Monday, October 10, 2016

Sailing on the Sea of Night

Though its atmosphere is round, the Earth is a cube.

It floats half-submerged, in the Sea of Night and spins slowly--one rotation every 24 hours.

It is said that if you can reach an edge of the cube at dusk with a ship, you can slide off the cube and onto the Sea of Night, at which point you can sail (beneath an ever-present but increasingly distant sun) out to distant positions (discoverable by certain charts, said to be deep in the vaults of Gaxen Kane, whose founders stole the sickle moon to use as a boat) where one can dive for stars--or else continue to sail to the great and palisaded islands where dwell the gods of all present things.

The elder gods (such as the great and tentacled She Who Sleeps And Her Dream Is The Sea) came to us via a process nearly opposite. Since (as anyone in a dungeon might tell you) all things seek the center of the cube via the process called gravity, they swam from the stars, up through the Sea of Night, into the oceans of the cube where they were bound by the magic of the First Reptile Empire.

It is not known how the stars maintain positions so distant from the Cube, at least not by humans. Anaximenes claims they are distant discs, hewn from gold.

And now, a word from our sponsor:
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Friday, October 7, 2016

Some Player Fucking Skill Right There

Arella's playing a Red & Pleasant Landified version of Curse of Strahd I guess? Anyway, they want to make the Heart Queen eat some garlic by hiding it in a mirror cake. And yes, a mirror cake is a real thing:
Arella actually walks us through the process of getting and mixing every single part of this murdercake:

Where do you get hartshorn from? Deer antler, and evidently a little goes a long way. I scour over Victor (mage/necromancer), Hellsing (cleric), and my own (bard) spell lists - nobody uses antler as a component, so nobody would have any. Shit. Then it hits me - GELATIN. Gelatin is perfect for this, especially since I’m aiming for a pound cake. The topping for this mirror surface needs gelatin anyway. ………. oh…….. but there’s….. only one place to get gelatin here.

Prianna’s eyes shift over to the human corpses, she cringes, then she goes for it. At this point they’re pretty unrecognizable as HUMANS, but the thought is still there. She’s had to handle animal bones before, she works primarily with monster meat, animal meat, etc from freshly killed creatures. Using her knives she’d be able to separate muscle and “meat” from bone with some work - she wouldn’t ask the others to help her with this gruesome task, she wouldn’t want this experience burned into their minds. Bones would get tossed into boiling water in large pots, as many as she could have on at once to severely cut down on cooking time. Usually this process takes many hours, but multiple sources have told me that if you boil small batches simultaneously, it’ll cut it down to where I need it to be.
The kitchen smells awful at this point. Prianna pulls out any warm smelling spices from the spice cabinet and tosses them on some heat with some water to fill the air. Cinnamon, nutmeg, cloves, those are staples, easy to find in any kitchen even if it’s been severely depleted. Everything smells like a slightly sour Christmas, but she’s not gagging anymore.

Brown film coming to the top of the pots have to be skimmed off regularly, and once no film is left they’re set to boil for awhile - at the same time as the milk is being prepared to cut down on time here. Bones get removed from the pot and tossed aside. The liquid is strained through multiple layers of fabric, fat on the surface of the liquid remaining gets skimmed, and the liquid is boiled down further, a few times over, until it’s reduced to 1/16th it’s volume. We now have gelatin.

The recipe also requires cutting yourself and cone-of-cold

This is my favorite actual-play report written by any player ever. Read the whole thing here.
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Wednesday, October 5, 2016

Temple of Elemental Bickering


Elementals are boring. A clear framing of the problem and some good solutions for the basics of the problem are here on Chris Hogan's blog, but the underlying problem--which generates the others--is they lack personality.

To take a 3000-foot view, there's just too many conflicting conceptual demands on them--on the one hand, earth air fire and water are supposed to be interesting because together compose everything. On the other hand, the metaphysics of D&D (and Shadowrun and RuneQuest and Elric and RIFTs and other games that use them...) have other Primary Forces with way more personality like war gods and Tiamat and Cthulhu. The dullness of their powers and appearance and behavior comes out of the fact they don't really have a thing.

Taking a tip, like yesterday, from a dead Milesian philosopher--this time Anaximander, here's one: the elements are always fighting each other. Every time you summon an elemental, things go out of whack.  They live on their planes, but they have reluctantly agreed to let ours be neutral ground with no one element predominating. Magically bringing a sentient quantity of any element onto our plane fucks that up.

You summon a fire elemental, things go ok for 2-3 rounds, then the earth begins to rebel, the water and air, too. You can make a table for each element, like tremors start, the moisture in your body begins to increase and slow you down, the wind picks up or it gets hard to breathe.

Any elemental monster on our plane will eventually attract three counterparts to tear it apart. Water weirds bring xorns and dust devils and firesnakes.

Rather than being personified like scheming gods, the elemental consciousness is chemical--they just seek a balance. It may be too much of a stretch to imagine them as complex villains while keeping to their extraordinarily simple (and thus easy to grasp) themes, but making them always and inexorably react to each other at least means each one implies something else--and that's a big step toward making them move from just a ball of numbers wizards whip out once in a while to adventure fuel.
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Tuesday, October 4, 2016

The Hylopsychism of Elves


Like Thales, the first philosopher, Elves believe that everything has a soul. Obviously because that's how you do magic: be like "Hey fire, do this" in fire language for example. Elves see wood sprites at family reunions. They think trees have a soul and snow leopards have a soul and a harp has a soul. And a brain, too.

This does not in any way mean they won't chop a tree's innards out and disembowel a leopard and make a harp out of their respective guts and pluck on it all day, on a couch which also has a soul--and ideas and hopes and dreams. If it did, they just be faeries. True fey fucking respect the sentience of all things and that there is no hierarchy among them. Elves are half-fallen already, toward humanness. They like complicated artificial music made of vibrating string and they're not going to let the fact a tree likes spreading and growing toward the sky get in the way of it.

Metaphysical faith--like all ideas requiring morality and power to work in concert--implies both profound contradiction and a willingness to ignore it. Your average elf will totally stick his or her foot in a shoe while totally believing the shoe has thoughts and desires the same way most of us have decided we simply couldn't function if we continuously contemplated the totality of the plight of the chicken we eat or the homeless human we walk past on our way to get it.

The usual fantasy trope is that the evil elves are a distortion--that elfness is natural and noble, and that some drop of venom must have found its way into the formula to create the cruel ones. But in actuality the elf is already poisoned: it isn't faerie. The elf is organized, technologized, militarized, civilized, and it draws psychological comfort from imaginary lines between its consciousness and that of things that don't move on their own.

If, given this will to invent and cultivate and build, anything about elves can still be called natural the most natural tendency is the slaveholder's hauteur of the classically evil elf: they've decided their kind is so magnificent it deserves to enslave horses, swords, socks, bread, tables, castles and wine (or at least accepted themselves as so weak they couldn't possibly stop themselves) why not enslave dwarves, humans, halfings, too? The deeply chauvinist code of the traditional Gygaxian Drow is the most logical consequence of the basic elvish assumptions: Everything has a soul, some souls are more important than others. At least if you're us, which we are. If you're already using a fork, you might as well use a halfling skull as a bowl--anything less is fooling yourself.

Although there may well be more good than wicked elves, the truth is this goodness has no consistent philosophical underpinning. If they're perfectly honest with themselves, good elves respect the rights of dwarves and people because they have more in common with them than they do with candles and crossbows--and because these creatures fight back harder when you try to press them into service. And, even then, the elves see in the shorter-lived species' unwillingness to grasp that even the kettles they callously broil each night have rich inner lives as a provincial and self-serving creed that nevertheless manages to feel like a bumpkin satire of their own convenient and inconsistent morality.

This is why good elves always seem so anxious around other humanoids--why Elrond and Legolas and Galadriel and the rest always come across as if they're speaking to a good friend's poorly-behaved children. "I want to correct you but who the fuck am I?" Their reticence is not the reticence of the wise to interfere with another's path, it's the reticence of the sinner to judge sin. The role of moral force does not come easily to one who knows every cup of moon-ripened wine is an extinction yet equally knows she will never not drink.
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Monday, October 3, 2016

The Counter-Text

So: Counter-texts.

A counter-text is a description of a way to read an existing work so that it has more--or at least other--ideas in it. For gaming, the counter-text should ideally be a short high-concept thing that readily and quickly presents an alternate interpretation of many elements of the original text. It is neither a reskin nor a rewrite nor a list of small changes--it's a clear set of ideas that immediately opens up a pandora's box of reskins, rewrites and small changes.

Here's a simple one: Stonehell dungeon has no floors. That's five words but it does a pretty good job of making the dungeon more interesting:
Not only does, for example, Room 8 immediately become a lot spookier and more tactically complicated--the cadavers must be hanging from the ceiling on hooks--it goes a long way toward explaining why Stonehell is full of different monsters so close to each other--they have a rough time getting around.

A more complex example is Ken Hite's recent Dracula module--which posits that the Impaler is still around and that the novel Dracula is an expurgated version of an after-action report about the British secret service trying to recruit a vampire as an agent.

Usually, the ideal game counter-text is somewhere between the two of those examples: simple enough to offer an obvious transformation of any boring, annoying, or underdeveloped part of the original text but complex enough to generate a variety of different ideas.

Sometimes one text can be the counter-text to another... Keep on the Borderlands is well-designed but pretty dull in terms of color and wonder at least until you get past the tribes of humanoids crowded together. However if you mash it up it with the colorful but poorly-designed Seclusium of Orphone...

Ok, so Caves of Chaos is still a bunch of goblins and hobgoblins and gnolls hanging out in a bunch of rooms--but the rooms are a decayed wizard's tower, with lots of tricks, traps, oddities and experiments still intact. The inhabitants are probably still busy poking and prodding them to see what they can take advantage of. That explains why there's an owlbear (a wizard did it) and a medusa (consort?) and why the evil priests are digging deep into the caves in search of secrets. It gives you an excuse to put more interesting things in each room pretty much randomly, and explains why some of it might not have been looted yet. It also explains why these different competitive humanoid tribes are here--they all came to pick it over once word got out the wizard was gone.

It also makes the Keep (where the humans dwell) itself more interesting--all those NPC guys aren't just in a castle, they're occupying another decrepit wizard tower so the goblins and jerks don't take it over...

Or: Carcosa is just a hex map of post-war Eberron. Instantly all those random robots are left-over warforged, the rainbow-colored men can be the Eberron races, the sci-fi weapons are just magitech.

The potential importance of counter-texts in games stems from a few basic facts about games as they stand in 2016:

-There are a great number of RPG texts
-They are often easily available and in many cases their major outlines are well-known to many GMs and sometimes players
-This familiarity is helpful in creating the kinds of shared imaginative spaces helpful in tabletop
-The texts are, by-and-large, fairly detailed and internally consistent
-This detail and internal consistency is useful and time-consuming to reproduce
-The texts mostly suck

...in short, the hobby of gaming comes bundled with a lot of terrible but helpfully familiar software. By injecting the right counter-text, the inherited junk ceases to be junk and becomes a genuine asset.

I'd like to think counter-texts could get more ambitious than anything I've discussed here. Maybe there's a killer idea that can make Undermountain or Castle Greyhawk worth playing, or even turn whole useless games and systems into something worth sinking your teeth into.
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Monday, September 26, 2016

I Probably Decided to Save the Unicorn Because It's A Unicorn (new Axe + Thought Eater)

The girls try to rescue a unicorn and kill children. Pretty into my nun voice here...
Also new entry for ROUND THREE of the Thought Eater Writin' About Games Tournament.

This is not by me, it's by an anonymous contestant, since there's an odd number of contestants in this round if it gets more votes than the average contest entry for this round by the time I count votes then it'll go to the next round.

The theme for this round is to describe the significance of something that's missing from an RPG text.

Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line "EVE" and nothing else.

Making Your Character A Character

You’ve just bought a new RPG for your group to try out, and if it’s organized like most RPG rulebooks there’s a players’ section and a GM’s section. If the game is at all well-designed, the GM’s section has tons of useful information to help you figure out what you’re supposed to do both before and during the game. There will be rules you need to know, tips on using the built-in conflicts of the game world as hooks for adventures and campaigns, formulas for coming up with the right level of challenge, ideas to help you set the tone and mood during the game (horror games in particular like to talk about music and lighting), tricks for making action resolution easier, advice on creating memorable NPCs, and lots of other stuff. In the players section, you’ll find--well--setting background and basic game mechanics.  

Ok, some games go a little farther than that. Sometimes the players’ section also gives you a few paragraphs about creating a character backstory or coming up with character goals and story hooks, but it firmly falls into the preparatory “character creation” step of role-playing. If the rules tell you anything at all about how to play your character once the game begins, it’s all very generic surface-level characterization stuff, like “use an accent” or “give the character a distinctive mannerism or nervous tick” or “masturbate vigorously when your character triumphs.” Most game books tell you how to create a character sketch, but offer very little information about how to tell a story with that character. They help you create an action figure, but don’t tell you how to play with it. If you’re mostly interested in the strategy game aspect of role-playing (hacking monsters, solving puzzles, that kind of thing), that’s probably all you need. If you want to focus more on storytelling, it might not cut it. 

You might be inclined to think that game books don’t talk about how to tell your character’s story because people can figure that out on their own. After all, it’s not like you have to give a kid instructions on how to use an action figure. The problem is that an RPG is not the same as playing childhood imagination games, no matter how many cookie-cutter “What Is Role Playing?” sections claim otherwise. There are a enough similarities that a lot of people can make the jump, but there are also enough differences that not everyone can figure out how to make their character and that character’s story a real part of the game. How many players have you seen show up to a game with pages and pages of character background that never comes into play during the game? Or worse, extensively detailed characters that they try to shoehorn into a game they don’t fit into well at all? 

To tell a story with a character, you need three things. The first is a character that the audience (in this case, the other players) can identify with in some way. This is the kind of “don’t just make a dead-eyed murderhobo” stuff that lots of game books (and thousands of gaming articles and blogs) have covered endlessly, so there’s no need to waste ink on it here. The second is the sense that the character fits into the group: giving the character a reason to be there, the group a reason to keep him around, and building relationships between the characters. This often happens naturally, and can be improved by making sure everyone knows the premise of the game and building connections between PCs from the start, either by working out more than just who has to be the cleric during character creation or by using something like Dungeon World’s Bonds mechanic. Most groups have not problem with players talking about the game before it starts, it’s talking about the game after the characters have left the tavern that some people have a problem with. 

For some games, that’s all you need. A mission (the story provided by the GM, whether in the form of individual adventures or an over-arching plotline), some characterization, and a sense of group unity were the key ingredients for most TV shows and movies until around the turn of the century. The thing that’s missing is the character’s story. Without character-driven subplots, the character doesn’t really have a life of his own. The character only exists within the context of the group and the story that the GM has set up (and sometime he’s only involved in that story because he happens to be a PC). Especially in today’s world of seasonal (as opposed to episodic) television and cinematic universes where every major character has their own story that weaves in and out of the main plotline, more and more gamers want their characters to have arcs and subplots as well, and that’s the thing that most RPG books don’t really explain how to pull off  (the lacuna, for those of you who have been wondering when I’d get to the point for the last five paragraphs).    

Most game books give the GM all kinds of information about telling the main story. Many also give the players good information for providing set-up for the character’s story (those pages and pages of background that never become relevant), but very few touch on how to make the background stuff an actual part of the game. Since story is traditionally the GM’s territory, the few games that talk about character-driven subplots put the pressure on the GM, assuming that it’s her job to bring all the stuff from the character background into the game. I think this is unfair to the GM (she already has enough to do) and to the player (who shouldn’t be completely dependent on the GM to tell his character’s story). It also ignores the reality of how most games work. In my experience,  the players with fully-realized characters were the players who actively worked to tell their character’s story by playing character goals and introducing supporting characters, character-driven subplots, and other character-centric stuff  in a way that naturally fit into the larger game (just forcing your way onto center stage just annoys everyone). They also worked with the GM to make sure the player’s story got told. 

The “working with the GM” part seems to be where most games drop the ball, in part because most game designers seem to be writing for an extreme (and mostly straw man) audience. For games aimed at the “let the dice fall where they may” crowd, who are nothing but power-gaming munchkins, any out-of-character discussion about the game is meta-gaming*, which is inherently evil, so talking about it would alienate the audience. On the other end of the spectrum are games aimed at the “drama club” crowd, where it’s taken for granted that every character is a special snowflake and the GM is not allowed to cause them any “agency”-destroying inconvenience without a drawn-out negotiation where everyone talks about their feelings. These games either talk about character subplots in vague terms or just assume that anyone playing them already knows what they’re doing. 

Most games ignore the vast majority of gamers who fall in the middle and want character-driven stories and surprises, but don’t really grasp how to accomplish it. That’s unfortunate, because RPG players are both audience and authors, so their connection to the story doesn’t fit the author/reader relationship, or even the co-author/co-author relationship. A lot of people, even game designers, have trouble grasping that. My third criticism of first-time adventure writers (after passive verbs and misplaced modifiers) is almost always that they’re trying to tell the GM a story rather than give the GM the tools to tell the story. If the stable boy is a vampire, the adventure writer needs to tell the GM about that when the stable boy is introduced, not when players are supposed to figure it out. On the player/GM side of things, if you want your character to settle his score with Jabba, you need to let the GM know that your character wants his debt to Jabba to be a subplot sometime during the game, and probably give her some background about Jabba and his resources. She’s got this whole “civil galactic civil war” plotline to deal with, so she’s not going to have a lot of time to fully detail the Hutt crime syndicate. At the same time though, you don’t get to stage manage your character’s encounter with Jabba or decide how it turns out. That takes away the uncertainty that makes the story fun. If you get some bad rolls and end up getting frozen in carbonite, you and the rest of the party have to deal with the consequences. It’s the risk you take when you decide you want your character to have his own story. 

Giving players the tools to work with the GM to tell their characters’ stories requires accepting the idea that not all meta-gaming is bad (just like most spoilers don’t actually make a movie less fun to watch), recognizing that playing an RPG isn’t the same as either creating or consuming fiction, figuring out what division of authorship between players and GM allows the players to enjoy the story both as a co-creators and as audience members, and providing advice about how to talk about it so players can figure out what works for their group. On the most basic level, this missing section is something like “How to Compromise,” but it’s a little more complicated than that and requires breaking down some long-standing gamer fallacies about how fiction, gaming, and adult social interaction work. Some of this involves theory and process that’s kind of hard to pin down, some of it involves basic interpersonal communication stuff that’s obvious to most people and potentially deeply upsetting to the people who need it most. I think I’m starting to see why most game designers just skip it. 
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*While talking about the game does meet the dictionary definition of meta-gaming (if it were in the dictionary, at least), when I first encountered the word (probably in the early 90s, when people added “meta” to everything), it specifically referred to using player knowledge to give the character an unfair advantage. I’m not sure where or when the usage drifted to include any and all out-of-character discussion of the game, but I’ve run into it online and with a few flesh-and-blood gamers. Depending on which definition you’re going with, meta-gaming is either absolutely essential (actually talking about the game) or cheating (reading the module), but the negative connotation of the most obvious term for the kind of thing I’m talking about is kind of annoying. 
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Sunday, September 25, 2016

Fatalistic Shadowrun and the Elision of Gore (Thought Eater)

Here are some more entires for ROUND THREE of the Thought Eater Writin' About Games Tournament.

These are not by me, they are by two anonymous contestants, vote for which you like better.

The theme for this round is to describe the significance of something that's missing from an RPG text.

Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line "LIH" and nothing else.

You were born without papers, in the shadow of a government or corporate enclave, never allowed to enter. Maybe your parents were anarchists, criminals, or just too poor and powerless for anyone to give a damn about. You lived in a slum (where else?), in the refuse of the elite. Disease, violence, squalor, pollution, and despair killed or mutilated so many of your peers, no matter whether they were monsters or saints or hustlers. If you’re honest with yourself, you realize that you weren’t any different, just luckier, and, perhaps, more of a monster than most. What is the line between courageous and psychotic? Whatever that line is, you walk it. You are willing to risk your body, your mind, your soul, and those of others, in pursuit of an exit. You run, but the shadows always follow you. This is the escapist game we play, a game with no escape for its PCs.

The door begins to shut at character creation. The only way to acquire papers is to take the flaw “Sinner,” a reference to the SIN (System Identification Number), which marks someone as a citizen of state or corporation. The various versions of this flaw all force the shadowrunner to pay taxes and make runner easier to identify, especially in the aftermath of a run. The criminal version of it puts the runner at the mercy of the justice system (the runner is basically paroled), and the corporate version makes the runner a failed corporate stooge or a low-level lackey, with little or no actual power in the corporation but hated, to the point of being targeted for death, by many of the SIN-less, the people the runner has to deal with every day in order to accomplish runs. Worst of all, a runner with SIN tends to be cautious and boring since if the runner is caught, off to prison the runner goes, losing whatever small benefits they had, and exchanging their national or corporate SIN for a criminal SIN. SIN can be acquired during gameplay, but as a friend once explained to me, no sane corporation or state would give a SIN to a runner without first equipping said runner with a cortex bomb, or something similar.

Still, if a runner can’t have a real SIN, the runner still needs a fake one to do anything in society, even buy a soy taco. This is what most runners opt for. A fake SIN keeps a runner trapped since it can be detected during any transaction, depending on the security level of the device checking the SIN. A fast food restaurant will only give the SIN a cursory glance, but trying to get a lease for a fancy apartment will put the SIN and the runner under great scrutiny. And all of these transactions create a trail. Eventually, the runner’s luck runs out (or an angry decker simply hacks into the runner’s life and outs the runner’s fake SIN to the authorities), and the SIN evaporates, and the runner needs a new SIN and, essentially, a new public life.

You might think that having a lot of money would help, but that too is a trap.  Money in Shadowrun comes in two forms: credsticks, which are like cash, tied to no one but much more portable and much more easily stolen, and money tied to a SIN, like in a bank account. Due to the dangers of a SIN being found out and the ease with which credsticks can be stolen, runners have to live like tax evaders--always spending their money on something or hiding their money under their mattress (see note 1). Most opt for weapons, cyberware, or magic items -- tools of the trade. This is good for runs, but it keeps the runner in the shadows.

Is there any physical escape? If PCs travel too far outside their neighborhood, their relationship with their contacts will suffer. Also, area knowledge is a powerful thing, and constantly moving makes area knowledge a weapon to be used against the footloose PCs. PCs from the neighborhood, however, can make use of area knowledge. Finally, the PCs’ reputation and criminal record will eventually travel with them too, and sooner rather than later in a world with better-than-modern electronic communication as well as magical communication.

What about other worlds? There is a small box in the core rulebook (fifth edition) that admits to the possibility of mages and shamans visiting other planes of existence, but the only support for that kind of play is Aetherology, a short supplement (39 pages) with some evocative details but short of the specific details that many gamers expect, and that Shadowrun delivers for its core setting. A GM would have to design almost everything about the metaplanes himself or herself (or liberally steal from other sources such as D&D’s Planescape). What about outer space? The world is too broke for that, mostly, and it is a hostile place to mages and shamans, and there is little support, and what support it does have (in Target: Wastelands) makes it clear that magic won’t work in outer space. Nor should you expect some kind of people’s revolution. The corporations won, and they won big. Any one corporation might fall, but the system remains.

It is the system that even blocks social escape. Shadowrun actually has three such systems: Street Cred, Notoriety, and Public Awareness. These reflect its cyberpunk origins, since that genre is very concerned about reputation. In Shadowrun, a high Street Cred is a positive, but its only effect is to allow you to keep more of the successes that you roll on social skills where Street Cred would matter. Notoriety does not have a precise effect, and exists mostly to allow the GM to punish you for being obnoxious and to reduce your Street Cred. Public Awareness makes you better known, and at high levels, you might achieve the fame of outlaws like Bonnie and Clyde or Pablo Escobar. Their fame, ultimately, did not protect them, nor will it protect PCs. Instead it acts like a target painted on them.
What is left for the PCs to do but to act outside the law? For the most part, their very existence is illegal, and becoming legal is difficult to impossible, so the PCs might as well murder and steal, but Shadowrun points out that there are different ways to be an outlaw. In this world that is a maze with no exit, PCs can still choose what to do and why they do it, and yet, morality matters less, grand things matter less, and personal choices, impulses, loyalties, and the details of the world matter more. If you choose the evil corps as your target (and they make a great target with their wealth, arrogance, and 100% dedication to evil), criminal acts against it are mitigated and downgraded to the courageous mischief we see in caper films or even upgraded to the doomed heroism of samurai and gunslingers (a great ending for a campaign). But until that glorious end, your PC is still a criminal. The runners steal and murder, but they also save the day. Shadowrun’s seemingly shoddy construction allows for PCs who can be dastardly and heroic and have a grand time doing so, and, indeed, who have little choice but to both be part of the world and be gleeful, semi-heroic bastards.

Is it possible to play such characters in other games? Of course it is. There have been semi-heroic bastard PCs since the early days of roleplaying, and some adventuring parties in D&D, Rifts, and other games seem to consist of nothing but such PCs. They are a lot of fun to play. But there are other PCs too. Some PCs are unwilling to take a risk. Others are virtuous or villainous to a fault. Others don’t care about the consequences of their actions. Others are so powerful or competent that they make other PCs unnecessary. Others are depressed and angst-ridden (see Vampire) or very serious about their honor (see Legends of the Five Rings).

But by removing the escapes from the shadows, the Shadowrun rules and setting direct the GM and players to create a specific game experience that encourages PCs to be semi-heroic bastards by discouraging overly “good” or “evil” behavior since both can make runs more difficult, by encouraging players to build PCs who are specialized (basically, encouraging PCs to choose a class) and who thus will also have weaknesses so they must rely on their teammates, encouraging risk-taking, since doing nothing leads very quickly to poverty, and by keeping PCs focused on a narrow geographical area, players have an easier time becoming immersed in the setting. Again, it is possible to do all of this with other game systems, but this is the Shadowrun default.

By limiting or eliminating certain choices that are common to other games and settings, Shadowrun creates a distinct yet common gaming experience for its many players. D&D players can talk about the wonders of Planescape or the silliness of Castle Greyhawk or the survival-horror of Dark Sun or the dungeon they sacked. Vampire players can talk about their super-heroes with fangs or their cunning political schemes lasting centuries or their Near Dark style epic road trip across America. Rifts players can talk about their human-animal hybrid characters, or their power-armor characters, or fighting for or against the Coalition or traveling to completely different dimensions.  But in my experience, when I talk with others who have played Shadowrun, the topic is always the same: The run.


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Notes
If Shadowrun had a dark satirical streak (ala Ray Winninger’s Underground), the most popular cybernetic enhancement would be a pouch in your body where you could easily hide and retrieve your credsticks: “Wait, wait, I gotta pull it out...there it is.”


Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line "SIR" and nothing else.

So, for this round of the contest we are to find something that our topic avoided, that the author is not aware it avoided, that the readers at large are not yet aware was avoided, and find interesting things that omission can tell us.   I've decided to take a look at Combat in gaming.

Love and Gore: the Sanitized Combat Experience

Roleplaying games across the spectrum are a form of reality emulator.  The open ended nature of actions in an RPG is one of the great features which let them mimic lived experience in a more dynamic way than other entertainments.  It even exaggerates the options for action beyond what is possible, into the realm of what is imaginable, so as to make the life inside the game way more fun than the real world.

Pretend fighting is one of those play activities inherent to mammals.  We find it fun so we have made Combat one of the mainstays of the RPG experience.   The emulators we use to make the reality of the game world are missing something essential to the experience of real fighting: trauma.

When you stab that goblin in the balls it isn't a traumatic experience, it's comedy. You don't hear his agonized screams ringing in your ears for the rest of living memory, his blood doesn't run over your hand staining it in your mind despite your compulsive attempts to wash them over and over for years thereafter.  If combat in the game even remotely resembled the real thing, it would not make for an enjoyable pastime.  It would be an emotionally tolling horror genre miserycrawl.

Even further removed from the combat in roleplaying games are the battles in tabletop wargames. The roots of roleplaying games were seeded here, and if you think about what wargames are it's kind of fucked up. It takes a deeply disturbing and psychologically scarring event: War, and turns it into a form of play where you push pieces around harmlessly on a map.   Even the idea of lining up your battalion of pieces that represent lines of soldiers, to knock other pieces over to mark them as dead, is a little bit cracked. The concept of "Soldier" is a cultural construct which serves to reduce the humanity of an individual so they are a killable thing.  Objectifying a living, feeling being crescendos to a disturbing logical conclusion when you represent a person who is dying as an abstract game piece on a board.

The wargame origins of the RPG genre might have biased the design process in the early game.  It could be the reason that fighting is so prevalent in most paper and dice games, as opposed to other parts of the human experience.   There are examples of another way to build an RPG experience.  In the King's Quest series of video games your obstacles are seldom combative in nature.  Exploration, collection, and puzzle solving play a much larger part of the experience than combat.  Character relationships, dialogue, and even romance occupy a larger portions of those adventures.

A cursory look at the design choices made in 4th Edition D&D will show you what the end result of the wargame bias can look like.   Combat is everything, the interesting powers all help you fight in some form or fashion.  The rate you use and regain your powers is largely measured by how often you rest between fights.  The rest of the varied experiences of life are condensed into a meager handful of skill checks.  The traumatic and visceral experience of fighting is codified into initiative turns, measured movement rates, and tidy dice rolls.  It quantifies something terrible and divides it out into safely experienced and knowable parts, so we can use it as a form of play that dominates the narrative.

If the play fighting in our RPGs more closely emulated violence in reality, combat would be the less attractive option for obstacle resolution.  We can also deconstruct the methods used to create tabletop combat and apply those systems to the other parts of the human experience in an effort to redress the imbalance. We might break the experience of romance down into its constituent actions.  Initiative rolls could be made for dilated pupils and raised hairs on an arm.  Stun saves could counteract the emotional paralysis between first base and second.  Encounter powers would activate when we engaged in a social bluff instead of a battle.  Carousing would get a d100 table.

I think that altering the balance between trauma and play in our game combat might be a useful tool for shaping a game's design, and in turn how we shape the imaginary lives lived at the table.
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