MIRUNA RUNCAN
4
Fate is an artificial concept, partly rational – in its causality dimension -, partly
metaphysical – in its external, deterministic, freedom-annihilating dimension. The
role-playing game abolishes – even for a while – the perception of one’s individual
destiny, and invalidates fears of implacable fate, by the replacement it operates
between the real and the fictional identity of the player/gamer.
But doesn’t film or theatre watching operate in the same way? No, because fictional
films and theatre performances operate by interpretative-mediated transfers, while
Role Playing Games permit to the player much more...
In my childhood (but I am sure even in our days, in some courtyard or in any
playground) things were, somehow, the same, even if not technologically-based.
Two or more boys and girls agreed (with some difficulty) on a scenario, made the
casting and used – based on their will and skills – mimetic schemes in order to
perform a fictional situation. “I’ll be the Witch, you’ll be the Knight. Ana will be the
Princess; fat-boy will be the Dragon!” “Why me?”- fat-boy was always predisposed to
complain. “I was the Dragon last time, I’m bored. Let’s change for once!”
Obviously, in my childhood, the role-playing games - usually based on fairy tales,
novels, comic-books or TV series – had elastic rules, the narrative could always be
modified as you went along, and the casting-performing actions could always
admit free improvising procedures. Taking the risk of parodist reactions, the fat-
boy could perform, from time to time, not only as Knight, but also as Princess. But,
still, fate was final: the narrative core was kept intact; the moral judgment was,
more or less, the same each time.
From Moreno (1953) to Goffman (1959), the meaning, functions and consequences
of role-playing became constant topics for anthropological, psychological, sociological
or artistic research. But, between the therapeutic re-enacting and reinsertion of self
and the everyday negotiation of usual social roles, right in the middle, lays the
boiling point of pleasure: the pleasure of transgressing predetermination. This
crucial point legitimizes and underlies the joy of playing – by investing you, body
and soul, into – a story different than your own. This crucial point is even older
than humanity, insofar as ethology confirms the mimetic procedures and the role
distribution in so many species that display social behaviors. Its importance is
based on the fact that it contains the dialectical energies of both acting and
watching, otherwise judiciously distributed in any type of culture, old or new.
Actor and spectator are, in a role playing game, one and the same. The frame, the
dramatic action, the performativity, the competences and abilities, overlap and melt
into free enjoyment. What can be more different from daily life? I believe that this
position of the human being, deeply rooted into the subconscious ground of
individuals and communities, reveals that role-playing games are not only a general
practice, but also, in our days, one with expansionistic tendencies. And thus, it
engages us to re-think – more than ever – the status and the dynamics of the
relationship between actor, acting, framing and spectator.