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What is roleplaying?
Since I am now writing for roleplaying games as an actual source
of income, I find myself increasingly in the position of having
to explain roleplaying games to people with no exposure to or
understanding of the hobby. My parents have hosted games at their
house often enough to have some idea what I'm doing, but my in-laws
have less exposure, and when they see my published writing they're
inclined simply to raise an eyebrow at the scantily-clad woman
on the magazine cover without any understanding of the contents.
So I've been working on explaining roleplaying by starting from
scratch.
Roleplaying is, first and foremost, about games. (We are not
talking about the therapeutic or educational technique of roleplaying,
but about roleplaying games.) Let's make sure we've got that straight,
both inside and outside the hobby. That's what we're doing: playing
games. Entertainment is the point and the goal; we do this to
have fun. Wizards of the Coast
the company that makes Magic: The Gathering and now owns
TSR, the makers of Dungeons
& Dragonshas expressed the goal of making gaming as popular
a form of entertainment as the movies. It's certainly a much more
cerebral hobby than movies, but it's still just a hobby. So that's
clear: we're talking about games.
OK, so what do you do in a roleplaying game? You take on the
role (hence the name) of an imaginary character, and control the
actions of that character in response to events in the imaginary
world around. Improvisational theater or collaborative storytelling
are ways to think of it... except that the improvisation is guided
by rules. If your character in the game comes across a yawning
chasm in the ground while running from pursuing bad guys, you
might think of a similar scene in a book or a movie and declare
that your character is going to leap heroically across the chasm.
In a story, the author could just decide whether the hero makes
the leap or not, based primarily on what best advances the story.
In a roleplaying game, there are rules in place to determineusually
with the aid of a random die rollwhether the character is
going to make it across or not.
Each player in a roleplaying game, generally, takes on the role
of a single character. The game is not competitivethe characters
are supposed to all work together in order to accomplish their
goal, whether it's rescuing a captive prince or destroying the
evil alien starship. If they succeed, all the characters share
in the rewards, and if they fail, they all suffer the consequences.
One player, generally called the Gamemaster (or Dungeon Master,
or some other title specific to the game being played), has a
special role to play. The Gamemaster (GM for short) crafts the
adventure the other players will join in, determining not exactly
what will happen, but the framework of events, the important antagonists
and other supporting characters, and the setting. I think of the
GM as sort of like a novelistexcept that the characters
in the "novel" have free will, meaning that they can
steer the course of the adventure in unexpected directions. (See
my "God as Dungeon Master" sermon
for more on this idea.) The GM controls the actions of all the
characters in the story who are not the heroes (controlled by
the other players)from the evil mastermind whose plans the
heroes must thwart to the humble innkeeper who gives them a place
to sleep at night. Despite the fact that the GM controls characters
who are antagonists to the heroes, the GM is still not in competition
with the players. Everyone shares the same goal: to tell a good
story.
A roleplaying game has no board, no pieces that you move around.
It's all verbaleach player describes the actions that his
or her character will perform. Exactly how players do this is
a matter of personal style. Some players remain fairly detached
from their characters: "My character is going to try to open
the door." Others speak in the first person: "I'll walk
over and see if anything is under the bed." Still others
get a little more dramatic, and may accompany their words with
gestures, accents, sometimes even getting up and moving around.
But in general the "action" of the game is confined
to the table and the imaginations of all the players. There is
lots of paper involvedpages with the key information about
each character, notes to remind the players of what they've done
and clues they've uncovered, and the GM's copious information
about the adventure. Not to mention the rulebooks, which can take
up a lot of shelf space.
I think this will serve as a general overview of what roleplaying
is all about. If you've read this far and have more questions,
please feel free to e-mail
me, and I'll do my best to explain things better.
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