When I was teaching writing a few years ago, we would get approached by vendors from various publishers – hoping that we would adopt their book for our classroom use. One such book that I got a sample copy of and used a few times was titled, Everything’s an Argument. The fundamental idea is that everything is persuasive. Students were exposed to the idea that they were surrounded by argument in their lives and attempted to prepare them to not only analyze arguments but to write their own effective arguments.
While I find some value in that approach, I find that overall I’m uncomfortable framing the world with the idea that everything is an argument. I mention this mainly because I think one of the things I find myself disappointed with in most of the conversations I read about gaming these days is the idea that the players and the gamemaster are in an argument-space when they are playing. Even if not specifically adversarial I get the sense that the belief is that the players and GM are in some form of opposing alignment. And I think that is a fair characterization of many games but I would propose a different perspective.
Everything is a conversation.
I know, before you ask, that I am splitting hairs. Sometimes the players and GM are going to work to persuade one another (and I’m completely okay with that) but I find that shifting the basic premise from persuasive argument to collaborative conversation is a small rhetorical shift which potentially pays big dividends. Characterizing the interaction as collaborative conversation – if everyone is willing to go in on that together – has often been enough to improve my gaming experiences.
Here at the Rhetorical Gamer I’ve made little secret of my love of the Amber Diceless RPG. Amber and 2e D&D are the games where I truly cut my teeth as a gamer. 2e D&D taught me a lot, but Amber taught me how to really be a GM. I didn’t have to supply adventure, didn’t have to worry about playing “DMPCs,” or feel like I was working at cross purposes with my players. Amber taught me to relax and just embrace the flow of the game. I learned how – or perhaps taught myself – to just be a part of the game at the table beside my players while still existing in a space where I was able to help them shape the game, adjudicate their encounters, and set stages as needed. Usually, in Amber, I was the most comfortable I ever am when running a game.
Because the game is a conversation. The rules are so light but so useful that I can improvise anything I need to. More than that though, the game creates an incredible space for just diving headfirst into the play experience without pulling up short. I am able to embrace the spirit of conversation with my players.
And while I don’t want to speak ill of rules-heavy systems – I am a very happy Pathfinder player – I can say with confidence that one of my favorite things about the old school spirit of Adventurer Conqueror King System has been the fact that I feel that same freedom to embrace the play experience and just immerse myself in the conversation of the game. When I was running 3.5 and 4e D&D I often felt constricted – like if I didn’t know the rules inside and out I was somehow letting my players down. But have you seen the Pathfinder rulebook? It’s hefty. And I know that my attitude about the game is my problem. But it’s a fair cop to say that Pathfinder, 3.5, 4e, reward player skill in the form of system mastery over other values.
I find that small shift in perspective also makes a significant difference at the table. It changes and shapes the conversation at the table. And that’s a fair trade-off if that is the gaming experience you want. I try to embrace the spirit of conversation even when running a rules-heavy game but it’s harder. The weight of the rules tends to overshadow things and the desire to create argument tends to creep back in.
As I write this I understand (and kind of discover) how counter-intuitive this seems. It would seem to follow that a tight, comprehensive rule set would discourage argument more than a loose, interpretive rule set. But I find that my players relax more too when the rules are more open. No one is quite as tense to make sure that we are “doing it right” or taking advantage of every corner of the rules. Trust between players and GM is one of the hallmarks (perhaps the most important) of a good game in my mind. Framing the game as a conversation really makes that so much easier.
This attitude is also why I can’t frequent gaming forums anymore. The contentious nature of most boards is painful to observe. I have to wonder if those people are even having fun at their home tables. If they are, good for them.
But I suppose for me the game only really works when I work to remove the sense that Everything is an Argument and re-frame the table space as an ongoing conversation larger than one session, one fight, or one character.
Thanks for reading.