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The purpose of the study was: to provide connections between the academic disciplines of information research and tabletop roleplaying research; to determine if information research theory could assist in the understanding of the phenomenon of tabletop roleplaying games; to observe an information-rich setting that is interacted with purely for pleasure; and to add to growing literature in a highly under-researched field.
Tabletop roleplaying games involve several people usually a group of between three and five people each pretending to be a character from a fictional alternate reality. The rest of the characters, and information about the world as the player characters perceive it, is provided by a facilitator-leader player, who is commonly referred to as the GM , short for gamesmaster or game master.
The characters, the fictional reality, and the story of their exploits are a process of joint construction between the individual players, the gamesmaster, and the group as a whole as they interact with the rule set.
This rule set is typically provided by an external source the rulebooks , which provides mechanical rules mathematical abstractions of actions, for example whether a character is capable of dodging a blow , and rules for how to understand the fictional reality which are commonly prosaic, and referred to as either story or fluff.
This tension is the source of the study. The interplay between mechanical rules, formulaic abstractions to be applied, and story or fluff, to be considered, discussed and interpreted, is explored in more detail below. Tabletop roleplaying games are an information-rich leisure activity. Roleplaying games study as a focus of scholarly study in particular the tabletop variant is still in its infancy, hovering somewhere between arts and computer sciences Deterding and Zagal, , despite roleplaying games coming into existence more than three decades ago and having serious impacts on the modern world.