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March 16, 2007

New Link to an Old Post

Posted by Neel Krishnaswami on March 16, 2007 at 08:23 PM

Here's Malcolm Sheppard's look back on 2006. As usual, he mixes the penetrating insight and the WTF in even measure. One thing I liked a lot (because I agree with it!) is this:

But the thing that the tabletop RPG community must accept -- must be beaten about the head with, in fact -- is that roleplaying, despite being one of the major new forms of entertainment of the late 20 and early 21st centuries, does not require tabletop RPGs. A tabletop RPG is a medium for the activity of roleplaying. MMORPGs, chat tools and fora are other media that support roleplaying -- the dominant media for the activity, in fact.

So the question for game designers in 2007 is this: What does your new game design offer that roleplaying in an alternate medium does not? I've asked this to many people and they invariably talk about the social element, but that's just dodging the question, as the social element often has nothing to do with the design. There are no concrete, in-design rewards for sharing meatspace. D&D currently has a good argument for this in the form of its miniatures play, which is annoying to do online because it either costs money (for special tools/MMO fees) or time (to set up webcams, house rules, etc.).

Your answer may well be "nothing," and that's OK. There's nothing wrong with designing a game for sentimental reasons. But the fact is that nowadays, we live in a world where we (tabletop hobbyists) don't control the direction of roleplaying and roleplaying doesn't even *need* our medium of choice. That's 2007.

It's all good, except for the last paragraph. "We" never had control of the direction of roleplaying, because there's never been a "we", in the sense of a coherent, organized polity with an overall direction. (I am afraid I imagine the world of Knights of the Dinner Table when I try to imagine such.)  It's always just been people doing stuff, and very occasionally (eg, D&D, Vampire) stumbling upon something that a whole lot of other people liked too.

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Neel,

I see two oddities in this post -- Malcolm's, I mean -- worth discussion at a deeper level. Both have to do with the basic assumption, all too common among people who spend a lot of time on the web, that computer-mediated interpersonal contact is simply transparently equivalent to "meatspace." I see no reason to think this is true.

1) If it is possible for a game to make personal, face-to-face contact not only necessary (as with miniatures or something) but in fact a play resource, something that makes the game go, then it follows that there must be aspects of such contact that are not directly translatable into computer-mediated contact. I think this is probably the case, though I doubt very much this could be expressed and utilized in any simple fashion. But in any event, even posing the question already says that these two modes of contact are not equivalent or transparent to one another.

2) If the two are not in fact equivalent, it seems obvious enough that longstanding tradition will think of face-to-face contact as preferable, whereas those most gung-ho about online contact being equivalent are in essence claiming their medium is "just as good," which falls back into the preference for face-to-face. This is the old wheeze of the "metaphysics of presence" and so on, the notion that somehow personal presence and authenticity carries in some media and not others. But it ain't so: presence and authenticity are absent, always.

To my mind, this means that the way to design a tabletop RPG that makes face-to-face "meatspace" contact centrally important is to design a game that is about how face-to-face contact is not filled with presence and reality, i.e. a game that challenges the validity and certainty of this baseline assumption. Such a game could not work without "meatspace," because everything would be a pure abstraction: you could never actually challenge anything, because it would always already have announced its own absence and failure.

Posted by: Chris Lehrich at Mar 31, 2007 12:16:34 AM

Hi Chris, I had the sense that Malcolm was saying that physical presence has capacities (and lacks) that online interaction doesn't, but that if a game doesn't take advantage of it, then you can translate to online play without changing the essential experience.[*] Here, I mean "essential" in the sense of "family resemblance": play in a Vampire IRC game and a Vampire tabletop game look/feel more similar to each other than a Vampire LARP.

Now, I think the reason that IRC and tabletop feel more similar to each other is because LARP uses both presence and absence as tools of play. The rule for deciding which characters can hear a conversation is decided by seeing which players are physically present at the conversation. In the tabletop and IRC games, all the players are present (in the sense of witnessing all the communication happening) at all times.

I hope this was clear; I count at least three senses of "presence" being used here -- we have physical presence, witness to communication, and having a degree of personal social authority, and all three are relevant.

[*] I am not totally convinced by his argument, because physical presence lets people communicate with body language, and that is something that's often stronger than the formal rules. But it's an interesting enough notion that I think it's worth running with it for a while.

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