On Roleplaying Games

When I was a lad, not only did I have to walk seven miles to school (through a snow-storm, uphill...both ways), but there was only one Role-Playing game, and that was Dungeons & Dragons, which was three tan pamphlets, staple-bound, packed in a white cardboard box.
    That box changed my life. No, really. Maybe not in a truly profound way--I didn't vow then and there to become a game designer, or to dedicate my life to spreading the joys of Role-Playing to the unenlightened (although I've certainly done a certain amount of that)--but it opened up an entirely new world, a new continuum of worlds, to me.
    Role-Playing games are, in my view, a new mode of experiencing reality (or perhaps a new mode of experiencing fiction). While there are aspects of Role-Playing Games (RPGs) which bear resemblance to other art forms, resemblences of which much is made when trying to explain RPGs to neophytes, what's important is the one crucial difference: RPGs provide you with genuine experiences in fictive settings.
    It can be hard to explain exactly what a RPG is to someone who's never played one--hence the heavy reliance on analogy. "Role-Playing is like improvisational theater." "Role-Playing is like collaborative story-telling." "Game-Mastering is like writing a story or a play." But the difference between those analogies and what Role-Playing actually is, is (to swipe from Twain) the difference between lightning and a lightning-bug.
    What, then, is Role Playing, really? I mean, obviously Role-Playing involves playing a role, but so what? Why is that different from improvisational theater, or even regular old theater? What is it exactly that Role-Players do?
    Role-Playing is a game of make-believe, with the addition of a specific player designated to adjudicate the outcome of all the actions in the game. At its most basic level, think Cowboys & Indians, or Cops & Robbers, but with a referee whose job it is to say whether Sagebrush Sam's shot hit Big Chief Runaround or not. Without the referee, what you have is a form of improvisational theater (or an argument "You're dead!" "No, you missed!") if the results are adjudicated by consent of the players, or a game of laser-tag or paint-ball if the results are determined by technology and real-world physics.
    Why does the addition of a referee make such a difference? Because when you add a referee to the mix, you give up a measure of control; it is the loss of that control that changes the essence of the experience; it becomes an actual experience of a world with rules (as determined by the game or the whim of the referee) slightly different from our own. You have as little choice about obeying those rules, short of quitting the game (or otherwise breaking the experience, say by coercing the referee) as you do of choosing to disobey the laws of physics in our own world. If the law of gravity says you fall, you fall; if the rules of the game-world that simulate gravity say your character falls, your character falls.
    My contention is that this forces you to experience the fictive world in much the same way that you actually experience our own. You make decisions based on your understanding of the world, and then you wait to see what are the consequences. The world is fictive, but the decision, and the anticipation during that period of uncertainty are real. So too are the emotions generated by success or failure.
    This, by the way, is the reason that some people become so caught up in the experience--occassionally unhealthily so. When the emotions are real--when the elation and grief you experience are real to you, are first-hand experiences in a way that, say, they are not when generated second-hand by observing what happens to others as in art-forms like novels or theater, it can be much harder to recognize and deal with them when they are inappropriate. It's only a game, while true, is not the whole truth. If you were capable of treating your character, your "I" in the game-world, with the same emotional detachment as you can a piece in checkers, you would be unlikely to regard RPGs as being any more interesting than checkers. (No offense to checkers fans intended).
    What this means in practice is that in the context of a Role-Playing game, the players can experiment with experiencing decision-making and emotions in contexts that are unvailable to them in the real-world, either as a practical matter (e.g. playing characters who are much stronger, or more highly skilled, or in positions of great responsibility such as national leaders, or have powers and abilities "far beyond those of mortal men") or because of logical impossibility (e.g. experiencing your own death--something that's happened to me many a time, or life as a member of an alien race). There can be an element of wish-fulfillment in this (Role-Playing certainly seems to attract more than an average share of the bright but disaffected), but I think that the primary wish is to see the world through the eyes of another. Roleplayers are quite likely to play characters who are, at least in certain respects, either worse off than themselves--saddled with certain physical or mental handicaps, or simply different--a member of an alien race, or of the opposite sex, or just someone whose personality and outlook on life differs from one's own. I've often seen players retire characters from play, not because they are unsuccessful in the game, but because they've either become too successful to be interesting, or because of a desire to "try something different." In essence, they've gotten what they think that they can out of that experience, and want to move on to new experiments.
    I'd like to think that the lessons that can be learned from such experimentation, besides being amusing in an of themselves (something that I, of all people,would never dream of knocking), can be of practical value. Not that I think it likely that having played a character who's an expert paramedic would actually be of help in an emergency (unless the referee were a real bear for accurate detail), but because I think that the qualities of empathy and flexibility of mind that are most called upon by Role-Playing are valuable in our day-to-day lives. Certainly there is no greater spur that I know of to "thinking outside of the box" than to successfully imagine a way out of a problem that you imagined yourself being in in the first place.