O que se segue é a citação de um post num blogue sobre RPGs e que vem a propósito de muitas das discussões sobre RPGs “tradicionais” e “não-tradicionais” nas quais já tenho participado. O post não é da minha autoria - embora eu conheça bem o autor e já tenha jogado com ele no passado -, mas identifico-me completamente com as opiniões expostas. Comentem se vos aprouver…
"Well, I’m going to add something on the GNS-Forge-Edwards-bla-bla-bla. Being purely analytical, we have to realize that RPG, as any other hobby/activity to be taken seriously, is demanding and requires some amount of skill and commitment/work from the players. You cannot play football without being in a fairly reasonable athletic shape and having a good grasp of tactics and team-play, you cannot play chess without a deep understanding of strategy and ability to concentrate and stay in focus, you cannot play an instrument without knowledge of music and lots and lots of technical work, and I could go on for hours with examples… well, you could do all those things but you’d probably wouldn’t be any good at it and would soon lose interest and become disappointed and wouldn’t be at all satisfied with what you were doing.
The same thing happens to Role Play.
Role Playing is basically people enacting alternate personas (characters) in a fictional stage (setting) which is presented to them.
So, role playing games obviously require some amount of acting skills, commitment in developing a character (which really demands lots of work) and the character’s personal world, and a reasonable ability for social interaction and acting for the game. Also you need a kind of “scene-director” that sets the stage for the characters.
If you don’t have good developed characters being played (interpreted) by players who did their work, and a good stage-director (storyteller, whatever) to coordinate the setting, the game will not work very well. That is obvious.
And for every role playing game that does not fare very well, there are others who are absolutely fantastic moments of drama/comedy/fun and role play.
Because, make no mistake, role-playing games are about role play, and inherently about characters interacting with each other in a fictional world. From that emerge stories, drama, conflict, laughter, etc.
Now, what is the big fallacy of the Edwards theory? It’s the assumption that role-playing games fail because of some fundamental conceptual flaw. But that is wrong. When role-playing games are not as entertaining and fun as they should be that is because, frankly, the players didn’t want, or didn’t have the skill or will to do their parts properly.
So the Forgite movement came about as a means to withdraw the character-interpretation and development issue from the game, and also as a means to deal with less-then-adequate stage-directors. The Forge tries to address these problems by streamlining these social interactions, by removing the necessity for character interpretation, and by removing the role of the stage-director. You get a different breed of games. The focus of the game moves away from the characters and to the storyline in itself which is created by the group, like participative script writing.
That is fine. They are a great alternative for those who do not wish to engage in everything a pure role playing game entails, or do not have the skills or adequate playing group for doing so. Or maybe they just prefer to invent scripts instead of inventing characters. And I do hope that everyone that plays theses games have tons of fun all the time. It’s a valid addition to the market of games. Let’s call them Story Now Games, or Script-Writing Games, whatever.
The big problem is that Forgites currently act as missionaries trying to “wake up” everybody and honestly do not realise that there are people who truly like pure role play, that is, role playing characters, and that’s not being reactionary or stupid.
Role-playing characters demands a stage, a stage director, demands a degree of skill, of commitment, of work, and requires a group that works. As any other fundamentally social activity, it has its problems and risks. But also it’s rewards.
Personally, I believe that by removing the “problems” from role play you also take away its very essence, the pure interpretation and enacting of characters, the enacting of an alternate persona, and I don’t like it. That’s why I do not like and I do not play this kind of games.
I like having a stage set where I can delve with my character and develop it further. I like not having direct control over the script during play, apart from my character’s actions. I like acting. I like building a character over time, his mannerisms, quirks, loves, hates, friends, wishes, contradictions, desires, fears, etc. I like role play.
And I think Forgites should understand and accept it.
Manuel Sousa, Lisbon, 12th August 2006"