5. Toward a Philosophy

These are my notes on chapter 5 of The Elusive Shift: How RPGs Forged Their Identity, written by Jon Peterson and published by MIT Press. My notes on chapter 4 are available here.

Chapter 5: Toward a Philosophy

Defining role-playing games (RPGs) has been a complex endeavor due to their novel and expansive nature, starting with attempts in the 1970s to philosophically categorize them amidst a broad design space and commercial influences. Early RPGs ranged from open systems to those with rigid constraints, with commercialization often dictating the RPG label more than philosophical precision. This broadness led to debates about what qualifies as an RPG, with games like Madame Guillotine and Once Upon a Time in the West challenging traditional classifications. The discussion evolved from fanzines to more widespread publications, highlighting the genre's adaptability and the community's role in exploring and defining RPGs. This ongoing dialogue reflects the diverse interpretations and expectations of RPGs, emphasizing their unique blend of storytelling, character development, and player immersion.

Wargamers Counterattack

Wargamers initially viewed the rise of Dungeons & Dragons with skepticism, highlighting the tension between traditional wargaming focused on strategy and skill and D&D's incorporation of luck and narrative elements. Lewis Pulsipher, a notable figure in the wargaming community, critiqued D&D for moving away from competition towards a more narrative-driven experience, arguing for a balance that rewards skill and strategic gameplay. His critique extended to the game's reception in the UK, emphasizing a division between players seeking an immersive narrative experience and those favoring the competitive, skill-based aspects of gaming. Pulsipher's writings in White Dwarf magazine advocated for D&D to be played as a serious wargame, proposing player typologies that reflect this divide. He criticized approaches prioritizing storytelling over gameplay, labeling them as less engaging and suggesting that a skill-oriented campaign offers a more satisfying long-term experience. This debate underscored fundamental differences in the gaming community's expectations and preferences, highlighting the evolving nature of D&D and role-playing games.

Definitions and Controversies

The evolution of D&D presented a challenge for traditional wargamers, introducing a game type that emphasized role-play over competitive strategy. Commentators highlighted D&D's focus on personal insight and relationship exploration, which encouraged players to delve into their characters' motivations and act out scenarios without predefined victory conditions. This approach positioned D&D not just as a game but as a medium for self-discovery, likening it to the psychodrama games of the '60s. This reimagining of gaming sparked debates over the definition of role-playing games, with early theorists suggesting broad definitions that encapsulated the freedom and imaginative play integral to RPGs. Critics argued about essential elements of RPGs, ranging from character progression and world-building to the role of game masters, indicating a shift from traditional game mechanics to narrative-driven experiences. This discourse laid foundational questions about the identity and potential of role-playing games, challenging players and designers to reconsider the boundaries and purposes of gaming.

Simbalist's Paradoxes

Ed Simbalist, co-author of Chivalry & Sorcery, critiqued Dungeons & Dragons for its limitations and championed a more narrative-driven approach to RPGs, emphasizing story over dungeon crawls. He delineated the evolution of RPGs into generations, with his game representing a third generation that prioritized comprehensive world-building and realistic simulation over the dungeon-centric play of D&D. Simbalist's work highlighted a shift from viewing RPGs as mere extensions of wargaming to seeing them as platforms for storytelling and character development. He argued for the role of the game master as a storyteller who shapes the game's narrative, advocating for a flexible approach to rules to serve the story better. This philosophy challenged traditional views on impartiality and system-driven outcomes, proposing instead that the essence of role-playing lies in the collaborative creation of a narrative, with the game master guiding the plot while maintaining the illusion of player autonomy.

The Generation Gap

The role-playing game community of the late 1970s faced a generational divide characterized by differing approaches to gameplay. Glenn Blacow highlighted a split between players who embraced deep role-playing within a narrative world and those fixated on optimizing game mechanics at the expense of character personality. The disappearance of James Dallas Egbert III, mistakenly linked to his involvement in D&D, thrust role-playing games into the media spotlight, attracting a new wave of younger players and altering the hobby's demographic. This shift brought more women and girls into the community, challenging the previous male-dominated culture and introducing discussions about inclusivity and the nature of role-playing. Bill Seligman's observations reflected a similar divide, distinguishing between players seeking power and those valuing immersive experiences. The influx of younger players, referred to as "munchkins," highlighted a tension between veteran gamers and newcomers, echoing earlier debates in wargaming about age and maturity. This generational gap fueled ongoing discussions about the essence of role-playing, the role of game mechanics versus narrative exploration, and the community's evolving identity amidst rapid growth and increased diversity.

Just a Game?

The RPG community at this time was divided on whether RPGs were simply games or something more—art forms, psychodramas, or vehicles for personal growth. Prominent figures like M.A.R. Barker and Ed Simbalist compared RPGs to improvisational theater, suggesting they offer deeper engagement than traditional games. Clint Bigglestone detailed approaches to character creation that mirror method acting, encouraging players to explore roles outside their personal experiences and avoid stereotypes. Conversely, Doug Bachmann proposed game mechanisms to foster personal and ethical development, arguing that RPGs offer access to profound experiences akin to ritualistic or mythological journeys. He challenged the view that fantasy gaming is mere escapism, proposing instead that RPGs have the potential to impact players' perceptions and moral compasses significantly. This debate underscores the complexity of RPGs, which can be seen as both a form of entertainment and a medium for exploring deeper psychological and artistic territories.

The Elusive Shift: How RPGs Forged Their Identity by Jon Peterson is now available at all good book stores.

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