Haunted Worlds: Narrative, Ritual, and Carnival in Gothic Role-Playing Games
Lynn Gelfand
I devoured books of mythology and books of painting; I
got something from those which I didn't get from school--a sense that I was delivered into a world where ideas had physical form." He slips one of his favorite volumes, The Book of Hours, from the shelf, opening it to a detailed illuminated
painting of medieval French country life invaded by three haloed angels. "I get a thrill from that. It's what art does best-- remind me that we're living in a world which is full of metaphor...the status quo is a lie, because look, there are angels s
itting in the corner, and one of them has a werewolf on its knee."
Clive Barker, in an interview with
Douglas Winter (Jones 25).
Introduction
Worlds within worlds. Multiple frames of reference. Subversion. Inversion. Diverse perspectives juxtaposed like the facets of a jewel. Such qualities, alluded to in Barker's above description of a medieval illuminated manuscript, could well apply to role-
playing games, both in terms of the content of the games and in terms of the opinion regarding the worth of such games. Branded by some as devil worship, lauded by others as an imaginative art form, and dismissed by still others as a childish past-time, r
ole-playing games seem to defy neat categorization.
What is a role-playing game? In his book Heroic Worlds, Lawrence Schick defines role-playing
games as "quantified interactive storytelling" (Schick 10). Such games are "quantified" because
character abilities and action resolutions are "defined by numbers or quantities" that are
"manipulated following certain rules" (10); "interactive" because "[p]layer decision-making drives
the story forward" (10); and "storytelling" because the object of the game is to tell a story "with a
group for an author, a story that grows organically and is acted out, is experienced by its creators" (11). While many board games contain the suggestion of a story in their structure (for example, the symbolic armies of chess or the implied journe
y of chutes and ladders), such games cannot be
considered storytelling games because "plot is subordinate to score or position" (10). In Shared
Fantasy: Role-Playing Games as Social Worlds, Gary Fine notes that a role-playing game
"combines the expressive freedom of fantasy with the structure characteristic of games. It is neither
as rule-governed as games...nor as free-floating as fantasy" (Fine 3).
Role-playing games grew out of miniature war gaming. War games simulated historical battles by
moving formations of cardboard counters or metal figurines across mapped landscapes laid out on
tabletops (Schick 16). Game movement was determined according to set rules and a player's ability
to maneuver his "troops" to his strategic advantage within the game's set rules (Fine 8-9). Players
identified not with individual characters but with a particular army or a nation (Fine 8). However,
in the early 1970s, several war gaming players began to devise games set in fantasy worlds where
monsters roamed, magic worked, and players could adopt heroic character personas (Schick 18).
These innovations enabled players to participate in a kind of structured communal fiction more akin
to Robert E. Howard's "Conan" stories and J.R.R Tolkien's Lord of the Ring than to a
historical re-creation of Napoleonic warfare.
My own experiences with role-playing games were brief if entertaining. Back in the early
1980s, I used to play Dungeons and Dragons with other college freshman and sophomores.
Dungeons and Dragons was a role-playing game that was first published in 1974 by a company
called Tactical Studies Rules, but is better known simply as TSR (TSR has since been bought out
by Wizards of the Coast). Dungeons and Dragons was set in an imaginary feudalistic world
populated by characters drawn from medieval romance, fantasy literature, folklore, and
mythology. The rules regarding the story's environment, the characters within the environment,
and the actions of the characters were set forth in "modules"-- books that structured the various
environments, characters, and actions that could occur within a particular game world. Stories
were composed on the spot as players, acting within the roles of their chosen characters, reacted to
situations generated by a gamemaster, a sort of meta-storyteller, who controlled the game based on
the rules of the gaming module as well as his or her own personal creativity. Maps were drawn to
illustrate the characters' locations spatially within this fantasy realm and dice were thrown and
tallied in conjunction with a character's power statistics to determine the outcome of battles with
various monsters.
It was, basically, an opportunity to get together with friends and talk, joke, snack, and create an
enjoyable-- if usually routine-- story: meetings in village taverns, dark forests to be negotiated,
and labyrinth-based dungeons containing vast amounts of treasure; all surrounded by dangerous
traps, evil characters, and deadly beasts designed to keep the heroic players from their goal.
However, by the time I became an upperclassman, I had lost interest in role-playing; time to move
on from roguish thieves, wise mages, nasty trolls, and cute elves to more serious concerns.
It wasn't until several years later that role-playing caught my attention again. A friend of mine was
deeply involved in gaming and happened to have with him a large, soft-cover book with the words
Vampire: The Masquerade on the cover. Intrigued by the title, I opened it. It was a role-playing
book written by Mark Rein, Graeme Davis, Tom Dowd, Lisa Stevens, and Stewart Wieck. It was
published by a company called White Wolf. Dark, brooding, and rather chilling, it dealt with the
concept of a society of vampires existing in our own world in secret.
The framing style of this conceptual world combined punk with Gothic, cutting-edge technology
with antiquarian sensibilities, and darkly romantic ambiance with urban decay. It postulated a
secret world within our world, operating with its own history, politics, logic, and laws, a part of--
yet apart from-- our familiar world. A spectrum of moral possibilities were open to the vampiric
characters of the players, from good to evil to every shade in-between. However, the ethical
timbre chosen by the player would be merely one facet in a complex, perpetually shifting moral
structure. The characters in the game dwelt in a realm of moral, sexual, and political twilight,
where good, however strong, would always be menaced; where blood and eroticism mingled; and
where secret conspiracies expanded from vast networks whose origins were unimaginable. No
cute elves here.
Later, a companion book to Vampire: The Masquerade came out called Werewolf: The Apocalypse.
This module dealt with a secret society of werewolves. Werewolves were depicted as protectors of
the wilderness, predators defending the few remaining virgin ecological spaces against urbane
vampires who manipulated urban expansion in order to increase their "feeding" store, thus
threatening the tribal werewolves' habitats. Yet, as in the vampiric module, werewolf character
players could choose from a constellation of moral possibilities, with good and evil often found
disturbingly twined together.
I was frankly impressed with the way both books in the White Wolf system took imaginary
figures, already powerfully resonant, and set them in a nexus of equally multi-valent symbolic and
political associations, thus amplifying the effect of these numinous figures by reflecting and
refracting their status as focal points for converging yet contrary codes.
First Interview with David
David Veilleux and I are sitting in a cafeteria. We have been friends for nearly a year. We are both
graduate students at Indiana University. I am a doctoral student in Folklore. I am working on a
paper for a fieldwork class and David has agreed to be my "informant" regarding
gothically-oriented role-playing games. Why are people drawn to such horror-laden games? How
does role-playing differ from traditional storytelling?
David is in his early thirties, a French-Canadian studying music. He is married. Cheerful, gentle,
and polite, he is quietly intense and professional regarding his career in classical music. He has
been involved in a Gothic role-playing game called Ravenloft for several years. He began
role-playing in high school. Though he enjoys playing characters in games, he has focused on
acting as a gamemaster for the last three years, the person who creates and guides the narrative in
which the players act out their characters' parts. He is an articulate and thoughtful speaker, with the
slightest trace of a soft French accent beneath his words.
"Why do you play Gothic role-playing games? What draws you to it?" I ask him.
"Well, first of all, it's an escape," he says. "Its fun, exciting. Second, there is mystery to it.
Uncertainty. Anything can happen. For example, this salt shaker," he picks up the salt shaker,
"can look quite ordinary; but in a game, that can be deceptive. You might pick it up, and suddenly
it may start talking to you. It may be helpful or it may be dangerous. Is it part of a trap? Is it a
spell? Is it madness on your part? You never know. There is a lot of emotion involved, a lot of
personal involvement and intensity which draws you into a story."
I ask him if he sees Gothic role-playing as the modern equivalent of storytelling by the
hearth. "Not really," he says. "Role-playing deals with the ephemeral, creating something living,
something in the now that is really not repeatable. It's building an experience."
"So... it's a repetition of unrepeatable moments that make up a game?" I ask.
"Yes," he says, "When a story line ends, you might have good memories of it, you might talk with
others about it later, but essentially, you go onto the next story."
"Sounds kind of Zen," I say.
David laughs for a second. "I guess it is," he says.
Later that day David lends me the boxed set of the Ravenloft game for me to look at.
The Narrative Dimension In Gothic Role-Playing:
The Gothic World View And The Psychology Of The Uncanny
Sitting in my room, I examine the box that David gave me. Made of thick cardboard, a large
picture dominates its cover. A dark figure in a black cape with a high collar is depicted in the
middle of what appears to be a cemetery, with a forest of barren, dark trees situated further back.
The cloudy background, tinged with tones of blue and grey, suggests twilight, yet a hazy sun
blazes directly overhead. Ghostly pale women float in the air around the mysterious male figure in
the center. Directly behind him on a towering pedestal is an androgynous stone angel, kneeling on
one knee, its face in its hands as if grief stricken. The look on the mysterious figure's face is
serene. Above this scene, framed by red scrollwork, are Gothic letters, drawn as if chiseled from
stone, reading "Ravenloft." The box is cheesy and strangely fascinating at the same time.
Ravenloft is a role-playing game from TSR, the same company that produced the Dungeons and
Dragons games. TSR's Ravenloft game is distinctly different from White Wolf's Vampire: The
Masquerade game. While both games center on the motif of the vampire, White Wolf's
Masquerade emphasizes oppressively dark tales set in a contemporary world of urban decay and
decadence, where good and evil are often hard to distinguish from one another and where players
role-play at being vampires, often angst-ridden characters torn between their fading humanity and
the power of their blood-lust. TSR's Ravenloft stories, on the other hand, are set in a
quasi-medieval fantasy realm where good and evil are relatively clear and where players role-play
mortal characters who fight against vampires.
Inside David's Ravenloft box are books, maps, and character sheets: the skeleton upon which
players will create the flesh of a Gothic narrative through interactive role-playing. The large,
soft-cover books in the Ravenloft boxed set, Realm of Terror and Domains and Denizens, are accompanied by various maps and sheets for character statistics, some blank and some filled. The books, both written by Bruce Nesmith and And
ria Hayday, detail the structure of this imaginary world, including its history, its topography and other physical characteristics, the types of
characters for players to create, the various powers associated with such characters, and statistics
for dice roles. In addition, the two books feature explications of the nature of Gothic literature
embedded in their instructional guidelines and artwork illustrating dark and gloomy castles,
desolate landscapes, black clouds racing across the moon, and a host of macabre figures such as
ghosts, werewolves, and various monstrosities. They are like recipe books: how to cook up a
Gothic universe.
Realm of Terroropens with a quote from Milton's Paradise Lost that sets the tone of defiance within despair:
What hath the field be lost?
All is not lost; Th' unconquerable Will,
And courage never to submit or yield...
(Realm 6)
According to Realm of Terror, the name Ravenloft refers to a castle in an imaginary domain called Barovia. The land is ruled by Strahd von Zarovich, a vampiric count who centuries ago had made
a pact with Death in order to gain the love of his younger brother's lovely bride, a pact that resulted
in her death and his taste for... well, very dark red "wine." The players are mortal characters who
happen to find themselves in this realm, often by accident, and who must battle against this evil
lord to retain their lives and souls.
The two Ravenloft books work in conjunction with each other. Realm of Terror gives a general
overview of the gothic genre, the world of Barovia, the characters that populate this imaginary
world, and the rules of the game, while Domains and Denizens provides more interior categories
and technical details on the above features. Realm of Terror especially spends a good deal of time
in instructing how to build Gothic ambiance:
Early literature of [the Gothic] genre is replete with
stories of mystery, fear, and desire; of
vulnerable heroines imprisoned in a
fortress, their purity and sanity assaulted
by the evil lord of the manor.
(Realm6)
Modern horror routinely slices, dices, and disembowels its victims to create a sense of fear....Gothic horror, by contrast, relies on subtler techniques. It teases and taunts its victims with terrors shrouded in mist.
(Realm6)
In the Gothic tale, evil is something sinister and unknown. A dark mystery lies beneath the horror, and the protagonists are compelled to unravel it....With each step beyond their comfortable, day-lit world, they discover that reality is more
twisted than they could possible have understood...
(Realm 6)
A sense of quivering vulnerability and diffuse dread coupled with darkly lyrical sensuality, a
fascination with the medieval and the antiquarian, and foreboding puzzles containing horrifying
resolutions: these are the hallmarks of Gothic literature and a Gothic world view.
But what exactly is "Gothic" and how did it evolve? In The Female Thermometer, Terry Castle explores this question in detail. The fountainhead of Gothic literature lies in its power to evoke the uncanny; a creeping horror that arises from certain
persons, things, and places (Castle 7). Castle equates the psychological state of the uncanny with optical illusions or retinal "ghosts" that seem to float up in space after one stares too long at a word or line of type (Castle 3). The uncanny subvert[
s] the distinction between the real and the phantasmatic-- plunging us instantly and vertiginously, into the hag-ridden realm of the unconscious. (Castle 5)
Castle traces the origin of Gothic uncanniness to the eighteenth century's "confident rejection of
transcendental explanations, compulsive quest for systematic knowledge, and self-conscious
valorization of 'reason' over 'superstition'" (Castle 10). Despite its much vaunted rationalism, the
Enlightenment, Castle notes, was an age that contained Cagliostro as well as Voltaire, and Mesmer as well as Hume. The Enlightenment's rejection of the supernatural led to an estrangement between rational "reality" and things which did not fit into this
logical framework. Aspects of the repressed, unclassifiable self eventually leaked out from the borders of the hidden personality into "reality," producing a fascination with eerie obsessions, weird fantasies, and strange motifs: dopplegangers, dancing
dolls and automata, waxwork figures, detached body parts, and spectral images.
...the very psychic and cultural transformations that led to the
subsequent glorification of the period as an age of reason or
enlightenment-- the aggressively rationalist imperatives of the
epoch-- also produced, like a kind of toxic side effect, a new
human experience of strangeness, anxiety, bafflement, and
intellectual impasse.
(Castle 8)
The historic internalization of the rationalist paradigm produced the uncanny. Like the
metamorphosis of ancient gods into Christian demons, older, atavistic modes of thinking do not
die. They continue to haunt us in a different shape, following the Freudian law that the repressed
will come back in a more grotesque form.
...the more we seek enlightenment, the more alienating our world becomes; the more we seek to free ourselves, Houdini-like, from the coils of superstition, mystery, and magic, the more tightly, paradoxically, the uncanny holds us in
its grip (Castle 15)
Nesmith and Hayday note the same phenomenon in their game modules. The convergence of
contrary frames of reference takes place on both the external and internal level. On the external,
environmental level, the landscape and the physical structures within that landscape reveal their
Gothic origins in the uncanny merger between the animate and the inanimate, and the uneasy
fusion between nature and culture.
The woods are wild, rambling, and dense....Within these wild, desolate places lie the physical structures...castle, mansion, or tower...massive and gloomy, with vaulted ceilings, sweeping staircases, and endless hallways. Like vines whose sinewy arms ar
e slowly strangling the garden, the Gothic setting suggests a sinister animation...
(Realm9)
Vines cannot be conscious entities; that is not natural. And we know stone buildings, those solid monuments of culture, cannot be animate. And yet, there is an uneasy feeling...
The internal, moral level also unites contrary frames of reference. The fixed coordinates by which
we guide our ethical decisions become lost in the catoptric theater of Gothic morality. Nesmith and
Hayday write:
Purely supernatural plots are driven by the anti-heroes themselves: dark, fallen figures who are no longer human. Yet some part of them is attractive, perhaps more human than "decent" society, and therein lies the horror. Byron, Keats, Shelley--
some of the giants of the Romantic period...believed that the character of Satan in John Milton's epic poem Paradise Lost was the real champion of humanity....Because they [Gothic anti-heroes] so closely resemble humans... they are terrifying in a
way Freddy Kreuger could never be....Though Dracula is devoid of virtue, he still has emotions and desires that are tragically familiar.... Mary Shelley's...creature has been rejected by his creator from the moment he first opened his prosthetic eyes....
[Mary Shelley's] monster protests: " I ought to be thy
Adam, but I am rather the fallen angel, whom thou drivest
from joy for no misdeed....[M]isery made me a friend..."
(Realm 8)
Villain and victim, hero and scoundrel, evil and good; the lines
separating these categories appear crystal clear on the surface. Yet beneath this surface, the axes by which we judge these categories seem to shift ever so slightly, until we are no longe
r quite as adamantly sure which is which...
The Ravenloft books epitomize Gothic literature in an abstract and condensed form. Yet,
paradoxically, these books become the matrix for a concrete and expansive universe that can
encompass as many Gothic tales as there are stories within people to tell. When combinations of
such people get together to tell them interactively, the potential number of Gothic tales grows
exponentially.
Newfolk :: NDiF
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