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- From: tyagi@houseofkaos.abyss.com (tyaginator)
- Newsgroups: alt.magick,alt.magick.tyagi,alt.answers,news.answers
- Subject: alt.magicK KfaQ#02: RPG magic? (kreEePing oOze faQ)
- Supersedes: [none previous]
- Followup-To: alt.magick
- Date: 21 Mar 1995 14:55:04 -0800
- Organization: Portal Communications (shell)
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- Approved: news-answers-request@MIT.EDU
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- Summary: This is one of a number of compended posts on magick or topics
- associated with it in some way. It is intended as an introductory
- file and its content will be questioned and discussed within
- Usenet's alt.magick newsgroup.
- Xref: senator-bedfellow.mit.edu alt.magick:40626 alt.magick.tyagi:2445 alt.answers:8200 news.answers:40416
-
- Archive-name: magick/kreeeping-ooze/part02
- Posting-Frequency: to alt.magick -- by inquiry and desire;
- to news.answers -- once every 6 months
-
- Revised 9501
-
- Kreeping FAQ #2: "What about role-playing game magic? (etc.)"
- ________________________________________________________________
-
- Role-playing is mythos-creation gaming in which characters are assumed
- during a group co-creative fiction. The setting and character-types vary
- depending on the particular Game Master and system in which the characters
- explore/live. D&D, perhaps the most well-known role-playing game, was
- created by Gary Gygax as an adjunct to war games and this developed into
- a self-contained game all its own.
-
- Gygax and company took the weaponry and other physical arts/crafts directly
- from physical history and lifted the mythology and legend of many cultures
- and time periods (largely focussing on the European and making some things
- up whole cloth) when fabricating their background fantasy material. This
- included magic.
-
- Simlar to Julian Jaynes' model, the Gygax fellowship set about developing
- self-consciousness amidst their plebian warriors. The silly break-down
- of personality-factors ('character-statistics') and comical use of the
- term 'levels' all through the system speaks of their attempt to provide
- a psychic life to their otherwise objectified selves. It was a simplistic
- beginning, and, as with all beginnings, it had its difficulties. It
- did NOT attempt to approximate 'reality'. It was a role-playing game
- arising out of war-games.
-
- Mages are generally associated with wonder-working or thaumaturgy, and the
- majesty of role-playing game magic is in its mythological appearance.
- Very important psycho-spiritual data may be found within many role-playing
- game magical systems (cf. Paul Hume's lovely supplement for the Shadowrun
- system, _The Grimoire_, or such entire systems as MAGE or Ars Magica).
-
- Since D&D many more 'realistic' systems have developed, yet most of them
- (along with the fiction books which are co-inspired with them) retain that
- 'magic-user-as-psychic-manifestor-of-physical-wonders' type of character
- because it is MYTHICALLY powerful. It is intended as a co-creation of
- mythos, not a description of physical reality. As with all mythos, it is
- bereft of its value when it is 'explained away and changed to suit the
- (physical) facts'.
-
- As Gygax and others drew upon the pseudo-scientific thaumaturgy to create
- their 'magic-users', in many game systems the source of the power is
- described as the MAGE, not some god, which was described as method for the
- 'cleric' or theurgist. How we reconcile these outside the bounds of gaming
- (i.e. when people refer to Jesus as a 'magician' and the like) is quite
- interesting, I think, but it has more to do with our relation to divinity
- than it does to specific delineations among traditions or disciplines.
-
- Role-playing games can be very important tools for self-transformation, and
- ridicule for such activities or for valuing the more mythic descriptions of
- magical feats only speaks of specialization and immaturity on the part of
- the heckler.
-
- nagasiva, tyagi
- ---------------
-
- I have a feeling that FRP has positive contributions to magickal study (or
- more properly to the foundations for magickal study):
-
- It is an exercise in "willing suspension of disbelief" - which
- is often necessary in order to grasp a new framework.
-
- It improves visualization skills - which are valuable tools
- for exploration of reality and formulation of will.
-
- It offers us the opportunity to participate spontaneously in
- extreme situations - and so creates a path whereby our subconscious
- fears, desires and motivations can reveal themselves.
-
- It enables us to explore perceptions and feelings from a perspective
- other than our normal ego-place - which is essential in order to gain
- a truer understanding of the world and the beings with whom we share it.
-
- It offers even young children the opportunity to construct and explore
- very intricate things - which is a relatively rare opportunity.
-
- It is an exercise in both intellect and passion - likely to result
- in the development and growth of each.
-
- It often serves as a microcosm wherein we can observe how things
- might unfold, and what the possible outcomes are of alternative
- behaviors and world-views - and thus creates new growth opportunities.
-
- I'm not saying that FRP is the 'path of the arrow' ... but I am suggesting
- that if one were looking for a way to 'plough the fields' in preparation for
- magickal studies or an inner-path, that FRP actually has much to offer.
-
- (is this you, mark kampe?)
- --------------------------
-
- I've always felt that RPGs allowed us to feel like we were the central
- figure in a story developed just for us (if the player) or to feel like
- we were God, developing the whole thing from scratch for the benefit of
- beings which we allowed to have free will (if the GM). In other words
- I always got the feeling that it was quite a mainstream *Christian*
- activity to engage in this activity, whatever its imaginational content,
- since it sets up a pattern of game play which appears to proceed directly
- from much of the foundational cosmology inherent to that religion - the
- telling of a Story/Logos by God/Creator/Writer.
-
- When I wanted to buck this type of thing I started to make games wherein
- players could discover that there were actually no rules and that, in
- discovering this, they could co-create the game with me; or games in which
- suddenly as their character died it transformed, via some magical object,
- into an exact replica of their nongame self (the other players deciding
- on their characteristics :>). I started to merge the nongame and game
- worlds and in this way break down that God/Creation mythotype, or perhaps
- at least bend and twist it.
-
- nagasiva, tyagi@houseofkaos.abyss.com
-
- ================================================ END OF OOZING FAQ #02 =
-
- This document is Copyright (c) 1994, authors cited.
-
- All rights reserved. Permission to distribute the collection is
- hereby granted providing that distribution is electronic, no money
- is involved, reasonable attempts are made to use the latest version
- and all credits and this copyright notice are maintained.
-
- Other requests for distribution should be directed to the individual
- authors of the particular articles.
- _________________________________________________________________________
-
- This is from a series of continually-updated posts responding to recurrent
- questions in this newsgroup. Please debate anything in here which seems
- extreme and add your own response to these questions after the post. I'll
- integrate what I can. Thanks.
-
- tyagi nagasiva
- tyagI@houseofAos.abyss.coM (I@AM)
-