On RPGs, or games, as tools:
There are things used in gameplay that are tools - eg dice, boards, pens, computers, etc. Most of these are deliberately designed by humans for the purpose for which they're used in gameplay. (But not always: imagine a rough map drawn in the dirt using a stick by a group playing a RPG while camping; and I remember a post from a D&D player whose group used M&Ms for minion tokens - whoever got the kill got to eat the M&M!).
A game itself is probably best conceived of as a practice. (This is the approach I'm familiar with in the phil of law and phil-of-law adjacent work on practices and conventions). It is constituted by rules, which include a normative orientation by the participants towards the rules. (I'm not going to try and analyse
cheating in this post - perhaps the notion of hypocrisy being the tribute that vice pays to virtue will do the job, but I'm not going to try and work that out. Whereas there is pressure in a theory of law to say that law can exist even when widely ignored or disobeyed - consider eg some aspects of Russian tax law - there is no corresponding pressure on us to say that a game continues to exist even when few of the participants treat the "official" rules as normative for them. We can just say they're playing a different game, or perhaps no game at all.)
In the case of the a RPG, I follow
Vincent Baker in thinking that the principal purpose or function of the rules is to establish, maintain, and change, a shared fiction. There are all sorts of sub-rules - some express, some implicit - that establish the details of this, including when tools (what Baker calls
cues) are to be used.
Why people would want to get together and create a shared fiction together - what, if you like, is the reason for RPGing - is a further question. Edwards puts to one side motivations like "hanging with my friends" or "getting paid to do it", and tries to identify reasons or purposes that are more inherent to the activity. He puts it
this way:
stick to the role-playing itself. (The wholly social issues are real, such as "Wanting to hang out with my friends," but they are not the topic at hand.) Now ask, "What makes fun?" This may not be a verbal question, and it is best answered mainly through role-playing with people rather than listening to them. Time and inference are usually required.
The three possibilities he comes up with - for the sake of enjoying/experiencing/imagining the fiction in itself; to win at a game in which manipulating the shared fiction (in accordance with the rules of the game) is part of how you win; to make a point like other authors/creators do in their various media - are grounded in a mixture of intuition and observation.
The form of the activity (in Edwards' terms, it involves setting, character, situation and colour, as well as the system for adding to or changing the fiction) itself imposes some limits, which again can be conjectured by a mix of intuition and observation. Eg the sort of wins that are possible by manipulating a shared fiction are not likely to include puzzles of the sudoku or crossword type - that's not to say that RPGs don't include these sorts of things from time to time, but they are ancillary to RPGing in the same way that resolving a conflict of armies via a tabletop wargame process in ancillary. The former doesn't involve developing or manipulating a shared fiction; the latter doesn't involve playing a character.
It is possible to have borderline instances. The last time I used a riddle in play, it was about the Raven Queen and solving it required knowing and building on elements of the shared fiction. A grid-based puzzle that (eg) relied on knowledge of oppositions that obtain within the fiction could be a component of gamist RPGing rather than just a puzzle dropped into a RPG session.
Similar limitations operate in the other domains. One way to get together with friend to create fiction with a point is to write a novel or play together, but this isn't RPGing: even if this is done via some sort of system, it doesn't involve character, setting or situation in the way that Edwards intends (ie some participants having a particular relationship to certain characters, and the way those characters are located in setting and situation so as to provoke action declarations). For this reason, the shared setting generation one might find in (say) the first session of a Fate or BW campaign isn't roleplaying in Edwards's sense - it's a type of preliminary activity, in the same way that there is a clear sense of
playing soccer in which marking up a field and placing the goals doesn't count as playing soccer, even though it might be an important thing to do so that soccer can be played.
Edwards likewise does not count
reading a rulebook or a setting book as RPGing in his sense, no matter how much imaginative pleasure the reader gets from reflecting on the setting or thinking about how the rules would play out.
Are there other reasons, besides Edwards' three, for engaging in the practice of RPGing?
I have a hair-brained notion of five challenges
- Drama - as a player I am challenged to propose and unravel psychological motives (e.g. duties, beliefs, desires)
- Story - as players we are challenged to resolve a premise
- Simulation - as a player I am challenged to know the world and my place in it
- Construction - as a player I am challenged to build something in the game world
- Solution - as a player I am challenged to figure something out (e.g. a puzzle)
With four dimensions they can be addressed along
- Tactical - position matters, materiel matters
- Strategic - policy matters, logistics matter
- Cultural - concerns matter, beliefs matter
- Magical - relationships matter, appearances matter (is this really separate from cultural? and/or should there be psychological?)
The dimensions, as presented, seem to be different aspects of the shared fiction that might be manipulated or deployed in order to win -
cultural,
magical, but why not eg
technological or
geological? - or else (to echo
@AbdulAlhazred) matters of "scope" with some uncertainty as to whether that is intended to be more properties of the fiction (position, politics) or rather properties of the system used to resolve actions and thereby try and win (eg "large scale" in terms of the scope and temporality of play vs "immediate" in the same terms).
The
drama,
simulation and
solution challenges all seem to involve
working something out about the fiction. The
construction challenge seems to involve (perhaps) manipulating the fiction in a certain fashion, ie a particular sort of engagement with the system. The
story challenge seems to be an invitation to authorship.
Probably unsurprisingly, I think that looking at RPGs through the lens of
shared fiction created in a certain fashion (character, setting, situation with distinct allocations of authority in respect of these) and a system for doing that creation - ie basically the framework provided by Edwards and Baker - allows us to see what is going on in these different sorts of RPGing, and to work out what sort of system might be best for them. Eg a classic high-concept sim game is unlikely to be good for either "story" challenges (because of the role given to the GM in managing setting, situation, and consequences of action resolution) or the "construction" challenges (for similar reasons) but might be fine for "drama", "simulation" and "solution" challenges (GUMSHOE seems to handle these sorts of things pretty well).
Purist-for-system should be able to do construction challenges within the scope of its colour (eg think about trade and starships in Classic Traveller).
And of course - assuming I'm interpreting "story" challenges successfully - a typical "story now" oriented RPG should be good for doing those (again subject to considerations of colour).
it is assumed a game will be more successfully expressive and engaging, the more challenges and dimensions it successfully weds.
I think my preceding paragraphs cast doubt on this assumption. D&D 4e does not have a "strategic" dimension of any great significance (assuming that dimension is about scope and temporality of play, rather than about the content of the fiction). Wuthering Height does not have a strategic dimension of any great significance (on either understanding of what that might be). Both can be quite expressive and engaging.
I think that Rifts purports to engage all 4 dimensions, but I don't think this makes it more expressive or engaging than either of those other two RPGs.
As far as challenges are concerned, there are huge tensions between (say) the "story" challenge and the "simulation" challenge, as Edwards has detailed at length and as I've posted in this thread. Similarly, systems that support "construction" challenges tend to be inimical to "story" challenges. Etc.