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Many techniques employed to great effect in roleplaying games are film-making techniques: camera transitions to set the stage for a battle, cut scenes in lieu of travel, dream sequences to hasten character development, among many others. This essay is not meant to discourage these methods; they are useful and fun. Rather, my idea is to couch the experience of tabletop roleplaying not in terms of an effort to mimic movies, which seems impossible, if not antithetical to the endeavor, but in terms of staging an opera. The two media possess vital differences which lead me to conclude that opera is a better analog for roleplaying than film, and that the operatic experience is one more suited to the aspirations of players and GMs.

In this essay, we will first briefly outline the major differences between film and opera. After that, we will consider how those differences make the operatic experience a better parallel with roleplaying, and then discuss how to implement operatic techniques in our game.

 

Opera and cinema have many convergences...they are however very different arts even if the cinema has finally seized the functions fulfilled hitherto by the opera. These differences are due to the direct interference with the public which does not exist with the cinema.1

 

Film is scripted, recorded, edited, and rarely spontaneous. While it is intended for an audience, it is performed for a camera. That is its medium. The camera enables a use of montage that is difficult to achieve in opera (and roleplaying games), employing quick cuts and transitions to increase the meaning of a scene beyond the sum of its parts. The camera can also rapidly alternate between extreme closeups and broad vistas, along with everything in between, lending film a different cadence to its action than is available in opera. And finally, through the use of special effects and a lack of immediacy or tactility, film can present the unreal as real, to our eyes at least, as opposed to opera, which must rely on a combination of semblance, willful suspension of disbelief, and imagination.

Unlike in a film, in opera (or any stage production), things must be bigger than life: subtle facial gestures won’t be seen by the audience, pianissimos won’t be heard. Opera is rarely amplified. The performers must largely rely on stagecraft and their own wherewithal to effect a moving performance. One important tool in stagecraft is repetition. As Tzachi Zamir puts it, “More than a contingent requirement of the theater, repetition is intimately linked with aesthetic value.”2  This not only applies to the actors’ ability to memorize their lines, but to the audience’s familiarity with the subject matter. One attends a play or an opera not so much to see how a novel story unfolds, but to see how familiar lines and notes are performed.

Also familiar to the audience at the opera will be what David Patrick Green calls, “the iconic nature of the characters and celebrated performances of those characters.”3  This familiarity exists not only in specific, named characters in the drama, but also in the types of characters common to many operas: the wise servant, the misguided lovers, the ill-omened hero, and many others. While these icons reflect a shared mythology or history among opera-goers, they are found in a slightly different mode in roleplaying games.

And finally, an opera is nothing, of course, without its music and rhythm. Aside from its aesthetic merit, the music of an opera can set the mood of a scene, evoke personality traits in a character, or foreshadow future events. Further, leitmotifs may be utilized to develop character and plot. None employed these Melodische Momente more famously than Richard Wagner, who incorporated vast amounts of what we would call subtext into his stories, their characters, and the very structure of his music dramas through their music. These repeated and transformed motifs told as much of his stories as the librettos themselves.

These methods rely on a willingness of the audience to buy into the vision, much the way we do when we read a fantasy novel or play a tabletop roleplaying game. We must be directly involved in the story, as viewers and participants, for its magic to work. We must allow the story to “interrupt” our quotidian lives and accept an invitation to inhabit a different world.

Roleplaying, at its most complete, can be notably similar to other media (books, film, sport). It involves multi-disciplinary skills, and

affords an opportunity for all of those skills to coalesce into a unified vision, a homogeneous experience. It can even attain

“When a GM points their baton, they are signaling for players to perform, or to note a performance.”

Wagner’s aesthetic idea of the total work of art (Gesamtkunstwerk). However, despite our efforts to be cinematic at times, role playing can never be a movie, just as a movie can never be real life. However, can roleplaying be like an opera?

Similar to opera, the details of a role playing game must stand out: clues must be plentiful and obvious, character development must be

done in broad strokes, and actions must be, if not epic, at least archetypal. Like the audience at an opera, players will have different

views and viewpoints, different capacities for attention and retention. And, like the performers in an opera, the player characters have their limited time on the stage to make an impact. Just as an opera conductor must satisfy the requirements of their audience as well as their performers, so must a Game Master. For a GM, however, those are one and the same. When a GM points their baton, they are signaling for players to perform, or to note a performance, even if that particular aria belongs to a Non-Player Character or to the GM’s own exposition. Regardless, the signal should be obvious and, whenever possible, underscored by the music of the moment (whether that is literally music or the figurative sense discussed below).

Repetition in roleplaying plays a similar role, so to speak, as that it plays in the theater. While we may be waiting to see how NPCs act and react and how the story unfolds, some of the substance of an adventure is already familiar to its players in the sense that they are the ones composing it. The surprise moments are rarely as exciting to players as what they decide to do about them.

Further, most roleplaying adventures rely on some tropes familiar to its players. These tropes manifest not so much in grand, Campbellian archetypes, as in the practical phrases that connote action, decision, or transition. We are excited by the simple phrase “roll for initiative.” “You see three doors before you” offers choices numbering three to the power of your party. And who hasn’t heard a GM ask “Are you sure?” without questioning their most fundamental beliefs?

That is not to say that roleplaying games don’t have their archetypal characters, typically found in the mythologies and worlds in which an adventure takes place. But more palpable to players are the tropes found in the classes, races, and occupations of the game system. Inherent in these vocations are sets of traits that may be exemplified, subverted, or transformed as the player sees fit, once again creating a story that is their own, rather than passively observing something new.

 

One might ask why I compare tabletop roleplaying to opera rather than a play or any stage production. First, opera tends to be performed within a broader, epic context (e.g.: Norse mythology in Wagner’s Ring, post-Revolution Paris in Puccini’s La Bohème, Shakespeare’s Venice in Verdi’s Otello). Although this is not a universal depiction of opera or stage plays, the sheer spectacle of opera seems to lend itself to epic stories and grand ideas, to the historical and the heroic. Likewise, the archetypes in roleplaying tend to put us in a frame of mind to consider character and plot more broadly, eschewing mundane details for the sake of exploring fundamental moral and epistemic questions.

Second, unlike a script for a play, words in a libretto are written in order to be put to music. Consider Tchaikovsky’s Eugene Onegin. The libretto, organized by the composer himself, very closely follows certain passages in Alexander Pushkin's 1825-1832 novel in verse, retaining much of his poetry. In a sense, opera has its own language (or languages) which is coequal with its music, and metered verse is well-suited to do just that. Similarly, roleplaying has its own language which must suit the cadence of the game and communicate complex ideas and actions in an economical fashion. Much of the conflict in roleplaying would be impossible (or at least boring) to enact without the use of game jargon. This jargon ranges from abbreviations (XP, AC, Nat 20) to highly descriptive terms (meta-game, railroad, sandbox), and can be efficient, dramatic, or just fun to say. What these terms have in common is that they suit the rhythm of the game, whether the goal is to hasten combat, or to devolve into a discussion (or meta-discussion) of the adventure itself.

So, what is the music of a tabletop roleplaying game? It seems that the essential component of roleplaying is found in the word itself - play. This observation may seem facile or trite, but I speak here of a particular notion of play, one that I have developed in a separate article, that is basically this: play occurs when we exist in two worlds at once, where we are able to think and say and do things that are authentic to ourselves, within a framework of rules to which we have agreed. It is the “unreal” arena wherein we are most free to explore reality. As music is to opera, the lifeblood of tabletop roleplaying is that combination of freedom, vitality, and self-determination that we call fun. Maxims like The Rule of Cool speak to this point. When we play tabletop roleplaying games, whether the moment is grave or lighthearted, the adventure a heist or a horror, the player a thespian or a tactician, we enter into an agreement with others to have fun. It is the ethos, logos, and pathos of the enterprise, and our words and actions as players must fit into this framework.

“When we play tabletop roleplaying games…we enter into an agreement with others to have fun.”

Many players have based Arthurian and Gothic adventures on operas,

or included an opera house as a location in an adventure. Currently

available are the Apotheosis adventure Red Opera and Andrew

Peregrine’s tabletop RPG (and theatre sourcebook) Opera House,

and there is even a College of the Opera subclass available for bards. The two pursuits seem germane for many of the reasons I have mentioned. The scope of both endeavors seems at once epic, yet only so broad and deep as its participants’ imaginations. The immediacy of the stage and the table pervades the senses of the actors and the audience. And the idiosyncratic cadence of each activity, though differing in particular instances, nonetheless informs the story best when it is purposed and consistent within that story.

I will leave discussions of games as an art form to others (see Brian Upton’s The Aesthetics of Play (2015), among others). The point of this essay is that games can be akin to art forms and, more to the point, that tabletop roleplaying games are related to opera to such a degree that it behooves participants in the former to observe the methods and constraints of the latter. In so doing, we lay out achievable goals for our games, different from those of a film, but unique and worthwhile in their own right.

 

When AI approximates Machine Intelligence, then many online and computer-run RPGs will move towards actual RPG activity. Nonetheless, that will not replace the experience of 'being there,' any more than seeing a theatrical motion picture can replace the stage play.

 

-Gary Gygax

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Mortier, G. (2009a). Dramaturgie d’une passion (ESSAIS) (Littérature française ed.). BOURGOIS. I especially like Mortier’s use of the word “interference” here, not so much in the sense of “interruption” but as an activity that forces itself on the participants.

Zamir, T. (2009). Theatrical Repetition and Inspired Performance. The Journal of Aesthetics and Art Criticism, 67(4), 365-373.

3 Major Differences Between Stage + Screen Acting According to an Actor. (2019). Www.Backstage.Com. https://www.backstage.com/magazine/article/major-differences-stage-screen-acting-13449/

This duality of playing and creating (which is expected of GMs and players alike), as well as the duality of reality and fantasy, are fundamental features of tabletop roleplaying, and may help explain how our games can easily wander into absurdism or surrealism. Our ability to negotiate these dichotomies goes a long way toward our enjoyment of the game and the fulfillment it affords

Carlisle, D. (2021) Fantasy in Black and White in which I elaborate on a more robust definition of play as a pursuit both worthwhile and desirable for any thinking person.

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Eco's Chamber

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