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Topic: The limits of cultural play...?
Started by: pete_darby
Started on: 4/11/2005
Board: RPG Theory


On 4/11/2005 at 12:59pm, pete_darby wrote:
The limits of cultural play...?

In this thread,

Vaxalon wrote: When it comes right down to it, we have to recognize that in spite of all of our aspirations in this forum, when it comes right down to it, the reason we play these games is because they're FUN.

The reason we're HERE, in the Forge, is to make our games MORE fun. By "our games" I mean both the games we run, and the games we write.

It's not like Literature (big-L literature) where not only entertainment is going on, but also the perpetuation of culture, education, faith... Roleplaying may someday take on these aspects, but I don't think it will be for a while yet.


Errm.... why not?

I'm sure I can spout a lot on my side of this argument, but I just want to hear... why not?

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On 4/11/2005 at 4:03pm, Brendan wrote:
RE: The limits of cultural play...?

I'm inclined to think I'm on your side in this, Pete, but in the interest of infernal advocacy:

Role-playing is nonreproducible. When you write down or retell a story, handing it on to the next generation or next tribe over, it's only mildly lossy--the story might shift a little, but it's still essentially the same. But when you attempt to put roleplaying into oral or written form, all the important things about it go away. It's a rate of loss so high that all you can reasonably get out of it is a "that's neat" or "hey, this is an interesting point about the rules."

Can you reproduce role-playing rules? Yes, but that's just literature all over again.

Role-playing can't retain culture, education or faith just like blacksmithing or bricklaying can't retain them. They're not media; they're processes.

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On 4/11/2005 at 4:14pm, Bankuei wrote:
RE: The limits of cultural play...?

Hi,

I'd say non-reproducible events are culturally important as well. Consider how much people will remember a certain party, or a football game- they're reproducible in the sense that they are a "type of" event you can do over and over, though the outcomes may differ wildly.

I'd say take a look at Vincent's blog on all the things roleplaying can be socially- that covers anything and everything Big-L literature, opera, music, or any other human artform can cover as a social experience. Consider the rise of jazz or hiphop culture as initially non-reproducible experiences(granted, there was a shift to recorded materials later in both, but then both became very different sorts of cultures).

Chris

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On 4/11/2005 at 4:15pm, C. Edwards wrote:
RE: The limits of cultural play...?

I have to wonder though, if a roleplaying text was integrated with the same features that allow myth to perpetuate a particular culture, faith, and knowledge of practices important to everyday life, could you not reproduce with much less loss the same general roleplaying experience over and over?

-Chris

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On 4/11/2005 at 4:38pm, Brendan wrote:
RE: The limits of cultural play...?

Bankuei wrote: Hi,

I'd say non-reproducible events are culturally important as well. Consider how much people will remember a certain party, or a football game- they're reproducible in the sense that they are a "type of" event you can do over and over, though the outcomes may differ wildly.

I'd say take a look at Vincent's blog on all the things roleplaying can be socially- that covers anything and everything Big-L literature, opera, music, or any other human artform can cover as a social experience. Consider the rise of jazz or hiphop culture as initially non-reproducible experiences(granted, there was a shift to recorded materials later in both, but then both became very different sorts of cultures).

Chris

Hmm. I'll grant you that role-playing, like watching The Big Game or, er, attending a church service, can perpetuate faith--one of the three criteria Vaxalon cited. I remain unconvinced that it can carry education or culture, although the latter term may be something we need to define more precisely.

Answers.com gives me:

a) The totality of socially transmitted behavior patterns, arts, beliefs, institutions, and all other products of human work and thought.

b) These patterns, traits, and products considered as the expression of a particular period, class, community, or population: Edwardian culture; Japanese culture; the culture of poverty.

I don't think role-playing can transmit culture as defined by A, but then I'm not convinced any medium or media can, so that's a wash. B, meanwhile, can be carried by media like jazz or hip-hop--because they are forms of music, and even when they weren't recorded, they could have been. Recording them certainly did change them, as any observation changes the object observed. But again, recording role-playing is a pointless endeavor, unless we're critiquing the systems at work.

(I have been reading Vincent's blog, by the way, and that thread is fascinating, but I don't see how it supports your argument.)

C. Edwards wrote: I have to wonder though, if a roleplaying text was integrated with the same features that allow myth to perpetuate a particular culture, faith, and knowledge of practices important to everyday life, could you not reproduce with much less loss the same general roleplaying experience over and over?

-Chris

Hmm. I'm not sure what you're getting at here. Investing a role-playing text with the memetic features of myth would seem to me to be making it, well, a myth--a form of literature. I'm not clear on how even a viral RPG would lead to repetitions of the same role-playing experience. I think the reduction of choices and options necessary would mean severe deprotagonization, turning it into a formal ritual rather than a game.

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On 4/11/2005 at 4:52pm, Bankuei wrote:
RE: The limits of cultural play...?

Hi Brendan,

If we look at definition a, and consider issues such as social contract, dysfunctional & functional behaviors by habit- I'd say we've got a lot of socially transmitted behavior patterns going on. Which is exactly what Vincent's blog also points to.

Chris

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On 4/11/2005 at 5:15pm, Brendan wrote:
RE: The limits of cultural play...?

Chris, I agree that the act of role-playing transmits certain patterns of behavior. I don't think that those patterns are a significantly high portion of the A, which is the totality of patterns, arts, beliefs and institutions--but again, I don't think any medium is capable of reproducing all that.

Nor do I think that the SC or group CA of a few people together is particularly relevant to culture definition B; it doesn't seem to me that the way a group of geek kids behaves at game time is a strong expression of early 21st century Western patterns, traits and products, nor does it produce a lasting record of those.

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On 4/11/2005 at 6:04pm, Bankuei wrote:
RE: The limits of cultural play...?

Hi Brendan,

If not totality of behavior- we can definitely look to stuff like Dork Tower and Hackmaster as clear signs that there has been a cultural development of common behaviors and experiences shaped through gaming(primarily through D&D).

No one said the culture had to be "high" culture in any sense, but there it is.

Chris

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On 4/11/2005 at 8:31pm, Eva Deinum wrote:
RE: The limits of cultural play...?

Hi Brendan (and others),

Just a short note from my side: why can something only be "culture" when it produces some physical record? Think of the ancient Celts, of many Indian tribes or some other old culture. Many transmitted everything orally. But to say these weren't cultures?

Of course, it's not the way we keep the secrets of our religious system alive, but still, there are those ever circulating stories roleplayers specially share with eachother.

I think a nice one is of a boy, who thought D&D and the like wasn't realistic enough - as he thought roleplaying should be. So he just got hungry from time to time, had to go to the bathroom and - as will always be remembered - he thought up a coach, that ran over is leg: it was broken. Minor inconveniences and accidents: all part of the game according to him. Well, at least he was not a munchkin :)

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On 4/11/2005 at 9:12pm, Brendan wrote:
RE: The limits of cultural play...?

Bankuei wrote: Hi Brendan,

If not totality of behavior- we can definitely look to stuff like Dork Tower and Hackmaster as clear signs that there has been a cultural development of common behaviors and experiences shaped through gaming(primarily through D&D).

No one said the culture had to be "high" culture in any sense, but there it is.

Chris

Okay, I'll cede that point too. Role-playing has, in a sense, generated its own subculture with distinct memes, norms and practices; furthermore, the act of roleplaying is sufficient to propagate and perpetuate that subculture.

So you've proven to me that role-playing can transmit and enable faith and culture. What about education? I'm not talking about just learning the rules to a game, either. I want to know how role-playing can be usefully educational right now, not just in theory. After all, even Vaxalon said "Roleplaying may someday take on these aspects, but I don't think it will for a while yet."

I've seen and experienced role-playing as it passes on culture and faith. Can anybody prove to me that it's didactic in a way that literature isn't?

Eva Deinum wrote: Hi Brendan (and others),

Just a short note from my side: why can something only be "culture" when it produces some physical record? Think of the ancient Celts, of many Indian tribes or some other old culture. Many transmitted everything orally. But to say these weren't cultures?

Read more carefully, Eva:

Brendan wrote: Role-playing is nonreproducible. When you write down or retell a story, handing it on to the next generation or next tribe over, it's only mildly lossy--the story might shift a little, but it's still essentially the same. But when you attempt to put roleplaying into oral or written form, all the important things about it go away.

Nobody said anything about "physical records," or that a culture without them wasn't a culture. The point I'm making is that in both literate and oral cultures, stories and mores can be spread by reproduction in some form. You can tell or print the same story many times; you can't play the same RPG twice.

I'm afraid I don't understand the second part of your post, about the "boy." Can you clarify?

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On 4/11/2005 at 11:30pm, Eva Deinum wrote:
RE: The limits of cultural play...?

Hi Brendan,

You can't play the very same game twice, but you can tell of your memories of the game. In that way, it's just like history: WWII might not have happened again or with a totally different outcome. But the stories still are part of our history, and culture.

The part about the boy was about some person with rather peculiar ideas on roleplaying. In my playgroups, his behaviour is pretty famous, though I never played with him. Just like the gazebo story from the "famous last words" I think, albeit not as famous.

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On 4/12/2005 at 12:18am, lumpley wrote:
RE: The limits of cultural play...?

Are we as cool as Shakespeare? from last fall.

If I didn't think I was doing real art, I'd go write novels instead. Everybody here who doesn't think we're doing real art: why don't you go write novels (or whatever; choose your form) instead? Then you wouldn't be screwin' around wasting your time.

-Vincent

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On 4/12/2005 at 1:48am, Comte wrote:
RE: The limits of cultural play...?

Just for kicks ladies and gentlemen:

Why the answer is no.

Roleplaying will never reach the status of capital L literature because to do so would cause an inherent schizophrenia within the very work itself. Roleplaying games are desighned to be games that are desighned so that they mimic the archatypical structure of a story. Even the most progessive of roleplaying games still adhere to the creation of story, dictated via the rules set out both by the book and the game master. Even truely innovative titles such as, "My Life with Master" which attemtpts to break away from normal role playing games still adhere to the same basic principles of telling a story. In fact MLWM rigerously enforces the aspects of the story forcing the player to reach a climax and a definate conclusion. The games use of the endgame mechanic brings it closer to the aristotilian idea of the story than ever. It even allows for catharsis assuming the players have earned it.

However, how can we get capital L literature out of this roleplaying game in paticular? We are left with two apparent methods, the text itself, or the stories it produces. The text itself fails on the basis that there is not enough to work with. As a peice of theory it is mearly a reiteration of Aristotle's The Poetics without Aristotle's reasoning behind it. We are left with an empty frame work of how to write a story involving an abusive master, and some insane but talented servants, however aside from that we are left with very little that is worthy of study.

So we turn to the stories themselves. Roleplaying games are the last vestiges of oral storytelling that has its traditions in the very roots of man kind. Certainly there is something here that makes the "actual play" itself worthy of study. However, the study of actual play is mired in problems. Due to the collective nature of the stories being told deeper socio, politocal, philosphic, and literary concerns, become diluted as each player desires to serve thier own ends, which is usualy entertainment. As a result any richer intelectualization vanishes as the players preform actions which they find entertaining not intelectualy stimulating. Even if the all the players were devoted to creating an intelectualy stimulating game session, the work of the diffrent players would bring us right back to an inherent schizophrenia.

The ideal game would form the link, it would allow players to be able to create a rich intelectualy stimulating experience, a game, and a source of entertainment. We are left with three requirements which must be filled in order for a game to make the transendence into literature.

The problem is the schizophrenia and my killer example is the relationship between D&D and the G/S/N model. D&D tires to cater to all three camps simutaneously. It tries to be a game which you run around, kill mosters, and get stronger, a simulation so that there are rules for charecters getting hungry and starving, falling damage, encumberance, and an attempt at realistic fighting rules, and finnaly it is narrativist in that it attempts to allow the players to make a story that everyone finds entertaining and rewarding. The combonation of these three elements is irreconcilable and what results is schizophrenia, this site, most of these discussions, and disatisfaction all around. D&D can work when everyone is on the same page play wise but it can QUICKLY break down and fizzle away with the addition of seemingly innocent elements.

To attempt to turn a game into literature you have a diffent three fold balancing act that you need to preform. I will admit that there are game which come close to becoming literature, but they usualy fail in one or more area once all the chips are down. Sometimes the game is very limited in terms of actual play, length of play, the stories it produces, or the expectations of the game desigheners are impossible.

The solution the the G/N/S problem seems to lie on focusing on one aspect of the tri system to the detriment of the others. However, tasks to reconcile the three usualy end in failure, on both the mechanical side of the rules, and the human side of the players. As a result I would say that the transition from game to literature is nearly impossible because to much of the game would be lost in the translation.

Edit: Note the question ask of literature and the idea of captial L literature which is where I focused my argument. I ignored the idea of cultural value because I feel that it is not germane to my point. All the oral tradition in the world won't amount to much unless it is preserved either through writing or thru a continuation of the oral tradition. HOwever rpg rules focus more on how to write your own story, not on making a story to be preserved through the ages. As a result we do not really have very many surviing tales of what it was like to game in 70's or even early 80's even though I personaly would like to know.

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On 4/12/2005 at 2:05am, Bankuei wrote:
RE: The limits of cultural play...?

Hi Lacan,

Huh?

So let me understand this- we can get stories that follow the Aristotle's story arcs, but we can't get them through games that structure on them? I'm sorry, I don't see any difference between a game that produces a coherent story and a writing exercise in a creative writing class. If it produces a coherent story, and possibly a damn good one, then that's what you've got.

Granted- there is no guarantee that any game will produce a good story(and yes, taking into account that good is a subjective term), just in the same way putting someone in front of a typewriter doesn't necessarily produce a good story, or giving them a video camera and some actors either. But you have yet to provide a solid argument why it can't happen.

And intellectually stimulating can't be entertaining? I really don't know what your definition of intellectually stimulating is then. Because we certainly can't be talking about novels or anything else that hits Big L literature status, because a good deal of novels hit both, as much as any other art form.

And finally, the completely tangent issue:

The combonation of these three elements is irreconcilable and what results is schizophrenia, this site, most of these discussions, and disatisfaction all around.


Um, yeah. "Games work best when they focus on one of the Creative Agendas"? Basic theory man. We're still exploring what Hybrids do, but if you look at most of the dysfunctional play issues, people are pointing that straight out. Nothing new. The D&D issue? I think you're confusing what Creative Agenda is all about- the D&D book can't be any CA, it can support a CA better or worse- it's the actual play, by a particular group that makes any game into any particular CA. D&D just happens to make it very easy to do Gamism, has minimal support for Sim, and nothing for Nar. Let's take this to another thread if you want this issue clarified further.

Chris

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On 4/12/2005 at 2:58am, Comte wrote:
RE: The limits of cultural play...?

I was just doing this for fun. I don't believe in this really so I guess I didn't make certain points as clearly as I should.

And intellectually stimulating can't be entertaining? I really don't know what your definition of intellectually stimulating is then. Because we certainly can't be talking about novels or anything else that hits Big L literature status, because a good deal of novels hit both, as much as any other art form.


Good call. That's a major blunder on my part. I got my jargon mixed up. So let me go back and explain. First of all yes you can be entertaining and intelectualy stimulating. Lets get that out of the way right now. When I am using these words I am reffering back to the initial intension of the book. Lets take just about anything written by Nietzsche as an example. He is an exclent writter who can be very funny and entertaining at times. He, however, did not set out to entertain, he set out to tell you about philosphy. His little sideways jabs are just an added bonus. To add a converse, the movie Die Hard is not meant to foster within you philisophic ideas. It is meant purey as entertainment. Now there is no hard and fast guidelines for defining these two terms that I just sort of made up. There are many peices of work that try to be both, and there aren't many that suceed. I do disagree with you there.

I am compleatly against trying to psychologise out an authors intensions. However, for many people intelectual stimulation is a requirement of enjoyment, to a point where they will ignore other more inherent flaws within a piece. When they suceed on both levels I do argue that it is more by acident, rather than something that happens on purpose. To wrap up, "I will say that intelecutal stimulation, or enterainment always comes at the cost of something else." I can give example and argue this point further but time issues forces me to move on.

Now then the next bit I am going to respond to:

So let me understand this- we can get stories that follow the Aristotle's story arcs, but we can't get them through games that structure on them? I'm sorry, I don't see any difference between a game that produces a coherent story and a writing exercise in a creative writing class. If it produces a coherent story, and possibly a damn good one, then that's what you've got.


and

And finally, the completely tangent issue:

Quote:
The combonation of these three elements is irreconcilable and what results is schizophrenia, this site, most of these discussions, and disatisfaction all around.


Yeah you are right that was poorly transitioned to where it almost looks like a seperate issue. Man take one semester off from writting real papers and look what happens. Sorry my fault. Fortunatly you provide me with the tools to clarify. Look up to the first quote. The answer to the question is right in the language used. The diffrence is, one is a writting exercise desighened to make a writer write something good. The rpg is a game that happens to produce stories. Should a good story happen to come out of an rpg session, the game itself isn't literature, the story it produced is. Now the real bastard tricky question to answer (here is a weak point in my argument) is where the resulting story comes from. You see once the author's pen hits the page the story starts to change and starts to become the work of the person writing the story. So it becomes the game session itself that will be the basis for the final story, with the rules of the game becoming a distant third cousin.

This is one way that it can't happen. In this senario the actual play session becomes a story and the game itself is to far removed. This senario is the equivalent of hearing a story, filling in some details, and then writting it down sometime latter.

Part of the problem with this argument is what becomes the literature? We have two possibilities the rule books themselves, or the resultant game sessions. I was really going after the fact that the basic rule books can't become literature due to thier very nature. They are rule books for playing a game, not literature. Violence is a rule book which is a brutal satire of AD&D. However, Violence functions rather poorly as an actual game. Literature? Maybe. But it isn't a fun game really. I will argue that the reason why it isn't very fun is that it spends to much time making fun of AD&D and not enough on the actual game itself. Otherwise I could easily be a generic ruleset for urban games. This is what I was going for.

Now as for the stories produced by the game...I think I will retract my original statments regarding that topic. Some of the greatest stories ever penned were written by more than one person, paticularly scripts. To argue about the nature of the stories resulting from rpgs is like trying to make a road map on how to hit the sublime. It dosn't work trust me.

But I will retain my argument that the actual rule books themselves can not really be literature because then they will cease to be rule books.

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On 4/12/2005 at 4:39am, John Kim wrote:
RE: The limits of cultural play...?

Brendan wrote: Okay, I'll cede that point too. Role-playing has, in a sense, generated its own subculture with distinct memes, norms and practices; furthermore, the act of roleplaying is sufficient to propagate and perpetuate that subculture.

So you've proven to me that role-playing can transmit and enable faith and culture. What about education? I'm not talking about just learning the rules to a game, either. I want to know how role-playing can be usefully educational right now, not just in theory.

Sure. I know of a number of teachers who are using RPGs -- primarily in language education. There are RPGs used by the Lutheran Church of Sweden in youth group education. I think that many past or current games can be excellent for both math and history. Notably, I have ranted a few times about the importance of Traveller to my own math and science education. I have a page of links (along with my own brief essay) on the topic at:

http://www.darkshire.net/~jhkim/rpg/whatis/education.html

Comte wrote: I was really going after the fact that the basic rule books can't become literature due to thier very nature. They are rule books for playing a game, not literature.

Er, this depends on your definition of literature. The term "literature" has been used to refer to everything from political essays to travelogues to journalism to scientific treatises. So, for example, Darwin's writing is sometimes classified as literature, as do play scripts (even though they are meant to be performed rather than read). So I think RPGs are certainly within the broader definition of literature.

Edited to fix attribution for the latter quote

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On 4/12/2005 at 5:09am, Brendan wrote:
RE: The limits of cultural play...?

lumpley wrote: If I didn't think I was doing real art, I'd go write novels instead. Everybody here who doesn't think we're doing real art: why don't you go write novels (or whatever; choose your form) instead? Then you wouldn't be screwin' around wasting your time.

-Vincent

Brendan wrote: I'm inclined to think I'm on your side in this, Pete, but in the interest of infernal advocacy:

Vincent, I absolutely believe that role-playing is art. I tore through my new copy of Dogs last week and I've been trying to convince my gaming friends to play it since then, because I believe it's art, and a masterwork at that.

I'm playing devil's advocate in this thread--as Pete requested in his original post--because I'm interested in building the strongest case against RPGs as art that I can build, and seeing it torn apart.

Thanks for the link to the Shakespeare thread. I have actually seen it linked and read it before, but I'd forgotten about it.

I find it interesting that you're the first person to bring up drama as an analog to role-playing in this thread. I've been waiting for someone to make that argument, because I have no defense against it.

Is theatrical drama reproducible? Only in poor forms like videotape and scripts; even with the same book and the same people on stage, you never see the same play twice.

Is it art? Yup.

Is it capable of conveying culture, faith and education? Absolutely. I actually don't think drama (or any art) must be didactic to be valuable, but that's a whole nother discussion. It certainly can be.

Is role-playing capable of the same things as theatrical drama? Yes. Therefore, I have to drop my argument.

John, thanks for the link to the essay! I've delicioused it for reading tomorrow, but...

John Kim wrote:
Brendan wrote: I was really going after the fact that the basic rule books can't become literature due to thier very nature. They are rule books for playing a game, not literature.

I didn't say that!

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On 4/12/2005 at 5:13am, Bankuei wrote:
RE: The limits of cultural play...?

Hi Lacan,

I don't think anyone here is arguing that the rule books themselves are Literature in the artistic sense anymore than books on "How to Write" are either. If anything, a good set of rules can produce a consistent type of experience(though not exactly the same), and that type of experience can be worthy in an artistic sense just as much as oral storytelling, improvisational theatre, or improv jazz.

These experiences are equivalent to any form of performance art- and, also with an equal range of quality- from crap to good. Unlike performance art where the goal is to impress the audience, in this case the audience IS the performers, so there is less pressure for improvement. It is the same as a group of guys who get together as a "band" and jam in their basement, or a freestyle cipher in hiphop. The artists are the audience, and so, pressure to improve and the criteria of good/bad performance depends completely on the participants.

People CAN & DO hit things in a way that is both intellectually stimulating and entertaining in play- so I don't think that's barring actual play from being in the same category as art. If anything, I'd say its just the fact that the real entertainment is imaginative- and therefore (at least until we get brain-reading technology), not reproducible in any appreciative manner for non-participants without that layer of post-play interpretation.

Chris

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On 4/12/2005 at 10:50am, contracycle wrote:
RE: The limits of cultural play...?

I don't see why cultural limits should imply "story". Story can be, perhaps is necessarily, an outcome of the RPG activity, but I don't regard this as definitive. Possibly for Narr gamers its as good as, but this seems to substitute the product for the action.

I would suggest that IF RPG's are to be comparable to literature, they must be so in their gameness, not in their post-play output. The game itself must be valuable.

In this regard I suspect MLwM and kpfs are possibly already there, the first sort of as a study of coercive relationships and the second as psychological investigation, or self reflection, or commentary on the human condition or similar. If MLwM were stripped of its fantastic overtones and set, say, in Belsen, it would be fucking grim indeed, and the questions about "I was only folowing orders" it raises would be directly pertinent.

Another candidate would be the 9 games about dictators, in each case the game qua game delineating and then animating a specific and recognisable social relationship which speaks to human experience.

If a game can voice a premise, then it can surely be Literature, whether or not it contains or produces story. Story is a red herring IMO.

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On 4/12/2005 at 11:14am, pete_darby wrote:
RE: The limits of cultural play...?

Please note folks, in the original post, the claim was that it can't yet be "comparable" to literature, rather than directly equivalent.

Reading generously, allowing that theatre, film, even TV at it's best, are comparable to literature in their ability to achieve a goal higher than mere "fun", ie entertainment, in what way, presuming they are, do RPG's fall short?

Please note, note "most RPG play", but the best of RPG play. Also note that I'm specifically not interested in rulebooks as literature: that's a related but separate question, similar to considering a Shakespeare text when I want to talk about specific productions or performances. Rulebooks can be assessed in traditional literary terms for quality of writing, or as facilitators for meaningful play, but they shouldn't be mistaken for the bearers of the defining aesthetic vaue of RPG's.

RPG's as played, as an activity, as a performance; why, someone tell me, do they not yet have qualities that qualify them as artisitic pursuits like literature or theatre?

Yes, this is posing a question that I believe is entirely false, but I really want to find why especially Vaxalon believes otherwise.

We started with an implied dichotomy between art and entertainment, between fun and meaningful statements. Perhaps my own position that these are false dichotomies means I cannot see the argument against me.

Gareth, I'm definitely with you: the value of RPG play as a cultural or artistic artefact must rest on the qualities of live play, not the product of a transcript, narrative, or anything else that can be pointed to afterwards as the "story". It is this activity, this interaction, which is unique to RPG's, and where any claim to aesthetic value must lie

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On 4/12/2005 at 1:37pm, Sean wrote:
RE: The limits of cultural play...?

I think that playing RPGs is an art form. Furthermore, I think it's one which actually has some theoretical importance for one currently prominent aesthetic theory (Kendall Walton's), as a transitional case between children's make-believe and passive-spectator art forms.

The burly hunters might have laughed at the weedy little pot-smokers drawing stick figures on the walls at Lascaux too. The difference in these discussions, which always makes me a little sad, is that we're all stick-figure drawers here, and yet some of us persist in drawing stick figures even while we chide other stick-figure-drawers for caring about it more than we do. (That cuts both ways in my opinion, BTW.)

I think that writing rules for RPGs is a kind of craft which supports an art form. It's sort of like set design in theater - I don't feel comfortable calling it 'not-art', but to call it 'an art form' in its own right seems misleading too. Of course there's 'an art' to all these things. On the other hand, someone who doesn't understand the art (theater, role-playing) won't often be good at the supporting activity either.

I think that the distinction between 'art' and 'entertainment', in its most common use, is psychologically destructive for most of the people who use it that way.

You can say: "I don't care how good I am at tennis (chess, etc.), I just play it for fun." You're not automatically at fault for this. Why are people so damned resistant to saying "I don't care how good I am at role-playing games (D&D, etc.), I just play them for fun"?

There's nothing wrong with this. Einstein wasn't less of a person because he was a crappy amateur violinist. You're not less of a person if you're a weeknight dungeon-hacker or vampire wannabe.

The problem (and, in some ways, liberating virtue) of the art form of role-playing is that it is very hard to make interesting to spectators. This does not make it not-art though.

So Vincent, the answer to your question would seem to me to be: because I'm not interested in making art, I'm interested in running my business (getting elected to office, sleeping late and smoking weed, whatever), and I just participate in this art form for fun. The problem is that a lot of people don't seem willing to give that answer: they want to say "well, but what I do is just as valid as what you do, because it's not an art form, it's entertainment." Well. Einstein's passion for violin was perhaps as 'valid' as Heifetz's as an expression of desire, but there's obviously a difference as to product. Nobody would dream of saying that violin music was 'not an art form' and therefore 'Einstein's music was just as good as Heifetz'".

RPGs come in for a beating because (a) they're new and (b) the actual art form is not easily packageable or saleable, only supporting materials are. Several other reasons which suggest themselves involve stereotypes to which artists in other forms are not immune. Well, here's a third: (c) they tend to be associated with genres that have a second- or third-tier cultural status. (Though the old war between 'serious literature' and 'minor genres' is at a low tide at this point, with so many comic-book readers now the 'major literary authors' and college professors of our generation.)

A courageous artist who really cared about the form would shrug that off, as artists in 'more established' forms have always had to against their banker, soldier, and shopkeeper parents.

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On 4/12/2005 at 2:12pm, pete_darby wrote:
RE: The limits of cultural play...?

Sean,

All well and good, and very well said, but it has been raised that we're "not yet" at the stage of being capable of art, or literature, or deep cultural value, whatever you want to call it, and that's what I want folk to offer a coherent defence of.

And again, the idea that to be pro-depth is to be anti-fun needs to be hit over the head repeatedly until it stops moving.

Saying "I don't care whether I'm creating art, as long as I'm enjoying myself" is fine and dandy by me: what I object to is being told "I'm not creating art, and neither are you! We're all just having fun!"

Frankly, I think worrying about whether you're creating "art" is just about the best way of creating lousy art, but that's just me. But the ability to look back at what you've done and say, "That was beautiful, that meant something, that was a thing of quality", that's a big plus to me. It gives me joy. It's, dare I say it, fun.

Fun, I think we're coming around to, is an art form, if we take fun as a form of appreciation of aesthetic quality that engenders joy. Maximizing fun is an art form, yes?

I think what we're all engaged in here is striving to make the experience of role-playing the most enjoyable it can be, of the highest aesthetic quality, as well crafted as it can be... these three things are the same thing. In big model terms, the CA are simply divergent aesthetics.

RPG's are a social, creative phenomena; by almost any definition of culture, the product of role-playing, the actual play, will have cultural value as an emergent property. It will always "say something" about the players, about their values, about what they celebrate or value.

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On 4/12/2005 at 2:34pm, Sean wrote:
RE: The limits of cultural play...?

Hi Pete,

I think you and I mostly agree about this stuff. I don't see how people could read the actual play threads around here and think that 'it's not art yet': people are clearly making art together that allows them to deal with serious themes, morality, culture, emotionally loaded stuff. What more do you want?

People say, or used to say, that comic books are 'not art' sometimes, but they're confused.

Here's something. I'd be willing to listen to someone who said that while there were great paintings and great etchings, the greatest of etchings aren't at the same 'level' of art as the greatest paintings. The painting form is more developed, more established, or maybe its tools just pick out deeper stuff in the human psyche when practiced at its best, whatever.

Likewise, if someone said that the very best novels and short stories up to now have been working at a higher level than the very best comics or RPGs, I guess I'd probably agree. But it doesn't follow from this that there isn't great comic writing or RPG play and that these art forms might develop and reach a higher potential over time, let alone that comics or RPGs 'aren't art'.

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On 4/12/2005 at 2:41pm, pete_darby wrote:
RE: The limits of cultural play...?

Well, I'd also be very suspicious of anyone pursuing the line of "art created in media X is inferior to art created in (invariably older) medium Y".

It's like saying savory dishes are inferior to sweet dishes, or vice versa. Even comparing a given savory to a given sweet is difficult enough. Comparing a whole type of food one to another is an act of, well, not madness, but perhaps prejudice.

The very things that make RPG's different, from, say, film (collaboration, immediacy, etc) damn well should mean we're applying different aesthetic standards. If not, we're forced to judge RPG's as inferior to film on the ismple grounds that it's less, well, cinematic. Which is crazy.

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On 4/12/2005 at 7:09pm, Comte wrote:
RE: The limits of cultural play...?



Er, this depends on your definition of literature. The term "literature" has been used to refer to everything from political essays to travelogues to journalism to scientific treatises. So, for example, Darwin's writing is sometimes classified as literature, as do play scripts (even though they are meant to be performed rather than read). So I think RPGs are certainly within the broader definition of literature

Yep thats the point I would argue if I read my post. HOwever I will take your point a bit further. I beleive that RPGs will hit capital L literary status. I will take your point of it being included in a broader definition of literature a bit further by saying that it is a compleatly diffrent genra. Much like Fellini is given credit for creating the mockumentary, RPG's are a compleatly seperate genra of thier own.

To answer you my definition of the term literature, is anything written or visual that people wish to discuss on a scholarly level. I would say that this site is my case and point. Thouse theory articles are just as complicated as many of the diffrent flavors of literary criticism. Anything written or otherwise that can sustain this level of conversation for this long deserves to be literature.


Bankuei wrote: Hi Lacan,

I don't think anyone here is arguing that the rule books themselves are Literature in the artistic sense anymore than books on "How to Write" are either.


Odd tto be honest I would start by claiming that the rule books themselves are literature. They are a type of book in thier own right which provide the basis for litteraly thousands of stories. But I can't get into that now class is interupting me.

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On 4/13/2005 at 8:11am, Domhnall wrote:
RE: The limits of cultural play...?

Good thread.

Vaxalon wrote: When it comes right down to it, we have to recognize that in spite of all of our aspirations in this forum, when it comes right down to it, the reason we play these games is because they're FUN.

The reason we're HERE, in the Forge, is to make our games MORE fun. By "our games" I mean both the games we run, and the games we write.

It's not like Literature (big-L literature) where not only entertainment is going on, but also the perpetuation of culture, education, faith... Role playing may someday take on these aspects, but I don't think it will be for a while yet.


I’d like to address the concept of “fun”. I believe that there is a difference between role playing for ‘fun’ and role playing for ‘joy’. The former connotes a light, “entertaining” activity. The latter is a deeper experience. It’s best illustrated by citing other forms of media. When I read Bored of the Rings, I can pick it up, read a chapter, and have great laughs. When I read The Lord of the Rings, however, I am not seeking ‘fun’, but a moving experience which is best described as ‘joy’. Or, watching The Holy Grail vs Braveheart, or action movies vs. "whodonnit" ones—the motivation for the participation in (and the creation of) each medium is different.

Now, I would argue against any who say that mediums aimed at ‘fun’ are necessarily less intelligent than those aimed at ‘joy’. However, while ‘fun’ is … fun, it is ‘joy’ that touches the mind/spirit most profoundly. The quest of my RP group is joy, not fun. We have fun moments within the game, but the goal of our game is to experience something akin to “big-L” literature--meaningful, teaching, conflicted, etc., and we do experience it.

As to whether what we do meets the criteria of Art or not, my jury is still out.

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