by Mathilda Wehling
I love role-playing games. For a few months, I played a red-headed character named Freija in the pen-and-paper[1] Call of Cthulhu, and I loved playing K in Numenera, another pen-and-paper. As K, I could lit my skin on fire— pretty cool, huh? In a world that was so different from mine, I could be another person and explore and develop their characters entirely to my liking. But as cool as slipping into another role is (and being able to light my skin on fire, sometimes do magic and being an excellent markswoman), it was not the only reason why I enjoyed it so much. I like role-playing games because there are always other people with me, they keep this fantastique world up with me. I could feel the fear of ‘exploring the dungeon in a spaceship’ by the way my friend shrieked when an unexpected drop of water hit his character’s head. Discussing with my friends, who among others played a posh lady from the city, an insane black magician and a nun, how we could force our enemies into a stone grinder brought a special kick to (board) game night.
But what is this special kick exactly? Luckily there are researchers out there who already pondered this question before me. Unsurprisingly, playing games, especially role-playing games, help to build communication and relationship skills (p.4). How else are you supposed to fight a mystic monster, which none of you know? It is a problem you have never experienced in your real-life before (I hope), and you need to evaluate the strengths, weaknesses and knowledge of the comrades in your mission to find a solution. Who knows spells? Who has a book about magic creatures? And who carries a gun? All of these could become a question of life or death. It lies in the games’ design to force you to talk with each other (p.33). And it gives you the opportunities to take a risk you would never have taken in real life (p.4). Who would have thought that the posh lady from the city, who in real life was a posh lady from the city, would have had the life-saving idea to crush a bunch of monsters in a stone grinder? Definitely, not me, and she is, after all, my maid of honour in real life (she did not get the job because of the stone grinder, btw). It is true, changing the medium of communication can change the communication (p.35).
When you have friends that like to go on imaginary adventures with you, you already know that you have great friends. But playing together brings out more than that. It forms a communita. Communita is Latin and means a group of equal or like-minded people in an unstructured community. What a fantastic idea! Playing together enables you to see beyond the self and sharing meanings and dreams (p.10). While my friends and I always were like-minded people, we still have different aspirations and dreams in our lives, but preparing ourselves as best as we could in the 1920s to go on our next adventure, to hopefully succeed, was unifying beyond every university presentation we did together.
All great role-playing adventures are upheld by their players but created by their host. The host is the storyteller within the rules of the game (p.7). The host or game-master creates this particular story in space and time and accompanies the adventurers. The space-ship dungeon I mentioned earlier came alive because I could hear the water running down the walls, and even though they looked like stone, the droplets caused a metallic sound when they hit the floor, not because I was there, but because my host created this scenario for me. There are specific rules in an adventure, but the players can always create meaning or explore unexpected behaviour. It was certainly not planned that I tried to stun rats by swinging a dead rat by its tail, because what else was I am supposed to do when I run out of ammunition?- but it happened, and my host extended the space of the game, to find room for the “rat-bat.”
You see, boardgames offer so much more than just a fun experience. They force you into unusual and meaningful conversations; you are creative with your friends with the same goal in mind. And to put the cherry on top, there is someone who created this space for you and guides you. It is a unique safe place in time and space. That is the special kick role-playing gives you.
Now imagine that all these “special kick” elements are taken and assessed by their abilities. Do you know what these elements are really good at? Creating dialogue! And when we clutch these elements with their dialogue abilities in our arms (like we would clutch the books about magic creatures when we by a hairs width escape a fire) and step back into the world of games, we find Flowgame. Flowgame, is a table-top game, which entails the advantages of communication and connection a role-playing game has, without the adventure part of typical pen-and-papers. Nonetheless, the game takes the player on a mission. The mission of bringing clarity and dialogue into their lives.
Flowgame was developed in 1998 in Denmark. Played by usually 4 to 6 participants and facilitated by a host, the game aims to answer a meaningful question each player brings to the table. To explore this question, every player has a figurine travelling down the streams on the playing map. The map is travelled by rolling a dice. The die decides which card you will pick, and the card either poses a question or shows a picture that the participants will reflect on. Always while having the questions in mind this particular player brought to the table. The dice’s six sides are connected to the indigenous medicine wheel’s six directions: North, South, East, West, Heaven and Earth (Bojer, et al., 2012, p. 72). Each of the directions has a specific connotation, which guides the questions on the card. The North stands for leadership, the East for deep vision, the South for community, the West for Action, Heaven for the divine touch, and Earth for grounding and nature. Individuals, teams and communities can play the game, and each setting provides a different set of cards.
The game got its Flow- prefix because it intends to bring flow to a particular area of life by developing clarity and insight about your question. It is a semi-structured game, outlining the path players move and giving the prompts for dialogue, but at the same time, it leaves enough room for the participants to explore and reflect on their own concerns and the questions of others.
But how does all of this relate to pen-and-papers, you might wonder? After all, this game sounds more like Trivial Pursuit, it even has a Circle on the playing board, and you try to answer questions. I have to admit the similarities in the gameboard and the playing mechanisms are uncanny, but in Flowgame, you are not only answering your own questions, but you also answer everyone’s questions. And not only that, you spend hours, sometimes even an entire day, answering a question. The one question that is close to your heart (Unlike naming the Canadians who won Olympic Curling Gold in 2006). Which makes it much more like a quest in pen-and-paper that you try conquering with the people around you and much less like Trivial pursuit.
You are still not convinced that Flowgame is the dialogic elevation of role-playing games? I found more similarities! Having a host holding and facilitating the conversation creates a place in space in time. Or, as it is called in dialogue theory- a container (Isaacs, 1999, pp. 397-399). “The space of play is separate in some way from the rest of the world” (p.5), a description that can apply to a role-playing game by being in a fantasy world or Flowgame. Participants of Flowgame describe finding unusually deep meaning in conversations, sometimes even with strangers, and that the group developed a feeling of togetherness. Remember how I described getting ready for a quest? That is the feeling of togetherness. And togetherness is created through meaning. Suggesting using the “rat-bat” might seem trivial, but it is revealing a side of you, unknown to your friends, which is a way of creating meaning.
But Flowgame is not a role-playing game. You are not someone else. You do not get to hide your quirks and insecurities behind flaming skin. You are yourself. This is the point where Flowgame takes the advantages of a role-playing game and elevates them. You still get to converse with the other players, and with the help of the host, you create meaning, but being yourself, these conversations requires much more courage and honesty. Flowgame encourages being our authentic selves, and by listening and giving advice, the players create a collective consciousness. While in pen-and-paper, meaning and dreams are shared through a shared (read common) mission, in Flowgame, meanings and dreams are shared with each other while still having ownership of the thoughts. Sharing your intimate thoughts is similar to sharing food. Afterwards, you feel a connection and safety that you have not felt before. It actually makes it easier for you to talk constructively with these persons because you are connected to them and care for them now (Dessel, et al., 2006, p. 304).
Flowgame evolves around questions. Questions that the game provides and questions that the players ask each other. On the Flowgame website, we find the bold statement that the “world has a low questions literacy.” We tend to look for answers, not for questions. And I agree! Even in role-playing, that is the case. We are looking to finish the quest and level-up our characters, but not to question and transform ourselves. But Flowgame does, and it begins with the question every participant brings to the game and continues with every question the game poses. Flowgame.net describes questions as a doorway, leading to a new perspective: “It stimulates you. It tickles you. It might even make you tremble. But if you have the courage to stay in the fire with it, that could change everything! Are you ready for that?”. The importance of questions highlights the dialogue aspect of Flowgame. Dialogues live of asking the right questions, questions that do not entail an implicit powerplay or already insinuate the expected answer (Ciaramicoli & Ketcham, 2000, p. 48). Flowgame helps its participants by posing meaningful questions that might help heighten a low question literacy through a good example.
I must admit, there are indeed differences between Flowgame and role-playing games, namely, that you do not play a role in Flowgame. Being yourself and talking to the other players facilitates dialogue. Dialogue is the intention of the game, intending to answer questions. In pen-and-papers, the goal is to have fun and enjoy yourself, which can positively affect some dialogic features (the kick I described beyond the fun). Things crucial in role-playing games, such as talking to each other and exploring together, serve the game’s goal. In Flowgame these things are part of the game, but they serve the purpose of self-exploration and helping others seek answers. I know it might sound bland to take the “fun” part out of an activity to make it all serious, but when I think about Flowgame as a dialogue technique and not a game per sé, Flowgame does everything right. Using aspects such as rules, a host, a mission and inter-player communication, it translates everything research deemed as beneficial social aspects of role-plays into a dialogue setting. Without going on a quest and having firey skin, I think the “kick” Flowgame gives you is not the same. Instead, I imagine it as a calmer, explorative, life-changing experience, with little hints of pen-and-paper joy! Once we all can leave our houses again, nothing can stop me from going to London or Toronto (my closest Flowgame Hosts are located here) and playing it! I will let you know how it goes!
About the Author
Mathilda is a second-year international student in the MPACS program with a passion for the relationship between social justice and education. Once the pandemic ends she will start looking for a role-playing-game group.
References
Bojer, M. M., Roehl, H. & Knuth, M., 2012. Mapping Dialogue: Essential Tools for Social Change. Chagrin Falls, Ohio: Taos Institute Publications.
Ciaramicoli, A. & Ketcham, K., 2000. The Power of Empathy: A practical guide to creating intimacy, self-understanding and lasting love. New York: Penguin.
Cohen, Peter (2019) Flowgame- Field Notes. https://medium.com/@petecohen/flow-game-field-notes-61e63dcc4d3
Copier, M., (n.d.). Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle. DiGra Conference Paper. http://www.digra.org/wp-content/uploads/digital-library/06278.50594.pdf
Dessel, A., Rogge, M. E. & G. S. B., 2006. Using Intergroup Dialogue to Promote Social Justice and Change. Social Work, Issue 51, pp. 303- 315.
Flowgame.net (2020). How does Flowgame Work? http://flowgame.net/#earth
Flowgame.net (2020). How does the Flowgame Work? http://flowgame.net/earth/#more-17
Flowgame.net (2020). Where could Flowgame Take Me? http://flowgame.net/heaven/#more-26
Flowgame.net (2020). Who hosts the Flowgame? http://flowgame.net/community/#more-37
Flowgame.net (2020). Where is Flowgame being played? http://flowgame.net/leadership/#more-15
Insidehub.co (2020). Flowgame https://www.insidehub.co/flow-game-online-english
Isaacs, W., 1999. Dialogue and the Art of Thinking Together: a Pioneering Approach to Communicating in Business and in Life. New York: Currency.
The Flowgame (n.d.) Flowgame Flyer. http://www.meadowlark.co/pdfs/flow_game.pdf
Treher, E., (n.d.). Learning with Boardgames. Play for Performance.Tools for Learning and Retention. https://www.destinagames.com/pdf/Board_Games_TLKWhitePaper_May16_2011r.pdf
Tychsen, A., & Hitchens, M. (2008). The Many Faces of Role-Playing Games. http://www.ijrp.subcultures.nl/wp-content/uploads/2009/01/hitchens_drachen_the_many_faces_of_rpgs.pdf
Zagal, Jose & Rick, Jochen., 2006. Collaborative games: Lessons learned from board games. Simulation & Gaming – Simulat Gaming.
[1] Check out Joris Dorman’s explanation of Pen-and-Paper in the International Journal of Computer Game Research 6 (1), to find out what a Pen-a-Paper is. http://gamestudies.org/0601/articles/dormans






