Last year, I wrote two posts reframing the role-playing game system as a theory - as a way of comparing subsequent play sessions. The first introduced the idea, while the second responded to criticism, and developed the framework a bit further. In this post, I'd like to take a lateral step, and incorporate my recent delving into folklore to examine play sessions in aggregate as a folk activity. I'll start by motivating this viewpoint.
Imagine the following: a small group of people, usually 3 to 6, gather together on a regular basis, somewhere between every week to a few times a month. They sit down at a table. They talk, read, write, roll dice, move figurines around, sketch for each other. They imagine a world together, and fictional characters living and interacting within it. There are rules for how this is done. Often, one of the participants is tasked with describing the world and most of the characters within it, while each of the others describes what an individual character attempts to do there, although that's not required. Whether or not a character succeeds or fails in what its player wants it to do is determined by these rules, with or without the use of dice, potentially combined with numbers and figures, whose interpretation the participants agree upon. After each session, and especially as sessions accumulate, the participants build up a set of experiences, and a collective story about those experiences, that they helped create, and for which they are, if not the only audience, then the most important one.
This is a folk activity. Folklore is notoriously hard to define, but it usually requires a set group, with creative practices that are performed by members of that group for members of that same group. Most commonly people think of folktales, but the items of folklore can be dances, pieces of pottery, jokes, barns, parables, as well as, importantly, storytelling and games. In addition, the practices are passed on traditionally, informally, rather than taught through formalized training.
And, indeed, despite repeated attempts, through the use of the tools of pedagogy, the creation of starter sets, sometimes even professional associations and after-school activities for children and young adults, I think that the vast majority of tabletop role-playing is learned and conducted through this kind of traditional, informal process. In particular, most play groups, or tables, in which one or more campaigns are played, are formed this way.
I'd go further and say that the TTRPG started as a folk activity, bridging and combining the folk activities of science fiction and fantasy fan communities on the one hand, and miniature wargamers on the other, to form a new folk genre. This was further developed by informal communities, who communicated through play and through the zine and APA scene. Due to his focus on contemporary and often informal self-documentation by participants, Jon Peterson's Playing at the World, which covers the former, and The Elusive Shift, which covers the latter, provide important material for the TTRPG folklorist. This despite giving short shrift to folk history in the sense of accepting people's recollections today of what they thought and did in the past.
Even Peterson's more business-minded The Game Wizards has something to offer. Coupled with the interviews in the indie documentary Secrets of Blackmoor, it sheds a better light on Dave Arneson's seemingly self-defeating attempt to lay claim to a portion of Dungeons & Dragons, while simultaneously arguing against the very publishable and formalizable aspects of the product that are actually respected by modern American intellectual property law. I think that he was trying to capture, using legal tools not up to the task, the fact that his practice of running Blackmoor as an informal creative process, inherently hard to document, and therefore market as a product, was foundational to the subsequently written product, D&D, as mostly formalized by Gary Gygax and other writers and designers at TSR.
I have to wonder what a folklorist's version of The First Fantasy Campaign would look like. Not a collection of Arneson's notes, but a combination of transcripts of sessions, interviews with participants, perhaps records and insights from participation. Something that would do for Blackmoor what Cecil Sharp and Maud Karpeles did for Appalachian ballads.
We do know that Blackmoor and the Braunstein games that immediately precede it had enough informal cachet that they proliferated to other participants in person, as a folk activity, to the point where others were independently creating formalizations before D&D started spreading. Unfortunately, at the time, and perhaps to this day, the only form of widespread legitimacy a gaming practice like this could have was through a ruleset.
There's a conversation to be had of how the very attempt at reproduction, and the expansion in audience it entails, might change the activity, as well as the relationship between reproduction and commercialization - I hope to return to that in a future post.
Until then, I would suggest that this point of view is already illuminating about the hobby, both its history and its contemporary practice.