The role playing game (RPG) is a much more recent approach to storytelling. On the whole, it is a much more involved and spontaneous approach to experiencing a story, with multiple people collaborating to engage with the events of the story in real time. Generally, this method calls for two distinct roles: a dungeon or game master (DM or GM) who acts as a hybrid of narrator and referee, both describing the settings and events and enforcing the rules of the world, and player characters (PCs) reacting to them, working together to surmount the conflicts that the DM has presented to them. Since the popularization of the RPG with Dungeons and Dragons (1974), the genre has taken on many forms; besides the traditional pen-and-paper and tabletop RPGs, roleplaying sessions can also take place online in what are generally referred to as play-by-post games. These can be carried out through message boards, emails, chat rooms, blogs - pretty much any way people can communicate over the Internet. While the vast majority of these games (while being publicly viewable) rarely carry the interest of people outside the role-playing group itself, there have been a few recent examples of open-suggestion stories that have gone on to gain the attention of a much larger audience - not just of readers, but of participants that actively contribute to the story as its events take place.
One such example of this is Ruby Quest, a horror-themed RPG that follows the exploits of an anthropomorphic rabbit named Ruby that finds herself trapped in an underground medical facility. Though the story is told in RPG style, there are some key differences in the responsibilties of the two RPG roles (DM and PCs). In the case of Ruby Quest, the PCs are largely anonymous participants issuing text adventure-style commands to the character that is currently being controlled, whereas the DM (who goes by the pseudonym Weaver) replies to these suggestions as the current character would (from a third-person limited POV) and follows through with either the most popular command or the one that best fits the character's personality. In this sense, the author and the audience each partly assume partly assume the duties of dungeon master and player character. Weaver establishes the settings and situations of the characters in addition to communicating to the audience through them. Conversely, the audience's commands dictate the actions of the narrative, as well as gradually establishing the unknown parts of the character's personality.
As the story progresses, more details are uncovered, mainly through medical documents of staff members observing patient behavior. This in itself invokes the trappings of epistolary format, utilizing the discovery element to secure the reader's investment in the story. However, the added complication of the RPG dynamic breaks down the events of Ruby Quest into two parallel narratives. There's the in-story narrative involving character's discovery of their own pasts via gathered evidence, and the meta-narrative of the out-of-story interactions between the author and his audience, both seeking to discover the nature of their characters via online posts (there was also a live discussion that took place in an IRC chat room while a thread was active). As more information is revealed about the characters' violent and disturbing pasts, the audience increasingly doubts and questions their motivations. In turn, the commands they issue become more paranoid, often disagreeing and arguing with one another. The ensuing tension creates a space of confusion and distrust that plays into the horrific atmosphere of the fictional world.
Weaver takes full advantage of this tension to keep his audience in suspense. At one point, he makes an anonymous contribution to the speculation surrounding the story in the form of a poem, which he attributed to 19th century poet William Murdoch. The poem, entitled The Metal Glen, has eerie similarities to the plot of Ruby Quest and seems to be foreshadowing later events. Frustratingly, the cryptic language of the poem does not draw any definite conclusions about the characters' fates, and ultimately raises more questions than it answers. The uncertainty of the entwining narratives becomes palpable as they simultaneously push forward into unknown danger. When taken as an epistolary work, Ruby Quest turns the reader's expectation of the form against itself. The act of uncovering the documents, rather than providing clarity for the audience, leads to a more fearsome realization of the characters' darker capabilities that they never knew existed - these characters they perceived to be a blank slate for them to write their own desires into. The audience, in turn, questions their own motivations in their attempts to take control of a story that refuses to make itself understood. Their ability to effect change in a reality that cannot recognize change compels them to keep trying, to dictate what limited control they hope to have in a reality that seems at once predetermined and chaotic. What was initially thought to be a discovery has transformed into a desperate escape. Yet however nightmarish the possibilities are in continuing to explore, the only solution is to keep pressing forward, as turning back would mean facing an even more terrifying reality - confronting the wickedness that resides within themselves.
And what became of cat and hare?
Did they break free to purer
air?
To guess their fate we shouldn't
dare
Perhaps their tale closed well.
But for all the beasts trapped
in the Nether
All life from out the loch and
heather
The flock that could not work
together
Are sure still trapped in
Hell.
-The Metal Glen
(If you'd like to read Ruby Quest for yourself, you can
check it out here (warnings: violence, gore, language, lewdness in the comments). I would highly
recommend viewing the tidied-up Flash versions (just DON'T click the green discussion arrows at the beginning) instead of going through the archived threads,
unless you're already pretty desensitized to the Internet. If you're unfamiliar with
the image board 4chan, it has a reputation for posting offensive, explicit, and
generally NSFW content, and these threads are no exception. Don't say I didn't
warn you. Happy reading!)
Great post. Role-playing Games are very similar to collaborative writing which I focused on in my post, their main difference being that they often feature pre-established backgrounds and various rules that players must abide by. However, this can be present in both if for example, a person writing a story dictates that the story shall take place in a certain location, include certain characters, and not deviate too unreasonably from the general plot. To me, however, RPG's have always seemed more structured, something that is essential for ensuring that the game proceeds onward in a logical manner. In fact, RPG's are more than simple stories, but rather entire, self-contained universes, their guidelines comparable to the physical laws that govern our reality.
ReplyDeleteI am involved in the Traveller RPG, which functions on a similar premise as Dungeons & Dragons, only set in space. The game centers around the colonization of space and the division of races that inhabit it. There are three major human races and several non-human races that have evolved from other ancient species of animals. There is much interbreeding and genetic splicing between them, providing for much conflict within the galactic consulate. My character is a Vargr hybrid, a cross between a canine-like species and humans, who has been manipulated by a mad scientist. Although this originated as a physical game (much like tabletop D&D), I have resolved to preserving my character in a series of written narratives and exchanges with a couple friends.
Anyways, while I have heard of but am not too familiar with Ruby Quest - just by checking out some of the material, it appears to harbor much more mobility than traditional RPG's. I enjoy the eclectic mediums that the story is presented on - not only written texts but illustrations, music, videos, etc. This shows the modern evolution of RPG's in conjunction with the increase in technology, and again, attests to the evolution of the epistolary form as well. You mentioned that in Ruby Quest, there are appearances of notes and documents that help to further the plot line, so indeed it would seem that it is a "story inside a story" so to speak. I also immediately noticed the Lovecraft reference at the top of one of the pages you linked to. It would appear very Lovecraftian indeed, as Lovecraft was known for including elusive snippets of text from other literature within his own stories. Off the top of my head, the short story "The Outsider" includes an excerpt from The Eve of St. Agnes by John Keats much like Ruby Quest includes a cryptic excerpt from William Murdoch.
What is absolutely fascinating about this is the "King in Yellow" effect that it seems to have on the entire plot. Here is a cryptic and foreboding excerpt, its relevance unknown. Thus, it is up to the reader / player to decide such! RPG's in general are a great example of the modern evolution of the epistolary form.
Adam (and Johanna)--you've done an amazing job of breaking down the complex format of the RPG, and of picking up in the multiple narrative functions that are going on at the same time. One thing that really strikes me is the tension that you point out, Adam, between the players' desire to discover and experience a narrative, and their confrontation with things that seem out of their control. As you put it, "what was initially thought to be a discovery has transformed into a desperate escape." This, I imagine, is what makes the game really compelling for the players.
ReplyDeleteAnother way that RPGs help illuminate our experience of epistolary form (and narrative in general) is that they force us to ficus on reader response and involvement. There is no text without a reader--the reader puts that text together in new contexts each time the text is encountered. An RPG like this reminds us that no text is static--not Ruby Quest, of course, but also not a 250+ year old text like Clarissa. You put it well, Adam, when you say that "the audience... questions their own motivations in their attempts to take control of a story that refuses to make itself understood. Their ability to effect change in a reality that cannot recognize change compels them to keep trying, to dictate what limited control they hope to have in a reality that seems at once predetermined and chaotic." Could this not be said for all kinds of fiction? Your attention to the RPG brings this into focus for us.