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Creation of Narrative in Tabletop Role-Playing Games - Jennifer Grouling Cover [67]

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order to determine whether or not those actions succeed. In these situations, there are only two options—success or failure. When I rolled the dice to see if Whisper would succeed in disarming David, I knew that she would either make the roll and disarm him, or she would not (meaning his deadly attacks would continue).

For Murray (1998), temporal immersion is linked to causality. A plot involves events, and each event in the plot causes the next. Murray’s (2008) view is that if players feel as though they cause the events, their immersion level increases (p. 207). Rolling dice may seem to violate this condition of causality, but as Fine (1983) observes, TRPG players have a rather illogical view of their ability to control the dice. He calls this “dice beliefs” and explains that when a computer system which randomly generated numbers between 1 and 100 for players was used in place of dice, players objected because they felt a certain amount of control had been taken away from them (Fine, 1983, p. 98). Fine (1983) observes that “the belief in the efficacy of dice is so ingrained that players deliberately change dice when dice are not performing well, in the belief that there are luckier dice” (p. 94). Gamers, of course, will not always confess such beliefs, but my own observations coincide with the behavior that Fine observed. Although these behaviors may seem illogical, Fine (1983) states that these beliefs are “engrossment beliefs” because they are legitimate inside the context of the game but not outside that context (p. 92). Not only do these beliefs arise from being immersed in the game, but they also add to immersion. A reasonable explanation for such illogical behavior is that believing one can control the dice adds to the temporal immersion and thus adds to the enjoyment of the game.

Dice rolls become increasingly suspenseful if the outcome in question is particularly important to the game. For example, if in a battle a character is low on hit points (life points) and may not be able to sustain another blow from a monster, the stakes of a given roll are particularly high. Rolling the dice also comes into play more during battle sequences than other parts or the game. However, it’s not just a matter of combat; the player has multiple choices for how to get out of a situation such as this one. They might attempt to kill the monster, but they might also attempt to tumble out of the monster’s way, or take a healing potion. Whatever they decide, a roll at a time when the stakes are high like this will obviously cause suspense, even when there are multiple options for success. Because of the turn-taking sequence present in D&D, the player may only get to attempt one of those options before the monster lands its final crushing blow.

In fact, when players somehow fail to make the dice roll the way they want them to, they are known to cheat. As Fine (1983) points out, cheating is “particularly likely to occur in ‘must situations’—occasions that will influence the character for the rest of the game” (p. 101). It is also more socially acceptable to cheat in TRPGs than other games. Fine (1983) observed that Dungeon Masters (DMs) will often tolerate cheating or even let a player re-roll if the dice affect the story in a way that appears detrimental (p. 101). In my experience, outright cheating on the part of the players is discouraged, and it is usually the DM that is called upon to adjust the rolls if necessary. In fact, I had no idea how necessary this behavior was until I attempted to DM a game myself. Upon realizing how easily characters could subvert my intentions, I found myself frequently modifying dice rolls in order to present more of a challenge for the players. While players make their rolls in the open, the DM often makes his or hers behind a screen, allowing him or her a greater opportunity to cheat or adjust the roll without affecting the immersion of the players.

Besides cheating, there are other ways to get around dice rolls. When I observed the RPGA game, the players had special cards that would allow them

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