28317599
28317599
Jennifer Maher
Associate Professor
Department of English
2/10/2021 | 12:18:04 PM EST
NOTE: *The Approval Sheet with the original signature must accompany the thesis or
dissertation. No terminal punctuation is to be used.
Emily Parks
EDUCATION
EXPERIENCE
AWARDS
Because the COVID-19 pandemic essentially restructured the way we live our lives,
many of us now do far more of our work, hobbies, and socializing online rather than in-
person. What this changed environment means in terms of satisfying our social needs is
Roleplaying Game players as they navigated adjusting their formerly in-person weekly
game sessions to a virtual environment. While using a virtual tabletop platform for visual
collaboration and a voice chat program to speak with one another allowed the players to
hold sessions and didn’t appear to restrict their creative engagement with the game, the
restrictions of the virtual environment inhibited social interaction and in one case
worsened social anxiety for the players. This suggests that if we want to sustain online
collaborative work in the future, we may need to reevaluate our virtual communication
INTRODUCTION 1
CHAPTER ONE: Affect and Embodiment in Play and Games 7
CHAPTER TWO: Pathfinder’s Reality 21
CHAPTER THREE: Roll20’s Reality 41
CONCLUSION 55
WORKS CITED 57
1
INTRODUCTION
Five people sit around a table, atop which is a one-inch, grided playing mat and several
piles of dice. An array of miniature figurines is spread over the mat, positioned as if
“Yes,” the Game Master says, checking her notes. “You crush the skeleton with
your war hammer. That’s the last enemy.” The rest of the players cheer.
“Now we keep going,” another player says, “we don’t know how much time we
have left to rescue the townspeople, and I’m worried the giants are going to hurt
my mom.”
In one reality, these people are a group of humans sitting around a table, laughing and
chatting and snacking on pizza bites. In another reality, they are a half-demon barbarian,
Schallegger separates these understandings of reality into what she calls the primary and
secondary reality. In the above example, the eclectic, fantastical characters inhabiting the
secondary reality have been cultivated for years as secondary personas—that is, people
with personalities, goals, and bodies distinct and yet not distinct from their creators. The
player’s mother is obviously in no physical danger, but the character’s mother is, and
while engaging in creative storytelling, the attachment between player and character that
serves as their surrogate body is strong enough that players can develop feelings and
Roleplay is an activity humans engage in for different reasons. It could take the
gaming genre gained popularity in the 1970s with the publication of Dungeons &
Since roleplaying game rules tend to require extensive reading, reference, and
math skills to engage with the game material effectively, they can be difficult for younger
children to play without significant help (Curran 52). Demographic information specific
to tabletop RPG players is difficult to find, though Curran consolidates some existing
data on RPG players (including CRPGs and MMORPGs), and finds that “almost 40% of
all game players are women, and the average age of those who play games is 35 years”
(47), indicating the average age of RPG players is rising. When looking at demographics
for tabletop games in general, of which tabletop RPGs are only a subgenre, one
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researcher found most survey respondents were white men aged 25-44 (Booth). However,
Booth does point out the sample could have been skewed by the manner of data
Roleplaying games migrated from tabletop to electronic and online platforms with
the popularization of video games in the 1980s and 90s; since then, computer RPGs have
been a subject of much study, especially concerning their effects on players’ lives. With
the internet’s ability to connect thousands of players in the same secondary reality, the
significant popularity and success, although some research suggests there are multiple
gamers may use online RPGs as coping strategies for stress through escapism, which
might lead to such gamers getting addicted to the games (25), though Hussain et al point
out that it’s still difficult to pin down the prevalence of game addiction due to the
subjective definition of addiction (360). Even so, Berle et al suggest that MMORPG
players are more likely to self-report addiction than players of other video game genres
appearance negatively, have low self-esteem, and enjoy gaming less than non-
problematic players, even if they play more frequently (Stirbu 4). In terms of avatar
identification—meaning the degree to which players identify with their game avatars—
some studies indicate that problematic players tend to view their avatar as superior to
themselves and wish to further resemble it in their lives outside of the game (Kuss and
Griffiths 283).
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However, that isn’t to say MMORPGs are an inherently harmful hobby. While
research on the benefits of RPGs is sparse, some studies indicate RPGs can have positive
effects on players. Stirbu points out “that innovation and creativity are higher among
MMORPG players” (4), which Mikhailova, in her study of high school students, expands
upon, finding that the students “involved in MMORPG [demonstrate] higher rates of
independence and positivity . . . a more developed ability for constructive leadership and
a higher level of innovation . . . higher originality, imagination and creative thinking” and
“higher rates of sense of humor than the students not involved in massive multiplayer
online role-playing games” (37). In addition, MMORPGs being inherently social games
means there are opportunities for players to socialize with one another. Kirby et al argue
“that players derived social support from fellow online gamers which is, in turn,
associated with improved wellbeing.” More specifically, this socializing can offer
“opportunity for communication, problem solving, teamwork and shared goals” (37).
While the results of these studies show that MMORPGs may have positive effects on
players, they are limited by sample size and there is room for much more research to be
player’s body within the secondary reality of the game—are an important part of the
gaming experience. Player avatars serve a vital purpose by providing the vehicle through
which players experience the rest of the game world. Much research has been done on
Griffiths suggest that players gender swap as a social tool to be treated favorably by their
peers (52), while Hutchinson suggests that players rigidly police one another’s
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standards and react poorly when faced with the suspicion that a player and avatar might
not be as closely aligned as possible (231). Nielsen suggests that the ability to play and
interact with characters with varying identities can be a positive influence on gamers
(54).
However, researchers have not given the same kind of attention to these aspects of
play in tabletop RPGs, especially tabletop RPGs played through online platforms.
“Virtual tabletop” (VTT) platforms allow for gaming that is not quite conventional
tabletop RPG play, but also not a CRPG. Virtual tabletops allow RPG groups to meet
regardless of distance by using a computer screen and voice chat as a substitute for in-
person meetings. Research on VTT gaming is even more sparse than research on in-
person tabletop gaming, even though VTT platforms have been seeing more and more
use over time. This calls for research into the differences between conventional tabletop
and VTTs concerning how each platform mediates play experience. These differences
beg the question of how much—if any—research on CRPGs can be applied to RPGs
This thesis aims to address this gap by examining the play materialized in the
audio recordings of sessions, and public discourse. Due to the current COVID-19
pandemic, this thesis will also be looking at how the presence or absence of physical
proximity affects these relationships, as partway through the research period the gaming
group being observed was forced to transition to online play because of safety concerns.
While this thesis specifically studies roleplaying games, this research could be applied to
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other collaborative, team-focused tasks that must be performed online due to current
events. Because part of the game was played in-person and later sessions were on a
virtual tabletop, this provides an opportunity to compare player experience and how it
If one thinks of the concept of ‘play,’ images that come to mind might be children
playing hide and seek, two people playing a chess match, teams facing off in a
competitive sport, or perhaps a theatrical performance. In all of these examples, from the
exhilaration of physical activity, the carefully neutral expression so as to not give one’s
strategy away, or the purposeful depictions of affect and movement on a stage, play is
intertwined with emotion and the body. This goes for roleplaying games as well.
The study of RPGs derives from the study of games, which itself derives from the
a free activity standing quite consciously outside ‘ordinary’ life as being ‘not
serious,’ but at the same time absorbing the player intensely and utterly. It is an
activity connected with no material interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time and space according to fixed
rules and in an orderly manner. It promotes the formation of social groupings
which tend to surround themselves with secrecy and to stress their difference from
the common world by disguise or other means. (4)
In other words, for behavior to be considered play, it must take place “carefully isolated
from the rest of life, and generally is engaged in with precise limits of time and space”
(6); Games that take place in these spaces may or may not have explicit rules (8). Players
following game rules “by the very face of complying with their respective rules, [are]
separated from real life where there is no activity that literally corresponds to any of these
games” (8). Play must also be voluntary and unproductive (10), meaning that players
must have no reason to engage in play other than to derive enjoyment from the action
itself.
type of play dominant within them. These categories are agon (competition), alea
(chance), mimicry (simulation), and ilinx (vertigo) (Schallegger 53). RPGs typically
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possess all these traits in some capacity, though the degree can vary based on the
particular game.
three theories for the function of play. In the first theory, Sutton-Smith refers to play as a
“viability variable,” meaning that “theoretically speaking, in this kind of ludic disaster,
play might be said to transcend emotionally the miseries of the world and allow escape
into these happier, private versions of that world, often conjured with cognitive even if
disgusting originality” (90). In essence, according to this theory play serves as a tool to
The second theory Sutton-Smith puts forth concerns teasing, specifically from a
parent to their child. He argues that play in the form of teasing trains a child to deal with
emotional surprises and possible distress, as well as reinforces the relationship between
parent and child, and helps the child form positive personal relationships throughout its
life (99). Sutton-Smith's third theory calls play a “coevolutionary multiplex of functions,”
reconcile with their environment and their ability to influence it.. Play, in this case,
“imitated conflict but removed its immediate dangers and reduced the tensions that
accompany such conflict. This play also had the potential benefit of providing exercise of
a kind that might subsequently help when real conflict occurred” (114).
In a similar vein to defensive rituals, Henricks points out that one advantage of
play is the control it offers players over their reality, which allows them to “gain
assurance about [their] powers (204). Henricks also identifies a type of play he refers to
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as “rebellion,” which “addresses the fact of the player’s subordination. Forces that are too
powerful must be taunted, defied, and evaded” (204). He points out that “discontinuity
and surprise” are things players enjoy in and of themselves, as well as because they serve
parents or other children—play can serve the same functions in the lives of adults. The
need to form or reinforce social bonds and temporarily indulge in escapist fantasies are
While most research on play focuses on children, play in adults should not be
ignored. While play may look different for children and adults, that does not mean adults
do not play. Power argues that the concepts of play and development should not be
creatively throughout their lives as they age (318). Play in adults, Power argues,
Adults are capable of thinking “more flexibly, dynamically, and contextually than
children” (Fischer, Yan, and Stewart 2003, 493). When adults are in a playful
mood, they internalize the high jinks kids enjoy. Adults play with the boundaries
of their own thoughts and perceptions and with those of others—dynamically
exploring possible worlds in fantasies or creative writing; mixing and blending
conceptual spaces through satirical imitation or playful design; stretching and
breaking established schemas by engaging with art or being absurd; and bouncing
round otherwise solid and well-defended psychic structures using self-deprecating
humor or teasing others. (301)
looking at the familiar in a new manner or perspective. Forms this can take are “involving
behavior include “broadening our response repertoires and . . . building our resilience,
our adaptive ability to recover quickly from stressors and to bounce back from negative
The above are functions that play and games serve, but of interest is also why
games are capable of performing this function. Schallegger argues that play is a
existence, it is not devoid of meaningful interactions with it” (46). Since play spaces are
separated from primary reality, they require the participants themselves to create order, or
This order that players establish typically ends up mirroring much of the order of
their primary lives. Schallegger points out that games are “inevitably well suited to
represent and affect the patterns and functions of the systems found in primary reality”
since “games are shaped by members of societies to express their own values and norms,
highlighting the procedural nature of the choices made and the system that constrains
player behavior” (56). Game rules, once a game becomes “institutionalized” (Caillois
27), “become part of its nature” and “transform it into an instrument of fecund and
decisive culture.” At this point, games “reflect the moral and intellectual values of a
studying the construction of secondary realities and player behavior within them can
provide insight into the construction and behavior in our primary reality. Another
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The rules governing these secondary realities have changed over time to further
facilitate player immersion. According to Schallegger, Gary Gygax, the creator of the
original Dungeons & Dragons tabletop RPG, was adamant that his creation was “a game,
not a simulation” (75), meaning his vision was of a combat simulator where the players
attempted to triumph over the obstacles the Game Master (GM) placed in their path.
Later game systems, such as Chivalry & Sorcery, emphasized a simulationist approach to
RPGs by charging “the GM with the task of administering and managing a fully
extradiegetic level (rules, group dynamics)” (75). In the simulationist model, the GM
creates this secondary world with the expectation that the players will interact
meaningfully with it. Schallegger points out that an important part of playing an RPG is
negotiating “between the primary (or ‘commonsense’) reality shared by the players, the
social level, and the secondary reality (or ‘fantasy’) shared by their characters, the
narrative level” (91). These two ‘levels’ of reality are commonly referred to by players as
Since many RPGs are designed to immerse the players in a secondary reality,
affect naturally has an impact on the way the game is played and the relationships
between the players. Gregg and Seigworth define affect as “an impingement or extrusion
of a momentary or sometimes more sustained state of relation as well as the passage (and
the duration of passage) of forces or intensities” (1). The forces referred to as affect are:
movement, toward thought and extension, that can likewise suspend us (as if in
neutral) across a barely registering accretion of force-relations, or that can even
leave us overwhelmed by the world’s apparent intractability. (1)
Though the authors offer this definition, they also argue that “there is no single,
generalizable theory of affect: not yet, and (thankfully) there never will be” (3).
rather than causal narratives of their origins and end points” (4). These “flashes” can be
conscious or unconscious, and can possibly help shape human understanding of the
world. For example, Fisher argues that “our notions of critique and justice are built out of
Humans also communicate experience and affect to one another. As Fiehler points
have in the past been regarded as “cognitively determined, purposeful, rational, and
instrumental,” but communication is often not that. Even in games such as Pathfinder
where the object of the game typically requires cooperation, inter-player conflict can
arise from players’ conflicting emotions and desires that may not appear rational at first
glance. Even certain kinds of speaking tones can hurt feelings when no offense is meant,
or players can misinterpret one another based on how they evaluate one another’s moods.
medium. There’s evidence that communication medium can affect the degree of
satisfaction people can receive from social interaction. One study found that “individuals
who engaged in a face-to-face interaction indicated that their basic social needs were
more satisfied and their mood more positive than individuals who engaged in a virtual
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interaction via an Instant Messenger Chat session” and that the participants found the
interaction more interesting and enjoyable in general (Sacco and Ismail 362).
Because much of the research on RPGs focuses upon computer roleplaying games
genre, this research does not always translate to tabletop RPGs, as MMORPGs are an
tabletop RPGs are played by smaller groups of people and mediated by the players
together. While some might argue RPGs and CRPGs are close enough in type that
conclusions drawn about one could apply to the others, there are differences that call for a
closer look at RPGs as their own genre. It is important to note that while some aspects of
CRPG experience might be applicable to some parts of tabletop RPG experience, playing
a tabletop RPG through a virtual tabletop platform does not turn that game into a CRPG.
In a CRPGs, the role of GM is filled by a computer, while even on a virtual tabletop, the
role of GM is filled by one of the players. This difference is important, since having a
human mediator rather than a computer mediator drastically affects the constraints of the
Computer roleplaying games have made significant advances over time in how
they engage players in the game world. As identified by Kuo et al, features that have the
greatest effect on player immersion are realistic, 3-D graphics alongside minute character
beyond providing bare-bones motivations for the protagonist allows “for greater
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complexity in cinematic storytelling, such that game mechanics now exist to serve the
broader objective of advancing narrative” (102). Complex storytelling can grant players
greater levels of agency during play, such as “the opportunity to make in-game choices
that eventually shape the macro-narrative of the entire game universe” (103).
Unlike CRPGs, which typically feature high-quality visual and audio work
depicting the game’s secondary reality, tabletop RPGs rely primarily on spoken language
and imagination to visualize their game worlds. Because of this, as Schallegger points
together the social and the psychological aspects mentioned earlier to maximize
immersion and thus identification” (93), meaning that because visualization is generally
the duty of the individual player, tabletop RPGs could possibly provide a greater ability
to identify with the secondary reality compared to CRPGs. CRPGs also use a computer in
Aside from the emphasis on personal creativity to create the game world and how
affect plays into a game, another feature that differentiates RPGs and CRPGs is the
relationship to the characters they control in the secondary reality, as well as to the play
environment in general. Embodiment is the idea that “the body—including behaviors and
influence, and at the same time are influenced by the mind” (Tschacher and Bergomi vii).
In terms of games, this means that the way a person physically engages with the game
pieces and other players influences how that person experiences the game as a whole.
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Tools, such as game pieces and other objects used during play, especially those
intended to represent the player character, provide an example of the body extending
Tools and attachments change the user’s effectivities. This change leads to
changes in affordances of the environment. In order to adapt to the environment,
the user must retune their perception of affordances. Furthermore, the user should
modify perception of his/her own body. Accordingly, what was discussed so far
implies that tools and attachments extend the boundary of the body. (236)
In other words, tool-use alters what a body is capable of doing to its environment, and
therefore altering the perception of the body, thus becoming part of the body. In this way,
it is possible for game avatars—as representations of the player’s body—to extend the
conventional boundaries of the body as well. Gee argues that the virtual mind and virtual
bodies of video game characters “become the player’s surrogate mind and body,” because
while playing as a character, players must “attribute certain mental states (beliefs, values,
goals, feelings, attitudes, and so forth) to the virtual character” and “take them as a basis
Game avatars can also serve as tools players can use to make sense of the world in
which they live. In this way, game avatars “model simulations to help us prepare for
action in the world” (Gee 256). Players can use these simulations to “test out what
consequences follow before [they] act in the real world” through roleplay, or “role-play
another person in the model and try to see what motivates their actions or might follow
from them before [they] respond to them in the real world” (256). When roleplaying as
another person, players can “run simulations that reflect perspectives and values [they] do
not believe in or even value by running a simulation from the perspective of someone
else” (257), allowing players to understand people unlike themselves. Gee extends this
connection between virtual and “real” life by arguing that humans themselves act as
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virtual characters when acting in the world by “taking on specific identities such as
‘tough cop,’ ‘sensitive male,’ ‘hip young adult’” (261) and the like in a world made
virtual by “construing the world in certain ways and not others.” (261). In this view, one
can see how “video games build on and play with a stance that is the norm for effective
physical and social human action in the world” (261). While Gee is discussing CRPGs,
CRPGs typically allow players to design their characters by selecting from pre-
programmed options in their graphics engine, while RPGs typically have no such tool
built into their systems. How tabletop RPG players visualize and identify with their
characters is a topic that has not seen as much attention as it has in a CRPG context. This
aspect of both game genres is of interest because of the effects it could have on how
players engage with the larger world. Nielsen argues that CRPGs “offer those who do not
want to play a straight male avatar the opportunity to develop and explore identities
through characters in ways that other genres do not” (47). Additionally, the “diversity of
criticism of stereotypes and the ability to interact with players and characters different
from themselves” (47). While Nielsen refers primarily to CRPGs, in this instance the
same concepts are transferable to tabletop games as well, since most tabletop RPGs offer
Methodology
gameplay, I recorded multiple play sessions with the participants’ knowledge and consent
and interviewed the participants individually about their experience playing RPGs. While
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there are countless tabletop roleplaying games, each with its own distinct rules and
guidelines for play, I choose to focus on only one game because I am particularly
interested in the differences between physical and in-person play within the same game
system. I emphasize one game in my analysis: The Pathfinder Roleplaying Game. To get
a sense of how Pathfinder as a rules-set guides play, I examine the rhetoric in the
Pathfinder Core Rulebook to see how it relates to actual in-person play, as well as how
applicable and useful that guidance is for VTT play. I will also look at the guidance
virtual space.
For insight into the differences between physical and virtual tabletop play, I will
do a brief analysis of the Pathfinder Roleplaying Game and the virtual tabletop platform
Roll20 to provide context for these games, followed by a case study of a group of
Pathfinder players transitioning from in-person so online play. While single case studies
cannot be said to produce conclusions universal to human experience, what they can do is
games are typically played in small, highly personalized groups who often play together
for months or years at a time and have their own preferences and styles of play.
universal conclusions—may offer some insight into the relationships between players,
A case study also provides the opportunity to examine the minute details and
changes between in-person and online play, something that a broader type of study may
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lack. To get a sense of how people play these games in practice, I studied the behavior
an online meeting space. This case study consists of five participants in their mid to late
twenties: Arthur, Jane, Jack, Oz, and me. The names used in this thesis are pseudonyms
chosen by me. All participants are white; three are men and two are women, and three
openly identify as members of the LGBTQ+ community. Oz and I have played RPGs on
and off together for roughly 15 years. Jane first played with me roughly six years ago,
and Arthur and Jack first played with me roughly four years ago. Jane, Jack, and Oz
played various tabletop games before joining this particular play group, but this game
The game played during the recorded sessions is a prewritten Adventure Path
(AP) published by the company Paizo, which also owns the Pathfinder game. Paizo
describes APs as
the premiere monthly resource for your fantasy roleplaying campaign. Every
month, the Pathfinder Adventure Path brings you a new installment of a 6-part
series of interconnected quests that together create a fully developed plot of
sweeping scale and epic challenges.
In each volume of the Pathfinder Adventure Path, you'll meet nuanced
characters, visit fantastical locations, face deadly foes, and learn ever more about
nefarious plots and an incredible world forged by some of the most popular
authors and artists in fantasy gaming. (Paizo.com)
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While AP volumes are released at a rate of one per month, with the implication that
The Runelords group played in-person at my home for most of its existence until
March 2020, when stay-at-home advisories became commonplace in the United States
due to concerns about COVID-19. After that, we switched to playing on Roll20, a VTT
platform designed to replace a physical tabletop to allow players to play games over long
distances. This, along with voice chat software such as Discord, became the new normal
for many tabletop gamers in the wake of COVID-19. While at this point all of the case
study participants could be considered experts in terms of knowledge of the game rules
and group conventions and expectations, most of the participants were not familiar with
To see how these game decisions guide actual play and players, I recorded the
audio from several in-person and online play sessions with each player’s knowledge. I
also gave the players sets of written questions to answer on their own time, and later
individually interviewed each player, sometimes using their written responses to guide
the interviews in order to highlight areas of play that most interest them. Gathering data
through published materials, during authentic play sessions, and in one-on-one interview
sessions was intended to better triangulate the data and ensure as clear a picture as
possible.
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The first edition of the Pathfinder Roleplaying Game, the core rulebook of which is
shown in Figure 3 below, was published in 2009 by Paizo Publishing. Its rules system is
game.
could not get together in person, so this image was taken from Paizo.com, the Pathfinder
publisher’s official website). Each player, aside from the GM, has a character sheet, the
front and back of which are shown in Figures 5 and 6 below. Character sheets serve as a
record of a player character’s important statistics, such as what weapons, equipment, and
are shown in Figure 7 below. These dice are used to determine the outcome of events that
occur in the game reality. To determine the outcome of an action, a player rolls a die, and
determines the difficulty of these rolls. For example, a player wishes to convince a
nonplayer character (NPC) shopkeeper to give them a discount on an item. The player
would roll a twenty-sided die (d20) and add their character’s Diplomacy modifier. If the
player rolls a 7 and the character has a +10 Diplomacy modifier, their result would be a
17. If the GM decides the player needs a 15 to persuade the shopkeeper, the player would
succeed. However, the GM, as the primary arbiter of the game world, can decide how
easy or difficult actions should be based on what best serves the shared narrative. For
example, if the player character was roleplaying and behaving rudely to the shopkeeper,
succeeding at the roll might be more difficult to reflect the shopkeeper having taken
offense. Conversely, if the player roleplays and verbally presents a convincing argument
as to why they should receive a discount, the GM may make the roll easier to reward the
Since much of the game is based around creativity and narrative, play sometimes
turns into a debate as to how hard it should be to succeed at an action, with players
attempting to convince the GM that, for example, since the player characters just saved
the town from a dragon, the shopkeeper should be more willing to give them a discount.
The GM might accept the players’ reasoning and adjust the difficulty accordingly, or they
might remain unconvinced. Play proceeds in this manner, with the same mechanic used
In scenarios where the players want to better visualize what’s taking place in the
game reality, the GM can use tools to depict the scene. For example, Figure 8 below
depicts the player characters engaging in combat with an enemy in a building drawn in
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red marker. GMs use maps when it is important for every player to have the same
In both the official rulebooks and observations during play, I identified several
aspects of the game that constitute creativity, affect, and embodiment in both play
guidelines and play in practice. Pathfinder’s written rules and guidance are juxtaposed
with the personal experiences of the case study participants in the form of audio
recordings from in-person play sessions in order to analyze how players grapple with
Creativity
Power discusses adult play as engaging “with the boundaries of their own
worlds in fantasies or creative writing; mixing and blending conceptual spaces through
satirical imitation or playful design” (201). Such play can be seen in how Pathfinder
players engage with the game and one another, as well as in how the game is marketed.
While Paizo sells detailed play mats and character miniatures, the company makes clear
that such tools are not necessary to play the game. The Pathfinder Core Rulebook
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suggests ‘theater of the mind’ as a valid style of play, meaning play where the GM
verbally describes a scene and the players verbally describe what their characters do in
response. Verbal storytelling is so important to play that the book states, “First and
foremost, the Game Master is a storyteller . . . The Game Master must be able to craft
stories and to translate them into a verbal medium” (396). In the same place, the book
also informs the reader that potential GMs should be entertainers putting on a
performance for their players: “A Game Master is on stage, and his players are his
audience” (396).
By inviting the reader to “enter a world,” which implies that simulation and
submerging into a secondary reality is the primary goal of play, Paizo introduces the
reader to the Pathfinder Core Rulebook (the cover of which is shown in Figure 3 at the
beginning of the chapter), and thereby the entirety of the Pathfinder game. The book
expands upon and reinforces this by stating that the game “puts you in the role of a brave
adventurer fighting to survive in a world beset by magic and evil.” With this sentence, the
intended behavior for a player submerged in Pathfinder’s secondary reality is made clear:
players are expected to be brave opponents of “magic and evil.” Based on this distinction,
one can assume that the players are also expected to embody the opposites of those
things: “not magical” and “good.” This description speaks to Caillois’ categories,
‘simulation’ appears to be the dominant focus for this game. However, in this game the
simulation aspect heavily relies on creative input from each player, since the secondary
reality is crafted and maintained cooperatively by the players through exchange with the
GM: “the Game Master describes the events that occur in the game world, and the players
take turns describing what their characters do in response to those events” (8).
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Creativity is an aspect of tabletop RPGs that members of the play group brought
up as important to them. Jack expresses enjoyment in crafting new personas through the
characters he roleplays. He states that when playing RPGs, “I get to become another
person . . . from the ground up, I create a new persona, and that is a level of creative
agency I can’t find even in video games.” Jack states that his game personas can have
Jane indicates storytelling is an interest to her as well, though she presents the
issue differently than Jack. Jane states that RPGs offer “escapism” that appeals to her
because of “mental health issues,” which escapism through storytelling helps her
alleviate. Jane especially enjoys “building a character and figuring out who that character
is as [she goes],” which evokes an emotional rather than physical form of Caillois'
vertigo, in that there is the implication of potential unknown results in discovery during
play. It also brings to mind what Nielsen argues about RPGs fostering the ability to
explore other identities. Jane also mentions that the storytelling in tabletop RPGs is
typically cooperative, in that each player contributes their ideas to the narrative, which is
Oz lists several reasons he plays tabletop RPGs; in contrast to Jack and Jane, his
reasons are not focused primarily on creativity and narrative. He states that he enjoys
“strategic games, games with a good multiplayer or social component, games that tell a
story, and the occasional 2-D platformer.” These interests led him to Pathfinder because
least a few friends, and builds upon those social interactions in a way that tells an
engaging story.” The social and storytelling aspects are both themes that other
27
participants brought up, but the strategy theme is something only Oz mentions. One of
Oz’s storytelling interests is creating a character that is very unlike himself. He describes
Tavega, the character he plays in the Runelords game, “as right-wing,” which is a view
he states he doesn’t share. He says he has a lot of fun roleplaying a character that says
and thinks things that are “outside the scope of [his] own personality and beliefs.” When
I don’t know, I guess you get to be someone different. I kind of like a little
separation between myself and my character. Just because I want to drop a
character in the world and have some specific and often outlandish belief that they
have actually shape the course of the plot and the game. I like my characters to be
different enough that if you take one character and put it in one world and one
character and put it in the other one’s world, if that’s how they started, then the
plots would be completely different. I want to respond to a situation as a
character, and I want a character to be unique enough that they have a particular
way, that really only they would have that response to that particular situation.
Oz’s interest in playing through a different perspective and mindset, and how that
mindset would impact one’s environment, speaks to Power’s analysis of adult play. It
also speaks to Gee’s suggestion that roleplay can allow players to reflect on perspectives
and values they themselves do not possess in order to better understand those that do.
Oz’s interest in the ways his character choices can change the game’s world also speaks
to Kuo et al’s point about the possibilities of in-game choices with game-world-shaping
me that he is the only member of the Runelords group that plays a character that does not
match his gender identity. Oz is male, while his character Tavega is female. He believes
that the choice to play a female character has “opened [his] eyes in a way to how as
writers, as players of a game, we sort of are, or can be limited in how we approach that
28
trope, and even, there are sort of those issues of perception like I said, sort of how men
and women face different perceptions and realities in the real world as well.” This echoes
Gee’s argument that game avatars can help players “prepare for action in the world”
(256).
Though the game world is mostly defined by the players, the Pathfinder Core
Rulebook does offer guidance into its expected design, such as when the book asks
readers the question “Will you cut your way through monster-filled ruins and cities rife
with political intrigue to emerge as a famous heroes laden with fabulous treasure, or will
you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon?” This
description, along with mechanical rules built around combat, implies the ubiquity of
violence in the secondary reality, by implying that “monster-filled ruins” and “cities rife
with political intrigue” are dangerous locations that must be “cut” through. Additionally,
by doing that cutting, the players will become “famous hero[es] laden with fabulous
treasure,” meaning that within the presupposed game world the book presents, violent
behavior is materially rewarded. Also presented is the idea that the one alternative to
performing violence is succumbing to violence, with the suggestion that those who do not
excel at violence will “fall victim to treacherous traps and fiendish monsters,” which is
likely intended as an analogue for losing the game. However, the paragraph concludes by
informing readers that “your fate is yours to decide!” This implies that player agency
regarding gameplay choices is an emphasized value, but the effect is inhibited by the
binary choices presented earlier in the paragraph. Freedom within a prescribed set of
choices is a theme that continues throughout the book, such as the options presented to
29
players for character species, class (warrior, wizard, thief, etc.), and skills. Granted,
Pathfinder’s existence as a game means that some amount of rules are necessary.
Even so, it is clear that the intended appeal here is that players are offered the
opportunity for greater control over the game world than they have in their personal lives.
One can also see Pathfinder at work as Sutton-Smith’s “viability variable,” in that it
allows players to escape into a “happier, private [version] of th[eir] world” in which they
are the unambiguous ‘good guys,’ their opponents are the unambiguous ‘bad guys,’ and
the players have the authority to decide their own fate, granting them an escape from a
life in their primary reality that may feel comparatively lacking in choice. This, as well as
the invitation for players to become “famous hero[es] laden with fabulous treasure” also
brings to mind Henricks’ points about play as a way for players to “gain assurance about
[their] powers.” Potential Pathfinder players are told that in the world of the game, they
will be able to attain a sense of control and personal agency in the secondary reality. The
invitation to combat (and hopefully triumph over) “evil” could be seen as a form of
Affect
Affect comes into play both in terms of the moods the players are in and what
emotions or affects the players “try on” while roleplaying their characters. The
Pathfinder Core Rulebook acknowledges that player affect influences the game before
the players even enter the game world. It informs potential GMs that “it’s your
responsibility to see that your players have a comfortable, enjoyable place to game,
otherwise the game itself will suffer” (402), thereby acknowledging physical comfort as a
30
“visceral force” (Gregg and Seigworth 1) capable of influencing thought and emotion
during a game.
In addition to the affect with which players enter the game space, there is a
the following exchange, the GM narrates a scene and the players express emotions in
response.
Emily: The young giant, who was probably not more than seventeen in giant
years, falls--
...
Arthur: . . . I forgot to use nonlethal damage. Oof. Feels bad. Killed the teenager.
For the second time.
Jack: Oh. Forgot these are also some of the dumb kids that we need to knock out.
Arthur: You can do it at no penalty.
Jack: I fucked up.
Arthur: Yeah, me too.
Arthur’s words and tone express sadness because his character accidentally killed an
NPC, meaning a character controlled by the GM and not by any of the other players.
Killing the NPC in this instance had no quantifiable negative consequence to Arthur or
any of the other players, but because of his emotional engagement with the game world,
he feels sad for the unnecessary loss of life. Arthur brings up his sadness again a minute
later when discussing with Oz what Oz should do on his next turn, showing that the
Arthur: Are you going to nonlethal? I feel kind of bad about killing that one, to be
honest.
Oz: I am not plus all that much to hit, anyways. And I am going to [use] combat
expertise.
Arthur: So, so that’s a no on the nonlethal?
Oz rolls a critical hit1 on the giant Arthur is trying to convince him not to kill.
1
Rolling a 20 on a twenty-sided die when attacking, which doubles the damage the attack does.
31
Arthur: Fuck.
In this instance, Arthur’s feelings motivate him to try and convince Oz not to kill another
NPC, and he expresses more sadness when Oz kills the NPC anyway.
GMs can also use these feelings to further engage the players. In the following
exchange, the GM plays on Arthur’s feelings in order to further emotionally engage the
players in the game. This takes place after the previous exchanges, where Arthur has
Emily: This one, seeing the lifeless body of her companion, charges in!.
...
Emily: (as the giant) “Noooooooo!”
Jack: Oh, now I feel bad.
Arthur: Yeah, that doesn’t feel good.
Here, the GM describes the emotions of an NPC in order to play against the emotions of
the players. While Arthur was the one who originally killed the NPC and provoked an
emotional response, the GM playing out the emotions of other NPCs in response to
Arthur’s actions allows other players, like Jack in this instance, a chance to feel those
emotions as well.
The emotions this event evoked in Arthur stayed with him, as he brings them up
again more than ten minutes later, this time amplified from ‘feeling bad’ to ‘feeling like a
fucking monster’:
Arthur: Well I’m glad she didn’t, because they triple-crit. That’d be terrible. I
don’t want to kill two of these things. I feel like a fucking monster already.
And again, when he believes one of the other players intends to attack an unconscious
enemy:
2
The name of Jack’s character.
32
sincerely felt, influence gameplay. The following exchange comes a moment when the
group is discussing how to best proceed while trying to rescue kidnapped townspeople—
including the mother of one of the characters—and one player suggests a temporary
retreat:
Jack is taking on the affect and emotions he deems appropriate for his character in the
situation he is in. He expands on this a minute later, when the players are discussing
Jack: I just want it for narrative reasons. There’s no legitimate logic for Darvan
getting it first, but he’d want to be unblind so he can feel more useful for fighting
for his mom.
Jack makes his intentions with his actions known. He is not playing his character
according to the logic of what decisions would be most mechanically sound in terms of
the players succeeding at the combat challenges posed to them by the GM, but instead on
how he believes his character would act based on the character’s feelings. How Arthur
and Jack roleplay through the regret and anxiety they believe their characters would feel
speaks to Power’s assertion that perspective switching and exploration in adult play can
3
The name of an attack.
33
help build “our adaptive ability to recover quickly from stressors and to bounce back
from negative emotional experiences” (312). While the specific instances that provoked
these emotional responses within the game world are unlikely to happen to the players in
their primary lives, they can still potentially serve as “practice” in dealing with
distressing events.
While roleplaying emotional responses can help further engage players in the
game reality, this comes with the risk of players becoming legitimately distressed during
play, to a point where their distress disrupts the game completely. Arthur uses this point
to distinguish tabletop RPGs from video games. He believes that “because there’s no real
people who react to what you’re doing in a video game,” moments of conflict in video
games are not as emotionally charged as they are in tabletop RPGs. In other words,
moments where a “line” is crossed in terms of game content are less upsetting in CRPGS,
because “there’s an interface there. It’s not another person thinking that up organically in
the same room as you,” meaning that the social, cooperative aspects of tabletop RPGs
create more constraints on behavior and content. Since Pathfinder by nature requires a
group of people to play, when these emotional lines are crossed, the players must
both in the primary reality between players, and the secondary reality between player
emotional exercise between parent and child, Power points out teasing occurs within peer
groups of adults as well (301), including the Runelords group. Teasing during gameplay
can serve as a way to reinforce the social bonds between the players, and to challenge
34
group power dynamics. Immediately before the following exchange, I, as the GM,
informed Arthur an enemy rolled poorly while attempting to attack his character and
asked him to give me a card from a deck that would randomly determine the outcome of
the poor roll. In response, in jest, Arthur flicked the card in my direction instead of
placing it in my hand:
Emily: It’s not going to crit fail now because you just threw something at me.
Arthur: I threw it to you!
Oz: Do you prefer it handed? (hands Emily the card)
Emily: Thank you.
Oz: You’re welcome.
Emily: No. Throwing things isn’t nice. So . . . he’s not going to.
Jack: Cancelled.
The group essentially comes together to tease Arthur for throwing the card. In doing so,
they playfully criticize what is perceived as rude behavior, while also providing an
example of polite behavior. This also serves as an example of how being in a shared
physical space enables certain interactions, since throwing a physical object to another
The following exchange is also only possible because the game is taking place at
a physical table.
teasing. Instead of placing the game mat on the table and drawing out the map, I opted to
use “theater of the mind” and verbally describe the situation the player characters were
in. Jane and Jack did not think my approach was the most effective one for the game and
teased me for perceived laziness. Since the GM is typically thought of as the most
35
powerful player because they mediate the setting and the rules, Jane and Jack’s teasing
also essentially challenges established power dynamics within the group in a non-hostile
manner. In other words, the GM failed to meet a certain standard of preparedness and
Embodiment
Players use their bodies during gameplay as both their own and their character’s
body. The Pathfinder Core Rulebook addresses issues related to embodiment first by
placing the onus on the GM for ensuring the other players’ bodily comfort by “prepping
the play area for guests” (401). It is also the GM’s duty to arrange accommodations for
long play sessions, such as making sure the players are not only fed, but fed healthy food:
“while it’s tempting to load up with potato chips and soda pop, gaming is no excuse for
poor health!” (402). The paragraph finishes by informing the potential GM that “it’s your
responsibility to see that your players have a comfortable, enjoyable place to game,
In addition to healthy food and a comfortable play space, the “rulebook, a few
friends, and a handful of dice” (5), and “a character sheet (which can be photocopied
from the back of this book) and, if the GM uses a map to represent the adventure, a small
figurine to represent your character” (8) are also listed as necessary for play. During play,
players are encouraged to project themselves onto tokens that act as physical
figurine, typically any token small enough to fit inside a one-inch square would suffice.
Jane considers physical pieces on a table an important part of the play experience, saying
about just seeing the pieces on the table,” though she acknowledges that feeling may be
primarily because physical tabletop is the medium she is most accustomed to since it is
the way she has played such games since she was a child. In a similar vein, Arthur
mentions that the ability to “physically do things with a paper and pencil,” is one of the
that appear in other Paizo works. The book states that figurines “come in a wide variety
of styles, so you can probably find a miniature that relatively accurately depicts your
character” (8), making it clear that completely faithful depictions of a player’s character
are likely impossible, meaning a player must typically compromise and project their
and made my own, those are both barriers (in cost or effort/resources) in place for
physical tabletop play. Far less time and resources are required to make accurate tokens
characters. Physical dice can be made in many different styles, and some players
sentimentally attach certain sets of dice to certain characters they play. For many players,
it is a popular practice to use a set of matching dice during play. This has led to the
creation of companies that almost solely manufacture and sell sets of themed dice. As an
example of this popularity, one such company recently held a fundraiser on the
crowdfunding website Kickstarter to fund a new line of dice that began with a goal of
$20,000 and raised more than $1,000,000 (“Iconic Mythical Collection RPG Dice Sets by
Kraken Dice”). This interest in dice was reflected in Jack’s interview. He believes that
every die is different, and every character is different, and that’s the interesting
part, being able to express your character. Like the closest thing in real life to
your character is the dice you use . . . at least to me, that is what exemplifies the
character. That is, their agency in the made up world. Because they exist on paper,
and the representation that you chose to give them is the dice that you pick.
Jack describes in detail the dice he uses for his character Darvan and how the colors and
texture represent the character’s story and personality. He also describes how he changed
the dice he used during games to represent Darvan’s character development. In addition
to the dice’ appearance, the tactile experience of rolling dice is so important to Jack that
38
simulate having dice in your hand and throwing dice . . . onto the table.”
In addition to figurines, the core rulebook instructs potential GMs to get “some
sort of screen you can use to hide your notes, maps, and dice rolls behind” (8). A ‘GM
screen’ imposes a physical barrier separating the players from the GM and conceals
The Pathfinder rulebook presents two different options in how to handle combat
scenarios in the game, and each of these options calls for different tools. The first,
scene and the players describe what their characters do in response--relies primarily on
verbal exchange, while the second is described as follows: “you can draw the situation on
a piece of paper or a specially made battle mat and allow the characters to move their
miniatures around to more accurately represent their position during the battle” (8).
Figure 10, shown here, is intended to depict docks. Using a pre-drawn map is in many
GM to draw their own on a blank mat or sheet of paper though this method has its own
constraints. There are several examples from the play recordings that reference the use of
the hand-drawn maps. In the following exchange, Arthur and the GM are discussing a
Arthur: He can try to squeeze against the wall. (Emily moves a piece on the mat)
Oh. Is this not an inside wall here?
Emily: No. Sorry, no. Sorry. This is like, huge. Sorry about that. I forgot to draw
the [space].
....
Emily: No, I didn’t specify because in my mind I was like, ‘it’s big. I don’t need
to say anything.’
As the GM, I drew only the part of the map where spaces were tight and the characters
risked running against walls. If spaces were large and open, I left the part of the map
blank. However, Arthur did not interpret this the way I anticipated, and instead assumed
the space was constrained and acted accordingly until I physically moved a figurine on
the mat to correct him. Since drawing on a mat takes time, effort, and ink, I opted to only
draw the parts I anticipated being necessary, which ultimately inhibited play rather than
facilitating it.
Overall, the Runelords group primarily indicated that their reasons for playing
RPGs are social interaction and the desire to engage in creative, cooperative storytelling
with one another in a way that allows them to take on the perspective of someone
different from themselves. In addition to the socialization and creative outlet RPGs allow
for, one group member even indicated that the storytelling aspect of these games has a
positive effect on her mental health through the ability to immerse herself in a persona
different from her own. In addition to the social and storytelling aspects, some players
also deemed tactile experience as an important part of play. Arthur brought up the
importance of physical actions such as writing with paper and pencils as something he
40
looks for in hobbies, and Jack brought this up in his interview as well, mentioning the
importance he places in the ability to hold physical props in one’s hands. One of the more
important physical props Jack mentioned were dice, which he believes are the best
tabletop, advancements in technology over the decades now allow for different ways of
playing. Roleplaying games can be played online through any online medium that allows
communication between users, such as email, forum posts, and the like, but in the last
decade platforms have sprung up that are designed specifically to facilitate tabletop
RPGs. For those who lack a local gaming community where they live, online play is the
only way they can play tabletop RPGs. After the introduction of COVID-19 safety
precautions, VTT platforms quickly became the safest way to play RPGs. In late March,
(Grebey). However, by September other media outlets reported that many VTT users
were becoming emotionally fatigued because of the lack of in-person interactions while
While VTT platforms allow users to play tabletop RPGs remotely and frequently
also offer a suite of digital tools, this does not transform them into video games. A VTT
platform replaces the physical table, but it is still a human GM that controls the game
reality and mediates it for the rest of the players. Roll20, a popular VTT platform,
addresses this directly on their 2012 Kickstarter4 page, stating that Roll20 “is NOT (sic) a
video game, but instead a virtual “table” to gather around with friends in order to play
any number of role playing games” (Kickstarter). Roll20’s Kickstarter page also explains
the gap the platform seeks to fill: something strictly designed to enable tabletop RPG play
online without adding complicated features or tools. The Kickstarter campaign raised
4
A crowdfunding website.
42
$39,651 of its $5,000 goal and had 1,580 backers, which indicates the project had
community support.
free account. After signing in, users can scroll through a list of games they’ve created or
been invited to, and launch one in their browser. Figure 12 below depicts what a player
might see when they launch a game. A grided dungeon map takes up most of the screen,
with a chat log on the right-hand side that displays messages and roll results. Above the
chat window are different tabs the players can use to access character sheets, reference
materials, and Roll20’s general settings. On the map are tokens with images the players
chose to represent their characters, along with tokens representing enemies. During a
43
game, players can move their tokens around the map to represent the movements of their
characters.
Instead of rolling physical dice like one does at a physical tabletop, Roll20
incorporates the ability to mimic the random chance of a dice roll by, for example, typing
“/r 1d20” into the chat to emulate rolling a twenty-sided die. Players can also set up
macros so that by clicking a button they can roll all the dice and add all the modifiers for
a specific action. Figure 13 below shows the end result of one of these macros. With one
click, Maldrek’s player can roll all three attacks he’s capable of making on his turn, add
Figure 13. Roll20 Attack Results is a feature called “3D dice” that plays a dice
44
rolling animation complete with the sounds of dice hitting a table that players can use if
they wish to feel as if they are playing at a physical table. Roll20 also has the option to
enable voice and video chat, which may also help players feel more as if they are at a
physical table.
Roll20 also provides players with digital character sheets, an example of which is
shown in Figure 14 below, that are programmed to roll a skill or attack with all
applicable modifiers when the item is clicked on. For example, clicking on the word
“Acrobatics” on the sheet would automatically roll the Acrobatics skill and add the
modifiers listed on the sheet. This means that players do not have to manually roll a die
The categories below show how Roll20 anticipates and attempts to meet user
needs through how the platform is marketed, and how the case study player group
engages with the platform during play. The categories are creativity, affect, and
embodiment. This chapter focuses on how these aspects of play are mediated online, and
how it differs from in-person play. Roll20’s goals for its platform are juxtaposed with the
personal experiences of the case study group, in the form of individual audio interviews
recorded after the group began playing on Roll20. This analysis is intended to give
readers a broad idea of how these aspects of play—deemed important by both the
Pathfinder game guidelines and the case study group—are affected by the change in
medium from offline to online, to determine how effectively online play as it currently
exists fulfils the goals players have for playing tabletop RPGs.
Creativity
seeks to convey to readers that Roll20’s design emphasizes the storytelling and narrative
aspects of roleplaying games, which are tied to player creativity since the players are
responsible for collaborating to craft a shared narrative. The page then puts storytelling in
conflict with rules by describing Roll20 as “nimble & flexible” and as “focusing on
storytelling & camaraderie, not rulesets or mechanics,” the implication being that the
camaraderie” by informing readers that such a focus is in fact “the right way” to play
46
becomes clear that this focus on narrative storytelling is intended to differentiate Roll20
from potential competitors. It argues that “current virtual tabletop offerings” only offer
“features centered around scripting, automatic damage calculation, and detailed stats
tracking,” all of which forces “the game master [to] spend far too much time preparing
the adventure, and removes all of the magic from the GM and instead tries to put it in the
hands of a computer.” Based on this language, one can gather that giving more than a
certain number of tasks to a computer to mediate will not have a positive effect on a
player’s gaming experience. While “magic” is a vague term, one might be able to
translate it to mean the GM’s agency in controlling the game. This focus on narrative
evokes Caillois’ mimicry, showing that the platform providers place great importance on
the way the company markets its platform since Jack, Jane, and Oz indicated that the
possibility for creative storytelling was a point of interest for them. Jack also notes
explicitly that tabletop RPGs offer “a level of creative agency [he] can’t find even in
video games,” which echoes how Roll20 attempts to differentiate itself from video games
Affect
How the transition to a VTT platform changed how the players can express their
emotions and affect to one another was one of the most prevalent themes in the one-on-
one interviews with the participants. Three of the four participants brought up
47
expresses concern that not physically viewing the other players leads to “a little bit of
awkward.” Senses of humor have to change since jokes cannot be made about “what’s
Discord:
You don’t really know when people are doing introductions. I guess it’s easier to
talk about your personal lives when you see people in person and you know for
sure there’s a little break in the game. . . when you have a voice channel, it’s a
little hard to see if someone’s looking something up, or maybe someone’s going
to get food. You sort of know more for sure what the sort of break in the game’s
timing is going to be like if you want to have an outside conversation. And when
people enter a chat room, they don’t always know who’s in it, or who’s actually
physically there, so introductions can sometimes be a little bit weird. So for a
disadvantage, perhaps it feels a little more impersonal.
Jane echoes this notion, stating a preference for a physical tabletop rather than a virtual
tabletop “from a social environment and because it’s easier.” She also explicitly calls out
the ways group chat rooms limit social interaction. Group chats, she claims, limit side
conversations that at a physical table would be easy to have while not distracting to the
other players. Additionally, Jane points out that voice chats can be sources of anxiety for
herself and other players, since there are fewer opportunities to read social cues such as
contrast to how Roll20 presents its ability to represent emotions. It suggests that text
add additional depth to [their] characters.” These emotes are suggested as an attempt to
make the text chat “multidimensional” (85) in the manner Fiehler discusses by serving as
a substitute for tone of voice, facial expression, or other social cues, but based on Jane’s
experience they still allow for misunderstandings that can cause players distress.
48
Jack was the only group member who mentioned the possibilities of sound and
certain visual effects for enhancing play. He believes that VTTs are more effective than
physical tabletops in terms of visual and audio possibilities. “Mood lighting” is one
capability in which VTTs can outperform physical tabletops, primarily because of the
constraints of each mode of play. When playing on a VTT, Jack states, “Roll20 is great
for ambient music, or for mood lighting in a game. Because if you are tuned into a screen,
and the GM turns out the lights, it’s very dramatic, which you can’t always get in a real
setting, especially if you need to see your paper. Roll20’s papers glow.” Jack mentions
the dramatic possibilities of manipulating lighting and sound, implying they can evoke
certain emotions. Jack’s words also make clear a constraint on physical tabletops: players
will need a light source to play. On a virtual tabletop, as Jack says, the screen provides
light for the players to see the references they need. At a physical tabletop, however, the
GM is limited in visuals based what the players require in order to read papers in front of
them.
Embodiment
The defining difference between in-person and online tabletop play is the means
by which the players engage with their environment—the game table, whether physical
or virtual, as well as one another. Roll20 attempts to appeal to players by assuring them
that the Roll20 experience differs little from the experience of in-person gaming. The
Roll20 campaign page states that with Roll20, “you see your friends; you see the gaming
table” and that Roll20 is “as customizable and easy to use as any game you might
otherwise play with friends gathered in your living room.” However, there are some
physical tabletop, the company instead promises its platform will be as transparent and
unobtrusive to play as possible. Their product “aims to be lightweight and nimble, so that
you can get up and running with your game as quickly as possible.” The page expands
further on the players by claiming that they are “what’s great about in-person tabletop
gaming,” and that what “Roll20 is about” is “translating that [in-person] experience
Roll20’s previous claim that the computer should not be taking up the majority of the
tasks for the game, one could assume that Roll20 is intended to be unobtrusive and
functionally invisible during a game so that the players are free to engage in narrative
that in this instance, automation is not being referenced as something that makes a VTT
easier to use, but instead as something that removes agency from the human participants
The difference in allowances between Roll20’s tools and tools used at a physical
tabletop was a topic that the participants brought up. Arthur refers to Roll20’s tools as a
“double-edged sword.” Since Roll20 automates most of the math required for the game, it
can be difficult to account for conditional bonuses5 that could be added or subtracted
mentally or on paper without needing to alter the algorithm used to simulate dice rolling.
Tactile contributions to the play experience were called out by multiple participants—
mostly on how the lack of physical props when playing through a virtual tabletop
negatively affected their experience. Arthur believes it is easier to play the game with
5
For example, if the target of your attack is far away, you might get a -2 on your attack roll. If you’re
walking through fog, you might get a -5 on your Perception check to notice someone following you.
50
paper aides rather than the tools Roll20 provides, and to communicate to the GM what he
wants his character to do when playing in person. In his experience, Roll20 is “hella
annoying.”
and Figure 16 below. Figure 15 illustrates the input of Roll20’s attack calculation
system. Figure 16 is a copy of a flow chart Arthur made to help him keep track of the
conditional modifiers for Maldrek6’s attacks, which allows him to do the calculations
himself. When using Roll20, Arthur would click on the named attack shown in Figure
15, and the calculations are done by the computer and presented the way they are shown
in Figure 16; there is not always an option between those steps to include conditional
modifiers.
These practices impose certain limitations on gameplay that could shape the way
players experience it. Roll20’s design allows the number generation aspect to take less
time, but also makes it more difficult to incorporate contextual, storytelling elements into
“hard” gameplay such as rolling dice. While it may take longer to calculate dice rolls
6
Arthur’s character.
51
without the aid of a computer, some players may prefer it for its flexibility and
verisimilitude. The way Roll20 is experienced by these players bears some relation to
how the company intended it to be experienced, but there are also instances where
However, Jack points out that since using Roll20’s “dice” produces an instant
result instead of players having to roll a die and add bonuses themselves, the game is not
slowed down: “when I need to roll Intimidate, I just click ‘Intimidate’ and it just happens
. . . I like the seamless transition of ‘I want to do this thing, okay press this button, the
thing happens.’ And then we just move right into the words that are exchanged between
player and NPC.” However, Roll20 still leaves Jack wanting in terms of dice. His
“favorite thing of all time” would be if Roll20 offered “customized dice.” Roll20 has
dice on a table, and one can even select an option to make that “roll” more similar to
rolling on a table. Figure 17 shows the end result of a roll that appears onscreen when
“/roll d20” is entered into Roll20’s chat function. Figure 18 shows the same number
Figure 17. Roll20 Dice Roll Figure 18. Roll20 Virtual Dice Roll
displayed instead with Roll20’s 3D dice option. The display also features the die
appearing to roll across the screen accompanied by the sound of a die hitting a table.
52
Another visual advantage of VTT platforms over physical tabletop platforms Jack
puts forth is how each mode represents tactical movement. Jack states that in terms of
“intrigue” style gameplay, Roll20 can do “whatever you’re capable of thinking of.” Jack
points out a difference in play he noticed between virtual and physical modes, suggesting
that “when you have a map in Roll20 and you put their tokens on the board, whereas if
you’re at a tabletop setting, most people would just narrate this, and there’s no physical
tokens.” He essentially says that on a VTT platform, players will take advantage of the
options presented to them and move their tokens around the tactical map to represent
movement in the game, while on a physical tabletop such movement is more likely to be
relegated to theater of the mind play. Because of this, Jack argues that on a physical
tabletop, “it’s kind of hard to know exactly what’s going on in that sense, and that’s what
makes it a little less smooth.” And of the VTT he states, “but I think it’s really cool,
because people, when you give them that tool, they just adapt to it, and they’re like, ‘oh
Jack then details an instance where these tools affected his play experience. He
describes how on Roll20, he could clearly see that a token that represented an enemy was
adjacent to two tokens representing allied characters, meaning that the enemy could
attack the allies if it chose. He calls the significance of that visual display,
interpretation. Because if “we were doing it over a tabletop without miniatures, then you
say ‘he looks like he’s within striking distance,’ or you say, ‘he’s got his weapon up to
her chin,’ or something, and we have to be able to interpret that, okay ‘does that mean he
can instant-kill them? Or does that mean we have a chance to intervene?’” Since the
53
situation does not rely on the players interpreting events as the GM verbally describes
situation Jack is
With this map, players can see the spatial layout of the scene, including how close the
While physical tabletops do allow tactical maps with tokens and miniatures,
Jack’s point that those playing at a physical tabletop may not be as quick to utilize them
tabletop may mean that GMs are more likely to rely on visual maps, which in turn may
A problem Jack brings up for Roll20 is the difficulty of using physical props.
Relating to in-person play, he states that “my favorite shit is having tea-stained and
coffee-stained paper and handing it to someone and saying like, ‘look, this is the
document that you just found, it’s right here.’” He discusses how the tactile experience of
the way such a prop is presented, such as the way it is folded, can add to the gameplay
experience, perhaps as clues to some mystery the characters are investigating. The
mode of play. While discussing physical props, Jack brings the conversation back to dice,
54
pointing out that “there’s literally no way to perfectly simulate having dice in your hand
and throwing dice . . . onto the table” as opposed to using the random number generation
Visual experience ties strongly into tactile experience. As Jack stated in the
previous chapter, the dice players use for their characters curates a specific kind of
experience. Dice as character representation is something that one loses when playing on
a virtual rather than physical tabletop, and based on Jack’s words, the ability to use
physical objects like dice to represent his character enriches the game for him.
allowances and constraints that change what the Runelords group members were able to
get out of play. While Roll20’s marketing style reflects the desire for narrative and
storytelling the Runelords group mentions, the lack of in-person interaction appeared to
be a barrier for communication that especially inhibited conveying affect, so much so that
Jane’s social anxiety worsened from the lack of physical cues from other players. Being
online, VTT platforms also can’t offer physical props or dice, which were an important
CONCLUSION
The lack of physical presence in VTT platforms, in terms of verbal and body cues from
other players and physically handling game tools and props, appears to detract from the
when accounting for the technical advantages VTT platforms possess by virtue of being
digital. Some responses from the Runelords group imply that while physical tabletop
games can help players with mental health, online play has less of an effect
comparatively, if at all. Looking forward, given that so many activities that were formerly
held in-person have been forced online indefinitely due to COVID-19 concerns, it may be
prudent to examine more closely how these changes have affected people, especially in
terms of mental health. Given the stress virtual interaction places on group
settings may suffer in the current environment. If online collaboration is the inevitable
present and future for our work and play, we may suffer from both a lack of productivity
Since the scope of this study was limited to a single RPG, a single VTT platform,
and a single gaming group, more research is needed before any conclusions can be drawn
concerning the significance of the medium by which people play RPGs. Since all the
participants are white and U.S natives, this thesis doesn’t take into account the play
experiences of nonwhite, non-U.S native players. Even among white, U.S native players,
this group only represents a few views; other gaming groups within that demographic are
likely to have other preferred play styles. This thesis only discusses Roll20, although it is
one of several VTT platforms. This thesis only discusses Pathfinder, which, while
56
popular, is only one of innumerable tabletop RPGs. Other RPG rules-sets might have an
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