doc_mystery ([info]doc_mystery) wrote,

Where are the ‘Roles’ in Role playing games?

The term ‘role-playing’ as attached to the hobby of table-top role playing games (RPGs) has always bothered me. Despite this very explicit label, I have found very few persons actually interested in playing characters or roles that are assigned to them. Many players simply prefer to use the vehicle of the player character (PC) as an augmented avatar of their own personality within simulated gaming universes, a PC free to dare and attempt things that they would never attempt to do in real life.



The term ‘role playing’ itself has been used at least since the 1940s by psychologists, marriage counselors and proponents of social work theory as a technique used in creating change and personal growth in their clients unhappy with either themselves or the troubled relationships they inhabit. There are various examples in the academic psychological literature where it has been used to instill or model more appropriate strategies and help model more effective behaviors. Not only has this method of supervised psychodrama been used by therapists to help their patients gain insights about their personality, emotions and/or their disturbed interpersonal relationships, role-playing has been a means of providing familiarity for dealing with stressful and uncertain social situations.

Role-playing techniques have also been used in other forums of education, including business and political science courses as an adjuvant to the usual classroom teaching. It is especially useful when trying to model collaborative behavior (i.e. mock UN, criminal trials) and provide synthetic experiences to help with decision making (i.e. cold war scenarios developed by the RAND Corporation in the 1950s) or help provide practice with dealing with complicated emergency or other adrenaline drenched situations (i.e. Red Cross first aid training, Peace Corps scenarios for dealing with other cultures). It was even used in my own medical school education with “standardized patients” to help with interviewing patients and teaching clinical skills with helpful feedback from the patients to improve a very nervous medical learner’s communication and other skills.

In tabletop pencil & paper role-playing games the players assume fictional roles in an imaginary world created and animated by a games-master, and the interaction of the participants provide and enjoyable past-time in a collaborative and interactive fashion. Strangely, despite their shared name with the psychological technique mentioned above, role-playing in such games have little to do with playing a role, that is, a role assigned to you. There is precious little about playing and portraying a realistic role completely different from your own personality, the entire point of the original uses of such psychodrama techniques used by therapists and teachers. They instead have everything to do with playing a dispassionate persona that is better/faster/smarter than their player controlling them, one with none of the flaws of personality and emotion that hinder their operator.

Moreover, in my experience most RPG players avoid entirely playing in a role not completely of their choosing, and willfully resist any assumed restrictions, either mechanical ones (i.e. D&D rules for alignment), or those imposed by the social milieu of the imaginary world the player controlled PC inhabits. Even more hostile are those attempts to have any external influence (i.e. the GM) introduce or produce any emotional reaction in the PC other than the most crude and melodramatic (i.e. Sanity rules for Call of Cthulhu). I still remember quite vividly on the Alarums mailing list a threat on PC emotions and motivations the description of RPG personality mechanics by another person as being “…fascist intrusions into player's sole domain of control.”

Is there a place (or role…) for RPGs for playing a character who isn’t augmented with better looks, traits, abilities, strength, endurance, or supernatural powers? For simply playing a regular Joe (or Jill) caught up in extraordinary circumstances where the player can use their wits and ingenuity, and not rely on a matrix of numbers and stats as a crutch? For players to run character expressly designed by the GM to fit into the world setting that doesn’t have to have a rule-imposed pseudo-realistic state of ‘balance’? To run PCs using that same GM designed fictional role to make choices and decisions for their PCs that provide an payoff of fun and adventure? And can any of this be done to provide some psychological insights for the player that they can take away from the encounter?

Any thoughts?



::B::

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  • 5 comments

[info]doccross

July 28 2005, 03:33:56 UTC 6 years ago

>>Is there a place (or role…) for RPGs for playing a character who isn’t augmented with better looks, traits, abilities, strength, endurance, or supernatural powers? For simply playing a regular Joe (or Jill) caught up in extraordinary circumstances where the player can use their wits and ingenuity, and not rely on a matrix of numbers and stats as a crutch? For players to run character expressly designed by the GM to fit into the world setting that doesn’t have to have a rule-imposed pseudo-realistic state of ‘balance’? To run PCs using that same GM designed fictional role to make choices and decisions for their PCs that provide an payoff of fun and adventure? And can any of this be done to provide some psychological insights for the player that they can take away from the encounter?<<

Well, you can come to GenCon in 2007 and find out:) See, I've had an idea or two along those lines, too.


[info]mylescorcoran

July 28 2005, 08:00:31 UTC 6 years ago

I've found that often one-offs and convention scenarios produce the best role-playing in the sense you're using here. Without the long-term commitment of a series/campaign a player may feel freer to experiment, knowing that there are no longer term consequences.

I take issue with:

"There is precious little about playing and portraying a realistic role ...

They instead have everything to do with playing a dispassionate persona that is better/faster/smarter than their player controlling them, one with none of the flaws of personality and emotion that hinder their operator."

Maybe I've played more Pendragon but I've certainly seen many characters played with flaws of "personality and emotion".

Certain players will not stretch themselves to playing anything other than their token in the game world. Certain game systems make it difficult (or provide no obvious support) to play a character as anything other than a token. That does not mean that other players do not play characters with passion, flaws and personalities different to their own, nor that there are no game systems that aid or support such play.

Our Blanding's Castle game (as recounted in A&E) allowed us to play characters without special powers, better looks, etc. That's there's an element of escapism in every role-playing game is undeniable. There's more to it than that for some of us, however.

And besides, sometimes mindless escapism is what you're looking for. (We played a very silly game of Great Orc Gods last night.)



[info]doc_mystery

July 28 2005, 11:37:48 UTC 6 years ago

Re your first paragraph, I would suggest that you are correct (at least from my own experiences playing one-off roles assigned at conventions).

Opportunities for playing roles foreign to one’s own can provide experiences and insights hard to obtain in any other way. You would assume that sampling different experiences and roles different than your own by playing different roles in an RPG would be an attractive and common occurrence, but I don't think it is.

Re systems that support characters with passions, flaws and pesonalitis different than that of their own, I think that they do exist, and that most players loathe any "feat of clay"; bolted onto their shiny PC avatars. Flaws are often only deemed acceptable when there is a corresponding advantage to be gained. And PC emotions are almost always (with a nod to Pendragon's elegant rules) under the control of the player, who allows their PC at most to emit a form of ersatz emotion.

[To expand on the latter, I think having RPG players dispassionately controlling their PC's emotions in every modality all of the time doesn’t follow either real life nor inspirational fictional media (ie. plays, film, TV, books) very well. I suspect that everyone has said or done something in a moment of anger or irritation that they later regret. No one is that "cool" all the time. Ironically, such Vulcan-like control of PC emotions fits best only the most sneered at of models; wargaming.]

Re your Blanding's Castle game, I suggest that these exceptional sessions you have written up fin Alarums are just that, *exceptions* to my general rule where players eschew the so-called mundane in either setting or their own characters.

To use the analogy where PCs are automobiles driven by their drivers, most players drive flashy, expensive and brand-new models, many times with supernatural or SF gadgets bolted on their frame or hidden in the trunk. Few drive a rust bucket or even a modest economy car despite the fact that there are many such vehicles on the road. And (to torture the analogy even more), many drive bloated SUVs (top heavy PCs that carry too much stuff and who run rough-shod over the others they are supposed to share the road/experience with).

::B::

[info]neosis

July 28 2005, 17:27:47 UTC 6 years ago

To use the analogy where PCs are automobiles driven by their drivers, most players drive flashy, expensive and brand-new models, many times with supernatural or SF gadgets bolted on their frame or hidden in the trunk. Few drive a rust bucket or even a modest economy car despite the fact that there are many such vehicles on the road. And (to torture the analogy even more), many drive bloated SUVs (top heavy PCs that carry too much stuff and who run rough-shod over the others they are supposed to share the road/experience with).

I think most people are playing a game for enjoyment, and they enjoy "winning" in the game. That usually means "winning" the combats, since most rewards, (exp, treasure, fame and glory) are based on successful combat scenarios.

There are other players who enjoy other aspects of role-playing games, and you can sometimes find roleplayers at the table-top but for the most part, the people you describe are going to realize eventually that they don't need the rulebooks and the table-top and leave them both for LARP.

Also, pre-generated characters are usually not much fun in the long run, they usually have traits which the player doesn't like, and isn't allowed to change, and that's just aggrivating.

[info]simreeve

July 29 2005, 18:08:32 UTC 6 years ago

It helps if the game's set in a "different" culture, and the GM has some way of "encouraging" the players to have their characters fit into the local culture: Imagine how little time any PCs with a fairly typical 'Western'/'modern' approach would probably last for in Tsolyanu'...
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