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Role Playing Materials
Role Playing Materials
Role Playing Materials
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Role Playing Materials

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Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird.

Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.
LanguageEnglish
Release dateApr 11, 2016
ISBN9783938922620
Role Playing Materials

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    Role Playing Materials - Rafael Bienia

    interest.

    Chapter 1

    INTRODUCTION

    Towards the end of his commencement speech at the University of Arts in Philadelphia, author Neil Gaiman shared a trick that reminded me of role playing:

    Someone asked me recently how to do something she thought was going to be difficult, in this case recording an audio book, and I suggested she pretend that she was someone who could do it. Not pretend to do it, but pretend she was someone who could. She put up a notice to this effect on the studio wall, and she said it helped. (2012)

    Gaiman’s trick is similar to role playing, because it involves a task and two specific stages in how to solve it. If the example was a role-playing game, the audio book would be the goal of the game. At the first stage, the player would imagine a character with the necessary production skills. At the second stage, the player would pretend to be the producer recording the audio book.

    The difference between Gaiman’s trick and role playing is that role playing does not necessarily aim to solve creative tasks or to make art. Role playing is a hobby for people who enjoy imagining and exploring characters who are challenged with invented tasks in fictional worlds. Imagine a person dressed up as a wizard running through thorn bushes at night. On his trail, a group of yelling cultists. They chant in an unearthly language to call upon their foul god. Iä! Iä! Iä! The wizard character tumbles, because I as the player want the situation to escalate. Quickly, he is surrounded by three men and women in gray robes – actually the color is green, but it is dark. I cannot read their faces, so I have to expect the worst. What would you do in the shoes of this wizard? Cast a spell of attack? Cast a spell of protection? Surrender? Run again? If you stop reading this book for a second and imagine the situation to decide what the wizard would do, you are role-playing, because you pretend to be someone else and act according to this character.

    This wizard example is one role-playing situation that I have experienced in the past five years of research. The fictional world was a fantasy world inhabited by wizards, cultists, and magic spells. My character’s task was to escape the three robed figures. As it was a game, the game rules offered several ways in which my character could interact with his world. What happened then? I decided to attack one of the cultists with a spell, but at the moment when I was casting the words, the cultists beat me down. I let my character fall and lie for an hour on the spot until my fellow players found me. This happened back in 2011, but I still tell the wizard’s story.

    This example resonates with the definitions of role playing in the field of role-playing game studies. Heliö (2004) defines role-playing games as games that offer implied motivation for creating narrative experiences, such as the task of recording an audio book, and encouraging players to tell stories about them (p. 72). Role playing is a mindset, a mental process, which players can add to any game (Heliö, 2004). Heliö’s definition explains Gaiman’s trick as role playing, because the elements are the same. Role playing is an activity that includes the following elements. Narrative elements, such as character and world, describe what happens. Goals and rules are ludic elements that structure how it might happen. Together, narrative and ludic elements set up the activity as a game that challenges the character in the imagined world.

    Gaiman’s trick hints at a third group of elements that definitions of role playing miss (Heliö, 2004; Hitchens & Drachen, 2009; Montola, 2012a). While role playing an audio book producer, she put up a notice to this effect on the studio wall, and she said it helped (Gaiman, 2012). The notice and the studio wall form the third group: material elements. The group includes materials, such as the paper notice, the studio wall, or game materials that are part of a role-playing game.

    By taking material elements into view, this dissertation explores an alternative understanding of how role playing works, because it is insufficient to understand role playing as a mindset or a social process between players alone (Heliö, 2004; Montola, 2012a). Role playing emerges in and by a group of heterogeneous elements. The process includes social relations between narrative, ludic, and material elements. This understanding of role playing challenges previous understandings on two levels. It is not enough to merely add a further element, in this case material, and expand the understanding on one ontological level. The understanding of role playing as a process that works in and by a group of elements demands rethinking what role playing is. I have to consider multiple ontologies, because it is insufficient to examine one ontology centered on players. If role playing emerges from the working of heterogeneous elements, how do these diverse elements collaborate? This encourages an investigation of the epistemological level, too. The epistemological question of how to know what role playing is, expands preconceived notions that define role playing as a mental process caused by players, because it requires studying collaborating elements not as post hoc phenomena but as they occur. Thus, it is necessary to examine materials in the process of relating to narrative and ludic elements.

    By studying materials when and where role playing happens, this dissertation aims to solve the ontological and epistemological levels of the problem. The guiding question of this study is, how do materials make role playing work in role-playing games? I speak of guiding question, because guidance is in line with the methodological premise of actor-network theory, follow the actors (Latour, 1987). As the theoretical and methodological toolset, it helped me to solve the twofold problem and answer the questions: How do materials collaborate with narrative and ludic actors in role-playing games? What changes do materials demand for their collaboration from narrative and ludic actors? How do these inter-relational processes change role-playing game networks? The results of my actor-network studies of materials in role-playing games provide the content for the next chapters.

    Structure of this book. Chapter 2 explains actor-network theory in more detail. When I follow materials in different role-playing game forms, I follow one of many elements that make role playing work. I decided to follow materials, because there is a lack of understanding on how materials work in role playing in the field of game studies in general and role-playing game studies in particular. The inclusion of narrative and ludic elements aims to expand the knowledge about role playing and bridge this dissertation with previous studies. The disadvantage of this approach is that I thereby limit one of the strengths of actor-network theory, that of entering the field with a small number of concepts. The advantage is that by using these concepts in my field work, I can bridge actor-network theory and previous studies of role-playing games. More important, the study becomes feasible in the given time frame of my dissertation project.

    For the next empirical chapters, I selected three forms of role-playing games where different constellations of elements constitute role playing. These three forms are live action role play or larp (Chapter 3), mixed reality role-playing games (Chapter 4), and tabletop role-playing games (Chapter 5). The results draw on empirical data collected during field work conducted primarily in Germany from 2010 to 2015.

    Chapter 3 follows the costume in German larp. I participated in larps that involved hundreds of players dressing up as characters in a fantasy world. We role-played for four days at a former military camp that was rented for this event. The wizard example above was taken from one of these larps. In this chapter, I show how the costume takes part in role playing during a larp. By following the costume, I learned that it consists of a changing group of material elements. These changing materials have co-created German larp throughout the past 25 years and are responsible for its current shape.

    Chapter 4 moves to the emerging form of mixed reality role-playing games. These games use mobile computing devices and headsets which construct augmented and virtual reality systems. For role playing with augmented reality systems, I followed the smartphone as a mobile computing device. It brought me to a larp about criminals in a darker version of the contemporary world. The players used their smartphones to access digital information in the larp world, but several things went wrong. I discuss the tensions to examine the social relations between the heterogeneous elements involved. For role playing with virtual reality systems, I followed the Oculus Rift Development Kit 2, the prototype of a virtual reality headset. Playing a computer role-playing game with this headset, I realized that role playing reveals relations that are necessary to make the headset work in a game. Tracing these relations not only showed how they intertwine machine, player, and role-playing game, but revealed opportunities for further relations that require work with the current prototype of the virtual reality system. On the basis of these two examples, I argue that the requirements for role playing show how augmented and virtual reality systems might merge in future technological developments.

    Chapter 5 is about tabletop role-playing games where people sit around a table. The core activity for players is telling each other what the character does in the shared world. Thus, the group experiences vicariously their characters’ adventures. However, tabletop role-playing games involve not only people, but also the table, sheets of paper, and more material elements. To examine how these materials participate, I take a more radical step in this chapter with a methodological experiment. I explore the actions of materials in tabletop role-playing games by letting materials speak. One result is that I am able to describe what happens between materials that seem neutral during role playing. The experiment shows how future researchers can use role playing of materials as an ethnographic method. There have been forerunners in actor-network theory, but no study of role-playing games to date has investigated materials in this way.

    In the concluding chapter (Chapter 6), I present an alternative understanding of how materials make role playing work not on the basis of one element, physical or material, mental or creative, but how heterogeneous elements collaborate at specific sites of role playing.

    Chapter 2

    METHODOLOGY & THEORY

    2.1 Introduction, or Following Materials to Multiple Role-Playing Game Sites

    This book is about role-playing games, a genre of games played and enjoyed in various forms around the globe. Games are the central unit of analysis of game studies, a field which emerged at the turn of this millennium (Aarseth, 2001). Although the field focuses mainly on digital games, more and more researchers have been asking for the inclusion of analog games in recent years. These discussions take place among members of the Digital Game Research Association (DiGRA), the largest international academic association on games. As a pun, discussions about analog games bear the tag GRA, omitting the Di for Digital in the association name DiGRA. Additionally, journals have emerged that focus on non-digital games, such as Analog Game Studies (since 2014). When this study includes role-playing games with digital technology (Chapter 4) as well as those without the necessary use of computers (Chapters 3 and 5), it avoids the digital/analog dichotomy with an alternative theoretical and methodological toolset: actor-network theory. As an inter-disciplinary field, game studies draws theories and methodologies mainly from the humanities and social sciences, but few studies to date have worked with actor-network theory. In Chapter 4 of this dissertation, I discuss the dichotomy between digital and non-digital games, and explain my approach that includes digital and analog role-playing games. I return to game studies later in this chapter, but I need first to explicate how this study is situated in actor-work theory, and then introduce the relevant methodological principles in more detail.

    The main methodological principle of actor-network theory is to follow the actors, so I had to go where the structural effects actually [are] being produced (Latour, 2005, p. 175). Since I was interested in those structural effects that produce role playing or make it work, I followed material actors to sites where they took part in three forms of role-playing games: larp, mixed reality role-playing games, and tabletop role-playing games.

    I have been familiar with role-playing games as a player since the early 1990s. The first games that I played were on an Atari computer, such as Ultima Underworld: Stygian Abyss (Looking Glass Studios and Origin Systems, 1992) and Ambermoon (Thalion Software, 1993). In January 1995, I bought my first tabletop role-playing game Das Schwarze Auge (Schmidt Spiele / FanPro, 1992). Around this time, I read about larps that took place in the Czech Republic and were advertised in computer game magazines (PowerPlay, 1995). It was eleven years, however, before I participated in my first larp (Alcyon 10, Fantasiewelten e.V., 2006). In the meantime, my perspective on these games changed when I began to modify and design my own games. I changed from being a role-player to a designer. The first design attempt was a tabletop role-playing game in 1998. I involved myself in creating a fictional world that drew upon the works of fantasy literature and 19th century gothic novel. I then wrote several fantasy choose-your-own-path games for DOS with the Pascal programming language, and later I created mods for the computer role-playing game The Elder Scrolls IV: Oblivion (Bethesda Softworks, 2006). Mods are software units that add content which modifies the core game. Moving on to designing larps, I co-organized Schwarzbernstein 1 (Utopion, Schwarzbernstein Orga, 2010) and wrote the mini larp Death Buddies about dying in contemporary Western society (2012).¹ Compared to my background as a player, my activities as a designer have been limited, but they do provide me with a second perspective on the games that I studied for this book.

    The field work for the three role-playing game forms provided a range of opportunities to study material actors in action. Each game session took from four hours (in the case of mixed reality role-playing games) to several days of constant play (in the case of larp). In total, I participated in hundreds of hours of different kinds of role playing from 2010 until 2014.² During this time, I played each role-playing game form several times at different sites, because I wanted to compare how material work differs. Due to the amount and diversity of my participation, I classify this field work as multi-sited ethnography (Falzon, 2012; Marcus, 1995). Multi-sited ethnography encouraged me to visit multiple sites to uncover the spatio–temporal relationships between the three forms in order to deepen the understanding of role-playing processes and to observe how materials make them work.

    I followed materials to sites before and after game sessions, because I was interested in further processes that related to sites of role playing. Some players spend hours on preparation during weekends and evenings. Following material actors to sites of discourse, where players discuss what they do to prepare game sessions or discuss past games, I learned about the demands of materials and gained considerable understanding of the negotiation work that is necessary to include materials. I observed these processes in meetings of players and on online platforms where they discuss and distribute knowledge, for example how to build and modify game materials. My engagement in online forums helped me to position myself beyond mere observing or lurking (Michielse, 2015, p. 35), because I was active in discussing hands on experience and theoretical knowledge about role-playing games.

    I visited player, designer, and academic meetings dedicated to these games, taking me to the cities of Haarlem (NL), Tampere (FIN), Gothenburg (S), Helsinki (FIN), Offenbach (GER), Köln (GER), and Wiesbaden (GER). At conventions, where players and designers meet, I got in touch with key figures in the contemporary culture involved in the hobby. At these meetings, I participated actively in game sessions but also contributed in reflective discussions on role playing either by sharing preliminary results of this book or by presenting about topics of general interest, such as how to take pictures without disturbing players (Solmukohta, Helsinki, 2012). Being an active part of the processes of player, designer, and academic work allowed me also to observe different types of organizations and to take their point of view on role playing. The insights from these visits helped inform my thought processes in the following chapters, as I selected data about certain phenomena instead of others.

    To strengthen my relations with the communities, I became a member of DiGRA in 2013. Within the German larp association Deutscher Live-Rollenspiel Verband (D.L.R.V.), I initiated the founding of the larp research group Deutsche Larp-Forschung in the same year. I established relations between international larp communities, tying East European organizers from Poland with German, French, and American organizers. Appendix A provides a list of conventions and conferences that I participated in.

    In terms of following the actors, the question remains what I concretely did to trace material work at these diverse sites of role playing and discussion. The principle follow the actors necessitated my going to various sites where role playing happens, including living rooms, pubs (Zu den vier Winden, Bochum), former military areas (Utopion, Saarland, Germany), and youth hostels (Burg Bilstein, Sauerland, Germany). When I arrived there as a researcher, I had to participate in the game session, because role-playing games are rarely played with a non-participating audience. To trace material work in role-playing processes during game sessions, I drew upon the specifics of follow the actors, a concept rooted in ethnography (Latour, 1987, 1999). In the following sections, I elaborate upon this principle.

    Section 2.2 introduces actor-network theory as the methodological and theoretical toolbox of this study, because I need to explain this study’s alternative take on games in more detail. I elaborate that actor-network theory should not be considered as a framework, but more of an infra-language that works only with empirical data. The section presents key vocabulary that helped me to write about the selected data in the three empirical chapters.

    Section 2.3 elaborates on the specifics of the chosen ethnographic tools that helped me to work with actor-network theory during my multi-sited study. The tools included field notes and semi-structured interviews as the main categories of qualitative empirical data. At the end of this section, I elaborate on ethical considerations of this study.

    Section 2.4 refines the vocabulary that I use in the following chapters by bridging the vocabulary of actor-network theory with concepts from role-playing game theory, which brings me back to game studies. Table 1 summarizes the refined vocabulary for the following chapters. Finally, I situate this study of materials in the wider field of game studies.

    2.2 Introduction to Actor-Network Theory, or Building a Vocabulary

    Having addressed what I did to select data when I followed materials to the three sites, the next question is how I selected and presented the results of data analysis. This is a question of how to talk about data. I suggest actor-network theory to solve the problem, because it is also considered an infra-language that helps us to talk about data in an alternative way.

    2.2.1 Actors, or various sites of action. The book that you hold in your hands or the text on a screen before you is the work of different elements that came together at certain sites. When I look around the book’s place of birth, my desktop, there is the Oxford Short Dictionary, Latour’s Reassembling the Social, Copier’s dissertation, printed articles and book chapters on actor-network theory, books on role-playing games, but also everything I need to actually write these words: a keyboard under my ten fingertips, a mouse, an LCD display, a personal computer, a modem, pencils, and scrap paper.

    For the past four years, the goal has been to make all these elements collaborate and submit the result in form of a dissertation. Some of them were easy to work with, such as pencils and scrap paper, while others disobeyed from time to time, such as my computer when the system crashed while I was writing, because there was an update of the operating system. The content of the articles and books on my table was more volatile. Sometimes, I had to reread a sentence, page, or the entire book to understand. Of course, understanding itself was a mental process of linking new information to what I knew. Just like the audio book producer in the Introduction, however, I pretended to be someone who could write a dissertation and experimented with materials. I assembled books and dedicated a set of writing tools only for the dissertation. Thus, I added materials to the mental processes that were part of reading about the topic and writing this book.

    One example for how even words change is the correct spelling of role playing. The Oxford dictionary standing on my desktop tells me to hyphenate the verb to role-play, the adjective role-playing in role-playing games, and also the noun role-playing (Brown, 1993, p. 2618). However, in 2012, the Oxford Online Dictionary changed the spelling of the gerund, omitting the hyphen (2012). Someone who is role-playing is written role player without a hyphen. Thus, I have retained the hyphens for the verb and adjective, but write the gerund form role playing and role player without a hyphen.³

    The book next to the dictionary is Latour’s (2005) Reassembling the Social. I use it as my tour guide in working with actor-network theory. Actor-network theory roots in the work of Callon (1986a), Latour (1987, 2005), and Law (1987, 2004) from the fields of science, technology, and society studies. It is in the tradition of social constructivist studies that do not primarily answer the question "What is technology? but rather seek to trace the process of how to make technology" (emphasis in original, Bijker, 2010, p. 63). Following these roots, this study does not aim to answer what role playing is in general or what a role-playing game is in particular, but aims to answer the guiding question how materials make role playing work. To answer this question, this study required qualitative empirical data and links its results to specific sites instead of generalizations. The focus is on role playing as a process. Actor-network theory helps to reconstruct how processes came into being, and to recognize how they changed in order to produce role playing. Role playing comes into being in and by a collective of heterogeneous actors. With the word heterogeneous I stress the point that any element can be an actor when it effects social change, be it the fictional world, game rules, or materials.

    Although actor-network theory scholars emphasize the agnostic position of a researcher towards preconceived notions of processes and ask that the researcher start the study by following the actor, there is a small group of concepts. I present the following concepts in more detail, because I want to create a bridge to readers from game studies who might not be familiar with actor-network theory. The first difficulty of actor-network theory is that it is less a theory than a methodology (follow the actors) or a language. The following concepts—actor, network, agency, mediator, and intermediary—are not definitions but words that can refer to empirical phenomena. They are empty shells without empirical evidence that the researcher has to gather in field work (Latour, 2005; Sayes, 2014; Venturini, 2010). Therefore, I put concepts into quotation marks, because they are words. These words form an infra-language or vocabulary with which the analyst can describe an empirical phenomenon, such as role playing, because they don’t designate what is being mapped, but how it is possible to map anything from such a territory (Latour, 2005, p. 174). In this regard, actor-network theory continues the tradition of social constructivism in that it provides a vocabulary for methodology. Moreover, the legacy of post-structuralism in actor-network theory becomes apparent with the necessity to reflect language when it connects concrete reality with abstract ideas. Law (2009) suggests that actor-network theory can also be understood as an empirical version of post-structuralism. (p. 6). Thus, the examination of concepts as words is one methodological step, because the relation between words and what is being mapped should not be taken for granted. Before I can use a word as an analytical tool, I need to establish a relation to an empirical fact and reflect instead of looking for

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