that is what you are claiming, I agree with you completely.

There is a saying in the gay community : "If I see a person wearing an AIDS ribbon, I know there's a good chance that person has done nothing more to fight AIDS except put out the money to buy an AIDS ribbon (and thereby look good to others)." In other words -- the poser activist. While there are of course many exceptions to that saying, the point it makes runs true -- that too many people restrict their activism to easy public gestures and "fun" projects only. (One of the difficulties in modern activism is that too many alleged activists actually want only to be entertained, not to be asked to put forth any efforts beyond the "fun" ones.)

In the same way, writing a "socially conscious" RPG simply so that one can pat oneself on the back with a risk-free, "fun" expression of alleged activism would also be an empty gesture.

Have I understood your claim, dewey?

Doctor Xero

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On 7/6/2004 at 8:40pm, Mike Holmes wrote:
RE: Current social issues in RPGs

All very hypothetical, which is just as "safe." I think that it would be absurd to disagree with that supposition, Dr. Xero. So the next question is whether or not Dewy thinks that the people in the other thread are actually avoiding doing something for the issues at hand. Dewey? Do you think that they're being disingenuous?

It's very easy to attack "those people" who may or may not exist. We'll all join you in condemning them. Now, is there really a problem that needs to be addressed in terms of people making issue based RPGs but doing so to avoid having to deal with the problem in other ways?

Mike

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On 7/6/2004 at 8:56pm, greyorm wrote:
RE: Current social issues in RPGs

Xero,

If you are reading dewey correctly, the main problem with that is that still doesn't answer why an RPG about a social issue would be valueless. As I mentioned in my post above, all such a situation says is that the author is (perhaps) a hypocrite -- it says nothing about the actual worth of such a product on its own merits. It certainly doesn't answer the question of "Why create an RPG about feminism?" even in the negative sense. You can't use it to critique the product itself.

Consider, dewey has stated that film and literature is better suited to such issues than RPGs; in this case, as I asked above, is the positive movie about women's issues created by the writer who doesn't do anything about those problems otherwise an empty gesture? That is, is the making of the flim, and thus the film, without value? "Why create a movie about women's issues?"

Dewey asked, "Why create an RPG about feminism?"
And then answered his own question by judging everyone who did, whether he meant to or not, "I think you should not, because if you do, you're just making an empty gesture to feel good about yourself."

But that's not really an answer to the question. All it does is judge the author, "You created an RPG about feminist issues, you must be a poser activist, and your game is an empty gesture." Whether or not it is an empty gesture from the author, whether the author is active in political or social events in his community, is not an issue for the Forge, and it doesn't answer why or why not to create a game, because the answer given presumes a hell of a lot about the author.

It says, "Why shouldn't you? Because you're avoiding doing things to improve the world."

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On 7/6/2004 at 11:00pm, Doctor Xero wrote:
RE: Current social issues in RPGs

Mike Holmes wrote: So the next question is whether or not Dewy thinks that the people in the other thread are actually avoiding doing something for the issues at hand. Dewey? Do you think that they're being disingenuous?

Good question.

greyorm wrote: it says nothing about the actual worth of such a product on its own merits. It certainly doesn't answer the question of "Why create an RPG about feminism?" even in the negative sense.

True enough. But before I can further address the point about which he started this thread, I need to make certain I understand what his point is, or rather the revision he has made in recognition of posts made throughout this thread.

My own take :

I agree that it's a good idea to point out that merely designing a socially conscious game is insufficient if one wants to be an activist. Beyond that, however, an RPG which intelligently addresses or brings to light a social issue is useful regardless of whether the game designer is involved in other activities. Yes, it may be an empty gesture in terms of the moral or ethical worth of the game designer, and yes, it may be the sum of his or her activism, but neither of those points negate the possible positive impact said game may have. Even if it's not much, it's something, and neither censoring it nor censuring it is likely to cause the game designer to contribute any additional efforts.

Overuse of shaming closes ears ; it doesn't open minds.

The activism value of the game and the ethical worth of the game designer are two different things. I can urge the game designer to do more, but ultimately that is her or his personal decision, not mine.

Doctor Xero

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On 7/7/2004 at 12:57am, dewey wrote:
RE: Current social issues in RPGs

Doctor Xero wrote: Tell me if I understand you aright :
People who write RPGs about social issues instead of doing anything else about that social issue on a personal and/or political level, especially those who write RPGs about social issues either specifically because it's easier OR specifically to feel good about themselves without having to take any actual Real World risks, are making empty gestures rather than actually doing anything to make the world a better place.

That's what I had in my mind, and finally managed to communicate. However, I would emphasize the personal level in everyday life, because that's where everyone can do something.


Mike Holmes wrote: So the next question is whether or not Dewy thinks that the people in the other thread are actually avoiding doing something for the issues at hand. Dewey? Do you think that they're being disingenuous?

NO. I'm extremely sensitive about assumptions, including myself making assumptions about others. I prefer to stick to facts and logic. If what I've written sounded so, I apologize. If not, I don't.

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On 7/7/2004 at 1:01am, dewey wrote:
RE: Current social issues in RPGs

Doctor Xero wrote: Beyond that, however, an RPG which intelligently addresses or brings to light a social issue is useful regardless of whether the game designer is involved in other activities. Yes, it may be an empty gesture in terms of the moral or ethical worth of the game designer, and yes, it may be the sum of his or her activism, but neither of those points negate the possible positive impact said game may have. Even if it's not much, it's something, and neither censoring it nor censuring it is likely to cause the game designer to contribute any additional efforts.

Yes, yes. In my first feeble example (about the multi-millionaire donating 10 cents to a hospital) those 10 cents certainly help the hospital a little.

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On 7/7/2004 at 1:18am, Doctor Xero wrote:
RE: Current social issues in RPGs

dewey wrote:
Doctor Xero wrote: Beyond that, however, an RPG which intelligently addresses or brings to light a social issue is useful regardless of whether the game designer is involved in other activities. Yes, it may be an empty gesture in terms of the moral or ethical worth of the game designer, and yes, it may be the sum of his or her activism, but neither of those points negate the possible positive impact said game may have. Even if it's not much, it's something, and neither censoring it nor censuring it is likely to cause the game designer to contribute any additional efforts.

Yes, yes. In my first feeble example (about the multi-millionaire donating 10 cents to a hospital) those 10 cents certainly help the hospital a little.

We have benefits on two different levels here, it seems to me. One level is the material/social benefit to the recipient. The other level is the spiritual or ethical benefit to the altruist or activist.

When a multi-millionaire gives ten cents to a hospital or a game designer designs a game against racism while ignoring racial hate crimes she could easily prevent, the recipient (the hospital or the cause of ending racism) benefits at least a little, while the giver (the multimillionaire or the game designer) benefits spiritually or ethically not at all (due to his stinginess or her laziness).

In a forum such as The Forge, we can address issues of whether or not the game benefits or fails to benefit its target recipient. It's not really within this forum's visions to address issues of whether or not the game benefits the designer on an ethically or spiritually.

Doctor Xero

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On 7/7/2004 at 3:38am, M. J. Young wrote:
RE: Current social issues in RPGs

dewey wrote: I'll revise my opinion:
If someone hasn't done everything in everyday life (work, family, friends, whatever) to help a current social issue, then making an RPG about that issue is just an empty gesture.

What do you people think about it now?

That's a fair question.

In relation to the aforementioned Crisis Pregnancy Center, I was involved at the time. I was then a disk jockey/announcer on a Contemporary Christian radio station, and I gave them the benefit of exposure through our programming within the limits allowed by the management. I took the counselor training program; however, it was decided after that that men would not be counselors in the program (they didn't want men alone with the girls for liability reasons, and once you added a third person to the mix you had privacy issues and other problems, so it just made the most sense for the counselors to be women), and I was out of the loop. I did assist in the work of setting up the facilities, and I taught counseling classes to a new group of counselors at a later date. In the main, though, the center didn't need or want much involvement from me after it was running, and not long after that I was no longer in broadcasting so I couldn't do much in that regard.

I'm still of the opinion that this is an important issue, and that the law has taken the wrong side of the matter. I've written a few web pages on it; I support candidates as I am able. There isn't much else I can do. I get a lot of e-mail about my web pages, but none that I recall on that issue. It's difficult to say whether my web pages are "empty gestures". There don't seem to be many opportunities for me to contribute to this cause "in everyday life".

Apart from all this, though, I helped create a role playing game scenario which, in retrospect, is very relevant. Richard Lutz came up with the idea (if anyone knows him, get him in touch with me), and ran it once; E. R. Jones expanded on it and ran it again, and dropped it in my lap to turn it into something publishable. We did publish it--The Zygote Experience in Multiverser: The First Book of Worlds. It is probably the only role playing game scenario in which the player plays an unborn child.

I can say categorically that we did not write it to address the question of abortion. It was the furthest thing from our minds, I'm sure. I don't even know the positions of my co-authors on that subject; I've never even met Mr. Lutz, and what I know of him does not suggest an answer to this. On the other hand, there is something about being handed the experience of growing from a single cell to a newborn child (and beyond) that significantly emphasizes the humanness of the unborn in the mind of the player. We didn't write it for social commentary; but it may have had that impact nonetheless.

Maybe it's a drop in the bucket; maybe it's an "empty gesture". I'd guess, though, that my Zygote Experience has had at least as much impact as anything else I've done in relation to this issue. After all, given that most voting districts pretty strongly lean to one party or the other, isn't my vote an "empty gesture", unlikely to make a real difference in the winner of an election, if I don't live in one of those places where the race is going to be close? Aren't my web pages "empty gestures", given that they probably will be read only by those who already agree with me, and are unlikely to be persuasive to anyone who already disagrees?

If a role playing game impacts the thought processes of exactly one person I would not otherwise have impacted, is it an empty gesture? No more so, I would say, than answering someone's e-mail, or posting a web page, or having a conversation with someone.

All of us have limitations on what we can do. I know a lot of people who would be completely incapable of writing a role playing game. I know one fellow whose physical problems make it difficult for him to ride a bicycle and impossible for him to drive a car; but he spreads joy to all the people he knows, encouraging everyone through his love and faith in God, even through the speech impediment his with which his degenerative disease has afflicted him.

I don't think it's unreasonable to imagine that someone who could write a role playing game that had significant impact on the ideas of a fair number of people might not be able to do anything else of greater significance than that. It's like saying that the pastor of the local Baptist church should have been a missionary, or the elderly woman whose only contribution to support the church is a weekly ten dollar donation isn't helping with the youth group. It's terribly judgmental to say that anyone isn't doing enough because you think they could do more, or you think that they could do something more effective if they weren't doing this. What they're doing might actually be the most effective thing it is possible for them to do, and (as with Erick's games) might be far more effective than you're crediting.

Even if it's only "designing a role playing game".

--M. J. Young

Message 11883#127145

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