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Woods - TTRPG As Learning and Pedagogy
Woods - TTRPG As Learning and Pedagogy
Woods - TTRPG As Learning and Pedagogy
DOCTOR OF PHILOSOPHY
ENGLISH
at
ST. JOHN’S UNIVERSITY
New York
by
TIMOTHY WOODS
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ABSTRACT
Timothy Woods
Play and learning have always been closely interrelated ideas, with games
historically being utilized as social constructs that are simultaneously pedagogical and
kind of gaming. Whereas much recent research about gaming has focused on the
promises of digital games, I will focus on an older and more fluid type of gaming
represented by Tabletop Role Playing Games. In the modern day, Tabletop Role-Playing
Games (TRPGs), like the well-known game Dungeons & Dragons, represent a
combination of traditional and innovative play that foreshadows where and how
In my first chapter, I will present the evolution and history of TRPGs from
strategic wargaming into a higher and more complex form of general interactive
simulation and gameplay. In so doing, I will demonstrate that games and play are an
inherently educational form of activity, and have always been so in almost every
manifestation.
In my second chapter, I take a closer look at gameplay, and what makes it
incorporated into the classroom. I highlight the three most pertinent advantages which
TRPGs can offer to modern students and educators: the harnessing of student
engagement, the encouraging of role-play and personal agency-driven learning, and the
learning context wherein game-based learning can be of use to students and educators. I
note the ways in which TRPGs benefit compositional learning, particularly in the case of
composition classroom, using The Quiet Year as a structural example for a First-Year
educational environments, and the benefits which such a game-based approach can offer.
ii
TABLE OF CONTENTS
INTRODUCTION v
CHAPTER ONE: A PEDAGOGICAL HISTORY OF TRPGS 1
Early Learning-Games 3
Riddle-Games 3
Early Games and Society 7
Chess, Kriegspiel & Wargames 8
Chess and Chess-like Variants 9
Kriegspiel and the Birth of Wargaming 11
Advanced Wargame Design 13
The First TRPG, Dungeons & Dragons 17
A Collaborative Construction 20
The “Tolkien-based Game” 22
Digital RPGs 25
Early Digital Games 25
Social Digital Gaming 26
Digital Games and Role-Play 29
Digital Games and Choice 31
Digital Games and Flexibility 32
The Game Master 33
Gamification within Education 39
Misuses of Gamification 45
Developing Definitions of Gaming 49
CHAPTER TWO: TRPGS AS LITERATURE AND PEDAGOGY 54
Creating Engagement 57
Learning and Fun 58
Situated Cognition 60
Engaging Dynamics vs. Gaming Mechanics 62
Dynamics of a TRPG 63
TRPGs and Assessment 69
Encouraging Role-Play & Agency 70
iii
Origins of Role-Play 71
“Let’s Pretend” Role-playing 73
Role-play and Education 75
Reacting to the Past: Role-Playing History 79
Role-play in Video Games 87
Creating Participatory Learning Contexts 94
Affinity Groups and Affinity Spaces 95
Inclusion and Exclusion within Affinity Spaces 97
Authentic Participation 100
TRPGs and the Playground Dynamic 103
Codification and TRPGs 106
Emergent Learning 109
CHAPTER THREE: TRPGS AS COMPOSITION 112
Gaming as New Media 113
Social Media and Gaming 113
Games as Multimodal Compositional Forms 117
Gameplay and Rhetorical Ethos 120
Facilitating Play Experiences 121
Constructing Discursive Identities 122
Playful Identities 125
Writing “through” Games 128
Game Design as Composition 133
Design-based Compositional Affinity Spaces 135
Gaming and Genre 137
CHAPTER FOUR: THE TRPG CLASSROOM 145
First Year Composition and Gaming 146
Emergent Learning in the TRPG Classroom 148
Content in the TRPG Classroom 150
Technology and the TRPG Classroom 152
The Quiet Year: A Collaborative Storytelling Game 153
Gameplay Overview 154
Teaching the Rules 156
Contempt 157
iv
INTRODUCTION
ED: You see a well-groomed garden. In the middle, on a small hill, you see a gazebo.
ERIC: A gazebo? What color is it?
ED: [pause] It's white, Eric.
ERIC: How far away is it?
ED: About 50 yards.
ERIC: How big is it?
ED: [pause] It's about 30 ft across, 15 ft high, with a pointed top.
ERIC: I use my sword to detect good on it.
ED: It's not good, Eric. It's a gazebo.
ERIC: [pause] I call out to it.
ED: It won't answer. It's a gazebo.
ERIC: [pause] I sheathe my sword and draw my bow and arrows. Does it respond in any
way?
ED: No, Eric, it's a gazebo!
ERIC: I shoot it with my bow. [roll to hit] What happened?
“Eric and the Gazebo,” better-known simply as “The Gazebo Story,” is a slice of
early anecdotal gaming history which has been retold within the gaming community for
decades. Throughout the 1980’s and 90’s, this comical exchange was circulated amongst
the amateur gaming press and early Internet forums, becoming one of the most
activity in which Ed and Eric were participating was a Tabletop Role-playing Game
(TRPG), specifically an early edition of the game Dungeons & Dragons. However, to the
unfamiliar observer, it might be a surprise to learn that they were playing a game at all.
I offer the first part of “Eric and the Gazebo” primarily as a concise and contained
view into the inner workings of a TRPG. Unlike a traditional board or video game,
TRPGs do not necessarily include a strong visual or manual component. Most of the
gameplay consists of verbal inquiry, statement of action, and further inquiry. The above
representation of the TRPG experience. A game session usually will consist of players
assuming the role of characters, and through the verbal statement of actions that are often
coupled with dice rolls or other mechanical resolution systems, to overcome the
challenges presented to those characters by the Game Master or generated by their own
actions and motivations. In the above example, Eric, the player, is perplexed by the
apparent ineffectiveness of his strategies against the “challenge” presented by the Game
Master— a challenge which, in fact, consists of nothing more than a missed vocabulary
cue. Without understanding the meaning of the word “gazebo,” Eric unsuccessfully
attempts to infer the nature of the object confronting him, and resolve the scenario
accordingly.
This anecdote highlights several of the most important elements that make TRPGs
meaningful objects of study— their pedagogical history, their role as a unique and still
emergent literary form, and their potential use as modern educational tools. Games utilize
the dynamics of play to engage students and dramatically alter the way failure and
learning is handled in the classroom. I have chosen to divide this piece into four chapters,
each dealing with one aspect of the TRPG as it relates to education. The first chapter will
discuss the pedagogical roots of TRPGs in other forms of gaming and education,
revealing that they (and arguably all games) are in fact educational at their most
fundamental level. The second chapter will detail the aspects of games and gaming that
are conducive to effective learning, and why TRPGs in particular are representative of the
best that gaming has to offer. My third chapter details the specific application of TRPGs
to the field of composition education and how it can impact the ways that writing and
learning are handled in the classroom. Finally, my fourth chapter will cover the specific
In many ways, “Eric and the Gazebo” reveals many of the layers of the TRPG
experience which I will be unpacking over the course of these four chapters. For
example, from the historical standpoint, the account is immersed in the rich history of
appearing during the genre’s inception in the early-to-mid 1970’s. Later, in my first
chapter, I will discuss the early forms of TRPGs, which were generally being played
exchange between Eric and his Game Master suggests part of this playful intellectual
rivalry, a cross between a strategic simulation and a Socratic dialogue. I argue that the
“competitive learning” seen in these early TRPGs— featuring the Game Master as both
teacher and gatekeeper of hidden knowledge, which only those who prove themselves
worthy shall have imparted upon them— reflects a more traditional mode of pedagogy
which was still prevalent within the education system during the early years of the hobby,
and particularly during the centuries of game design that led to the creation of the TRPG
as a form.
TRPGs today have developed far beyond these rudimentary beginnings, into
complex simulations which are at least on par with digital video games available today;
yet even the earliest iterations of the TRPG genre, demonstrated in the above story, seem
discuss how important it is that these games seem to have been pedagogical tools— and
incredibly innovative ones, at that— from the very moment of their conception, and how
they have since evolved to embrace new forms of pedagogy in a way that has consistently
remained ahead of the curve of mainstream education. Within this first chapter, I will
trace the historical origins of the genre so as to highlight the quiet yet present educational
Besides its historical value, the anecdote of “Eric and the Gazebo” gives us a rare
example of a TRPG-based text. The performed nature of the narrative in most TRPGs
and the improvisational means by which a player’s agency may be inserted indicates that,
as with a theatrical or improvised performance piece, the “text” lies just as much, if not
more so, in the instance of the performance itself as in any script or staging instructions.
miscommunication which in turn becomes the focus of the “scene.” The layers of
interaction within the game-narrative intersect with the performance that is taking place
outside the game— between the player, who is both controlling a character and
participating as co-storyteller, and the Game Master, who simultaneously takes on the
Many of these multifaceted roles, and the unique nature of the interactions which
they generate, can be evidenced in the story above. The ability of the players to utilize
game mechanics, as well as the underlying interpersonal and social dynamics of the
game, in order to grab and direct the narrative reins is a fundamental part of what makes
TRPGs unique as games, and why their impact on the narrative-creating process is
noteworthy. These dynamics ask interesting new questions about authorship itself. The
Game M aster’s job becomes something closer to that of a director than an author, but in
ix
fact the most appropriate analogy— and significant, for my purposes— is that of an
second chapter, I will discuss the nature of TRPGs as a unique blend of narrative
storytelling, theatrical performance, and cooperative social reimagining that could have
an enormous impact on the way students engage and learn from literature, language, and
almost any other subject material. I will describe the aspects of games and of TRPGs in
particular which are of pedagogical value in the classroom, and why; including the role of
the Game Master, and how it can serve as a model for the classroom educator. The
example of “Eric and the Gazebo”— a text truly unique to the TRPG form— shows how
entirely distinct from any other art form, even as they also provide the means to resist and
learning looks like, and why such a simple social interface creates such high levels of
succeed in understanding the nature of a gazebo— and the inherent playfulness of this
perceived setback. This example of a failure of pedagogical method seems to parallel the
same issues which plague classrooms: a “student” is afraid to seem foolish by asking an
obvious question, while a “teacher” jeers at their ignorance. Yet, in the midst of apparent
failure (on both the part of the player and the “educator”), and with the absence of any
obvious extrinsic educational goals, we can nonetheless see a memorable and engaging
vocabulary lesson presented for our consideration. The player persists where, in a non
game context, they might have lost interest, because the game system privileges trial-and-
error-based critical thinking rather than knowing the answer in advance. Failure is viewed
differently within the context of the game; looking foolish in a game, a low-stakes threat,
becomes the catalyst for a form of learning that is social, context-based, and
entertaining— all factors which, I will argue, demonstrably point to the effectiveness of a
TRPG-based methodology. In my third chapter, I will outline why this low-stakes form
of content-creation is particularly valuable within the context of the social learning of the
composition classroom, and how TRPGs can be best used in such an environment.
While TRPGs may have emerged from pedagogical roots, new games like The
Quiet Year, which I argue would translate easily and effectively into the classroom
setting, show the direction in which they can stretch to their full potential. Eric’s learning
experience is one that reveals both the effectiveness and the limitations of learning from a
simple, entertaining TRPG like Dungeons & Dragons. Newer TRPGs eschew such
engaging. I believe that as educators, learning specialists, and game innovators continue
to treat TRPGs as the pedagogical and discursive tools which they can be, we will see
more game designers adopting overtly pedagogical goals— as well as more schools
adopting game-like strategies— for the purposes of engaging with a new generation of
students for whom games are already a familiar and common part of everyday life. In my
fourth and final chapter, I will discuss some of the methods and applications by which
games have been, and could be, brought into the domain of the composition classroom.
Games, including TRPGs, already occupy a place within the educational and
compositional space, whether we as educators and scholars recognize is or not. With the
advent of mainstream and digital gaming, this is more true than it has ever been before.
Yet it is important to remember that games have always occupied this essential role
within composition and compositional pedagogy. By recognizing the central role of play
within education, we allow games to take their natural place as pedagogical resources
entirely possible that games might be the most useful, versatile, and effective tool at our
disposal.
1
The concept of games as learning tools is far from new or revolutionary, as I will
demonstrate in this chapter. The last 50 years has seen a resurgence in the popularity of
games, largely as a result of the advent of mainstream digital gaming. This has led to
games and gameplay largely being considered by academic scholarship, and handled by
educators, as a recent development, in the tradition of other “new media” like film and
digital modes. While I argue that the recognition of gameplay as a form of pedagogy is
beneficial, it is important to note that games have been a form of pedagogy for as long as
they have existed. In this chapter, I would suggest that learning through games dates back
to the earliest instances of human play, indicating a strong pedagogical foundation for
gameplay in general which can be built upon and expanded, rather than invented from
scratch.
dating back to the earliest forms of play and interaction, and demonstrate how these
will show, emerged from a common historical root of simple learning-games and, later,
intention with this abbreviated history of gaming is to show that the underlying impulse
common throughout early game-traditions, and perhaps throughout all gaming activities,
is education.
2
Following this history, I will document the rise of the first TRPG, Dungeons &
Dragons. I will especially focus on how, beginning in the 1970’s, games like D&D set
the foundations for the vast majority of digitally-based video games, and have in many
ways surpassed the potential of even the most technically advanced examples of this
complexity, cost, and graphical intensity of digital games, nonetheless represent much of
the distilled value of gaming and its social elements, particularly as they apply to
learning. Even in the midst of a digital gaming revolution, I contend that the TRPG
design model of social, instructional gaming is still ideal for educational uses.
Finally, I will briefly discuss the current state of games in education, focusing on
problematic aspects such as the “gamification” movement. I argue that many of the
mistakes and obstacles of bringing games into designated educational spaces stem from a
misunderstanding of the value of games, and a focus on the supposed value which digital
with engaging and technologically advanced visual graphics. TRPGs, I argue, are a much
better (or at least clearer) representation of what games have to offer the field of
education, largely due to their focus on social and interpersonal dynamics rather than on a
technological requirement.
The phenomenon of modern gaming, which has grown into one of the largest
by this cultural context. If games can be understood primarily as tools for learning about
educators will quickly see the pedagogical value which has always been present in the act
of gameplay.
Early Learning-Games
As far back as 1938, which saw one of the first anthropological studies of early
and modern human play in John Huizinga’s Homo Ludens: A Study o f the Play-Element
in Culture, it has been clear that games and game-like activities have been an essential
part of human learning and development, both on the cultural and individual level.
Huizinga, a Dutch historian and one of the founding influences of cultural game history,
viewed the anthropological history of play as suggestive of its role as the primary
formative element in human culture. He argued that gameplay has always functioned as a
R iddle-G am es
In Homo Ludens, Huizinga describes how, before the earliest game boards or
physical game components came into existence, keepers of “sacred knowledge”— the
early scientists, philosophers, and religious leaders of their respective cultures— would
interactive rule-described challenges may represent some of the earliest forms of serious
are deeply rooted in ritual and form an essential part of it. The questions
are riddles in the fullest sense of the word, exactly resembling the riddles
Despite the religious associations inherent to many of these activities, Huizinga argues
that they were first and foremost pedagogical constructs, even considering them some of
the earliest examples of educational assessment. Huizinga cites specific Vedic hymns as
run? Where does the wind come from? What is dead?”), the same style of questions that
knowledge, language, and play. Janet Murray, a professor in the School of Literature,
Media, and Communication at the Georgia Institute of Technology and expert in digital
media, highlighted such interconnection in establishing her own cultural theory of the
origins of gameplay. She suggests that both early narrative and early games played a
major role in the development of rudimentary societies due to their function as “joint
would have been one of the most productive ways to practice the act of unifying
community effort around a central idea, challenge, or competition. Early games served to
“provide a framework for watching and critiquing iterative activities, and working
collectively for improved performance,” which she argues may have been one of the most
gameplay— note the implied riddle (“What is a gazebo?”) built into the “Eric and the
Gazebo” story, and the manner in which Eric pursued the answer. The verbal exchanges
necessary to facilitate a TRPG are themselves a game-within-a-game, with the goal being
not only to correctly assess the nature of the challenge being faced, but to then describe
the appropriate response to such an encounter, a response which will depend entirely on
the goals and motivations of the player. Both riddles and TRPGs reward the possession
and application of knowledge, and simulate the effect and consequences of this
answers would purportedly cause the crops to grow, while in other examples, incorrect
answers (or the lack of an answer) would result in a penalty or even death (109). The
intention: to educate the spectating community members, and to offer a pantomime of the
effects of education, and the presence or absence of specific knowledge, upon the
Significantly, verbal games like riddles and TRPGs engage not only logical
reasoning and critical thinking, but also often require a grasp of the symbolic vocabulary
of the questioner. The player’s success depends on their achieving inclusion into or
understanding of a preordained set of metaphors and images, the particular linguistic and
cultural context of the challenger. Games, as I will show later, are particularly helpful for
facilitating a student’s ingression into a literacy culture, to understanding how to talk, act,
and think like a citizen, a priest, a scientist, a scholar, or a military general. More
6
important, perhaps, is their capacity to facilitate subversion and reimaging of the very
literacy culture into which they are speaking. These traditions reveal how literacy itself is
a game in its own right, with such riddles being lessons in its particular kind of
constructive play.
For example, riddles allow for multiple answers within the limits of the stated
“rules,” and indeed the highest awards are given to those who provide an answer that the
questioner did not expect. By the same token, many games and game players would put
conventional one—just as chess players who discover an entirely new way to win at
chess would be touted as the foremost players of their time. This suggests that gameplay
adopt a proactive, engaged role within their own education, an idea I discuss further in
Chapter 2.
Over time, the riddle-game would evolve into other didactic forms, some literary
in nature: the interrogative discourse, the litany, the catechism, and other methods of
King Solomon being visited by the Queen of Sheba “to prove him with hard questions” is
one of many such described contests by which one ruler or wise figure would judge the
narratives which in turn may be used to educate the reader (Huizinga 113). These
narratives and traditions embody their own cultural views of knowledge and its role in
society, and the function of riddle-games as lessons that teach not only knowledge, but
While Huizinga was one of the earliest scholars to look at the nature of games and
play, he is now far from alone. French scholar Roger Caillois, rather than focusing solely
perspective. In his 1961 book Man, Play, and Games, he made one of the first attempts at
defining exactly what constitutes a game (7). Caillois was an expert on the relationship of
games and gameplay to the sacred and the serious, synthesizing literary criticism,
society. Like Huizinga, Caillois recognized a social element at the core of play, which
was carried through into formal gameplay. However, in attempting to define games, both
he and Huizinga focused on a defining “separateness” from the real world and “un
These early definitions, which I would argue were reductionist, represented the
the Danish Design School and a video game studies designer and theorist, on the other
hand, cites numerous examples of games that are neither “separate” from the real world
nor “unproductive” in terms of generating value (even economic value). Indeed, both
Huizinga and Caillois recognized that the phenomenon of gambling, one of the most
popular ways in which the border between play and the “real world” is complicated,
deeply problematized their definitions. While they disagreed on exactly how to solve this
problem, Juul argues that both of their definitions are flawed insofar as they focus on
establishing clear categories between games and the “real world,” under the assumption
that gameplay must somehow be distinct from all other “real” human action. Juul argues
8
that gameplay itself resists such attempts to demarcate “what interactions are possible
(and allowed) between the game activity and the rest of the world” (5).
that many modern societies have carried into the 21st century; namely, the view that
gameplay is something fundamentally distinct from “real life,” and that life and gameplay
do not interact in a great many meaningful ways. In fact, gameplay may represent one of
the most important and powerful tools for learning and interpersonal interaction that
humans currently possess, a tool that only grows more powerful as technology and its
simulacra of images and social media become more embedded and ever-present in our
lives.
While TRPGs might look to an outsider like an unlikely return of the ancient oral-
tradition riddle-games, the genre’s closer historical roots are more recent, emerging in the
1970s from the relatively insular community of wargaming hobbyists in the United
States. Wargames, from their earliest examples in Egyptian and Chinese history (Fine 8),
have attempted to simulate the strategy and circumstances of the battlefield to variously
detailed degrees of realism. Jon Peterson, a historian who thoroughly explores the origins
of wargames and role-playing games in his deep historical look, Playing at the World,
notes that scholars have difficulty differentiating the “proper” wargame genre from game
from the practice “of merely representing military powers with tokens for the purposes of
9
strategizing and or diversion” (205). In reality, it was difficult to say where the game
games as entertainment from any other form of simulation or training. It also describes
the fluidity of the border between games and even between game categories. Wargames
generally followed the pattern of evolving in small, incremental steps from more ancient
games, just as chess evolved from the earlier Indian prototype chaturanga (Peterson 207).
“playing with” the dynamics, mechanics, and aesthetics of game itself were both crucial
to and a common part of the development of innovative games and genres, such as
wargaming and role-playing games. The essential and universal nature of modding also
indicates a correlation between the playing of games and the act of criticizing, modifying,
and reimagining those same games. Gary Gygax, the creator of the first and best-known
TRPG Dungeons & Dragons, partly began his game design career both as a historian of
Peterson’s argument that the earliest forms of the game of chess are difficult to
is telling, especially considering that this ambiguity seems to be as old as chess itself. In
the first German-language manual for the game, entitled “The Game of Chess or Kings,”
(1616) the author (Duke Augustus the Younger, writing under the pen-name “Gustavus
Selenus”) explained that chess was “a model of politics and strategy” which could
educate the player on lessons of military and political leadership, which in turn would
10
provide a wide range of valuable life skills even for an apolitical individual. The later
Kings” (1664) are likewise marked by the “aspiration to use chess to instruct rulers about
conflict.” Peterson notes that the rulebook for W eickmann’s game mostly consists of
typical Renaissance fashion) regarding how the game’s lessons might be transferred to
why so many games, including the latest digital video games and TRPGs being released
today, seem to cling to simulation of the particulars of warfare and combat. Modern
games, digital and otherwise, have had to contend with the framework of violence and
dominance which they often seem to uncritically perpetuate. While many of these games
can be reduced to the concept of a high-tech shooting gallery, I will be arguing that this
focus is the result of the limited game design technology and opportunities within gaming
until recently. The later arrival of games that deal with content beyond the scope of
warfare would suggest, I argue, that the close connection between gameplay and war is
largely incidental.
For example, the historical context of chess and similar wargames shows how
they emerged from a heavily European tradition in which military strategy was viewed as
the most effective route to a broader education and a successful career. Rather than
historicizing an inherent link between gameplay and warfare, I would argue that this long
and education, albeit within a culture that prioritized battlefield strategy as the most
As these games continued to grow and change, and began to simulate a wide
range of new experiences, the inclusion of non-military elements and factors was not only
inevitable, but in turn gave rise to a variety of much deeper gaming experiences.
Wargaming, once synonymous with gaming itself, is now one small genre within the
wider world of gameplay options. Such “deeper experiences,” I would argue, have
become the hallmark of the TRPG genre especially, which I would contend occupies a
the hobby moved away from abstract strategy games like chess into true attempts at
verisimilitude. The first attempts can be traced back to 1780 when the game “W ar Chess”
was developed by Johann Christian Ludwig Hellwig in the German duchy of Brunswick.
This new game introduced ideas such as terrain, realistic movement, and combat strength,
accurate topographical maps. Peterson notes that accurate maps, above all else, changed
the core gameplay of the wargame genre away from abstract into concrete gameplay. He
argues that “with a consistent scale, the game ceases to be an abstraction like the game of
chess, and begins to evolve toward something entirely novel: a simulation” (220). In
1811, the game was revised by Herr von Reiswitz and his son— both being veterans of
the Prussian military— into the better-known kriegspiel, or “war-game” (Fine 8).
12
Kriegspiel was used by the Prussian and German militaries to instruct officers in
the execution of battlefield tactics and strategy. This game “fulfilled a long-recognized
need for an inexpensive and easily repeated means of training officers for command,” and
was originally published under the title Instructions fo r the Representation o f Tactical
Maneuvers under the Guise o f a Wargame, a descriptor that clearly argues for the
seriousness of the “game” and its pedagogical intentions. The surprising military
and its variations as a training tool by the French, British, Italian, Austrian, Russian,
simulations are still utilized by modern militaries, notably in the U.S. Navy's use of the
wargame Harpoon and other such tools used by U.S. armed forces (MacNab 1).
Some features of the original kriegspiel remained unrecorded and can only be
speculated at. Many of the rules were most likely extremely fast-and-loose structures by
today’s gaming standards, which are now based around the ability of anyone (in theory)
to learn and enforce the clearly-specified rules of play put forth in a rulebook. Thus the
ambiguity of the kriegspiel rules was necessarily turned into a pedagogical opportunity: a
superior officer would be required to “preside” over the game as an umpire, a role which
in this case served as something between a referee, an advisor, and a game designer. This
position (Barton 16). The umpire would resolve events within the game based on input
from both players, typically transmitted to him via secret orders, and by applying his
ostensibly superior knowledge and experience to the scenario at hand to infer the most
The degree to which dissenting opinions and arguments were entertained by this
impartial (but politically high-ranking) judge can only be guessed. However, the nature of
the referee-mechanic suggests that, as with any judicial ruling, attention would be given
to the referee’s explanation and the justifications for their decision. Thus, even at the
the personal ownership of mass-market miniature sets into a more affordable luxury, and
so wargames gradually made their way into the world of mainstream hobbyist recreation.
They became further demarcated from abstract strategy games like chess by their use of
dice to introduce elements of chance and unpredictability into the simulation, just as one
might expect to deal with in a real battle. The science fiction author H.G. Wells is
credited with the first written rules for a civilian-aimed, miniature-based game system in
1915, with the publishing of Little Wars (Fine 9). This shift away from military into
civilian use of wargames is also marked by the first significant argument that these games
could actually teach the value of pacifism, rather than encourage or glorify political
conflict. Wells noted that the proponents of “Great War” as a means of resolving global
conflict could, alternatively, make use of a game as an outlet for their strategic fantasies.
In the game rules for Little Wars, Wells even went on to describe some of the
seemed to undergo a transformation when placed into the role of military general,
14
suddenly adopting a more severe countenance and mannerisms. W ells’ description was
likely an allusion to the work of fellow and contemporary wargame-designer and author
Robert Louis Stevenson, who in 1886 appropriately wrote The Strange Case o f Dr. Jekyll
and Mr. Hyde, and who was himself known to take his wargaming hobby quite seriously
the impact such games have upon both the individual who plays them, and upon the
culture which promotes them. Not coincidentally, these popular authors form a part of the
hidden network of literary influences which fed into, and later emerged out of, the TRPG
genre.
In 1952, the first truly mass-market wargame, Tactics, was published by Charles
S. Roberts, further establishing many of the standards and rules that are associated with
the modem wargame. It was also one of the first games to intentionally represent an
outdated era— until this point, wargames had maintained a focus on instructing players in
the most modern forms of warfare. The Zeitgeist of the Cold War, it would seem, was
the military and political elite into that of middle-class hobbyists, also marks a movement
of these games into the hands of an audience whose growing skepticism and
dissatisfaction with the stark dichotomies of global conflict rendered the wargame less
15
appealing as a tool for merely simulating conflict; instead, it began to become a tool for
For example, the Cold W ar politics of the 1950’s and 60’s had the effect of
like Diplomacy, published in 1959, reflected a new understanding that the fate of nations
would henceforth be decided at the negotiating table rather than on the battlefield. Once
again, the natural instinct to simultaneously play and modify games carried wargaming to
simulated. Diplomacy, emerging from the kriegspiel-based games being designed and
practiced at the RAND Corporation in partnership with the United States Air Force,
involved players taking on the roles of national leaders rather than army generals. Most
significantly, its ruleset allowed for gameplay that focused less on the movement of
troops, and more on the large-scale political scenery of alliances, betrayals, and self-
interested realpolitik. Interestingly, Diplomacy utilizes a very basic ruleset built around
bluffing and betrayal; similarly to games like poker, much of the complexity and depth of
the experience lies in human rather than systemic variables. The educational benefits of
these games were immediately recognized, though still within a similar context (albeit on
a far more elaborate scale) to how chess was seen as training in statesmanship. However,
these diplomacy-games further foreshadow TRPGs by revealing how a fairly simple set
of rules can nonetheless facilitate the simulation of a wide range of human interaction and
interpersonal dynamics, and that such a game could, in turn, be read and studied as
game-based simulation were growing in popularity and feeding into the culture that
would produce TRPGs. Games like Strat-O-Matic and American Professional Baseball
Association, which utilize the statistical probabilities of the sport of baseball to simulate
the role of a team manager, had also been rising in popularity since the 1960s. Not only
did these games serve as the predecessor to the popular online fantasy sports leagues of
today, they used a dice roll to generate a range of statistical results— an act which would
become, for many, the defining image of the TRPG (Barton 14). The fact that an
engaging game could be created out of something as dry as numerical statistics was
surprising at the time, but also revealed just how little of the social appeal of wargaming
was still founded upon the “glory of war,” rather than the mastery over a system. Social
census and Social Security purposes) in part contributed to, and was made possible by,
the rise of the formal study of statistics and statistics-based games. And, like wargames,
the traditional masculinity of the activities simulated by these games— warfare and
physical sports— were likely the basis for their relatively easy acceptance into both
mainstream culture, and the intellectual circles within which they became particularly
Around this time, “Choose Your Own Adventure” literature, in which the reader
makes decisions by turning to different pages of the text and thus altering the content of
the narrative, was beginning to emerge. Tim Bryant, a professor at SUNY Buffalo State
and a researcher of meta-fiction and fantasy, analyzed the use of “adaptive choice” in
such literature and in the games of this period, noting parallels between the shift from
17
wargaming into TRPGs and the shift from conventional warfare strategy into nuclear
contingency planning. Bryant argues that “Choose Your Own Adventure” literature
emerges from a Cold War culture of if/then contingency planning scenarios. He argues
that the first TRPGs “expressed a countercultural desire to find a new balance among
individual choice, national identity, and conflict resolution in the nuclear age,” rather
than merely continuing the trend of strategic and military education abstracted from the
rising dissatisfaction with the lack of individual agency against the looming fear of
‘Mutually-Assured Destruction,’ and a bid to regain this sense of agency within a world
where nuclear annihilation might at any moment render all other choices utterly moot
(74).
that had, over the preceding twenty years, risen from the humblest origins into a niche
industry in the United States” (Peterson 3). After Tactics came numerous commercially-
Gary Gygax and Jeff Perren in 1971, which included a “fantasy supplement” for
simulating medieval battles using characters and creatures explicitly lifted from the world
of Middle-Earth, J.R.R. Tolkien’s setting for the Lord o f the Rings series. Perhaps
the wargame that led to the creation of the first and best-known TRPG, Dungeons &
After the moderate success of Chainmail, Gary Gygax and fellow game designer
Dave Arneson began to design a new set of game systems that accommodated play
centered around the actions of individual characters rather than entire armies and
battalions, “to create a compelling simulation of reality that went beyond modeling
imaginary armies, and entered the new realm of modeling imaginary people” (Peterson
204). The mechanical interaction in Chainmail between great armies and “heroes,” who
occupy a significantly higher power-level than the average soldier, set the stage for
gameplay based around epic, heroic characters, founded on the fantasy tropes of Middle-
In a TRPG like Dungeons & Dragons, players are tasked with entering into the
role of their character, much like the players of kriegspiel or Diplomacy enter into the
roles of generals and political leaders. While there are rules governing and limiting a
Dungeons & Dragons character’s strengths, skills, powers, and possessions, the scope of
possible actions is nonetheless infinitely larger than that of previous games, such that no
rules could properly cover all options and possibilities. The umpire-role of the kriegspiel
enemy force’s munitions, for example. But the narrow, limiting framework of the
wargame prevented any true alternatives to straightforward battle, and thus, activities
The TRPG maxim of “anything can be attempted” provided the catalyst for a
much deeper and more meaningful connection between the player and their in-game
persona. Immersing themselves in the game, TRPG players must act and make decisions
based on their characters’ beliefs, observations, and understanding of the world around
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these games that it has become the defining feature of the genre. Instead of solving every
problem with battlefield tactics, TRPG players were suddenly given the option to utilize
any manner of problem-solving they could conceive of, including diplomacy, trade,
deceit, or even surrender. Anything the player could imagine could be a viable strategy,
and moreover, could be experimentally tested against the scenario at hand to determine
its viability. While combat continued to play a role in TRPGs, it very quickly found itself
falling to the wayside in many of the accounts of D&D narratives. While never
larger problems and political issues, much like how Diplomacy raised the wargaming
genre into a larger scope of activity. Simultaneously, D&D became focused on the
This new focus on a personal narrative changed many of the fundamentals that
separate the wargaming and TRPG genres. Suddenly, dialogue, characterization, and
empathy became the dominant mechanics for impacting the game-world, rather than use
of weapons. Just as wargamers had been preoccupied with whether the rules correctly
simulated the range of an artillery piece, or the damage inflicted by a particular gun,
situations of all kinds. Furthermore, the complex nature of these questions— whether or
not a particular individual would take a particular course of action, for example— make
them much less cut-and-dry than the questions being debated around the wargaming
table. These questions prompt a debate-like discourse that has become the hallmark of the
A C ollaborative Construction
Many of the identifying elements of the fledgling TRPG form— the concept of a
flaws, and ideals, within a consistent setting—began to appear in the early versions of the
game Dungeons & Dragons. Yet even these earliest incarnations of the game owed much
not only to the lineage of wargame designers and the innovations of Gygax and Arneson,
but also to a contemporary fanbase that had grown accustomed to the modularity and “do
it yourself’ designer’s attitude prevalent within the gaming community. Peterson notes
one such example of this modularity, when a group of original D&D playtesters first
suggested that a ‘T h ief class be made available to play. Not only did the game designers
immediately incorporate this addition into the core rules— the playtesters who made the
suggestion were completely unsurprised, and continued to volunteer new rules and
additions. From the very beginning, playing with house rules was the “default” for D&D,
as players almost instinctively tweaked and modded the structure of the game to better
simulate “their world.” Peterson argues that this demonstrates “a first data point of the
correlation between the deep investment of players in the game and the creation of
extension to it— the incompleteness of Dungeons & Dragons, its invitation to collaborate,
turned out to be one of its most seductive features” (471). The collaborative, creative
impulse which made D&D a popular game, seems to have also readily transferred into
interesting case study. As Peterson pointed out, the original rulebook published by Gygax
was “incomplete”— it contained rules for handling the most common and basic scenarios
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and circumstances, yet, in a game with the motto “anything can be attempted,” a Game
Master would quickly find themselves facing a situation outside the purview of the rules-
as-written within the course of even the most typical game session. Gygax’s advice to
players was simple: do whatever you judge best. Moreover, Gygax would regularly
incorporate fan-created rules— like the introduction of the Thief class— into later
publications of the official game. He argued that, for any group of players, their own
preferred “version” of the D&D rules can and should take priority over the “official”
rules (if such a term even still applies, in this case). Many attribute the success of the
game, and of TRPGs in general, to this collaborative spirit, arguing that Gygax’s primary
contribution was standing aside and allowing the fans to create the game. In this sense,
D&D may be one of the few (and earliest) instances of a game whose content was almost
continually updated and checked against the experiences and knowledge of the players.
During the m id-1970’s, Dungeons & Dragons exploded into sudden popularity,
spreading beyond the wargaming community into that of the “diehard, enthusiastic
devotees of fantastic worlds” that was the growing Los Angeles science-fiction fan
community. It is significant that the first TRPG should spread so quickly into a newer,
developing, and innovative literary community, even one with such a seemingly close
proximity of interests—bearing in mind that previous wargames had tried and failed to
make the same leap into a wider demographic. Much of the credit for this easy transition
can be attributed to the relatively welcoming, collaborative nature of the game, versus the
inherently hierarchical model of wargaming and its relevant communities. However, the
connection between D&D and the literary sphere (as opposed to the
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The “Tolkien-based G am e”
While even the most casual observation of TRPGs would reveal that games like
D&D draw from Tolkien’s universe of literary fantasy, the origins of the game
Chainmail, with its use of exclusively “Tolkienian” vocabulary and terminology, show
just how intimate and overt the connection really was. In fact, legal necessities forced the
publishers of D&D to later take steps to obscure this direct literary homage after the
game’s explosion into relative popularity. Nonetheless, Chainmail and D&D can be seen
game” (Peterson 43). Within the preface of the latest edition of the D&D rulebook, the
Player’s Handbook, game designer Mike Mearls describes the game’s creators as having
been “tired of merely reading tales about worlds of magic, monsters, and adventure. They
wanted to play in those worlds, rather than observe them” (4). The first TRPG can and
should be viewed primarily as an attempt to participate within the shared and exquisitely
detailed literary-fantasy universe of Middle-Earth, in much the same way that wargames
would seem that the feature which unites these two forms of play is not so much an
interest in violent warfare, but an interest in participating within roles— the role of the
general and the role of the author—which are typically seen as solitary and exclusive.
This concept of community and connection through narrative will be dealt with further, in
the discussion of affinity groups and how games promote their formation.
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The recursive relationship between TRPGs and their literary roots is revealing,
not least because of the stark departure from simulating a narrative of warfare, to creating
global negotiation, and even interpersonal bluffing and deceit. This was done not out of a
desire to encourage world peace, but merely as a way to provide the most rich, engaging
experience possible. I would argue that the shift from games simulating warfare, to
simulating a much wider array of human experiences, correlates with the technological
capability of the game to do so (through dice rolling and other systemic design
developments). Once games were able to simulate other aspects of life with the same
verisimilitude and immersion that they could the relatively simple, binary concept of
warfare, players were quick to appreciate and even expand upon this new range of more
complex options. While the modem popularity of various non-traditional board games, as
well as digital games, shows some of the range available now, the sheer limitlessness of
TRPGs places them in a unique position securely at the cutting edge of what can be done,
While Dungeons & Dragons may have begun the tradition, it hardly stands alone
Middle-Earth thus “settled,” numerous spin-off games sought to immerse players in the
pulp stories of Conan: The Barbarian and other popular fantasy worlds. It is certainly not
is it unusual that the hobby gave rise to fantasy novels set in various D&D worlds (must
like modern video game or film “novelizations”). Yet the sheer number of authors who
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claim TRPGs as their inspiration, not just for fantasy writing in particular, but for creative
George R. R. Martin have produced some of the most innovative fantasy and sci-fi of the
past few decades; Cory Doctorow, Stephen Colbert, and Brent Hartinger are all popular
voices with backgrounds in TRPGs; even critically-acclaimed authors and poets like
Sherman Alexie and Junot Diaz have claimed TRPGs as a major influence upon their
Indeed, of the numerous literary works that would later be adapted into TRPGs,
only some are explicitly medieval fantasy. Over time, TRPGs emerged which allowed
players to participate within a variety of literary worlds, from the xenophobic horror of
H.P. Lovecraft’s New England, to the space operas of George Lucas’s Star Wars
universe. While TRPGs remain primarily associated with the fantasy genre, this
connection, I would argue, is incidental to the medium itself, emerging (like the
connection to warfare) out of the genre’s history rather than its potential. Instead, the
consistent feature uniting these disparate experiences is the detailed attention and sense of
verisimilitude which these authors, such as Tolkien, gave to their literary universes. The
tone of epic moral or personal conflict, the complexity of fantastic societies (down to the
treatment of internal consistency are all features that not only were drawn into TRPGs
from the literary influences, but would become the defining features of the literary works
Digital RPGs
It is hard to ignore that the rise of TRPGs at the end of the 20th century was
largely overshadowed by the explosion of the digital gaming industry, which developed
simultaneously with, and in the wake of, TRPGs. Both phenomena mark the transition of
complex game-constructs from the exclusionary domain of experts into the public eye. In
the case of TRPGs, these constructs are social in nature, while digital RPGS (DRPGs) are
built around virtual constructs. I would argue that this distinction— the social basis of
TRPGs versus the technological basis of DRPGs— made DRPGs, especially at this point
compared to TRPGs. While even the earliest and simplest DRPGs were indubitably
impressive technological feats for their time, TRPGs run on an “operating system” no
less complex than the entire human social experience. Early DRPGs necessarily whittled
this experience down to a manageable level, and even the most intricate and immersive
examples continue to do so today. Thus, the relatively rapid and popular adoption of
Processor—one of the most powerful computing devices on Earth at the time— and when
asked to display the potential of this device in a way that the average citizen could
appreciate, engineers designed one of the first computer-based video games (Chatfield
15). This alone speaks volumes to the universal appeal of games, and their
circles of early computer development, games were a driving factor in the advancement
of technology to higher stages, suggesting that this marketing technique goes beyond an
Just as I showed how literary authors drew from the collective pool of shared
TRPG narrative experiences, early computer game designers drew much of their form
and philosophy from the example of Dungeons & Dragons' “contingency planning.” The
comparison between the contingent systems of board game design and TRPG play, and
the programming of a computer, was influential in ways that extended far beyond
gaming. The large overlap in interest and opportunity between early computer design and
early gaming suggests a philosophical kinship of design. Once computers became capable
of providing even the simplest illusion of human interaction, they began to tread into the
realm of game experiences that thus far only TRPGs had been able to simulate.
Both D&D and early text-based computer RPGs like Zork were unique in their
bold claim to “simulate the universe” or allow “anything to be attempted.” Put more
moderately, these games provide enough verisimilitude and range of action that “the
boundaries of the simulation rarely become apparent in the course of ordinary play”
(Peterson 622). Both forms utilize language and contingency as the building blocks to
construct an internal universe that reacts to the input of the participant, rather than
passively waiting to be experienced. And, in this sense, both types of media offer a new
Digital video games, it would seem, are a continuation of the same pedagogical
and artistic intention that has suffused almost all historical gaming— enculturation into
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immersion and a wider range of scenarios to simulate has led to many of the
developments in modern video games today. Many digital games accomplish this goal by
introduction of weather effects— the merits of which are often heatedly debated within
respective gaming communities. However, I would argue that the largest advances in
developing the genre come from not from video games that adopt more advanced
technology, but from video games that strive to adopt more TRPG-like elements into
their gameplay.
For example, DRPGs like The Elder Scrolls and Fallout series allow players
increasingly vast options for designing and customizing their own protagonist. For fans
of these games, this character is a figure whose depth goes beyond the concept of an
“avatar.” An avatar is the graphical image of the player-controlled visual game element,
just as the avatar of Pac-Man is the familiar yellow circle— an avatar may have personal
investment on the part of the player, but does not require it. The character-focused
DRPGs like Fallout and The Elder Scrolls, however, are often judged on their ability to
simulate meaningful decision-making, and allow the player to feel that their adopted
identity is of consequence to the story. Graphics and combat are valued less than whether
or not the non-player characters in the game universe react differently depending on the
player’s gender, background, and actions. As with a TRPG, players enter into these role-
playing experiences with the goal of acting out a particular persona, rather than merely
Other games like Second Life present players with a vast virtual space, and an
apparent lack of objectives— like TRPGs, these digital playground spaces don’t provide a
clear “railroad” or direction of play, instead allowing players to engage the game as a
digital “sandbox” in which they create their own goals and objectives. A TRPG player
can state that their character is “an orphan looking for a family” or “seeking to avenge the
death of their mentor” and then role-play their character appropriately, according to these
pre-established intrinsic motivations. Virtual spaces like Second Life, similarly, allow for
such creative control and guidance over how one participates, and what motivations
avatars are primarily social tools, vehicles for interacting within the virtual platform.
Digital media researchers Johannes Fromme and Alexander Unger, authors Computer
Games and New Media Cultures: A Handbook o f Digital Games Studies, argue that
Second Life and the virtual worlds it represents are “a hybrid between game and social
network— they offer playful elements, challenge the participants/avatars with various
levels of expertise which can be attained by an experienced member, and offer various
ways of ‘being social.’” They indicate the fact that Second Life was a predecessor to the
now-familiar world of social media, which in turn suggests the game-like nature of the
virtual worlds of social media (discussed in more depth later). Fromme and Unger argue
that “when taking into account that the overriding motives for the participants is of a
social nature... the element of play comes in only secondary in the shape of its
entertainment function” (189). This focus on people over gameplay mirrors, in many
ways, the social and collaborative emphasis of TRPGs, which prioritize the interactive
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stories, the hallmark of many TRPGs, are the basis of such “sandbox” games.
The wide range of role-playing possibilities that digital games can simulate is
perhaps best displayed in the 2013 award-winning puzzle-game Papers, Please. This
simple-looking game has the player takes on the role of an immigration officer operating
player must review and process each immigrant passing through customs by checking the
veracity of their passports and supporting paperwork using basic clue-finding and
and penalized for making mistakes, while the amount of paperwork, rules, and
regulations to be tracked and monitored steadily grows. Meanwhile, the salary awarded
after each “level” must be used to pay for the needs of your in-game family, including
rent, bills, and emergency requests (i.e. medical needs, or your child’s birthday gift). As
the player becomes increasingly immersed in their character’s dual roles of customs
officer and family provider, the game introduces moral dilemmas, including accepting
individuals, and dealing with potential terror threats. The grim tone and unclear
boundaries of the gameplay reinforce the idea that the player cannot always understand
the full implications of their actions— even if they were given enough time to consider
them, which the pressing urgency of looming poverty does not allow. While the actual
gameplay of Papers, Please is, by all rights, a deliberately tedious task, the novelty of
role-playing the serious and stressful decision-making process of the protagonist shows
30
the ability of even simplistic gameplay to allow for the role-playing of complex identities
and ideas. Like TRPG characters, the game’s protagonist is given depth and purpose,
such that the player’s actions in the game reflect the emotional weight of the decisions
These digital games, I argue, are symptoms of the same progression visible in
early gameplay advancement of early chess variants and wargames. Often, digital games
and DRPGs in particular are described as a new form of media entirely, emerging in the
wake of cinema and literature, and are critically analyzed as such. However, approaching
video games as a unique and recent development ignores, as Jesper Juul states in Half-
Real: Video Games between Real Rules and Fictional World, the line of investigation
concerning “how [electronic games] borrow from non-electronic games, and how they
depart from traditional game forms” (5). The examples above are only some of the digital
games with obvious similarities to TRPGs. Establishing these similarities and their
distinctions demonstrates why TRPGs, as I argue, are on the cutting edge of modem
game design across all media, and thus might be the preferred game-technology for the
classroom setting.
Juul points out that one of the foremost debates within the fields of game design
and game theory is the nature of how games and their players interact. On one hand, it’s
obvious that different games produce different experiences and thus different results for
the player; on the other hand, different players might play the same game and have
restricted by the code upon which the game is founded. A computer program will be, in
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most cases, limited to a concrete number of possibilities which can be parsed out and
considered as a whole.
Despite such limitations, DRPGs are often analyzed in terms of the meaningful
choices they offer the player-character towards impacting the narrative; essentially, their
value is measured in the number of different narratives that they can offer, rather than in
DRPGs, with players comparing notes on different “playthroughs” which might involve
branching decisions. Mass Effect, for example, is a DRPG trilogy founded on the concept
Players can compare and contrast their “Paragon” or “Renegade” playthroughs, which, in
theory, produce radically difficult results as the narrative progresses. Both options can
produce desirable or undesirable results for the character (and sometimes both), and the
player is rarely given all of the information they need to make a decision. The decisions
are designed to make players question their assumptions, their current trajectory of
decision-making, and the nature of their relationships with other characters in the game-
world.
That being said, the game’s morality system, while complex, remains binary, as
are the vast majority of the decisions that can be made. The narrative as a whole
progresses unchallenged by the player—only details are altered. The Mass Effect trilogy
of games represents a push toward versatility in a medium and industry defined by pre-
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coded results, in which flexibility always must come at a cost. In fact, the digital games
that offer the greatest technology and investment, generally, are the ones least likely to
commensurately rises with the cost of the game’s design. Mass Effect represents some of
the most cutting-edge potential within DRPGs to present meaningful choice, agency, and
versatility. And yet, I would argue, it also shows how far digital games lag behind their
DRPG, struggles to deliver, TRPGs have assumed as their default since their creation in
the 1970s.
The inflexibility of digital gaming represents a stark contrast with earlier, more
fundamental forms of non-digital play. Children’s games, Juul argues, are a good
example of gameplay that cannot be reduced to the rules that dictate the game. TRPGs
fall into the same category— games that, in practice, seem to transcend the very rules that
should, theoretically, define them. TRPG players bring their own ideas, assumptions, and
expectations to the game experience, and then collaboratively generate the “game”
together— as we saw with the early editions of D&D, any and all rules, in a TRPG, are
suggestions that can and should be discarded for whatever option the players as a whole
decide is preferable. Higher-quality TRPGs will allow for more of this flexibility;
conversely, the digital games with the biggest budgets and greatest amount of production
value are generally less flexible in their structure, due to the amount of preparation,
planning, coding, and construction required (Juul 19). Digital games task the computer
with performing the role of the Game Master. However, no computer has yet supplied the
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range of improvisation and flexibility that a human Game Master can provide—just as
digital encyclopedias have yet to replace live, in-person educators, who can react on-the-
Even today, video games are beset by the same issues that problematized the
claims of early games like Zork to “simulate the universe,” in which “the relatively static
nature of the game worlds rendered most challenges deterministic” (Peterson 624).
Unlike even the best modem simulations, TRPGs have the capability to provide truly
reactive, improvised experiences, which allow the player to take the game, and their
learning, in any direction in which they and the other players can facilitate as a collective.
This reactivity and improvisation is enabled by the presence of the Game Master, a
The role of the Game Master became one of the defining characteristics of early
(and the majority of later) TRPGs. For the purposes of this research, the Game Master
helps to establish the most obvious parallel between learning in a classroom and playing a
TRPG—both seem to benefit heavily from the presence of a human facilitator. Most of
the information in early TRPGs was communicated “verbally, in a dialog between the
referee and the players, where the referee has tremendous latitude in how much or little to
reveal in response to the actions and inquiries of players” (Peterson 309). This marks an
important distinction in the evolution of the “referee” role. Formerly we saw the referee
as the unquestionable authority figure— the umpire of kriegspiel who is the superior of
the players in both experience and, presumably, rank. TRPGs mark the shift of the referee
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into a more provisional authority, whose position is derived from the secret information
they possess, and the ability to skillfully present that information in a meaningful and
I would argue that the evolution of the modern educator has followed similar
lines, moving from the role of “keeper of knowledge” into the role of “facilitator of
learning.” This core concept was presented by Paulo Freire in his seminal 1970 work,
authority into the information-lacking student. Later scholars built on this idea, such as
Ivan Illich, who criticized modern education as ineffectual and instead advocated for self
directed, social- and peer-based “learning webs” rather than hierarchical institutions for
composition classroom which became the basis of the “writing group” model used in
composition courses today. These reinterpretations of the teacher’s role in the classroom
offer interesting parallels to the evolution of wargame referees into the Game Master of
TRPGs and their referee-model seem to stem from the same philosophy of
decentralized control and authority that has manifested itself in education through these
scholars. DRPGs, in contrast, have supplanted the role of the Game Master with pre-
The Game Master is often seen as the defining characteristic that sets TRPGs
apart from other forms of gaming, as well as the unique feature which enables TRPGs to
35
provide rich experiences on par with (and in many ways surpassing) those of the DRPG.
Enormous leeway is given to the Game Master to provide dynamic feedback. The GM
can alter the narrative, non-player-character reactions, and even the rules of the game as
they see fit. In terms of a DRPG, this would be analogous to having the game designer,
storyboard director, and a team of programmers present and ready to design on-the-spot
allows them to do many things that TRPGs cannot, as the vividly immersive post-
apocalyptic vistas of the Fallout games (complete with eerie, static-ridden radio music
and strange figures moving in the distance) will attest. These rich experiences certainly
have their own value, as shown in the mainstream popularity of video games today.
However, I will argue that, for the pedagogical purposes I present here, the technological
advances of computer graphics and other DRPG-specific features are less valuable than
It is worth noting that, just as the best-known TRPG, Dungeons & Dragons, has
become the eponymous example of the genre, the quintessential image of the Game
Master is that the Dungeon Master (DM). The term “DM” is proprietary to D&D, but has
been adapted into almost every other TRPG, most of which utilize the more general term
“Referee.”
Despite the similarity of their titles, not all forms of Game Mastering are the
same. For one, there are just as many varieties of GMing styles as there are individual
GMs. Additionally, different games place different tasks and responsibilities upon the
Game Master position. Here I will present two additional examples of TRPGs, outside of
36
the sphere of D&D and its many editions and imitators, which illustrate the breadth of
Dungeon World, a TRPG built around the concept of adapting Dungeons &
Dragons into a more fast-paced and easily-manageable system of play, occupies a unique
niche which makes it a valuable tool for teaching casual players and younger students the
basics of a TRPG. The Dungeon World rulebook, for example, reduces the complex role
of players and the vast options they possess in a TRPG into easily-understood “moves”
such as “Hack and Slash,” “Defy Danger,” and “Parley.” Most characters have access to
no more than a dozen moves to choose from. Within this simplified context, GMs are
considered to be players who possess their own set of moves. This reframing of the GM
position not only serves to make the role appear less intimidating, it deconstructs many of
the unspoken, abstract guidelines of GMing into clear options. GMs are instructed by the
game rules to “Ask questions and use the answers,” “Draw maps and use blanks,” and
“Be a fan of the characters.” These “moves” are highly suggestive of a compassionate
Without delving into the full extent of the written rules of GMing in Dungeon
World, it is clear that the idea of competitive or antagonistic play between GMs and
players is not the essential feature of the role. Dungeon World strongly resists this idea of
competition; the GM is meant to play alongside the other players, not against them. Fun
and forward-driven narrative are prioritized over statistics and strategic challenges. While
this has always been an implied element within almost all TRPG play, including D&D,
having it clearly stated in the rulebook marks Dungeon World as a more modern game, in
keeping with the evolution of gaming in general away from the relatively simplistic
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dynamics of other genres, such as competitive wargaming. Dungeon World is a game that
tasks the Game Master with transcending the competitive dynamics between Game
Master and player that are seen in, say, the “Erik and the Gazebo” story, embracing rather
While very few TRPGs have achieved a reputation anywhere close to that of
Dungeons & Dragons, Sandy Petersen’s Call ofCthulhu TRPG, based upon the cosmic-
horror fiction of Howard Philips Lovecraft, offers one of the most well-known
alternatives. The game Call ofC thulhu is not only a refreshing departure from the fantasy
genre, it also offers a very different view of the Game Master role. The subject matter of
this game, like that of the author who inspired it, skews toward a unique mixture of
“strange” science fiction and 1920’s American pulp horror; yet, in terms of mechanical
The implications of this genre upon the gameplay of Call o f Cthulhu is contained
within the game’s GM-title of “Keeper of Secrets.” The Keeper, in theory, has an
identical function to that of other GMs: a “game moderator” whose “job is to present the
mystery and story during play, incidentally playing the roles of monsters and sinister or
ordinary people that the investigators meet.” In practice, Call o f Cthulhu invokes a very
different set of GMing skills than either D&D or Dungeon World. Combat is heavily
downplayed, and battlefield strategy is all but nonexistent; within this mystery-centric
game, clues, evidence, witnesses, and contacts become the primary resources being
negotiated by the players. The Keeper’s job, as their title suggests, is to withhold
information until the players have engineered an effective line of investigation for turning
up the right clue. As opposed to the camaraderie implied in modern D&D, and explicitly
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reinforced in Dungeon World, the Keeper and players do work in opposition— not as
solver. This dynamic is similar to the theatrical staging of a “murder mystery,” or the
These examples serve to show some of the variety of roles that a Game Master
may adopt in various TRPGs, demonstrating that, above all, a Game Master must be
flexible. Any game will require the GM to present themselves alternately as friend, foe,
ally, instigator, judge, coach, and countless other roles as the situation and game demand.
This not only shows the flexibility inherent to TRPGs, but also the immense
responsibility a Game Master carries for framing the experience of fun and learning for
the players.
The comparison between a Game Master and a teacher becomes truly apparent
when one considers the multiplicity of roles that both of these community leaders must
adopt. The same flexibility which GMing requires is the foundation of an effective
pedagogical approach for an individual teacher, who must serve as the aid, impetus, and
assessor for student learning. It is a recognition that such a position of power and
responsibility requires the ability to shift between multiple roles, and respond with the
social and verbal tools that are appropriate to the individual needs of the particular
student or player.
TRPGs have the additional advantage over a videogame in that the Game Master,
like an instructor, is present and attentive to the immediate needs of the player. The GM
not only fills in the gaps and explains difficult concepts, but provides constant input to
maintain the game’s progression. In order to understand and react to the scenario
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that is to say, choosing the right action first requires asking the right questions. Thus,
TRPGs create contexts that “can be structured or queued in a manner that the students are
recognize that there is no one single solution to any situation; their creativity may exceed
the expectations of the Game Master or even the game designer. Players learn that they
have free reign to approach a problem from their own direction, so long as they remain
consistent with the agreed-upon rules and the context of the game; indeed, both within
and outside of the game, they are often rewarded for doing such “outside the box”
thinking.
With the popularity of digital and other forms of gaming on the rise, educators
have not ignored the connection between the engagement these games generate and their
movement has had mixed results bringing gameplay into different contexts. In the
which are traditionally viewed as distinct from, or more “serious” than, games. In these
contexts, gamification has been viewed primarily as a tool for increasing motivation
toward a particular task. This definition, however, leaves much room for interpretation—
especially for those unfamiliar with modern games, or who are used to viewing games as
purely unproductive recreation. From such a perspective, gamification may seem like a
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founded form of education. This line of thinking has resulted in misguidedly ineffective
activities.
A scholar, game designer, and advocate for what he calls “persuasive games” at
the Georgia Institute of Technology, Ian Bogost notes that the term “gamification” is
largely a marketing tool, one in a long line of such tools. In the 1980’s, the term “political
Corporation’s war simulations, while the 90’s gave us the problematic genre of
“edutainment,” mostly referring to early video games. Bogost argues that “gamification”
is already an outdated term, with more “spin” than substance to the idea, and that the
newer term, “serious games,” serves educators and game designers better, simply because
it juxtaposes two terms that are, often implicitly, held to be opposing concepts. He
suggest that “this contradiction is foregrounded and silently resolved” within the term
itself, which forces those who hear and use it to consider the relationship between serious
and playful activities (166). He argues that, within this context of how the word is
is a highly problematic term that oversimplifies the process it purports to describe. For
my purposes, I will continue to utilize the term “gamification” to parse out the
Karl Kapp, one of the foremost scholars on gamification and instructional design,
and author of The Gamification o f Learning and Instruction, notes that there are already
stairs” that play music with every step can be shown to encourage commuters to choose
the exercise of taking the stairs over the ease of the escalator. Apps like Zombies, Run!
increase frequency and quality of exercise with audio cues that simulate the experience of
being chased by a horde of the undead while out for a run. Training programs and
classroom quiz-games lead to increased attention and help pinpoint and focus upon
thinking to engage people, motivate action, promote learning, and solve problems.” By
avoiding the fallacy that games are a trivial or entirely unprecedented way to approach
learning, Kapp argues that one may avoid many of the common pitfalls of ineffective
gamification. He notes that Cisco, IBM, the U.S. military (inheriting the legacy described
earlier in the chapter), as well as other businesses and various branches of government,
are all utilizing games as a way to drive interest in particular forms of learning and
training (20). The central idea of gamification is that the same elements which keep
players playing are not unique to games, but rather appear in almost all motivational
tasks, and therefore can be adopted as motivational features into other formats, such as
employee training programs, crowdsourced research, and the classroom. He gives special
activity and calling it a game. These surface details are the obvious external cues that
suggest gameplay; however, the fun and engagement which games elicit from their
players is closely related to the deeper dynamics of the game, a feature which I will
digital learning while remaining distinct in and of itself. For example, many of the recent
innovations in modern language learning have emerged, not from the tech field, but from
the fields of psychology and interpersonal pedagogy, finding what motivates language
learners. In her demonstration of a new method for learning Chinese, ShaoLan Hsueh
explains how the inclusion of a narrative context into the learning process can enhance
retention of the meaning behind Chinese ideograms. Even programs like Rosetta Stone,
which focus on learning through digital technology, are ultimately founded on these
methods of narrative context which do not inherently require a digital element. Hsueh
argues that the context of the symbolic ideograms— their history, evolution, and the
narrative they tell— helps the learner quickly make connections and recognize patterns
(Berwick 1). This sort of comprehensive understanding is what games promote, both
within and without the digital space. The effectiveness of this method relies not on new
reinforcement to make academic lectures more engaging. Players get to monitor their
progress across various subjects in much the same way they might watch a character in a
game gain skill and experience. Additionally, they can compare their progress with that
of other players, and participate in learning communities built around each course and
each tier of progress. The Quest to Learn school system is built along similar guidelines,
Today, gamification is finding its way into education in new and unexpected
ways. Nicola Whitton, an expert on research in game-based education, points out that “a
workplace and informal learning, but studies with school-age children and college
students dominate...The majority of games are either educational games developed in-
house for the study, or non-educational off-the-shelf games” (19). Gamification is finding
traction among educators who struggle to maintain student engagement in the classroom.
In his text on the use of role-playing in higher education, Minds on Fire (discussed later
in more detail), Mark Carnes paints a picture of a generation of students who are easily
pedagogy (19).
Raph Koster, author of A Theory o f Fun in Game Design, argues that the
cognitive process of learning may very well be the most fun activity of which humans are
capable (33). Treating games like a form of manipulation or a “learning alternative” will
typically result in gamification efforts that are subpar and ineffective. Bogost explains
that “making games is hard. Making good games is even harder. Making good games that
hope to serve some external purpose is even harder... serious games and their ilk had
done a terrible job making games seem viable to create, deploy, and use” (166).
Ironically, the best evidence that games should be taken seriously is the lack of success
met by those game designers who view the creation of games themselves as the “easy”
was one of the earliest advocates of gamification and its uses in education. In his text on
the subject, What Video Games Have to Teach Us about Learning and Literacy, he
describes how a social understanding of learning will be essential to future of reading and
literacy pedagogy. He argues that the view of reading “as a mental act taking place in the
education, the idea that learning is a primarily private affair. Gee argues that “these views
strongly inform how reading is taught in school... we know much less about reading as a
social achievement and as part and parcel of a great many different social practices
connected to a great many different social groups that contest how things should be read
and thought about.” Gamification of education, in Gee’s view, is an opportunity for the
Gee’s research shows how the positive use of gamification relies upon a
mention the concerns, surrounding game-based learning involves the notion of students
glued to their own private screens, clicking through skill-and-drill problems while
growing increasingly disconnected from their classmates and teacher. Rather, game-
based learning in particular suggests that, for learning to to be “optimized” in the way
gamification advocates seem to desire, learners will need to grow more connected, not
less. Both games and learning are activities that are largely influenced by the
environment in which they take place, and especially the other people who occupy the
play/learning space.
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Jane McGonigal’s book Reality is Broken: Why Video Games Make Us Better and
How They Can Change the World has in some ways become the manifesto of the
gamification effort, particularly with respect to the social potential of games and their
ability to affect change. She argues that games, unlike reality, give us clear indications
and benchmarks of our success, explaining the apparent preference players show for
games over the “real world.” She states that the inclusion of powerful and meaningful
feedback into real-world activities, like those feedback mechanisms seen in games, could
be the catalyst for potentially limitless changes to our society, and points to numerous
devices in one’s school or office (250), or cutting back on household energy use with the
game Lost Joules (263). Likewise, she shows how these small-scale activities can become
part of gaming “superstructures” that can collaboratively tackle much larger and more
security to at-risk region (336) and organizing large groups of individuals into social
Misuses o f Gamification
Many of the major questions of gamification are still in the process of being
as an academic assessor, and what are the most common pitfalls of its implementation.
Karl Kapp noted that the mere appearance of gameplay does not satisfy the qualifications
other context-less rewards onto an otherwise ordinary activity. The ideas that hold back
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“trick” people into doing tasks they dislike, rather than a method of restructuring a task in
order to reveal the underlying fun inherent to the activity (15). Avoiding this sort of
something that is always happening within any activity, “rather than a discrete activity
comes to implementation. In many ways, misuse of gaming is worse than a waste of time
director of the Online Writing Lab at Excelsior University and a staunch advocate for
game-based learning, warns that criticism against the “edutainment industry” for
Crocco argues that the view of games as frivolous or morally corrupt actually distracts
researchers from the true harm that games can accomplish, reinforcing outdated
educational norms which should have faded out of our schools long ago (Crocco 27).
derived from a desire to embrace games and gaming— either willingly, or out of a sense
inclusion of their essential building blocks: play and fun. As modern educators attempt to
resist the reduction of pedagogical goals into the teaching of rote test-taking skills and
workforce training exercises, there is a real concern for the role that games will play in
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this process. Technology in general represents a force that might alter education for the
better, or, on the other hand, might “merely retool education without challenging its
embedded mission of social reproduction” in newer and more efficient ways (Crocco 29).
In this sense, games are in the same boat as any other form of technology, and pose the
same dangers. TRPGs, as I will argue, are in a unique position simply due to the
interactive structure of their gameplay, to err on the side of critical thinking, as opposed
to unconscious reproduction; yet even they, as a tool, can be misused, or not utilized at
In her book How Games Move Us, Katherine Isbister explains that avoiding
misuse of games in the classroom, or in any other context, will require an elevation of the
criticism being brought to bear upon games, and specifically a recognition of the wide
range of experiences that gaming offers. She notes that “...we still think about games as if
they’re all the same. We talk about how games could re-energize education, without
having a nuanced conversation about what games and why” (1). This question— “what
games, and why”— lies at the heart of many of the misunderstandings concerning the role
of games in society.
Another criticism leveled against gamification and its potential in education is the
issue of cost. There is a very real concern, whenever technology-dependent solutions are
offered to educators, that such solutions cannot be implemented within the educational
communities that could benefit most from their application. In a recent article on
eCampus News, Meris Stansbury argued that “gaming is still in its research infancy as to
whether or not it provides any major benefits to learning... new to many educators, the
time it takes to vet and properly implement gaming may be more of a hassle than it’s
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worth” (Stansbury 1). In terms of both time and money, an educator without any gaming
experience has a high risk of getting little-to-no results out of their investment. And,
often, the option to invest in game-based learning is simply not available, turning gaming
into yet another tool that further deepens the gap of educational inequality.
Again, the issue of technology and cost becomes most relevant to gaming when
Conversely, in Greg Toppo’s The Game Believes in You: How Digital Play Can Make
Our Kids Smarter, he describes the effectiveness of a single well-placed mechanic upon
students’ developing math skills. The Charles W. Raymond Elementary School, a school
in Washington D.C. where “99 percent of students in 2014 qualified for free lunches
under the federal government's poverty guidelines” and “41 percent... were learning to
speak English and many still struggled with basic skills,” does not sound like a learning
community for which expensive gaming solutions would be an option. Yet the
introduction of “Jiji the penguin,” a simplistic animated graphic who would succeed or
fail at marching from one side of the computer screen to the other depending on the
student’s success answering math problems, “helped the Raymond students post some of
the largest math gains of any elementary school in the city.” After the introduction of the
“Jiji mechanic,” Toppo found that “a larger percentage of Raymond students had moved
into the ‘proficient’ and ‘advanced’ math skill categories than at nearly any other
elementary school, rich, poor, or in between, in all of D.C.” Clearly, while some high-
cost games do risk benefitting only the fortunate learners who can afford to utilize them,
high-cost games are not the only, or even the best solution in the classroom in general.
Jiji the penguin, a two-inch tall graphic with less of an animation range than the original
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Mickey Mouse cartoons, demonstrates that elegance of design can make even the
simplest and most inexpensive of games a powerful tool for ameliorating, rather than
briefly explore the concept of “what are games.” As designers continue to produce digital
and non-digital experiences that transcend, complicate, and outright question the common
notions of gaming, it becomes all the more important to establish a working definition of
games and gameplay, in order to demonstrate the features of play from which educators
might best benefit, answering the question of “what games, and why.”
Play, game researchers Eric Zimmerman and Katie Salen define games as “a system in
which players engage in an artificial conflict, defined by rules, that results in a quantified
outcome” (80). Zimmerman and Salen both emerge from strong theoretical gaming
background, having pioneered some of the most innovative looks into the modern
“gaming renaissance.” Zimmerman teaches game design courses at NYU and was the co
founder and Chief Design Officer of the Manhattan-based game production company
Gamelab. Salen is a professor at the DePaul University College of Computing and Digital
Media, and was the co-founder and Chief Designer of the Institute of Play design studio.
Rules o f Play represents one of the most thorough analysis of modern games,
being hailed as the “definitive textbook on game design” (MIT Press). Focusing on
systemic game construction— games as “artifacts” rather than experiences— and insisting
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that all games “embody contests of power,” Zimmerman and Salen carried forward some
of the implicit assumptions that marked the history of gaming. Nonetheless, they do
emphasize the requirement of a strong social element as the core “engine” driving the
game-system and providing meaning. Prior to this definition, scholars like Huizinga and
religious ritual, entertainment, and personal training. The analysis of Zimmerman and
Salen marks the beginning of games being considered as part of the totality of social
structured with rules, goals, progression, and rewards, separate from the real world, and
undertaken with a spirit of play,” adding the fundamental observation that games “are
often played with, or against, other people,” but that this is not inherently necessary (5).
This more evolved definition, I would argue, marks two fairly recent and important
realizations that have foundationally altered our understanding of games and what they
mean to a society: first, that games can simulate a diverse array of activities beyond
conflict, and second, that while the presence of other players in competition with each
other is generally held to be the gaming norm, solitary and non-competitive games do
exist. TRPGs in particular represent one of the most well-known examples of a game in
which the majority of players are operating cooperatively, rather than antagonistically.
Even the Game Master, ostensibly the “enemy” of the players, occupies an ambiguous
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role— there are no “victory conditions” for the Game Master, aside from the obligation to
goal, rules, a feedback system, and voluntary participation (20). Feedback systems, as I
will later discuss, are instrumental to the sense of interaction and engagement that games
that everyone who is playing the game knowingly and willingly accepts the goals, the
rules, and the feedback. Knowingness establishes common ground for multiple people to
play together.” This sort of “voluntary participation” seems to run counter to the demands
of school; McGonigal argues, however, that it is essential factor to creating a “safe and
pleasurable” space of learning. I would argue that much of the disengagement seen in
modem education stems not from boredom but from a lack of common ground for play—
as with any game, the goals, rules, and feedback of modern education must be expressly
laid out, and agreed upon voluntarily, if it is going to help educators and students alike to
These definitions serve to reinforce the notion that games are not best defined by
our current prevalent examples. While the infamous Grand Theft Auto series and the
games as a whole, they are not truly representative of the current state of the medium, let
alone a reflection of the function games can and have served in our society. Concern with
games promoting violence, addiction, or even just simple procrastination, are in fact
primarily concerns with specific games rather than with the gaming medium as a whole. I
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would argue, based on the history of games which I have presented thus far, that many of
the most commonly-held beliefs and assumptions about games pertain rather to particular
video games, or at least particular game genres. If gaming has historically promoted
violence, one might look to the abundance of military-themed and combat-based games
as the explanation, rather than the inherent nature of gaming itself. If certain games cause
players to form destructively addictive tendencies (as with gambling), one might study
the business practices of the companies producing such games, and ask ourselves if the
game has in fact been constructed with the precise (and highly successful) intention of
students, one might ask what the game in question is providing that the classroom is not.
Even the notion that games are educational— which I would argue is one of, if not
the single most common trait they share— is not entirely universal. There is no denying
that some games are simply unsuited for pedagogical purposes, teach bad information, or
are otherwise unproductive for learning goals. Rather than providing verification that
ALL games are good, or bad, I believe that the game-based scholarship of the future will
require a closer look at specific types of games, if scholars are to meaningfully and
thoroughly answer the question of what games can do for our society, rather than just
I would argue that TRPGs deserve special attention from educators looking to
implement the “right” kind of gameplay in their classroom. While the history of TRPGs
emerges from a culture of highly traditional gaming, that same history shows how these
games have always challenged the clear, traditional boundaries of the genre. TRPGs in
within the scope of their gameplay, represent the cutting edge of game design. Despite
their simplicity when compared to digital video games, this genre is actually at the
technological forefront, when viewed on the timeline of games dealing with larger, more
complex, and more socially relevant topics. In the next chapter, I will present a closer
look at TRPGs themselves, what they do, and how the fundamental nature of these
specific games might interact with the goals put forth in our pedagogical systems.
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TRPGs occupy a complex and novel niche within gaming, where literature,
gameplay, composition, and pedagogy all intersect. In this chapter, I will be highlighting
the specific features of games and gaming that promote productive learning goals, and in
doing so, demonstrate how TRPGs embody these pedagogical features better than most
other game structures. They possess three primary features that make them so unique:
engaging and subversive game dynamics, elements of role-play and immersion, and the
ability to generate and sustain meaningful learning contexts. These unique advantages of
TRPGs, I believe, make them the ideally-suited starting point for the introduction of
growth of learning skills and increasing the rate of skill development through good
design, structure, and gameplay dynamics. In this section, I will explore the relationship
between fun, engagement, and education. I also will describe how games motivate their
players through meaningful dynamics, and how that same avenue of engagement can be
resilience, and social learning through role-play, and give students a sense of agency over
their education. In this section, I will look at the history of education-oriented role-play,
and how TRPGs offer a uniquely pedagogical manifestation of this common exercise. I
will also offer an example of how role-playing games are used in the higher education
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in which experimental, low-risk learning can take place in an interactive setting, and
knowledge is situated within relevant semiotic domains. In this section, I will describe
how socially and pedagogically valuable “affinity groups” form naturally around
interactive games, encouraging both authentic participation and emergent learning. I will
further explore the “playground dynamic” which is at the heart of TRPGs and their
pedagogical benefits, driving both the engagement and learning of these games.
strategic games, emerging from a culture of military training, serve as reflections of that
culture, which a great many games continue to reproduce today. Nonetheless, there has
been a rapid and recent development of non-traditional games, which has included the
evolution of TRPGs away from the simplicity of Dungeons & Dragons and its catechism
of “explore, fight, loot.” The transition from the historical to the modern state of gaming
which I outlined in Chapter 1 shows that the argument for games as “mere entertainment”
ignores the historical context from which they emerge, and becomes a self-fulfilling
prophecy which stifles the medium as a whole. Modern TRPGs manifest many of the
socialization and stimulating collective fantasy which have the potential to engage and
challenge students.
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Newer TRPGs like Fiasco or The Quiet Year ask players to engage with
increasingly difficult and ambiguous concepts like high-level resource negotiation and
economics, creative scriptwriting theory, social thinking, and even personal morality.
Moreover, the recent development of these innovative games suggests that, in the modern
gaming cultures, such games will continue to develop as tools for exploring and
understanding the world. Continuing this process of unlocking the potential of games will
involve not just rejecting their historically-founded military focus, but rejecting a great
many assumptions about games, gamers, and gaming, many of which are deeply
By rejecting assumptions that all games are merely a diversion, we can pioneer
the next generation of meaningful games that explore ideas as diverse and complex as the
properly constructed and organized, will disrupt the dichotomy of “fun games” and
“educational games,” as they will be built for explicitly pedagogical purposes while
simultaneously providing an even greater level of motivation and fun than even the most
Paul Cardwell's “Role-Playing Games and the Gifted Student” lists a variety of
different learning skills that are directly developed when students become involved with
TRPGs, including (but not limited to): following directions, vocabulary, research,
learning (6). Any one of these individual areas of growth could be explored at length; I
would merely suggest that the extent of this list demonstrates that the learning goals
inherently built into the gameplay of TRPGs are numerous and largely hidden beneath
layers of gameplay. Over the next chapter, I will bring many of these valuable benefits to
the surface, and examine how TRPGs hold up when compared to other pedagogical
methodology.
Creating Engagement
The most obvious advantage which games bring to the classroom is that of
engagement and enthusiasm. A large part of the struggle of education surrounds the
issues of drawing students in to begin with, and meeting students where they are. It goes
without saying that games motivate their players quite effectively; this observation is the
However, these efforts have often focused on the perceived differences between school
and games, and have attempted to achieve engagement merely by concealing and
In this section, I will argue that what makes games fun and motivational has less
to do with what separates games from learning, and more to do with what they share in
common. I will also demonstrate that the engaging elements of gameplay— their ability to
players— are not fundamentally unique to gaming, and can be adopted with relative ease
into any educational setting. Understanding this connection, however, first requires a
The current thinking on the topic of games as learning tools is best encapsulated
in the work of Raph Koster, author of A Theory o f Fun fo r Game Design. Koster’s
experience with games is primarily in the design field— he and his team were responsible
for the game Ultima Online, one of the earliest examples of the massively-multiplayer
digital spaces which would be the predecessors to the hugely popular digitally-based
online environments like Second Life and World o f Warcraft. While wrestling with the
question of “why do we play games,” and in particular while confronting the still-thriving
almost inevitably, into the observation that gaming— and moreover the concept of “fun”
Koster’s original “theory of fun” could be reduced to the statement “fun is just
another word for learning.” He argued that, although our society tends to draw strong
distinctions between “fun” activities and “learning” activities, they are in reality two
words for the same experience. It should be no surprise that such a radical claim emerged
from the field of game design, which necessarily encourages a focus on what game
mechanics generate the most engagement. Koster later refined his theory based on the
ideas of Chris Crawford, a fellow game designer, who stated that “fun is the emotional
response to learning,” which both agreed was a more accurate reflection of the nuanced
relationship. While the equating of fun and learning is a bold argument, the existence of
any connection at all between learning and fun, is, by itself, an important observation
which flies in the face of the truism that learning must be hard work and/or inherently
boring. Learning, even today, is often equated with the opposite of fun. In fact, as the
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history of TRPGs has already demonstrated, play is a necessary and foundational element
of good learning.
According to the thinking of Koster, Crawford, and Sicart, “fun” is best defined
by the sense of play and discovery that accompanies the exploration and understand of a
new system, space, or idea. Therefore, the act of learning should be the single most “fun”
activity available to the human experience. And yet, very often, the educational goals and
expectations set by faculty, institutions, and the students themselves do not seem to
acknowledge this. The responses of both students and faculty to the learning
opportunities which take place in the classroom seem to only further reinforce this basic
assumption.
philosophy of technology, literature, and game studies, argues that play is even more
fundamental to the human experience than the emotion of fun, describing it as “a form of
understanding what surrounds us and who we are, and a way of engaging with others.
Play is a mode of being human” (5). While games are certainly a tool for engaging
students into the culture of the classroom and utilizing fun as a motivational tool, the
relationship between play and learning goes deeper than simply unlocking the desire to
learn. Playful activity, as I will show in this chapter, is a mode in which learning and
Raph Koster argues that the main fallacy of modern education is that learning
than detached from one; learning, in other words, occurs as a necessary byproduct of
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other activities rather than as its own standalone activity. Thus, pedagogy is at its most
effective when contextualized in other activities; and games, as I will demonstrate soon,
are embodiments of the concept of contextual activity, given legitimate meaning and
value though the investment of the players. Koster points out that this is an old idea—
Plato, Einstein, Ralph Waldo Emerson, and other well-known philosophers have all
Situated Cognition
Situated cognition, a theory established by John Seely Brown, Allan Collins, and
Paul Duguid in their article “Situated Cognition and the Culture of Learning,” is based on
the understanding that learning and the context within which learning occurs are
functionally inextricable. They argue that learning occurs best within the context of
larger, interconnected knowledge systems, rather than along the strict railroads of
formalized, linear lesson plans. All learning, according to this theory, is bound to social,
cultural, and physical contexts, and attempting to isolate material from the context in
understanding (33). These scholars offer the example of teaching vocabulary through the
medium of the dictionary, rather than through literature. The former offers definitions of
words, without the context or connotation that instructs the student how to actually make
use of this knowledge. The latter offers context and connotation, and promotes retention
and transfer; and, often, the reader can surmise the definition of the word from this
context without the need for a dictionary. Indeed, the deduction of a “mystery word” and
its meaning, within a literary context, become its own kind of game, in a way that the rote
addressed by Nicola Whitton, a professor at the Education and Social Research Institute
management, economics, and computing. She states that “the theory of situated cognition
supports the argument that learning needs to be placed in a meaningful context, making
the case that knowledge cannot be something that stands apart from context, but that it is
a product of the environment and culture in which it was created and applied.. .learning,
rather than being about the memorization of facts, is about enculturation into a domain,
taking part in what Brown and his colleagues call ‘authentic activities.’” These “authentic
activities,” she argues, can give students an unfiltered look into a professional domain, a
space typically off-limits to “mere” students. Access to these domains through such
activities allows for learning-by-doing, and Whitton argues that such “epistemic games”
can offer new means to facilitate transfer of understanding from the classroom to other
contexts (48).
of game design, interaction design and learning theory.” Her work, I argue, provides
some of the most dramatic and meaningful assessments of gaming in the classroom. In
Digital Games and Learning, she elaborates on the idea of play as fun, stating that there
are two types of fun, immediate (sensual) and long-term (cerebral). While education
tends to benefit from focusing on the latter, and games are traditionally viewed as
primarily enabling the former, Whitton argues that games have the capacity to deliver
both kinds of experiences equally well, when they are designed to do so (116). She
recognizes that the connection between engagement and productive learning has yet to be
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fully explored; while there is a clear correlation between gameplay and engagement,
more research needs to be done to establish a link between game-based engagement and
learning (82). To clarify this link, she argues, will require advancements in game design
and structure. Whitton describes a model of game design that synthesizes the thoughts of
Werbach and Hunter, authors of For the Win: How Game Thinking Can
gamification and technology into their own law careers. In their view, games have an
external presentation that does not necessarily correlate to the game’s mechanical under
workings, the actual substance of the gameplay. This highlights why the addition of
points and leaderboards alone is an ineffective gamification method, and yet remains the
most common mistake seen in most gamification efforts. Werbach and Hunter argue that
the “components” of a game— things like achievements, avatars, combat, content, levels,
teams, and quests— are really only the surface details of a given game, and can be easily
substituted, replaced, or omitted entirely without changing the fundamental game (for
example, coins could be used to replace the figurines in a chess set with no effect on the
gameplay or “fun” of chess). These components are laid over the structure of the rules
like skin over a skeleton. This under-layer of “mechanics” describes the game itself: its
However, Werbach and Hunter argue that there is a third layer of game structure
underneath the mechanics— the dynamics of the game. Simply put, the dynamics of a
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game describe the human interaction that is occurring within the game, underneath the
war, Monopoly is a game of economics, and Chutes and Ladders is a game of luck. All
three games involve competition, but centered around a very different, often silently
understood, set of dynamics. Dynamics describe the relationship between the players,
such as “we are all real estate tycoons trying to become the last monopolist standing.”
pattern of play that comes from the mechanics once they’re set in motion by the players.”
The dynamics and mechanics of a game define each other; altering one affects the other.
While interesting components may catch a player’s attention, and engaging mechanics
will keep a player’s interest (both examples of immediate, sensual fun), it is the dynamics
of a game— the way they encourage players to formulate themselves in relation to each
other—that develop the intrinsic motivation that leads to sustained engagement and long
term, cerebral fun. This means that the “narrative” of a game occupies a strange role as
both a “component”— an arbitrary aesthetic feature that can be easily altered, exchanged,
or removed entirely— and as a core “dynamic” that is somehow even more fundamental
similarities, TRPGs operate on a very different set of dynamics than most other game
genres. The “components” of a game like Dungeons & Dragons, for example, might
seem inappropriate or irrelevant to most educators (unless they wish to teach students
about the difference between, say, goblins and hobgoblins). Even the mechanics of most
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TRPGs are suspect; many are still too intimately connected to the historical wargaming
traditions and fantastic power-quests reviewed earlier in Chapter 1. But the dynamics of
TRPGs are what sets them apart: a small group of players taking on the role of heroes
who must work together, complementing each other’s strengths and weaknesses,
developing relationships, and negotiating their united goals and desires to learn about the
world, defeat enemies, overcome challenges, and tell an engaging story while doing so.
Even the Game Master role, absent in gaming since the decline of the kriegspiel, is a
Taken as a whole, the comparison between the dynamics of a TRPG and those of
an ideally-engaging classroom are uncanny, despite any lack of common ground with
regards to their mechanics or components. A game with engaging dynamics will succeed
as long as the mechanics and components are able to reflect those dynamics well;
conversely, a game with good mechanics and components will offer short-term
engagement, but ultimately feel insincere if the dynamics are superficial or contrived.
Often, gamification attempts result in a game whose dynamics boil down to “memorize
this information” rather than “immerse yourself in this role,” essentially attempting to
solve the issue of engagement with mechanics and components, while perpetuating the
worst dynamics of traditional school. TRPGs offer just the opposite experience, a sincere
and earnest effort to create an experiential space for gameplay and learning.
compositional role within domains which were once exclusive to the authorial role.
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Players sought to take the authorial reigns within familiar literary setting such as
cosmic horror. Non-literary universes, such as the universe of the Star Wars or
creating one’s own, personal space within an author’s exclusive domain, is apparent
From their origins in wargaming, TRPGs were largely distinguished from their
predecessors by this link to the genre fiction of science fiction and fantasy. The preface to
the Dungeons & Dragons Player’s Handbook argues that the game “can help build in you
the confidence to create and share. D&D is a game that teaches you to look for the clever
solution, share the sudden idea that can overcome a problem, and push yourself to
imagine what could be, rather than simply accept what is ... above all else, D&D is
yours” (Mearls 4). The freedom to participate within a literary space, and indeed within
the game system as a whole, is a major part of how TRPGs engage their players.
TRPGs encourage subversive play through their ability to allow the widest range
of action of any game structure— the familiar phrase “anything can be attempted” is the
key here. For example, faced with an axe-wielding enemy, a TRPG player might respond
by fighting back, fleeing the battlefield, calling for help, or even surrendering. However,
there is also nothing in the rules stopping them from taking much more unique courses of
confuse and bewilder the foe, asking the enemy why they attacked in the first place, or
performing deliberately stupid actions for pure comedic effect are all considered equally
legitimate courses of action by the game’s mechanics. In practice, not all of these options
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are tolerated by the Game Master or fellow players— at which point, a discussion will
ensue. Some TRPG groups have their own “codes of conduct,” spoken or unspoken, to
handle such issues and preserve a particular tone of play. In theory, however, the Game
Master is obligated to let all player actions ride and to faithfully describe the
This indicates that TRPGs uniquely allow players to engage the game in the
manner they desire. If a player wishes to play a character who subverts expectations, such
as a pacifist, a pig farmer, or a stand-up comedian, they may do so. This is different from
self-limiting oneself in, say, a game of Monopoly, by agreeing that you will never buy
Broadway even if given the opportunity. First of all, no alteration has been made to the
TRPG’s rules, while the Monopoly example is technically a “mod” of the classic game
other hand, are designed expressly to handle such situations within an intentionally open-
ended ruleset. Secondly, the Game Master of a TRPG is equipped with the means to
even those the game designers did not or could not predict. A Game Master can
determine that the right joke at the right time (perhaps justified by a successful dice roll
or other mechanic) really is enough to calm the angry ogre. Thus, players quickly
discover that the best action is often not the obvious one, or the one intended by the
unorthodox solutions are supported, and often rewarded. And, once players are immersed
and engaged, they will naturally attempt to garner additional success for their character,
even if the original intent of their subversive decision-making was to disrupt or interfere
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with the game. Thus, TRPGs focus and reward subversive learning, and even turn it to
exploratory, and risk-taking behavior, rather than punish or forbid it. Subversive
ability to facilitate “flow.” Whereas digital games offer immediate responsiveness within
a narrow band of activity, TRPGs offer immediate responsiveness within a much wider
range of options through the intercession of the Game Master. W hitton’s models of
game-structure demonstrate that engagement can be promoted through any game design
that enables “flow,” a state of ideal learning first described by philosopher Mihaly
between security (what the player knows they can do) and challenge (what the player
cannot immediately overcome). This idea is related to Lev Vygotsky’s “Zone of Proximal
Development,” a theory espousing that the best learning occurs when a student is
challenged by activities on the very cusp of (but still within) their range of capability. A
well-made game, Whitton argues, can maintain the balance between difficulty and ease
by monitoring and moderating the progress of the player. Achieving a flow-state involves
knowing exactly where a student’s capability lies, and challenging that capability just
enough to hold a player’s interest, while avoiding frustrating the player, either by being
the player. This perpetuates a positive feedback loop of learning: flow enables effective
engagement and learning, which in turn increases the intensity and longevity of the flow-
state, and so on. Many modern games, digital and otherwise, have been designed to
maximize flow, typically through their ability to instantly assess the player’s skill level
and adjust themselves to maintain a difficulty level that is constantly and consistently at
the terminal edge of the player’s capabilities (86). TRPGs, thanks to the presence of the
The subversive play and responsiveness of TRPGs make them uniquely suited for
eliciting intrinsic, rather than extrinsic motivation. Whitton concludes that the use of
games as extrinsic motivational tools is limited, but adds that extrinsic motivation in
general is not ideal for driving learning in the first place. “Extrinsic motivation has a
negative effect when a user is already intrinsically motivated, but has benefits when the
user is unmotivated, and the task is boring, tedious, and repetitive” (103).
rewards. Kapp argued that this was a mistake, citing that games are successful insofar as
they are designed to draw out intrinsic motivation— to encourage players to immerse
themselves voluntarily in their gameplay, rather than for an external reward. Whitton
cites character progression— the acquisition of in-game experience, powers, and items—
idea of a point-based scoreboard, character progression denotes the ability for a player to
resources. Ultimately, the rewards put forward by a game only have the meaning and
motivational value that the player willingly invests into them. Education has always
wrestled with this problem, and extrinsic reward systems have had a limited effect in
solving it. Games have the potential to facilitate the intrinsic motivation of students,
My final point on the engagement which games offer to the learning process
pertains to assessment. Whitton states that she is most interested in “the way in which
assessment could be re-conceptualised, based on the ways in which game failure is seen
as a learning process, which is not the case in terms of assessment failure” (108). While
assessment has traditionally been viewed as separate from learning, the culmination of
the learning process rather than a necessary part of it, games approach assessment in a
radically different way: it is incorporated into every step of the play process. Further
progress into the next stage of game is locked behind content which cannot be overcome
until certain core skills have been mastered. A player who completes a video game will
not, as it were, need to take a test to display proficiency with the game— the game itself
penalties for failure. Many games “punish” failure by merely preventing progress, while
and necessary part of the learning experience. Rather than something to be avoided,
As Whitton noted, games like TRPGs and digital RPGs have hit upon a powerful
tool for generating states of flow and resilience to failure; the concept of the “player-
character.” Even the earliest digital games recognized that players developed a close
relationship to their “avatar,” the on-screen character which they control and through
which they manipulate the game-world. Yet while video games rush to create
increasingly immersive, engaging, and technically realistic avatars, TRPGs, even today,
maintain a vast creative advantage over even the most versatile and advanced digital
games. Nothing is stopping TRPG players from declaring that their character is an
revolutionary, a non-binary gender, etc. It is then left to the players and Game Master to
work out exactly how these factors influence the narrative and gameplay; there is no need
to program all of these possibilities in advance, as a video game would require. The
for role-play, which I present as the second tool which TRPGs offer to educators.
the largest differentiating distinction of the TRPG from other genres. In Chapter I, I
showed how TRPGs broke off from wargaming as a result of a shift of focus from large-
scale military interactions into individual-scale conflict, including the use of individual
goals and motivations. Players suddenly had the option to approach a single game in a
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multiplicity of ways, rather than in the abstract but generic roles of “a general,” “a
merely by the strategy that they would implement toward a predefined set of victory
conditions, but rather, by the individual victory conditions which they set for themselves.
within the context of games, emerges from the same pedagogical background as games
themselves, which I outlined in Chapter 1. The origins of role-play, as with games, can be
found within a history of training and education. I will also discuss the varieties of role-
playing activities, game and non-game related, which have been brought into the
classroom already, as well as into popular modern video games. I will describe how these
innovative methods can offer new pedagogical and critical options to educators.
Origins o f R ole-Play
In Playing at the World, Peterson notes that the term “role-play,” like war-game,
has its roots in German (“rollenspiel'’), and that like wargaming, role-playing was
Goethe’s work Lila. Moreno further detailed potential applications of role-play as a tool
for training in his 1953 social treatise Who Shall Survive: A New Approach to the
learning. The popular 1961 text Roleplay in Business and Industry, building off of
Moreno’s ideas, argued that educationally-oriented role-play could be used “to provide
better understanding of the role-players by seeing and hearing them in action... give the
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audience and spectators information on how certain roles should be filled... [and] provide
the role-players with knowledge and skills by permitting them to experience a near-
veridical situation” (Corsini et al. 101). In other words, role-play allows players to
construct, and then play through, activities and scenarios that are outside of their ordinary
life experiences.
Just as historical wargamers saw and utilized the pedagogical connection between
chess and statecraft, Moreno saw the potential of role-play as a “training device in
various social, occupation and vocational activities” (48). Long before Reiswitz’s
kriegsspiel, games had been used with the goal of providing realistic situations for
instruction. Players adopted the role of a fictitious individual— whether that be the
general of the armies Waterloo, or an individual soldier, or any other role— in order to
learn about the experiences of that role. Once it was understood that role-playing could
be applied to any role under the sun, a much wider range of represented activity began to
emerge.
collaborate, and in that rich web of interaction, to discover a persona worth embodying”
(Peterson 376). This would lead to the rise of wargames that focus more on politics as a
whole, like the RAND Corporation’s educational predecessor to the game Diplomacy
which focuses on Cold W ar politics as well as conflict (Peterson 379), and later produce
games, like TRPGs, that allow for a much wider range of roles.
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While I argue that this wider range of role-playing options appeared only recently
within formal gaming from out of the wargaming tradition, in truth, it has been an aspect
of play for much longer. The difficulty in pinpointing role-play as a game mechanic is not
its scarcity, but rather, its universal application to almost all forms of play. For an
example of how role-play is fundamental to the most rudimentary forms of play itself, a
brief look at child’s play reveals examples of what Jon Peterson calls “let’s pretend”
activities, the particular kind of communal role-play which, he argues, TRPGs elevate
Communal “let’s pretend” play eludes most formal analysis and resists attempts
to define it in the structural terminology of games. This, and its tendency to be relegated
to the domain of young children who are then assumed to move onto more “advanced”
acquire, outside of studies of child psychology. And yet, “let’s pretend” is one of the
It is no coincidence that the same authors whose work inspired the first TRPGs—
Tolkien and C.S. Lewis— were also the staunchest defenders of “faerie stories” and
The value of the myth is that it takes all the things we know and restores to
them the rich significance which has been hidden by ‘the veil of
By putting bread, gold, horse, apple, or the very roads into a myth, we do
Lewis argued that children used such “let’s pretend” games in order to interpret and learn
about the world around them, and that, furthermore, such a strategy is a valuable
approach. He argued that play, whether it be through games or through fantastic stories,
allowed for the creation of cognitive space necessary to see large and complex issues
more clearly, by putting them in terms of low-stakes play. The fact that all children
appear to, in some capacity, engage in this activity is significant, and part of the reason
why such a universal attribute has been forcibly relegated to the exclusive domain of
children.
Peterson points out another interesting literary connection that both hints at the
rich history and vast untapped potential of this play-style, noting that “the most well-
documented instance of this communal “Let’s Pretend” must be that of the Bronte
children: Charlotte, Branwell, Emily, and Anne Bronte” (388). The Bronte siblings, four
gifted children steeped in a combination of tragic family misfortune and rich literary
education, created an elaborate fantasy-realm using only maps and a set of twelve toy
soldiers. Dividing up the figurines and using them as characters in their performance of
short “plays”— with famous individuals like Napoleon, the Duke of Wellington, and
arctic explorers Edward Parry and John Ross all making noteworthy appearances— the
children described themselves as “genii,” spirits who oversaw the fate of these
established characters. The origins of this narrative stemmed from a passing comment
one night from Charlotte Bronte: “Oh! Suppose we had each an island of our own.” Out
which rivalries, politics, and colonialism were both played out and, interestingly,
deconstructed in their motives by the young children. Charlotte claimed that, for many
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years after the “games” had ended, she imagined and wrote extensively about the society,
relationships, and beauty of the imaginary land that had captivated her young
imagination.
“Charlotte later believed,” Peterson observed, “that Angria did prepare her for
adult life, perhaps in much the manner that any child’s play bestows experience with
roles and situations required in adulthood.” Her character, Charles Townsend, was
described as a writer on the periphery of his society who often voiced his skepticism of
the supposed “heroics” of the game’s protagonist characters. Clearly, the gameplay of the
Bronte siblings, while abstract and freeform, was hardly disorganized or simple; and
adult career (390). Furthermore, there is little reason to assume that this particular
In the same way that “Let’s Pretend” activities serve as a practical experimental
space for learning and development, role-playing activities can serve to inform
participants about social and emotional behavior. Indeed, within the fantastic contexts of
a traditional TRPG, very often social interaction is the lesson most clearly transferred
While role-playing has a rich tradition outside of games, Mory Van Ments, past
in the field of simulation, gaming, and role-play in education and training, gives special
attention to the sort of role-play often seen in TRPGs. He describes these unique group-
relationships, so that each individual role-player feels immersed, primarily, by the other
surrounding role-players:
they feel that person would. As a result of doing this they, or the rest of the
class, or both, will learn something about the person and/or situation. In
essence, each player acts as part of the social environment of the others
and provides a framework in which they can test out their repertoire of
players into unexpected situations, and providing a framework for testing— are
ideally suited for the classroom. They encourage students to look at the contexts
experimenting with these contexts to elicit different results from the safety of their
becomes a valuable skill, both for effectively playing one’s role, and for
immersive the game, the more the skills and means to communicate and
of the Hawaii English Program, the largest U.S.-based venture in language education
Teaching. The interactional theory relates to Gee’s idea of language and learning as
language “as a vehicle for the realization of interpersonal relations and for the
serves a primarily interactive rather than a private function, and should be taught
accordingly. They argue that “language teaching content, according to this view, may be
exchange, even if this is, for the purposes of the classroom, an artificially constructed
context.
with a situation in a way that they see fit. TRPGs, as games that generate such role-
playing scenarios organically and in a player-driven way, more often provide what
learners as interactors.” Players of a TRPG can actually seek out and “force” the kind of
interactions and communication that they are most interested in pursuing, testing, and
experimenting with.
different fictional personas, rather than limiting themselves to their identity as a student.
Developing such new identities allows students to construct their own discursive voice
within the language they are learning. Simultaneously, the simulated context of the
interaction applies constraints that the players must operate within and respect. These
constraints, like game mechanics, create the challenges of the role-playing exercise and
generate engagement.
education, explains that “in order for a simulation to occur the participants must accept
the duties and responsibilities of their roles and functions, and do the best they can in the
situation in which they find themselves” (113). And, when the fun of a TRPG is inserted
into this dynamic, a state of flow can be achieved through this kind of low-stakes
challenge. Thus, role-playing exercises are a type of simple game, even before any game
structure or mechanics are consciously applied; and, like a game, participants cannot
successfully complete the role-playing simulation without creatively engaging their role.
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courses are some of the most obvious subject fields that could benefit from the
application of game-based learning, there are in truth many subjects that could benefit
from the use of TRPG-based pedagogy, and from the use of role-playing. History
courses, as I will demonstrate, have seen perhaps the most revolutionary use of role-
playing in any higher education classroom thus far, primarily through the example of the
Fire: How Role-lmmersion Games Transform College. Reacting to the Past is a program
where students are collectively assigned roles within a particular historical event or
period. For example, one of Carnes’ classes spent a month recreating the circumstances
of the French Revolution, and later spent another month role-playing as the Chinese
Imperial Court of the Ming Dynasty, before finally spending a third month role-playing
the trial of Galileo. At the start of each game period, individual students were assigned
roles— some specific (Robespierre, the Emperor, Pope Paul V) and some abstract
(representation of a political party, faction, or ideal). Each role came with its own rules
and victory conditions which often ran counter to the victory conditions of other players
Carnes cites incredibly productive results toward engaging his students in a way
that, he argues, they are not engaged by traditional education. As I noted earlier in this
pedagogy; simply put, students learn better when their interest and curiosity has been
drawn to the material in question. Carnes noted that now, as never before, engagement in
the classroom is at risk due to the multiplicity of media sources, digital and otherwise, in
the modern “economy of attention.” Before running Reacting games, he says he was of
the opinion that students today often enter the higher education classroom with the
expectation of being bored. He notes that many students in higher education opt out of
even seeking engagement through their education, instead choosing the fantasy realms of
Not only did Carnes find that, through role-playing, students were motivated to
participate in his classes more often, more meaningfully, and with greater focus in his
programs, he also noted that the typically more reserved students were encouraged to find
their voices as well, in a capacity that other courses did not facilitate (127). Carnes even
notes examples of students who made significant improvements to their English language
skills, or who overcame other barriers and constraints upon their self-expression (such as
stuttering). He cites that, as a way to overcome language barriers, the Queens College in
City University of New York (CUNY system) used Reacting classes as a supplementary
While role-playing in various forms has long been utilized in education, Reacting
classes offer a very different form of role-play, specifically play that is long-term and
immersion-generating. I would argue that the Reacting classes uniquely display the sort
of prolonged, immersive role-playing that is typically also seen in TRPGs. While this
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requires a large commitment of time from the players, this investment pays off. Whereas
short-term role-play, a much more common feature of the classroom setting, asks the
player to briefly entertain another point of view, long-term role-play enables true
immersion within the role. This, Carnes argues, is the major distinction between effective
and ineffective role-play, and he found that role-play immersion was highly favorable to
Carnes claims that participation and confidence increased drastically in his classes
that made use of the Reacting curriculum. Students who were ordinarily shy and silent
began to speak up. One such student, playing the role of a member of the Emperor’s
faction in Ming China, nervously addressed the class for the first time in order to explain
that the students playing as the Emperor’s critics were not showing their “ruler” proper
respect. The point was heard, and forced the critics to take a more deferential— and
historically realistic— approach to disagreeing with the Imperial faction. Afterward, the
student who had earned her “team” this rhetorical advantage would continue to speak up,
often instigating discussion and even conflict to assist her side’s cause. The adopted role
of Imperial advisor gave her the confidence, permission, and authority that she needed to
reviewing the effects of Reacting classes, was able to actually see one Korean ESL
student reach the “mysterious moment when the brain shifts from translating conscious
thoughts from one language to another and instead expresses itself in the new language”
productive and enjoyable learning, and not just in the field of language-learning. Such
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consciousness, thereby extending the “zone” wherein students feel comfortable working.
Rather than making learning easier, Carnes’ Reacting classes demonstrate that games
allow students to feel more confident while doing work that is actually much more
difficult.
Perhaps due to the focus on historical politics and major national events,
leadership seems to be one of the primary skills that students learn from role-playing in
Reacting classes. Carnes observes the ability of Reacting classes to organically teach
leadership qualities remains an important priority in many universities, and yet many
organizations like fraternities/sororities and athletic teams, rather than through their
academic communities. Reacting classes allow such authentic social relationships to not
only form, but be experimentally played with, explored, and tested through role-play
(231).
confidence by detaching themselves from their own identities as students. Carnes argues
that the university “metagame” often encourages its “players” to focus on their roles as
“good” or “bad” students, which (in both cases) cultivates anxiety and a lack of
confidence that is detrimental to the learning state. Carnes observed that the student
culture of the university often seems at odds with learning goals; yet Reacting students
visibly took the opportunity to occupy spaces and identities that allowed them to leave
behind their identity as passive learners, and adopt participatory roles. According to
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James Paul Gee, the same process occurs in video games, between players and their
digital avatars. Over the course of play, he argues that “the virtual character becomes an
authentic professional built from the ground up by the player,” an “avatar of expertise”
which enables the student to act within and through that role (92).
By adopting the role of Anne Hutchinson, or King Louis VII of France, Carnes
found that his students grew more confident as class participants, and consequently more
confident in their grasp of the material (144). Students developed a connection to their
character, becoming invested in their success or failure within the game-space. Despite
being on new and uncertain ground— both as students in an unconventional history class,
comfortable in this uncertain environment, working through a character, than within more
conventional and arguably more familiar class structures. Carnes demonstrated that
“Reacting had produced an anomaly— a rare instance in which people acknowledged that
they were in less control of their lives but nevertheless felt better about themselves.”
Coping and resilience-based skills seemed to be markedly improved among his students,
who learned “not only how to deal with failure but also to profit from it” (163).
classroom, and this diversity encourages different and subversive forms of play and
learning, as Carnes shows. This makes Reacting classes uniquely suited for students like
“Nate,” who until receiving his role for the French Revolution game, had only “skimmed
(required reading for the course), and “barely scraped by” on quizzes. Nate received the
role of a section leader, specifically leading the faction charged with mobilizing the urban
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poor of Paris to action. Nate controlled what amounted to the game’s “wild card;” his role
had given him the ability to make a powerful and inspiring speech that might cause the
streets of Paris to explode into riots. Doing so at the right time would hinder the efforts of
his enemies, while doing so at the wrong time might thwart his own plans. “Nate” began
“obnoxious” political behavior to leverage their advantages. Not only was the inclusion
of such behavior historically accurate and realistic, it added a layer of depth that a “good
student” might not have added to the game, and allowed Nate to flex leadership (and
other) skills in a creative, unconventional, and even playfully subversive way. Rather
than detract from the class, the subversive nature of Nate’s “obnoxious” behavior
communication, from public speeches to songs to fake newspapers. Carnes notes that one
student, playing Governor John Winthrop in the Trial of Anne Hutchinson, presented his
argument through a customized and decidedly modern synthesis of Puritan preaching and
rap battle, interweaving modern and archaic language (247). This playful approach again
solidifies the student as an important participant within the learning that is taking place.
Performance of roles allows not only confidence and creativity into the learning
Reacting class, a student who identified as an active and dedicated member of her
Muslim community was tasked with playing the role of Zionist advocate and leader Ben-
Gurion. Her experience shocked her: as she learned about this individual’s life, she found
herself empathizing with a figure that she had only understood as an enemy of her people.
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Likewise, the role of Awni Abd al-Hadi, leader of the Arab Independence Party faction,
went to a student who was, in his ordinary life, a committed Zionist who had raised
money for Israeli victims of Palestinian terrorism. At the end of the activity, when asked
if he identified with the role of Awni, he replied, “Absolutely. If I had been a Palestinian
at that time I most certainly would have been Awni. Awni stood by his principles in a
moment of crisis, not really knowing what was going to happen next. I admire that. I
think I would like to see myself someday emulate that kind of attitude” (90). While
neither student had their political beliefs changed— Carnes is firm that role-playing is just
student, playing the role of John Calhoun, took up the cause of defending American
slavery in his class. The student was interested in a political career and wanted to better
slaveholder. Yet the student also found that his competitive nature meant that he initially
sympathized with the historical figure; he was happy (for the purposes of “winning the
game” as the South Carolina statesman) to find that Calhoun’s ideas seemed to bear
lack of empathy for the slaves. Carnes reported that “the process of identifying with
Calhoun helped James ‘shore up arguments against the wrongs Calhoun had advocated.’”
Likewise, a student tasked with adopting the role of Moammar Gadhafi found herself
feeling “badly” for the then-embattled dictator, while opposing his positions more than
The Reacting classes do not leave students to wrestle alone with the conflicted
and complex feelings instilled by role-playing. As with TRPGs, creative agency is the
driving force that keeps students focused on the shared social experience of the game.
There is evidence to suggest that role-playing methods, like those found in TRPGs and
the Reacting classes, can increase self-concept and facilitate attitude and behavioral
change (Swink and Buchanan 1). A student might feel overwhelmed or confused holding
multiple opinions regarding a Calhoun or a Gadhafi— moreover, since both are now
historical rather than current political figures, they may even feel that their opinion is
pointless, lacking relevant value. But within the magic circle of the game, both figures
are alive, the issues have never been more relevant, and history can be changed. With the
influence and agency of the students-players, something that is viewed as a great crime of
history— such the institution of American slavery, or Galileo’s “guilty” verdict— might
be, in a sense, corrected. That sense of agency is a powerful driving force behind
opens up new space for new critical approaches. The idea of a monolithic central
narrative evaporates when a student is forced to confront the opposing point of view (as
well as many others), face-to-face, in the form of their fellow classmate. These concepts
are embodied in the individuals who are role-playing them, rather than abstracted as pure
theory. Playing within a role, even while attempting to achieve victory on behalf of that
role, is not the same as blindly agreeing with the role, as we saw in the case of James as
John Calhoun. Thus, the playground dynamic of TRPGs allows for an inherently richer
dialogue; one in which all points of view may be represented, but, rather than being
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automatically considered equal, they are then forced to test themselves against each other
in meaningful ways. A role-player forced to defend an unpopular point of view will seek
to avoid becoming a strawman, favoring arguments that will be difficult for their
opponents to discount. This proves especially effective for “teaching the debate” and
building student skepticism and critical thinking, without automatically falling into the
trap of giving equal time to points of view founded on ignorance. The most valuable
benefit, perhaps, is that even as the students decide for themselves which point of view
has made the better argument, they are simultaneously the ones making the arguments,
situating themselves within the historical context, and are encouraged to do so sincerely
(regardless of their own feelings on the issue) by the very nature of role-play itself.
Identification through role-play occurs in video games as well, but not all games
demand the same manner of role-playing with the same depth or efficacy. I would argue
that TRPGs, being defined by a uniquely spontaneous, in-person, and immersive style of
role-play, are more versatile candidates for pedagogical adaptation than most other
gaming forms and mediums. The role-playing style which TRPGs support tends toward a
shared and collaborative experience, rather than a singular and isolated one.
In a digital video game, the player’s avatar is their point of connection to the
game space, and thus the nature of this avatar—be it the familiar semi-circle Pac-Man or
occurs within the game. Just as in the case of a TRPG player’s character, the DRPG
player’s avatar is generally held to be the defining manifestation of the player’s role-play.
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Identification between DRPG players and their avatars has been thoroughly
new media and video game narrative, points out that not all DRPGs translate this sense of
crucial part of engagement in video games, an example like Pac-Man demonstrates how
such a game can require little-to-no perspective-changing. In her chapter “Who Are You
Here? The Avatar and the Other in Video Game Avatars,” Warren specifically offers a
contrast between DRPGs emerging from an American and European game design
tradition (Western RPGs or W-RPGs) and DRPGs emerging from Japanese game design
(J-RPGs). These two traditions emerged from distinct origins, and Warren highlights
some of their differences, including the handling of avatars and protagonist characters.
She suggests that the two traditions, held by many to be separate genres with their own
“cyborgian” connection between the player an avatar uncritically, allowing the player to
view themselves in their avatar, and vice versa, rather than to view the avatar as a new or
distinct identity. W-RPGs like the Fallout and Elder Scrolls games allow for
customization, control, and a connection that attempts, as much as possible within the
limits of technology, to remove the sense of separation between the player and their
avatar— to make the avatar feel like an extension of one’s own body. This, at first, seems
harmonious with the goals of the TRPG genre, furthering a sense of immersion on the
part of the player; however, without the social structure of human intervention, Warren
argues that “the role-play elements of a computerized RPG become much less strict than
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they would in a game on a table. One can play a W-RPG and interact with an avatar
play— the reality persists, in spite of the game designer’s best efforts, that the player is
not the avatar representing them within the game, and must make-believe that they are.
Yet Warren points out that the very power of customization which seems to promote this
behavior, in fact, removes the essential challenges of role-play seen, for example, in
Carnes’ Reacting classes— the demand to put oneself into the position of a completely
Othered individual. She argues that the highly-sculpted avatars of W-RPGs, infused with
nearly ultimate customizability and agency within the game-space “become thoroughly
idealized as vessels of a solitary player’s personal expression and will, leading to a deep
investment in the final avatar interaction. This personalized investment creates barriers to
studying avatars as complex facets of a video game experience” (52). Rather than
becoming the means to role-play another set of experiences, such avatars instead tend to
become tools for enacting the player’s own desires, unrestricted, unchallenged, and
uncriticized within the social vacuum of the game-space. She points out that, within the
context of this idealization, even the term “avatar”— a visiting emissary of a god—
playing which occurs within that genre. Such DRPGs allow players to simulate any
manner of background, race, complexion, gender, and identity, while elevating all of
these personas to the level of superheroes with no meaningful distinctions to their agency
or power, but instead making them all equally capable of manifesting the player’s will
Warren contrasts J-RPGs with W-RPGs by pointing out two significant elements
where the two models knowingly and purposefully diverge. First, J-RPGs typically grant
an avatar to the player in the form of a fully-fleshed-out character with a set of pre-
Second, J-RPGs include a cast of characters who will fight, under the control of the
player, as additional avatars beside the main character, rather than have the isolated
protagonist as the sole agent and the embodiment of the player in the game. The value
judgements of these genre decisions have been debated for decades, with W arren’s
observation simply being that they encourage two very different forms of roleplay.
“While W-RPGs build avatars, J-RPGs examine them, as J-RPGs as a genre concern
themselves deeply with telling stories about social relationships, social cohesion, and
interactions between people and their larger communities. In a J-RPG, the player alone
does not save the world; instead, she and her friends save it together” (57). Whereas W-
Warren argues that, while a W-RPG player may role-play the persona of a
character radically different from their own identity, they are rather encouraged by the
game to view their avatar as an extension of their own power, and of their own identity.
Conversely, J-RPGs offer a form of Lacanian disconnect, in which the avatar, “appearing
on-screen in place of the player... does double duty as Self and Other” (59). This,
according to Warren, is a more critical view and a better representation of the potential of
role-play. She cites examples of J-RPGs in which the nature of the player-avatar
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relationship itself called into question, through revelations of hidden information (i.e.
secret pasts and origin stories) which forces the avatar’s identity to become restructured
This distinction between W-RPGs and J-RPGs relates to the TRPG medium in
two important ways. First, it highlights the similarities between the DRPG adaptations of
TRPGs like Dungeons & Dragons, of which there have been several, and the socially-
focused approach of J-RPGs. For example, games like Icewind Dale and Baldur’s Gate
represent explicit adaptations of the D&D universe, tabletop rules and all, into the digital
domain. By all accounts, these adaptations are the predecessors to other W-RPGs— in
fact, most of the W-RPG genre draws inspiration from them in one form or another.
Certainly, from an aesthetic perspective, Baldur’s Gate and Icewind Dale fall firmly
within the W-RPG genre. However, both games offer the player control, not over an
party” social dynamic of TRPGs. And both games, in one form or another, offer a
prefigured identity to step into, rather than a wholly user-constructed avatar, and
specifically complicate the nature of the player-avatar relationship with revelations and
features, as Warren has shown, are distinctly representative of the J-RPG genre, and are
the same features which allow for analysis of avatars as a mechanic, rather than merely
reproducing said mechanic. This, I argue, is because the same features which J-RPGs use
to encourage meaningful, thoughtful, and critical role-playing in the digital realm are also
inherently built into the TRPG medium. The attempts which have been made to adapt
TRPGs into the DRPG space, Western or otherwise, have all necessarily incorporated
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these critical features, without which they would risk losing the essential element of
games, as she mentioned, have a much more “strict” element of role-play. This is at least
somewhat ironic, given that TRPGs as a medium offer a greater degree of flexibility in
general and a vastly heightened range of action compared to their DRPG counterparts—
as I have stated earlier, there is relatively little “strictness” about them when compared to
pre-coded digital games. Yet, I would argue that this is entirely unsurprising given how
many of the social strictures at the TRPG table— and in society in general— are enforced
by the mere presence of other “players” in close social proximity; a social proximity
which both Western and Japanese single-player DRPGs lack. TRPGs themselves
encourage and allow for a vast range of action, yet TRPG groups self-limit themselves to
actions that are acceptable to the entire group’s sensibilities of internal consistency,
TRPG character as an uncritical extension of their own identity; indeed, I would argue
that TRPGs formed the inspiration for this very impulse in the W-RPG genre, and in
many ways accomplish this goal more easily. However, the inherently social nature of
TRPGs means that the player’s character, whether viewed as Self or Other, will
necessarily interact as part of a unit of other individuals, individuals whose actions are
controlled by the other players. These fellow players will, as a natural part of their role-
playing, seek to decode, analyze, and enforce the Otherness of one’s player-character
relationship. An example of this process was already shown in Carnes’ Reacting classes,
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in the case of the student who insisted that her fellow classmates authentically role-play
their identities as Ming dynasty ministers, rather than as students playing a game. Within
TRPGs like D&D, statements from other players to the effect of “your character wouldn’t
do that,” “your character is too short,” or “your Strength score isn’t high enough,” are
common. These arguments could, in theory, be ignored, unlike the coded rules and
sportsmanship to outright ignore such arguments without offering some kind of rebuttal,
and the Game M aster’s authority allows them, in extreme cases, to limit or explicitly
negotiating the range of plausible actions left open to be attempted by good role-playing
changes the dynamic of a TRPG significantly. TRPGs accomplish much of the same
cohesion, and interactions between people and their larger communities,” not through
narrative or even through gameplay, but through the dynamics of group discussion and
social negotiation.
I believe that negotiating the inter-player social milieu of a TRPG is one of the
most valuable and complex forms of role-playing that any game, digital or otherwise, can
offer. What J-RPGs simulate, by tasking the player with extending their game-identity to
a multiplicity of avatars, and complicating and examining the nature of the player-
character connection and its inherent assumptions, TRPGs instead accomplish as verbal
negotiation. Yet this communication is rendered so potent in the TRPG context that it has
the potential to rewrite the fundamental rules of the game— it is simultaneously an act of
play, and an act of game design. There is nothing that cannot be attempted in a TRPG,
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simply by considering and talking about it. This, I believe, is the ideal of the empowered
student made manifest in a playful, engaging role, one that allows the player to
Role-play is a pedagogical device that puts freedom of agency back into the hands
of the student in an unprecedented fashion. “The freedom of agency, more so than the
figure scale, underlies the immersive power of Dungeons & Dragons” claimed TRPG
historian Jon Peterson (500). As shown in Chapter 1, TRPGs allow for a wider range of
action, interpretation, and creativity that almost any game or game genre available,
creativity, the same force that inspires students in Reacting classes to tackle their
Early game-studies researchers Huizinga and Murray noted the ability of games to
create “shared attentional scenes,” events and activities that consolidate the attention of
multiple community members onto a singular experience. They argue that such activities
could have served as practice for (and potentially sources of) socializing behavior and
learning contexts; and, in that sense, may have served as the earliest human “classrooms.”
I will suggest, in this section, that games are uniquely suited for the creation of learning
environments, as long as their potential is not stymied by outside influences. Games have
the ability to serve as practice for, and emulations of, systems within our society, and in
so doing are able to criticize themselves and the systems they emulate. By embracing this
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potential, they can serve as a model for the classroom spaces we seek to create as
educators.
Increasingly, researchers are seeing a connection between learning and the social
conditions in which it occurs. James Paul Gee, one of the foremost researchers of
gameplay, argues that the view of learning as a purely mental, isolated activity is
flawed— and that in fact, because all knowledge and language exists between people, it is
impossible to extricate the information being taught from the social context that teaches
and supports it. “Thinking and reasoning,” Gee says, “are inherently social.”
Gee claims that games are uniquely suited to integrate communities of learners
(players) with the content they are studying (the game), organizing these communities
into what he calls “affinity groups.” He argues that the current education system has a
tendency to group students into conventional social categories; whereas games naturally
sort players into groups which are bound by a common endeavor, rather than by race,
religion, background, or socioeconomic status. These “affinity groups”, Gee argues, are
the building blocks of good learning, rather than any particular method or pedagogical
approach.
Learning,” Gee and Elizabeth Hayes highlight the Internet’s ability to assemble affinity
groups with minute precision, cultivating “affinity spaces” where these communities can
operate and thrive. Hayes provides the example of fan forums, digital spaces where
enthusiasts congregate, wherein their favorite games may be deconstructed and analyzed
by a wide group of individuals with varying levels of experience. Affinity groups and
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form of pedagogy. Leadership and control of the space is fluid, status and participation is
achievable in multiple ways, and the lines between creator and consumer are blurred—
indeed, members of the community frequently change roles, playing the student or the
master, leader or follower, depending upon the momentary circumstances they find
themselves in.
Within affinity groups, the content being shared is constantly transformed by the
interaction of the participants, rather than merely reproduced and handed down from the
“experts;” these spaces thus serve as both practical workshops and learning/teaching
environments. The content of the affinity space is refined and improved through this
process, even as the participants themselves are transformed into increasingly capable
learning process into an exciting shared experience for the group members. Participants
dictate the terms of their own learning, and navigate the affinity group to utilize experts
and initiates alike in whatever way they deem necessary to complete their goal (137).
It is important to note that affinity groups do not just happen to occur around
games; games create affinity groups naturally over the course of play, whether or not
there is intention to create one. A game-based affinity group is likely to feature fans
gathering to discuss a game, alongside players entirely new to the game, often discussing
their experience even as they play. Indeed, analyzing, deconstructing, and communicating
about games is an essential part of playing them, and thus becomes essential to these
affinity groups and spaces, even as these groups and spaces serve as a valuable resource
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to the newly initiated player. Nicola Whitton, building off of Gee and Hayes, argues that
moving from gameplay into game design and construction— which, as I showed in
Chapter 1, emerges almost inevitably from play— encourages the further development of
affinity groups. She points out that “giving learners agency to design and build their own
games presents a paradigmatic shift from teacher (or game) as holder of knowledge to
Affinity groups and affinity spaces become extremely important within the
context of the question of who plays video games, and why. Until this point, I have
largely discussed the history and state of gaming in terms of its potential, without regard
to who is included and excluded from this domain. Despite a steady, albeit slow, increase
in the number of women playing video games, Justine Cassell and Henry Jenkins note
that “there have been surprisingly limited shifts in the genres that dominate the game
marketplace... The game industry is still designing games primarily for men, with
females seen as— at best— a secondary market and more often as an afterthought” (13).
As a growing new media form, video games have nonetheless become entrenched within
the familiarity of their own successful tropes and formulae, leading to a strong resistance
toward opening the domain further, to the people who are actually playing these games
today. As games continue to be produced almost exclusively for a male playership, this
perpetuates the idea that gaming is an exclusively male domain. T. L. Taylor describes “a
devastating cycle of invisibility at work here, one in which game designers, companies,
progressive, even inevitable, movement toward a greater range of inclusion and options
in gaming, this view is itself problematic. While the inclusion of women into gaming may
be inevitable, a part of the same natural process that has guided gaming into domains
larger than those of warfare and strategic competition, this process can and is stymied by
the perceived exclusivity of the affinity groups that embody the social experience of
gaming. Affinity groups are the gateway by which enculturation occurs, yet, being
barrier. Gee’s descriptions define an ideal affinity group— one that disregards individual
criteria beyond one’s interest and enthusiasm in the domain around which the group is
built. When such an affinity group, claiming openness and neutrality, in fact does restrict
membership along social, political, ethnic, or gendered lines, it prevents the effective
circulation of the literacies produced within. In other words, an affinity group can only
and disciplinary writing professor Rebekah Shultz Colby of the University of Denver
explains how a lack of familiarity with the literacies of different gaming genres forms a
major barrier for the inclusion of female gamers. She states that “females often have a
much more limited access to gaming literacies because they lack the same-gendered
friendship groups to support its use” (Colby 150), friendships which male gamers have
much less trouble finding and developing. Lack of a basic familiarity with gaming tropes
and norms, she argues, will prevent achievement of the “flow” state when the game is
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intended for a literacy level that only certain in-group gamers are given the opportunity to
Thus, the notion of some individuals being more or less proficient with, or
inclined toward games has much more to do with what affinity groups said individuals
are given access to. Many gamers do not or cannot recognize the depth of the literacy
which they themselves have become accustomed to— exposure to even a single DRPG,
for example, allows a player to understand many of the assumptions present in other
games within that genre. Colby points out that both boys and girls at a young age display
the same interest in gaming, and only later in life do women suffer from exclusion from
this domain, largely due to the historically narrow range of content which strategic games
have covered. She argues that this simple lack of access explains a great majority of the
assumptions surrounding whether women enjoy games as much as men, and whether
This is just the beginning to the issues women in the gaming community face,
masculinity. Within the gaming community, examples persist of both overt, intentional
efforts to restrict female access to gaming and game design, as well as more subtle
restrictions which promote the exclusivity of gaming as a literacy; the exact opposite of
the function an affinity group, and a negation of its pedagogical potential. For example,
Colby observed that women in her gaming-themed classes, regardless of their actual
proficiency with video games, were “grouped in the class, not by... gaming ability like
the other males,” but along gender lines (152). Unless such exclusivity is challenged, the
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affinity spaces of gamers will continue to fail to serve, and be served by, gaming as a
medium.
Authentic Participation
create authentic activities by blurring the line between reality and games. One such
biological sciences by altering and redesigning protein structures. Players are given a
sample protein molecule, and must attempt to discover new ways that the molecule might
be reorganized in the human body, potentially discovering new utilizations (which may
or may not already be present in the organism) for the protein in question.
By folding proteins into different shapes, and logging new potential structures
into a database, players get the authentic experience of scientific problem-solving, as well
as the knowledge that their work is contributing to the scientific community (through the
growing database of folded “designs,” which will actually be used by “real” researchers
to postulate yet-undiscovered protein shapes). In effect, the player base of Foldit has
immersed itself in an elite culture, a culture which previously would have required years
of study to begin making meaningful contributions on behalf of. Not only do participants
earn the confidence of having of participated within the scientific community, they
actually are contributing meaningfully to the work of their “fellow” scientists, while
simultaneously teaching themselves more about what those scientists actually do in their
The theory of situated cognition suggests that “learning by doing” is a better route
to comprehensive understanding within a field than the attitude of “learn, then do” that
requires enculturation into a domain prior to participation within it. Understanding the
physical background that would come with actually immersing oneself in the context of
that knowledge domain. Games, and TRPGs in particular, present the context of
explored. And they are producing positive results: games like Foldit are not only
advancing research by harnessing the power of hundreds of amateur scientists, they are
This sort of active participatory learning is key to a TRPG. From the moment a
player sits down to play— even before they completely understand the rules— they are
invited to participate and act upon the contextual space of the game. TRPGs, like a
Participation, and specifically the responses of other players to their input, teaches
students more about the contextual space they are operating within, the rules and
limitations of play, and the group's particular culture of participation. Thus, the
games, must be understood as a holistic totality: just as a game’s rules must be learned
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via their relationships to each other, so must every word and punctuation symbol be
explained by its relationship with other words and symbols. In Rules o f Play, the parallels
sentence create a structure that describes how words can and cannot be
not always aware that they are there. In games, this concept of grammar
takes the form of game rules, which create a structure for the game,
describing how all of the elements of the game interact with one another.
We see here than language-learning is inextricably tied to context; no word can ever
really be learned in isolation of the other words that make up a language. Likewise, a
game is a system in which each part informs the meaning and function of every other
part, and must be learned, accordingly, through the context of the whole.
Austrian philosopher and language-scholar, “used the concept of games for building his
Vladimir Propp noted the similarities between the formal structure of games and the
semiology, found chess a to be effective metaphor for language, saying that “a state of
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the board in chess corresponds exactly to a state of the language. The value of the chess
pieces depends on their position upon the chessboard, just as in the language each term
has its value through its contrast with all other turns” (8). This reliance on interconnected
structure, a feature common to games, languages, and, I would argue, all learning, makes
reinforce this cognitive practice, which enables the student to continue the learning
Games in general are fluid in terms of what manner of learning material they
where different systems can be analyzed and experimented with. While the game’s rules
consequences within said rules (components) might embody skills like clue-gathering,
essential dynamic of almost all TRPGs. It is this playground dynamic, I argue, which
Juul points out that, within this playground dynamic, all other rules become
malleable, because the Game M aster’s presence indicates that a TRPG’s rules “are not
fixed beyond discussion” (43). This manner of malleability is truly unique to TRPGs and
their distant cousin, the early kriegspiel, because these games argue that the will of the
Game Master and the group should supercede that of the game designers. The very nature
of the game itself, as well as the skills necessary to complete the game, are up for
experimentation.
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whose success depends (often quite dramatically) on their ability to master, or at least
correctly prioritize and allocate, their character’s skills. A student playing a character
with medical skills might not learn how to properly set a bone, but may be judged within
the game according to their ability to know when and where to apply such skills
(choosing to help a severely injured ally rather than a moderately injured one, for
example). The game becomes a laboratory in which the efficacy of the very skills that the
instructor is attempting to teach are questioned and tested, and their value, or lack
thereof, is made apparent. By adopting these contexts, “the learner appreciates both the
immediate situation and the underlying content as having value in both the fictional and
real w orlds.. .learning in such dynamic environments becomes a way of seeing the world
or of being in the world,” rather than a list of rote factoids (Barab et al. 308). This makes
TRPGs uniquely suited for the kind of constructivist pedagogy promoted by the theory of
situated cognition.
The advantage granted by the modularity of TRPGs can be seen most clearly
here; as long as the playful dynamics of the TRPG are retained, mechanics and
components can be rebuilt and restructured to meet the needs of almost any classroom.
One of the most curious examples of this, the M odem Prometheus educational design
moral decision-making (Barab et al. 307). The designers argued that if a game could
realistically convey its fictional context, then the same learning could take place within
the player that would occur as a result of difficult real-world decision-making. They
argue that “contextualization should involve more than seeing a concept or even a context
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of use; it requires a projective stance that involves being in the context and recognizing
the value of the tools in terms of the context” (323). TRPGs accomplish this “being in the
context” through cycles of prediction, observation, and refinement, cycles which are the
choice.” This is the sort of “peripheral learning” which promotes situated cognition.
between the player and the game, but between the player and the Game Master. As
games like Strategos in the late 20th century returned the concept of the impartial referee
to the attention the gaming populace. While the referee-mechanic had fallen to the
began to bring the role back with the logic that games utilizing such a referee “rejected
strict adherence to predetermined rules in favor of allowing wide latitude to both players
and referees in determining what tactics might be employed and how successful they
Moreover, in a TRPG, there is a built-in assumption that the player will attempt to
verbally explain and/or justify the effectiveness of their character’s methodology, both to
the GM, and the other players (not to mention, themselves). While the GM is typically
given the final word in these negotiations— a responsibility not unlike that of a teacher—
the result is often a productive discussion between GM or player, rather than an unilateral
decision. The player, being personally invested in the consequences of their character’s
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action, has a powerful intrinsic drive to learn the information and choices which resulted
in a particular outcome, outcomes which are founded upon the group’s collective
understanding of the elements in play. A Game Master caught in the position of not
knowing the answer to a question will quickly find the group’s collective knowledge
turned toward the task of solving it, together, in the manner which seems most internally
critical analysis of the simulation being presented by the GM/teacher, and the authority of
the game in general, right down to its most fundamental rules. For example, it is
commonplace at a TRPG table for players to interject their criticisms naturally into the
flow of play—phrases like “Why do I only get get to shoot once?” “Why doesn’t the
monster try to attack them?” or “I shouldn’t need to roll for that” are all typical
expressions of disagreement which are generally welcome in the game as part of the
least field such questions, offering (and often debating) their justifications, if not always
split the codification to apprehend its implicit theme or themes” (Freire 121). The critical
and its tendency to transform game players into critically-thinking game designers. Yet it
is also inescapable that a TRPG session will contain the built-in implicit assumptions of
the game designers, the Game Master, and the players as a whole; as with any media
simulation that purports to accurately represent the real world, or at least a real world.
Players are asked to not only observe, and potentially internalize, but to actually
participate within whatever assumptions the group has brought with them.
gameplay, because “when a game is used as the medium for codification, it is treated not
as a simulation of the real world, but as an artifact to be critically examined for the ways
that it reifies hegemonic ideology.” He argues that the new context offered by applying
codification allows an “alienation effect” which “enables students to question its reified
ideology” (Crocco 30). He cites video games like The Sims, a virtual family-life
simulator, and the classic board games Life and Monopoly as ripe opportunities for
unreflectively presents the assumption of the classless “level playing field,” reinforcing
the idea that in capitalism, everyone has a chance to win (Crocco 31). In his classes,
students played a “modded” version of Monopoly, in which they take on the roles of
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for abstract, nonspecific roles. The background of these character was a descriptive
narrative, mechanically reflected by their initial starting funds. Whereas Monopoly grants
equal money to all players at the start of the game, students in Crocco’s class who were
assigned to play characters from upper-class backgrounds began the game with more
money than students playing lower-class and immigrant characters. The victory results,
predictably, skewed universally in the favor of the players starting at a steep economic
advantage.
Crocco found that students who emerged from these classes would engage with
particular importance is the role that discussion played in this codification process: “the
questions and discussion after the game enabled students to synthesize their varied
experiences into a new consensus about social mobility: talent, education, and hard work
matter less than inherited wealth and privilege. As one student succinctly stated, ‘Once
you’re born rich, you [will] always be rich.’” Perhaps even more meaningful is the fact
that, after play, “81% of students were willing to change the rules of the game in order to
TRPGs, like all games and media, can be guilty of reinforcing their own value
systems, and in many cases do so unconsciously. Yet the genre of TRPGs is particularly
open to the exact kinds of codification that promote the criticism and dismantling of these
gameplay. Crocco’s success at codification of the game Monopoly necessarily arose from
modifications to the core game— modding being the means by which the game can be
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flexibly reanalyzed and given a new perspective. Discussion of the distinctions and
design itself.
TRPGs, with their focus on the players as game designers, both modify, and allow
for discussion of said modifications, in what I would argue is the most natural and
organic manner of any form of gaming currently available. Indeed, TRPGs incorporate
codification into their gameplay in such a way that the codification itself becomes
engaging and fun— asking questions like “why don’t I get that power?” or even accusing
the GM of unsportsmanlike favoritism or bias are often incorporated into the gameplay
session. This makes TRPGs a significant tool for the purposes of applying critical
thinking not only to their own coded values, but for teaching students how to apply the
Em ergent Learning
When students are allowed to control the direction of a creative learning context
like a TRPG, it can be difficult to predict exactly what learning takes place. Salen and
Zimmerman explain that games account for, and utilize, the element of “emergence,” or
unexpected learning that emerges organically from interaction between the learning and
that learning must follow clear guidelines and not “waste time” teaching things beyond
the curriculum, in reality, emergent learning is an essential part of all learning and
non-classroom context, as well as allowing the student to approach the subject according
facilitate emergent learning and transfer. She found that “as players experience more
contexts within games they are increasingly able to generalize what they have learned
from them,” and concluded that a learning game should offer a variety of learning
contexts, not just a single one (45). Emergent material is not disruptive or time-wasting,
understanding how the system of a game becomes meaningful for other players.. .in the
case of language, for example, we cannot describe every statement that might be uttered
in a language even though we might know all the words in that language along with the
rules of grammar that organize them” (158). A TRPG would allow for recognition of the
multiplicity of possibilities that can arise in a language, and in a lesson. TRPGs develop
asking questions in order to further and deepen their knowledge of a given situation;
TRPG players, like detectives, learn to understand that it is impossible to know too much
about a scenario, and that the right question (i.e. “does the floor seem solid? What about
the ceiling? I look up, what do I see?”) might mean the difference between virtual life
and death. This practice of seeking out emergent learning opportunities is then quickly
adopted and shared by the game participants as a whole, resulting in a unique and
can make toward a true breakthrough in classroom pedagogy. A typical TRPG session
chosen persona, toward the end goal of creating a consistent, meaningful context to play
out fun and educational experiences toward the end goal of creating an engaging
narrative. TRPG players regularly teach each other, pursue knowledge independently,
and question the feedback of the Game Master. Nothing is off-limits, and may be dragged
into the “magic circle” of the game for analysis. The emergence of unexpected learning is
an elusive goal to pursue in the classroom, yet it occurs with regularity in this mode of
gameplay.
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I have thus far argued that the history of TRPGs, and the nature of their gameplay,
tendency to extend beyond the limits of an individual game. It seems that games, like
languages, instill a desire within their players to take them apart, examine them, find out
how they work, and rebuild them in interesting new ways. In short, both games and
languages share the trait that they are “made to be played.” The modularity of games—
the ease with which they may be disassembled into their core mechanics and rearranged
according to a new design philosophy—not only makes them powerful tools in the
In this chapter, I will argue that the current needs of the First-Year Composition
(FYC) classroom benefit from games, and game design, being considered as a legitimate
form of writing. Games are comparable to other new media forms, especially in the way
they end up serving as the actual, real-world application for the lessons which are taught
in composition classes. Both teaching composition and playing games are activities in
which the crafting of experiences is the gateway to learning, rather than merely the
academia are already responding to a vast array of urgent issues associated with new
media and gaming-as-composition, I would argue that such efforts can in fact be made
easier, and more effective in their support, by the inclusion of TRPG-like activity.
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Moving away from normative, traditional forms of writing structure into forms
which engage students in meaningful ways is a goal that is not unique to game-based
learning. Much of the modern scholarship being done in the field of composition is
concerned with the rising tide of digital media and the impact it has on the composition
course, in terms of how it affects student writing both in and out of the classroom. For
example, the prevalence of social media platforms, such as Facebook and Twitter, among
a growing number of learning writers has vast implications for the compositional habits
of many of the students entering into higher education. This holds especially true with
Social media is a complex new media form that has been difficult to easily or
effectively incorporate into the composition course. In his chapter “The Game of
Facebook and the End(s) of Writing Pedagogy,” John Alberti, an English and new media
specialist at Northern Kentucky University, deconstructs the role that Facebook currently
plays in the composition classroom, which is typically one of dismissal and/or frustration
at the effect it has upon academic writing. Moreover, he suggests the role that it could
play, if social media is allowed to meaningfully interact with the lessons and learning
Alberti argues that both social media and gaming are categories of writing that
traditionally fall somewhere between “the serious ‘work’ of the official writing
curriculum versus the ‘play’ of the trivial digital writing spaces” (9). It is not difficult to
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see why the writing which takes place on Facebook is rarely regarded as equal to that
which takes place in the composition classroom, and some of these concerns stem from
alongside more traditional writing, and on its presumed triviality. Alberti argues that both
social media and games represent a form of “playful” writing that the composition
Alberti’s argument for the incorporation of Facebook into the composition course
is founded on many of the same principles that advocate for games in the classroom: the
education. He argues that conventional writing forms like the five-paragraph essay are
held as more valuable than the actual writing which students participate within in their
day-to-day life, and that such valuations are counterproductive to student learning.
Alberti notes ways in which transfer can occur from the classroom into the
Facebook compositional space, and back into the classroom again; methods which are
hindered by the continued enforcement of strong distinctions between these two spaces.
Indeed, Ohio University Professor of English and digital literacies expert Ryan P.
Shepherd, in his article “Composing Facebook: Digital Literacy and Incoming Writing
Transfer in First-Year Composition,” argues that the main issue in the transfer of learning
from Facebook writing to the classroom (and vice versa) is the challenge of getting the
students to recognize it— or, rather, allowing them to view it— as legitimate writing. The
perceived “inauthenticity” of digital writing and its secondary place, he argues, leads to a
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vicious cycle in which writing within and outside of the classroom are prevented from
In many ways, Alberti argues, it is more productive to view the social media
practices of students as the actual real-world application of courses like First Year
Composition. The activities of the composition classroom, rather than preparing students
preparation towards a more meaningful type of digital writing, rather than discarding the
new, social forms of digital writing as aberrant or unproductive. Likewise, the social
composition that takes place within games both informs writing within the classroom,
and can be the productive, meaningful domain within which the classroom is preparing
The parallels between the compositional practices of gaming and those of social
media are more apparent and easily understood when one views the Facebook platform,
as Alberti does, as its own kind of game. With its own equivalent value-systems
providing “points” and “leaderboards,” and, more importantly, a high degree of game
like dynamics present in the social media platform, “the question of whether Facebook is
a game or not,” he argues, “seems more a matter of interpretive ingenuity than scientific
certainty.” While Facebook and other social media platforms being viewed as games is an
interesting perspective, involving a more lengthy debate, these social media spaces do
seem to contain elements of playful activity (10). The perceived playfulness of both
social media and game-based composition, I argue, has been a primary factor hindering
both forms from being incorporated into the composition classroom— despite playfulness
Alberti states that “rather than a goal-directed game in the sense of working to
are not singular but multiple, not linear but holistic; the sustaining of a viable, functioning
discursive community.” He draws a comparison between this kind of social media play
and community-building social video games The Sims, Farmville, and Ink. These games,
much like Second Life, World o f Warcraft, and other MMORPGs, organize groups of
players into communally-driven, socially-motivated activity (28). Yet, while these large-
scale MMORPG video games reach out to and unite an unprecedentedly vast community
into a cohesive digital space, I would argue that TRPGs promote a more direct and
Alberti cites the work of Rita Smilkstein, a cognitive educational specialist who
compositional studies, because of the manner in which “dendrites, synapses, and neural
networks grow only from what is already there... [and] grow for what is actively,
personally, and specifically experienced and practiced” (71). This advocates for the
effectiveness of simulation in general; and, furthermore, Alberti argues that because these
“experienced and practiced” actions do not distinguish between serious work and play,
the writing that takes place over social media is just as viable as a pedagogical
opportunity. Class assignments are written, at best, in anticipation of feedback from the
class; at worst, they are written with the professor being the solitary audience. Digital
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social media, on the other hand, is open to the public, giving it the twin advantages of
being accessible to the viewing and feedback of a much wider audience, while this same
accessibility augments the sense of personal value and investment in the writer,
investment which professors often struggle to help students to bring into the composition
classroom. Alberti argues that “The ‘personal’ issues raised by a student friend request
are not outside the pedagogical frame of a writing class but central to it, as they speak to
questions of audience and the ethics of the rhetorical situation” (34). Again, the value of
this writing is primarily evident if the students are supported in making the transfer from
the social media platform into the learning space, and in recognizing the educational
While social media is one example of “playful” new media that is already being
brought into the composition classroom, games themselves are an inherently multimodal
form that many composition experts are welcoming as part of the new media revolution.
Digital video games in particular, as a medium that has only recently become firmly
entrenched in the mainstream lives of students and teachers alike, are now being
considered as new media options in the classroom. While I primarily have discussed
games as pedagogical tools up until this point, it is difficult to deny that, as Debra
“games are not just another way to teach academic writing; they are a legitimate form of
academic writing” (Journet 238). Increasingly, as digital games are considered a part of
the totality of narrative form and composition, they are becoming objects of academic
attention.
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universal. In their article “Ludic Snags,” Matthew Johnson and Richard Colby, scholars
on the rhetorical theories of gaming, present demonstrable evidence that strong resistance
to video games in the composition classroom is still the norm, and further, note that
“when asked to what extent a particular type of text is useful to analyze in the classroom,
participants ranked video games last— dead last” (111). Thus, it can be seen that, while
other forms of new media have been slowly reaching acceptance within the field of
I would not argue that this exclusion is entirely unwarranted. While there may be
an unfair stigma against video games as objects of study in the composition classroom, I
would agree that most resistance against the medium emerges from a lack of familiarity.
While most composition instructors will have at least some familiarity with film and
other forms of more established non-gaming digital media, the popularity of video games
and their consideration as new media is recent enough that unfamiliarity is a real concern.
the classroom that they themselves may be unable to confidently speak toward or even
when trying to teach them” (Johnson and Colby 117), games are not ideally suited for
every composition class, or every composition teacher— and, certainly, they are not
perfectly suited for the needs of every composition student, something which Johnson
and Colby are skeptical that any pedagogical strategy can accomplish. While TRPGs, I
systems, avoid a large degree of this knowledge gaps, they can easily be just as
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The use of digital video game technology in the composition classroom is also,
itself, problematic when considering the educational norms that are perpetuated by such
an approach. Technology can be the catalyst for new ways of learning— indeed, I have
argued that all forms of gaming represents such a technology—however, it can also
uncritical way. Gail Hawisher and Cynthia Selfe, both compositional scholars and
Computers, argue that “in many English composition classes, computer use simply
reinforces those traditional notions of education that permeate our culture at its most
basic level: teachers talk, students listen; teachers’ contributions are privileged; students
technology of computers and digital video games, or the more fundamental technology of
games and play, will only benefit the goals of the composition classroom if it is applied
writing through technology risks alienating students all the more efficiently.
While proficiency, if not expertise, with games and game design are a practical
and effectively in their classroom, there are many ways that this can manifest in practice.
Games offer options that other new media forms do not when asking students to apply
critical theories to them. Teachers offering games as objects of study can apply the
games based on “genres, layers of interactivity, different styles of gameplay, player and
history, the gaming industry, theories of design, and so on.” (Johnson and Colby 117).
I would argue that, as a highly interactive medium, the sheer variety of relevant
analytical lenses sets games apart from other new media forms. And while games do risk
break games down and to not just play them, but play with them, to become game
designers as part of the play process, makes them particularly useful tools for teaching
the value of critical analysis itself. Games, according to designer Ian Bogost, “can inspire
a different kind of deliberation than we find in other forms of media, one that considers
composition. The question of whether playing through even the most interactive video
previous chapters, I described the active and interactive nature of games, here I would
suggest that a close look at the composition writing class itself reveals that it is already—
like most classrooms— a sort of game, or at the very least, highly suggestive of one.
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In many ways, the composition essay already meets the criteria of many
we can say that the writing class is already a game; it’s just not necessarily
While the notion of the writing class as a “not-fun game”— that is to say, an
weaknesses that emerge when we consider classroom models that lack the
engagement we seek as educators. Indeed, many of the recent strides in the field
of composition have involved the reinterpreting of the writing class through the
Justin Hodgson, a member of the Rhetoric and Writing department faculty at the
University of Texas, argues that courses, like games, need to be crafted around “play
experiences” rather than merely rules, content, and function (67). This focus on
and enabler of play, a creator of specific kinds of events rather than of knowledge itself.
While Alberti does not make the leap into the TRPG genre, he recognizes, as I
have highlighted earlier, the inherent value in the teacher-as-facilitator role which the
in this direction seek to transform the role of instructor from arbiter of correctness to
expert facilitator, a coach rather than a referee. Keeping with this (gaming) metaphor, the
problem has always been to identify a (writing) game to coach in which students already
The contrast between a “coach” and a “referee,” I think, is the most appropriate
analogy to describe the transition from the teacher as hierarchical top of the “banking
model” pyramid or expert (in gaming terms, the umpire-role of the more traditional
of the Game Master in TRPGs, an educator who is “playing with” rather than “playing
apart” from their students. When both teacher and student become immersed in the same
gameplay, and play alongside each other, there is suddenly new potential for learning to
creation of a “discursive identity” or writing voice. Alberti argues for the connection
demonstrated how the Reacting to the Past classes described by Mark Carnes instilled a
sense of discursive identity within his history students, a goal which is at least as valuable
Instructional Technology Fellow at the Macaulay Honors CUNY College, reframes not
only the composition course, but the act of discourse itself, as a “game played with
language.” This metaphor, he says, “prompts us to look not only for the game’s players
and rules, but also for the game’s genre, and its consequences” (121).
construction of a discursive identity necessarily involves playing with, not one, but
several possible personas, each a role to be tried on and discarded, much like an RPG
player might create, adopt, and then later discard a character. Miller argues that such
the linear progression of a writing piece from concept to finished project. He cites the
“exploratory” notion inherent to all variety RPGs as a useful model for the writing
process, and one which could be utilized to the benefit of students entrenched within
exploration, discovery, and problem solving” (123), much like an intricate dungeon-
delve. While dungeons are often associated with TRPGs, and, indeed, first made their
appearance as exploratory spaces within such games as D&D, Miller uses the classic,
well-known DRPG The Legend ofZelda as his primary example. He offers a convincing
array of similarities between the dungeon-exploration strategies of the RPG genre and the
- W riter’s Block: Analogous to hitting a dead end or barrier, writer’s block is often
viewed as an impediment to good writing. Veteran RPG players are familiar with
the notion of leaving such impassible dungeon locations, with the intention of
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process, something that marks progress rather than a lack of progress; a sign of
relationships, etc.; knowledge and tools that come with experience and observant
gameplay. A writer grows familiar with the “road signs” of the writing process,
and this experience fundamentally changes the way they will proceed through the
RPG strategy. A writer makes use of resources acquired over the course of the
writing process, and learning when to use what you have saved is a valuable skill.
The D ungeon is N ot the Game: Dungeons come and go; they can be retreated
from, returned to, and abandoned entirely in some cases while still pursuing and
defines a the totality of writer’s identity, and walking away at the right time is
interacted with. He argues that the fallacy of linear progression as a hallmark of writing
expertise— the notion that writing gets easier, or more straightforward— is highly
Dungeons in The Legend ofZelda, he points out, get more intricate and complex, not less,
as the player grows more powerful and gains experience, as will the writing pieces which
and practice within, the writing process, all suggest a particular approach for the use of
gameplay as composition, the idea of “writing through games.” Richard Colby and
Rebekah Shultz Colby of the University of Denver Writing Program present this idea in
their article “A Pedagogy of Play: Integrating Computer Games into the Writing
Classroom.” They describe how DRPGs, specifically referring once again to the popular
use as an avenue to write through gameplay, rather than writing “within” games.
Playful Identities
presents one example of how the pedagogical technology of games can force players to
Sherlock cites his observations of the popular MMORPG World ofW arcraft, and the way
that identity is constructed within such digital gaming spaces. As a largely anonymous
performance of identity within the WoW digital space, particularly of LGBTQ identity,
has the potential to find new means of expression, as well as new means to redefine the
Many of the spaces in which anonymous digital play occurs can be far from
heteronormative expectations and oppression can, in many cases, become even more
deeply entrenched. Yet, at the same time, these game-based affinity spaces are largely
defined by their membership, as opposed to external cultural impulses. This make them
particularly susceptible to the influence of their membership, who often can and do
redefine the space toward their own needs. In other words, these affinity spaces are
highly malleable, and rapidly evolve to the needs of their membership, rather than
tending toward entrenchment in cultural artifacts the way many institutions do.
managers, and developers are in constant rhetorical negotiation over the content and
expectations of their gaming experience” (190). This rhetorical negotiation never ceases,
because such negotiation is the only means by which the affinity group can define itself
and its borders at all. A restructuring of such definitions and borders, therefore, will tend
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to occur organically within these spaces, as the membership changes and grows. The
growth and change of such communities shows how game environments like WoW
enable rhetorical acts which “influence and shape, not merely respond to, the production
identity (191).
The advantage presented by video games lies in how play-based affinity groups
particular. Role-play, for example, is one such playing with identity; Sherlock indicates
within and without the game space. “The activity defined as “role-playing”— although
genres and spaces, and these interactions add up to a complex, intertextual, multimodal
picture” (197). Thus the norm, in these affinity groups, is for identity to be a flexible and
fluid aspect of a community member, something that shifts and changes between
different games and different modes of play. A player will adopt different personalities,
behavior, and discursive styles in response to different games, and various players will
react to different games in different ways. Identity is not something that defines a
community member’s participation, but is, in fact, part of what a community member
Through such multimodal play, Sherlock believes that “we can examine the
tactics by which players, viewers, and readers can “reread” experiences in their lives—
their experiences with favorite games, movies, comics, TV shows— that they take
pleasure in but find frustrating, incomplete, or problematic in some respect and want to
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speak back to” (201). Games, in particular, encourage this kind of provisional identity
while the affinity groups which surround these gaming experiences grant an audience and
means to vocalize such “speaking back.” In this sense, games present an opportunity to
contexts.
“within” games, is difficult to justify on the grounds that very few modern video games
utilize text-based input. TRPGs are a notable exception to this truism, with the player’s
character sheet, and the Game-Master’s written notes, representing a fluid written text
that changes in response to gameplay. Most digital games have significantly less writing
involved in their process, and while the verbal and nonverbal communication occurring
within such games certainly represents a form of discourse and composition— again, an
area where TRPGs provide a deeper level of engagement— the most productive forms of
writing as gameplay seem to have emerged from the composition which surrounds such
games, rather than the composition which takes place within them.
Gaming communities and affinity groups, like the WoW community, do seem to
often surround themselves with their own compositional traditions. Richard Colby and
Rebekah Shultz Colby found that the work produced by students within their WoW-based
composition courses emerged from a context of necessity. Students would play, and in
the course of playing, discover an issue within the game that could not be resolved,
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issues, is therefore placed in its proper context, as opposed to abstracted or written “for
the grade” (310). For example, a pair of students who were dissatisfied with the
addition to the game, which they first designed, and then wrote a proposal for, before
finally they were able to pitch the idea to Blizzard, the company that made and supports
World ofW arcraft. The experience of playing WoW was the prompt that facilitated
emergent learning, learning which helped students to realize the value of, and develop,
new ways of communication within the game, the community, and their own class, and
learn how to criticize the insufficiencies of the status quo of the current means of game
Writing through the issues and context provided by video games like WoW
obliges students to deal with genre constraints and affordances in the rhetorical situation,
gaining flexibility (Colby and Colby 308). This encourages a view of participation as
criticism, and of composition as a way to “speak back” into a domain with which one is
not necessarily fully familiar. Students would play the game, and conceptualize ways to
speak back to their in-game experiences through composition, such as through the
construction of strategy guides for instructing other players, a practice which offers “a
quantitative research approach along with some textual research to provide evidence for
transmedial composition, wherein games can serve as the driving force for a variety of
digital and non-digital composition forms. Games like WoW present a variety of options
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the art of creating film-like video productions using in-game graphic captures) “short, in-
“learning quests for other players” (71). Reflective essays, a common staple of the
the gap of understanding (Colby and Colby 310). This kind of composition also allows
surrounding the game, and to proposal-writing, as each concept for a productive class
project would need to be vetted for its efficacy (Colby and Colby 308).
Sherlock argues that “writing through video games might involve using game
machinima” (190). Essentially, video games provide an engaging entrance into a variety
of other media, and in fact may necessitate such a multimodal approach. Discovering new
ways to innovatively write through games becomes part of the compositional process;
and the multimodal composition which games encourage serves the students well, in a
Hodgson states that his WoW-based classroom was partly inspired by Gregory L.
(64). For example, he argues, a course studying the rhetoric of gaming benefits from
presenting its material in the same way games present their own rhetoric. Thus, Hodgson
based his entire class on the foundations of the MMORPG, rather than just incorporating
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elements of it into a traditional classroom model. The result was that the course, indeed,
Use of World ofW arcraft in the classroom, for Hodgson, promoted a high degree
peer-to-peer interaction” that would likely not have occurred without his authoritative
collaborative element of WoW also had a major impact on the course design. Much of the
game itself was the catalyst for a level of collaboration which became the “driving force”
of the class, to the point where he would observe that his lectures had been “taken over”
by peer-to-peer learning interventions, many of which were proceeding faster than his
Writing through video games such as WoW also engages the question of audience
in a new and empowering way. The concept of delivery, how writing meets and interacts '
vast MMORPG audience. Students in the classes of Richard and Rebekah Shultz Colby
presented their writing on game community forums, where their work was assessed not
surrounding the game and its play. These professors argue that “students will be more
able to see how their writing circulates not through one culturally homogenous audience
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or even one distinct audience, but how their writing circulates through many divergent
As Lee Sherlock’s research into online gaming communities shows, forums and
other anonymous digital communication media should be viewed critically for the
assumptions and expectations they perpetuate. At the same time, they offer up the power
to have their own communities constructed and altered by anyone who participates within
their cultural space. This makes them useful for both testing delivery of writing, and for
critically thinking about delivery itself. Larry Beason, Director of Composition at the
communication, finds that gaming forums are an environment “with (1) nonstandard
language and (2) candid responses to such language” (205). Thus, as Sherlock noted,
online forums can become a place where language and discursive identity can be played
with, an arena for low-stakes writing that is nonetheless authentic to the context of the
writing which is being contributed, both in terms of the writing itself, and the feedback
Beason observes that online gaming-based communities can become spaces that
foster “online discussions in which language choices serve as a bonding strategy, as well
environment in which members readily and frankly criticize and defend these linguistic
choices” (206). The feedback received in such an environment is detached from the
learning goals of the classroom, but extremely relevant to the domain of the game-
culture, and gives the experience of speaking into and defending one’s choices within
specific domain with which the student may or may not have experience. Beason points
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out that the nature of the active online discussions and forum responses he observed in
his courses reflected many of the textual-generation goals set out by the NCTE document
Standards fo r the English Language Arts. He notes that “some responses involve
applying knowledge of not only ‘language conventions’ but also of how genre might
affect a person’s language. Forum members also use their understanding of grammar as
they ‘create’ texts (posts) that ‘critique’ and ‘discuss’ texts of other writers” (221). Such
feedback gives the experience of delivery, into a much wider audience than that of almost
any composition classroom, which typically consists of the class of students as a whole,
W riting through games and gameplay is one option for bringing a greater degree
of play into the composition classroom. Another practice, which draws from the
discussion of game design as a crucial and productive element of all gameplay (as I
discussed in Chapter 1), suggests that game design itself could be incorporated into the
classroom. As a form of composition, game design has perhaps more to offer than
Game design is a unique form of discourse which, along with coding and other
burden of some vast new field, such as computer science instruction, amidst their
already-large field of responsibility within the academic world. Yet master of game
design (in the virtual or analog world) need not be a prerequisite to implementing such
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Center for Writing at the University of Michigan and teacher of developmental writing
and new media writing, suggests that it can be “valuable to teach students to create their
own video games, and that instructors need not have programming skills in order to do
so” (135). This is partly due to the lack of technology actually necessary to bring game
design lessons into the classroom, and partly due to the lack of first-hand experience
media as a relevant topic within the composition course. She states that as the varieties of
new media continue to multiply, mastering each of these new forms, or even simply
keeping up with them, will become a full-time job in itself. She argues that, for educators
to make headway discussing the ideas of rhetoric and critical thinking within these new
media forms, the idea of requiring master over them must be discarded. The mentality
that this is even necessary, she argues, is a way to perpetuate and maintain the
emerges, on the other hand, is a productive and valuable endeavor. The ideal instructor in
any new media classroom, including that of game design, she insists, is one who can
understand and teach the analysis of rhetoric, rather than possess a thorough command
analyze and create games is to enable them to apply new understandings of procedural
rhetoric in other contexts. For example, students can be encouraged to analyze real-world
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processes from a rhetorical perspective (interpreting, for example, what their university’s
registration procedures tell them about their role in that institution) and design them with
rhetorical intent (e.g., choosing among different sets of hiring practices to convey a
carefully crafted organizational ethos to potential employees)” (136). In the case of the
above examples, the benefit emerges not from a mastery over registration procedures and
hiring practices, but over the rhetorical intent inherent to both forms of composition.
“play” with rhetoric, rather than merely constructing games, or any other media, as
rhetorical devices.
Just as in the case with online affinity groups that formulate around various
modes of gameplay and individual games, there are online communities which gather
around different methods and programs of game design, providing the opportunity to
write through game design just as they allow players to write through gameplay. These
communities, like the ones discussed thus far, generate their own bodies of composition,
and their own accompanying standards and guidelines. Trevor Owens, digital archivist at
the Library of Congress and researcher of digital and technological history, documented
his observations of such a community, centered around the program RPG Maker VX, a
palette for the creation and coding of DRPG video game prototypes. This community,
operating out of the online forum RPGmakerVX.net, demonstrates how such a game
design affinity space enables compositional work in a similar manner to the online
Owens notes the development of fairly strict standards and regulations which
RPGmakerVX.net. He demonstrates that these rules emerged from the immediate needs
“universal” standards. The rules were also collaboratively generated, out of the feedback
unique discourse within the community, and a set of unique discursive standards and
guidelines that developed organically over time and through the natural interaction of the
community members. These regulations cover how to participate as both an expert within
the community— summarized by the colorful phrase “don’t be an elitist bastard”— and as
count and descriptions pertaining to highly specific material categories, again, with
minimum words counts. These surprisingly rigorous standards (by the standard of most
affinity groups) are designed to better allow the community members to criticize the
game effectively, and, while thorough and seemingly inflexible, are only so in ways that
benefit the community’s stated discursive goals. Owens notes that “while online
quickly demonstrate that this community, like many online communities, values decorum
and deference. Members’ courtesy affirms the importance they place on the community
Here, many of the same advantages of writing through gameplay can be seen;
access to a wider audience, and acquiring proficiency within a new domain. The kind of
low-stakes composition which writing through and within games offers the opportunity
for students to gain practice in engaging with unfamiliar rhetorical domains. Rather than
training in a particular type of scientific or academic genre on the hopes of mastering that
single genre, students will learn how to move through and write within unfamiliar,
This skill will then transfer into whatever kinds of writing the student engages with in the
future, both academic and non-academic, and moreover instills confidence in the student-
writer’s ability to achieve proficiency within any of the countless compositional genres
that are still unfamiliar to them at the end of the course. Rather than attempting to master
as many genres as possible, students learn the process by which domain mastery occurs,
Writing centered around gameplay has the ability to help students compose within
genres, and adopt a discursive identity within that genre. While gaming and game design
can be genres of writing in their own right, games can facilitate ingress into more
traditional literary genres as well. TRPGs in particular allow for this meshing of new and
traditional media, partly due to their historically recursive relationship with literary
genres, and partly due to their focus on gameplay that incorporates traditional narrative
and composition in a way that video games do not. This makes them useful for teaching
the genres that are most often associated with TRPGs— fantasy, science fiction, and post-
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apocalyptic dystopia— and with genres that are not so easily connected to games and
gameplay.
The genre of fantasy, for much of the history of literary studies, has generally
been seen as empty or norm-affirming, rather than a productive domain (Mandala 6). As
the most popular TRPG genre (largely due to the association with Dungeons & Dragons),
the criticisms of fantasy have largely been absorbed by TRPGs. Indeed, both the literary
and gaming fantasy spaces have numerous examples of the same Tolkien-based tropes
being uncritically rehashed, again and again, often for marketing purposes— from one
point of view, Dungeons & Dragons itself is merely one in a long line of such appeals to
that games are inherently more resistant to such uncritical recreation by virtue of their
collaborative interactivity, Francesco Crocco pointed out that gaming can, in fact,
become a way to normalize social and economic norms all the more effectively (27).
More recently, the fantasy genre has come under a new critical eye and been
reassessed for the value it offers (and can offer). Sally Emmons, associate professor of
English at Rogers State University, argues that fantasy literature encourages criticism of
fantasy itself, both as a genre and as an act of the limited human imagination. As a genre
which purports to go beyond the limits of the possible, fantasy is given permission to
reimagine itself according to “traditions” that do not necessarily exist in the real world
(85). Take, for example, the fictional languages which serve as the foundation of
Tolkien’s Lord o f the Ring cycle, which follow their own rules of structure and form
despite never having actually existed as historical languages, and allow for criticism and
reassessment of the Nordic and Old English traditions from which Tolkien drew his
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languages, encourage and allow for exploration of language and the idea of contact
between languages. Even when they do not create entirely new fictional languages (as
Tolkien did), these genres nonetheless use language itself as a narrative construct. In her
stylistic review The Language in Science Fiction and Fantasy, Susan Mandala, an expert
on Applied Linguistics at the University of Sunderland, discusses the ways that these
genres play with language as a way to establish elements of world-building, exploring the
relationship between fictional worlds, and fictional languages. She shows how
local variety of English— are enabled and used by fantasy and science fiction narratives.
Doing so deconstructs how these processes occur in the real world, and displays
this process to the audience (Mandala 39). The state-controlled language of “Newspeak”
Anthony Burgess’ A Clockwork Orange, are examples of how language itself is critically
examined within what Mandala calls “alternative world” texts. These novels, like the
languages of Tolkien’s fantasy world, not only offer an alternative to standard English,
but highlight and offer discourse upon the nature of such languages and the idea of
“standard” languages. This playing with fictional and archaic forms is an essential
element of the science fiction, dystopian post-apocalyptic, and fantasy genres (Mandala
94). Engaging with and reproducing such work in a composition course allows students
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to imagine language in a new context, changed from how it is used in their own world,
genre, a tone, and a setting, has become the focus of a great deal of recent media (Dial-
Driver et al. 75). The post-apocalyptic setting offers a synthesis between the “blank
canvas” of complete creative freedom, while maintaining a link to and basis within the
familiar real world. It allows for almost absolute freedom for storytelling, while
context. In my opinion, the post-apocalyptic genre strikes the most harmonious balance
between creative liberty, and the need to provide students with the means to draw upon
known material. In the next chapter, I will describe how post-apocalyptic TRPGs like The
Quiet Year provide a vast degree of creative flexibility, while simultaneously allowing
players to draw as much non-fictional real-world knowledge as they desire into the game
experience.
students to question “What if?” and to critically examine the moral and ethical premises
of various texts (Dial-Driver et al. 91). Trent Hergenrader, using the post-apocalyptic
DRPG Fallout 3 as the focus of his class’s writing assignments, noted the tendency of his
featuring each other’s characters within their own work in the same way their characters,
as the few lonely survivors, rely on each other for companionship and support (Voorhees
et al.). He adds that map-building activities within this genre encourage exploration, both
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literal and figurative— “in order to save the world, players must first come to know it”
(Gerber et al.). Many of the discussions surrounding the literary post-apocalyptic setting
and the dystopian genre itself discuss them in terms of a postmodern escape from history,
without the often-optimistic focus on specific speculative futures which marks science
limiting the scale of action to that o f local, personal action helps to highlight personal
relationships and augment the emotional impact of players choices and actions. While
some large-scale TRPGs give players an almost godlike range of capability to influence
their environment, the post-apocalyptic genre forces players to make difficult decisions
within a scope of limited resources, time, and options. Thus, the entry level for
open to interpretation.
A TRPG will usually have some kind of base genre, just as a writing piece will
inevitably represent one genre more than others. While I argue that the freedom of
TRPGs is a great asset, most games benefit from some kind of foundation. The challenge
of a game is a huge factor in its engagement, and challenges inherently require some kind
of limitation, the same way that genre limits while simultaneously informing a writing
piece. Without delving deeper into the implications of the post-apocalyptic genre, I would
simply argue that it represents, for the purposes of the composition classroom, the best
game setting.
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and moreover, different rhetorical contexts and intentions, composition studies have
acknowledged that it is not enough to merely teach the genre of “academic writing.” In
their day-to-day life, students can and will utilize and interact with many different genres
“Principles for the Postsecondary Teaching of Writing,” states that “sound writing
instruction enables students to analyze and practice with a variety of genres. Genres— or
distinctive types of texts— emerge from particular social, disciplinary, and cultural
contexts.” Genres, in short, emerge out of a particular need, and composition classes, the
CCCC argues, should encourage students to recognize the multiplicity of genre and how
to use the different genres of writing with which they will engage at some point.
“the ability to analyze contexts and audiences and then to act on that analysis in
comprehending and creating texts.” The challenge is to present a genre, not as a standard
to be upheld, but as a one choice among many in a writer’s toolbox; and this is a
challenge that games are uniquely prepared to tackle. TRPGs in particular, with their core
playground dynamic, demand the players not stick to one particular genre, but rather
make use of different genres and forms of communication strategically. If a TRPG player
states that their character gives a heartfelt persuasive argument, only to find it land on
unsympathetic ears, they are likely to try a new approach on their next turn— perhaps
Likewise, students in a composition class are best served by learning genres in the
context of what circumstances they are best applied toward, and what contextual
In Writing across Contexts, this preference for teaching how to use genre in
general rather than how to mimic a particular genre is described as helping students to
“think like writers.” Students, they argue, are taught how to reflect on their writing, but
“they are not asked to engage in another kind of reflection, what we might call big-
picture thinking, in which they consider how writing in one setting is both different from
framework for future writing situations” (Yancey et al. 4). This theorizing is something
that games inherently include within the process of play. A player attempting to achieve
success within the game will naturally do so by self-reflecting before, during, and after
success or failure. The degree to which games encourage players to deconstruct their own
element of their design and the hallmark of a rich gaming experience, as well as a
In a TRPG, with its wide range of possible action, this self-reflection quickly
the redesigning of genres and modalities according to the needs of a given specific
situation. As in the case of the Reacting to the Past student who performed a rap battle as
John Winthrop in the Trial of Anne Hutchinson, entirely new genres can be created—
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accidentally, no less— once the student views successful communication as the goal,
In this chapter, I will present my own model for teaching the First Year
Composition (FYC) course, using TRPG mechanics as a basis for class activities and
writing. I will also demonstrate that the inclusion of TRPG gameplay into composition
classes has a precedent for producing meaningful results and helping to accomplish
learning outcomes at both the high school and university level. In modelling a games-
based curriculum for the FYC classroom, I will describe specific TRPG-based writing
activities, and address how they engage students in meaningful learning, and how they
writing strategies. Finally, I will recount some of the successes I observed through my
A game that exemplifies the potential of TRPGs in the classroom, and which I
will present here as the foundation for my FYC course curriculum, is The Quiet Year, a
TRPG created by Avery McDaldno. The Quiet Year (TQY) offers a TRPG-like
and exploring the often-tenuous nature of communities in crisis. The game consists of
players taking turns contributing to a continuous narrative, building upon their own
previous input and the contributions of other players. There are no stated goals, other than
to collectively create an interesting story. Each turn of the game, another event,
discovery, or development is added to the continuing saga, cued by the game’s prompts
and structure.
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The unique nature of The Quiet Year (TQY), I will argue, makes it a perfect
introduction to games in the writing composition classroom, both for teachers and
TRPGs in education.
I have chosen composition as the ideal subject for testing the application of
TRPGs in the classroom for multiple reasons. First, as a game genre built upon verbal
components that overlap with the learning outcomes of the FYC course, such as the
promotion of critical thinking skills and practice with the developing writing process. The
average TRPG is loaded with activities, including character creation, character sheet
construction, and formation of a character background, which look more like writing
dynamic of the TRPG genre which I discussed in Chapter 2 facilitates the creative
engagement and motivation to write which are desired by instructors in the FYC
classroom.
Second, I would argue that the field of composition research has brought forth
would argue, it has set the stage for most of the research that game-based education now
takes for granted. Composition scholars Yancey, Robertson, and Taezak, the authors of
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Writing across Contexts, make the point that “composition is a teaching subject”
intimately tied to the overarching modes of pedagogy which appear within itself and
other subjects. They demonstrate that composition departments are responsible for many
of the breakthroughs that were made in classroom research during the 1970’s and 80’s
(3).
For example, one monumental shift made during this period involved the
rethinking of the concept of transfer. Transfer is an aspect of education that was long
believed to be a happy accident, which relied entirely on the students’ initiative— either a
student would transfer learning from the classroom to the “real world,” or they would not.
In this model, the instructor and/or learning context had no ability to influence whether or
not transfer would occur. Now, transfer is understood to be something that can be
engineered into the pedagogical mode of a course, and that it can, in fact, be taught to
students as an important (arguably the most important) learning skill. Without this simple
today; note how much of the scholarship I have detailed in Chapter 2 is founded on the
Finally, my impulse to use the composition course as the testing ground for
TRPGs stemmed from composition being the subject with which I personally had the
successfully adapting the subject into a TRPG-format. At the very least, I felt confident
that my expertise would help me to avoid most of the major pitfalls of the gamification
TRPGs create a vast array of different “play experiences” within their playground
dynamic, a great many of which cannot be anticipated by the instructor. The TRPG-
in any subject, but I would argue this is even more true in the composition classroom; this
is because the contextual circumstances that lead to emergent learning are generated
collectively by the class rather than imposed by the instructor. And composition classes,
especially the FYC course, must respond to the writing needs of the learners, rather than
allow the compositional inclinations, and deficiencies, of the students to become the
The CCCC states that composition courses should help “students gain experience
analyzing expectations for writing held by different audiences and practice meeting those
expectations.” While an educator might spend weeks imagining and designing a set of
expectations or a hypothetical audience for the students to write for, a TRPG is a system
built to rapidly generate inherently engaging contexts and situations, by virtue of having
been introduced into the game by the players themselves. Thus, students will be facing a
either themselves, or, at least, their fellow classmates. They will be asked to role-play,
not as students, but to “think like writers” and make compositional choices the same way
they might choose a strategy, utilizing the full scale of their knowledge and experience.
Thus the authors of Writing across Contexts argue that transitioning from being a novice
writer to being an expert writer “cannot be reduced to sets of isolated facts or positions,
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but instead reflects contexts of applicability” (Yancey et al. 39). Games reinforce this
presented, essentially dealing with the idea of genre at its fundamental nature— a series of
history of use and... common expectations between writers and readers” (WPA).
occurs in relation to other people, within the context of a culture, language, and many
other preconditions. The modern learning goals of the composition classroom seem to
recognize this. The Council of Writing Program Administrators states that FYC students
should “experience the collaborative and social aspects of writing processes” and
rewriting, rereading, and editing” with the involvement of other writers and students at
various stages of the process. TRPGs are an inherently social medium, and have the
potential (shown later in this chapter) to enable students to collaborate in new and
unexplored ways.
relatively easy point of entry and potentially limitless room for creative ambition. TRPG
players receive immediate feedback on the content, style, and efficacy of their
communication from the Game Master and their fellow players. The Game Master will
often describe why the communication succeed or failed, and even entertain and
The unique dynamics between Game Master and player emphasize the “rhetorical
nature of writing” in the same way a composition class should “consider the needs of real
audiences” (CCCC). The fallout of each player’s turn is naturally seen, discussed,
reflected upon, and responded to by the entire group of students, many of whom might be
immersed into role-playing the simulated audience for whom the active player is
composing.
The issues of rhetorical knowledge and social learning tie into a larger
overarching question within the field of composition: that of what content should be
taught to accomplish desirable learning outcomes. I have already argued that TRPGs
offer an organic, rapid succession of meaningful and realistic contexts within which to
write. In doing so, they can simulate multiple genres, and provide the inherently playful
experiences which promote meaningful learning rather than rote facts. Yet even a focus
on play experiences and contexts does not disqualify the possibility of actual content
On one hand, some compositional theory and pedagogy scholars like Michael
Donnelly of Ball State University argue that the content of the course does not matter,
only what the students are doing. This agrees with Hodgson’s assessment that FYC
courses should focus on play experiences rather than content, and suggests that a class
dealing primarily with content within, say, the medieval fantasy genre, is just as equipped
to teach about the complex multiplicity of genre as any other in-class content. In such a
“themed” class, the objective remains to transcend the given genre(s) in question, and
eventually engage broader discussions of the role of genre. In this theory, a class focused
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the purposes of producing generally effective writers who can operate in and around
concepts of genre.
Other scholars, like Anne Beaufort, disagree, taking the stance that “ideas matter,
but also that specific ideas are critical to writing development.” Therefore, she suggests,
educators benefit most from seeking out the specific content that best teaches students
how to engage with good writing (Yancey et al. 131). Under this theory, a “themed” class
that focuses on a specific genre might be a missed opportunity to focus instead on content
that better suggests the multiplicity of genre, and other desirable learning outcomes.
due to the fear that a game-based class would have the same problems as a “themed” or
genre-writing class; the concern that students will learn how to write for, or through,
games, but not for other genres. I would suggest that this belies the advantages and
question and discuss the success or failure of a writing piece within the context of the
game, rather than treating a piece as an abstracted object being held to some
the players have the same authority as the Game Master. Both the student and teacher
have the same ability to cite the rules to their advantage, and use the game itself as the
basis for critical standards. Students can even question or alter the game and its rules, in a
way that they might not feel the same authority over, say, a course syllabus.
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Thus the nature of the self-reflection inherent within a game gives an automatic
advantage over a themed class that must find other means to encourage the type of self
reflection that takes writers beyond limiting concepts like genre, into an analysis of the
nature of genre itself. Students in a themed class will strive to imitate and work with the
given genre to the best of their ability, perhaps gaining expertise within that genre and
ideally transcending it. But players in a fantasy TRPG will necessarily play with the
fantasy genre, discussing and debating the contributions of other players an affirming or
subverting this genre, and even addressing the question of what is (and is not) the fantasy
genre, and genre in general. While a theme class can accomplish the same goal, in theory,
technology and its uses. As digital and “new” media rises to the forefront of students’
everyday composition, technology becomes more and more enmeshed with composition.
and technologies” (CCCC); and while digital writing has surely altered the field of
research which I noted earlier represent a much more important shift, one that affects the
For example, FYC courses should encourage students to “create new knowledge
and practices for themselves when they encounter what we call a setback or critical
incident, which is a failed effort to address a new task that prompts critical ways of
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thinking about what writing is and how to do it” (Yancey 104). This perspective on
benefits, it is the exact kind of technology which games, and TRPGs in particular, purport
education, TRPGs highlight the ways that interaction and situational context affect
learning; not just the tools of the classroom, but how those tools are used. Advances in
pedagogy, classroom research, and how to deal with academic “failure” and assessment
are the very best advances, I would argue, that have emerged from the field of
composition. The social, rather than just the digital technology of gaming coincides with
the goals of the FYC classroom, making its application particular advantageous within
this context.
The Quiet Year is a unique game, even within the TRPG model of gameplay. It
mechanics to facilitate the creation of a shared narrative experience. Over the course of
gameplay, the players analyze and adopt the role of a community attempting to rebuild
after the apocalyptic collapse of civilization. On each turn, players must insert some new
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challenge, reward, or danger to interact with the community and advance or alter the plot.
These developments are added to a communal record, represented by a map of the post-
apocalyptic region surrounding the survivor-community. As the game continues, the map
is slowly populated and extended beyond the borders of the community’s settlement, and
In a traditional TRPG, the Game Master alone introduces and controls the dangers
and challenges, acting as the antagonist to the players. The Quiet Year, on the other hand,
requires all of the players to introduce both good and bad elements at their discretion.
Avery McDaldno, the designer of the game, describes players acting impartially, “as
scientists conducting an experiment.” Whereas most TRPGs leave such narrative control
to the single Game Master, The Quiet Year asks every player to participate equally
randomized pre-scripted questions; at other times, the player’s input is left entirely to
G am eplay O verview
“It’s a game about community,” begins the rulebook, “difficult choices, and
landscapes. When you play, you make decisions about the community, decisions that get
recorded on a map that is constantly evolving.” The map is the first unique feature that
sets TQY apart from other games. McDaldno, rather than referring to TQY as a TRPG
emphasizing the game’s most visual and collaborative aspect. The map, being a wide-
scope communal tool, eases the focus on individual characters and instead draws player
In addition to providing a central space for all players to share— the “joint
departure from the typical experience and narrative of individual accomplishment offered
by most TRPGs. This focus is more reminiscent of the Japanese-made RPG video games
discussed in Chapter 2, which highlight the interrelationships of the protagonists and their
world. I would suggest that this difference makes it uniquely suitable in the FYC course,
and for players who are unfamiliar with the literacy of TRPG mechanics. For one, TQY’s
egalitarian approach— the omission of a Game Master role in favor of each player
participating on the same terms— is reminiscent of more traditional board games. This
makes the game more accessible than most TRPGs would be. Even students unfamiliar
with most common forms of gameplay can easily understand the concept of adding a
picture to a map, which provides a small, simple step toward greater levels of immersion.
The use of maps in general is a commonplace feature within the TRPG genre,
most TRPGs, the hidden portions of the map are known only GM, who, in turn, presents
the map as a mystery to be solved by the players. However, in The Quiet Year, each
player will inevitably add new features, often of their own design, to the map. Like the
story, the game map is collaboratively generated, and thus the role of the GM is traded
between players instead of retained by a single individual. The rules state that “parts of
the map are literal cartography, while other parts are symbolic”— in order words, artistic
integrity is not the ultimate goal. The map is a reference point, the shared “text” of the
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game, the “history” of the community rendered accessible to any player in a single
glance.
The diffusion of the Game Master narration-role amongst the entire playerbase
results in a productive challenge for the promotion of meaningful writing and learning, as
each player knows that they themselves will be called upon to take responsibility for the
group narrative at some point. While the Game Master role typically requires a great deal
of experience with the TRPG in question, The Quiet Year reduces the role to a
manageable size, while retaining the sense of creative control. In my experience, TQY
players (both in and out of the classroom) are highly responsive to the level of control the
game gives them; in TQY, any player can introduce major plot developments and
challenges, which is a great deal more agency and power than the typical TRPG might
offer the players (GM excluded). And, also unlike the typical TRPG, TQY deals heavily
with the social implications and consequences of such all-encompassing control, as the
effects of each god-like tilting of the scales ripple outward into other players’ turns.
The rulebook for The Quiet Year offers a specific methodology for the
presentation and teaching of the rules, instructing that a “facilitator” (distinct from a
Game Master) read aloud several sections of text to the players. These include a brief
story prompt, a description of the physical tools of the game (the paper, dice, and tokens),
and an outline of the game concept. After this brief overview, the rulebook is then handed
to the next player, who begins reading the following section which further details the
rules, and so on. The writing is clear, concise, and constructed dramatically to call the
listener’s attention to specific important mechanics. Moreover, the rules state their own
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intention: to ensure that everyone present is equally clear and comfortable in the role they
will soon take on as player, to avoid the pitfall of one knowledgeable player “guiding”
play.
rules of the game— is rare within TRPGs. Historically, these games were so complex that
the GM role was a necessity, not simply to run the game, but to serve as judge and arbiter
of the complex rules. The infinite possible circumstances that might occur in play
mode— the GM is held to be the “rule expert.” The Quiet Year, on the other hand,
requires fully-committed participation from the players, and recognizes that such a level
participation— as with a classroom activity— demands that the players have a clear
understanding of the rules before they begin. The rulebook of The Quiet Year is
structured and worded much like a course syllabus, preparing the players for their task
and communicating the “contract” that is being established for the duration of play.
Responsibility is distributed throughout the group, rather than centralized within a single
individual. TQY therefore is one of the most intrinsically motivating games, with each
turn requiring a narrative development that further immerses players in their own desire
Contempt
While not central to gameplay, one of the most interesting mechanics present in
TQY is the acquisition and loss of Contempt tokens. When the game begins, Contempt
tokens (typically stones or glass beads) are left in a communal, easy-to-access location.
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Contempt is a mechanic through which players can signify their disapproval of the
narrative and in-game actions, or of the way the game is being played. The rules explain:
making process, you can take a piece of Contempt and place it in front of
someone starts a project that you don’t agree with, you don’t get to voice
your objections or speak out of turn. You are instead invited to take a
until the end of the game. It will act as a reminder of past contentions. Its
into the centre of the table in two ways: by acting selfishly and by
someone else does something that you greatly support, that would mend
This is the full extent of the rules covering Contempt. Note that, conspicuously absent
from this description, is any guideline of the consequences following from the acquisition
of Contempt. Neither the player, nor the community, seem to be affected by the
value— which is placed upon the quantity and/or distribution of Contempt in their
community. In game design terms, this would typically be viewed as a major oversight: a
mechanic with no obviously meaningful ramifications upon the larger game. It does not
appear to affect any “victory conditions,” limit or enable player action, nor even impact
the narrative— except in so far as players choose to address it. This is a perfectly
objectives. Students are invited, rather than forced, to consider Contempt, and the role it
The rules state that the primary role of Contempt “is a social signifier,” and
therein can be seen the elegance of the rule-as-metaphor. Contempt in The Quiet Year
will only affect the community as much as the players allow it to, and failure to address
the root causes leading to acquisition of Contempt may transform the game (and the
case of historically political games like Diplomacy, the motives, mechanics, and
consequences of Contempt— as with many of The Quiet Year’s mechanics— are built
upon the “pre-established” cultural rules and norms of interpersonal and large-scale
social interaction, rather than the arbitrary rules of a game system. The game, in turn,
exposes whatever implicit assumptions players have brought to the social enterprise, and
provides an experimental space for these assumptions to be broken down, discussed, and
The Quiet Year, I believe, offers a glimpse of the full potential of the TRPG
genre. The essential “playground dynamic” of the genre is still present, and perhaps even
refined, while the mechanics and components of traditional TRPGs have been almost
completely broken down and rebuilt to serve new purposes, highlighting community and
narrative over conflict and individual heroic storytelling. TQY shows what TRPGs can do
once free of their own self-limiting molds— often that of the Tolkienesque power-
fantasy— and given the leeway to address deeper and more complex concepts.
The unique feature of TQY also shows how TRPGs can be modular and open-
ended enough to give players the freedom to create their own story from scratch, given
only a set of algorithm-like “meta-conditions”— literally, The Quiet Year begins with an
empty map upon which the group must collaboratively generate the beginnings of a
community and that community’s story. A low resource cost (a deck of cards, paper &
pencils, and a handful of stones) makes the game affordable even by the often-lean TRPG
standards. Additionally, the rules take no longer than 15-30 minutes to teach and
The game takes an unabashedly more serious tone than most TRPGs, which tend
to skew to promote more action-packed and comical antics. The game’s publisher, Buried
Without Ceremony, carries the motto “Games that Mean Something,” and has produced
TRPGs which simulate road trips, love triangles, and dystopian social activism— all
topics with a more grounded and thought-provoking nature than are conventionally
associated with TRPGs (McDaldno). This sense of gravity combined with the
pedagogical self-reflection embodied in the very rules of the game confirms that The
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Quiet Year is, as the creators suggest, primarily a tool for learning about communities.
This learning occurs not through a lesson plan handed down by a game designer or Game
Master, but through the interactions of the players themselves, both as a fictional
While not nearly as well-known as some other TRPGs, The Quiet Year has
accrued a passionate and loyal fanbase among avid TRPG enthusiasts. One such
enthusiast, Matthew Scrivner, has been introducing such games to the students of
Ironwood Ridge High School since 2005. Scrivner has utilized socio-strategic board
Thoughts and The Quiet Year in history and writing lessons (Scrivner, “Staff
Alphabetical”). His experiences using The Quiet Year were recorded in his incredibly
detailed online review, “Making High Schoolers Cry: The Quiet Year in the Creative
Writing Classroom.”
Scrivner begins this review by declaring that “for my students, it was a profound
and memorable learning experience. It left them teary-eyed and inspired, angry,
emotional, engaged and involved in a way I have almost never seen.” He insists that the
true purpose of the game is “to engage players in ethical dilemmas, and make them
understand and engage directly with the concept of community, culture, and society. The
post-apocalyptic science-fiction genre is the perfect grounds for this if one is willing to
set aside all thoughts of Mad Max or Zombies, and ask more essential, intimate and
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philosophical questions about the light and dark sides human nature as it manifests in
Scrivner’s model for The Quiet Year writing class provides tremendous insight
into how this game can be used effectively in the context of the FYC classroom. First, he
bridges the most obvious and pressing gap between the basic game (which allows for 2-4
players) and the classroom version— the steep increase in the number of game
participants.
His solution was to bring The Quiet Year a step closer to a traditional TRPG by
individual character whom they would role-play for the duration of the game. This
character would exist as a member of the in-game community, an “avatar” persona for
the student to use and connect with. Thus, instead of 2-4 players representing and acting
would remain faceless and anonymous), the classroom version of The Quiet Year instead
becomes a world populated by the students’ avatar-selves, interacting with each other,
working to establish the community and overcome challenges. Just as in the base game,
turns would progress from one player to another, with the active player being asked to
remarkably diverse array of genders, ages, abilities, professions, and morals. Students
introduced their avatars over the course of the following class. Scrivner noted that
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because I forced them to tell stories that included each other’s characters,
our community a rich backstory. I realized as this was occurring that what
I was adding was a bit beyond what the designer had originally intended,
but it worked, and it worked really well— it made everyone have a stake in
The fact that Scrivner found the inclusion of more traditional, individual-level role-
playing to be a pedagogical improvement is not surprising. While the basic game of The
the Past pedagogy— increases the personal investment of the players into the game itself,
Adoption of individual roles allows The Quiet Year to bridge the gap between
storytelling or “map-drawing” games and more traditional TRPGs, making the system
into a uniquely useful tool for introducing unfamiliar students to concepts such as role-
playing, narrative collaboration, and group storytelling. Below, I’ve included a copy of
includes an overview of the game themes and setting, but also offers a simple
Scrivner’s students are asked to address in their narrative, marked by the white dice at the
1) T he genre is P ost-A pocalyptic. T here was a world, and now there is this. T hat is all you know — your
daily life involves too m uch struggle, violence, and exhaustion for things like m em ory or history to
matter.
2) A ssum e you w ere either too young to rem em ber the w orld before with any clarity, or you were born
after it fell.
3) A ssum e the sam e for everyone else in your com m unity.
4) A ssum e that your daily life is deeply difficult - ju st finding food, water, m edicine, and other essentials
takes up m uch o f your time.
5) A ssum e the world is dangerous and filled with others that w ant to take from you and your com m unity.
6) A ssum e that you are not an outsider or loner, but have jo in ed or rem ained a m em ber o f this group to
increase the chances o f mutual safety and survival.
7) FO R N O W , D O N O T attem pt to define w hat Jackals or F rost Shepherds are. W e can all think about
that together w hen w e begin playing.
BPw rite an introduction to your character in the first person. Y ou will be reading this aloud to the class
on T hursday.
T hese are the questions you should address in som e wav in your narrative:
H i W hat nam e do others call you? W hat is the nam e that only you (and if applicable) your m ate know ?
W hat has been your role in the com m unity up until now?
Tell a b rief story about som ething that happened involving or including the player to your left. You
need to coordinate with those people, but need not necessarily tell the sam e story or from the sam e
perspective.
te ll ief story about som ething that happened involving or including the player to your right.
3 Lastly, tell a b rief story about som ething that happened involving or including the player o f your
choice across the room . A gain, you need to coordinate with those people, but need not necessarily tell
the sam e story or from the sam e perspective.
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These questions are of such a thoughtful and descriptive nature that they automatically
prompt a deeper level of character development than would be expected in the FYC
The tremendous success which Scrivner found using The Quiet Year in a high
school creative writing class demonstrates the potential for his structure to be translated,
with very little modification, into many other educational contexts. Consider his thoughts
on how his game system encouraged students to engage with their own collaborative
courses:
how to tell the story of a place and a people without dropping into an
expository or didactic mode; how to tell a story where the stakes are high
not just for their characters as individuals, but for the society they live in.
in One Hundred Years o f Solitude, we also care deeply for the entirety of
the town of Macondo, its triumphs and tragedies, and ultimately its
history, which makes up the true heart of that novel. The Quiet Year
allows for just this sort of storytelling, and it’s somewhat surreal nature is
themselves asking, who ARE the Jackals really? What are the Frost
brought about the end of the world (at some unknown point in the
unknown back history before the story starts) zombies? Nuclear war? A
What was the deep crater the explorers found by the river? Is the rusty old
arrival of the Frost Shepherds signal our demise, or the beginning of a new
Scrivner’s examples demonstrate the critical attention that his TQY-ba.sed gameplay
instilled within himself and his students. The sense of play and control generated by the
game did, in fact, transfer over to how his students discussed ideas of narrative
construction and genre. Although his assignment was intended for high-school students,
by his own admission, it almost proved to have too much emotional weight for them.
This is interesting, considering how much of the game’s content is generated by the
players themselves; the game naturally scales to an appropriate net level of emotional
maturity, suggesting that the students’ emotional responses were the result of operating at
the cusp of their emotional capabilities— in other words, they were challenging each
other to enter the “flow” state regarding what game content they could and could not
effectively handle.
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I quickly discovered that translating The Quiet Year from a game into a
university FYC classroom writing activity required very little adaptation or design
alteration. Using Scrivner’s work as a rough model, as well as making use of my own
TRPG experience, simplified a great many of the more difficult issues. This relative ease
demonstrates the close parallels between games and writing activities as they currently
exist, and is a testament to the lack of difficulty which even educators unfamiliar with
greater sense of investment through role-play, it allows the class as a whole to have a
better sense of the constituents of their community, and therefore of the community as a
agency for the student, encouraging them to exercise their free will within the limits of
the game in a concrete way. While TQY demands all players serve at least a few turns as
the Game Master, introducing abstract events from a wider perspective, students would
be free to react in between their turns from the perspective of their individual characters.
students would then review of some of the characters who they generated through this
process. Students were then given the full rules of the game, with regards to setup and
individual turns. This was at least partly inspired, on my part, by the pedagogical
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objectives laid out in the TQY rules, which attempt a step-by-step introduction to the
game. Having waited until characters had already been established and reviewed before
discussing the further details of the class activity, the students would then be presented
with the remaining rules of the game itself, which would be necessary to understand as a
As with the basic TQY rules, students in my class activity would be asked to take
turns speaking on behalf of the narrative itself. Unlike the game, they have the option to
do so through the lens of their individual character. Despite this additional feature, on a
given player’s turn, full agency is in their hands— whatever they declare is irrevocably
etched into the collective history of the community, represented by the play-map. The
player’s turn then becomes their opportunity for full creative authorial license.
As in the basic game, a player’s turn— symbolizing a week of time passing in the
game’s eponymous “Quiet Year”— would begin with them drawing a card from a 52-card
deck. The card offers a choice between two question-prompts, of which the active player
chooses one. These question-prompts are mostly designed to provoke thoughtful inquiry
into the nature of life in the community, such as “Where are you storing your food? Why
is it a risky place to store things?” or “What group has the highest status in the
community? What must people do to gain inclusion in this group?” Other questions ask
the player to inject a new element into the narrative, such as “Outsiders arrive in the area.
All of the official questions in the deck are extremely open-ended, with room
intentionally left for interpretation and variation by the active player. Answering a
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their decision. The questions are not simple to answer, but nonetheless provide a structure
for creativity that, in my class, proved invaluable for bringing non-gaming students into
the activity comfortably. Few students, in my classes, had any difficulty creatively
answering these hypothetical questions, especially when given the choice between two
options. This was especially important for preparing students for the second phase of
addition to the narrative, the active player would take an Action. Their Action would
mechanically and dynamically reflect their character’s direct impact upon the community
for that week. The base TQY game utilizes three types of actions: Discover Something
- “D iscover Som ething New ” simply entails adding another development, threat,
the question-prompt.
- “Start a Project” requires the active player to describe a long-term goal that the
- Finally, “Hold a D iscussion” asks the active player to verbally pose a question or
statement to the entire group of players, to which each other player must respond
however, in the interests of retaining a focus on the element composition, I chose to adapt
the Discover Something New and Start a Project options from verbal descriptions into
writing assignments. In the case of Discovering Something New, this assignment was an
individual writing piece, which would present the student’s “discovery” to the class. In
the case of Starting a Project, the active student would team up with another student who
had also chosen this Action and co-write their pieces together.
Students choosing either of these two Actions would return with their written
piece in the next class, presenting them as a “breaking news update.” The presentation of
this writing serves the dual purpose of peer-reviewing the work in question, and updating
the other students on the current state of their community (a necessity for keeping the
class updated on the continuing narrative). Finally, students who chose the Hold a
Discussion Action would ask a question to the class; each student in turn would reply
with a single statement, usually voicing their opinion on the issue that had just been
raised.
The two-part turn structure is at least partly designed to ease students into
gameplay. The card-based question-prompt serves as a creative “warm-up”— both for the
class and the active player—which drives forward the story in exciting new ways. After
this act of immersion (or re-immersion), the student’s Action becomes a much more free
form representation of their own priorities and intentions within the community.
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Action is specific, and entirely driven by the student themselves. Often, students unsure
of how to utilize their Actions would turn to the question-prompt, or another player’s
turn, for inspiration. In other cases, students prepared their Actions several classes in
advance, having already determined their choices based on their character’s motivations.
In cases where Actions built upon the previous Actions of others players, tensions,
conflict, and relationships would arise— not only between characters, but between the
Bringing The Quiet Year into the FYC classroom was an experience that, despite
my familiarity with both teaching and gaming, surprised me in many ways. My first
priority was to ensure that no student felt alienated by the game-based course content;
quickly, however, it became clear that the vast majority of students were excited and
engaged by the activity from the moment game instructions first began being described. It
was obvious that there were some students with backgrounds in organized gameplay, and
it was not entirely unexpected that these students would hold the majority in a typical
modern classroom. What was surprising was the size of this majority. The enthusiasm for
game-based content was so overwhelming that it quickly became the greater challenge to
locate the students who were, in fact, initially skeptical of the idea of games in the
classroom. This discrepancy became even more difficult to catch, as the less confident
students quickly caught on and matched their classmates, often exceeding their levels of
Students attempting to conceal their lack of familiarity with games might seem
like a negative result, until one considers that such hiding occurs in almost every
classroom— students have a long-bemoaned tendency to stay quiet rather than express
confusion on unfamiliar subject matter. The distinction, in this case, is that the game-
based content serves as a perpetual “on-ramp” for including students who were not yet
engaged. The question, “what are we doing here, right now” posed midway through a
lesson is often a difficult one to address; the answer is often simply “learning the day’s
material,” and, short of beginning the lesson again from the start, the student’s options to
recapitulate the misunderstood material is limited. In this activity, students who were
initially “left behind” could easily enter into the game at any point and at any level of
Students in the TQY activity were admittedly quite nervous about the immense
sense of responsibility associated with a “misstep” on their turn— however, rather than
emerged from a sense that their turn would might affect the narrative of the entire class.
The students were excited to participate, but also didn’t want to spoil the game for their
classmates, which prompted a kind of thoughtful, even playful, nervousness, rather than
an anxious one— a social awareness, rather than self-consciousness. In these cases, the
sudden, sometimes unexpected arrival of a student’s turn would often prompt the
question “what are we supposed to do?” Rather than review the three pages of
instructions again, the answer could usually be stated along these lines: “Well, right now,
we are drawing a card, answering a question, and then taking an Action.” Not only are
these instructions easier for the student to process on the spot, they do not sell the larger
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game short; these individual mechanics are the building blocks of the lesson as a whole,
and by doing these seemingly simple activities, the nervous or confused student could
begin the process of engagement and immersion, just as readily as the student who had
Students who engaged immediately and deeply with the activity were able to
utilize their experience to their advantage. However, rather than receiving extrinsic
rewards for their enthusiasm— a better grade or some other academic “gold star”— these
individuals were intrinsically rewarded within the game. For example, the players who
demonstrated initiative by volunteering to take the first turns in their respective classes
were rewarded by having the most leeway in terms of storytelling; the narrative would
begin on their terms, and subsequent players would necessarily build upon their
foundations. This was a valuable and teachable moment, as it prompted many students to
Some students were more inclined to watch and listen than they were before,
letting others set the stage and acting thoughtfully rather than impulsively (or to preserve
the appearance of superficial participation). Other students, who had remained silent,
quickly immersed themselves as a way to leave their narrative mark before the story
became too “crowded” for their unique ideas. The students discussed, unprompted and as
a group, the merit and ramifications of allowing so much power in the hands of whoever
spoke first, while highlighting the fact that, in our daily lives, we encounter the same
problem on the personal, political, and social levels. Intrinsic motivation alone was
the larger concept of the TQY activity. Again, while not part of the basic rules of The
Quiet Year, the element of role-play produces valuable results toward student
engagement and agency (as seen earlier). Students were able to use the story of their
characters, and their subsequent turns, to establish major details about the narrative as a
whole. The genre, tone, and setting of the collective narrative, while unclear at first,
would quickly come into focus as characters were introduced, and discovered to fit
together in interesting ways. And, within the class narrative, the identity of these
characters could be explored, experimented with, and discussed in a way that was
detached from the anxiety and academic concern, or any of the other forms of “serious”
As with Mark Carnes’ Reacting classes, the variety of roles in the TQY activity
naturally led to some students adopting authoritative “leadership” roles within the
fictional community. Whereas these roles were assigned to the students in the Reacting
classes, students in the TQY activity were able to choose their character’s own role, and
even design their own concepts of leadership positions and governments. Students who
did so, often inadvertently made strong declarations about their community’s politics and
leadership.
What was most interesting to me was the student response to responsibility within
declared authority of other community members were allowed to take Contempt tokens to
note their dissatisfaction. Additionally, on their own turns, they could have their
characters take up a cause of their own, which would in turn further immerse the players
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in own their chosen roles. This would often lead to power struggles which would be
outside of turns, both in- and out-of-character. Most significantly, throughout these
conflicts, not a single grade was being fought over; the benefits which motivated such
acts were for the community, not the player, and thus the motivation of the students was
incidents were what tended to draw in the outliers, the students who at first had difficulty
engaging the activity. Students would volunteered for bonus Actions, something that
would earn them no extra credit, for the chance to alter the fate of the community in their
favor, to get the last word in a particular conflict, or even to gain vengeance for a former
slight. Such rivalries largely remained friendly, and, in a word, playful; the more the
students immersed themselves in these seemingly tense and fractal divisions, the more
fun they seemed to be having. Doing extra classwork, to them, was worth getting the
Students volunteering for extra work was certainly one of the most surprising
results of the activity to me, as an educator. Quietly, I made the observation that the
“Hold a Discussion” Action— despite having a decidedly lower investment of time and
effort on the part of the active player (the two other Action options both requiring a
writing assignment AND a presentation in the next class)— was not chosen more often
than the other two options. This suggests that students were willing to invest more time
than was strictly required on an Action that, to them, was more meaningful and impactful
slowly; but when it did, it proved more productive than any group-work I had witnessed
in the past. Students necessarily collaborated when using the Start a Project option; but
also, in the classroom, students verbally coordinated their turns and narrative
contributions with each other. A student completing the narrative threads and loose ends
sketches and other modes of transmedia. The open-ended nature of the assignments
encouraged students to tell their story using a diverse range of media forms, including
digital media and art outside of the direct purview of what was covered within the class.
considered this a huge success, largely because the students hadn’t resorted to drawing as
a way to earn extra points; they had done so out of a desire to communicate their
narrative to the class in the most effective and meaningful way possible.
My experience teaching a FYC course using The Quiet Year as a basis was, on the
students toward meaningful writing, and 3) opening up the classroom to other forms of
writing and media. Students seemed understandably surprised at first, and unfamiliar with
the format of class. Within a few weeks, they had adapted and even began to correct and
The attention given to the map, the rules, and the story were such that even I, a
long-time gamer, was surprised at some of the responses I was receiving. Students
formed factions, pursued agendas, and expanded the map with their own “exploration
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missions.” On the whole, I have never seen a more motivated class, in any subject, as
either a student or teacher. Attention and intrinsic motivation became focused not on
myself as instructor, nor on the game, nor even on the material being learned— the focus
fell instead upon the learning itself, and how it was occurring. By the end of the activity,
the students were not just writers, or players; they were also game designers, capable of
CONCLUSION
I have demonstrated the pedagogical value of games and the advantages they
offer— many of which are desperately needed in the classroom today. The journey that,
for us, began at the table with Erik, Ed, and an imaginary gazebo, I hope will continue
well into the future as game-based pedagogy becomes an increasingly familiar sight in
the modern educational context. With games quickly approaching the rank of the world’s
most popular entertainment medium, the need to restructure our understanding of their
position in our society is not up for debate. Modern game-scholars, however, may yet
have the opportunity to decide exactly where that position ends up being located, in terms
of how serious and meaningful games will be allowed to be considered as artwork, tools,
and resources. This, in turn, will have an impact on what games will be allowed to be
In Chapter 1 ,1 showed that the history of TRPGs did not begin with Erik, Ed, and
the gazebo, any more than it will end with them. I endeavored to present a history of
games that confronts the notion of their apparently frivolous nature and reveals instead a
recognized by their contemporaries) which lies at the very fundamental levels of what
games are and why we play them. I endeavored to prove that games have always been
about teaching at least as much as they have been about other kinds of entertainment, and
that the mode which inherits the largest portion of this pedagogical “genealogy” is, in
fact, the TRPG genre. Despite modern and historical aversion to games and play in the
classroom, the history of games, I argue, is the best evidence that they should be a
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foundational element of education, and one of the most valued tools in our pedagogical
workshop.
games-as-education, what benefits games offer the classroom, and why TRPG-play in
particular stands out as an effective system for learning. Building upon the work of other
modern education. Many of these contributions further disrupt the notion that games are
frivolous, easy, or wastes of time, stubborn notions which run counter to these scholarly
observations of how students play; yet such assumptions remain as some of the most
solid barriers preventing the ingress of games into school. Furthermore, the problems
which I argue that the inclusion of games could remedy— lack of engagement, lack of
socially-driven learning, and abstracted learning contexts— are some of the more pressing
concerns in the modern classroom that have left most educators largely stumped. By
bringing forth and leaning upon a plethora of experts, I have attempted to present the best
argument I can, in a single chapter, that games, despite a lack of widespread use in
education, are demonstrably effective (and even superior) educational tools. While games
certainly require more scholarship to prove this definitively, the research that has been
thus far carried out, I would argue, is most certainly positive, and indicative of the future
First-Year Composition class, as the ideal example of a subject that could benefit from
the inclusion of TRPG-based pedagogy. I offered examples of how the structure and
playful drive of TRPGs is ideal for accomplishing the stated learning goals of the
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composition course. This argument, aimed primarily at the skeptical educators, also
serves as an outline of how the learning goals of any subject matter or university
department can be translated into game dynamics. The composition course serves as a
space where the benefits of TRPGs can perhaps most clearly be displayed; but just as
composition lends itself to interdisciplinary work, spilling inevitably into other subjects,
so too do the benefits of TRPG-based learning apply to almost every academic subject.
general, shows that we are already much closer to the game-based classroom than one
may realize. Nonetheless, the composition course provides a concrete example of the
potential application of the history presented in Chapter 1, and the theory presented in
Chapter 2.
composition course, built around the model of The Quiet Year. This chapter offers the
culmination of my research, and the most concrete and specific application of game-
based education, as well as a view at what such a TRPG classroom might look like, and
what benefits emerge from such an application. In proceeding through this work, I strove
to move from the general benefits of games to their,more specific uses and
be, and often is, an unsuccessful venture when performed without an understanding of
what makes games effective teaching tools. I hope to have provided a model in this
chapter that can be followed by any teacher, however unfamiliar with game theory they
may be, as well as a convincing argument that the use of game-based curriculum is not
hope that this outline can be used as a model for how game-based learning might be
several decades, will need to be reconsidered in a widespread and serious way. It remains
to be seen whether the academic institutions and systems currently in place will accept
this conspicuous overlap between the domains of education and recreation. In any case, a
difficult journey is ahead, one that only becomes both more complicated and more urgent
by the rising popularity and familiarity with mainstream gaming and the communities
which surround that hobby. I believe that a games-based approach to learning which
makes use of the TRPG model is the ideal to which educators should strive, not only
because of its effectiveness, but due to its liminal position at the cusp of both education
and entertainment.
I feel strongly that the effective use of games in the classroom will, first and
foremost, depend upon a fundamental shift in our perception of the work-play dichotomy
of our current culture, and where learning falls within such a system. Moreover, I hope
that the game-based classroom might be a catalyst for such a shift, causing both students
and educators to rethink the framing of our learning goals, and how they serve the
students. I do not think that the issues inherent to this discussion end in the classroom, or
after graduation. Psychologist Mihaly Csikszentmihalyi said that “more than anything
else, the quality of life depends on two factors: how we experience work, and our
relations with other people.” I believe that games have a great deal to say on both of these
topics, and that the “voice” of play can be best heard when working hand in hand with
education. Education, particularly when centered around the fun and playful nature of
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assumptions on their quality of life, and their relationships to their work, and the people
around them.
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APPENDIX: HANDOUTS
We will be creating characters for our use over the next few weeks, as we play out a
game-based activity based upon “The Quiet Year.” This should require no understanding
of the game’s mechanics or how the character will be utilized, so be as creative as you
want and don’t worry if a character will “work” for our future activities or not. Above all,
remember that we want to know about your character, not the apocalypse. Right now we
do not know what the world is like, how it ended, or what it has become— we will define
these details on Thursday. Work within the Guidelines below, which will provide you
with enough to begin defining your character while keeping the setting vague and
abstract. For example, you could describe a character suffering from PTSD, and really
elaborate on their conditions, symptoms, triggers, etc., while leaving the cause of said
psychological disorder ambiguous (for now). This will intentionally force you to focus on
your character—their personality, identity, and lifestyle— rather than on plot or world-
building.
Y our Objectives:
- Create the character you will play in this story.
Your character should be meaningfully different than who you are in this class.
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- Write an introduction to your character, 2-3 pages (1500 words), in any form (first
person, third person, diary, community myth, song, piece of ancient media
through which they define themselves, etc.)
These are som e questions you could address in som e way in your narrative:
- What name do others call you? What is the name that only you (and if applicable)
your mate know?
- W hat do you care about most or want most?
- Who or what has prevented you, up until now from getting it?
- What has been your role in the community up until now?
- What role do you wish you had?
- What are you most afraid of?
- Tell a brief story about something that happened involving or including another
character. You need to coordinate with those people, but need not necessarily tell
the same story or from the same perspective.
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TH E Q UIET YEAR
R ules o f Setup
The O pening Story: Let’s read the opening story, to immerse ourselves in the game-
narrative.
“For a long time, we were at war with The Jackals. Now, finally, w e’ve
driven them off, and we’re left with this: a year of relative peace. One
quiet year, with which to build our community up and learn again how
to work together. Come Winter, the Frost Shepherds will arrive and we
might not survive the encounter. This is when the game will end. But
we don’t know about that yet. What we know is that right now, in this
moment, there is an opportunity to build something.”
Explaining the Tools: Let’s start by familiarizing ourselves with our tools.
- The Board: This is our map. Before playing, w e’ll establish some of the
landscape. As we play, w e’ll update the map to reflect new discoveries, conflicts,
and opportunities. Parts of the map will be literal cartography and other parts will
be symbolic. W e’ll try to avoid writing words on it, though common symbols are
fine. Throughout the game, w e’ll all be responsible for drawing on this map. It’s
fine to draw poorly or crudely, but all of us are going to draw.
- The C ontem pt Tokens: These are Contempt Tokens. They represent any tension
and frustration that might arise in the community.
- The Year Deck: The four suits— Hearts, Diamonds, Clubs, and Spades— will
represent the four seasons— Spring, Summer, Autumn, Winter. We will progress
through each suit, one by one in the above order; but, the order of cards within
each suit will be random. Let’s set up the Year Deck now.
W ho W e Are: We all have two roles to play in this game. The first is to represent the
community at a “bird’s eye” level, and to care about its fate. The second is to
dispassionately introduce dilemmas, as scientists conducting an experiment. The Quiet
Year asks us to move in and out of these two roles. We can embody specific characters,
or represent currents of thought within the community. When we speak or take action, we
might be representing a single person or a great many. If we allow ourselves to care about
the fate of these people, The Quiet Year becomes a richer experience and serves as a lens
for understanding communities in conflict. W e’ll also be presented with opportunities to
introduce new issues for the community to deal with. This will often happen when we
draw cards or complete a “Discover Something New” assignment. By dispassionately
introducing dilemmas, and then returning to our other role as representatives of the
community, we create tension and make the community’s successes feel real. If there’s
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an issue you struggle with in real life (like whether violence is ever justified), introduce
situations that call it into question.
Sketching Terrain: Before the game begins, we must establish some facts about the
community and what its surroundings are like. We begin with a brief discussion (taking
two minutes at most) of the general terrain and habitat of the area. This can be as simple
as someone saying, “how about a community in a rocky desert?” and everyone else
nodding in agreement. At this point, each of us should introduce one detail about the
local terrain. When we introduce our detail, we then sketch our contribution onto the
map. These sketches should be rough and simple, leaving lots of blank space for
additions during play. The community itself should be fairly large on the map, perhaps
occupying a third of the space. Unless otherwise stated, assume that our community has
60-80 members, among whom our characters live. As an example, a group might decide
to set their game in a forest. The first player introduces the detail: “Alright, the forest is
full of young, spindly trees.” The next player adds, “And it’s nestled within a steep
mountain range.” The third player adds, “W e’ve taken up residence in an old mining
camp.” The final player says, “And the trees in this area have all been clearcut.” As
details are added, the players draw them on the map. Let’s collect 6 good details now.
Starting Resources: Next, we each declare an important resource for the community,
something which we might have in either abundance or scarcity. Some examples are:
Clean drinking water
- A source of energy
- Protection from predators
- Adequate shelter
- Food
Choosing a resource makes it important, if it wasn’t already. If you pick ‘gasoline,’ it
becomes something that your community wants and needs. As a group, we now choose
one of those resources to be in Abundance. It gets listed beside the map under
Abundances, and whoever called it now draws an abundance of this resource on the map.
The other resources get listed as Scarcities, and the players who called them draw their
absence or scarcity on the map somehow. Remember that symbols and symbolic
representations are fine, but words should be avoided. Let’s declare 10 resources and
decide 2 which are in Abundance. The rest are in Scarcity.
187
TH E Q UIET YEAR
R ules o f Play
The W eek: The basic unit of play in The Quiet Year is the week. Each week is a turn
taken by one player. During each week, the following things happen:
1) The active player draws a card, reads the text aloud, and resolves it. Follow all
bold text.
2) The active player chooses an assignm ent (Discover Something New, Start a
Project, or Hold a Discussion).
Draw ing Cards: As there are 52 cards, there are 52 weeks. We won’t necessarily get to
play all of them - the Frost Shepherds could arrive any time during Winter. Most cards
have two options to choose from, separated by an ‘o r... ’ divider. Pick the option that you
find the most interesting and fitting, and read the text aloud. The card might ask you a
question, bring bad news, or create new opportunities. Many cards have specific rules
attached to them, which are written in bold text. If you drew the card, it’s up to you to
make the decisions that the card requires. If a card asks you a question, think about
whether your answer could be represented on the map somehow. If it fits, update the map
to reflect this new information. For example, if the card asks you about the sleeping
quarters for the community, you might end up drawing a row of tents near the edge of the
forest.
Assignm ents: After resolving their card, the active student must choose one of three
assignments. “Discover Something New” and “Start a Project” assignments will be
completed as homework: a standard 2-3 page (1500 word) piece. Such assignments must
be brought to the next class in a format befitting an in-class presentation— this most
likely means either A) printing out enough copies for the class, or B) presenting your
assignment orally. Each class, starting next week, will include a lengthy “News”
segment, in which last week’s assignments are presented for class consideration and
critique. The only exception to this is the Hold a Discussion assignment, which is
completed in class immediately after the player’s card is resolved.
D iscover Som ething New. In your writing, introduce a new situation. It might be
a problem, an opportunity, or a bit of both. During next week’s News segment,
you will draw that situation onto the map. Drawings should be small and simple:
smaller than an inch, finished within thirty seconds. Whenever things seem too
controlled or easy, we can use this action to introduce new issues and dilemmas.
Some example situations:
There’s a dried-up well located at the edge of town.
- Mangy wolves have been slinking around the woods.
188
Start a Project. You choose a situation and declare what the community will do
to resolve it. There is no consultation about this idea - the community simply
begins work. You must, however, coordinate with a classmate who also chose
Start a Project in the same class as you, writing a single piece together (however
you see fit to do so). If no one else chose to Start a Project, you must Discover
Something New instead. Some example projects:
- W e’re converting the mineshaft into a cold food storage.
- W e’re killing those wolves.
- W e’re going to sacrifice a newborn on the night of the full moon, to
appease the Windwalkers.
Remember that you are a small community. It isn’t easy or quick to build a house
or repair a water wheel. Do you have the necessary tools and expertise to do this?
Be generous with your assumptions, but do remember that scarcity and difficulty
are the norm.
Hold a Discussion. This assignment takes place in class, instead of at home. You
must begin the discussion, and you can choose to open with a question or a
declaration. Starting with you and going clockwise, everyone gets to weigh in
once, sharing a single argument comprised of 1-2 sentences. If you opened with a
question, you get to weigh in last. If you opened with a declaration, that’s it for
you. A discussion never results in a decision or summation process. Everyone
weighs in, and then it’s over. This is how conversations work in communities:
they are untidy and inconclusive affairs. Each discussion should be tied to a
situation on the map. When a discussion ends, mark the situation it is attached to
with a small dot. Some example conversations include:
- Should we retaliate against the bikers? (Or, if leading with a declaration:
We should abstain from retaliation or violence.)
Could we use the school-bus as a sleeping area for the village children?
It’s important that we stay concise. If any of us feel like we have more to say on a
topic, we can always hold another discussion about it at a later point. Note that,
while the above two actions are marked according to my standard writing
assessment, your Discussions will be marked according to how well vour fellow
students participate. This places a burden upon them to engage your topic, and a
burden upon yourself to choose an engaging topic.
189
U pdating Resources: At the start of the game, we’ll have two resources in Abundance
and at least that many in Scarcity. These lists serve as guides for interpreting the health of
the community. Throughout play, we’ll update these lists to reflect changes in our
circumstances, whenever we feel that it is appropriate to do so. Maybe the completion of
a project alleviates a Scarcity or creates an Abundance. Some weekly cards will alter
these lists as well.
Contempt: If ever you feel like you weren’t consulted or honoured in a decision-making
process, you can take a piece of Contempt and place it in front of you. This is your outlet
for expressing disagreement or tension. If someone starts a project that you don’t agree
with, you don’t get to voice your objections or speak out of turn. You are instead invited
to take a piece of Contempt. Contempt will generally remain in front of players until the
end of the game. It will act as a reminder of past contentions. Its primary role is as a
social signifier. In addition, you can discard it back into the centre of the table in two
ways: by acting selfishly and by diffusing tensions. If you ever want to act selfishly, to
the known detriment of the community, you can discard a Contempt token to justify your
behaviour. You decide whether your behaviour requires justification. This will often
trigger others taking Contempt tokens in response. If someone else does something that
you greatly support, that would mend relationships and rebuild trust, you can discard a
Contempt token to demonstrate how they have diffused past tensions.
190
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VITA
Name: Timm Woods