Professional Documents
Culture Documents
Björn-Ole Kamm
Role-Playing Games of Japan
Björn-Ole Kamm
Role-Playing Games
of Japan
Transcultural Dynamics and Orderings
Björn-Ole Kamm
Graduate School of Letters
Kyoto University
Kyoto, Japan
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer
Nature Switzerland AG 2020
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Acknowledgements
v
vi ACKNOWLEDGEMENTS
vii
Contents
1 Introduction—Before Play 1
1.1 Prelude 1
1.2 Controversies of Role-Playing 7
Uncertainty and Fluidity 9
Controversy and Knowledge 11
Translation and Transculturality 16
An Assemblage of Practices 20
1.3 “How to Use This Book” 22
References 24
ix
x CONTENTS
4 Mediation—Counterpoints of Dis/Connection,
or the Third Act 197
4.1 A Mediator’s Counterpoint: Non-Human and Human
Actors 197
4.2 The Internet as a Dis/Connector 200
Japan’s Internet Access 201
CONTENTS xi
Index 295
List of Abbreviations
xiii
xiv LIST OF ABBREVIATIONS
OT Out-Time
PC Player Character
PHB Player’s Handbook
PoD Print on Demand
RPG Role-Playing Game
SCA Society for Creative Anachronism
SNS Social Networking Software
SW1/SW2 Sword World 1st Edition/2nd Edition
TRPG Tabletop/Table-Talk Role-Playing Game
VtM Vampire: The Masquerade
VTT Virtual Table-Top
WoD World of Darkness
WotC Wizards of the Coast
XP Experience Points
List of Figures
xv
xvi LIST OF FIGURES
xvii
CHAPTER 1
Introduction—Before Play
Groups are made, agencies are explored, and objects play a role. Such are
the […] sources of uncertainty we rely on if we want to follow the social
fluid through its ever-changing and provisional shapes. (Latour 2005, 87)
1.1 Prelude
This book engages non-digital role-playing games (usually abbreviated
as RPGs) in and from Japan. In doing so, it attempts an experiment
with concepts and controversies, an experiment in “Japanese Studies.”
For these first lines, let us go no further than describing RPGs as games
in which players take on roles and as a practice entangled with many
other media. To say that RPGs are like The Lord of the Rings combined
with chess and improv-theatre would be amiss but might conjure some
interesting images.
This study deals with role-playing games but does not seek to define
them. General explanations meet the fluidity of contents, play-styles, and
creative agendas, which put any certainty into doubt. Thus, Role-Playing
This was one incentive for this study: Born out of curiosity for non-
digital gaming in Japan, I sought to amend this deficit in knowledge
because respective research would open a field of dramatic stories bridging
fiction and reality, open a field for questions of entanglement and multi-
plicity. However, at the same time I did not want to fall into the trap
of feeding into nihonjin-ron, that is, stories about how the Japanese
are special and unique, in this case, about the “Japaneseness” of role-
playing. Thus, right from the start, this study was less about positive
knowledge of a stable and certain object of analysis (“the game,” “the
role-player,” “the Japanese”) but concerned with the production of such
knowledge, about the inherent tension of terms and collectives, of conti-
nuities and discontinuities. It questions the appropriateness of traditional
knowledge containers for new phenomena of trans-local connectedness,
such as the heterogeneous networks that make-up role-playing games.
“Be surprised!” became the methodological core of my research. The
people and things I encountered during my study showed me how every-
thing was even more complex, more uncertain than I had envisioned:
How uncertain the dynamics of concepts and identities were, how non-
human mediators such as the Internet connect as well as disconnect, and
foremost, how difficult it is to ask questions about “a practice,” which is
done slightly differently by each actor entangled in its assemblage.
This book is an intervention in discourses on Japan and its cultural
practices that tend to essentialise difference instead of exploring its
making (cf. Galbraith and Lamarre 2010, 362). The emphasis on
“Japaneseness” of products and practices often does not result from the
object of inquiry itself but rather from the limited focus on Japan alone
without regarding global entanglements or uses elsewhere. Through
tracing complexity instead, the project informing this book became a
study about the way in which the assemblage of practices named role-
playing games circulates across borders and simultaneously becomes the
locus of boundary negotiations in a highly digitised and interconnected
world. These partially connected practices have a history that crosses many
nationally or culturally imagined borders, beginning in nineteenth century
Prussia with antecedents in ancient India, gaining a specific form in the
US in the 1970s and being nowadays most popular in a digitised variant
of multiplayer online games relying on mechanics refined by Japanese
programmers, and as live-action enactments promoted in various forms
and in various parts of Europe.
4 B.-O. KAMM
The following study does not seek to solve the difficulty of summing
up by attempting to classify and simplify, to reduce one thing to another.
Instead, it embraces complexity, uncertainty, and foremost multiplicity,
by tracing the controversies on what holds the practices and elements of
role-playing together, the multiple connections of role-playing and group
formations, social inclusion and exclusion, role-playing and Internet tech-
nologies. The aim of this study is not to come to a final conclusion,
stating that role-playing actually is escapism from real life, that it is actu-
ally theatre, or actually a religious epiphany, or an education—views found
in the literature. Grand words or explanations cannot cover all the experi-
ences. That is why this study seeks to show possibilities. These possibilities
are explored through cases, and each case is particular but also speaks to
other cases and stories, and thus may entice an understanding that goes a
little bit further than just the cases at hand.
Lastly, this study seeks to go beyond merely studying RPGs, it also
attempts to make the object of investigation into a resource, into a
tool for research. I used so-called character sheets, for example—one
highly connecting element of these games—as a guiding prop during
my fieldwork. Thus, this book pays also great attention to methodolog-
ical concerns, details the various tools employed during the investigation
to ensure transparency and to offer them as guides so that others
may reproduce the approach applied. The approach is informed by the
perspective of Transcultural Studies , which considers philosophical ques-
tions in empirical ways, through direct engagement: So, without further
ado, let us follow the rabbit into the wonderland of role-playing.1
1 Borrowed from Lewis Carrol’s Alice in Wonderland, a rabbit hole designates the entry
point into the world of a game, especially in recent persuasive and live-action gaming.
8 B.-O. KAMM
alike: There are many disputes about role-playing. The rest remains quite
uncertain.
2 Recordings of play sessions, such as replays (see Act 1, pp. 46–48), may be watched
or read repeatedly, the playing still remains an in-the-moment experience only.
1 INTRODUCTION—BEFORE PLAY 11
out there but analytical tools. They designate collectors to bring various
bits and pieces together in order to trace their relations and the effects
they produce.
Controversies are complex and so should be the modes of obser-
vation, accumulating not only literature reviews, but also field notes,
interviews, and archives to observe as many voices of involved parties as
possible, to multiply viewpoints and show the full range of oppositions
around matters-of-concern (Latour 2004). In this regard, I employed
not only one instrument but many, from text analysis to participant
observation. While observation has to be “perplexed,” that is, take into
account as many propositions as possible, the description needs to follow
requirements of proportion. For these purposes, I built on the actors’
own descriptions and followed their irregularities as best as possible but
ordered them along four paths of conflict or uncertainty.
The first axis is informed by the uncertainty of a distinction between
reality and fiction, born out of discourses concerned with youth and
media use. This relates to ontological as well as everyday politics (Mol
1999): What is reality? What are its building blocks, its “facts”? How
is the real world different from fictional and virtual worlds? Which is
contained in which? Discourses on media effects and especially discus-
sions on role-playing games often focus on this axis of uncertainty. The
loci of dispute are bad influences on youth, cultivation processes through
media, escapism into media, or game induced violence as well as, on the
positive side, learning effects. All of them share shifting boundaries of
what is meant by invoking reality. On the one hand, a clear separation
of worlds is induced, that “this is just a game” or that playing is sepa-
rate from the everyday. On the other, enormous amounts of positively
and negatively connoted entities spill over, such as the seduction into
occultism through magic in-game or gaining confidence through taking
on different social roles. Based on the main argument of this study with its
emphasis on multiplicity and uncertainty of practices, the book’s second
chapter or first “Act” (Games) traces the path of various practices that
would at one point be referred to as “role-playing games,” only to diver-
sify again, warranting the concept of “assemblage” to sum them up. This
chapter deals with different modes of ordering this practice, with a focus
on its trajectory to and from Japan, followed by a literature review on
the specialist discourse of game design as well as governmental concerns
about escapism, the flight from “reality.”
14 B.-O. KAMM
This first controversy opens the door to the second axis, which revolves
around the question of stereotypical labels based on “reality’s” special
place, focusing on their dynamics. Who uses terms such as otaku, nerd or
freak and in what way are these words used? Who fears being labelled as
such, and who does not? Is it at all feasible to associate otaku, a Japanese
pronoun used derogatorily by some, yet a proud appellation for others,
with the English nerd? What are the particularities of usage, inclusion
and exclusion? Such questions call into action theories of moral panic
(Cohen 1972), of moral entrepreneurship (Becker 1973), of the “other,”
resistance and hegemony (Gramsci 1971; Said 1978; Pickering 2001), of
dominant culture and sub-culture (Hebdige 1979)—they invoke these
associations to those who have studied the literature. However, what
theories do the actors themselves invoke if they are labelled otaku and
nerd or call themselves so? How do they participate in feeding meaning
into these terms? Many recent publications on role-players (Gilsdorf
2009; Stark 2012) try to overcome a stereotype of obsessiveness and
dangerousness. Virtually all work on otaku shares this goal (Machiyama
1989; Okada 1996; Honda 2005; Nagayama 2005; Galbraith 2012;
Itō et al. 2012 to name but a few). What role do such renunciations
(and projections) of stereotypes play in the game of identification, of
inclusion and exclusion? Is “local” rejection a moment for “global” asso-
ciation? The second Act (Stereotypes) looks at these questions through
two contingent, local events, which by chance made it possible to connect
certain forms of media use with specific stereotypes of losing a sense for
what is real and what is not: Teen suicides and Satanism in the US, murder
and fandom in Japan. These disputes played major roles in my tracing
of the agencies of stereotypes, in how stereotypes make people act. Both
debates continue to impact discussions on Internet forums, at game tables
and the commercialisation of what many deem a hobby.
Related to connectedness and leading towards “global” group forma-
tions, the Internet and “new” communication technologies form the third
axis of uncertainty. The discussion on virtual identities on the web follows
similar questions as the one on fictional identities in role-playing games.
However, the Internet’s uncertainty of interest in the third Act (Media-
tion) is its ability to connect. Is it the source of a kind of connectedness
unknown before modern computing? The assemblage of practices called
RPGs today came into being in one form in the 1970s and has a history of
transnational collaboration since the late nineteenth century: Polyhedral
dice imported from Japan, German game rules and Anglo-Saxon settings
1 INTRODUCTION—BEFORE PLAY 15
English, with all the fluctuations of meaning, loss of detail, and accuracy
this engenders.
However, there is more to the metaphor of translation when it comes
to the presentation of research. If tracing a controversy can be under-
stood as making it readable for others this also means to transform many
different bits and pieces as well as many actors’ own representations into a
single text. This is a balancing act between the uncertainty and messiness
of a controversy and the reductions necessary to write a legible account.
To be effective, this tracing must not only employ different methods to
gain access to different perspectives (this is called triangulation in qualita-
tive data collection speak; cf. Flick 2004), it also needs to place practices
and their dynamics into the foreground.
There are many labels in circulation for the theoretical resources
that inspired the form of this study: Studies of processes, fluidity or
dynamics, of complexity or multiplicity, of practices, modes, and styles.
Their perspective of material semiotics or network ordering described
above for the study of controversies is based on a double movement of
critique: A questioning of modern reductionism that divides and conquers
the real into neat classificatory systems on the one hand, combined with
a simultaneous unease towards the increasingly morally comfortable posi-
tion of denouncing such simplifications as violence on the other (Law and
Mol 2002, 6). Instead of equating—and thus, again simplifying—reduc-
tionism to violence against those represented by treating complexity and
simplicity as opposites, the focus lies on relations instead, “because various
‘orderings’ of similar objects, topics, fields, do not always reinforce the
same simplicities or impose the same silences” (ibid., 7). Thus, a major
trope of this study is multiplicity, that different modes, logics, practices
and performed realities are not closed spheres or islands but interact and
are partially connected (Strathern 2004).
Their concern with processes and dynamics, the emergence, stabil-
isation and breakdown of (social and cultural) orders as well as the
misgivings towards polar conceptions and preconceived divisions offer
themselves as ontological and epistemological companions for “transcul-
tural” studies that transcend national and cultural borders. Born out
of a critique of ideological and methodological nationalism, inherent in
“Cool Japanology,” for example, transculturality in the context of this
study does not refer to a modern state of “culture” (cf. Welsch 1999),
a quality of things or to something “out there,” but to an analytical
mode. The main thrust of this mode means to look at transformations
18 B.-O. KAMM
1. Cultures are not contained within ethnically closed, linguistically homogenous and
territorially bounded spheres.
2. Trans-culture enables emancipation from the above notion by focusing on mobility,
contact, interaction, entanglement, process, and the negotiation of difference.
3. Transculturality is a field constituted relationally, so that equivalence and
difference, asymmetry and power, are effects brought forth by regimes of
circulation and networks of exchange.
4. To investigate the dynamics of cultural forms and formations means to be empirical
and pay attention to the particularity of situations and the agency of actors.
5. Thus, there should be no a priori assumptions before a study begins and
explanations cannot take recourse in standard narratives of influence.
6. Scale matters: To go beyond established borders does not mean to take on a
macroscopic vision of a synthetic generalist.
7. It means to trace the global as a connection of locals.
1 INTRODUCTION—BEFORE PLAY 19
An Assemblage of Practices
The above discussion leads to the vocabulary that is used to deploy the
controversies of role-playing. One term has been left out so far, assemblage
of practices , as it is this study’s addition to an infra-language (Latour
2005, 30) which shall help to map controversies without too many
“meaningful” a priori assumptions. “Infra” suggests to neither use the
vocabulary of the actors directly, such as treating otaku or nerd as distinct,
singular social groups—which “they” are not, as the terms are used
differently depending on who speaks when and where (Galbraith et al.
2015)—nor to use extremely saturated concepts of social theory, such as
“community,” which lets new formations of people fail its nostalgic claims
about human interrelations before any investigation can take place.
With the focus on doing, transforming, and ordering, this study
borrows from Wittgenstein ([1953] 2009), Foucault (2010), Butler
(1990), Schatzki (1996) and Reckwitz (2002). However, where Reck-
witz speaks of practice as a “block” of elements (ibid., 250) I favour
the heuristic device of the network: Practices are drawn as networks
that have gained a certain durability that makes them recognisable for
others with the consequence that they can be spoken about and be
treated as a resource when doing the practice. Practices are perfor-
mative, meaning that they exist through “doing,” through recreating,
tracing the network. A practice-as-network consists of interdependent
material and non-material elements that encompass bodies, body parts,
bodily movements, materials or things, practical knowledge or know-
how/competences, and concepts/theoretical knowledge of the practice.
For example, one practice-as-network traced by this study, table-top role-
playing, consists of a complex association of printed paper, dice, figurines,
the spatial arrangement of being seated at a table, the bodily movements
of writing and throwing dices, competences in rhetoric, storytelling,
strategy, and tactics, an understanding of the game’s rules, knowledge of
certain novels or movies directly or indirectly cited, an idea of the gratifi-
cations gained by role-playing, its relation to ideas of gaming and to other
games, and so on. Practices-as-networks are recursive: With each perfor-
mance, the network is slightly reconfigured, including the details of rules
(for example, so-called “house rules,” simplifications or their absence),
the amount of strategic or performative competences, the bodily action
necessary (from gestures to full-out enactments) and also the number or
the shape of the dice, etc. At some point, the elements of the network
1 INTRODUCTION—BEFORE PLAY 21
or what produces these connections. So, the focus of this study remains
RPGs in Japan and their local and global interconnections. My actors did
not stay put but physically moved from and to Japan and back again,
drawing in different sites and going beyond the global connections of
the Internet. If we allow for a reduction to national borders, than the
two sites enrolled the most are the US—where role-playing games gained
a specific form, the term itself was coined, and where we find the first
market for translated games designed in Japan—and Germany—where
Japanese designers of non-digital games seek entry into the European
market via trade fairs, and from where rules for live-action role-play were
transposed to Japan. Phrased more abstractly, this study rests on very local
interactions (interviews, participant observations at conventions or game
tables) but follows the actants and agencies called into action in these
situations to often quite global places and conversations.
Many role-playing games are delivered in the form of rulebooks that
also detail the setting, the game world and its history, its people and social
rules. In RPG jargon a distinction is made between this fluff , informa-
tion about the world of the game and its inhabitants, and its crunch, the
sections dealing with rules and game mechanics. This line is often broken,
however, as fluff informs crunch and vice versa (a pseudo-medieval fantasy
necessitates rules for magic, a futuristic dystopia those for robots and
starships). Similarly, the chapters or “Acts” of this book include refer-
ence boxes (such as the “At a Glance” above), which detail or summarise
theoretical ideas or methods employed. Further, a number of Interludes
interpose the Acts and explain in more detail methodological questions,
such as interview tools used or how informants were recruited. These
interludes evolved out of the concern for reflexivity and thus seek to
establish transparency but also offer insights for using this study’s tech-
niques elsewhere. These various tools helped plot my journey and later
trace the paths and legs of the practice-network RPGs and its actants,
travelling to, from, and within Japan. Translated into this book form, the
journey begins with making, continues with transforming, and ends with
knowing the network. However, the book may end, the journey does
not. The transformations of the network leave its shape uncertain, thus
inviting new players to travel its paths. The tools and cases in this book
are offered as guides for this continuing voyage.
24 B.-O. KAMM
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CHAPTER 2
in the realm of escapism, that the players would lose their connection to
reality and believed they could actually conjure magic. They countered by
arguing that this was just a game, drawing a hard line between their play
and the real world. One recently increasingly popular arrangement is live-
action role-play (larp), where players dress up as their characters and enact
them in a theatre-like manner. Instead of simulating things, players need
to harness their own real-world kills to convincingly portray their roles.
Because larp involves the players fully, body and mind, this configuration
is seen as a tool for experiencing other worlds, not just fantastical ones,
but also those of other people around us. Thus, educators seek to break
the wall between game and reality in order to have people learn about
refugees, bullying or how it is to live under occupation. The assemblage
of role-playing in its various configurations and arrangements oscillates
between simulation and imagination, play-for-knowledge and play-for-its-
own-sake. For some definitions of “play,” these borders are marked and
distinct, games are detached from everyday activities. Other conceptu-
alisations treat this veil as rather porous, allow for knowledge transfer
between the spheres. The rhetoric and enactment of escapism are major
factors for most conceptualisations—whether negative or positive—and
sustains the image that an engagement with media and fictional worlds
always means to leave a “primary reality” behind. Many of my intervie-
wees followed such a perspective and suggested a boundary between play
and an ordinary side of life. Game designers employ the concept of the
magic circle, to set up a time and a space for playing. This is not meant as
an ontological statement but as a tool to be aware of game design choices
for player agency.
This Act aims not at a conclusive definition of what role-playing
games are, or where the border between playing and reality lies. It rather
traces first the border-crossing trajectory of the three practice arrange-
ments sketched above to then follow the various creations of boundaries
drawn around games by those involved in their practice and those who
are not. The reason for this approach lies in the main argument of
this study: The status of games and reality is less a matter-of-fact but
a matter-of -concern (Latour 2004). Singular definitions of “game” or
“role-playing game” always face a multitude of experiences that confirm
these definitions in some ways and diverge from them in others. An
insistence on singularity, that a thing is separate and stable, is expressed
through general statements, such as “Games are like drugs” (Paul 2006)
or “Spielen macht klug” (playing makes wise, Spiegel cover 3/2014).
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Title: Hanna
Romaani
Translator: Hertta S.
Language: Finnish
Romaani
Kirj.
Suomentanut
Hertta S.
»Oi Jumala, hyvä Jumala, mitä minä kirjoitan… mitä voin sanoa
hänelle, onnettomalle miesparalle!»
»Hän rakastaa sinua, hän rakastaa sinua», sanoi hän hiljaa. »Hän
odottaa sinua, hän vie sinut satumaisen onnen syliin…»
Mutta vaikka huulet kuiskasivatkin sanan »onni», tiesi hän
kuitenkin valehtelevansa kauniille peilikuvalle. Hänestä tuntui, kuin
aavistamaton onnettomuus hiipisi hänen ympärillään. Mutta
pyörryttävä syvyys veti puoleensa; hänen jalkansa oli jo sen
reunalla, ja hänen täytyi syöksyä sinne. Päättävästi hän poistui peilin
luota kirjoituspöydän ääreen. Lattialla oli täytetty, vielä avonainen
matkalaukku. Hän oli kompastua siihen kumartuessaan sitä
sulkemaan. Sitten hän otti kirjoituspöydänlaatikosta kukkaron ja pani
sen palttoonsa taskuun. Hänestä tuntui, kuin joku muu kuin se, jonka
hän oli nähnyt peilistä, olisi toimittanut nämä koneelliset tehtävät.
Hän ei myöskään ollut se, joka kastoi kynän mustetolppoon ja lopetti
alotetun kirjeen.
»Kun sinä löydät tämän, ei sinulla enää ole vaimoa. Ajattele, että
hän on kuollut — hänelle ehkä olisi parempi niin. Älä sure minua,
en sitä ansaitse. Tule onnelliseksi, sinä hyvä, kylmä mies! Minua
odottavat taivaan hurmat… vai helvetinkö turmat! Sama se; en voi
vastustaa niitä. Siksi pakenen. Sinua olisi niin helppo pettää —
mutta kunniani, ylpeyteni sen estävät. Ei, suo anteeksi! Pyyhi pois
nämä sanat; minullahan ei ole enää kunniaa eikä ylpeyttä; minä
olen langennut vaimo raukka. Huuliani tosin eivät vielä synnilliset
suudelmat ole saastuttaneet, mutta eivät ne ole enää puhtaatkaan,
koska ne ovat lausuneet uskottoman myöntymyksen muukalaisen
pakoehdotukseen. Hyvästi! Ainoa lohdutukseni, ainoa
puolustukseni on, ettet minua rakasta. Rakkaimpasihan sinulle jää:
kirjasi. Näihin sanoihin ei sisälly moitetta. Kuinka uskaltaisin minä,
rikoksellinen, joka polvistuneena, pää kumarassa, viimeisen kerran
puhun sinulle, vielä yhdistää katkeria sanoja tähän katkeraan
tekoon. Usko minua, tämä viimeinen hetkeni hiljaisessa,
kunniallisessa, rauhaisessa kodissasi tuntuu minusta
kuolinhetkeltä. Äsken sulkiessani matkalaukkuni oli kuin olisin
virittänyt murha-aseen. Ja nyt kirjoitan joukon turhia asioita tälle
paperille, vaikka aikomukseni oli vain lyhyin sanoin ilmaista
poistumiseni…mutta miksi kirjoittaa enempää? Kätesi vapisee jo
rypistääkseen vihamielin tämän kirjeen, jonka halveksien heität
liekkeihin. Sinä tunnet nyt vain vihaa, oikeutettua inhoa onnetonta,
mieletöntä kohtaan, joka ei enää ole sinun omasi!
Johanna.»
Dori täti otti orvon tytön luokseen. Säästyneen pääoman, joka oli
aiottu suurta matkaa varten, hän otti huostaansa; se oli käytettävä
Hannan myötäjäisiksi, sillä hän toivoi voivansa pian naittaa hänet.
Kummitäti ei ollut koskaan saanut kuulla heidän korkealentoisista
tuumistaan, eikä Hanna niistä mitään puhunut; hän eli vain
surussaan.