In my view this presupposes a contentious view of what the mechanical elements are, and what they are for.There is no way in which D&D is art. There may be elements that are artistic, but the whole is not compatible with art because the mechanic elements are cannot be described having art as their product
For elaboration, see the 900+ posts on the currently active "Dissociated mechanics" thread!
I don't think the cliche issue is that relevant. Most TV dramas, for example, depend heavily on cliche and stereotype to make their plots work within the rather tight production constraints by which they're governed (mass audience, limited timeframe, people are watching around ads and while doing other things like cooking, eating etc). But they're still art (in the relevant sense).No - it's a game, not art. The conscious focus is not on aesthetic creation. Things that work for art often don't work for gaming, and vice versa. Eg in an RPG I find cliches & stereotypes are often BETTER than subtle & deep characterisation & plots, because the game needs stuff to be immediately and easily identifiable by the participants.
I think the question of conscious focus is relevant. But complicated. Part of the point of narrativistly-oriented mechanics is that, if the GM uses them properly at the stage of sceneframing, and if the players have built their PCs correctly in accordance with them, then application of the action resolution rules at the stage of scene resolution will produce satisfying drama, provided that the players are prepared to play their PCs to the hilt. (See this blog for elaboration.)
So narrativist RPGs are designed so that, by playing the game of advocating their PCs rather than consciously thinking about aesthetic priorities, the players produce art (or, at least, story). If aesthetic consciousness was a prerequisite for successful creation of art, then narrativist RPG design would be incoherent by definition. I'm prepared to treat this as a reductio on the requirement of concsious aesthetic priorities.
(An unflattering comparison - to do colour-by-numbers, a child doesn't have to have conscius aesthetic priorities. That's part of the point. But what is produced is still (low-grade) art.)
I voted yes. I created my game world and the races and how magic works. I made up religions, societies and laws. I even did weather patterns.
So how is this different that what a novelist or a painter does. I consider books a form of art.
I think "D&D as art" comes about during dm prep.
I don't play in a fully No Myth fashion, but for me this sort of GM worldbuilding is the least interesting respect in which D&D might be art. In part, because it's not anything particularly special about RPGing - it's something like planning for, or rough drafting, a novel.When I DM I always make my own stories, settings, NPCs, etc. So in that sense definitely, I'm telling a story.
When I'm a player it depends on the DM I think. They're creating their story, so usually no, I'm not creating art. It depends how involved they let the players get though.
This doesn't really fit with my conception of "D&D as art either" - because this seems to me to not really be "playing D&D as art" but rather "retelling the playing of D&D as art".My thinking is along these lines:
--When D&D the Game is played, by people working together, a story is generated.
--A story, by most definitions of the term, is a form of art.
Therefore, playing D&D generates a form of art.
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I refer to two Story Hours, both first publicly posted on ENWorld, one by Admin Piratecat, and another by a former regular forum user Sepulchrave. Both stories directly stemmed from excellent roleplay by gamers, playing for the communal fun of one another, but generated truly awe-inspiring drama, plot, age-old dilemmas, and in some cases memorable moments for people who never knew the original gamers in question.
This is closer to why I voted yes - its the play itself that is the art - although personally for my group it's not the theatrical dimension (we're not actors, even amateur ones) but the narrative dimension that is engaging (for the participants, at least).I see it as quite the opposite. I see the art come about more as the players portray characters, people other than themselves. There's a whole lot more art in that drama, when well done, than in any prep-work I do as a GM.
I like my D&D art to be created by all the participants in the course of play.However, if the DM created the adventure on his own, it could be considered creative writing.
I think that the play of RPGs, as art, has only the participants as its audience. It's not (or typically not) "performance art" analogous to theatrics or even a happening. It's closer, in my view, to spontaneous (although structured) creative writing, with the participant authors also the sole audience.with proper roleplaying it could be considered a performance art with a very limited audience - as in all the actors include the GM and the players, as well as an audience of the GM and players, since it happens that the GM doesn't necessarily know what the players will do or say.
Agreed with all this.Yes.
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how can an activity based around creating fictional characters and moving them through stories --be they heavily scripted, lightly scripted, completely emergent, and/or solely based around killing things and taking their stuff-- not be a kind of art? If you decide certain modes or subjects of storytelling disqualify a work from being art, then quite a lot fiction and film would also cease being art.
<snip>
(it's positively awful art most of the time, but find me a discipline where that isn't true)
I don't create for anyone else but my fellow participants in the game. But I don't think this is an obstacle to it being art (private drawings, or singing or playing an instrument for one's own amusement, is still art - the pleasure is pleasure in the creation of something with aesthetic value).When I play D&D <snip> I'm not there to create anything to be consumed by anyone else, which, in my mind anyway, for something to be about creating art, I'd want to share it with other people.
I think the fact that it's the participants who are the audience goes a long way to ameliorating the awfulness of RPG art. For many of us at least, even our mediocre creations are fun and inspiring for us, although they would have no worth for anyone else. (Even people who can't sing a note can get a lot of pleasure from bellowing out a tune!)