Streaming matters for trad play

Midcentury, many educated people thought that hanzi, Chinese writing, was an albatross holding back Chinese modernization and economic development. This included many Chinese, in official capacities. Imagine, prior to modern computer character set support and fonts, how difficult it must have been to transmit documents written in Chinese efficiently. Mao himself, in the early fifties, directed that the government should begin a process to transition written Chinese into some sort of phonetic system 1. This attempt was unsuccessful for a number of reasons, but some historians have argued that it was actually the fax machine, with its easy transmission of complex visual printed material, that helped preserve written Chinese as a practical, everyday means of communication in the modern world. (More citations to be added the next time I am near the relevant books, if I remember.)

What does this have to do with tabletop gaming and streaming? I have previously written that games can be transmitted through both culture and text. Earlier, Jeff Rients made a related point, focusing on personal creativity rather than cultural transmission:

My advice to anyone currently fretting over which edition or retro-clone or whatever they should use is to just pick one. It doesn’t matter which one. No matter which one you pick D&D isn’t there. It’s your job to take that text and turn it into D&D.

As it would be unreasonable to expect new players to turn such a text into D&D completely unassisted, where did they look? Older game texts are weak when it comes to explanation of what people actually do when playing a roleplaying game, especially when gameplay has many emergent properties, so in practice new players have historically learned from experienced players. That is, they tap into broader cultures of play.

Once people started to talk extensively about games online, this provided a vector for communicating methods of play. Easy sharing of recorded videos and streaming provided another, even broader vector of transmission. Literally: broad-casting. Whether or not you in particular enjoy getting information from YouTube, Twitch, and similar platforms, or think that watching people play D&D marks the decline of civilization, it should be clear that the medium has enormous cultural penetration and influence, especially when it comes to learning how to do something. If you are as yet unconvinced, just look at esports and video game streaming: League of Legends (check out those sportscaster voices!), PewDiePie (who reportedly earns more than $10 million per year from entertaining people by streaming video games), and so forth.

I am uncertain how causal the fax machine was in helping preserve traditional Chinese writing, but the principle of technology facilitating the transmission of complex cultural practice should be clear. Streaming affords a unique opportunity to broadcast cultures of play. Such transmission should be, based on historical experience, especially valuable for games that live more in cultures than in texts, such as OSR games (or whatever your preferred term is).

Online traditional roleplaying culture has unlocked the unboxing/reviewing and opinionating video achievements. Those are useful. There are even some recorded play sessions with nontrivial production values, such as I Hit It With My Axe.  But they lack, at least so far, the communities of enthusiasm that surround successful streamers. Where are the MissCliks, Critical Role, and Adam Koebel of the OSR? Where are the trad entertainer-educators?


1. Mills, H. (1956). Language Reform in China: Some Recent Developments. The Far Eastern Quarterly, 15(4), 517-540.

3 thoughts on “Streaming matters for trad play

Leave a Reply