Once upon a time, playing a roleplaying game meant getting together with friends over a table, and having a gamemaster handcraft an experience for you. There is, let me assure those of you who have not had the experience, no sort of gaming so fine as a roleplaying campaign with a first-rate gamemaster, and with friends who are genuinely committed to roleplaying. It is, in its own way, the n'est plus ultra of gaming, the sort of experience you cannot have in any other fashion, direct, and meaningful, and emotionally impactful; more fun, at times, than you can have in any other way, at least with your clothes on.
Since the inception of the digital RPG, tabletop RPGers have been rightfully suspicious of the whole genre; digital RPGs are not, in any meaningful sense, role-playing games. That is to say, you take the part of a single character in an imaginary world, as in a real RPG; but min-maxing, and winning, is your objective, and actually getting into to the role of someone unlike yourself, and acting and speaking as your character would, is way beyond the point.
MMOs get a little closer; it's at least possible to separate yourself from the level grind for a moment or two, and actually engage in repartee with others. Yet there's a big difference; a canny gamemaster rewards this, but there are no in-game rewards, in an MMO, for anything other than the level grind. An actual conversation from my EverQuest experience:
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Some Dude: Yo! Bitch! Gimme buffs.
Me: Sirrah! Dost thou address a lady thus?
Some Dude: Why you gotta talk that way?
Me: If you don't want that, why are you playing on a roleplaying server? (And unsaid but thought: Schmuck.)
Yet in another way, the difference between a tabletop GM and an MMO (or a digital RPG) is, in essence, the difference between bespoke tailoring and prêt à porter. For several thousand dollars, even today, you can have a tailor make you a suit, carefully hand-made to your dimensions. Or, for several hundred dollars, you can buy one off the rack -- in the argot of couture, prêt à porter, meaning "cash and carry," the English idiom being "ready to wear." It won't be as sleek, it won't fit you quite as well, but it will be adequate, and a whole lot cheaper.
Tabletop roleplaying is, in essence, bespoke gamemastering; a person who knows you, and your gaming group well, is carefully structuring an experience for your pleasure. Naturally, there are good and bad GMs, just as their are good and bad tailors, but an effort is being made to create an individual experience.
MMOs are, to coin a phrase, prêt à jouer (ready to play): a faceless company far away has spent a great deal of time and effort creating a scalable experience suitable for large numbers of people, and infinitely replicable, in the hope that a sufficiently large mass audience will find it sufficiently appealing to pay their ten bucks a month, or whatever. An MMO is ever and always a pretty unsatifying gamemaster, from the perspective of a tabletop player -- and yet, it's always there, and doesn't rely on you gathering a bunch of friends for a session, and even if it isn't great, it's usually -- adequate.
Of course, tabletop gamemasters, unlike bespoke tailors, have not been able to turn what they do into a profitable enterprise. With some rare exceptions (mystery party weekends, corporate roleplaying exercises), no one has been able to establish a market for bespoke GMing -- and so gamemastering remains, as it has always been, something GMs do for their own entertainment and egoboo, and for the entertainment of their friends. More's the pity; good GMs are priceless, and in a perfect world, they should be able to extract a price.
But the distinction here suggests another route: Between bespoke tailoring and prêt à porter we have something else: Designer clothing. Many people are unwilling to pay the price required for bespoke tailoring (or, on the feminine side, haute couture), and yet are willing to pay a premium over commodity clothing for the sake of a designer label. To be sure, in some cases, this is merely a matter of slapping some celebrity's label on clothing that would otherwise be considered a commodity; yet in principle, and in many cases, it's something of a compromise between individual exclusivity and mass-market dross. At least in some cases, designer clothing is an expression of individual creativity, designed to appeal to a narrower market than the mass.
Can we find a similar middle ground in gaming?
I think perhaps we can -- and I'll suggest several places where we may see it emerging.
- Some of the larger Scandinavian LARPs--while remaining non-profit entities--now employ people, part- or full-time to plan for the next major event.
- ARGs and "big urban" games like those created by area/code games are hand-crafted, short-term experiences for a limited, if still large, audience.
- Companies like GoCrossCampus are using a standard rules-set, but hand-crafting experiences for large numbers of people in environments with definable end-games.
None of this is exactly big business -- today. And yet I wonder whether there's something viable between bespoke GMing and the bland facelessness of MMOs -- the roleplaying equivalent of the Designer Label.


















