Showing posts with label musings. Show all posts
Showing posts with label musings. Show all posts

Tuesday, 8 August 2017

RPGaDAY 2017 – 'Which RPG cover best captures the spirit of the game?', 'You can game every day for a week. Describe what you'd do!', 'What was your most impactful RPG session?', and 'What is a good RPG to play for sessions of 2hrs or less?'

Here I catch up on the last four days of RPGaDAY. I honestly don't know if this is in the spirit of the thing, but...

'Which RPG cover best captures the spirit of the game?'
I'm not sure how to answer this, since honestly the best covers tend to gel smoothly with the design so that you barely notice them as a discrete element of the whole. Covers that fail to capture the spirit are the ones that stand out, usually when you get about halfway in and find yourself thinking 'why are five centuries of British history all happening at once and where the actual fuck are the pirates?'

1668? Bollocks more like.
Yes, that's right long-time readers, I'm talking about first ed. 7th Sea again, and in particular the fact that its cover very clearly promised one thing – swashbuckling adventures in the Golden Age of Piracy (1668, to be exact,) and instead delivers a mishmash of historical fantasy including the weird assumption that Elizabethan drag never went out of fashion in a pseudo-Britain where Scotland is hardcore post-Catholic Stuart and there is no Commonwealth, because after all, history doesn't consist of related events at all.

You know, it's never really occurred to me before, but I think that after the massive dissonance with the cover, the thing that stopped me getting back into 7th Sea however many people told me it was the most amazing thing ever(1) was that its world-building grated so much. Thea is a world put together from an anachronistic assemblage of each nation's 'classic' period, without regard for the fact that history is a great, interlocking machine, and that you can't just ignore those interactions and have each nation have reached their idealised historic peak simultaneously. Also, the Eisen looked ridiculous, and I turn out to have a serious twitch about a swashbuckling game with a full-fledged magic system.

Now, it's entirely possible that there is a solid fictional history behind the cultural clusterfuck of Thea, and I hear that the second edition is a very high-class piece of game design. I'll likely never know, because with my time so brutally curtailed by the demands of adulting, it's hard for me to take a chance on something new, and harder still to take a chance on something that's burned me before.

'You can game every day for a week. Describe what you'd do!'
A whole week with no other demands? Sleep?

Okay, if I am required by the terms of whatever scenario means that this can happen to be gaming, then I'm going to hire a place in the country and put together a programme, damnit.

Mornings would be fresh air and exercise after a late start and a good-size breakfast: Nice walks or visits to local parks and places of interest with my daughter, because yes I'm taking my daughter with me. Late morning we'd have board and card games out for those back from their walks.

There would be a social, but not sit-down, lunch at about one o'clock, after which we'd begin in earnest, with two hours of 'A Game of Ponies', followed by breakout boardgaming. A light dinner would be served early, followed by a large-scale boardgame while whatever kids are with us are put to bed, followed by a late supper for the grownups and the meat of the week, a five-part campaign, probably run in a relatively freeform fashion using Fate Core rules.

'What was your most impactful RPG session?'
The climax of James Holloway's long-running Unknown Armies game was a big one, dramatically reshaping a lot of my expectations of how a campaign should go when we wrapped up by running into a burning building with no real expectation of survival and called it an unqualified win.

'What is a good RPG to play for sessions of 2hrs or less?'
Wait; there are sessions of more than two hours? That would be nice.


(1) And there are a lot of them, and people I trust, although in truth a lot of the enthusiastic descriptions have served only to convince me that this isn't for me. One friend described the awesome pirate adventures her PC had while near-permanently shapeshifted into a cat. Weirdly, I would be more enthusiastic about a pirate swashbuckling game in which you could opt to play as the ship's cat, than one in which you could turn into a cat.

Friday, 4 August 2017

RPGaDAY 2017 – 'How do you find out about new RPGs?' and 'Which RPG have you played the most since August 2016'

Another twofer today.

New RPGs tend to come my way when Robin Farndon excitedly posts something about a Kickstarter campaign. I also see announcements from Onyx Path since backing the fascinating but virtually unplayable Mummy reboot(1), but for the most part that's a matter of curiosity.

This image is relevant to so much in this post.
Okay, I backed the game about anthropomorphic cats, but it's a game about anthropomorphic cats(3).

In broader terms, I get my news on game releases from social media, either because someone (not always Robin, sometimes it's Eleanor Hingley(4)) has taken a shine to something, or is pointing out a Lovecraftian thing to one of the serious Lovecraft completists on my friends list, or because Grant Howitt is releasing something new, blast his enviable blend of creativity and productivity(5).

So, before I get lost in my own footnotes(6), on to the second question.

As is well recorded in this blog, I don't get to game anything like as much as I would like. In the past year, the bulk of what I've managed to play has been the winding down of my online Fate game, Operatives of CROSSBOW, which suffered immensely from something I commented on on Ellie's blog the other day, and in an earlier post about letting other people design your character, which is the ill fit between the spontaneous, near-anarchic back and forth of Fate's core mechanics and the necessary formality that makes online video conferencing so much better for steering committee meetings than casual chat once you involve more than two people. The fundamental problem with CROSSBOW was embodied in the way the players declared their action. Seven in ten times, they would begin 'can I...?' The core concept of Fate is that yes you can, if you tell us how.

Well, that and I think one of my players had been burned once too often by GMs insisting that anything not explicitly mentioned during the planning session – like torches, lockpicks, a spy's pistol, or a hacker's laptop - wasn't there at all.

"All right, so can we get one of these?"
"Do you have an aspect called 'I'm a Spy' on your sheet(7)? Then keep going; I'll tell you when you need to spend a Fate point to have something."
"Cool. What about one of these?"

I'm not judging my players here. Learned behaviours are hard to escape, is my point, and especially when you add the social constraint of that screen and only have a fuzzy webcam image to judge other people's responses by when they're not speaking. There is simply no way that remote gaming of this sort will ever truly stand in for proper tabletopping; at least until immersive telepresencing becomes a thing.

This is basically the online gaming table and I wants it.
The only other game I've played any of is, as I mentioned last time, Tails of Equestria, with which we are introducing my daughter to roleplaying (well, that and Empire,) and that has barely got going thanks to our schedules.

(1) It joins old-school White Wolf's Wraith in the centre of a Venn diagram of 'fascinating mechanical conceit', 'mega-high concept' and 'there are maybe three conceivable combinations of people who could play this without it going off the fucking chain(2).'
(2) Not that I'm saying 'off the chain' is a necessarily bad play style, but it doesn't seem to be what they're going for as a default.
(3) I'm still a little disappointed that they went with Monarchies of Mau instead of presenting the cats as a communist collective under the guiding paw of Chairman Miaow, but I suppose a working game setting was higher on their list of priorities than a one-off pun.
(4) Very occasionally someone else, but like... 80% from that one household. 90% if you count the cats.
(5) Because envy, rather than because I want him to stop producing, although if he could slow down I might be able to afford to back more of his stuff. Or if I hadn't slipped and backed the cats thing. Oh, Kickstarter regret! Such grief you bring me!
(6) Seriously, they'll be in small type once I upload this, but right now they take up pretty much the same space as the text.

(7) Yes they did, pretty much for this reason.

Thursday, 22 September 2016

We're Not Using the Z Word - Vocabulary and Expectation

Image from Shaun of the Dead, (c) probably Universal Pictures 2004
You know what you're getting when someone says 'zombie', right? It's a word with years, decades even, of accumulated pop-cultural and literary antecedents to inform our expectations. The cultural front-loading of words like zombie, vampire, werewolf or witch are useful shorthand for the writer. 'Zombie' conveys a wealth of information in an incredibly succinct way because the word is laden with cultural coding. That same coding allows a clever writer to subvert expectations in an interesting way, but it has a downside. In fact, it has several.

Familiarity breeds contempt, it is said, and certainly one of the first things to be called at the screen during any zombie feature is usually 'aim for the head, numbnuts!' We the viewers are so steeped in this lore that genre blindness and obedience to years of best-practice training which teaches shooters to aim for centre of mass looks like sheer folly. They're zombies, right? They move slowly and eat brains. Shoot them in the head. Job done. Not only does this create animosity towards the characters in a work of fiction, it is also part and parcel of a process by which an antagonist loses their sense of threat.

This was the oft-maligned genius of 28 Days Later. Say what you like about the rage monkeys and all, the film's trump card was the fast zombie. We were keyed up to expect zombies and when they came barreling along at a rate of knots, we were totally unprepared. Since then, the fast zombie has lost that shock power and it occupies a similar place to the slow zombie. By the same token, I guess Stephanie Meyer deserves some credit for bucking expectations of the term 'vampire', but I really struggle to give it, and I know exactly why. 28 Days Later gave us fast moving monsters that nonetheless filled the same horror role as slow zombies, of being mindless, hunger-driven beasts that look like us, but aren't. Meyer's vampires have next to nothing of horror left in them, just melancholy and glitter.

But I digress.

It is desperately important to some people that Stormfly is not a dragon.
Astrid doesn't seem bothered. Image (c) Dreamworks, 2014
The problem with a jack move like the fast zombie is that some people will always consider it to be 'cheating', or that the film is getting it wrong. 28 Days Later was assailed by cries of zombie fail (although fast zombies have since come to be considered an acceptable, if slightly weaksauce alternative.) Internet commenters rail against dragons that are actually wyverns, the tetrapodal losers. That same cultural coding that creates the sense of expectation creates a sort of entitlement. We have a right to expect dragons to love gold, vampires to fear the sun and zombies to moan 'brains', and if a story throws us by having them do something different, we can end up feeling aggrieved that they got it wrong, or worse, used fake zombies to get a cheap scare. It's like the rage felt over cultural appropriation, only the culture involved is that of the populist, mass-media majority(1).

But this isn't my media blog, it's my writing blog, so what does this mean for writers? Well, basically it means that what you choose to call something is a major decision, especially if you're leaning towards one of the popular terms. If you call something a zombie, you're loading it with expectations. If you call something a dragon you'd better be prepared for people to count the feet and sniff disdainfully (although this one is less of a big deal.) If you call something a witch, be ready for potential Wiccan backlash(2), and if you call a race of travelers you-know-what... Well, you deserve whatever's coming to you, really. So, before you decide on a name you should:

a) Make sure it's not a racial, ethnic or cultural slur, especially if you're white(3).

b) Be aware of the intrinsic cultural coding and whether it fits with what you're writing.

c) Decide if you're happy to follow expectations, or if you want to subvert them.

Point c is important. There's nothing wrong with breaking expectations if you're doing it as a subversion (as with the original fast zombies or the vampires of the Dresden Files, none of which exactly work like trad vamps and that's the point,) but if you're trying to shoehorn something else into a conventional term, you're making a rod for your own back.

From the other side, if you are going with that conventional term, be sure that if you have changes, there are reasons for them, either relating to the narrative or 'in-universe.'  Fast zombies result less from mutation of the zombie virus than from a desire to shake up the genre, but faeries who are vulnerable to silver and not iron or vampires who aren't burned in the sun should probably have a reason for that and the question ought to be addressed.

Aurochs? Load of bull if you ask me. Image by Heinrich Harder.
Now, mostly I'm writing this as a reminder for myself rather than a guide for anyone else. I'm writing an epic fantasy novel and I'm getting to a point where I really need to start constructing some language and making sure my terminology is sound. Part of that is avoiding words that have encoded meanings; not just things like 'zombie' or 'dragon', but anthropological terms like clan, tribe or state. Is it apt to call any religious leader a priest? And for every time I've thought about this in advance I catch myself using another phrase that I just haven't thought about at all. New words are safer, but then you have to a) construct that language, so you don't just have words in isolation, and b) make sure that they are clear and memorable. Even if you have a glossary you don't want the reader flipping back and forth every couple of pages to remember whether a tsepec'manai is the leader of a village or the senior herder of aurochs.

(1) Not that there isn't an element of appropriation in zombies, but that ship sailed a long time ago and is, if anything, a lost irony to those who argue the toss on zombie speed.
(2) Dating a Wiccan has seriously sensitised me to this; it's easy to be a jerk just by not thinking.
(3) See (2) above.

Monday, 11 January 2016

Confessions of a Dormant Gamer

I really miss gaming.

Don't get me wrong; I'm not completely gameless. There's No Rest for the Wicked, which is great, and my online Fate game 'Operatives of CROSSBOW' is a lot of fun, but there's something about hanging out, sharing snacks, cooking giant pans of pasta and making endless pots of tea that I really, really miss (and it's not really the tea.)

Obviously, the golden age of tabletop roleplaying is at University. Your time is largely your own, you all live close together and you have somewhere to game where you generally won't disturb anyone else (especially not if, like me, you end up spending two out of three years living next to the noisiest room on campus and directly above the bar.) After that, work is a bit of a shock to the system, but in the end it was my increasing involvement in IoD LARP that did for my tabletopping. I just didn't have any more time for writing games or in many cases for playing them.

Since then, I've had some success with skype games, but they always seem to fade out more easily. Something about the disconnect means that people see them as less of a commitment, and it's harder for the rest of the group to have a separate conversation - whether planning your next moves or just shooting the breeze - if one or two PCs are monopolising the action for a time. As a result, although I love 'CROSSBOW', I do find myself hankering to add an in-person tabletop game to my roster.

Sadly, I live in the middle of nowhere and I don't drive, and I and all my friends are now - as much as we might wish to deny it - middle aged professionals*. At my last attempt to pull together a tabletop game, I couldn't find one night a month to assemble more than two people at once. I'm also very bad at meeting new people, so finding a group in Littleport would be a massive source of stress for me.

I wish I had some grand conclusion, but I don't. I just really miss gaming.

* Okay; some of them are young professionals, but for the most part we have jobs and the other things that keep a body from hauling an hour and a half across the country to play an evening of Pathfinder.

Wednesday, 4 February 2015

Are you sitting comfortably?

Much thought has been given to the importance of correct seating while playing computer and console games, but my friend James's review of a DM's screen got me thinking about how we sit to play roleplaying games.

These days it's pretty pointless for me to use a DM's screen of any kind. I only ever GM games via Google Hangouts or similar, so no-one could see anything on my desk, even if most of my notes weren't actually typed into the GM overlay of the virtual tabletop or the GM-only section of the game wiki. These latter two may deserve more discussion at a later date, but for now I will simply note that the roll20 virtual desktop is a massive time saver simply by cutting out all the tedious 'the orcs are there?' 'Well I would have done X if I'd realised.' 'No, wait; I was over by the water tanks.' that otherwise bogs down combat, and that Obsidian Portal's player/GM info split is ideal for book keeping, even if the layout is a little bit 'strip of text down the middle of the screen' for my ideal.

What I actually want to consider is the seating positions we adopt for in-person tabletop roleplaying.

The classic is of course to sit around a large table, but this is an increasingly rare luxury as people are forced into smaller spaces and frankly hold fewer dinner parties. There are doubtless many essays on the shift of family focus from the dining table to the TV, but even though we have a table and eat our meals there as a family, I know that I only unfold both sides of the gateleg on very special occasions because it means moving the sofa; and I just don't have enough chairs.

And it's a shame, because let's look at the classic setup:

On a good size, to-scale table (not like this one) you have space for character sheets and notepads, snacks and drinks, reference rulebooks and a GM's private zone, with a shared rolling space in the centre. Everyone is together and thus everyone is engaged. It's easy to pass notes if you need to, and easy to spot when someone is disengaging. It's an ideal gaming set-up, which is probably why board games have evolved the way that they have.

Compare that to the alternative 'distributed' model, which I of necessity used for a while before going all digital. Players are not consistently in each other's eyeline, they are often at different levels and may be disengaged at various times without being immediately noticeable. Dice tend to be rolled awkwardly on books or the floor beside chairs. Anything being passed is immediately and painfully obvious. Although mostly happy with my most recent TT games, the absence of a properly set-up table was always an issue for me. I felt that I lost player involvement (as well as dice.)

I find that virtual gaming returns to many of the advantages of a proper table, especially coupled with a good VTT. Everyone is in front of their cameras, I can see them, they can see me; we're all there together. And I can pass notes!

In conclusion, if it can be said to be such a thing, if I ever run another one-location TT game, I'm moving the sofa and getting the chairs out.

Wednesday, 17 December 2014

Revenge Solves Everything

When stealth runs go wrong...
In Dishonored you play a good man brung low by the iniquities of the tyrannous, or so we are told. The truth is, you have options, few of which are entirely suggestive of a good man, but rather offer you a choice between a brutal 'poetic' justice and the razor-edge finality of personal vengeance. The Loyalists who spring you from prison to aid their cause speak of your unique contribution, and given that at that stage you haven't gained the favour of the Outsider yet, there really is only one thing that you, as Corvo Attano, are much better at than almost anyone: Making people into dead people.

I guess it's true what they say about a good man going to war.

The defining characteristic of a run in Dishonored is its level of 'chaos'. To what extent have your actions increased the general shittiness of the crapsack city of Dunwall? The primary factor determining this level is how many people you have killed, be they enemies, civilians or even the barely more-than-zombie weepers in the final throes of the rat plague; corpses mean chaos and chaos means corpses, as more chaos means more rats, more weepers and more death.

So, a low chaos run is the 'good' path, right? Well, sort of. It's probably the better path, overall, but it's not a nice option. As noted before, the nonlethal options are in a lot of ways nastier than honest murder, however much 'justice' may be attached to them. The High Overseer is a corrupt and monstrous hypocrite who uses his 'faith' as a maul against others while violating its strictures for shiggles. Among his crimes are the abduction of children to be trained as Overseers and the murder of a prostitute (or three) he believed to be blackmailing him. There is a certain narrative symmetry in exposing his crimes simply by marking him as anathema to his own order. Likewise, Slackjaw the gang boss will proudly explain how apt his punishment for the Pendleton twins is, having them shipped off as mutilated slaves for their own mines.

Whatever they may have done to deserve these fates, and however much they may avert the increase of chaos in the city, it would take a warped perception indeed to see them as a righteous course. Rather, the point of Dishonored is more that there is no righteous course. As Bioshock Infinite subverted the moral path of its predecessor by presenting choices that were mechanically meaningless and all led to the same deterministic ending, so Dishonored subverts the same expectations by providing equally or more horrid alternatives.

But why, you might fairly wonder, do these acts of horror produce less chaos than a simple kill? Perhaps it is because there is an appearance of social justice, in place of personal vengeance. When you brand Campbell you force the state to treat him as if he had earned the brand (and, as various notes will tell you, he has done.) The disappearance of the Pendletons is more mysterious, but less personal than the discovery of their stabbed corpses in the Golden Cat 'bathhouse'. When the assassin strikes, the city is at the mercy of a lone nutter with a shiv; when shit happens...

I guess that's just Chinatown.

Many articles have considered the question of Corvo's dishonour, and by what standard, if any, his conduct after the prison break can be considered 'honourable'. Some, in particular this article, make the point that while to an 18th/19th century pseudo-British perspective his actions (spying, murdering, witchcraft, trap setting and bomb throwing) are appalling, they adhere rather more to the vendetta code of the Mediterranean, and in particular Italy.

I would like to make a different point, and one only tangentially related to the protagonist's concrete conduct. Consider the discussion on the boat as Samuel returns Corvo and the rescued Lady Emily to the Hound Pits Pub. Samuel praises Corvo for 'doing the business' on the Pendletons. "What business is that?" Emily asks, to which Samuel awkwardly replies: "Grown up business, m'lady."

Emily is the future Empress of the Isles, although she is yet a child, but the Loyalists shelter her from their own actions and arrange for her to be instructed in etiquette while they plan insurrection on her behalf. Is this because she is a child? Perhaps, but perhaps it is because the dishonour is not Corvo's at all. Corvo was never an honourable man, although perhaps he was once a good one. It is the Empire that is dishonoured by the murder of the Empress and the ascendancy of a treacherous spymaster.

We're never actually told whether the late Empress was an effective ruler, but she was the rightful ruler, and Emily is the figurehead of the Loyalists not because she is expected to be perfect, but because she is the rightful heir. Her ascension to the throne is just and proper; it is the honourable thing, however terrible the deeds that lead to it.

Corvo Attano is not a shamed man fighting to regain his honour. His honour, such as it is, was always a bloody and personal thing and no frame in the world could have taken it from him. Rather, he is fighting for the honour of his country, his Empress, and for his daughter figure if not actually for his daughter. Like Serenity's Operative, he is the monster whose deeds bring about a better world than he has a right to live in. He is the scapegoat who bears the sins of all; or perhaps the angel with the fiery sword standing at the east gate of Eden, protecting paradise but ever standing with his back to its perfection.

The Escapist article also notes that Corvo is the weapon of the conspiracy, rather than a member. I would note also that the Loyalist nobles never give Corvo directions on how to undertake their missions. They are King Henry asking who will rid them of a turbulent priest, and none of their doing if the means of ridding are not within the rules of war. Maybe they thought that he would call the Pendletons out properly, as with Lord Shaw and the bizarre duel by proxy, or at least intended to claim so if the awkward questions were ever asked.

This of course begs the question of the nature of Corvo's work for the Empress. He is referred to as her bodyguard, but his skill set is not typical of that profession. His alertness is given no special note, his defensive fighting is of a fairly common standard. As I noted in the opening, what Corvo Attano is good at is taking alive people and making them into dead people. If he protected the Empress it was surely through the knowledge that attacking her could elicit a visit - just one - from the Lord Protector. One wonders if the 'bodyguard' job wasn't just a cover to explain his frequent proximity to the Empress, or if the Lord Protectorship might have been his door to a world of honour; a door slammed in his face when he is forced back to the path of the assassin.

Poor Corvo; was he ever destined to be more than a blade in the hands of an Empress, of a conspiracy, or of a remote and uncaring player? Is the whole game really a comment on the psychology of the first person shooter?

Wednesday, 10 December 2014

Commentary

Here is my impression of a BBC News comment stream:

Poster 1 - I thought BBC News was supposed to report news!
Poster 2 - The BBC is a government mouthpiece!
Poster 5 - Rar Israel!
Poster 7 - Rar Palestine!
Poster 10 - An interesting piece. Thanks BBC.
Poster 14 - Fuck the license fee! USA! USA!



Sadly the comments for the Have Your Say pieces are more:

Poster 1 - I disagree with you.
Poster 2 - I also disagree with you, and will raise you a personal slur.
Poster 3 - I see this personal slur and raise you accusations of benefit fraud.
Poster 4 - Rational defence of original post.
Poster 5 - People like the original poster and poster 4 are dragging this country down.

And it's all downhill from there. My sister once posted a piece about why the ConDemNation meant she was going back to voting labour and was practically told she was retroactively responsible for the rise of Hitler and the National Socialists.

Wednesday, 19 November 2014

If someone asks you if you're a god...

What is a god?

You know, no-one ever explained this to me, and I don't think in retrospect that I did a good job of it as a teacher. Christian worship was just something that we had in assembly, and we looked at other gods in history or RE, but we never really talked about what it meant to be, or more to the point to have, a god. Or gods.

I think this is a significant shortcoming in the education system in a world in which religious debate still plays a major part.

Monday, 1 September 2014

#RPGaDAY - Well, what was the point of all that then?


So, RPGaDAY has been and gone, and what have we learned?

Well, we've learned, I think, that we love games, and that sometimes we forget why and how much this is the case.

This month has happened to be a month in which I played precisely no games. I had intended to go to the Norwich, Hatfield and Cambridge IoD games, maybe even the National, and play at least one session each of two separate Skype/TT campaigns. In the end, my Dad got ill, the Norwich games were moved, my daughter came back from Scotland early, my girlfriend had a coffee afternoon in Norwich, if I hadn't been too broke for the National I'd have ended up out of pocket as manflu kept me from attending, and neither Skype game could be scheduled (although both have reasonably firm dates in September). I went to one game, and that was the one that I run, and am getting burned out on.

As tends to happen, this has dampened my enthusiasm for the games involved as I feel out of touch, but thanks to RPGaDAY I am still pumped at the idea of being involved in games. I want to play stuff, I want to run stuff, and that comes from talking all month about exactly what sort of things I want to be doing as I go forward.

I also hope that it will give me some momentum to keep writing blog posts. If nothing else, I owe MattMatt a post on what puts the super in superhero.

Props to David Chapman for the concept, and to all those who've been writing this month.

Thursday, 31 July 2014

RPG-a-Day

An idea floating at me out of the social network space is #RPGaDAY. Proposed as an equivalent of the Borough Press #bookadayuk in this post by David Chapman, the idea is to post on RPGs every day, following the schema set out in this lovely graphic:

I don't know what's special about the gold categories.
So, I'm going to have a crack at this one (although I'm staying with my parents this weekend so may have to resort to catch-ups sooner rather than later). As the idea is to promote and provoke discussion, and as pretty much everyone I know on G+ roleplays in one way or another, I'll be posting the notifications more widely than my usual Out of My Mind circle.