Arts and Crafts… and Roleplaying
About twenty years ago I briefly made some money cranking out watercolor paintings, which I sold as craft fairs and swap meets and such. They were very formulaic, Bob Ross-style “happy little trees” things. I would knock out a half-dozen or more of essentially the same picture at a crack; when one sold, I’d wait for the customer to walk away and pull out the next one. I painted fast and sold cheap and convinced every customer that each painting was an original, which was true in so far as it wasn’t mechanically reproduced and each copy has unique flourishes and flaws.
An acquaintance at the time was a Fine Artist and was frankly appalled at the practice. It was not art, she said; it was craft. I should not call my wares are, because aside from the first iteration there was no creative spirit at work. I was merely a technician, assembling elements by rote and adding no personal touches, nothing of myself, to the endeavor. I get what she was going for, of course. Not that there’s anything wrong with craftsmen, they’ve got valuable skillsets, and what they do can certainly be considered an art form, but I understand where the line between “art” and “craft” can be drawn.
This all came rushing back to me as I’ve been reading reviews of Dungeons & Dragons 4th Edition. Now more than ever (at least, since 1st edition AD&D) the game wants to lock players into paths. you get options to build your character with, at proscribed levels. creating a character isn’t art; it’s craft. You’re cranking out yet another fighter, warlord, cleric, whatever that’s essentially the same as any other character of the same class, with a few options and variations chosen from some list or another. Not that there’s anything wrong with that, because you can build cool characters and if you’re looking for that experience it’s just fine. But it made me start thinking of various games, and the preferred styles of play of gamers, in terms of arts and crafts.
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