1 Running head: INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
Insider Look: Roll 20 Virtual Tabletop
Marisol Montes University of Texas at El Paso English 1311 July 25, 2014 Paul LaPrade
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Abstract A discourse community can be defined by John Swaless six defining characteristics of what a discourse community is. It can be determined that Roll 20 Virtual Tabletop is a valid discourse community and is offers its members the opportunities to learn a lot more than whats expected. This community has services available to its users that if used they can prove to be very useful in situations outside of the community. The skills that are learned are fundamental and are very valuable skills to know such as decision-making and teamwork skills. The community makes it very convenient for online role-players to participate in campaigns and get information out of the communitys forums and blogs. Its a great community to be a part of and anyone who chooses to take part in it will get more out of it than just a chance to fantasy role-play.
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In our society there are hundreds of communities that are formed through a collective desire in a few people to express their interests, knowledge, and concerns with each other and anybody else interested in the particular subject. These communities are called discourse communities. An example of an online discourse community is a community called Roll 20 Virtual Tabletop. For those that dont know what a tabletop is, it is referring to tabletop gaming or otherwise known as role-playing. There are different ways of role-playing but the one that is the practiced on this website is pen and paper role-playing where the participants use character sheets to create fantasy characters that they control in a world that is controlled by the Game Master. This community offers the participants the ability to utilize the skills they have learned while role-playing in their daily lives. Some of these skills include strategic decision-making, thinking logically, in most cases teamwork skills, and even some basic math skills. The writing by John Swales is a very descriptive and thorough analysis of what a discourse community is. Swales identifies a discourse community through a series of characteristics that have to be present in every discourse community for it to be qualified as such. These characteristics are referred to as the Swales Test and consist of 6 defining characteristics which include (1) a set of common, public goals, (2) form of intercommunication within the community, (3) mechanisms through which the community provides information, (4) genre, (5) lexis, and (6) threshold level of members. He clarifies to the readers that a discourse community is composed of people of a society that want to maintain and extend a groups knowledge. (Swales, 1990. pp. 224). James E. Porters reading focuses on the presence of intertextuality in everything that is written. He writes about how intertextuality is not only present in everything but that it is inevitable because in every idea that we build and write about we are being influence by other 4 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
ideas and other peoples words. He writes that traces and bits (Porter, 1986. pp. 397) of other peoples words and ideas can be found scattered within all texts. One of the best examples that he gives to represent what intertextuality looks like is the example of Thomas Jefferson writing The Declaration of Independence. He may have been the author but he was influenced by a lot of other writings and sayings that were popular during the time. The presence of intertextuality is also present in discourse community. Porter talks about how a text within a discourse community must demonstrate (or at least claim) that is contributes knowledge to the field, (Porter, 1986. pp. 401). Although Porter does not mention it this also includes the intertextuality in the other forms of communication within a discourse community. According to the Swales Test this community should follow all of the 6 characteristics to be considered a discourse community. The first of the characteristics is the set of common, public goals. Roll 20 Virtual Tabletops primary common, public goal is to offer the community members an easy and convenient system for them to use to create campaigns and participate in those campaigns. Another one of the communitys goals is make it very easy for its members to find information within the website about GM-ing and role-playing. The second characteristic of the Swales Test is the way through which the community members communicate with other members among the community. In Roll 20 VT there are group chats where people that are part of the same campaign can communicate. These group chats not only allow the participants to communicate with the whole group but it also allows members to whisper things to another campaign member with the complete secrecy of a real whisper. Within the campaigns the players can also communicate through video. This system is similar to Skype where several people can stream live videos of themselves and use that to talk to each other and see who they are communicating with. It makes communication within the 5 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
group of fantasy adventurers a much more intimate experience that unites friends or acquaintances made through the community. The third characteristic of the Swales Test is the mechanisms that are used to provide information and feedback. In the website there is a blog through which people with knowledge to share or inquires to make can write up posts that other people may see and comment on. There is also the community forum where the most interesting topics about the websites content are discussed among the people that are part of the community. The following two characteristics of the Swales Test are the genre and lexis which help identify the community as a unique community. The genre of Roll 20 VT is role-playing tabletop. There are different types of role-playing but this particular form can be distinguished as the pencil and paper role-playing because the participants write down all the statistics of the characters they are playing on a character sheet. Something else that helps distinguish this as tabletop role-playing is the use of dice to determine the actions of the characters. Although Roll 20 uses virtual dice and the character sheets are online, it would be easy for anybody who has role-played before to understand that this is pencil and paper role-playing. The Lexis of the discourse community is the distinct language or words that are used to communicate among the members. In this role-playing community the terms include a lot of abbreviations and acronyms such as STR, DEX, CON, A.C., B.A.B., and NAT 20, just to show some examples; these are mostly related to the statistics of the fantasy character. For anyone who is part of the community these abbreviations and acronyms along with many other like them are part of the regular vocabulary. 6 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
The last characteristic of the Swales Test is the threshold level of members with a suitable degree of relevant content and discoursal expertise. (Swales, 1990. pp. 222) The amount of people on the Roll 20 VT community cannot be exactly measured but by browsing through the communitys forums and blogs it can be determined that the community has a handful of active members from all around the country and the world. These members are continuously sharing their expertise of the communitys content. Within campaigns the more experienced members share their knowledge to help their fellow apprentice campaigners progress through the story and finish as more than just beginners but as experienced community members; they will later be able to pass along their knowledge to other newbies (new players). My audience is anybody who is interested in online role-playing communities and people who dont appreciate what role-playing has to offer to the people who participate in it. This community has a lot to offer people that want to meet other people and use their imagination to express themselves. This is also directed towards anybody who has role-played before using Dungeons & Dragons and especially Pathfinder which is the main playing system for this community. The community offers a lot of convenience to people who want to role-play with friends that are out of town or have moved away. People who participate in these role-playing campaigns through the Roll 20 VT community learn to use skills such as strategic decision making, logical thinking, and teamwork skill not only in the community but also in their daily lives. The unforgiving stereotypes for people who role-play are that they are losers who never leave their house and probably spend a lot of their lives in their mothers basements but the truth is that role-players can be very outgoing people. Through the research conducted on this discourse community, it can be assumed that that stereotype is almost non-existent and is quite the opposite instead. Members of 7 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
the Roll 20 community have developed very basic but necessary skills that can help them learn how to think critically in situations outside of the community. To some people strategy and logic might not seem like very important things for humans to know but they are. Strategy and logic are embedded into every task that we take on and whether a person knows how to use them or not determines their ability to solve problems quickly and efficiently. There are also the team- building skills that the community members learn while on quests. The members must work together to successfully complete tasks by using their collective problem solving skills. It is definitely a useful skill to know since we often have to work together with people in all sorts of environments. To help the reader understand what role-playing really offers to the people, the reader must first understand that role-playing games emerged from these age-old practices, but also from several cultural shifts inherent to American life in the latter half of the twentieth century. (Bowman, 2010. pp.1) Bowman, the author of the book The Functions of Role-Playing, also writes about the benefits of roleplaying as communal cohesiveness which in other terms could be described as teamwork, complex problem-solving which ties along with strategic decision- making, and also provides players a safe space to enact alternate personas. (Bowman, 2010. pp.1) Although the last one is not something that was considered in this argument it is still a very valuable function that role-playing offers. In another book Shared Fantasy by Gary Alan Fine the writer says about fantasy role-playing, because these games are not competitive contest, the participants can acquire cooperative social skills, in addition to decision-making and topical learning. (Fine, 1983. pp. 11). It is no doubt that this community offers its members the opportunity to expand their knowledge outside of the games they take a part of. 8 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
In another article, Dungeons and Dragons Taught Me How to Write by Laurel Jean, Jean writes about how Dungeons and Dragons, another form of role-playing, taught him about the relationships between teacher/student and how it parallels dungeon master/player. Like Bowman, Jean also discusses another benefit to roleplaying that was not previously discussed in this argument. Apart from the relationship building Jean emphasizes the distinct parallels between D&D and composition instruction. (Jean, 2013. pp.5) This is a whole other argument that was made but it does not fall short of highlighting the benefits of roleplaying. This community offers the participants the chance to learn and use a lot of fundamental skills but there are a few downsides to the community. This discourse community offers a lot of convenience to the participants. Its information is easy to acquire and it is easy to learn how to use the sources the community offers, especially if the user has role-played before, but it lacks the closeness of roleplaying with people in the same room. Another downside is the high reliance of a medium-fast working internet connection. Since this community is an online discourse community there is no doubt that a functioning internet connection is necessary but to keep up with all the movement of the role-playing there is a certain quality that is required. The constant need to refresh the page can become a bit tiresome and annoying to players. These are merely mild inconveniences compared to the great amount of knowledge of all forms that can be learned through being a part of the community. Researching the community Roll 20 Virtual Tabletop and making an argument about its positive influence on its members revealed a lot more than I was expecting to find. While reading through the resources that I found there were many good things about role-playing that I had not considered in my previous argument. While I did not discuss them like I discussed the other points in my argument I still considered them as valid benefits to what the community 9 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
offers its members. In this community there is a high level of communication required. Communication is an essential part of every discourse community and in this community participation relies heavily on the ability to communicate effectively with the other members. Roll 20 is a great community to be a part of if the person has any interest in role-playing and building up fundamental skills such as strategic decision-making, teamwork skills, and communication skills. 10 INSIDER LOOK: ROLL 20 VIRTUAL TABLETOP
Swales, John. (1990) The concept of Discourse Community. Genre Analysis: English in Academic and Research Settings. Writing About Writing: A College Reader. Boston: Cambridge UP. 21-32. Print. Porter, James E. (1986) Intertextuality and the Discourse Community. Rhetoric Review 5.1. Writing About Writing: A College Reader. 34-47. Print. Bowman, S. L. (2010) The Functions of Role-Playing Games. Retrieved from http://1-media- cdn.foolz.us/ffuuka/board/tg/image/1353/61/1353614088639.pdf Fine, G. A. (1983) Shared Fantasy. Retrieved from http://books.google.com/books?hl=en&lr=&id=rLlLbN0XuSEC&oi=fnd&pg=PP11&dq=shared +fantasy&ots=Ayl6SWCSTi&sig=v7D8gTfCB_5lTRbuyimOt1JW2c#v=onepage&q=shared%2 0fantasy&f=false Jean, L. (2013, December) Dungeons and Dragons Taught Me How to Write: Analyzing the Parallels Between Guides for New Teachers and Tabletop Roleplaying Manuals. Retrieved from http://humboldt- dspace.calstate.edu/bitstream/handle/2148/1655/Jean_Laurel_ENTWMA_Fall2013.pdf?sequenc e=1