07 April 2014

Promoting Clarity in Gaming

To promote clarity in gaming is to promote gaming itself. If one wants to reach others, one attempts to communicate with them. Most game companies do not wish to exclude potential customers, but sometimes their adherence to old habits of convenience (such as the ridiculous overuse of acronyms and initialisms) is more an obstacle than a selling point.

In Deliberate Obfuscation in Gaming, I touched upon the undesired effects of gamer jargon on gaming itself as I see it. Fudge is, I believe, the exemplar of how role-playing ought to be introduced to prospective players. In Fudge, all traits are spelled out, values are described with adjectives rather than numbers, and most terms use plain language rather than arcane terminology. There are very few exceptions, the primary one being the convention of using dice notation, which in the case of Fudge means referring to 4dF for example (where 4 is the number of dice rolled and dF is the type of dice rolled, i.e. "roll 4 Fudge dice").

If I have any misgivings about the way Fudge deals with jargon, it is that it failed to go further. Admittedly, anyone who has ever played a role-playing game knows what is meant by GM, PC, and NPC (that's game master, player character, and non-player character to those who haven't), but it would have been nice if those terms could have been discarded along with all the other unnecessary trappings.

"GM" or "game master" is the non-trademarked descendant of "DM" or "Dungeon Master" (of Dungeons & Dragons fame). As such, it is burdened with some of the same negative connotations that have been associated with Dungeons & Dragons (rightly or wrongly) over the years, e.g. the GM as infallible expert; the GM as the opponent of the players; the GM as liar (E. Gary Gygax's famous advice to DMs about ignoring unfavorable dice rolls made behind the DM screen or rolling dice for the sake of creating suspense come to mind); and, of course, the GM as omnipotent god, or rather, megalomaniac. The abuses by some game participants with the ostentatious title of "game master" have inevitably led to the flight of some players from gaming altogether, and the defection of others to computer "role-playing" games and story games. Consider how different things might be if "GM" had never meant "game master," but rather "game moderator." "Moderator" far more accurately conveys the duties involved — preparing (and sometimes writing) the scenario, organizing the event or session, setting the scenes and describing situations, applying (and being aware of) relevant rules, arbitrating conflicts, ensuring participation opportunities for all players, and faithfully playing the roles of the characters encountered by those of the players. There is nothing in the term "moderator" to encourage or even suggest the despotic behavior adopted by some GMs. As far as newcomers to role-playing are concerned, "moderator" is a more accessible and self-explanatory term, and perhaps a wee bit more mature, too. It promotes not only clarity in gaming, but better playing as well.

"PC" is far more widely associated with "personal computer" and "political correctness" than the gaming term "player character." For the sake of clarity, might it not be better simply to use the term "player character" and dispense with the initialism? Otherwise, if something is supposed to apply equally to PCs and NPCs alike, does one then refer to Cs? In most cases, it is sufficient merely to refer to "characters." Too Much Character, an article from the Authors' Guidelines of Steve Jackson Games recommends avoiding even the term "character" as much as possible, suggesting the use of terms such as "adventurer" or "explorer" or others more appropriate to the genre. This is advice well taken, although I think "character" and even "player character" have usefulness especially in the writing of generic rules. One must take care, however, to distinguish between "player character" and "player," as many role-players are aware.

"NPC" carries neither gaming nor non-gaming baggage. It is purely functional. "NPC" means "non-player character" and there can be nothing confusing about that. Or can there? Is the GM not a player? Or is the GM merely a referee? (It depends on one's style of gaming, I suppose.) Is "GM character" preferable and does it make a difference if it stands for "game master character" or "game moderator character"? Is "moderator character" acceptable? Those are all poor alternatives. If we wish to promote clarity, what is the best way to express the term even to newcomers? If we accept the use of plain language as the best means of promoting clarity, then perhaps we can co-opt terms outside the hobby (just as "role-playing" was, incidentally). Perhaps "supporting character" might be used, or "extra" in the case of characters of minimal importance, or "antagonist" in the case of hostile characters. We already use terms such as "patron," "contact," and "dependent" in many role-playing games, and Dungeons & Dragons made frequent mention of "henchman" and "hireling." None of these terms, however, seem to convey quite the same meaning as "non-player character," which may, in the end, be the least bad generic term for characters played by the moderator.

I usually avoid the PC/NPC problem by referring to "characters" when a rule affects both types equally, and, when it does not, to terms specific to the genre or situation. As a last resort, I use "player character" or "non-player character" rather than "PC" or "NPC." Regrettably, "GM" may be too firmly entrenched to be dislodged in the near future, and I continue to use it in my Fudge writing since it is prevalent in the original rules, but in my own usage it shall always stand for "game moderator" and I would like to see "GM" eventually replaced by "moderator" throughout the gaming hobby and industry. [Edit: I am not averse to "referee" as an alternative. It has an ancient pedigree in the hobby.]

[Originally posted in Fudgery.net/fudgerylog on 9 October 2007.]

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