Imitation Games: Styles of Play in Contemporary Role-Playing Games
Authors
Ravnkilde, Andreas Bæk ; Sigvert, Troels Kastbjerg ; Andreasen, Lucas Matts Holm
Term
4. term
Education
Publication year
2026
Submitted on
2026-06-01
Abstract
This Master’s thesis examines and compares four role-playing games across two media: tabletop (pen-and-paper) role-playing games and computer role-playing games. It analyses Dungeons & Dragons 5th Edition (2014) and Pathfinder 1st Edition (2009) as examples of tabletop RPGs, and Baldur’s Gate 3 (2023) and Pathfinder: Wrath of the Righteous – Enhanced Edition (2021) as examples of computer RPGs. The aim is to show how game rule systems create meaning and different ways of playing (Styles of Play), by focusing on the form of the game and the medium rather than on story content or players’ interpretations. Where relevant, the thesis also draws on comparisons with related games to clarify how different Styles of Play emerge. The thesis identifies a gap in existing research on how game systems produce meaning and addresses it by proposing a new, system-focused LDM framework. The theoretical foundation is based on ludology (game studies), using work by scholars such as Roger Caillois, Gordon Calleja, Espen Aarseth and Ian Bogost, and on adaptation theory, drawing on Linda Hutcheon and Dawn Stobbart. By synthesising and further developing models of player behaviour and Styles of Play from Ron Edwards, John Kim and Richard Bartle, the thesis presents a new tool for identifying and analysing play styles at the level of game systems, distinguishing itself from earlier approaches that mainly focus on players. Using this methodology and theoretical framework, the thesis investigates the central claim that role-playing games create meaning primarily through system design – that is, through rules and structures that support different Styles of Play – rather than through direct player interaction alone. The research is guided by three questions: (1) How do computer role-playing games and tabletop role-playing games emphasise different degrees of agon (competition) and alea (chance)? (2) How does translating rules into fixed computer code change Styles of Play compared to the flexible, interpretative negotiation of rules in tabletop role-playing games? (3) How can emerging patterns of meaning be organised into a typology of Styles of Play? Through systematic comparison of Dungeons & Dragons 5th Edition and Pathfinder 1st Edition, the thesis highlights key differences in how their rules support distinct play styles in character creation, combat, social interaction and exploration. The same approach is then applied to Baldur’s Gate 3 and Pathfinder: Wrath of the Righteous – Enhanced Edition. In the conclusion, the thesis brings together the findings from both analyses, answers the research questions, and outlines possibilities for future research on role-playing games across media using the LDM framework and a structuralist perspective.
Denne kandidatafhandling undersøger og sammenligner fire rollespil på tværs af to medier: papirbaserede (tabletop) rollespil og computerrollespil. Afhandlingen ser på Dungeons & Dragons 5th Edition (2014) og Pathfinder 1st Edition (2009) som eksempler på tabletop-rollespil, samt Baldur’s Gate 3 (2023) og Pathfinder: Wrath of the Righteous – Enhanced Edition (2021) som eksempler på computerrollespil. Målet er at analysere, hvordan regelsystemer i rollespil skaber mening og forskellige måder at spille på (Styles of Play), ved at fokusere på spillets form og medie frem for på historierne og spillernes fortolkning. Hvor det er relevant, inddrages sammenligninger med beslægtede spil for at tydeliggøre forskelle i spillestil. Afhandlingen identificerer et hul i eksisterende forskning om, hvordan spilsystemer skaber mening, og adresserer dette ved at introducere et nyt, systemspecifikt LDM-rammeværk. Det teoretiske grundlag bygger på ludologi (spilforskning) med udgangspunkt i blandt andre Roger Caillois, Gordon Calleja, Espen Aarseth og Ian Bogost, samt adaptationsteori med inspiration fra Linda Hutcheon og Dawn Stobbart. Ved at samle og videreudvikle modeller for spilleradfærd og Styles of Play fra Ron Edwards, John Kim og Richard Bartle præsenterer afhandlingen et nyt værktøj til at identificere og analysere spillestile ud fra spillets regelsystem, i modsætning til tidligere tilgange, der primært har fokuseret på spillerne. Med dette metode- og teorigrundlag undersøger afhandlingen hovedpåstanden: at rollespil skaber mening først og fremmest gennem systemdesign – altså gennem regler og strukturer, der understøtter forskellige Styles of Play – snarere end gennem direkte spillerinteraktion. Undersøgelsen styres af tre forskningsspørgsmål: (1) Hvordan vægter computerrollespil og tabletop-rollespil forskellige grader af agon (konkurrence) og alea (tilfældighed)? (2) Hvordan ændrer den faste oversættelse af regler til computerkode spillestile i forhold til den mere åbne, fortolkende forhandling af regler ved tabletop-rollespil? (3) Hvordan kan fremvoksende mønstre af mening organiseres i en typologi af Styles of Play? Gennem en systematisk sammenligning af Dungeons & Dragons 5th Edition og Pathfinder 1st Edition viser afhandlingen centrale forskelle i, hvordan deres regler understøtter forskellige spillestile inden for karakter skabelse, kamp, sociale interaktioner og udforskning. Den samme tilgang anvendes på Baldur’s Gate 3 og Pathfinder: Wrath of the Righteous – Enhanced Edition. I konklusionen sammenholdes resultaterne fra begge analyser, forskningsspørgsmålene besvares samlet, og der skitseres muligheder for fremtidig forskning i rollespil på tværs af medier ved hjælp af LDM-rammeværket og den strukturalistiske tilgang.
[This abstract has been rewritten with the help of AI based on the project's original abstract]
