Académique Documents
Professionnel Documents
Culture Documents
Aaron Murdock
purposes of enjoyment, training, or therapy. I’ve been playing RPGs (role-playing games) since I
was a child, but it has recently become more a part of my life as I’ve delved into massive
multiplayer online role-playing games, trained new employees at work, and started working with
a professional counselor for trauma. The goal of this paper is to see whether the element of role-
playing has a negative or positive affect on the processes of decision making, to observe this
group communication improves or degrades over time as the players create and learn more about
their own and their peers’ characters. To see this, we will track the progression of players in
Pathfinder, a sort of beginner version of Dungeons & Dragons. In those games I made decisions
with my peers on how to move through the world, where to go, how to solve puzzles, and who
my character persona was. Sometimes we worked well together, other times we debated over
Role playing takes on various forms, from acting on stage to playing a videogame or
applying ideas from Hirokawa and Gouran. The result is his article “A Functional Perspective on
Group Decision Making”. The four steps of the theory are (1) Analysis of the Problem, (2) Goal
Setting, (3) Identification of the Alternatives, and (4) Evaluation of Positive and Negative
The theory provides a common pathway taken by effective groups that starts with
Problem Analysis, splits into the simultaneous steps of Goal Setting and Identification of
Running head: SMALL GROUPS AND ROLE-PLAYING 3
Alternatives, then to Evaluation of Positives and Negatives. This will lead to a high-quality
decision. But noise and distractions can impede communication within a group. Hirokawa and
Gouran (1985) suggest three types of group communication: Promotive, Disruptive, and
Counteractive, where Counteractive is interaction used to get the group back on course. If a
group can stay in the Promotive type, or at least Counteract the Disruptive quickly, they can
In this paper, when a person is in the act of role playing, they will be referred to as
“Player as Character”. When they are speaking outside of their character personas, they will be
referred to as “Players as Selves”. The latter allows participants to have conversation about the
rules and other things outside the constructed game world, but that still contribute to the
decisions of the characters. This is the dependent variable. One group will be allowed to discuss
in-game decisions and plans only as their character personas, keeping up their acting throughout.
The second group will be allowed to discuss in-game decisions and plans both in-character and
out of character.
Literature Review
with eight students on a remote island. During it he would ask the students to study their own
interactions and assess their decisions. The groups that reached good decisions would follow
these four basic steps that have been set forth by Gouran and Hirokawa (1985).
The first question they asked is “Is something going on that requires improvement or
change?” (Griffin, 2015) This looks at the details of the problem or issue at hand. For Griffin’s
Running head: SMALL GROUPS AND ROLE-PLAYING 4
groups on the island, this was things like budgeting food and fuel, establishing ground rules for
In a role-playing group, it may be an enemy that is trying to kill the party or take control
of a place. It could be a character’s story conflict to resolve, whether internal or external. The
group members analyze what to factor into their decision, such as available resources or limits to
the environment or even social constraints established inside the game world.
Goal Setting
Griffin’s (2015) groups set forth criteria by which to judge proposed solutions. Some
groups would reach consensus about what activities would be included in the schedules in order
to reach their needs. Others would not speak of goals or objectives, and would flounder
Role-playing groups often set forth rules at the start of the campaign in conjunction with
the DM. This may include limiting Player as Character behavior and choices to only a certain
alignment, such as Good instead of Evil. Such a restriction would mean that any time a character
who has declared himself as “Good” acts in an evil way, such as performing a coup de grace on a
non-playable character, there would be a consequence. It may include other restrictions, such as
how long can be spent on certain non-story aspects of the game, like shopping. In this way the
group, both as Players as Characters and as Players as Selves, will stay on track to reach in-game
story and other goals. It should be noted that such goals may not be to “win” the game. As
play well nor to “win.” Instead, the goals of the game are survival
(p. 336)
Identification of Alternatives
Griffin’s groups with positive outcomes would hash out alternatives and allow them to be
presented and seriously considered. Those with negative outcomes would shoot down ideas and
were fixed in whatever was usually the first idea to come to mind. Even if none of the
suggestions are adopted by themselves, a final decision may consist of various aspects of the
Evaluation of Positives/Negatives
This is when the group weighs the benefits and costs, and it may not happen all at once.
Griffin’s (2015) good group looked at each alternative and its negatives and positives. For
example, they recognized that staying up late would drain the generator of power, and therefore
Similarly, I have seen the groups I’ve played with weigh the costs and benefits of taking
certain actions. I’ve also experienced when we don’t, and instead act hastily. Often it seems like
it is one person who acts on impulse and ruins or nearly ruins an opportunity for growth or story
progression.
Gay Su Pinnell (1984) goes over the social skills needed to be effective in group
● Signaling Intentions
○ These are cues like words, gestures, or other actions that signal the intent
● Listening
○ Every group member must listen for the group to work well. Listening
● Interacting
floor, maintaining the group, and changing the focus of the group. In role-
playing, this is done by each member, but getting and keeping the floor is
most often done by the DM as he/she tries to take control of the narrative.
Running head: SMALL GROUPS AND ROLE-PLAYING 7
● Sharing Meaning
and use words which have common meanings. The DM is the authority in
explains the number of interactions that can happen in a small group with up to eight
participants. If there are two people in a group, there are only two pathways for communication.
If there are three people, there are nine possible interactions. Most role-playing groups are not
larger than about eight people, which has a possible 1,056 interactions (p. 258).
In a role-playing group, the DM most often speaks to either everyone or only one person.
However, when characters are separated in the story, the DM will keep track of who is where
and will speak with a few at a time as needed. The Players as Characters will also often speak
Method
Following the model of the experiment outlined by Gouran and Hirokawa (1985), we will
have two tabletop role-playing groups going simultaneously. The independent variables will be
the ratio of genders playing, the classes and roles taken on by the players, the campaign setting,
and the Dungeon Master. The dependent variable is that one group will be told they are allowed
to talk out of character about the game and the decisions their characters are making. When they
Running head: SMALL GROUPS AND ROLE-PLAYING 8
are speaking outside of their character personas, they will be referred to as “Players as Selves”.
The other group would only be able to make decisions as their characters. When a person is in
the act of role playing, they will be referred to as “Player as Character”. This would be repeated
with various groups over time, each time with the same campaign, same classes and roles, and
same Dungeon Master. The unique factor of having a Dungeon Master (DM) means the story or
quest can change and adapt according to the actions of the players and/or characters. This may
influence the way groups interact. Variables unaccounted for could be previous experience with
We will draw from the tabletop gaming community and compensate them monetarily for
their time played. They will be volunteers selected from various gaming conventions around the
nation, such as Gen Con, PAX West, and PAX East. They will fill out an initial survey
explaining their past with role-playing games. Then they will meet once a week for four weeks in
a predetermined studio, where they will be recorded as they play Dungeons & Dragons for a
The survey will ask about their thoughts on the research questions to determine initial
beliefs about how role-playing affects their decisions in-game. As they play, researchers will
take notes relating the survey question topics. Some of these questions will include:
● When faced with a problem, how often do you find yourself obsessed with analyzing it
for solutions?
● How often do you set goals in your life and try to achieve them?
● Would you describe yourself as one who considers all options before making a decision?
● What alignment do you find yourself most often playing in tabletop RPGs? (A chart of
● How has the persona/personality of your past characters influenced your moral decisions
● Please describe the process you go through when making decisions as a character.
The questions will be given again after the month-long campaign has ended, but with
slight variations to ask specifically about their experiences during it, as well as some extra
● Do you see ways your group communication has improved in settings outside of the
game?
● Have you found yourself making decisions in real life based on what your character
would do?
● Did you find yourself getting annoyed by other players’ comments? Why? Please give an
example.
A few questions will also be asked of the DM, who will pre-selected and used in every
campaign if possible.
● How often did you find the narrative going off course because of hasty decisions?
● Did you see a player behaving contrary to their declared alignment? Please give details.
● Would you say the decisions made by the group improved over time?
Finally, each role-playing session will be recorded and analyzed against the small group
decision-making criteria set forth by Hirokawa and Gouran (1985) and expounded upon by
Griffin (2015).
References
Griffin, E., (2015). A first look at communication theory (9th ed.). New York, NY: McGraw
Hirokawa, R., & Gouran, D. (1983). The role of communication in decision-making groups: a
Pinnell, G. (1984). Communication in small group Settings. theory into practice, 23(3),
Waskul, D., & Lust, M. (2004). Role-playing and playing roles: the person, player, and
.
Running head: SMALL GROUPS AND ROLE-PLAYING 11