Monday, August 3, 2009

Shared Fantasy: Role-Playing Games as Social Worlds

Gary Alan Fine's book, Shared Fantasy: Role-Playing Games as Social Worlds, provides an enlightening overview of the state of gaming in the early eighties. Fine, a sociologist, inhabits the gaming cultures he reviews, reporting on Dungeons & Dragons, Chivalry & Sorcery, and Empire of the Petal Throne as a player and game master. He also interviews many of the leading lights of the industry at the time, including M.A.R. Barker, Dave Arneson and Gary Gygax.

What's revealed by Fine's studies is that issues many gamers face today have remained largely unchanged over the course of thirty years. "Roll-" vs. "role-" playing figures prominently. Game masters who are unprepared or capricious, players who are petty and competitive, groups that exclude other groups…they're all here in vivid detail. What sets Fine's work apart is that he provides sociological constructs to discuss the gaming hobby, a hobby he treats with respect.

On the other hand, there are several issues that are clearly tied to the nascent gaming culture. Rampant sexism and violence towards women disturbs Fine; things have definitely changed for the better. The other major concern of most of Fine's subjects is the invasion of youngsters to the hobby who are too immature to fully grasp its rules. Nowadays we have the opposite problem – there aren't enough young players attracted to the game.

Throughout, Fine interviews his subjects and quotes their experiences as well as his own. These quotes are illustrative of the little challenges gaming groups regularly encounter, from intergroup rivalry to players having their characters to commit mass suicide as a form of protest against a particularly unfair game master. Any gamer will recognize himself and his players in Fine's work.

Chivalry & Sorcery and Empire of the Petal Throne (Tekumel) are not as well known today, but at the time they were a game designer's response to the flaws in Dungeons & Dragons. In the case of Chivalry & Sorcery, it was a more feudal feel to fantasy. In the case of Tekumel, it was the distinct European emphasis that colored all of Dungeons & Dragons. Barker's direct involvement in the Tekumel game universe as a game master provides an immersive contrast to the typical hack-and-slash dungeon games that were popular at the time.

Fine's work isn't flashy, but it's a critical piece of gaming history and a must-read for gaming scholars everywhere.

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