You don’t have to actually play a role-playing game for it to fire your imagination, so why don’t RPG manuals count as books?
I’m a lifelong fan of role-playing games, but I rarely play them. Dungeons & Dragons. Call of Cthulhu. Vampire: The Masquerade. Cyberpunk 2013. Traveller. I’ve been enchanted by the words and illustrations, and drawn into the imaginary worlds of as many RPGs as novels. So I’m always surprised, and a little dismayed, when RPGs are left out of the popular discussion about books and reading.
Though the term didn’t exist back when I was a teenager, squatting on comic-book floors to thumb through expensive hardback editions, RPGs are an example of the kind of literature described by Espen J Aarseth as “ergodic”. These are books, like digital literature, computer-generated poetry and MUDs, where a “nontrivial effort is required to allow the reader to traverse the text”. And they are more common than you might think, especially in geek culture. Game books that allow you to “choose your own adventure” are ergodic, as are fantasy novels with extensive maps and world-building notes. But the RPG handbook pushes ergodic reading to its limit.
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