Reflective Narrative
A quote, from a review of James Woods’ essay collection The Irresponsible Self: On Laughter and the Novel:
What we should value instead, Wood suggests, is story-telling that illuminates in ‘units of character rather than in wattage of style’. The best fiction, in this view, does not tell us what to think; it shows us how its characters think, and so encourages solitary readers to bring other human beings closer within their grasp. In Henry James’s terms, it is the art of being ‘irresponsible’ – of allowing fictional characters the freedom to be as confusing and uncertain as ourselves, and of allowing us to approach them with the same mixture of suspicion and sympathy that dapples our everyday dealings with one another.
Only in this way can the novel shake off the spangled excesses of a Rushdie or a Wolfe and emerge as something stronger and more durable; only by ignoring fashion can a novel ensure that it remains relevant.
…It is this second kind of laughter that especially snags Wood’s attention: moments when the reader becomes aware that he does not know these characters any better than they know themselves, and so responds with that unsettled mixture of distance and involvement described by Gogol as ‘laughter through tears’.”
This struck me as being very similar to the situation in roleplaying. With no one person controlling the story, each character (as portrayed by individual players) acts independantly of any overriding plot or purpose. They are simply themselves, complex beings responding to other complex beings and to events as in ways that they don’t always understand themselves, and cannot be reliably predicted. It makes the story, as it evolves, much more true to life in that way, more reflective in the way Woods is insinuating novels should be.
There’s potential in this medium.
A friend, Eric, has challenged me to come up with a term to capture the multiplayer interactive storytelling experience. “Interactive fiction” has become too associated with one-person experiences, like the old Infocom Games (Zork, forex) or hypertext fiction. “Roleplaying Game” or “RPG” puts too much emphasis on “game”, and not enough on story. He suggested “epic crafting”, which I think is a bit intimidating, and also doesn’t include the multiperson authorship aspect of it. I came up with “Communal fiction” or “CommFic” for short, but he thought the word fiction wasn’t inspirational enough. Ah well, the proper term — catchy without being cheesy, thorough without being erudite — will emerge in due time.

