(Note: This entry was originally posted at my blog. It can be found
here.)
In the roleplaying (RPG) hobby a common meme is that RPGs are like stories, and that playing in an RPG is like story telling. This has affected game and adventure design and game play. In this posting I hope to show that RPGs are not like stories and playing them is not like story telling.
Before we begin, this post is the result of an ongoing discussion at the
ENWorld forums. The thread can be found
here. If you want to join the conversation registration is required.
That said ...
Before I start I present a definition of story from
Your Dictionary
1. An account or recital of an event or a series of events, either true or fictitious, as: a. An account or report regarding the facts of an event or group of events: The witness changed her story under questioning. b. An anecdote: came back from the trip with some good stories. c. A lie: told us a story about the dog eating the cookies.
By definition a story is an account of events, fictional or real, that have happened. Whether it be told in past tense, present tense, or future tense the story as about events that have happened. In an RPG the events are occurring. They are, in a sense, happening now. This makes RPGs analogous to life, and RPG play analogous to living in the real world.
Now, this does not mean RPGs are real life. RPGs contain many story like elements. Villains for example, and stock characters. RPGs are a unique combination of many things, with the addition of one feature not attempted before in this fashion, modeling life, even if in a limited form.
(N.B.: Wargames also do this, but in a more limited fashion. The same for certain other games. The distinction RPGs hold is that they allow for the modelling of life on a broader and deeper scale.)
I suspect the idea that RPGs are like stories comes from their fictional elements. The same elements that make up many stories. Since an adventure can have a big, bad, evil guy (BBEG, from <b>Buffy, The Vampire Slayer</b>) same as a story, the adventure must be like a story. A false analogy.
To show what RPGs and RPG adventures are really like we need to first look at what happens in the typical adventure.
In a typical adventure the game master (GM) presents the basic situation. Sets the scene as it were. The players, as their characters, then decide what they are going to do. Play of the adventure then continues based on the players' initial decision and the outcome of their actions. Combined with the reactions of those characters played by the GM. Much like real life.
How so?
In real life you are presented with a situation and decide on what to do about it. What happens afterwards depends on your decision, the outcome, and the reactions of those who are or might be connected in some manner. The difference between real life and RPGs is that the mechanic for task resolution in real life is so transparent RPG designers find it extremely difficult to model in their games.
Another factor that connects RPGs and life is that both are indeterminate. That is, one cannot predict with any certainty what will happen based on what is going on and one's decision regarding the event. In both case you could attempt to save a small child and have it fail. Or you could succeed only to have the child's mother come up and whack you on the head with a 2/4. Something you don't have in stories, because the story teller has set out the course of events and their results before hand.
If you ever get the chance watch an RPG being played. Note carefully what's going on with this question in mind, "What does this more closely resemble, story or life?".
I submit you'll find it more like life than story. But rely not on what I say, rely more on your observations. But be sure to allow for viewer bias. It may take a series of observations over a period of time. You may even be asked to join in. Such are the perils of research.
Now the RPGs are like stories meme has a consequence; the idea that play must go like a story, following an established plot to a predetermined end. But with the players involved things tend to go a bit astray. The players may miss a vital clue, find something before they were supposed to, or even (and this has happened) dispose of the BBEG at the start of the adventure instead of the end. In an RPG, no matter how carefully you've set things up, swords tend to break whenever they damn well feel like.
This tendency of the players to do whatever they damn well feel like can lead to the GM taking steps to put the adventure back on track. To get it going where he thinks it should go. This is often known as, "railroading".
Railroading is, at the core, any step taken by a GM to get the adventure going where it is supposed to go. It can be subtle, a rearranging of matters so the party ends up going the right way. It can be blatant. Such as by changing outcomes post facto so that the demise of the BBEG at the start never really happened at all. When railroading is really obvious it makes the players resentful and pretty much ends their enjoyment of the adventure. In my experience and those of many others railroadig is a bad thing.
But since many GMs see RPGs as like stories they see a need for railroading. For if they did not railroad the story would not turn out as it should.
That, really, is the problem I have with the RPGs are like stories meme. It leads to manipulation by the GM of the game to insure things happen as they should, instead of as they do. In extreme cases it can result in the players losing control of their characters and becoming, for all intents and purposes, a passive audience. Actors in a play.
That is not why most people play RPGs. Most people play to have an adventure in a safe environment. Safe for them that is, not necessarily their characters.
And there you have my basic argument. Obviously it could be better stated, but it's what I could compose at this time. There is also the RPGs are like traditional games meme to address, but that's a separate topic to be adressed in a separate post. Comments are welcome, especially those asking for clarification and addressing specific points. Again, you are welcome to join in the discussion occurring on ENWorld. (Free registration and your information is kept private.)
(For ENWorlders: You can comment at my blog, but I do require registration via Typekey (a registration service for blog commentators used to cut down on commenting spam.)