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MetaintroductionIn this writing exorcise you will find a small-scale ethnographic description of a fantasy role playing game that I have recently participated in. Considering the limited amount of time I find myself with this semester, I have been trying to find ways to incorporate my thesis work into regular course work; since I intend to study role playing games as a thesis project this work will serve as a first-stab at organizing my thoughts and experiences on this topic. My goal is to try an incorporate four separate style-components into the body of the paper. Considering that most of the social scientific treatments of role playing games that I have read thus far lack the reflexivity of “new ethnography” and generally accomplish an objective, disembodied take on “FRPGs” (fantasy role playing games), I will try to include some sense of the subjectivity involved with role playing, as well as my own reactions to the session and the ways the game affects the body [1]. Second, I want to further emulate the style of Wynne Maggi’s superior text Our Women Are Free by incorporating an academic, theoretical perspective that flows with the rest of the text and appears in a conversational, easy-to-read style. Third, I want to try and include a feminist perspective on the role playing game session that focuses on gendered space and power relations between male and female participants [2]. The last component I want to explore is an experimental method of presentation in which you and I role play for a moment in the body of the text as a method for exploring role playing generally. Given the scope of this paper, I will divide up the body of the text into two acts. The first sets the scene and toys with role playing as a style and the last (yet to come I am afraid) will focus more on the theoretical components. The Micro-Ethnography: Act OneA longstanding bit of dogmatic anthropological wisdom advises against the study of one’s own culture on the grounds that one is likely to miss the more basic and obvious characteristics that would necessarily have to be encountered and explored by a newcomer. In the case of role playing games, this advise makes less sense than usual for two reasons. As in the case with ethnography performed in other, more traditionally recognized languacultures (Agar 1994: 196) [3], that are not one’s own, basic understandings are achieved only after a great deal of work spent mastering the cultural-contextual nuances of language. Considering the vast amount of jargon and languacultural specific characteristics that just seem intimidating to people unfamiliar with role playing games, my own familiarity with the game setting is advantageous. Just as a fluent speaker of Kalasha could be more creative with Kalasha speech acts and would recognize more subtleties in Kalasha space than would any of us, someone familiar with role playing in general will be able to move into a deeper analysis of the game situation than the neophyte player. “Newbies,” as these people are sometimes labeled, require a basic description of the game before they play, and thus role players such as I who like to include new players find themselves regularly explaining the basic aspects and mechanics of the game [4]. This seems like a good place to start, so let us take a stab at role playing for a few moments. I will play the role of “experienced player” and you will play a character who is a “newbie.” seeking to learn how the game works. Keep in mind that during an “actual” role playing game, you would be the one deciding what your character is going to do, but this format is less than interactive, so I will have to lead your character about. Please excuse the control; role players are particularly concerned with the autonomy of their characters. A detailed description of the setting is important to any role playing scene, since the action occurs in mental space. Allow me to describe the scene as I would if we were role playing: from here on I will be speaking “in character” until I signal otherwise. You are in my den, a 20’ wide, 35’ long room with painted white cinderblock walls, a relatively new cream-brown carpet one might expect to find in a townhouse of this sort, and a plain white ceiling. This less than spacious room contains several tall, free-standing book shelves along the East wall and a metal, fake-wood surfaced computer desk one might find at NAU’s property surplus in the NW corner. Dangling Christmas lights drape and wander across the ceiling with an occasional burned out bulb over a window with closed blinds centered in the middle of the south wall. The central feature rests in the middle of the room and occupies the majority of the space: a large, wooden, octagonal table with a curious homemade-plywood leaf whose rough, light-colored textures contrast sharply with the smooth, dark, false-oak patterns of the table itself. The leaf is decorated with pencil, pen, and black-marker inscriptions. Some of these markings are faded, others fresh, some seem like random scribbles and others seem well laid out; you notice that the ones closest to the edge of the table, where players would have rested their arms and spilled drinks and rubbed powdered doughnut droppings and rested greasy Del-Taco delicacies over the span of years of gaming sessions are the inscriptions showing the most wear. Facing where I am sitting, at the head and North end of the table, is a thick-lined and ill drawn marker depiction of a handled grinding device with the phrase “welcome to the meat grinder” written underneath it. Adjacent to it lies a bordered box drawn in pen labeled with the phrase “zone for d20s deemed too lethal.” Drawn prominently in heavy marker down the edge of the east side of the board is the phrase, in quotation marks, “To our good fortune and the disappointments of the Gods.” Scattered about the remainder of the plywood surface are other quotes and perhaps fifty tombstones of various designs, each set with names and quotes and descriptions; there are no inscriptions in the center of the board, which is somewhat out of your reach as you sit in a folding metal chair at the West end of the table near my own comfy, larger, padded seat. The tombstones nearest you are labeled sub clevious the tentative, Liam the Kender, Bedlam Pandemonious chaos paladin translator, one tombstone in particular catches your eye: it is decorated with two horns, one is depicted as breaking off, the text inside the stone reads Cadroll the Dainty “ironfang” and a nearby line of text obviously drawn close enough to be in association reads “I’m not very dainty but I can learn!” Random quotes written at various angles to your perspective read 8 more points to become a GOD, “Can You Put a Cast on a Monkey? –Mighty Quinn,” as well as “I don’t want to bite any young girls, I’m a good priest!” Your seat is somewhat uncomfortable. There are a variety of usual and not so usual artifacts sitting on the table. Cans of soda are everywhere, mechanical pencils and heavily used stacks of perhaps five to ten pieces of paper (with pencil inscriptions heavily erased and worn) reside in front of where other players would be sitting (“they,” all six of them, went out on a food run a few minutes ago knowing full well it would take a while for you to get introduced into the game); most of these stacks of paper have graph paper stuffed in them somewhere, none are all of the same paper type (some college ruled, some not, some have lines, some look like computer paper), some are stacked neatly in piles or stored in three ring binders and others are haphazardly placed – you noticed someone refer to them as “characters.” The top pages you can see, with the exception of those you can’t read, all have similar words written on them like “alignment: chaotic good,” “alignment: lawful evil” “hit points” with a two or three digit number written after them, “strength,” “constitution,” “fate points” and so forth. In fact, many of the words are associated with numbers and for the most part each “character” has unique numbers. In the center of the table you can see a large wooden bowl overflowing with polyhedral dice of various opacities and colors; at least the guy sitting at the head of the table referred to them as dice but few of them look like the familiar 6 sided dice you have used in other games before – they range from “four sided dice” to “one hundred sided dice” and just before everyone left to go get food someone snatched several of the head-of-the-table guy’s twenty sided dice away, saying to him “you know you aren’t allowed to use those.” You get the feeling that certain dice are used by certain people, that some are luckier than others, that some “roll low” but are for some reason are just as useful as those which “roll high.” When the other people selected their dice a few minutes ago they spent time rolling certain ones over and over again such that the collective sound of bouncing dice on tabletop was getting somewhat annoying; you also noticed that they grouped their dice in small clusters in front of them and tried to keep other people from taking “their dice.” Aside from the dice and paper and cans of soda a bag of Doritos sits on the table, as do several books. The ones positioned so you can see their titles are labeled “players handbook”, “monstrous compendium,” and “psionics handbook.” That these books resemble perhaps a hundred other books on a nearby shelf, and that someone referred to them as “rule books” seems somewhat intimidating, despite the fact that someone else told you “oh, don’t worry, you don’t really have to know the rules, all you have to do is play,” which sounded at the time rather illogical. The only other person here at the moment, the guy at the North end of the table (who everyone else had called “D-M” as if those were his initials), puts a small pile of loose leaf in front of you along with a mechanical pencil that he shakes and checks over. He begins to speak… [DM]: Have you ever played a role playing game before? You start to get the feeling that the numbers are overly significant, and the DM tells you over and over again that you can re-roll the numbers as many times as you want. You spend time rolling up three more lists of numbers until you get one that satisfies you. Damn this takes a long time! Before you can even place the numbers all the other players return and begin setting their items on the table as if displaying them: more cases of soda, candy bars, a special fountain drink for the DM [and he replies “I’ll be sure to include this in the XP” whatever that means], food from Wendy’s and Del Taco. The noise level raises considerably as the other players joke with one another, search for more dice, and ask you unusual questions like “what are you going to be?” “Have you chosen an alignment yet? I wouldn’t recommend chaotic evil, the last character who was chaotic evil pissed off Dartagneous and died pretty fast.” You wonder who the hell Dartagneous is. An Appendix of Asides[1]: Again, as found in Robert Desjarlais’ Shelter Blues and Sensory Biographies. [back up][2]: This component derives from the arguments of Gary Fine, a sociologist and author of Shared Fantasy (the only book-length treatment of FRPGs I have yet discovered), who not only argues that women (as of 197X) comprise less than 5% of role players, he explains this lack of female participation in terms of the “characteristics of women.” An excerpt from his text explains that: “Since fantasy role playing games can have as many as ten players, and players may range in age from twelve to forty, and games may continue over years with game sessions lasting eight hours or more, fantasy role-playing reflects a “male-type” activity. The issue of the length of games was commented upon by one regular gamer: I don’t know whether it’s intellectually, culturally, constitutionally or whatever, [women are] just not able or willing to maintain that kind of interest for hours and hours and hours the way these guys maintain it” (1983: 63). The female players who participate in the role playing sessions I sponsor would strongly object to these notions and do not display any “deficiencies” as some innate quality of their sex or their gender. It has been my experience however that there are more men than women who play FRPGs, and that role playing game space is predominantly male space. [back up] [3]: The term languaculture is used by Agar to represent the importance of context and semantics in both language and culture; since one can not be successfully employed without the other in everyday communication, Agar welds the two concepts into one. Linguistic anthropologist Paul Friedrich uses the term “linguaculture” to express the same idea (Agar 1994: 60). [back up] [4]: Another reason why the “avoid studying your own culture” advice does not necessarily apply here… [back up] |
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