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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">socofpower</journal-id><journal-title-group><journal-title xml:lang="ru">Социология власти</journal-title><trans-title-group xml:lang="en"><trans-title>Sociology of Power</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0492</issn><issn pub-type="epub">2413-144X</issn><publisher><publisher-name>The Russian Presidential Academy of National Economy and Public Administration</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.22394/2074-0492-2020-3-53-73</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-235</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>СТАТЬИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>ARTICLES</subject></subj-group></article-categories><title-group><article-title>Консенсус и власть в настольных ролевых играх</article-title><trans-title-group xml:lang="en"><trans-title>Consensus and Power in Tabletop Role-playing Games</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-3388-7368</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Подвальный</surname><given-names>Максим А.</given-names></name><name name-style="western" xml:lang="en"><surname>Podvalnyi</surname><given-names>Maksim A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>—преподаватель факультета дизайнаИнститута бизнеса и дизайна</p></bio><bio xml:lang="en"><p>lecturer at the Faculty of Design at Institute of Business and Design</p></bio><email xlink:type="simple">podvalnyi.maksim@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Институт бизнеса и дизайна<country>Россия</country></aff><aff xml:lang="en">Institute of Business and Design<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2020</year></pub-date><pub-date pub-type="epub"><day>24</day><month>07</month><year>2025</year></pub-date><volume>32</volume><issue>3</issue><fpage>53</fpage><lpage>73</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Подвальный М.А., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Подвальный М.А.</copyright-holder><copyright-holder xml:lang="en">Podvalnyi M.A.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://socofpower.ranepa.ru/jour/article/view/235">https://socofpower.ranepa.ru/jour/article/view/235</self-uri><abstract><p>Статья посвящена вопросам достижения консенсуса в рамках настольной ролевой игры (НРИ), а также вопросам обретения власти над интерпретацией ее событий. Настольная ролевая игра предполагает, что ее участники постоянно обмениваются репликами, которые, во-первых, изменяют конфигурацию элементов игры и меняют баланс сил, а во-вторых, одновременно с этим являются художественными описаниями происходящих в игре изменений. Чередование перформативных и дескриптивных высказываний и их смешение, а также тот факт, что в НРИ в отличие от большинства других известных человечеству игр слова естественного языка оказываются и средством создания событий, и средством описания этих событий, приводит к тому, что в сознании субъектов, участвующих в игре, смешиваются до неразличимости знаковая система собственно игры и внешние по отношению к игре знаковые системы, к которым она отсылает. В данной статье предлагается аналитическая модель настольной ролевой игры, которая позволяет, во-первых, провести четкие границы между фикцио-нальным миром настольной ролевой игры и внутренними взаимодействиями между объектами игры, а во-вторых, более ясно поставить вопрос, какие именно структуры власти порождаются в процессе НРИ, над чем именно и как обретают контроль участники настольных ролевых игр. Помимо прочего данная модель также позволяет выделить множество нюансов в процессах индивидуальной и коллективной интерпретации происходящих в НРИ событий и классифицировать факты, рассматриваемые игроками как принадлежащие фикциональному миру игры, в зависимости от того, считают ли они их субъективно или объективно истинными.</p></abstract><trans-abstract xml:lang="en"><p>This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly players gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG's fictional world and its inner symbolic structure. Furthermore, it would 54 allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>game studies</kwd><kwd>НРИ</kwd><kwd>ролевые игры</kwd><kwd>семиотика</kwd><kwd>нарратология</kwd></kwd-group><kwd-group xml:lang="en"><kwd>game studies</kwd><kwd>role-playing games</kwd><kwd>pen-and-paper RPG</kwd><kwd>semiotics</kwd><kwd>narratology</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Зенкин С. (2004) Критика нарративного разума-2. 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