When The Only Tool You’ve Got Is A Hammer, Every Problem Looks Like A Nail.

Where’s Cyberpunk?

Around about a year ago, I made a post about my enthusiasm for the work of my friends — largely folks interacting through the Forge, though now that community has been largely pushed out of the nest and into the Playcollective, Story Games, the Ashcan Front, the various Go Play events and the like — and how I thought our group of experimenters benefitted from our mutual encouragement and critique for our varying endeavors in a manner as an artistic movement. One of the things I noted in that post was the incredible power of mutual storytelling where, if the technique is properly refined to the situation, the outcome, far from being chaotic and without direction, can actually be much more powerful and affecting than a single vision. To do this, we devise rules of conduct that, if followed, act as creative constraints that everyone uses to synthesize their visions. These rules don’t always work as intended (typically because the designer made assumptions about what the players knew and understood), but sometimes they do. And when they do, they’re awesome.

From that, you can very safely infer this: some games are awesome. Others are less so. The awesome games do a particular thing — communicating with a certain group of people how to do a certain thing that that group wants to do. Most other games are worse at that — they communicate with a different group of people and/or have a different result (and very often, they neither communicate their rules, nor are the rules effective). And, until a player has played another game that claimed a certain thing that doesn’t do it well— say, trying to play Cyberpunk and wanting speculative fiction —  that player will most likely not know precisely what they need to do to make it work. And from that, you can infer this: as a class, old games are not as good as new games. Cyberpunk is an inferior tool for making speculative fiction than Shock: is, GURPS is inferior for making character drama than PTA, and D&D is inferior to Dogs in the Vineyard for telling tales of violence as a moral tool.

They are objectively worse because, when they were designed, they didn’t have the reflection on their own long-term existence to draw on, but then claimed that the players could use them for “anything” — including speculative fiction, character drama, and tales of violence-steeped morality. New editions of such games are patches, not new games; when the error is in a core assumption, you’re not going to fix it by tacking on a system or writing a guideline section. Consequently, D&D’s greatest successes have been when it keeps things close to its core assumptions, and D&D 3+ is a refinement of its character-building-treasure-hunting seems to be just fantastic. But it sure is frustrating to try to use it for Narrativist purposes, as is often done. But the players frustrated with Narrativist play in D&D have paid attention and have written new games that do what they want.

That’s not to say that any given new game is better than a given old game, just like a given new car isn’t better than a given old car, or a given new hammer is better than a given old hammer, but what the new tools lose to the chaos of experiment, the old game never has a chance to even try— assuming it’s stood the test of time in the first place and it wasn’t lost to the same chaos. The design of a new game, like the design of any tool, is a process that starts with critique of the tools from which it evolved.

If you’re unsatisfied with a game you’re playing, figure out where your play falls short from the assumptions up and make what you want. There’s propbably someone else out there who wants what you want. I bet they’d pay to learn how you figured out how to solve that. Maybe they’ll like what you did, but think they can do it better. That’s the way a technology evolves.

And if you are satisfied and enthusiastic about the games you’re playing, awesome.

Shock: 1.1 Preorder

Shock: Social Science Fiction 1.1 Preorder

I’m not good at keeping my mouth shut, but I win a brownie for this one. Over the last 8 months or so while people were telling me about the unclear parts of Shock:, I was quietly listening and writing a new edition with the extraordinary editorial help of Ben Lehman and Cauley Greene. The new edition is version 1.1 and has gone off to press, so now I can tell people about it.

The new version directly addresses the stuff that was missing or unclear before, integrates the various hacks and recommendations that Matthjis Holter assembled, squishes some strange typos and grammatical choices, and tweaks a number here and there to make the game work a little better.

If you submitted a head for bounty, you can either pick your copy up at Gen Con (assuming no printing disasters) or I’ll ship it to you after the con. Likewise, the four reviewers during Sci Fi Week at RPGnet will each get a copy in thanks for their reviews, as promised.

If you want to get yourself a copy ASAP, you can order Shock: 1.0 from my site now (or Indie Press Revolution, of course) and you’ll get not only a copy of 1.0, but a signed copy of 1.1 when it’s off the press. You’ll be able to pick it up from me at Gen Con or I’ll ship it to you.

The price of the book will be going up once this promotion is done, so get your copy before that happens!

Enjoy the Future!

Perceptive People

Four Fantastic Review of Shock:

Sci-Fi Week at RPG.net was fantastic. There were four reviews of Shock: and, if you haven’t seen them, here they are.

Thanks, reviewers!

Me on Jon on Ron and Sean

The Great Ones

Somehow, I missed this when it first went up: The Forager Blog: Ron on Sci-Fi, Sean on Sci-Fi. This article is written by Jon Hastings, a player of Shock: and interesting guy. In it, he talks about my definition of science fiction (which, instead of writing in prose, I wrote as a game) and Ron Edwards’ take on it. Lemme quote Ron because he says some really nice things:

Anyway, to someone whose thinking inclines in the above direction, Joshua A. C. Newman is bucking for hero status. He is the only person with the guts to tackle this issue in RPG terms…Shock is a first, a de novo, an innovation. But more than merely an innovation, it’s not only what I wanted, but what I needed. In this day and age, I am not going to get science fiction consistently anywhere else. The person typing this post is Shock’s target audience.

… that is, Ron and I see this exactly the same way.

Now, I love SF short stories. Naturally, I have a great fondness for those read in my youth. Some authors really felt like they were talking to me. Bruce Sterling was one of them; he’d always thought about the same things I’d thought about and thought about them further. Ron, though, is ten years or so older than I (though you wouldn’t know it to look at him), so it comes as no surprise that he pegs optimal sci fi about ten years earlier than I do.

And that’s great. Because Shock: is for making your science fiction. It doesn’t reproduce science fiction. It’s a tool for making your own with your own aesthetics and your own moral connundra. It is not the product of scholarly study of science fiction; rather, it’s a technique I developed to make science fiction. I’m a designer, not a writer (a fact noted by so many), so I designed a science fiction system so I could tell the stories I wanted to tell.

This last point here came from a discussion I had with someone on RPGnet. In it, he asked me if I’d read his favorite couple of authors. I hadn’t. Later, he told someone else, when asked about Shock: that “the author doesn’t seem to know as much as he thinks he does.” Another person expressed concern that my sources listed were all “older” authors (Bruce Sterling is an old author! That makes me feel old!) That baffled me: one’s ability to build fiction is not based on how much other fiction one has read, it’s based on the number of stories told. I wrote Shock: so that those stories could have a structure — one that I recognize in the stories I like and one that I think works very, very well — and you can bring your aesthetic and moral machinery to the table and enjoy the process of creation.

Shock: is for your stories. Build what you want to build.

Is Brickshelf Dead?

Sad Minifig

 It looks like Brickshelf is down, and maybe for good. The lone page on the site reads, “Brickshelf has discontinued operation. We apologize for any inconvenience.”. It’s very sad. If anyone knows anything (Soren, I’m looking in your direction!) I’d like to know what’s going on. That place was (is?) a huge benefit to Lego builders. Other site like MOCPages rely on it and it’s a central repository for thousands upon thousands of lovingly created Lego things.

It’s gotta be a thankless task running such a site and I hope that, if this is permanent, it was an “I have to do something else now” thing, rather than losing patience.

Someone Else Shocks the Monkey

Jono DiCarlo, playing Shock:

Jono DiCarlo, the owner of one of the most interesting jobs in the world just wrote a review of Shock: for RPG.net’s Sci-Fi week and reposted it over on his blog.

Synopsis: he loves it. From the review:

My closing thought is this: because a game of Shock is built around real-world issues that you care about, your game is going to be a little deeper than just entertainment — it’s going to be a story that’s about something… In Shock, I think we might finally have an RPG that does what the best written SF does — help us learn to cope with the rapid social and technological changes occurring in the modern world.

He mentions the confusing text in his review, of course. Another reviewer said that he wished that he’d seen the Compilation of Tips, Clarifications, and Explanations put up by intrepid Shocker Mattijs Holter, so I offer it here for anyone who may need it.

Follow Your Bliss

Ben’s got a blog quiz, “Which Bliss Stage Pilot Are You?”, set up! He says I’m boring (and, by extension, Brennan and lots of other “grownups”) because of the result:


“I’m a Rising Hero!”




“Every time I go on a mission, everyone acts like I’m so important because I pilot an ANIMa. But each and every one of us is important. I’m not a hero. I’m just doing the best I can.”

Personality:You don’t know it, but everyone looks up to you, not only for your bravery, but for the decency with which you treat others. But since you mostly stay within a small group of friends, you don’t realize the esteem that they hold you in.

Advice: Be careful! You try to do everything for everyone, and you’re about to burn-out. No matter how hard you try, you can’t save the world by yourself, and you’re doing no one any favors by pushing yourself hard all day every day. You have a good heart, and that’s important, but remember that not everyone is as generous as you.

Which Bliss Stage Pilot are you?
Bliss Stage

Shock: Social Science Fiction, Sci-Fi Review Week at RPG.net, and You.

The Critic reviews Shock: Social Science Fiction

Over at RPG.net, there’s a goodie a-cookin’ for science fiction game fans, Sci-Fi Review Week.

This is the part where you come in. Have you played Shock:? Do you have something to say about the experience? Awesome! Do so! Have you not played Shock: but are curious about it and want to write a review of the text? Sweet! I’m here to facilitate that.

I’m here to facilitate that in a particular way, actually. Shock: hasn’t been available in PDF form (except to one guy who asked nicely when he bought the book) until now. Email me for a review PDF and I’ll happily send one along with the understanding that you will write a review of it for publication during Sc-Fi Review Week.
As with the error bounty, those who review Shock: will be at the top of the list for the next version of Shock: when it’s released.

Chris, the guy organizing the thing, has written a little article about how to write a review. What he recommends is great. I look forward to reading what you’ve got to say!

Again, With the Excellent Company!

I’m good enough!

Hey! Check it out! I’m in excellent company again!

At KublaCon out in California, they give awards for the best of several types of games. One of the categories is “RPG/LRPG: Best Game That Doesn’t Include Elves or Vampires” and I find Shock: just under Chad Underkoffler’s Zorcerer of Zo and Jason Morningstar’s The Shab-al-Hiri Roach. I can’t tell if I’m second runner up or if we’re tied, but I’m not contradicting that roach. Last time I did, it told me to do something frightfully shameful.

There’s nothing saying that there couldn’t be elves or vampires in Shock: of course. But I won’t tell if you won’t. And it looks like Jason’s pointed out the same thing.

In any event, I’m happy to be on the same page as these guys.