You are not logged in (log in or sign up)
RPG Laboratory

Gaming with a mission

Recently I was reading a book titled "The Devil's Gardens: A history of Landmines". Much of the book was case studies of conflicts - and why the mines were used, and how they continued to affect the area after the end of hostilities. It made me think about the use of RPGs as a teaching tool and morality system.

I am aware of at least two games intended as teaching/indoctrination tools from reading rpg.net reviews. Crossing Jordan was about slavery in America - and got only middling ranks as the die system was overly complicated and some elements detract from the realistic portrayal. Another game - the name escapes me at the moment - dealt with a return to neo-tribalism/animist world view.

So I wanted to pose the question - what issues would you illustrate with a game, or do you feel that it is the wrong medium for such aggrandizement?

Challenge your morals as well as your reason

I think it is a slightly touchy subject when you mention messages in the context of RPG's. I think this stems from some of the stigma that has been associated with RPG's, namely the supposed relationship between DnD and Satanism. However, I think that roleplaying is the perfect medium to test views and opinions without hurting anyones feelings.

In fact, I think this is what is so great about roleplaying. Sometimes, the line between what is right and wrong, good and evil, is blurred to the point where both perspectives are justified. This makes for memorable gaming sessions, plus helps us as people grow from our imaginary experiences.

After all, though our adventures in our games might be made up, does it make our verbal exchanges invalid? Just because we contest opinions in the guise of other characters, it does not make our argument/debate irrelevant. If anything, it is an opportunity to explore perspectives other than our own for the sake of good sporting fun.

So, I do support messages in RPG's. From the author of the RPG's perspective, it is an opportunity to share their views with others. Even better, players can then test those views through playing characters born in this world. This adds to the players understanding of the message being delivered, as they are placed in situations directly or indirectly related to it.

As for what message I would personally push for in a game, it would be the concept of honesty and honour dying in the modern world. Many can argue that the concept of honour is still present in the current day, but I feel that it is a dwindling resource. The game would place characters as people with strong moral compunctions in a world without any. Often a right deed would not give any return at all, if even a thankyou. The players are simply trying to make a difference in a corrupt world because their personal code won't let them do anything else.

I enjoy blogs such as this, as they challenge us to think about what we really appreciate about gaming. Thanks for starting such an interesting topic.

http://www.1km1kt.net/Aaron-White.htm

Pieces on the board

I'm not one to raise a fuss about the presence of demons or violence in games. After all, YOU are not spreading the mayhem - a playing piece (that may be a character, but a piece none the less) is the actor in this case. Harry Potter is learning about magic, not the young reader.

My favorite example of this is of course chess. Taken at face value, its a pox on all that is good. A figurehead king with no real power, manipulating bishops, serfs to be sacrificed for the protection of higher ranking individuals. Accept that its a game, and then it becomes a good thought exercise for risk analysis, long term planing, and so forth.

Now of course, the question is - does this stance undermine morality systems in games? After all - its not you or a real person, its just a game piece. [Insert commentary about "munchkin" behavior here] For that matter - how well do morality systems work in games? The alignment in D&D is fairly maligned, and while there are the humanity hierarchies in Vampire - those rules are fairly conventional morals, with a more sever than usual penalty for transgressions.

Now that I'm done playing devils advocate, here are some of the stances taken in some of my games:

Anarchy Zones is a bit heavy handed in its morality play. In short, every city-state is some type of extremist. Ruby Ridge is survivalist militias/anarchy, New Birmingham is theocracy, and NEST is 1984 in tone. The aliens are Green Peace with power armor. (A nice change from the usual invasion scenario - Mars needs trees! Attack of the 50 foot paleo-botanist...)

An on and off project since about 2000 called XenoExodous, deals a bit with the lifeboat question. There is a limited time to evacuate the entire planet due to a xenofomer - but the capacity to evacuate more than a few tens of millions doesn't exist. Each major faction espouses a different way of restarting the human race anew. (Social Darwinists, Anarcho-Capitalists, China style communists, Techno-utopians... 10-14 major entities so far)

Gangland I've tried to keep fairly neutral. Some of my others might be less so, but not intentionally.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

A RPG can be made out of anything

Having a political slant or a religious slant or a philosophical slant to a RPG is perfectly acceptable. Some players are going to be into it, some aren't. That's the way it goes with any RPG.

The only time I have made a RPG with a 'message' is my one page RPG called Treason Season. It is a dark twist on the 'post-9/11' political atmosphere of recent years taken to their extreme. For the most part, however, I kind of 'hid' the political message in Treason Season RPG. It's there, but it's not painfully obvious as it might be if I were really hellbent on mixing in a political message with a RPG. I'm not, though... I prefer the RPG to be the main point of itself, not some political message. You can always combine the two, but I think you will have a better RPG if you let the game be the main point of the RPG and the message be secondary. If anything, the message should be used as part of a clever setting or game world. If a RPG's only real purpose is to be a glorified political pamphlet, I sincerely doubt it will end up being all that fun to play.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

I agree

I haven't made any games that spread a message, but I do agree completely with Errin it is acceptable and even admirable.

I believe that the idea of using games to illustrate a point is an effective way to spread your message. If you can entertain people, they will play the game. If they play the game, they will be paying attention to your message whether they know it or not.

The only thing that people have to keep in mind when doing this is that it is a game. The only way to make a game that people will play is to make it fun. If the game is boring no one will play it, and no one will pay attention to what you have to say.

Entertain me and I'm more than willing to listen to what you have to say.