Creation of Narrative in Tabletop Role-Playing Games - Jennifer Grouling Cover [104]
Limitation of Genre: Different Player Perspectives
Although I have defined the TRPG in rhetorical terms, it is important to note the limitations of genre theory, particularly when it begins to focus on audience rather than form. As Russell (1997) notes, the same texts may function as different genres depending on the rhetorical purpose and audience that they address (p. 518). He offers Hamlet as an example. When used as a script by actors, the rhetorical purpose is different from when literary scholars analyze the play or it is taught in a literature classroom. Each instance involves a different activity system, and therefore forms a different genre (Russell, 1997, p. 518). At first glance, the idea of gamers who focus on different aspects within the same game seems reminiscent of Russell’s example of Hamlet, functioning as a different genre within different activity systems. However, do these differences in game play really represent different systems? Are there really unified communities with unified style of play that can be used to define genres? Certainly that is possible. For example, MMORPGs sometimes have an option for competitive rather than cooperative play. In his analysis, Kelly (2004) defines the group of player verses player (PvP) gamers as an entirely different community than regular MMORPG gamers. However, my experience with TRPGs shows that different types of players exist even within one group. One player in a group may be enjoy acting out his or her character while another may just want to fight battles (what is commonly called “hack and slash” gaming). Is it possible for each player in a group of six to experience the game as a different subgenre? At what point does the concept of genre cease to be useful?
Fine (1983) notes that “D&D players can be divided into two groups, those who want to play the game and those who want to play it as a fantasy novel” (p. 207). From my research, including the descriptions given by other gamers, the desire to play TRPGs as fantasy novels seems to be the force that has kept this genre alive in spite of computer games that are far more accessible and may even use the D&D gaming