There was enough interest expressed in my post on prepping my current campaign that I thought I'd give a heads up on how the first session went: Swimmingly. (It was two weeks ago, though, so my memory is getting hazy... And the next session, incidentally, is booked in for three weeks from now - the joys of trying to find time to game in adulthood, eh?) A good time was had by all, mainly because I think all the players really bought the concept; for whatever reason the right tone of gritty realism and slightly pulpy adventure was struck from the get-go. I started things off in media res (with the PCs escaping from a prison train heading into Siberia which a pair of IL-2s were mysteriously attacking) and I'm glad I did, as the momentum just flowed from there and didn't really let up for the rest of the session.
Cyberpunk 2020 works fantastically well for a gritty WWII game, as its sheer deadliness when shorn of its rules for armour and cyberwear makes combat genuinely terrifying. (A rifle bullet is guaranteed either to kill or render hors de combat with a single hit, not to mention a 12.7mm round - and given that any competent soldier can score easy hits at 200 yards with a Mosin-Nagant, firefights are incredibly short and brutal.) Suspecting this would be the case in advance, I came up with a system whereby the players had at least some sort of control over their own destiny (a primitive "save" feature, really) - at the start I gave each of them a number of cards corresponding to their luck score from a doctored deck composed entirely of 3s, 4s, 5s, Jacks, Kings, Queens and Aces; they could then play these at any time to get various 'lucky' results (a 3 allows you to add 3 to a single dice roll; a Jack allows a single re-roll; an Ace allows you to reduce the damage of a single hit to 1, etc.). Two of them were forced to rely on this to save their characters from death at various stages.
Yet the speed and lethality of the combat didn't result in anticlimax-style fights. Quite the contrary; things built to a natural climax in which the PCs were gunning down NKVD men in a race against time before one of the enemy reached a half-track mounted 12.7mm HMG which would simply have made mincemeat of them. There was genuine tension in the dice rolling at that moment, as things really were touch-and-go.
My only regret from the session was that in actual fact only two zombies were encountered - the players were so traumatized by these events that they spent the rest of the session studiously avoiding any possible meeting with the undead! That's good for a GM to experience, as it means the players are clearly getting a visceral reaction, but still, it would have been nice to see more zombies being blasted with anti-tank rifles...
Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Monday, 25 October 2010
Sunday, 24 October 2010
It's like a zen thing, man
If a tree falls in the forest and there is nobody to hear it, does it make a sound? And, Tigerlilly, if a GM relocates NPCs, locations or encounters from one part of a hex map that he has a good idea the PCs will never go to, to one they will, is his sandbox really a sandbox, or is it merely a railroad in disguise?
These are the thoughts occupying my mind this Sunday.
These are the thoughts occupying my mind this Sunday.
Sunday, 17 October 2010
You Stupid Bookers
The 2010 Man Booker Prize winner was announced recently; it ended up being Harold Jacobson's The Finkler Question, which I'm willing to bet was probably an entertaining read - something that is quite unusual in Booker winners - as I've read some of Jacobson's stuff before and always liked it. (I doubt any American readers have heard of him; he's sort of like the British Jewish equivalent of Tom Robbins without so much of the fourth-wall-breaking.)
But it comes just as I'm re-reading Vance's Dying Earth stories, and the confluence of the two events really does hit home precisely how stupid and blinkered supposedly intellectual people can be. We fantasy fans are worldly enough by now to know that the literati loathe the genre, and fantasy authors will never get recognition even when they deserve it - that's par for the course; indeed it's a truism. But every so often a moment like this comes along and really hammers home the point: a man who could write something so absolutely perfect in every way as the Cugel stories had more creative power in his little finger than every Man Booker prize winner since the competition began, and yet his career gets almost no mention in any sort of discourse on modern literature - indeed I would be surprised to learn any literary establishment figures in the UK had even heard of him (I can't speak for the US.)
There are moments reading Vance where he is simply so brilliant, so much of a virtuoso, that you can hardly stand it. My particular favourite episode in all of the work of his that I've read is the chapter called (I think; I don't have the book in front of me) "At the Inn of the Blue Lamps", which comes near the start of Cugel's Saga. The depiction of gradual descent into drunkenness of the characters involved, the understated humour, the slightly sardonic detached tone in which it is written, and the joyous unfurling of the tightly-wrought and carefully constructed plot (the creation of which you haven't even noticed because it has been done with such aplomb) - it's enough to make you remember all over again just why literature is enjoyable and important. And yet, because it doesn't pretend to say anything about the human condition, or contemporary geopolitics, or gender, or multiculturalism, or [insert liberal bete noire of the week here], it apparently isn't worthy of the attention of anybody with a brain. What a strange and mysterious world we live in.
But it comes just as I'm re-reading Vance's Dying Earth stories, and the confluence of the two events really does hit home precisely how stupid and blinkered supposedly intellectual people can be. We fantasy fans are worldly enough by now to know that the literati loathe the genre, and fantasy authors will never get recognition even when they deserve it - that's par for the course; indeed it's a truism. But every so often a moment like this comes along and really hammers home the point: a man who could write something so absolutely perfect in every way as the Cugel stories had more creative power in his little finger than every Man Booker prize winner since the competition began, and yet his career gets almost no mention in any sort of discourse on modern literature - indeed I would be surprised to learn any literary establishment figures in the UK had even heard of him (I can't speak for the US.)
There are moments reading Vance where he is simply so brilliant, so much of a virtuoso, that you can hardly stand it. My particular favourite episode in all of the work of his that I've read is the chapter called (I think; I don't have the book in front of me) "At the Inn of the Blue Lamps", which comes near the start of Cugel's Saga. The depiction of gradual descent into drunkenness of the characters involved, the understated humour, the slightly sardonic detached tone in which it is written, and the joyous unfurling of the tightly-wrought and carefully constructed plot (the creation of which you haven't even noticed because it has been done with such aplomb) - it's enough to make you remember all over again just why literature is enjoyable and important. And yet, because it doesn't pretend to say anything about the human condition, or contemporary geopolitics, or gender, or multiculturalism, or [insert liberal bete noire of the week here], it apparently isn't worthy of the attention of anybody with a brain. What a strange and mysterious world we live in.
Tuesday, 28 September 2010
Once more, I sally forth in to the lists...
Must be the passing of the autumnal equinox or something, but there's a new mood of Tolkien-baiting out there in internet land. It's not just Tolkien - even Howard is getting it in the neck (much more deservedly, of course, but pointing out that Howard was a racist is a bit like shooting fish in a barrel).
I was thinking about this sort of thing earlier on myself. I'm re-reading Tales of the Dying Earth at the moment, and it occurred to me that people could, especially when it comes to Cugel, read all manner of misogynistic ideas into Vance's work. I don't particularly entertain such readings myself, but I don't doubt that they can and have been made.
What interests me about all this is the way in which people tend to imprint onto works of fiction what they want those works to represent (i.e., the devil incarnate), rather than engaging with them in any sort of formalist sense. This was one of the tendencies that turned me strongly away from English literature as an undergraduate. Feminists, Marxists, New Historicists, Deconstructionists, all of these groups tend to read subtexts into works of fiction that not only do not exist, but which always coincidentally happen to reinforce their own worldview perfectly. It's almost as if, desparate to reassure themselves that their own opinions are in fact true, people clutch on to a literary work and set it up as a strawman for themselves to beat down and thereby reinforce their own political standpoints. Thus you get Marxists such as Moorcock and Melville berating Tolkien for nonexistent crimes while simultaneously digging the foundations of their own Marxist beliefs ever deeper, almost as if they need and are desparate for some sort of enemy to define themselves against.
People remorselessly search for enemies, so as to better define their own opinions - especially when they themselves feel somewhat insecure. This seems to me a fundamental flaw in the human condition which is especially prevalent in people who study English literature. I expect the same flaw was at the root of the rise of nationalism during the 1930s (though of course I'm not comparing idiotic literary pseuds to Hitler); in countries like Germany, Japan, etc. in which the very foundations of society had been rocked, traumatised and destabilised by historical events, society itself began casting about for enemies so as to better and more clearly define what it itself stood for. Thus Germany fixated upon Jews, Slavs and Bolsheviks as a means of differentiating and reinforcing a (ridiculous) notion of what it meant to be German and what a perfect German society should be (i.e., the opposite of what Jews and Bolsheviks were like). This impulse is at the heart of a lot that is bad in the world. Including bad literary criticism.
I was thinking about this sort of thing earlier on myself. I'm re-reading Tales of the Dying Earth at the moment, and it occurred to me that people could, especially when it comes to Cugel, read all manner of misogynistic ideas into Vance's work. I don't particularly entertain such readings myself, but I don't doubt that they can and have been made.
What interests me about all this is the way in which people tend to imprint onto works of fiction what they want those works to represent (i.e., the devil incarnate), rather than engaging with them in any sort of formalist sense. This was one of the tendencies that turned me strongly away from English literature as an undergraduate. Feminists, Marxists, New Historicists, Deconstructionists, all of these groups tend to read subtexts into works of fiction that not only do not exist, but which always coincidentally happen to reinforce their own worldview perfectly. It's almost as if, desparate to reassure themselves that their own opinions are in fact true, people clutch on to a literary work and set it up as a strawman for themselves to beat down and thereby reinforce their own political standpoints. Thus you get Marxists such as Moorcock and Melville berating Tolkien for nonexistent crimes while simultaneously digging the foundations of their own Marxist beliefs ever deeper, almost as if they need and are desparate for some sort of enemy to define themselves against.
People remorselessly search for enemies, so as to better define their own opinions - especially when they themselves feel somewhat insecure. This seems to me a fundamental flaw in the human condition which is especially prevalent in people who study English literature. I expect the same flaw was at the root of the rise of nationalism during the 1930s (though of course I'm not comparing idiotic literary pseuds to Hitler); in countries like Germany, Japan, etc. in which the very foundations of society had been rocked, traumatised and destabilised by historical events, society itself began casting about for enemies so as to better and more clearly define what it itself stood for. Thus Germany fixated upon Jews, Slavs and Bolsheviks as a means of differentiating and reinforcing a (ridiculous) notion of what it meant to be German and what a perfect German society should be (i.e., the opposite of what Jews and Bolsheviks were like). This impulse is at the heart of a lot that is bad in the world. Including bad literary criticism.
Sunday, 26 September 2010
Sunday Evening Linkage
Some links for your delectation, amusement and edification:
- Guillermo Del Toro's film adaptation of At the Mountains of Madness is all sytems go. Now that he's off The Hobbit films I think this has become the film I am most eagerly anticipating for the coming years.
- Speaking of The Hobbit films, actors have been told to avoid taking roles in them. Not as interesting as it sounds, but still.
- Here's a site full of maps of the world at various stages of prehistory. If somebody out there can't use this site for creating campaign maps, lord help us.
- Monster Magnet have a new album out on October 27th.
- Critical Hits have been talking about a Vampire: The Masquerade MMO. A sure sign of the coming apocalypse and decay of Western civilisation. And that's just Critical Hits.
- Interviews with Gene Wolfe, Jack Vance and JRR Tolkien. YouTube is really a great thing. Perhaps the best thing to come from the internet.
Saturday, 25 September 2010
The Magic Faraway Orient Express Sailing to Utopia
I've been doing some thinking recently about what game I'd like to run next, once All Zombies on the Eastern Front (which I expect to last five or six sessions) is done and dusted. What I have in mind is a campaign I call The Magic Faraway Orient Express Sailing to Utopia, which as the name suggests is a cross between The Magic Faraway Tree stories, tales featuring the Orient Express (like From Russia with Love and Murder on the Orient Express), and Michael Moorcock's Sailing to Utopia.
I have given this campaign the genre moniker "railroad which is literally on a train but with sandboxy knobs on". The core concept is as follows: the players are travellers on a stream train which is on a year-long journey between a great Bespin-like dystopic cloud city and a place known only as Utopia (left ill-defined; my idea is to let the players imagine what it's like for themselves). The train travels through the sky on an ancient railway, about whose builders legends abound but whose origins are essentially unknown. I imagine this being a little like the train in Spirited Away, which travels over the surface of the sea - except in the clouds. It stops every so often in a totally different reality a la The Magic Faraway Tree (although of course in this case the protagonists are arriving in new worlds, rather than having new worlds come to them) and in those different realities the players have to pursue some sort of task or other - I'm picturing something like a Holy Grail quest (they have to find a special magical artefact at each stop) or maybe an assassination.
Play would revolve as much around the other passengers as it would the "stops". I like the idea of the train being some sort of moving equivalent of Sigil or (spit) Babylon 5; a neutral zone in which violence is forbidden and everybody has to live in enforced harmony. This would make plenty of scope for cloak-and-dagger antics on board between the players and their enemies. I also like the idea of having a real-world time limit in each stop - maybe I'll buy a big egg timer that I'll turn over as the train arrives; when the sand runs out the train leaves, and if the players haven't made it back on board they're stuck...
I have given this campaign the genre moniker "railroad which is literally on a train but with sandboxy knobs on". The core concept is as follows: the players are travellers on a stream train which is on a year-long journey between a great Bespin-like dystopic cloud city and a place known only as Utopia (left ill-defined; my idea is to let the players imagine what it's like for themselves). The train travels through the sky on an ancient railway, about whose builders legends abound but whose origins are essentially unknown. I imagine this being a little like the train in Spirited Away, which travels over the surface of the sea - except in the clouds. It stops every so often in a totally different reality a la The Magic Faraway Tree (although of course in this case the protagonists are arriving in new worlds, rather than having new worlds come to them) and in those different realities the players have to pursue some sort of task or other - I'm picturing something like a Holy Grail quest (they have to find a special magical artefact at each stop) or maybe an assassination.
Play would revolve as much around the other passengers as it would the "stops". I like the idea of the train being some sort of moving equivalent of Sigil or (spit) Babylon 5; a neutral zone in which violence is forbidden and everybody has to live in enforced harmony. This would make plenty of scope for cloak-and-dagger antics on board between the players and their enemies. I also like the idea of having a real-world time limit in each stop - maybe I'll buy a big egg timer that I'll turn over as the train arrives; when the sand runs out the train leaves, and if the players haven't made it back on board they're stuck...
Wednesday, 15 September 2010
Be Prepared
I suppose an explanation is in order for the growing gaps between posts on this blog. I'm afraid it's nothing remotely interesting - just the daily grind of trying to juggle work, shoving together a PhD, social commitments and flat-hunting - but I hope it will serve as an explanation nevertheless. Suffice to say: I am both busy and knackered, all the time, at the moment.
But I am still finding time for actual play, on a bi-weekly/sometimes monthly basis. As coincidence would have it I happen to be planning a campaign due for launch in October, and since the blog carnival this month (which I am amazed is still going) is all about game prep, I think this is a perfect opportunity to both kick Monsters & Manuals into gear and show off my super duper game planning skillz.
The game I am planning is called All Zombies on the Eastern Front (AZotEF!!!! for short) and is a World War II/Zombie Apocalypse game. The core concept of the campaign is, essentially, "You're in the middle of World War II, then something even worse happens" - and in keeping with this spirit I've tried to make it as bad as possible for the players: they begin as Axis POWs in the hands of the Soviets, trapped on a prison train heading into Siberia...an area of the world which happens to be in the first stages of being overtaken by a zombie epidemic. The email blurb I sent out to the players sums things up nicely, I think, and runs as follows:
You read that right; I'm using a hack of the Cyberpunk 2020 rules. This is mainly because I want to lift the Friday Night Firefight rules wholesale; my philosophy on World War II games is that you want combat to be frightening and deadly, and without armour or cybergear believe me, Cyberpunk 2020's combat rules are very deadly. I'm yet to see how it will work in play (I'm slightly worried there'll be a TPK within an hour), but the first signs are encouraging - the players are making noises along the lines of avoiding combat and playing intelligently, which is always nice to hear.
Logistically my prep is involving lots of maps, random encounter tables, random NPCs, and random name generators - stuff which I generally enjoy - as I envisage a lot of travelling on the part of the PCs, and I'm leaving it open ended, which makes for little in the way of pre-planned encounters/adventures. (Whether the players want to head back to Europe, go East and try to make Japan, hunker down and see if they can survive or investigate the source of the Zombie plague is up to them.) I expect all this stuff to run into the pages and pages, which will be a further drain on my time but one I'll actually enjoy - a rarity at the moment.
But I am still finding time for actual play, on a bi-weekly/sometimes monthly basis. As coincidence would have it I happen to be planning a campaign due for launch in October, and since the blog carnival this month (which I am amazed is still going) is all about game prep, I think this is a perfect opportunity to both kick Monsters & Manuals into gear and show off my super duper game planning skillz.
The game I am planning is called All Zombies on the Eastern Front (AZotEF!!!! for short) and is a World War II/Zombie Apocalypse game. The core concept of the campaign is, essentially, "You're in the middle of World War II, then something even worse happens" - and in keeping with this spirit I've tried to make it as bad as possible for the players: they begin as Axis POWs in the hands of the Soviets, trapped on a prison train heading into Siberia...an area of the world which happens to be in the first stages of being overtaken by a zombie epidemic. The email blurb I sent out to the players sums things up nicely, I think, and runs as follows:
...All Zombies on the Eastern Front will be about one part Zombieland, one part Twilight 2000-esque “soldiers in a post-apocalyptic Europe”, one part John Carpenter’s The Thing, and one part I Am Legend (the book, not the cruddy Will Smith version). There’s quite a bit of flexibility in that players can be of any rank or branch of the armed services, and can be German, Italian, Hungarian, Romanian, even foreign volunteers in the Waffen-SS (though I stress the focus of the game is escaping the clutches of zombies, not Nazism), and although I’ll be using the Cyberpunk 2020 rules they’re quite heavily hacked (no classes, very different skill list).
Content-wise, there’ll be plenty of opportunity to mow down hordes of the undead with your stolen PPD-40 and its 71-round drum magazine, but combat is by no means the be all and end all, and there’ll be a lot of NPC interaction and investigative stuff going on too, as well as all the travails that go along with post-apocalyptic gaming (finding food, ammo and shelter; overcoming moral quandaries about protecting innocent fellow survivors; avoiding cannibal bandits, etc.) and quite a bit of wilderness exploration.
You read that right; I'm using a hack of the Cyberpunk 2020 rules. This is mainly because I want to lift the Friday Night Firefight rules wholesale; my philosophy on World War II games is that you want combat to be frightening and deadly, and without armour or cybergear believe me, Cyberpunk 2020's combat rules are very deadly. I'm yet to see how it will work in play (I'm slightly worried there'll be a TPK within an hour), but the first signs are encouraging - the players are making noises along the lines of avoiding combat and playing intelligently, which is always nice to hear.
Logistically my prep is involving lots of maps, random encounter tables, random NPCs, and random name generators - stuff which I generally enjoy - as I envisage a lot of travelling on the part of the PCs, and I'm leaving it open ended, which makes for little in the way of pre-planned encounters/adventures. (Whether the players want to head back to Europe, go East and try to make Japan, hunker down and see if they can survive or investigate the source of the Zombie plague is up to them.) I expect all this stuff to run into the pages and pages, which will be a further drain on my time but one I'll actually enjoy - a rarity at the moment.
Labels:
actual play,
blogosphere,
cyberpunk 2020,
world war two
Sunday, 15 August 2010
My Dad's Bigger than Your Dad
What is it with guys who play role playing games, and talking about how much they know about martial arts?
I consider myself to be moderately masculine. I never cry, drink a lot of beer, don't mind stinking of sweat, watch and enjoy most sports, and I like ogling women at the gym, but on the other hand I'm not interested in cars and I quite like Sex and the City.
I also have done a bit of Tae Kwon Doe in my time, and got okay-ish at it - enough to know what becoming good at a martial art entails anyway (and enough to know I'm much too lazy to get there).
But I can never get my head around those conversations that some blokes have. You know the sort of thing. "I have this friend who is a black belt in karate and he showed me this move where you punch somebody in the chest and actually stop their heart!" "Well, I did kung fun for 20 years, and I know how to kick you so hard in the goolies that you end up coughing them out of your own nostrils." "My dad taught me aikido, and he learnt it from the modern founder of aikido who visited him from beyond the grave!" "I'm so utterly hard that every time I take a shit the muscles in my glutes break the toilet!"
For obvious reasons, these conversations always seem to crop up during role playing game sessions. Every time they do I have to just sit in the corner rolling my eyes. It's so utterly moronic; surely it would be simpler and more efficient if everybody just took their cocks out, compared sizes, and had done with it?
You get it with guns too, of course. Listen, I'm a WWII history buff, and I can compare the performance of a 37mm and a 47mm anti-tank gun with the best of them, but I never do so in public, or at least outside of the insanity of the turn-based WWII tactical wargames I play. The next time I hear somebody talking about how a .45 calibre round does x to your torso whereas a .44 one does y, when really it's just a matter of one doing d6+2 damage and one doing d6+3, I think I'll start strangling people.
I consider myself to be moderately masculine. I never cry, drink a lot of beer, don't mind stinking of sweat, watch and enjoy most sports, and I like ogling women at the gym, but on the other hand I'm not interested in cars and I quite like Sex and the City.
I also have done a bit of Tae Kwon Doe in my time, and got okay-ish at it - enough to know what becoming good at a martial art entails anyway (and enough to know I'm much too lazy to get there).
But I can never get my head around those conversations that some blokes have. You know the sort of thing. "I have this friend who is a black belt in karate and he showed me this move where you punch somebody in the chest and actually stop their heart!" "Well, I did kung fun for 20 years, and I know how to kick you so hard in the goolies that you end up coughing them out of your own nostrils." "My dad taught me aikido, and he learnt it from the modern founder of aikido who visited him from beyond the grave!" "I'm so utterly hard that every time I take a shit the muscles in my glutes break the toilet!"
For obvious reasons, these conversations always seem to crop up during role playing game sessions. Every time they do I have to just sit in the corner rolling my eyes. It's so utterly moronic; surely it would be simpler and more efficient if everybody just took their cocks out, compared sizes, and had done with it?
You get it with guns too, of course. Listen, I'm a WWII history buff, and I can compare the performance of a 37mm and a 47mm anti-tank gun with the best of them, but I never do so in public, or at least outside of the insanity of the turn-based WWII tactical wargames I play. The next time I hear somebody talking about how a .45 calibre round does x to your torso whereas a .44 one does y, when really it's just a matter of one doing d6+2 damage and one doing d6+3, I think I'll start strangling people.
Thursday, 12 August 2010
Schoolboy Errors
Yeah, yeah, I know. So much for increasing the posting rate on this blog. Work and personal life are not cooperating, I'm afraid.
Anyway, last weekend, I made a crucial, schoolboy error which I once would never have made, and which proves my gamer skillz are growing rusty. Yes, I did it: I wrote on my character sheet in fucking INK. Now I'm going to have to put up with crossing stuff out, or (even worse) use bloody Tipex. What a moron.
This got me thinking about The Mistakes You Can Make as a player. I'm not talking about in-game stuff like the n00b error of trying to fight a cockatrice blindfolded. I'm talking about the meta-game stuff, like writing with a pen on your character sheet or using crappy dice. The kind of thing that makes everybody else point at you and laugh, or try to run you out of town with pitch forks. Here are some others I can think of; they may be a little subjective:
Any others spring to mind?
Anyway, last weekend, I made a crucial, schoolboy error which I once would never have made, and which proves my gamer skillz are growing rusty. Yes, I did it: I wrote on my character sheet in fucking INK. Now I'm going to have to put up with crossing stuff out, or (even worse) use bloody Tipex. What a moron.
This got me thinking about The Mistakes You Can Make as a player. I'm not talking about in-game stuff like the n00b error of trying to fight a cockatrice blindfolded. I'm talking about the meta-game stuff, like writing with a pen on your character sheet or using crappy dice. The kind of thing that makes everybody else point at you and laugh, or try to run you out of town with pitch forks. Here are some others I can think of; they may be a little subjective:
- Doing a voice while playing a member of the opposite sex.
- Forgetting your eraser so you have to keep borrowing one off somebody else.
- Making a bald statement about something you know nothing about, without realising that somebody else at the table does that thing for a living. (I once started rambling on about putting down a horse, only to discover that one of the other players was actually a vet and was busy laughing up his sleeve at my moronic misconceptions.)
- Not bringing snacks or drinks. Probably the most egregious error.
- Having a CD or mp3 player filled up with sound effects and queueing up the wrong one, so instead of a scary ghost sound playing when the scary ghost appears, you instead get the sound of somebody farting or a dog barking or a T-34 engine firing up.
- Forgetting to keep track of your hit points/gold/whatever so when the DM asks you, you look all flustered and have to shamefacedly admit that you don't know.
- Rolling 1d100 and mixing up which d10 is the 10s and which is the units, so you look like you're cheating when really you're just an idiot.
- Persistently forgetting or mispronouncing the names of the other players' characters.
- Rolling your dice too vigorously so that one of them goes flying off the table and under a conveniently placed cabinet, so you have to bend over or get on your hands and knees and scrabble around for it while you go increasingly red-faced because of all the blood rushing to your head and the other players stare at your ass-cleavage.
Any others spring to mind?
Tuesday, 3 August 2010
The Creativity of Constraint
Regular readers will know that China Mieville is kind of an obsession round these parts. It's not deliberate; the guy just insists on saying provocative things that he knows I'll want to comment on. At the gym just now I was listening to his interview on The City and The City, in which he talks at some length about how genre constraints and rules are not in fact barriers to creativity but, on the contrary, spur it. Working around strict tropes and genre expectations forces, in some respects, ever greater leaps of imagination in the drive for something new. (Of course, being a total pseud, like me, he mostly ended up talking about the Oulipo school.)
This is something I can identify with, as it's true of all the RPGs I really enjoy. Being constrained by either expectation (e.g., it's D&D so there will be a dungeon) or starting point (e.g., it's D&D so you can be a fighter, a wizard, a cleric, a dwarf, or an elf) forces both players and DMs to continually re-invent, rejig, and genuflect their games and characters in ways in which a blank slate somehow could not. (At least in theory. There are of course plenty of players who end up being Bob the Fighter in every game.) If you're playing D&D and you know therefore there are to be dungeons, you put in the extra effort to make those dungeons unique and interesting so they don't come across as old. If you're playing D&D so you know you're going to end up being the cleric, you invent some weird and wonderful new deity, religion and trappings to keep things fresh.
RPGs accomplish creativity through constraint in three different ways:
This is something I can identify with, as it's true of all the RPGs I really enjoy. Being constrained by either expectation (e.g., it's D&D so there will be a dungeon) or starting point (e.g., it's D&D so you can be a fighter, a wizard, a cleric, a dwarf, or an elf) forces both players and DMs to continually re-invent, rejig, and genuflect their games and characters in ways in which a blank slate somehow could not. (At least in theory. There are of course plenty of players who end up being Bob the Fighter in every game.) If you're playing D&D and you know therefore there are to be dungeons, you put in the extra effort to make those dungeons unique and interesting so they don't come across as old. If you're playing D&D so you know you're going to end up being the cleric, you invent some weird and wonderful new deity, religion and trappings to keep things fresh.
RPGs accomplish creativity through constraint in three different ways:
- The Warhammer Fantasy Roleplay Model. This uses hardcore randomness in character generation to force players into boxes they weren't expecting to be put inside. They then have to shape their character on unsure and unexpected footing.
- The BECMI D&D Model. This allows some choice of role, but the roles are highly rigid archetypes that allow for little variation. This forces players to come up with cosmetic and character-based variety; if you have to be an elf you're going to play an elf who is scared of water, whose culture is modelled on Turkish horse nomads.
- The Pendragon Model. This is the ultimate in constraint: in its purest form Pendragon insists that the players will all without exception take on the role of squires about to be knighted and taken into the service of King Uther (or King Arthur). Players therefore come up with highly creative means of distinguishing themselves from each other in looks, personality, abilities and history.
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