Tabletop Role-Playing Games and the Experience of Imagined Worlds
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Tabletop Role-Playing Games and the Experience of Imagined Worlds

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Tabletop Role-Playing Games and the Experience of Imagined Worlds

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About This Book

In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.

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Yes, you can access Tabletop Role-Playing Games and the Experience of Imagined Worlds by Nicholas J. Mizer in PDF and/or ePUB format, as well as other popular books in Social Sciences & Cultural & Social Anthropology. We have over one million books available in our catalogue for you to explore.

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© The Author(s) 2019
N. J. MizerTabletop Role-Playing Games and the Experience of Imagined WorldsPalgrave Games in Contexthttps://doi.org/10.1007/978-3-030-29127-3_1
Begin Abstract

1. Introduction

Nicholas J. Mizer1
(1)
Games and Simulation Arts and Sciences Program, Rensselaer Polytechnic Institute, Troy, NY, USA
Nicholas J. Mizer
He who seizes the greatest unreality, shapes the greatest reality.
—Giorgio Agamben
End Abstract
Be twelve. It is 1985 and you are walking into a B. Dalton bookstore. The smell of soft-baked pretzels fades as you walk past the registers. Bryan Adams’s new song, “Summer of ‘69” plays over the speakers in the ceiling. Walking towards the fantasy section, you see a book that appears to be an encyclopedia of monsters. Pulling the hardcover off the shelf, you begin leafing through the pages. You see a number of illustrations and entries, each detailing a different creature. Some creatures you recognize, like dragons and vampires, and some you do not, like beholders and carrion crawlers. The book reads a little bit like the Audubon Society field guide to birds that your uncle got you last year for your birthday, except that instead of ornithological terms you don’t recognize this book is full of strange terms like “hit dice” and “armor class.” There are a lot of numbers. Slowly you begin to realize that the book is a game of some kind.
Be seventeen. It is 1990 and you are sitting in your friend’s basement. The table in front of you is scattered with papers and half-empty cans of Mountain Dew. In just a few weeks you and your friends will head off to different colleges. Over the past five years you have spent countless hours in this basement, the faux-wood paneling reflecting back laughter and arguments in roughly equal measure. The dungeon master , Aaron, has decided to work up something special for this last game session you will all play together. After spending the past few months tracking your nemesis Lord Big Butt (who bears a strong resemblance to your sixth grade science teacher), you and your fellow adventurers have discovered his secret mountain lair. Once inside, you fight through hordes of enemies until you come to the final chamber, where Lord Big Butt has stationed his new champions. In front of the villain’s throne stand four figures, each a mirror image of one member of your party. The battle that ensues is chaotic, but in the end Lord Big Butt is slain. None of the heroes are sure which of the survivors are originals and which are clones. You feel like the idea was a little contrived, and maybe not your best session, but a fitting end to a campaign that you will remember for the rest of your life.
Be thirty-five. It is 2008 and you are at work, scrolling through news headlines. “Gary Gygax, Game Pioneer, Dies at 69,” (Schiesel 2008) you read, and your mind races backwards to a mall in 1985. That night, after you put your children to bed, you go down to the basement, rifling through old boxes until you find it. The Official Advanced Dungeons & Dragons Monster Manual by Gary Gygax . A weathered sheet of graph paper falls from the pages as you open the book. Unfolding the paper, you see that it is an adventure location you started writing during your freshman year of college but never got around to finishing. You look up Aaron on Facebook and message him to ask if he wants to get the gang back together to play D&D on a Skype conference call.

Conjuring Worlds

The narrative above is a fiction; that is to say, it is an amalgamation of experiences which conjures a world. Its world is not exactly our world. Although based on experiences described to me over the course of my research into tabletop role-playing games (TRPGs), those exact events never occurred in our world. We are always conjuring worlds, cobbling them together out of disparate experiences into makeshift wholes. To conjure those worlds for others, we create assemblages of words, or of images, or of sounds. Manipulating these twin abilities, to assemble disparate objects into worlds and to conjure worlds through disparate assemblages, is the central mystery of role-playing games.
Manipulating this world-conjuring power of words which, viewed from the reverse angle, is our human capacity for worlding disparate details into cohesive realms, drives what game researcher Markus Montola calls the first invisible rule of role-playing, the world rule. As he puts it, “role-playing is an interactive process of defining and re-defining the state, properties and contents of an imaginary game world” (2009, p. 23). As players define and re-define a game world, they must take apart some of its pieces, make new sense of them, and then communicate the new state to one another by reassembling the words and images used to conjure the world.
Both scholars and poets have acknowledged the importance of imagining our world, and alternate possible states of that world, as a driving force in human experience. Anthropologist Arjun Appadurai, for example, said that “the imagination is now central to all forms of agency, is itself a social fact, and is the key component of the new global order” (1996, p. 31). Coleridge called imagination “the living Power and prime Agent of all human Perception 
 a repetition in the finite mind of the eternal act of creation” (1817, Chap. XIII). Despite this acknowledgment, we still have much to learn about how people, especially people in groups, interact with these worlds that we imagine. The way we experience imagined worlds, is not static. New cultural innovations shape our imagination, and vice versa. By considering tabletop role-playing games as techniques for shaping our experience of imagined worlds, this book explores and documents how imagined worlds shape the experiences of those who visit them regularly.

Theoretical Background

[Role-playing games] are neither wholly games nor wholly narratives but use structures of both games and narratives. They are neither wholly immersive nor wholly interactive but, rather, both immersive and interactive. They both involve consumerism 
 and rebellion against it 
. They complicate our understanding of the relationship between authors and audiences, and our definitions of these terms. (Cover 2010, p. 174)
Partially because of the complexity Cover references here, research on RPGs has been produced from a variety of disciplines, including sociology (Fine 1983), performance studies (Mackay 2001), psychology (Bowman 2010), and rhetoric (Cover 2010). Zagal and Deterding’s handbook of RPG studies documents no less than ten different disciplinary perspectives which scholars have used in the field (2018). My approach here shares common ground with some of the perspectives described there, primarily performance studies and sociology, but my angle is decidedly anthropological and ethnographic. Definitions of “the anthropological approach” vary widely, but the description of the anthropological endeavor as “make the strange familiar and the familiar strange” fits this work most closely (Melhuus 2002). In pursuing this goal, anthropologists embrace three perspectives: cultural relativism, a commitment to attempt to understand people on their own terms; holism, a commitment to treat culture as a complex whole; and comparison, a commitment to gain a wider perspective by looking at human variety. Not every work of anthropology enacts these perspectives equally, of course, but they guide anthropologists’ angle of approach.
One way that anthropology guides my angle of approach to role-playing games has been to draw more toward the descriptive and exploratory than to the definitive and explanatory. In general, the understanding of play has been shaped by an assumed dichotomy between the serious and non-serious, or between work and play (Fine 1983; Goldman 1998; Schwartzman 1978). Using these divisions as a starting point, many theorists have attempted to explain “why people play as opposed to doing something serious” (Fine 1983, p. 5). Whether they find an answer in psychologically therapeutic effects or just needing to burn off excess energy, these researchers tended to treat play as a problem to be explained.1 Instead of considering imaginary play as a problem to be solved, I view it as a complex phenomenon to be explored. In this, I follow sociologist Gary Alan Fine in focusing on the processual question of how people experience TRPGs rather than on teleological questions of why they do so (1983, pp. 5–6).

Experience and Phenomenology

Stated most broadly, the question I want to answer is the same that every cultural researcher must ask: Erving Goffman’s “What is it that’s going on here?” (1974, p. 8). While this is too vague to serve as a useful guide to the subject matter of a book, it has a lot to offer in terms of identifying my angle of entry. I have attempted as much as possible to avoid assuming that I understand even at the most basic level what is happening when a group of people experience a world together through a role-playing game. Even after years of participant observation and playing games, most of my interviews centered on trying to determine what it is like to play a role-playing game. This approach is phenomenological, in the sense that I have attempted to “bracket” all concerns external to the experience of play, whether issues of power and identity or ideas like narrative, and try to convey in as rich detail as possible the quality of imaginative experience in TRPGs.2 In the places where this has worked, I am left not with an understanding of games that is devoid of power and imagination but with a sometimes counterintuitive understanding of these things as they present themselves in experience.
One major result of this approach has been an increasing sense that one of the most important things going on in TRPGs is not character development or plot progression but the experience of imagined worlds themselves. When I say “experience” here, I mean it in a sense specific enough to deserve elaboration. For phenomenologists, as Harris Berger explains:
Experience is not some mysterious substance that stands in opposition to the real, objective world of things; experience encompasses both the objective and the subjective 
. As a first approximation, experience can be understood as the contents of consciousness: the ideas thought, the emotions felt, the sounds heard, the fragrances smelled, the flavors tasted, textures touched, and colors seen. By definition, therefore, experience is all we can ever know because it encompasses both the knowledge and the thing known. (1999, p. 19)
We arrive at this understanding of experience by means of Edmund Husserl’s concept of the epochē (1931, 1960). Rather than making judgments between objectivity or subjectivity in our experiences, Husserl directs us to suspend those abstractions in a “set of brackets,” or epochē , and instead direct our attention to a careful description of the concrete contents of our experience. “When we do this,” Berger says, “we immediately stumble onto a thunderous discovery: nothing has changed: the objectivity of the world is retained in the pure experience the epochē establishes” (1999, p. 20).
If I consider one of the iconic twenty-sided dice used in Dungeons &...

Table of contents

  1. Cover
  2. Front Matter
  3. 1. Introduction
  4. 2. Entering Imagined Worlds Through Enchanted Rationalization
  5. 3. A Life Well Played: How the Past Shapes Our Experience of Worlds
  6. 4. Color, Song, and Choice Diction: Using Chromomancy to Summon Worlds
  7. 5. Responsibly and Accurately: Dwelling in Imagined Worlds
  8. 6. Journey’s End
  9. Back Matter