Abstract
The question as to who bridges barriers as well as the role of insider-scholars leads to the fourth axis of uncertainty, which revolves around actor knowledge, researchers and theories. All previous uncertainties or controversies relate to the issue of who is to speak for the parties involved. The last chapter in lieu of a conclusion ends this book by scrutinising what remains after playing: Knowledge through, for and of RPGs. What knowledge gain players by and for role-playing? Who decides what constitutes a role-playing game? How much involved are scholars of RPGs in the making of their object? The chapter wraps up with a summary of the ordering conflicts entangling the assemblage. It delivers a contingent sketch of the possibilities of role-playing games and the uncertainties revolving around their dynamics and ordering in Japan and beyond: The assemblage of role-playing is more than one and less than many.
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Notes
- 1.
- 2.
In their debate about what may count as knowledge, “Western” epistemologists introduced the “tripartite” (three components) of justified true belief, abbreviated to JTB, a formulation already attributed to Plato (Pollock 1999). All three conditions, justification, truth, and belief, received their share of criticism and counter examples (cf. the so-called Gettier problem; see Floridi 2004 or Turri 2011).
Similar to JTB, “Indian” ideas of knowledge are based in the immediate data of experience and seen as a guide for ordering practical life (Prabhavānanda 2003), but also allow for intuition in a dynamic relationship to intellect (Radhakrishnan 1982). We find concepts of knowledge that go beyond the mere intellectual also in “Japanese” philosophy (Dōgen 2002). Engaging with Kant and Wittgenstein (amongst others), Nishida Kitarō (1870–1945), acclaimed father of the Kyoto School of philosophy, borrows from Buddhist and Confucian classics to relate the “Western” being with the “Asian” nonbeing in his conceptualizations of knowledge as a creative process (Graupe 2014). Based on his logic of place (basho), Nishida conceptualises knowledge as dynamic and context specific (Nonaka et al. 2001). Symbolic interactionism travels a similar path. Relating Nishida’s experiential philosophy to larp would be a worthwhile project to explore another time.
- 3.
In Pathfinder 2nd Edition, Skills and many other rules received a major overhaul. Knowledge has been split and replaced by other Skills, of which “Lore” stays closest to its predecessor. “Recall Knowledge” is now a possible action even if untrained but less likely to succeed if compared to training or mastery in a field of knowledge (Bonner et al. 2019, 239).
- 4.
Kenshiki has several connotations, ranging from perception to wisdom. Kenshiki aru hito, however, translates as “enlightened” or “knowledgeable” person. Hantei is the Japanese technical term used in TRPGs for ability or skill checks, usually meaning “to judge,” “to make a decision,” “to make a call.”
- 5.
My fieldwork also often took this path, for example, when Masuda explained the workings of Tenra’s hero points to me before I participated in a session of this game during my first participant observation at a TRPG convention in Japan.
- 6.
In 2001, 2005, and 2010 author bios appeared alongside the main text of their articles. These books also include many “non-academic” contributions, dealing with practical questions of game design, larp organisation or plot development.
- 7.
Depending on where the conference is held, it is called Knutepunkt (Norway), Knutpunkt (Sweden), Knudepunkt (Denmark), or Solmukohta (Finland).
- 8.
This shall not be misunderstood as critique because the concern over physical and emotional safety expressed in this charter displays an awareness for these matters when larp is still judged to be in its infancy in Japan, while elsewhere these matters have not yet been touched despite decades of playing.
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Kamm, BO. (2020). After Play—Knowledge (and) Practices. In: Role-Playing Games of Japan. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-50953-8_5
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