I have wondered for a long time what it is about roleplaying games that feels inherently queer to me. Something about the format of collaborative storytelling has always struck me as being a particularly sharp and insightful mode for telling queer stories. I thought, at first, that it might have something to do with the necessity of community, of the radical “camaraderie and companionship” Foucault cites as being central to queer life,1 with the way that collaboration is intimately connected to communities who need each other to survive.
I recently realized that it’s something much more simple than this: Roleplaying games de-privilege and decentralize the significance and necessity of success. They do not punish us for failing.
The word game, when talking about roleplaying games in this way, feels at first somewhat deceptive: games, we have been taught, have winners and losers. They have goals and win-conditions and we are conditioned to want to win.
But roleplaying games — or, at least, the best of them — don’t feel like this. You don’t win a roleplaying game; when the dice don’t come up in your favor, bad things happen, but they move the story along. A bad dice roll does not mean you lose, it just means the story carries on in a different direction than you anticipated. It isn’t a loss, it’s an unexpected complication. At the end of a session, or the end of a campaign, or the end of a story, the players are not divided up into winners and losers. Roleplaying games are not designed to be won.
Or, and perhaps this distinction is important, they have different win-conditions than triumphing over the people at the table with you.
Usually, in a roleplaying game, the person setting the win-conditions is you or your party. You set personal goals, both mechanically and narratively: I want to get enough money to buy this cool item, I want to level my character up enough to get this power, I want my character absolved of their crimes, I want my character to get vengeance on the person who killed her family. I want my character to find a new family. I want my character to realize that their distrust of their party members is holding them back and learn to trust. I want my character to come up against and overcome their fatal flaw. I want to have a funny story to tell after the game is over.
Good game design knows what it wants its players to accomplish, and it rewards them for accomplishing those things. Whether it’s fighting and slaying monsters, like in Dungeons & Dragons, or something a little more nuanced, like strengthening character relationships (Apocalypse World’s Hx mechanics, Dungeon World’s bonds), or playing truthfully to your character’s flaws even when it gets you in trouble (The Sprawl’s Personal Directives, etc.), a good roleplaying game rewards you for pursuing what you want to pursue. And many of them reward you for failing.
What appeals to me about roleplaying games is that we are mechanically encouraged to fail. In fact, the rules (of the game, of the universe) require it: no one will succeed every time. And so, as players, we are permitted to make mistakes without worrying that those mistakes will cost us the game.
After all, what’s the worst thing that can happen in a roleplaying game? Your character dies, and you roll a new one, joining into the story again with a fresh perspective and a chance to explore new angles, new dynamics, and often — in the case of games with differing classes or playbooks — new mechanics to explore.
There is something appealing, something almost liberating, about a game that not only allows you to go with the flow, but forces you to; about a game which doesn’t give you full control and, thus, never expects unconditional success. By setting up failure as something that not only can happen, but will and must happen, roleplaying games free us from the burden of success, and the pressure that comes with it.
There is a book that I think about a lot, with regards to failure: Jack Halberstam’s The Queer Art of Failure, a whirlwind of a book which explores not only failure but everything from anti-capitalism in animated films to temporality in Dude Where’s My Car. In it, Halberstam vocalizes a celebration of failure, and what failure can offer us.
“Failing is something queers do and have always done exceptionally well; for queers failure can be a style, to cite Quentin Crisp, or a way of life, to cite Foucault, and it can stand in contrast to the grim scenarios of success that depend upon ‘trying and trying again.’ In fact if success requires so much effort, then maybe failure is easier in the long run and offers different rewards.”2
These “different rewards,” for Halberstam, are everything from alternative family structures to alternative concepts of labor production, new ways of relating to one another that can allow us to escape the oppressive institutions of heteropatriarchal capitalism.
These “different rewards,” for me, are the itch that roleplaying games scratch. Narrative complications, unexpected character development, tough decisions that illuminate things about our characters and stories we never would have imagined if we had just been allowed to succeed at every pass. They are the things that make our stories lifelike, and keep us coming back to the table week after week.
In Sara Ahmed’s Living a Feminist Life, Ahmed works to redefine the idea of happiness: it has become, she argues, an end goal which revolves around leading a life that is shaped to certain expectations, certain win-conditions which are set for us. Happiness, however, should not be an end goal, predetermined, but something else, something situational and not bound by artificially imposed limitations and expectations.
As she beautifully writes in her conclusion, “Killjoy Manifesto”:
“I stumble; maybe by stumbling I found you, maybe by stumbling I stumbled on happiness, a hap-full happiness; a happiness that is as fragile as the bodies we love and cherish.”3
This hap, this stumbling, is what roleplaying games at their best are all about. Happenstance and mishap, what delightful accidents can happen when we let go of the reins of narrative control and cede them over to a healthy mix of fate (dice, cards, etc) and trust (in the GM, in the other players, in the game itself and its designer, in the story we want to tell).
This hap, too, is what queer lives are about. None of us asked for this but still we make the most of it every day, embracing the small bits of luck we are granted. While others might see queerness as inherently unhappy — thanks to media which perpetuates the idea that the only outcomes to queer life are tragedy via early death or tragedy via personal loss — queer life is often centered around making the best out of bad situations, around building a life which accounts for mistakes, around redefining success.
It’s about rejecting the implicit win-conditions of life — settling down with a nice, heteronormative nuclear family — and setting our own win-conditions, whatever they may be.
As Joseph Litvak writes, “a lot of queer energy, later on, goes into . . . practices aimed at taking the terror out of error, at making the making of mistakes sexy, creative, even cognitively powerful. Doesn’t reading queer mean learning, among other things, that mistakes can be good rather than bad surprises?”4
Doesn’t playing queer mean learning these same things?
Playing roleplaying games, where our success at any action or decision is ultimately left up to chance — a roll of the dice or the drawing of a card, or the whims of another player — forces us to be open to not only the possibility of failure, but to be open to the good surprises that can come from the unexpected. It embraces the queer mode of failure and builds successful stories out of the inherent messiness of real life. It allows us to take our failures, whatever they may be — and, like in life, there will always be many — and find and embrace those different rewards.
- Foucault, Michel. “Friendship as a Way of Life.” Foucault Live (Interviews, 1961-1984). Ed. Sylvère Lotringer. Trans. Lysa Hochroth and John Johnston. New York: Semiotext(e), 1996. 308-12.
- Halberstam, J. The Queer Art of Failure. Durham: Duke University Press, 2011.
- Ahmed, Sara. Living a Feminist Life. Durham: Duke University Press, 2017.
- Litvak, Joseph. Caught in the Act: Theatricality in the Nineteenth Century English Novel. Berkeley: University of California Press, 1991. Qtd. in: Sedgwick, Eve Kosofsky. Touching Feeling: Affect, Pedagogy, Performativity. Durham: Duke University Press, 2003.
Christine Prevas is a writer, graduate student, perpetual GM, and host of the delightfully queer actual play podcast The Unexplored Places.
2 thoughts on “Taking the Terror Out of Error: Roleplaying Games, Queer Existence, & the Beauty of Failure”
This is such a good article. I’ve been talking to people about it all over since I first read it last week. Thanks!
We’re so glad you enjoyed it, Andrew! Always looking for more content like this, to spark conversations and show new points of view!