Showing posts with label Story. Show all posts
Showing posts with label Story. Show all posts

Saturday, April 26, 2014

What the OSR means to me

Wow, it's been a while.  I posted a comment over at Tenkar's Tavern, which I thought I'd repeat here.  Over the past year or two (i.e., while I've been away from this blog), I've been reading and listening to a lot of material coming out of the Old School Renaissance (or Old School Revival), a return, more or less, to the Old Ways of the earlier days of the hobby of table-top role playing.  Tenkar asks his readership what the OSR means to them personally.  My response was this:

The primacy of adventure over story.

The primacy of surrender to the wonderful, the fateful, and the weird over rules mastery.

And Appendix N. Not Gygax's specific list, nor any other, but the attitude behind it in which one seeks to take the best elements of the exciting and the evocative and bring them quite literally to the table.

If you are interested in this sort of thing, Tenkar's is a great site to visit.  Not grandmother-friendly, perhaps, but a consistently fun and interesting read.

A lot of folks naturally think of old school D&D when they think of the OSR, but it encompasses more than that.  Seventies & Eighties gaming is probably a better characterization of its focus.  Most of what we play today is really just a remix and refinement of what we played in those earlier years.  The OSR crowd, at its best, seeks to recover and revitalize the finer elements of those games.

Monday, December 26, 2011

Narrative in Role-playing Games - Continued

Theologian Randy Harris, in his post, "contra narrative" (on his seemingly now defunct Postmodern Mystic blog) is still available in Google's RSS cache, so I copy it here:

I want to share with you one of my favorite short stories in its entirety. It is written by the Russian absurdist Daniil Kharms.

“Now one day a man went to work and on the way he met another man, who having bought a loaf of Polish bread, was heading back home where he came from.
And thats about it, more or less”

Is that a great story or what?

You see, Kharms understood that our life is not a story as some contend. It is not full of action and sometimes the plot is meandering or totally non existent. Most of life is utterly mundane.  To expect life to have the neatness of a well written story is bound to lead to disappointment and even anger.  What the mystic asks us to see is that all of those mundane moments are filled with the presence of God - and that is the ultimate meaning of our lives – not the story as we would have it.

I think this one post helped me a lot to let go of the desire for every event, no matter how insignificant, to have some wide-ranging meaning.  And this carries over into what I now expect from table-top role-playing.

Tuesday, October 25, 2011

Narrative in Role-playing Games

I've heard it said that role-playing games, especially those of the indie sort, are really about telling stories. I don't think that's the case.  We do tell stories, out of game, about the game sessions we've played.  All the more reason to play and play well.  And there's no question that a character within a game can relate a story to other characters during play.  But gaming isn't equivalent to creating a single story or even a set of stories.  There's no script - at least, not one that survives much into any given game session.  In role-playing games, the characters do interact with and within imagined situations.  But it's improvised.  The choices and events don't fully merge into some over-arching, cohesive plot, nor should we require that they do so.  Any given interaction or event within a session may be enjoyable or satisfying in itself, aesthetically, viscerally, morally.  It need not tie into a story arc to be worth playing out.

In that way, RPG's are like life.  Though I'm a Christian, I'm not one who believes that everything happens for a reason, as part of One Big Plan.  A great many things do happen for a reason, though I tend to be pretty careful about reading meanings into events.  God is constantly involved in what we do, but He is under no obligation to make this obvious or to explain any of it to our satisfaction.  It isn't One Big Story that binds history together, it's God himself.  God involves Himself with His creation in such a way that it can and should be conveyed as story.  "Can" because God is intimately involved in events, and events flow from one another.  "Should" because we are story-telling creatures.  We recognize sequence and closure and, through story, find and create meaning.  "In the beginning" isn't just the beginning of all things, but the beginning of a story.  And our lives aren't complete without those stories.  But a single isolated event can have profound meaning, simply because God is behind it.

So I'm much more open to saying that RPG's are about drama, than about story.  Stories will emerge, and our play will be better for it.  But  there's no need to worry if a party's jaunt through the woods isn't worthy of some novel.  It can still be exciting, amusing, or even deeply touching - no script required.