I have had some people mention that they don’t really know what gaming is, or what types of people play Role Playing games.
To begin with, it’s not a gender-exclusive activity. I mean, I’ve not really understood gender-exclusive activities, for the most part. What is a “guy thing” or a “girl thing” anyway? If a girl likes playing video games, why can’t she? I don’t really understand what the point of limiting group activities to guy or girl things, but even if I wasn’t of that opinion, gaming is definitely gender-mixed. I’ve had guys and girls in my gaming groups, and Kim will be playing Serenity the RPG with us, time permitting.
That having been said, what IS gaming? Gaming is interactive storytelling, to be put quite bluntly. What about all the dice and rolling and role playing, you ask? Well, it’s a little more complex than storytelling, but we’ll get into it bit by bit here.
First off, I call gaming interactive storytelling, because at its heart, that is what role-playing is all about. It’s telling a story of some sort using the medium of putting yourself in a role. Role playing is used as an educational tool, it’s obviously a highly successful form of entertainment (seen a movie lately? If you like, just call actors “role-players”. lol.) Put a group of people together, tell one that he’s a tavern-owner who charges too much for his (nasty-tasting) food, tell another that he’s a patron at said overpriced establishment, and you’ve got the beginnings of role-playing.
So what’s with the rules and the dice? Well, it’s pretty simple, actually. Rules simulate a set of physics, basically. Ever play Cowboys and Indians? Or even more basic, ever play Tag as a kid? In Cowboys and Indians, or even any of the war games that I played as a boy (ok, THAT’S a gender exclusive activity, lol), the problem was always manifest in this way:
“I shot you! You’re dead!”
“Nuh-uh! You missed!”
“I did not, I aimed carefully!”
This can go on for hours. The rules of the game simulate things such as, if you shoot someone, how much damage does it do, and how many shots can they take before they succumb to blood loss? Or in the case of non-violent situations, can you use your skills as a diplomat to sway the President of a shipping guild to give you a job for less than the usual 30% cut off the top? It’s just a way to resolve conflict of various sorts. In the case of combat, you’re trying to determine whether the Cowboy really did shoot the Indian. In the case of the diplomacy incident, you’re just trying to determine whether your use of your diplomacy skills made any difference in the final price of the job. It’s just a way to simulate reality. Various games have various rules. Fantasy games often replace guns and technology with swords and sorcery, but the end result is the same in that they have a set of rules representing a fantasy-reality.
In the case of our tavern owner vs. the patron, we might have an incident where the patron wishes to appeal to a higher authority, so they speak with their contact at the tavern-owner’s guild to attempt to get the tavern’s prices lowered. Now, the patron can claim that the guild demanded that the tavern owner lower his prices in the interactive story. But does the patron REALLY have a contact with the guild, or are they just making it up to give themselves an advantage? Rules help to cover this sort of thing. Or what if the tavern-owner hovered in mid-air to convince the patron that he has the power to charge these prices? Well, does the tavern-owner have this ability, or did he just make it up to give his character an unfair advantage? Again, rules help us resolve this.
As for the dice, the much-feared aspect of role-playing games, it’s equally simple. Dice represent an aspect of randomness. Now, as a Christian, I don’t believe in true randomness, of course. The Lord is sovereign over all. However, that doesn’t mean that Christians need to fear or eschew dice. The apostles used the casting of lots to pick the next apostle after Judas hung himself, didn’t they? No, we acknowledge that though we may throw the dice, the landing thereof is determined by the Lord. (Proverbs 16:33) So if it’s not random, then what it is?
Let’s imagine that I am walking across a field, and that I come across a trench that is very deep, and runs the length of the field. In order to get to the other side, I’ve got to jump it. It’s only a couple feet, and I figure I can probably make it, so I jump it, and land easily on the other side. Sounds like no problem, right? Well, what if I came across a second, visibly identical to the first? Simple. I’ll just jump it like I did the last time. Only this time, the grass I’m standing on is slick, the landing area on the other side is muddy and crumbly, and my knee gives out just as I leap. This time, I fall. The dice represents things that are out of our control. Just because everything appeared to be the same as the original trench in my example doesn’t mean that I’ll just make it. There are factors out of our control, and the dice represent that. The Lord didn’t want me to make that last jump. :)
Dice in combat works much the same. I may be shooting a gun, but the wind is out of my control, the movement of my opponent is out of my control, and a myriad of other factors. Sure, I can train my gun skills, and get better. Maybe I’ll get large bonuses to my roll. But there’s still the factors out of my control to contend with, and this is why dice were introduced to role playing games.
The basics of gaming are that you create a character, and then you play the role of that character as he or she journeys in the world that your Game Master (GM) has created for you. Your GM introduces situations to you, and you play your character as they react to those situations. In so doing, you create a story that no one has ever heard before. Even if a different group of people were to walk into a tavern at the same time as your group walked into it, your subjective experience would be different. Maybe one group engages in a game of darts, while another prefers to drink and tell jokes. Yet another raucous group decides to get into a bar fight. All of this can happen and how each character is played will determine what happens. It’s like a giant version of the old Choose Your Own Adventure books, except in gaming, your options are only limited by the rules of the game. Instead of “Turn to Page 15 if you want to play cards”, you are told, “You walk into a tavern. There are people everywhere, and the only table is near a group that looks pretty rough. Some are playing darts, some dice, and there is a loud game of cards in the northwest corner of the room. What do you want to do?” You can sit at the table and chance that the other group is looking for a fight. You can join the dice, dart, or card games, OR, you can do none of the above, really. It’s up to you. You can turn around, walk out, and find another place to spend the evening. That is the essence of gaming. Tell your character’s story the way you want to. Weave the choices of your companions into your story by your reactions to THEIR choices. The game is nearly limitless as to the story you want to tell.
This is why I don’t feel it’s gender-exclusive. Traditionally, RPG’s have been seen as being geared toward violence, but that’s only the choice of the GM, really. Violence is an option in most cases, sure…but then again, how is that different from reality? Someone starting a bar fight in a game will still have to deal with local law enforcement, just as you or I would. It depends on how the GM runs the game, and how the players react.
I have found that females in the group lend an air of civility to the proceedings. While a group of guys might be most likely to use their fists or swords to get out of a tight spot, much like Jayne, or Mal would on the Firefly, a woman will often seek to get out of a situation by talking, or paying a fine of some sort. As a result, a female presence in a gaming group can really change the way a group resolves the problems with which they are faced, and I love that dynamic.
Well, I supposed I’ve rambled enough, but if this helps someone to see what gaming is or is not, then it’s been worth it.