Background

Where Did They Come From?

            In order to better understand the role-playing gamer subculture it is important that we understand the origins of what primarily defines them as a culture, namely the role-playing game.  It is the glue that holds the community together, although it’s forms and styles vary from group to group and from person to person.  To touch every detail in the evolution of role-playing games would be a work unto itself, so here I am only trying to give you a broad sense of the history of its development.

            It is generally agreed that the precursors to role-playing games were the war games and simulations.  According to Daniel Mackay, in his book, The Fantasy Role-Playing Game: A New Performing Art (2001), the earliest of the modern war games was created in 1811 by a Prussian soldier and his father Herr von Reiswitz.  This new game, called Kriegspiel, was used to train Prussian officers and proved so successful that the English soon developed their own version of the game.  Opponents moved markers, symbolic of different groups and types of soldiers, about a representational battlefield, rolled dice and looked to a referee to decide the victor of any given battle (the referee decided this through a complex set of guidelines) (Mackay p. 13).  For a little more than a hundred years the war game remained a tool for the military alone.

            Mackay says that by the turn of the century, the war game had started to make its way into the leisure time activities of the middle class. “In 1915, H.G. Wells adapted Kriegspiel into a game he designed for amateur gamers…[called] Little Wars (p. 13).”  War games no longer need referees and became increasingly popular and increasingly more complicated through the next fifty years (Mackay p. 13), but the end of the sixties brought with it some radical alteration to war gaming that would lay the foundation for role-playing games to make their appearance on the world stage.

            What might seem the most unlikely of places was the site of this revolution.  In Minneapolis-St.Paul, 1968, Dave Wesely altered the face of war gaming (Mackay p. 14).  According to Lawrence Schick in his book Heroic Worlds (1991), Wesely introduced his friends to a style of war gaming different than they were used to.  Inspired by the eighty year old war game called Strategos, Wesely re-introduced the referee, but took the game one step further.  In most war games up to this time victory conditions were of the zero-sum, or the last army standing wins, variety, but Wesely did away with that idea, creating different objectives and conditions for victory.  The game turned into a chaotic mess once it got started and Wesely regarded his experiment as a failure, however his friends became enamored with it and begged him to run another game along the same lines (Schick p. 17).  Eventually every game the group played followed this model, with everyone taking a turn at refereeing

            According to Schick, at roughly the same time as Wesely and his friends were innovating, Michael J. Korns of Iowa developed his Modern War in Miniatures game in which the player to miniature ratio was one to one. Within two years Wesely and friends had gone from the standard mass-combat war-game to having each player control only one character and making that character reusable from session to session, but most importantly the characters were free to do more than just fight (Schick p. 18).  The foundation for role-playing had been laid with these innovations.

            One of the local war gamers was Dave Arneson, who, according to Mackay, introduced the players to the concept of playing scenarios where the characters fought in underground labyrinths and faced fantastic creatures such as dragons and hobgoblins (Mackay p. 15).  Schick elaborates on this, telling us how Arneson contacted a fellow war gamer named Gary Gygax, who had authored a set of medieval warfare rules called Chainmail, and asked for help in solidifying his rules.  Gygax supplied an unreleased fantasy supplement (heavily influenced by the writing of J. R. R. Tolkien and Robert E. Howard) for Chainmail, which Arneson modified to fit his game.  Eventually Gygax was invited to join the group and the two men spent the next two years expanding and modifying the rules (Schick p. 19-20).  It was this collaboration that led to the January 1974 birth of what is considered the first, official role-playing game, Dungeons & Dragons.

            While the two authors thought the game would only appeal to a select group of war gamers and was written under the assumption that anyone buying it would be familiar with the war-gaming world.  The concept caught on and within a year Dungeons and Dragons (D&D) was “outselling all miniatures rules” (Schick p. 20-21).  The greatest innovation in the game, according to Schick, was that each character was different because specific “characteristics” were used to identify the strengths and weaknesses of each individual character, making it easier for the players to assume the role of their individual character (i.e. A character with a low strength is less likely to try and fight a monster than a character who has a high strength, forcing the character to find different solutions to the situation).  While these characteristics tended to lean towards those applicable in fighting, other areas of conduct could be adapted into the rules, creating even more complex characters (Schick p. 20). 

From this point on a bevy of role-playing games (including new editions of D&D) entered the market.  Some were serious and highly detailed (Empire of the Petal Throne), some were humorous knockoffs of D&D (Tunnels & Trolls) and others delved into a science fiction setting (Traveler).  Mackay says that by 1982 role-playing games had gone from an obscure hobby to being found in major retail outlets such as K-Mart and Toys ‘R’ Us.  Established game companies became interested in joining the frenzy, but ultimately decided against it when the media made claims that the game had “occult roots and practices” (Mackay p. 15-16).  Such stories lead to a transitionary period in the role-playing world.

While the negative press caused many national retailers to stop carrying the games, it also sparked interest in others, if only to see what all of the fuss was about.  According to Mackay most of the major publishers would not touch role-playing games for fear of attracting negative attention, so the creators of these games had to publish themselves.  The literary influences of the growing gamer culture took form in role-playing games, visiting the worlds of Howard Phillip Lovecraft, Lord Alfred Tennyson, Arthur Conan Doyle, Jules Verne, William Gibson, J. R. R. Tolkien and many more.  By the mid-eighties there was a role-playing game to satisfy any science-fiction/fantasy fan (Mackay p. 17).  Role-playing was here to stay.

 

What Is Role-Playing?

            When I tell most people that I play role-playing games I’m met with a blank stare and the inevitable question that follows, “What’s role-playing?”  The quick and easy answer is to simply tell them, “Dungeons and Dragons.”  Most people identify with the name because it is one of the few games to get media attention (granted, the attention is negative) and so they nod with understanding, but that is when the more specific questions come out: “Is it a computer game? How do you play? What is it exactly?”  There are other questions and statements, but I’ll approach those later.  I’ve discussed where role-playing games have come from and touched on their differences from war games, but ultimately it is important to explain what role-playing is.

            In an article from ReligiousTolerance.org titled “Dungeons and Dragons and Other Fantasy Role-Playing Games,” there is a fairly good, generic description of what a role-playing game is.  Played by a group of approximately half a dozen people at a time, the majority are considered players, each running a single character while one person acts as the referee.  The referee develops the adventures and worlds the players play in, runs all of the “Non-Player Characters,” and decides the outcome of events.

 

Adventures may include play-acting the rescuing of people, the quest for money, treasure, power, knowledge and sometimes even survival of the pretend character. Each player makes ethical, philosophical, physical, and moral decisions on behalf of her/his imaginary character as the game develops. The GM describes the environment, the events and the actions of supporting characters (also called non-player characters or NPC's). The players describe their pretend character's actions and reactions. The GM then tells them the results of each event. Many games use the rolling of dice in order to resolve conflicts and to determine the results of various actions (e.g. trying to disarm a trap or leap across a chasm, etc.). Future sessions begin where the previous session quit. Games can continue for years. (ReligiousTolerance.org)

 

The only thing I can add to this description is that in most games pencils, paper and a number of rulebooks are also required for play.  There are any number of additional tools at the disposal of the group including miniature for use in visual representation, music for setting the dramatic mood, and often times food.

According to a 2000 Market study if you were to see a group of six gamers proportioned along statistical lines you would see one twelve to fifteen year old, one sixteen to eighteen year old, two people between the ages of nineteen and twenty-four and two people between the ages of twenty-five and thirty-five and at least one of the members would be a woman (Dancey).  Interestingly these numbers have changed a great deal in the last twenty years.  Gary Allen Fine, from 1977 to 1979, performed a study on the growing gamer subculture and according to his findings at the time most of gamers were found in the roughly eighteen to twenty-two year old age group with an increasing number of people in the thirteen to seventeen age group (Fine 1983 p. 39).  He goes on later to say that the female gaming population represents only about five to ten percent of the total gamer population (Fine 1983 p. 62) as opposed to the roughly 19% of 2000 (Dancey).  The question as to what has driven the changes in age is one best asked in another study, however, I will address to some extent the increase in female gamers later in this paper.

            Role-playing games are most often played in one of three locations: a participant’s house, a public space (such as school, recreational center or the like), or a local hobby/game/comic book store (another possible location is at a gaming convention, but using such a location is infrequent at best).  While each place has its advantages they all usually have some sort of area where everyone can sit around a table comfortably for the average three to six hours of playing time. 

Most people associate gaming with acting (which isn’t too far a stretch), where the gamers actually move about, acting out the actions of their characters, playing a role. While role-playing games do encourage a touch of theatrics, it is mostly found in the words of the players and referee.  In order to distinguish between the players talking as themselves and talking as their characters they are encouraged by most referees to develop a voice and mode of behavior for their character.  As an example, in a game I’ve been running for the last four months a player introduced a new character who spoke with a lisp, and it was this specific trait that clued us in whenever it was his character speaking since the player affected the lisp at the appropriate times. 

There is a particular off shoot of the role-playing game called the Live Action Role Playing Game, or LARP, in which the players and referee move about, playing out the part of their characters, following a set of rules specifically adapted to this medium.  The most famous of these is associated with the game Vampire: The Masquerade, a role-playing game based loosely on the writings of Anne Rice.  In the last few years it has been the live action version of Vampire (as it is commonly called) that has gotten the most negative media attention instead of Dungeons and Dragons. 

 

Negative Stigma

When presenting background information about role-playing games it is important to talk not only about the development and description, but the negative side as well.  If I were to present a list of all news articles that talked about role-playing games (most probably Dungeons and Dragons and Vampire would render the greatest number in a search) and broke them down into favorable or unfavorable in their regards to the game or culture, the vast majority would be negative.  Since the early eighties there have been numerous claims made by the news media and conservative religious groups that Dungeons and Dragons (and later Vampire) lead to any number of social ills including drug use, suicide, murder, depression, satanic worship, etc.

 Most of the claims of criminal or behavioral problems have their roots in actual criminal cases or psychiatric diagnoses where the individual being prosecuted or diagnosed just happened to play a role-playing game.  Never has it been shown conclusively that the role-playing game was responsible for the actions of the accused.  Most often it is discovered in these cases that there was some problem not associated with role-playing that was responsible for the incident in question.  An example of this is seen in Michael A. Stackpole’s Pulling Report (1990), which was the end result of an investigation into the claims of Patricia Pulling that her son, “Bink,” committed suicide because of Dungeons and Dragons and that the game was a doorway to the occult and satanic worship.  Through the course of the investigation Stackpole shows that there were obviously signs of depression and mental instability that had nothing to do with gaming.  In fact most of the people who knew Bink prior to his suicide said that it was following his inability to find a campaign manager for his attempt to run for school office that Bink’s began acting differently.  Mrs. Pulling sued the school principle for allowing the game and not taking note of her son’s problem, but the case was dismissed.  Stackpole argues that in this case, like others, the parents and media were simply looking for someone or something to blame for the loss of their boy.  It is easy to see why the media might latch onto such a story; conspiracy, death and the shadowy presence of the occult all inspire the popular imagination and make for good copy.

Conservative religious groups do not care for role-playing games on a number of levels, including the ones mentioned above, but the most common reasons are based in their beliefs (especially in regards to magic and gods).  In a Frequently Asked Question (FAQ) list from the Soc.Religion.Christian newsgroup the question, “I have [heard] that Christians are opposed to Dungeons and Dragons. On what grounds?” is asked.  David Fisher tells us in the FAQ that the answer is threefold.  The first reason is that the goals in the game are not looked upon kindly by God (killing, looting, accumulating power over others, etc).  The second reason is that the depictions of occult material such as demons, spells and magic circles will lead people into the occult and away from God (consequently demons and the drawings of magic circles were not printed in the second edition of D&D).  The third reason given is that God would condemn the actions taken in the game if they were done in real life, so the thought is as bad as the act (Fisher).  While there are far more arguments than these three, they do serve as a good distillation of the main arguments against role-playing games.

 

Computers and Role-Playing Games

            When computers entered the home they were quickly followed by computer based role-playing games.  At first these games were simple and text based; the options were limited and the objectives fairly straightforward.  As home computers became more powerful so too did the computer role-playing game become more entertaining; graphics and more complex situations and decisions arrived.  In time these games grew into the incredible games of today: Baldur’s Gate, Everquest, Diablo, etc.  As these games grew so did the Internet and it was the marriage of these two that saw the computer role-playing game really take hold of the computer gaming world.  Millions of people spend hundred of hours online, interacting with other gamers and partaking in an offshoot of the traditional role-playing game. 

Before these games of high graphics were introduced to the market there was another alternative, a free alternative. Multi-User Dungeons, or MUD’s as they are commonly referred to, are text based role playing games played over the Internet. In these games, much like the traditional games, players play a single character whose attributes are determined by race and class selection.  The genres range from science fiction to horror to fantasy (by and large the most common setting available), and are often based directly on traditional role-playing games, novels or movies. There are no specific goals, but as Muramatsu and Ackerman (1998) show in their article “Computing, Social Activity, and Entertainment: A Field Study of a Game MUD,” the primary motivators in a MUD are “conflict and cooperation.” They go on to say that it is important for the people running the MUD to make the gaming environment interesting and different while fostering the motivations noted previously.  It is easy to draw a parallel between a traditional role-playing game and a MUD:  The players in one are similar to those in the other and in place of a referee creating the world and making decisions you have the MUD’s designer creating the world and its controllers telling the computers what the outcomes should be and what the rules are.

While many role-playing gamers do play computer role-playing games, approximately 40% (Dancey), they have not replaced the traditional role-playing game amongst its players.  If anything computers are beginning to be used more and more for the enhancement of the traditional game.  The form of this enhancement varies, but the most common uses are connecting with others and playing over the computer, using various programs to allow for easier preparation by the referee and in a growing number of cases laptops (and palm pilots) are being used at the gaming table for ease of reference and data storage.  It is conceivable that in the near future computers will play an ever-greater role in the role-playing gamer’s world.

 

 

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