BETWEEN TWO WORLDS: A RHETORICAL ANALYTICAL FRAMEWORK FOR TABLETOP ROLEPLAYING GAMES by Richard D. Bennett A Thesis Submitted to the Graduate Faculty of George Mason University in Partial Fulfillment of The Requirements for the Degree of Master of Arts English Committee: ___________________________________________ Director ___________________________________________ ___________________________________________ ___________________________________________ Department Chairperson ___________________________________________ Dean, College of Humanities and Social Sciences Date: _____________________________________ Spring Semester 2018 George Mason University Fairfax, VA Between Two Worlds: A Rhetorical Analytical Framework for Tabletop Roleplaying Games A Thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts at George Mason University by Richard D. Bennett Bachelor of Arts American Military University, 2014 Associate of Applied Science Community College of the Air Force, 2011 Director: Douglas Eyman, Associate Professor George Mason University Spring Semester 2018 George Mason University Fairfax, VA Copyright 2018 Richard D. Bennett All Rights Reserved ii DEDICATION This is dedicated to my wife, Elizabeth Bennett, who is my favorite Game Master and the one who would not let me give up. It is also dedicated to my father, Richard C. Bennett, who probably did not see this coming when he bought me my first D&D box set. iii ACKNOWLEDGEMENTS I would like to thank the many friends, relatives, and supporters who have come with me on this journey. My thesis committee, Dr. Douglas Eyman, Dr. Steve Holmes, and Professor Seth Hudson, have been endlessly patient and more supportive than I probably deserve. Finally, thanks go out to the Fenwick Library as a quest location that never failed to provide new treasure. iv TABLE OF CONTENTS Page List of Figures ................................................................................................................... vii List of Abbreviations and/or Symbols ............................................................................. viii Abstract .............................................................................................................................. ix Chapter One – what can games mean? ............................................................................... 1 Literature Review ............................................................................................................ 4 Chapter Two – framework & methodology ...................................................................... 19 Analytic Framework – The Pentadic Dyad ................................................................... 19 Methodology ................................................................................................................. 25 Character Creation ..................................................................................................... 27 Behavioral Paideia Rules ........................................................................................... 29 Games Selected .......................................................................................................... 30 Chapter Three – game analyses ........................................................................................ 33 Pathfinder Roleplaying Game ................................................................................... 33 History................................................................................................................... 33 Gameplay .............................................................................................................. 37 Character Creation ................................................................................................ 39 Behavioral Paideia Rule - Alignment ................................................................... 45 Call of Cthulhu ........................................................... Error! Bookmark not defined. History................................................................................................................... 50 Gameplay .............................................................................................................. 51 Character Creation ................................................................................................ 53 Behavioral Paideia Rule - Sanity .......................................................................... 58 Trail of Cthulhu .......................................................... Error! Bookmark not defined. History................................................................................................................... 62 Gameplay .............................................................................................................. 62 Character Creation ................................................................................................ 64 v Behavioral Paideia Rule – Drives, Stability, and Sanity ...................................... 66 Scion ........................................................................... Error! Bookmark not defined. History................................................................................................................... 71 Gameplay .............................................................................................................. 72 Character Creation ................................................................................................ 73 Behavioral Paideia Rule - Virtues......................................................................... 77 7th Sea ........................................................................ Error! Bookmark not defined. History................................................................................................................... 79 Gameplay .............................................................................................................. 81 Character Creation ................................................................................................ 85 Behavioral Paideia Rule – Hero Points ................................................................. 91 Chapter Four – the next quests.......................................................................................... 94 References ......................................................................................................................... 97 vi LIST OF FIGURES Figure Page Figure 1 The Pentadic Dyad ............................................................................................. 20 vii LIST OF ABBREVIATIONS Dungeons & Dragons .................................................................................................... D&D Game Master ................................................................................................................... GM Player Character ................................................................................................................ PC viii ABSTRACT BETWEEN TWO WORLDS: A RHETORICAL ANALYTICAL FRAMEWORK FOR TABLETOP ROLEPLAYING GAMES Richard D. Bennett, M.A. George Mason University, 2018 Thesis Director: Dr. Douglas Eyman This thesis explores the role of rule systems in the rhetorical creation of meaning in Tabletop Roleplaying Games (TRPGs). It posits a new analytical framework, fusing Burke’s Dramatistic Pentad with Bogost’s Procedural Rhetoric within a variation on Gary Alan Fine’s Frame Analysis of the TRPG play session. Five selected TRPGs are examined through close reading, observation of play, and talk-aloud protocols, focused on the creation of TRPG characters. The framework demonstrates how rule systems serve as a symbolic bridge between the player and the character, and how the selection of symbols shapes and alters player exigencies and character outcomes. ix CHAPTER ONE – WHAT CAN GAMES MEAN? Critical Role is a live-streamed session of Dungeons & Dragons (D&D) played by a group of voice actors in California. Each week, the eight actors play the game for 3-4 hours on Thursday nights, with the video posted to YouTube on Monday. The YouTube channel has 1.6 million subscribers. In the final episode of the show’s last campaign (a narrative arc featuring the same dramatic characters and lasting for over five years), on October 12,2017 (Geek & Sundry, 2017) the adventurers were doing battle with an incredibly powerful magician called Vecna. Scanlan, a Gnome Bard (played by Sam Riegel) has an opportunity to prevent Vecna from fleeing the battle via teleportation magic in order to recover and possibly attack again when the heroes are not as well prepared. When any spellcaster in D&D casts a spell, they use up one of their “spell slots,” a game abstraction to represent a spellcaster’s facility and versatility with their magic, until they have had at least eight hours of sleep. Scanlan has a spell, counterspell, that can absolutely stop Vecna from escaping, should he cast it using a sufficiently powerful spell slot, but there’s a dilemma - he has been saving this spell slot for a different spell, wish, because he thinks he can use wish later to prevent his friend from dying. His friend is bound by an agreement with an ancient power that, should the team defeat Vecna, he will pass into the afterlife and an eternity of servitude to a goddess of death. Scanlan can try and stop Vecna, which is the 1 group’s goal, or he can keep the spell slot in order to save his friend,
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages112 Page
-
File Size-