On Roleplaying Games
“Table-top roleplaying is a parallel simulation on a cluster of humans.”
-My own PhD thesis (2010)
This phrase comes from one of my PhD propositions, and it really embodies how I think about roleplaying games, or RPGs.
Most people know RPGs from computer games like Diablo or Final Fantasy, and perhaps a bunch of you have even played a tabletop game like Dungeons and Dragons or Mafia/Werewolf. In all these games you take on a different character role, and take responsibility for that role throughout the game story line. Now the depth of that role can vary a lot. Let me illustrate that with two simple examples in video gaming:
1. Diablo 3, battling some boss monster.
2. Dragon Age Inquisition: weighing your options in a dialogue with a non-player character.
In first example you point and click to let your character launch an attack. There's a lot of strategy depth in Diablo, but not much depth in terms of playing the personality of your character. The second example, from Dragon Age, is quite different. Here your character develops according to the way she/he behaves in the different interactions with non-player characters, and the game as a whole comes much closer to the idea of roleplaying as people playing table-top games experience it.
Tabletop roleplaying: trad & indie
This one comes in many flavours too though! The reference version is Dungeons and Dragons, which was kicked off by Gary Gygax in the 70s. I played it for many years, but especially the earlier editions did have a few drawbacks...
“Now, where did it explain how polymorph worked again?”. Image courtesy of the Guyliner.
...most of which was that you needed a huge volume of books to appreciate the sheer breadth of the ruleset. In general, “D&D” comes with quite a few rules, and one needs a sizable spreadsheet to create and manage a single character in the game. There are many other roleplaying games in a similar style to D&D, and this genre of table-top gaming is often referred to as traditional, or trad.
The other main subgenre (indie) emerged from a different direction: that of cooperative storytelling. A basic version of this is to have somebody start a story, and then others chip in to give it an interesting twist. The aim is much less on enforcing correct use of the rules and character skill development, and much more on the underlying plot and on creating believable scenes. Ribbon Drive, The Quiet Year and A Penny for my Thoughts are for me personally a very good example of these indie roleplaying games.
The book of Dungeon World (it has fewer books than D&D). [Note to the Coil devs: any reason this image turns out so much larger than the others? Is it the aspect ratio perhaps?]
As a player (or game master), you don't have to choose between the two though: games such as Dungeon World happily straddles the gray area between the two extremes (though more towards the trad end), and a friend of mine even developed “Concept D&D”, which reproduces Dungeons and Dragons on a measly handful of rules pages (but which I also unfortunately can't find back due to the horribly generic game name(!!!)).
The benefits of tabletop RPGs
So what can you do with these “simulations using a cluster of humans”?
Well, for starters it lets you learn a lot about how other people act and react. This is obviously because you play a different character, but also because you'll see your friends playing their different characters too! You'll find players that map the very same personality to each different character, others that rely heavily on flat movie-cliche concepts, and yet others that steal traits from their real-life acquaintances to try and realistically play their characters ;).
Some players go overboard in terms of behaviour, and this used to be quite a problem in some groups. However, in recent years the X-card approach has become quite commonplace, and fortunately it's extremely effective in keeping games sensible.
Overall, amidst all the roleplaying there is one skill that in my opinion does appear to improve with everyone over the years, and that much of society is painfully lacking these days: empathy.
But that's not the only benefit roleplaying provides. In this LifeHacker article, Patrick Allan summarizes the following other benefits:
- It cultivates creativity.
- It improves your social skills (I guess that overlaps with my empathy point?).
- It encourages teamwork and cooperation.
- It teaches problem-solving skills.
- It's apparently fun ;).
Oh, and as an added bonus, it's also great for your English if you decide to play in that language as a non-native speaker. For example, without role-playing I'm reasonably sure I never would have had the language skills to write academic papers at uni... :).
Closing thoughts
If you ever want to give this stuff a try, why not propose it to your friends, or alternatively just join an online gaming group somewhere?
And if you don't want to do actual roleplaying, but you want to have a better idea of what it's like, perhaps have a look at The Gamers.
It's actually on YouTube, so let me throw in an embed:
As for myself, after having played D&D for 15 years, I limited myself to roleplaying once or twice a year for quite a while. But that changed now that I'm taking part in a monthly event of online roleplaying fun. Admittedly, it can be tricky to combine it with bringing the kids to bed, but it sure is a load of fun :)
Last but not least: if you are one of those people who think they've never been part of a parallel simulation using a cluster of humans (i.e. a real life roleplaying game), then I can prove you wrong with reasonable certainty:
- Did you ever have to do a fire drill?
Credits
Header image from Star Trek (I found it in this Medium article)