Monday, August 1, 2022

Open Posts, Closed Works, Other Worlds: part 1


(a meditation on RPGs, isekai, fanfic, and some ideas of Umberto Eco)

I. Introduction: religious rites

If you are an older person, as I am – or perhaps a younger person in a particular subculture – you may have played what is now called a Table-Top Role Playing Game or TTRPG. At once the terminology betrays that this is already an old phrase. These games used to simply be known as RPGs before home computers made widespread computer gaming possible and they had to be distinguished from role-playing video games. The core and representative example of this kind of game is Dungeons & Dragons, but there are now some people who have played this as a computer game and have never played a tabletop version at all. At any rate, if you've never played one, they are basically what the kids play in _Stranger Things_.
Really, anyone bothering to read this probably knows what a TTRPG is, or at least can glance at the wiki page. But it's important to distinguish them from other forms of RPGs for reasons that I'll get into later in the series: table-top RPGs are formally open, while computerized forms are more or less closed.

A few years after I started to play what were later called TTRPGs, I realized that these games involve an ersatz form of religious practice. This has nothing to do with the religion(s) *in* the game, which usually involve an invented pantheon that is nevertheless flavored by popular ideas about medieval Christianity. Nor do they have anything to do with the recurring moral panics in the US about the game encouraging Satanism or belief in magic. They have to do with reincarnation and demiurgy.

First, reincarnation. Play a TTRPG for a while, and eventually your character will die, usually from mischance. What you do then is grieve, and then you roll up a new character – you use the game's creation method to start again with a different persona. Or perhaps the Game Master does not run the kind of game where player characters commonly die, or you don't play a single campaign for that long. In that case whenever you start a new campaign or try a new system, there the character creation step is again. It becomes apparent that this is a kind of play-practice for a form of reincarnation: you yourself perform the part of a soul that sequentially animates a number of imagined bodies. This doesn't mean that TTRPG players end up believing in reincarnation, but it is a form of repeated practice, connected with emotion, that reinforces it as a vague folk idea.

Next, demiurgy. The Game Master or Dungeon Master in one of these games creates the world, both its original form and as a description of what you sense and what happens in response to everything that you do. This person clearly occupies the place of God for the invented world – not one of the gods within the world-setting, who you can sometimes fight and defeat, but the real creator and animator of everything. At the same time, you are aware that this is an ordinary person, one of your acquaintances or friends, who may be called on to DM for the group because they are somewhat better at it than the rest of you but is not superhuman. Therefore, they are a demiurge, the artisan-creator of a world who is not the real, ultimate creator. Gnosticism, the religious tendency most associated with the idea of a demiurge, usually views the demiurge as either ignorant or misguided: to quote wiki "his act of creation occurs in an unconscious semblance of the divine model, and thus is fundamentally flawed, or else is formed with the malevolent intention of entrapping aspects of the divine in materiality."

These two religious ideas are transmitted in latent form through every descendent of the table-top RPG, including the descendent genre known as isekai. In this process they travel from a small-scale communal medium to a mass media product that notably starts out as fanfic, a form of fanfic that is publishable because it has escaped copyrighted characters in favor of an uncopyrighted setting. Isekai reveals something about how a set of creative problems in mass culture have been solved, beginning with the RPG in the mid-1970s.

next part of the series

End notes:

1) I've written some scattered text about the general case of demiurgy as it applies to fiction, especially science fiction or fantasy where the writer creates the world as well as the characters that inhabit it. Most of this was written more than 20 years ago and hardly seems worth recovering. In general, the creation of a fictional world is referred to in one of three ways depending on whether it's given positive, neutral, or negative valence: subcreation, worldbuilding, or demiurgy. (Subcreation is Tolkien's word, which makes it very well studied: worldbuilding is what people teach when you take an SF writing course.)

2) I was unsure where to start with this set of ideas but decided that RPGs made the best starting point. It is not chronologically the earliest form out of the set (RPGs, isekai, fanfic): isekai might be considered to have started earlier if you include texts like C.S. Lewis' _Narnia_ books or Michael Moorcock's _Eternal Champion_ (I don't: I think the genre as such is Japanese) and fanfic has been in existence for as long as published fiction and notably took on its contemporary meaning with _Star Trek_ fanfic in the late 1960s.

3) The illustration I've chosen for the demiurge is a character actually named Demiurge from the popular isekai _Overlord_: it's probably fan art but I got it from google image search and I'm not sure how to credit it. Crediting fan work is one of the important problems that the makers of isekai managed to address.

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