It's not "Just a game"

barsoomcore

Unattainable Ideal
I was reflecting on why I like role-playing games so much and what it is specifically about them that I like -- and not to leave you in suspense, it's the chance to share and build something in cooperation with other people, to create a story that depends on all of us contributing in order to truly come to life. When a game takes off, everybody gets caught up in it and anything can happen and it's really exciting. It goes beyond the realm of a game, or even of entertainment. It approaches art.

There's a great quote from a book I'm reading right now on team
management called Peopleware:

"Owning part of a good work somehow feels better than owning all of it. This may seem like an odd notion, but if you've ever been part of a well-formed team or a harmonious work group, you'll know what it means."

When my campaign really gets off the ground and acquires its own emotional life, this is how I feel. I feel like I'm a part of something great, and that's actually a better feeling than being ALL of something great.

But that doesn't always happen. A game's emotional life is a fragile thing. The slightest disruption can send it crashing down to earth. Many of these disruptions are beyond our control (the phone rings, or Great Cthulhu emerges in the pantry), but lots of them are things we do. Things we do without thinking of the impact they have on everyone's enjoyment. And as long as we are doing these things, the game simply cannot take off.

Obviously, things like talking about South Park or reciting lines from Buffy make it impossible for the game to take off. We can't be, say, in darkest Roumania and in our living room simultaneously.

Acting from our own emotional needs for attention or approval rather than our character's needs makes it impossible. Being funny just for the sake of being funny, or trying to control the conversation or sulk or whatever interferes with other people's efforts to immerse themselves.

Out-of-character harshness to other players, diminishing their choices and efforts, makes it impossible. Every time somebody (rightly or wrongly) feels like they are being criticised for their role-playing choices (as opposed to feeling like their character is being criticised for her actions -- very different things, here) they feel the urge to withdraw, to quit making choices and thus protect themselves from further criticism.

Caution and timidity and refusal to involve oneself in the game make it impossible. I have to take risks. If I won't go out on a limb and risk looking like a fool, what will get everybody else going?

Everyone is guilty of these sins. The worst thing is, when we make it impossible for ourselves, we make it impossible for everyone. The only time the game can truly come alive is when NONE of us are doing ANY of these things.

Which is why I thought of the idea of generosity. Being generous means supplying the other players with the things they need to get caught up in the game -- first of all, by not becoming a distraction. But more importantly, by simply being generous -- supplying energy and focus to the group, running with other people's ideas and not insisting on your own all the time, encouraging other people's efforts by responding to in-character play with in-character responses. It gives other players the chance to shine. It lets them contribute. It's generous.

"Probably the most powerful and also the most readily available tool an actor has for staying in the moment is the other actors in the scene. Without all the actors giving to each other, really superior work cannot take place."

This quote (from a book on directing actors, and one of the reasons I'm thinking about this) points out how important all the players in a group are to each other.

Here's another quote, this one about risk:

"Cautious acting is not very good acting because in real life people incautiously make a lot of mistakes. In order to bring a character to life, there needs to be risk, mistake, serendipity, idiosyncrasy, surprise, danger. When the acting has risk, it makes drama more moving, adventure more thrilling, mystery more suspenseful. Great actors love to give. Lesser actors hide."

Players start to hide because they don't trust each other -- and the only way to acquire trust in each other is to start displaying more and more generosity towards each other, to give each other great opportunities for role-playing and to reward each other for taking risks. We need to pay attention to our co-players so that we can honestly and generously respond to each other. We need to believe that what we have to offer is valuable enough that it will help everyone else. It is, and it will.

"Geez, dude, it's just a game. Lighten up."

Yeah, so that wasn't in the book. But I hate it when people say that. It's a way of dismissing the importance of it, the potential of it. I wouldn't put this much energy and effort into something that was "just a game". Saying that it's not important is just another way to make it impossible for the game to come alive.

Just by saying it, you make it true. But I love what happens when nobody says it.

How do you help your groups to get off the ground, to get past the "just a game" thinking?
 

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Generosity

A very well thought out and articulate post so I just had to respond.

I feel it is *important* to keep in mind that we are playing a game when we role play. I don't feel that recognizing it as a game necessarily minimizes or ruins it. In fact, the realization that it is a game can be very freeing and let people take role playing risks that they might not otherwise take.

I think it is also important to keep in mind that like with any game, there are a variety of play styles. Different styles appeal to different people (and different styles may well appeal to the same person to varying degrees) but that is not to say that one style is inherently better or worse than another.

To some people, these games are their fantasy novels and their movies. These are the people who work much in the way you describe. People who feel that the game should be about the game, in a very serious and artistic way. This style has its own pitfalls and rewards: While in a way you can participate in the creation of a grand and epic fantasy, it can be difficult for each individual to see eye to eye on what this means. Additionally, a very strong and intense focus on role playing can become very emotionally demanding and intimidating to players, especially if they are shy, not terribly talented actors, or people who do not think quickly on their feet. Remember, when you play this style you are asking your players generally to be actor-writer-psychologists who design a character personality and backstory and then improvise every scene for the rest of the character's life. I used to be an actor and I can say honestly that even some of the best actors I ever worked with would be incapable of this task.

To some people, playing this game is like poker night. They get together with friends, have a good time, and enjoy each other's company. Some people might role play more intensely than others but overall the group goal is to have a fun evening rather than create a fantasy epic. This sort of game has its own advantages and pitfalls, as well. The sense of wonder that can accompany the game can be lost in the chatter or digressions, but on the flip side, people may feel more relaxed and able to have fun.

To some people, this game is a problem solving game. The goal is to outwit the enemy, even when you have a 7 intelligence. They find fun in planning, coordinating activities, and finding clever ways to overcome obstacles. On the down side, the amazing problem solving ability of your 7 intelligence half orc barbarian friend may sorely test verisimilitude. On the plus side, this guy can come up with a tactical solution that allows a dramatic and thunderous victory which makes the game more enjoyable.

As a side note, I remember in my gaming group when a discussion came up about "digressions" and "out of character statements at the table." The most interesting thing I discovered during this whole conversation is essentially that people considered only the behavior of others to be a bother, while they did not perceive that they themselves were making as many out of character and digressive comments (including the DM, who was one of the proponents of the "you will get penalized experience if you do anything out of character" stance). I remember coming in the next week, not making a single statement out of character or a single joke and becoming livid as the night went on and I realized that the very people proposing this rule were the most disruptive people at the table but never noticed because they perceived only the behavior of others as disruptive.

But focusing back on your post, I think the idea of generosity is an interesting one and inherently the answer to your question. The way to make the game the most enjoyable for everyone is for everyone to be generous. If Bill has the most fun by making witty comments and bringing out the perfect, if most anachronistic, quote, then be generous and let Bill do so. If Mary is filled with joy when her character outwits the enemy, let her play tactician even if it doesn't fit the character very well. And if you have the most fun role playing intense scenes, when those intense scenes come up, everyone should role play right along with you and help you create the sense of dramatic impact. To a small degree, I think most people have a relative amount of fun in each of these situations. If Bill is funny, everyone laughs. If Mary outwits the mastermind, everyone feels great when victory is snatched from the jaws of defeat. And if everyone participates in an incredible role playing scene, everyone feels like they just filmed a scene in the Lord of the Rings in one take.

The only other option is to find people who share your outlook and taste in how the game should be run. However, judging by the divorce rate it is difficult to find a single person with whom we can see totally eye to eye let alone an entire group.
 

A good game has a lot in common with any other good bit of entertainment: you forget you are being entertained. Getting so sucked into a book that you jump when someone enters the room. Being so involved in a movie that you can't help but cry (or laugh or swear or cringe like it was *you* who just showed up to the Big Dance in your underwear). Playing a game so deeply that when an NPC asks a PC "Where is my brother?" and the PC responds with a flat "Dead." you are so shaken that you, the Dm, have to break for a second.

In the end, it is "just a game". But a movie is "just a movie" and a book is "just a book" and neither of those things diminish their value. Entertainment is key to human social and mental wellbeing. The types of entertainment that are key to a person are dependant on that person. I am just thankful I am a gamer, ratehr than, say, a golf fan.
 

In the end, it is "just a game". But a movie is "just a movie" and a book is "just a book" and neither of those things diminish their value.
Well said, Reynard.

The fact that it's "just a game" doesn't mean you shouldn't immerse yourself in it while playing. That may be a valid argument for not spending all your time designing your game world and planning out adventures, but it's not a valid argument for ruining the mood when the gang's finally all together smiting evil.
 

barsoomcore said:

Obviously, things like talking about South Park or reciting lines from Buffy make it impossible for the game to take off. We can't be, say, in darkest Roumania and in our living room simultaneously.

Screw darkest Romania. I just want to kick butt. :cool:
 

Well, ignoring Hong for the moment (and it is easy, after all, ;)), Barsoomcore, that was a great first post. You might be aware that Asgard magazine started a regular article: "Wisdom of the Boards," where we encourage boardmembers to take one of their noteworthy posts and flesh it out into a small article, giving advice and helping your fellow gamers.

You might get a few hundred views of this thread, but each issue of Asgard is downloaded by over 5000 people, so I'd like to encourage you to take your initial post, polish it up and maybe develop it a little more, and email it to me at RangerWickett@hotmail.com so we can include in the next issue of Asgard. Would you be interested?
 


barsoomcore said:
It goes beyond the realm of a game, or even of entertainment. It approaches art.

careful there....one of the tenets that is constantly taught in the incredibly annoying "what IS art" disussions in school is that it isn't art till it has an audience outside the creator(s)

now i know you said approaches, and i am not criticizing you directly, but i feel odd when it seems everyone i talk to wants to tell me that what they do "is really an art form if you think about it", heck the tow truck driver who offloaded my last kiln told me this.

what i think you are refering to(imho )is a craft, and craft is very respectable, and imlies more of a functional aspect than art. admittedly, this is a very stcky area fraught with pitfalls, but i just wanted to throw in my $.02.

:)
 

barsoomcore said:
How do you help your groups to get off the ground, to get past the "just a game" thinking?

I don't. Why? Because it is just a game.

It is a time for some buddies to hang out- drink some iced tea, eat some lime chips, tell silly jokes- and slay some monsters.

Hey, have all the artistic group-bonding moments you like, but it is not an "art" for me.

FD
 


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