I am not claiming, of course, that a narrative ethic gives a
full understanding of the ethics of wargaming. It does feel, to me, at least, a
bit too empirical, and a little too woolly. The problem here is, of course,
that it seems to be somewhat subjective. We can, or at least, most of us can,
agree that however much we might like wargaming with SS Panzer units in France
in 1944, they were not the clean living Teutonic warriors that myth has made
them out to be. The graves of those shot by them bear silent witness against
that.
So the question to ask is whether narrative ethics gives us
any sort of traction on the whole question of the ethics of wargaming. One of
the hallmarks of a decent theory is, of course, that it is more widely
applicable than might be at first thought, and so the next step in developing
the idea is to see if it applies outside the domain for which it was invented.
In this case that domain was historical miniature figure gaming. The aim now is
to widen the question into another area, allied by not exactly the same.
There are a number of possibilities here. We could discuss
board wargames, or computer wargames, of science fiction wargames of the
Warhammer variety, all of which would be entirely reasonable candidates for
such an analysis. The problem is that I do not know very much (if anything) about
them. I do, however, have distant and foggy memories of a variety of role
playing games, both fantasy and other, so I think I might be able to comment
coherently on them. We shall see.
The first, and obvious thing about role playing games is
that the player is playing a role. In a miniature wargame, this is also the
case but is not quite so obvious, in that the wargamer in a miniature games
plays at a variety of different levels. A miniature wargamer is a general, but
also a unit commander, often a sub-unit commander, and so on. Even in a skirmish
game, the player would have a variety of roles. In a role playing game, as I
recall, a maximum of three or so player characters could be run by a single
player, but it was better the fewer there were.
This, then, counts towards the application of a narrative
ethic in roleplaying games. The player identifies with the character, and thus
what happens to that player-character is part of the life story of the player.
The second point about at least most fantasy role playing
games at least is that there is, in many of them, a decisive moral landscape.
In Runequest there was chaos and the Lunar Empire. The barbarians of Prax were,
more or less, the good guys, while the Lunars were at best ambiguous. Even more
marked in Call of Cthulhu was the division between good and evil. The aim of the game was to cling on to those
shreds of civilisation and sanity that was threatened by cultists and ancient
horrors.
In other words, in these sorts of games, there is actually
little room for moral ambiguity. The lines of good and evil are more or less
drawn in black and white. ‘We’, as the player party, are the good guys; ‘they’
are the bad guys. There may be some people who are neither us nor bad, from
whom we can get help and information, and there may be others who are simply
not involved. However, the politics of most fantasy worlds seem to be drawn in
fairly stark terms. We know that we are good.
I recall, years ago, being given an unmistakably evil
character for a campaign, and my task was to capture a city, poison the wells, and
slaughter the people and so on. Even as a callow youth I recall being slightly
uncomfortable with this, although I confess, under the strong persuasion of the
game master, as a group we were successful. The second part of the campaign was
with our ‘normal’, “good” characters, sent along to right the wrongs, restore
normality, heal the wounds of the land and so on. I still recall the sense of
relief from the group as we picked up the good side again.
So was that campaign merely tasteless, the imagination of a
callow youth, or was it an exploration of the dark side of ourselves, a bit
like Harry Harrison’s Stainless Steel Rat did to enter the mind of a master
criminal?
Of course, more sophisticated role playing games bring
increasing moral ambiguity. Even in Runequest questions could be asked: was
there a ‘good Lunar’? Was stealing money to buy food a good thing to do? If
nothing else, this does remind us that the real world is morally ambiguous, but
the question we are asking is about our player-character’s actions in some
other world. Can we make those speech-acts in our world which reflect evil actions
in the role playing world?
I think that the way these sorts of role playing games are
set up the answer is ‘no’. There would be little fun in playing a mad cultist
in Call of Cthulhu, for example. There would, essentially, be no game at all.
So, overall, I suggest that the way these sorts of games are set up is a
support for the idea of narrative ethics in wargaming.
Of course, not all roleplaying games are set up in this way.
Paranoia, for example, has no real evil or good, as do, so I believe, the
Warhammer family of games. But whether these games enter into our ethic, or
whether the ‘pure escapism’ defence is sufficient will have to wait for another
post and, possibly, someone else entirely to write it.
In some more recent RPGs, one of the concepts used is to describe the party as 'a troupe' or something similar - to put emphasis on playing a role (rather than dress ourselves up as dwarves, if you see what I mean). I think that when we get those uncomfortable feelings in RPGs, we are in a sense, playing the wrong game - we want to play someone somewhat akin to ourselves, the game demands that we be actors or actresses and play someone genuinely different.
ReplyDeleteOn another tack, some RPGs I have played have really felt like a cross between a tactical wargame and Cluedo, where good or evil is scarcely relevant.
I certainly remember one paranoia game where the party had to organize small unit tactics to get anywhere (it turned out that we were not supposed to get anywhere..), so the cross over between tactical combat and investigations can be a bit moot.
DeleteOn the other hand, role playing games are about creating narratives as a group; wouldn't it be a bit boring if all we were playing was ourselves?
What I was getting at is that RPGs are probably even more complicated than wargames when we look at them from a narrative point of view, as the expectations, abilities and attitudes determine how the game runs to an even greater extent.
DeleteFor instance, most RPGs I played when I was younger where entirely tactical in their challenges, regardless of the genre - or rather, the 'characters' had relatively little personality, they were more like a set of tools to help 'unlock' certain challenges. Later on, players tended to graft on more personality - but generally as an extension of their own personalities as allowed in the mythos. I think this is the point where the players would have had most difficulty with playing an 'evil' character. It was only later that actually the 'role-playing' came completeley to the fore, and at that point, players would have been happy to take on that - not entirely comfortable, but little different from playing Richard III in am-dram - kind of character.
Regards
I think there used to be a specific word for the non-role playing RPG player - munchkin?
DeleteSomeene who maximised all possible characteristics, and was never anything except a large scale monster slayer and treasure grabber.
In my umpiring days I managed to winkle them out by giving them ambiguous treasure, like golden skulls whose original owner would like it back (ever tried fighting a gold skeleton? They bend rather than break) or items which can burst into flames at a moments notice, but which can be taken over by someone else...
ultimately, and I think the last campaign I ran, I found the answer was to make the PCs powerless, relatively, so they had to negotiate. More like real life, or, as you suggest, am-dram.
Yes, it is munchkin. But, D&D, which I suppose really started at all, is pretty much designed to be a munchkin game. As more complicated/involved/atmospheric games evolved, it isn't surprising that not all players evolved with it I guess. Maybe the situation resembles the difference between a film like Where Eagles Dare (where character is almost totally irrelevant) and Lawrence of Arabia (where the characterisation is what makes the film) - but both equally valid narrative forms?
DeleteRegards
I guess that there is always a progression of players from teenage power-groupies through to sophisticated role players. Where one stops depends on the group and the individual, as well as the game.
DeleteMy favorites landed up being Flashing Blades as a GM, and Toon as a player. I got banned from Toon eventually for being too good at it; the secret was to always do something, no matter how silly.
But ethically, I agree, the narrative element is much stronger in RPG than in historical wargaming, and so the discomfort is greater when playing evil. This is solved, I suppose, either at the munchkin end, by not caring much, or at the am-dram end by drawing a stricter division between the player and character.