Saturday, October 13, 2012

Roleplay as a New Genre


So I typically reserve the first paragraph of my articles to talk about myself or the blog while introducing the new topic. I’ve felt for a while like black on black was kind of depressing for the blog, so now I’ve finally transferred it over to something a little brighter. Hopefully it represents the mood I have while writing this! Roleplay should be fun, exciting, and not dismal and tedious. But how? Sometimes it certainly doesn’t feel like it, as I’ve been so consistent on bringing up. Today I want to talk about an important element of this: roleplay should be new.

As I’ve pointed out in the past, roleplay offers a number of unique opportunities in and of itself; these things make roleplay a truly unique form of literary and narrative style. I’ve brought up in the past few articles that roleplay is unique because of its innate inclusion of other writers into what I would call a Shared Universe, where your literary additions to the story (hopefully) affect more characters than just your own.

I’ve talked too about how roleplay is unique because of where drama comes from—in the moment—a significant divide from the typical standard for fiction. Perhaps the closest comparison to another form of narrative is that done in theater or film, but ultimately the two are still different by a single notion: an entire roleplay thread or scene can be incredibly interesting and engaging while simultaneously having no climax. It’s not to say that climaxes have no place within roleplay, but in a sense this idea is immensely freeing for the roleplay style. Because drama (and the enjoyment from it) springs largely from in-the-moment actions, a climax is not required for a roleplay to be effective. For once, the writer actually has a choice.

There’s another point worthy of bringing up, one I’d relate specifically to fan-fiction, thought it could apply to novel writing if we’re talking about the second or third sequel, perhaps. In roleplay, the beginning of the story really ought to start right there: the beginning. When writing a fan-fiction or a sequel, the author has an advantage of having (for the most part) a relatively defined universe with moderately developed characters. If I’m going to write a Harry Potter fan-fiction that features Arthur Weasley as the dominant character, I already have a large reference supporting the character of Arthur Weasley. While he’s not a main character in the seven Harry Potter books, his character is still certainly already defined by the end of it, which means I don’t have to. I don’t have to define the character or the world, because J.K. Rowling has done it for me. Instead I can focus immediately on the story and new, original characters. Sweet!

But roleplay is different. In roleplay your world is defined in advance, but your characters, in fact, are not. Usage of canon characters is rare for a purpose, usually, so we’re left with a defined universe but an undefined set of characters. We have thousands of different places to run different stories, being able to change up the same idea with different races, genders, and so on. The world has become a sandbox! But we have to define the characters still, and some people think that a character sheet is enough to do that.

It’s not.

You can write as long and as hard as you want into the character sheet, write a stupidly long and uselessly detailed history, but at the end of the day this will never compete with actual roleplay. Why? Because it’s a different literary style, and it has its own tricks and turns—the incredible part about that is you can’t even do anything about it! Ever written a detailed, thought-out character sheet, and then you go to roleplay it and it comes out completely different? You find yourself not focusing on the things you said you would, and your character develops a life of its own.

Enter the wonders of the roleplay. For the first time your character’s life is not just a monologue or a soliloquy, it’s a living engagement and interaction with another force outside of your control, and it will test your ability to keep that character rooted where you want them. While it can be frustrating at times, ultimately this must be considered an awesome thing, as it allows you to take your characters to a new bold, level that you could never achieve with another literary style. Yeah!

So that’s a major break from fan-fiction, and I think it’s both important and awesome. However, there’s still another genre of narrative that I would argue is misused on a regular basis. Let me be abundantly clear on this one:

Roleplaying is not just a text-based video game. That’s what Dungeons and Dragons is for.

I’m talking strictly single player or limited cooperative games here, since MMOs and the like often simply get roleplay inside the game itself. Games are inherently different than roleplay, as games involve fewer people (many just one person) involved in the story-making process, so your scope is going to be obviously much smaller. Furthermore, because of how narrow the scope is, your character will obviously (because they’re the only notable one) be extremely powerful or at least above average, because who wants to play as an Average Joe all by themselves? There’s no drama, unless you’re writing romance or something.

Many people mistakenly use roleplay as simply a text-based video game where they can control the parameters of the game without, say, having to be a game developer. People essentially treat it like a DnD campaign, and as a result you get a lot of people running a self-serving roleplay who don’t play well with others. To think of roleplay threads as simply different DnD campaigns or new DLC for whatever game it’s based off of is a huge problem. All of a sudden you have a hundred different characters vying to change the world and be a hero—just like in the game, you know—and you lose out on all the things that make roleplay unique and awesome.

What’s even worse, though, is the consistency you’ll find yourself getting roleplay. After all, trying to treat it like DnD or even worse a video game is always going to result in second-rate quality. I mean, really, that’s what it is: a crutch while you wait for something else. Waiting for the next Halo game anxiously? Let’s do a Halo roleplay, and make it like a text-based, carbon copy of how the game runs. I’ll play the Master Chief and you can play the Arbiter until… ah the game’s finally here, there goes the roleplay forever. Because after all, why in the hell would I play a crappy version when I can get new content from the game? (Or maybe some other sci-fi or FPS game)

Roleplay will always be weaker (and shorter-lived) when it’s tied to something external like a video game, the activity of your DnD group, or, best of all, your emotional happiness. Besides, roleplay is so much better when it’s disconnected from those things, so why even run that cost?

Now, at this time I should make another thing clear. If you don’t like roleplay unless it’s just an extract of a video game then YOU DON’T LIKE ROLE PLAY. If you don’t like the genre for what it is, stop wasting your time and stop wasting the time of the other people you roleplay with. I’m not trying to be mean, but seriously, you will just never really enjoy RP, and you should probably just stop. Similar to that, if your roleplay looks identical to all your fan-fiction, why don’t you just write FFs instead of trying to roleplay? It’s more satisfying and probably a better use of your time.

Roleplay is uniquely different than other genres of literary style, so treat it as such. (It’s awesome that way)

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