Originally posted by Nato
What is "true role-playing" other than playing make believe anyway.
Nato: this is what I thought and wrote about "role-playing" in the year 2000 as I reflected upon my hobby in the new millennium, well close anyway. I still agree with it, but I have learnt quite a bit more about role-playing since then. I hope you get something out of it.
What I see Role Playing to be.
Role Playing to me is a magical ritual. It involves going from the Macroverse (reality) to a Microverse (fantasy). It is the exploration of one's macroversal personality through the tool granted by the game to develop it through the playing of roles. The game grants the person the opportunity to take on roles that reality doesn't allow them, or roles that are more introverted. Hopefully the game allows the person the ultimate in free expression, to be themselves, to release their full personality, the one that reality constrains.
Role playing is playing a role that can be different to what the role fate/destiny, the macroverse has dictated or the person has chosen. This enables the personality of the person to develop and expose it through different scenarios in a safe (?) environment. I say "safe" because of some players are more likely to express themselves more freely then other players may like.
This entering of two different worlds, the macroversal and a microversal (much like C.S. Lewis' Narnia or Tolkein's Middle Earth) and the development of the mind and spirit is the ritual, it is the real magic of the game, the essence that we keep coming back for. It is a sort of religion, and most religions have rituals. Others may see it in a more New Age viewpoint as "personal development", which it is, by there are much more deeper levels that any book of "personal development" will tell you about.
The spiritual aspect is undeniable. Too many players have felt loss when a character, to which they have invested time, energy, matter and thought into, dies. The person "dies" with that character; it is traumatic experience and I dare say that 'only other players can understand' (paraphrased from my favourite song, Khe Sahn ).
One thing that role playing is not is "roll playing." What the dice represent in role playing will try to be shown below. In any situation a person has a choice to make about that situation, to make it or not to make it. In life there is luck, destiny, fate etc. This is what the dice rolls simulate, that random influence that effects all of us. There are two different views, generally, we make our own luck, and we forge our own destiny, through experience. No matter what the dice say (within reason) the above two premises' apply. This will then determine the behaviour of that character.
Those who "roll play" are yet to fully understand what "role playing" is all about. The roll players are in many ways their own victims, they let the dice dictate to them rather than to "dictate to the dice". They are subservient to destiny, fate, luck rather than the other way around.
I'm reminded of a terrific example: astrology. A lot of people see what the stars tell them for the day as an absolute while the medieval astrologers saw them as a means to help in a positive way. The astrologers saw the stars in a more objective way that they could change the destiny of their lives rather than being totally subservient to the star's whims. If you substitute stars for dice, well everybody could see that now.
The other thing that role playing emphasizes is experience. In the game you get rewarded by doing and this philosophy, empiricism, is one of the most dominate ones in role-playing games.
I'm gonna live forever. So far so good.
"You don't tell me anything, You just go on and on, And you don't make no sense" -- Jim Barnes of Cold Chisel
"If your head needs a bandage, try a roadhouse open sandwich, dodge the waitress and hit the road again" -- Don Walker of Cold Chisel
"And if I don't hang around, our old gambling grounds, it does not mean that I've forgotten, we believed, and I still do" -- Don Walker of Cold Chisel
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