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Is RPGing a *literary* endeavour?
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<blockquote data-quote="uzirath" data-source="post: 7619428" data-attributes="member: 8495"><p>Sure. Yes. My framing, narration, gaming conversation, etc., is probably, by some metrics, more "literary" than someone with less formal education, less experience with public speaking, etc. </p><p></p><p>My point wasn't solely about my experience though. I teach RPGs to children ranging from ages 6-14 (and some older). Many of them do not have well-honed skill with language. Many of them succeed at running (and playing in) awesome games, despite that weakness. I am not arguing that good narration can't help—skillful presentation matters in RPGs as in other mediums—but I've slowly come to accept [MENTION=42582]pemerton[/MENTION]'s basic premise that it is not the most significant element. I regularly see GMs with strong language skills struggling to attract players to their tables because they talk too much or only want the story to go their way. For the kids who stick with it, there is much to enjoy: the GMs may write great descriptions, have good voice control, use spooky foreshadowing, etc. But, often, the table nearby, with a GM who is flustered and has weak vocabulary manages to be more popular because that GM is refereeing a more engaging story, a story primarily written by the other players, dependent on interesting (or hilarious or gruesome) interactions between characters and the fictional environment.</p><p></p><p>Similarly, in college, I had the opportunity to do a two-year folklore study of RPGs. (This was amazing. Still pinching myself.) I referred in my last post to the "torture" of typing up transcripts. That was a big part of the project. I ended up with hundreds of hours of recordings of live D&D games. As I analyzed that data, it was surprising to me that some of the most compelling games (from the perspective of the players at the table) did not depend on strong rhetoric, great writing, lots of GM prep, etc. At the time, I wasn't primarily focusing on that element and didn't even have a vocabulary for talking about it (this thread is a couple decades late), but it stuck with me.</p><p></p><p></p><p></p><p>Yes. I agree with you.</p><p></p><p>My post was in response to the idea that [MENTION=23751]Maxperson[/MENTION]'s maxim, "How you say something is very often more important than what you are saying," applies universally to all forms of communication. I think the statement is more applicable to communication styles that require the words to stand on their own. Written communication, especially, benefits from a better presentation because there are no conversational elements, no facial expressions, no gestures, no ability to interrupt and ask questions, etc. Speeches and theatrical performances create a similar separation of performer and audience, though communication can be achieved through things other than words. The playing of an RPG, at least when you're around a traditional tabletop, is more like a conversation, which is judged by different criteria.</p><p></p><p>Not saying there ain't overlap. Not saying that a great voice actor can't add a lot to a game (personally, I like that stuff). Not saying that some groups might not play quite differently. But I'm largely sold on the premise that if I'm helping to train up new GMs, I should focus my energy on their fictional situations rather than on teaching them more evocative vocabulary. There are exceptions, of course, and as a teacher, I would adjust my approach accordingly.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7619428, member: 8495"] Sure. Yes. My framing, narration, gaming conversation, etc., is probably, by some metrics, more "literary" than someone with less formal education, less experience with public speaking, etc. My point wasn't solely about my experience though. I teach RPGs to children ranging from ages 6-14 (and some older). Many of them do not have well-honed skill with language. Many of them succeed at running (and playing in) awesome games, despite that weakness. I am not arguing that good narration can't help—skillful presentation matters in RPGs as in other mediums—but I've slowly come to accept [MENTION=42582]pemerton[/MENTION]'s basic premise that it is not the most significant element. I regularly see GMs with strong language skills struggling to attract players to their tables because they talk too much or only want the story to go their way. For the kids who stick with it, there is much to enjoy: the GMs may write great descriptions, have good voice control, use spooky foreshadowing, etc. But, often, the table nearby, with a GM who is flustered and has weak vocabulary manages to be more popular because that GM is refereeing a more engaging story, a story primarily written by the other players, dependent on interesting (or hilarious or gruesome) interactions between characters and the fictional environment. Similarly, in college, I had the opportunity to do a two-year folklore study of RPGs. (This was amazing. Still pinching myself.) I referred in my last post to the "torture" of typing up transcripts. That was a big part of the project. I ended up with hundreds of hours of recordings of live D&D games. As I analyzed that data, it was surprising to me that some of the most compelling games (from the perspective of the players at the table) did not depend on strong rhetoric, great writing, lots of GM prep, etc. At the time, I wasn't primarily focusing on that element and didn't even have a vocabulary for talking about it (this thread is a couple decades late), but it stuck with me. Yes. I agree with you. My post was in response to the idea that [MENTION=23751]Maxperson[/MENTION]'s maxim, "How you say something is very often more important than what you are saying," applies universally to all forms of communication. I think the statement is more applicable to communication styles that require the words to stand on their own. Written communication, especially, benefits from a better presentation because there are no conversational elements, no facial expressions, no gestures, no ability to interrupt and ask questions, etc. Speeches and theatrical performances create a similar separation of performer and audience, though communication can be achieved through things other than words. The playing of an RPG, at least when you're around a traditional tabletop, is more like a conversation, which is judged by different criteria. Not saying there ain't overlap. Not saying that a great voice actor can't add a lot to a game (personally, I like that stuff). Not saying that some groups might not play quite differently. But I'm largely sold on the premise that if I'm helping to train up new GMs, I should focus my energy on their fictional situations rather than on teaching them more evocative vocabulary. There are exceptions, of course, and as a teacher, I would adjust my approach accordingly. [/QUOTE]
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