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.

EA: Tragically Born Without an Irony Sensor

Each year’s game is last year’s game with bigger numbers on the back.

A close friend of mine used to work at Electronic Arts as an animator. He left for the usual reasons people leave EA: overwork, underpay, and cattle-like treatment. One of the eyerollers, though, was when he told me, “Our project manager sat down with us and said, ‘Play a lot of Half Life. Because we want this game to be exactly like that.”

So I’m inclined to flashback eyerolling when John Riccitiello, CEO of that (very successful) company  complains that We’re boring people to death.”

He thinks the problem is that games are hard and that you’re supposed to be a hardcore gamer to even play. I think that’s only part of the problem, and Nintendo may have cracked that with the Wii (though I’m not seeing the kind of innovation I’d like, it may be because I don’t own one). I think the other problem is that the focus is on licensing and polygons, not, you know, the game. Games are games: they engage certain parts of your consciousness
in a way that doesn’t hurt you. That is, telling stories is fun because you get to experience something without having to take the hit from it; you get to evolve emotionally without having to go through what the characters went through. Or you get to build and try a giant robot without having to invest the millions to make it work. Or you get to fight a war with all the fun shooting and yelling but none of the horrible dying and sadness. Or you get to solve curious puzzles without your personal finances being on the line. Or you get to fly around in an X-Wing because it’s awesome, but you can’t do it in real life.

These things are fun to do! I don’t want to invest $1000 so that I can then slog through a bunch of stuff to get to the fun parts. I don’t want to get hosed online by a 15 year old who plays every day after school. I want to engage these parts of my consciousness.

Now, it’s mentioned sort of weirdly in the article I linked above, but I want to say this clearly: this is, and has been for years, a priority of Nintendo’s. They understand games very well. I have a GameCube and it gets a lot more play than my PlayStation because the games are better. I think EA’s complaint may just be a dying breath, though. Maybe, just maybe, something interesting will happen to make game play the center of attention again. I really want to see a video game revolution like that we’re seeing in fiction games and RPGs: people with clever ideas making clever things that bring people joy without requiring a huge audience and budget.

I think we should put some mountains here, otherwise, what are the characters going to fall off of?

Promethea

 From Judd, who got it from Warren Ellis, who got it from M John Harrison:

Every moment of a science fiction story must represent the triumph of writing over worldbuilding.

Worldbuilding is dull. Worldbuilding literalises the urge to invent. Worldbuilding gives an unneccessary permission for acts of writing (indeed, for acts of reading). Worldbuilding numbs the reader’s ability to fulfil their part of the bargain, because it believes that it has to do everything around here if anything is going to get done.

Above all, worldbuilding is not technically neccessary. It is the great clomping foot of nerdism. It is the attempt to exhaustively survey a place that isn’t there. A good writer would never try to do that, even with a place that is there. It isn’t possible, & if it was the results wouldn’t be readable: they would constitute not a book but the biggest library ever built, a hallowed place of dedication & lifelong study. This gives us a clue to the psychological type of the worldbuilder & the worldbuilder’s victim, & makes us very afraid.

I don’t think I’d say this quite so strongly — I think worldbuilding is a fun game to engage in and it will be the core of Xenon: (if it turns out to be fun to play), but I really agree with this about theme-addressing fiction. It’s the reason that you build as you go in Shock: starting with only the most basic parts. You make sure the world is the one that says what you want to say because you build it to suit whenever you want to say something.

How to Make A Character You Care About: a case study.

A US Soldier in Viet Nam.

A couple of my fellow fiction game players have commented that I make characters who I get really into. I want to share my technique because it’s really satisfying to me. This is strictly for Narrativist play by the Forge definition; without rules to support this kind of play, I think you could really wind up making yourself unhappy.

First, some nondefinitive definitions:

  • Protagonist: An active character in a moral conundrum sufficiently similar to our own experience that we understand why that character behaves the way they do.
  • Antagonist: A character taking the opposite moral stance from, and acting against the interest of, the Protagonist.
  • Situation: The circumstances over which the *Tagonists conflict.

So, let’s take a look at my character, “Jesus” (pronounced the English way, not the Spanish way) from last weekend’s game of carry, a game about war. The following is kind of explicit, so I’ll put it behind a cut so you won’t accidentally read it if you’re not up to hearing a story about soldiers losing their shit during the Viet Nam War. Continue reading “How to Make A Character You Care About: a case study.”

The Hr.Ms. Mercurius

Hr.Ms. Mercurius in Lego

Above is the Hr.Ms. Mercurius, a (completely fictional, though named after an actual) 17th c. Dutch sailing vessel. Judd saw some earlier prototypes, but honestly the other ones are really primitive in comparison. They lacked a mizzenmast (the most sternward mast) over the poop deck* and were overall much clumsier in appearance.

I realize that the sails don’t make a lot of sense just yet; some of them put others in their lee. Some pictures I’ve been looking at seem to imply that that’s OK. I don’t know. I suspect that talking to actual sailors might help. Fortunately, I know some. Maybe next time I’m at home.

You’ll note there’s really nowhere to put crew markers. My original intent was to have them be little markers you move around the ship physically, but I think that it’s a pipe dream that would require bigger ships, which would require more table space. More likely, there will be a Lego plate with dots on them: yellow dots represent Sailors, red dots represent Marines, maybe black dots represent Cannon. Maybe you have a dot with a big hat and a fancy coat that represents the captain.

Check out this very interesting article on shipboard combat. It supports the offense/defense comments I made in the last post, too.

*Hee hee hee!

Like Eagles on the Sea

Trafalgar

I grew up in Newport, RI, the home of a lot of sailing history — the White Horse Tavern down the street from my house was a Revolutionary hangout run by pirates and Captain Cook’s Endeavour lies at the floor of the harbor (as well as lots of other interesting ships of varying origins), and the frigate Rose, which played the part of the HMS Surprise in Master and Commander was a frequenter of our harbor when I was a kid. I’ve always thought that sailing stuff is interesting, but I don’t know how to sail, myself (which isn’t to say that I haven’t done what I’ve been told on friends’ boats and felt very important for doing it). I have little bits and pieces, and I love watching yacht races like the America’s Cup, but I only barely understand what’s going on and how it works.

But I aim to change that. I’ve wanted a game of Tall Ship pursuit for a long time and I’m just starting to formulate one.

Continue reading “Like Eagles on the Sea”

The Core of the Houdini Thing

From The Secret Life of Houdini: The Making of America’s First Superhero by William Kalush and Larry Sloman:

One particularly alluring performer was the beautiful Evatima Tardo, who would allow herself to be bitten on her bare shoulder by a rattlesnake, be impaled on a makeshift cross, and have her face and neck used as a cushion for dozens of pins. Her amazing tolerance for pain and resistance to poison came from an incident in her childhood in Cuba where she was bitten by a fer-de-lance, the most poisonous snake in the hemisphere. Houdini was smitten both by her beauty and her showmanship; while undergoing some of these tortures, she would blithely laugh and sing. Her end was grisly, however. Although immune to pain and poison, she fell victim to love and bullets, dying in a double-murder-suicide love triangle.

I can’t find any pics of this fascinating character. A tragedy. So, imagine, if you will, a fiction game in which the protagonists are each a performer in a wandering troupe. Maybe they’re a circus, or maybe they’re a traveling family. But two things we know for sure: they’re almost supernaturally competent at what they can do, and they’re jealous, angry, in love with, and fearful of each other in varying proportions.

First run around the barn will use The Mountain Witch‘s very elegant rules. Things will evolve as required, I’m sure.

It’s A Long Way From Kung Fu Grip.

Action Reporter

The Houdini thing below is having its first protoplaytest in a couple of weeks. We’ll see how that goes. But there’s one other project I’m excited about that I forgot to mention. It’s about war journalism in the era of the citizen journalist, the blogger. The date is 15 years from now. The civil war has entered your town. Some of your friends took up arms. You took up a cellphone camera and a secure server. The inspirations are Max Headroom and DMZ. The concept’s got a lot to be worked out, but most of the game will likely have to do with dealing with information suppression and figuring out how to make and fight propaganda.

In the interest of that, check out the war reporter action figure pictured at the top of this post. Think about how cool it is that there’s an action figure who comes with a camera and laptop. Notice that you can stick different logos on the camera to subtly distinguish your perspective on the war and its reporting.