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Haus - wasn't being defensive, was attempting to shortcut a possible decline of the thread into "yes, but since RPG is, well a bit shit, shouldn't we talk about it somewhere else?", which we aren't doing for the most part, so yay everyone...
OK. Yes, RPG has had an effect on modern literature. Whether you think it's a good or a bad effect depends entirely on a value judgement, which is best left for the Books forum.
Yeah, Raymond Feist was/is a gamer. The original Dragonlance books, whatever we might think of them, are also based on a campaign played around that particular AD&D expansion world. Books like this, along with the Pratchett publishing phenomenon and others, are, I think, largely responsible for the boom in fantasy publishing which helped other writers get published and so reach an audience. You could also potentially argue that the fantasy boom of the late eighties and early nineties helped keep awareness of and interest in Tolkien's work, which inspired so much of it. Again, whether you think that's a good or bad thing is a value judgement best left to another debate, but you can't deny it's an effect.
Bottom line is you need a like-minded group for any RPG, whether you're a hack n' slash fanatic desperate to get your elven mage to fifteenth level, or attempting to use the form to express shuttered facets of subconscious workings - socially, magickally, whatever.
Really, try imagining playing a character who's more intelligent than you believe yourself to be. Try imagining playing a character with a different moral compass - not just the standard psychotic-with-a-sword you might see in a kids game of D&D, but, for example, a pro-life fundamentalist when you're a pro-choice atheist. And try playing them like you mean it, without descending into cliche and stereotype. Try GMing a session based partly on a previous session of lucid dreaming.
Any aspect of fiction can be transformed and used - both creatively and socially - by the act of role-playing, and the continued interest and entertainment of the respective gamers within that session is what makes it a 'game'. There's not necessarily any emphasis on advancement, unless it be a natural change in characters undergoing - at times - intense and radically changing experiences.
RPG games systems only really work cohesively as role-playing games when they're used as guidelines, rules adapted for the session, the characters, and the players involved. I don't like playing with dice, but sometimes a random element is useful to prevent creative stagnation. In one game I played briefly recently, we used Tarot cards. Doesn't matter, whatever chalks your cue.
RPG can run the gamut, from a piece of foolishness designed to get you through a rainy lunchtime at school, to a revelatory and wholly collaborative aspect of magickal ritual. |
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