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.

Friday, 26 August 2016

The Trouble with Skype

I was reading an article by game writer +Grant Howitt about the joys of letting your group write your RPG character for you, and why it's awesome. It's a great article, and you should probably read it. In fact, if you've only got time to read that article or mine, I recommend his.

It also brought home to me something I've not really been able to put my finger on about the limitations of online roleplaying. Despite the title of this post, I've actually been using the built-in video/voice chat function of Roll20 for my most recent game, but the same things apply. It all comes up because my last few games have all run on some variation of Fate Core mechanics, and letting other people determine aspects of your background is a main part of Fate Core character creation, and one which has never gone really well, and I think for two reasons.

The first is simple and primal: We're not used to it. It's weird and scary. These are our characters, and I* don't want you** getting your fingermarks and your anime influences and your relentless 90s comedy referencing and your Ministry of Sound all over them. I can love the idea as much as anything and there's still a snarling, territorial beast at the core of my authorial soul that resents it. I suspect that this part has been strengthened by years of LARPing in an environment in which physical investment heightened that character possessiveness - and often a sort of narrative narcissism that insists that this is their story - to an almost insane degree.

Did I say narcissism? It's actually more like a form of partial solipsism, in which each player subconsciously assumes that the game is purely about their character, converting that to the conscious notion that each character has their own story, all of which link, rather than there being one story about everybody.

Give your 'princess' concept a bigger spin than 'plays the guitar'. Image from
Tale of Tales (2015, Archimede Pictures)
Now, having said all of that, the problem in Fate Core is almost the inverse - you are supposed to include another PC in your backstory, and people get just as twitchy about doing that as they do about letting other people include their character.

Either way around, what's the solution to that? Time, patience and the millions of years of evolution that allow us to confront our subconscious urges, basically. It's all fixable if we'e willing to go with it.

But the second problem... There's the rub. The second problem is the medium we're using. Any form of video conferencing is a poor substitute for personal interaction on a lot of levels, from sound and picture quality, to the exclusion of a whole lexicon of body language, to the fact that you don't get to share a meal and hug. Perhaps the most restrictive aspect, however, is that you can't crosstalk, and you can't have separate conversations; at least not organically. It inhibits the back and forth of conversation, and you can't make eye contact. There's no real way to signal your desire to speak other than shouting out, and if you can overcome your awkwardness enough to do that you can bet that the person you're interrupting will be pissed as hell, even if you are interrupting to make do something that will make them look cooler or prevent them from opening the door to certain death because they learned the two guard problem from Labyrinth. That sort of awkwardness is inimical to the sort of free exchange that makes such collaborative character creation both fun and involving.

There's probably a whole other article on video conferencing and player trust, but competition for the single communication channel has a deleterious effect on player and character interaction in the best of groups, and genuinely collaborative character generation needs a level of free and spontaneous interaction that let you feel comfortable shouting 'secretly a revolutionary socialist!' as the idea comes to you, instead of waiting for a free channel as the idea gradually becomes more and more awkward and eventually you decide it's a terrible idea and just sit by while someone suggests 'really into flower arranging' because it feels like a safe bet.

As a side problem, the limited time typically allotted to an online game - I'm lucky if we can get in three hours per session - tends to result in everyone coming to the 'table' with their ideas largely formed, simply because we lack the setting for people to talk, pass books back and forth, and write at the same time.

So, having named the problem, what's the solution?

Well, for starters, we need to be willing to try things. We need to be brave, and willing to give up our impulse to play the mechanically optimised character if that's not the point of the game***. On this subject, I refer you back to the original article.

On a more specific level, if we're going to be communicating largely online, then we need to work out better ways to do it; a new etiquette for social video conferencing. After all, it's not as if we don't have tools at our disposal. Explicitly use voice chat to encourage simultaneous responses. Employ a virtual ticket system. Avoid rigid turn taking, as that could be awkward if someone doesn't have an idea, or if someone else already said there. If two people present 'secretly a ninja' in simultaneous text chat, that's a vote of confidence in the concept. If one person suggests it and the other goes after them and didn't have any other ideas, then the second person feels uninspired, even though the first may also have nothing else in mind.

In conclusion, we're not as tech-savvy as we'd like to think we are. This is still terra incognita for us, and we're going to need to start blazing some serious trails if conference roleplaying is ever going to be the alternative that so many responsible, hard-working adults need.

* By which I could equally mean you.
** By which I could equally mean me.
*** I'm infamously bad at optimising, but I'm not saying that y'all need to get with my programme. It's not that I don't try to optimise, I'm just bad at it, and incompetence is no substitute for intent.

Tuesday, 12 April 2016

Vigilance


I'm going to add a layer of sealant, in part to try to take some of the shine off the brass, and the duct tape needs to be scuffed up a bit, but basically this is done. The trigger is a little sticky, but hopefully that will work loose. If I feel fancy enough to try a stencil, or if I get some mini paints to do details, I'll add the name; Vigilance.

Monday, 11 April 2016

I be not crafty

I took a day off today to mod a Nerf gun for No Rest.

13.00 - We begin

I laughably consider myself 'ready'.
13.05 - Begin wrestling with screws.
13.45 - Finally get gun disassembled

Crumbs.
14.00 - After much consideration, decide that the mechanism in this thing is way too complicated to be worth fucking with, however much easier it is to paint the gun with the case in pieces.
14.30 - Finally get the thing back together so it fires.
15.00 - Make a frankly half-arsed job of sanding down the surfaces, taking off the logos at least.
15.20 - Finally apply the first base coat.

Progress!
I am not very good at this.

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.

Friday, 8 January 2016

We're Going On a Bear Hunt, Room on the Broom and Go Go Dragons

Oh no! Sticky mud!
This Christmas, we introduced our daughter to board gaming, with the help of her grandparents. I bought her one game, they bought her two.

First up, we played We're Going on a Bear Hunt, the game of the children's classic from former Children's Laureate Michael Rosen. It's a reasonably simple chase game with a twist: Roll the die, move around the board, sometimes skip a go or draw a card which may allow you to roll again. The twist is that once a player wakes up the bear they start rolling two dice while the bear rolls one die to chase after them.

Room on the Broom is likewise based on a children's classic, and is a combination chase and set-collecting game, with an exciting sort of overlapping Moebius loop course and a dragon podding around trying to catch you. The course has two rings and you cross from one to the other each circuit, which actually confused the hell out of Arya. She also found the spinner a little more challenging than the dice. The set collecting just baffled her; the idea that she would just take the top card instead of sorting out the one she needed was clearly alien to her, and when I didn't get the card I needed to beat her, she went through the deck and found it for me, which made me very happy.

Finally, Go, Go Dragons is a race game. A scatter of discs on the table have dragon footprints face up and dragon faces in one of four colours face down. Turn up a disc, move the dragon shown one space forward. Each player 'supports' one dragon, and is supposed to wave their card excitedly when they move. As the last-place dragon reaches each line of the course, another disc is flipped and that dragon goes back a step. It says it's for older children than the other two games, but in a lot of ways is simpler.

The games are all pretty simple, but they delight Arya, which is lovely to see. She's a little wobbly on counting out her moves, but that will come in time.

Thursday, 7 January 2016

X-COM the board game

This Christmas, I got my metamour a copy of X-COM the board game, another box full of pieces from complexity merchants Fantasy Flight Games. It's designed for 1-4 players filling four roles between them:

  • The Commander places interceptors to shoot down UFOs, but more importantly oversees X-COM's funds each turn.
  • The Central Officer controls the placement of satellites to shoot down orbiting UFOs, and controls the digital app which provides UFO placements and random events.
  • The Squad Leader controls the deployment of soldiers to complete missions and to defend the X-COM base from alien assault.
  • The Chief Scientist assigns research projects and researchers to provide all roles with additional assets in order to do their jobs.
The three marshmallows standing in for
UFOs are a sign that things are not going
well.
So, the key words you may have spotted in there were 'digital app'. You can't actually play X-COM without a tablet or smartphone to run the free companion app which provides random and plotted events and also contains the rules (there is no paper rule book.) But don't let that fool you; there are all the usual cards and tokens you'd expect from Fantasy Flight, and little plastic models to boot.

Each role has a set of accompanying asset and reserve cards. The assets have abilities to aid in the performance of the role, while the reserves are resources to be assigned: Interceptors, Satellites, Soldiers and Researchers. The Commander also gets a stack of credit chips to represent X-COM's money each round. The Chief Scientist gets a deck of technology cards, which can be researched to grant new assets. The Squad Leader has a stack of mission cards, each including three tasks, some or all of which may be filled by drawing from the alien deck, with defeated aliens becoming salvage, which can be spent by the Chief Scientist. The Commander gets a stack of crisis cards which make bad things happen. There is also a set of success tokens to track how well a task is going, and the dice. The game includes five blue six-siders, each with four blank faces and two X-COM symbols, and a red eight-sider.

Each game has an invasion scenario, which determines the base location, one of the Commander's assets, the final mission, the selection of aliens and the shit that goes down when the base gets dinged up.

Each turn begins with a timed phase, in which the app is king: research projects and defence assets are assigned, while aliens are played into base assaults, UFOs placed on the world map and Crisis cards drawn. Each time a crisis turns up, the Commander has a matter of seconds to choose between the top two cards. Similarly, the Squad Leader gets to draw two mission cards and play one, and the Chief Scientist chooses between a hand of six tech cards to fill three research slots. At the end of the timed phase, you count up assigned resources and audit against the available funds. If you've overspent, one of the continents gets more panicky. If there's an underspend, you can get more soldiers or interceptors, and believe me; you'll need them.

When base defence goes wrong, or rather, just before that
point.
The timed phase is followed by the resolution phase. First, all crisis cards are resolved, then each player in turn runs through their tasks: Research, orbital defence, global defence, base defence and the mission. Resolving a task involves rolling a number of the blue X-COM dice and the red alien die. You can roll as many times as you like, but each time the threat level rises, and if the alien die comes up equal to or lower than the threat level, you lose your assets. Satellites and researchers are disabled for a turn; interceptors and soldiers are glooped.

Guess who's coming to dinner. Just FYI,
those are stacks of four UFOs, not single
minis.
If there are UFOs left on any continent, that continent gets more panicked. If any aliens attacking the base aren't killed, the base takes damage. As the base takes damage, more bad shit happens. As panic rises, funding drops (and the chances of getting yet more panic from overspending rises.) It is incredibly easy to enter a spiral of failure, as we discovered in the game where we ended up having to use marshmallows for UFOs because we ran out of the little plastic ones. A key part of that was that our Chief Scientist had a run of terrible dice rolls, so were were shoring up the dyke with no tools. Research really is the key to success, it seems.

Victory comes when - or rather if - you unlock the final mission and complete it, but you can lose by having the base destroyed or too many continents crash into total panic. It's tough; almost Pandemic tough.

The main strength and weakness of the game is the app. It provides a lot of pace and variation, but until you get into the swing of it it can feel a bit mechanical, as if you're just a process not a player. The rest has a fair bit of the old X-COM flavour, from the tech cards which mirror advances from the game to the crushing sense of inevitable doom that creeps over you as a play through becomes untenable and the marshmallows close in.

There is also an issue with the size of the game. The board and additional cards are the absolute limit of what my table can hold, leaving me feeling that my hardware may no longer be adequate to run a modern board game.