Tuesday, 20 June 2023

Campaign Settings: Noble and Debased

It is my strong belief that being a writer is among the most noble of human activities and that its nobility lies in its capacity to give other people the ability to imagine things that they could not themselves imagine, and thereby frees them from the drudgery of everyday life.

(I am trying to think of a way to pithily express this so that it can be printed on t-shirts and baseball caps and thus make me millions.)

It sounds a bit pompous, perhaps, but this is why in its own humble way the writing of RPG campaign setings can also be a noble endeavour. You will all, I am sure, have experienced the strange sensation of reading an RPG splatbook and having it conjure in your mind all kind of images that would never have entered your thoughts otherwise; this has in itself made the author's efforts worthwhile, in my view, irrespective of whether the book is even going to be used to run games. He or she has succeeded in transporting your awareness to hitherto-unknown places. And he or she has moreover engaged you as a co-creator (since the images that are appearing in your imagination are in a very important sense your own, being comprised of the pre-existing contents of your own mind rather than simply being an unfiltered replication of the author's). 

This capacity to partake in wonderful daydreams at the instigation of some talented person you have never met is a great gift to humanity and is what makes the written word so superior to visual storytelling: it is not mindless escapism but participatory escapism in which the reader is enjoined to exercise something of their own creative faculties in imaging a world and its occupants from purely verbal cues. 

What is all the more remarkable about an RPG, of course, is that in that context the circle of participation is widened out so as to include not just the author and reader, but the author, reader, and group of players. Through the author's creative effort, the imaginations of the wider circle are brought together around a collective vision - unique in the mind of each individual, and yet also shared. This is a strange and powerful alchemy, which is utterly distinct in the universe as we currently know of it. 

We should celebrate that more. But we should also expect more from ourselves. Setting creation is debased when it merely produces pastiche and cliche - when the author is simply serving up what the reader could himself easily prepare (the RPG equivalent of a microwave meal). This is the central complaint against ChatGPT, but it is one that we could equally level at the banal fare that is generally on offer at DM's Guild: it does not instigate a participatory creative process of note, but simply operationalises a kind of mimicry - the parade of tired Forgotten Realms-esque fantasy archetypes that we all now know by rote. Mimicry is not a fundamentally human activity - monkeys can do that. To be human is to have one's own imaginative faculties be expanded through inspiration, and that is when it is proper to describe the author's work as noble.

13 comments:

  1. Amidst a sea of tired, cliche campaign settings, the people cry out in vain for more Fixed World supplements.

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    1. Ha! I do have the next one 2/3 written.

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    2. Nice! Which region are you working on?

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  2. It's too soon to tell if this post will change the course of my life, but it resonates in me such that I think it's likely it will. This happens so often when I read your blog that I wanted to remark on it.
    For example, many years ago you wrote something about the dedication required to learn a language and just that passing mention (combined with the general air of prompting to intellectual growth on your blog) inspired me to get serious about studying Hindi. I'm conversational in Hindi now, though my conversation is still pretty dreadful. For your part in that, please let me say thank you.

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    1. Well, that's very kind of you to say and well done with the Hindi - great to hear!

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  3. Have you been reading my reviews perchance ;P

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  4. I could swear I read these exact thoughts on some other blog a day or two ago.

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    1. If you're alluding to Age of Dusk, yes, but I don't think they're 'these exact thoughts'.

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  5. I tend to think of this effect of transporting a reader outside of themselves as "aesthetic arrest" ( I think from James Joyce by way of Joseph Campbell?) and it is remarkable for sure.
    I often think of the "actual play" RPG experience as something like being in a band - sure you can play cover tunes (someone else's material), and it's even more fun to write your own stuff, but the real magic is when everyone is improvising and contributing spontaneously and it still all somehow works!

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  6. I have run an actual Yoon-Suin campaign maybe twice, but on the other hand I read it pretty regularly--it sits by my bedside, I ask my wife to name me random numbers, and then I just tell her the situation, and she goes, "Oh no!" if it's bad, and "Yes!" if it's good.

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  7. Just the sort of statement one would expect from a writer: a declaration that writing is among the most noble of human activities! ;)

    I agree with most of what you wrote. It's beautiful to be prompted to imagine new things. My main comment, though, concerns your last bit. Cliche and pastiche are relative to the experience of the audience. It's the jaded players of fantasy games with years of experience points under their belts, who play with similar peers, who will find the most frequently appearing fantasy tropes unbearably familiar and banal. For newcomers, or the young, the same things may still be fresh and exciting. Also, I'm sure you can think of examples where novelty added nothing you enjoyed. Even Yoon-Suin will appear as a pastiche of familiar ideas to some. Different people have different preferences from different experiences that don't accord with a single scale of nobility and baseness. If the module you see as most derivative was the first one to come to a new referee's hands, it could be really inspiring to that ref. And there are a lot of new referees all the time. Most RPG stuff is not written for a tiny group of the most experienced players who can slice sub-subgenres apart with a razor, but that gives the impression of a decadent gaming culture to the connoisseurs of modules who long ago forgot what it was like to have fun the basic way for the first twenty times.

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