SF and Gaming Blog

Thoughts, reviews and opinion on the overlapping worlds of science fiction and gaming.

More Hurting Wrong Fun

RPG guru Ron Edwards tries to explain what he means by “Brain Damaged”. I’m still not sure I agree with him, but since I’m one of those pesky Simulationists, what do I know? (See my earlier post on the subject).

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Gaming, not Blogging.

Blogging has been light lately. I’ve given I higher priority to the online games I run, the Dreamlyrics games KLR and AEF, and my PBeM on The Phoenyx, Kalyr.

Some of this effort was spent chasing up players who had gone AWOL. Fortunately I managed to track three of them down, and persuaded them to post.

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Hurting Wrong Fun

I’ve always had mixed feelings about The Forge. On one hand, they’ve got some very good ideas about game design, particularly when it comes to questioning assumptions and sacred cows. And they have come up with some interesting games. On the other hand, they do sometimes come over as insufferable elitists.

But when Ron Edwards comes up with something like this, I do have to wonder if it’s still possible to take him seriously. Is he becoming the Sid Vicious of RPGs?

I’ll say this: that protagonism was so badly injured during the history of role-playing (1970-ish through the present, with the height of the effect being the early 1990s), that participants in that hobby are perhaps the very last people on earth who could be expected to produce *all* the components of a functional story. No, the most functional among them can only be counted on to seize protagonism in their stump-fingered hands and scream protectively. You can tag Sorcerer with this diagnosis, instantly.

[The most damaged participants are too horrible even to look upon, much less to describe. This has nothing to do with geekery. When I say "brain damage," I mean it literally. Their minds have been *harmed.*]

The structure of lumpley.com makes it difficult for me to determine the context in which Ron made those comments. But it did result in a further posting by Vincent Baker

The purpose of this blog is to judge people’s fun. We begin by judging our own fun, but in doing so we will and always will judge others’ fun too.

I hold standards of quality to be independent of individual tastes. Accordingly, everyone who participates here must do so with the understanding that the fun that suits their individual tastes might be called crappy, broken, lame, sucky, wimpy, stupid, or even pathalogical. You may feel free to defend your favorite fun if you’re so moved, but you should do so in terms of its objective quality, without falling back upon “everyone likes what they like,” “all tastes are equal,” or “judging my fun makes you an elitist.”

I expect each of you to have the self-understanding and emotional maturity to make your own decisions about your participation here, given this. My experience so far has overwhelmingly borne this out, and I expect this post to make the process only easier for us all.

Which is why I’m responding on my own blog, where I set the rules. I think Ron Edwards’ post is a blatant troll, and I have every right to take offence at the idea that I’m somehow ‘brain damaged’ by the fact that I enjoy ‘simulationist’ style games. While I’ve also enjoyed Forge-inspired games like ‘Primetime Adventures’, Ron Edwards’ hubris-filled attitude is likely to make me take Forgeite-Narrativist stuff less seriously.

(Link from The Phoenyx Gamers List)

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Primetime Adventures at Stabcon

In my Stabcon review, I promised a full writeup of the Primetime Adventures game run by Micheal Cule on the Sunday of Stabcon.

Primetime Adventures is one of the new breed of ‘indie games’ coming out of The Forge. As the name suggests, the game is supposed to be an imaginary TV series. My previous experiences with Forgite-Narrativist games was limited to one game of Dogs in the Vineyard at Consternation last August, which I felt was decidedly so-so; neither the setting nor the system did a lot for me. I hoped Primetime Adventures would be better. And it was.

A game of Primetime Adventures starts with a completely blank sheet. It starts with the players playing the roles of the team of TV scriptwriters pitching ideas for a new series. Someone suggested a reality show about interdimensional interior decorators, but we eventually ended up with ‘Knights of the Eternal Table’, interdimensional do-gooders formed from the remnants of King Arthur’s Knights, operating from a Camelot outside of space and time.

We then made up the following five characters:

  • Sir Kay, cynical and curmudgeonly, the last survivor of the original Knights
  • Arthur’s Jester (can’t remember the name), the other surviving knight, with a mystical connection to The Grail
  • A Chinese master thief with a serious case of kleptomania
  • My character, Rudi von Leibnitz, a Luftwaffe fighter pilot of aristocratic blood shot down in the Battle of Britain, who wants to atone for his guilt of having fought on the wrong side.
  • ‘The new guy’, an Olympic athlete and family man.

The system is very bare-bones, no lengthy skill or equipment lists, just a couple of very broad one-line ‘edges’ (abilities) and ‘connections’ (I had “Fighter Pilot” and “Noble Family”). The game mechanics involve both parties in a conflict drawing cards, with your relevant Edges and Connections affecting how many cards you can draw.

The episode we ran was set in 1914, with the Knights sent to Arabia to retrieve a vial of a lethal virus which had been stolen from a German lab by Lawrence of Arabia. To add complications, a German agent sent to recover the vial turned out to be my character’s own father. Since Rudi hadn’t been conceived in 1914, whatever happened could not result in his death!

Most of us were more used to traditional-style games, and had trouble initially with scene framing and setting conflicts. This left us leaning more on the GM than perhaps we should have done. I felt that I needed to play a few more sessions to get the hang of it.

Overall, my impressions were positive, much more so than my earlier experience with “Dogs in the Vineyard”. The initial brainstorming and on-the-fly group character generation proved to be a key part of the game; It probably wouldn’t have occurred to me to make my character German rather than British, for example, but that made him a lot less one-dimensional.

The game left me wanting to play more episodes with the setting and characters, which I think is a good sign.

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Winter Stabcon 2006

I think this is my sixth Stabcon.

If you haven’t heard of it, Stabcon is small (150-ish people) board game and RPG convention held twice a year in Manchester. While the summer convention normally takes place at Woolton Hall in Manchester, the current winter venue is the Britannia Hotel in Stockport. The convention has now been running for many, many years.

The relaxed atmosphere is a complete contrast to places like Gencon. The relatively small number of people means that once you’ve been to two or three of them you recognise the usual faces, which means you’re no longer gaming with complete strangers.

Unlike student-land in Manchester, the Britannia is out on the suburban fringes, where there’s not much in the way of local eateries. So we depended to the hotel’s catering for sustenance; the food was OK, but not great. Still an order of magnitude better than Gencon 2000 in Manchester, which had me flashing back to school dinners.

With a large contingent of gamers descending upon it, the hotel stocked up on bottles of real ale, as they did last year. Someone also decided on a two-for-the-price-of-one offer on Beamish Stout, and attendees drank three whole barrels of the stuff. Then they complained that they had loads of real ale left over at the end. D’oh!

I spent the first few hours chatting to old friends like Sasha who I hadn’t seen since the last winter Stabcon, and playing beer’n'pretzels card games like Chez Goth and Cthulhu 500 (Lovecraftian motor racing. Yes, it is as silly as it sounds).

RPGing started in earnest on the Saturday, when I’d signed up for two lengthy games. I find that the most popular games tend to fill up on Friday night, which is why it helps to get there early. First up was the third installment of Kev’s Cthulhu on Mars. I’d played in the first two Mars games at the previous two Stabcons, which covered the first two parties of Mars settlers in the year 2100. The third is set a couple of years later, with the population of Mars reaching 100. Naturally, this being a Call of Cthulhu game, Things That Man Was Not Meant To Know were already there, waiting for us. The game ended, in true Cthulhu style, with the PCs vanquishing the eldrich horrors, but at the expense of the own lives.

Second game of the day was GURPS Infinite Earths, run by the esteemed Phil Masters, set on the steampunkish Britannica-6 timeline, where an all-powerful British Empire indulges in vast engineering projects and monumental bad taste combining the worst stylistic bits of the 1870s and the 1970s. The PCs were an I-Cops mission sent to investigate parachronic anomalies on the Channel Bridge currently under construction.

Sunday I played one of the funky Forgite-Narrativist games, Primetime Adventures, where we set out to create the pilot of a TV series. The game starts with a completely blank sheet of paper without as much as a genre defined; the players form a scriptwriting team to brainstorm ideas. To describe what happened during the game really needs a post of it’s own. I’ll just say that the resulting Knights of the Infinite Table left me wanting to play more of this game.

The next Stabcon is in July, held at the Britannia Hotel again because Woolton Hall is being rewired. See you there!

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2006 Resolutions

  1. Post more regularly in my online games. Sometimes I wonder how my players put up with me.
  2. Play and GM more face-to-face RPGs. Since relocating to Manchester all my offline gaming has been at conventions, of which I’ve attended three or four a year. I’m thinking of joining or even running games at Fan Boy Three, Manchester’s game shop.
  3. Get a model railway built in a reasonably complete state, including scenery. I’ve started too many overambitious schemes that ended up being abandoned part way through. Perhaps I need to start with something simpler. I think meeting up with the North East Cheshire Area Group of the N Gauge Society might be an encouragement here.
  4. Go to church more regularly.
  5. In order to accomplish any of the above, improve my time-management.

Posted in Games, Railways | 3 Comments

Reasons not to read Dan Brown

Making Light and their commenters put the boot in to the awful hack thrillers of Dan Brown.

I’ve managed to avoid them myself, even though half my work colleagues seem to be reading him, even when I tell them they ought to be reading Neal Stephenson instead. One of them is even amused when a Google search on “Illuminati” brought back this page of mine.

Why do his books sell so well if they’re so terrible? There are a number of theories, such as the ones suggested by SF author John M Ford:

[Ursula] LeGuin noted some time back that people will buy bestsellers (and go to hit movies) because they can participate, through the Law of Contagion, in the money involved. Film is the most expensive art form we have, which is one reason it’s taken so seriously.

And there’s also the Book Everybody is Reading factor, which is like the Movie (or, if you live in New York, Broadway Show) Everybody is Seeing. It’s easy to get left out of the conversation if you don’t get the references. (Note that there’s at least one book annotating the references, so you can both not read the novel and pretend you know more about it than people who have. Which leaves you both about even.)

Or maybe it’s because Dan Brown’s cliché-ridden pabulum is sold in supermarkets, so is readily available to the types that don’t darken the doors of a proper bookshop, filled with a such a bewildering array of titles that it means they have to make actual decisions about what to read.

The same thing happens with music. As in this quote from a review of the new album by The Darkness:

This album does not come close to the quality release of the last Journey album, Generations.

It almost unfair to compare this CD to bast array of recent good hard rock releases that come through my door. For an album that many people can find in their local supermarket, this is no doubt one of the best rock releases of the year.

So I think people should be reading Neal Stephenson and Gene Wolfe rather than Dan Brown, and be listening to Opeth and Porcupine Tree rather than Franz Ferdinand or Coldplay. Does this make me a snob? Or just someone who ignores media hype?

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Book Meme of the Week

Scott is propagating a book meme: bold the books in this list you’ve read.

The list seems to come from the Guardian’s Geek Novels poll; it’s not really any sort of definitive canon of science fiction or anything else. Three books by Neil Stephenson? I’ve not only bolded but added a few words about the ones I’ve read.

1. The HitchHiker’s Guide to the Galaxy — Douglas Adams

Not only that, I’ve read all five of the trilogy, despite the fact that the last two really aren’t very good.

2. Nineteen Eighty-Four — George Orwell
3. Brave New World — Aldous Huxley
4. Do Androids Dream of Electric Sheep? — Philip K Dick

I read the book before seeing Ridley Scott’s “Blade Runner”. While it’s still a classic film, there’s so much more to the book.

5. Neuromancer — William Gibson

One of the greatest opening lines in all fiction, which sets the tone for the book. One of the few SF books ever written that had a significant impact on the real world. Gibson invented the concept of ‘Cyberspace’ before such a thing existed in reality. If the book hadn’t been written, you probably would not be reading this blog post.

6. Dune — Frank Herbert

I remember getting into a great argument in the CompuServe SFLIT form with one of the Sysops, who insisted that Dune was a truly terrible book because it wasn’t sufficiently character driven. She didn’t seem to be able to understand the concept of a book where the setting itself was a central character, and she seemed to think I was an idiot.

On the other hand, the boring sequels are best avoided. The fourth, God Awful of Dune, is the worst.

7. I, Robot — Isaac Asimov

No, I haven’t seen the film, which I’m told is horrible, and does to Asimov’s work what Paul Verhoeven did to Heinlein’s “Starship Troopers”. Except the latter richly deserves it.

8. Foundation — Isaac Asimov

I remember enjoying this one at a formative age, then trying to reread it several years later, and finding it rather dated. Such is the fate of much of the so-called ‘Golden Age’ of SF. It’s not even Asimov’s best writing (I think the later “The End of Eternity” is his finest work) Still better than the contrived and flatulent sequels he pumped out in the 1980s, which ruin the memory of the original.

9. The Colour of Magic — Terry Pratchett

This is actually a book I’d recommend you don’t read unless you’re a fantasy fan; you won’t get the jokes, and it makes a very poor introduction to the Pratchett’s never-ending Discworld series. Start with “Guards! Guards!”, “Wyrd Sisters” or “Mort” instead.

10. Microserfs — Douglas Coupland
11. Snow Crash — Neal Stephenson

Probably the greatest first chapter in the history of SF, and it’s all about pizza delivery, of all things. Nothing in the rest of the book can top that first chapter, although it tries hard.

12. Watchmen — Alan Moore & Dave Gibbons
13. Cryptonomicon — Neal Stephenson

When Stephenson reached the point where he was two successful to edit, the result being a bloated collossus that’s at least 200 pages longer than it needs to be. His more recent baroque trilogy is even longer, but seems to contain less obvious filler.

14. Consider Phlebas — Iain M Banks

What struck me about this book is now RPG-like a lot of it was. The early sections read like a Traveller game with a particularly sadistic GM. When Banks wrote the book he intended to write something literally unfilmable, with scenes so totally over the top that no special effects budget could put them on screen. Nowadays, CGI technology has reached the point that the biggest problem would be the typically Banksian downer ending.

15. Stranger in a Strange Land — Robert Heinlein
16. The Man in the High Castle — Philip K Dick

I love alternate histories. A lot of ‘serious’ books seem to focus on the change point; in contrast, classic AH novels extrapolate things forward to come up with what might have been. This, along with Keith Roberts’ “Pavane” are the standard by which others are judged.

17. American Gods — Neil Gaiman

I found this one moderately entertaining, but no more. It’s had some very mixed reviews; I’ve heard it accused of gross sexism, and crude anti-Americanism (I don’t really get the latter argument)

18. The Diamond Age — Neal Stephenson

It’s considered by many that writing fiction set 50-100 years in the future is the hardest type of science fiction to write, and I tend to agree, but Stephenson manages it better than most.

19. The Illuminatus! Trilogy — Robert Shea & Robert Anton Wilson
20. Trouble with Lichen – John Wyndham

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The Forge and Indie RPGs

I’ve been spending far too long reading essays and threads on The Forge recently.

The site is a great resource for ideas on game design. There’s an attitude that game designers should take an engineering approach to designing RPG rules, rather than simply relying on trial-and-error or copying things that appeared to work in earlier games. They do have a really bad problem with jargon, such that the site needs a glossary to explain what they’re on about.

In challenging assumptions, though, some Forgeites seems to be far too willing to throw the baby out with the bathwater. They have developed a lot of games where they’ve thrown out virtually all conventional rules defining character abilities, and replaced them with very abstract meta-game mechanics allowing the players to affect the narrative. They also believe in redefining or reducing the role of the GM, which for me sucks a lot of the fun out of GMing. Some games even eliminate the GM entirely.

A case in point. There’s a current thread on The Forge about doing a Forge-style version of Call of Cthulhu. If I’ve understood it correctly, the proposed games has an ‘Investigation stage’ where you collect rather abstract ‘Plot Coupons’, and at some point trigger the ‘Endgame’ where you spend those Plot Coupons to defeat the monster.

I’m afraid all I can say is “Ugh!”. I find the original Chaosium Call of Cthulhu (I’ve managed to avoid the d20 version) works perfectly well for me, and I just don’t see how this pseudo-boardgame approach is an improvement. I’m told it’s very like the second edition of the boardgame “Arkham Horror”. Why not just play Arkham Horror?.

A post in this thread succinctly sums up their approach.

In most games, there is Rules Stuff (where the rules arbitrate what happens) and Soft Stuff (where players co-create what happens, using a variety of social dynamics, but with multiple options all equally valid under the rules).

In Task Resolution, “What you do” is mostly Rules Stuff, while “What it means” is mostly Soft Stuff. The dice tell you that you slay the giant. Then the group decides whether you free the kingdom from tyranny.

In Conflict Resolution “What it means” is mostly Rules Stuff, while “What you do” is mostly Soft Stuff. The dice tell you that you free the kingdom from tyranny. Then you decide that you slay the giant to do it.

OK, So I can see what they’re trying to do. But I don’t think that style of gaming is really for me.

Someone once asked if so-called ‘Indie games’ had any parallels with Indie music. I know I’m biased as a diehard classic rock fan, but Indie music seems to be based around reduction in instrumental complexity, an awful lot of angst-ridden navel gazing, and music which is more interesting to write about than to listen to.

I’ll leave it to cynics to decide whether there’s any valid parallel. But one of forum founder and moderator Ron Edwards’ posts in the thread I quoted from earlier had implied that once you’ve played these games, you’ll never want to play conventional style games again. Which is too close to comfort to the “Once you’ve heard The Clash, you’ll never want to listen to Pink Floyd again” line I used to hear from punk fans in 1980. I still love Pink Floyd today, and have never ‘got’ The Clash despite wasting money on a couple of their albums.

There’s one big difference between The Forge and the punk and indie music scenes. Punk and Indie were both thorough reactionary, rejecting sophistication and devolving into cruder, more primitive forms. The Forgeite scene is at least trying something new. Like anything experimental, some ideas and games will work, and others will fail. I would expect some of their games still to have cult followings many years after the majority have been forgotten. Perhaps one or two games using Forgeite ideas will become major hits. And maybe the next generation of more mainstream games will incorporate some of their ideas in combination with tried and tested features of more traditional names.

I’m certainly finding The Forge useful for clarifying my ideas, even if all I’m trying to write is a Fudge port.

Update: Carl Cravens has some related game thoughts here, here and here.

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Kalyr RPG Progress, 9/10/05

I’m currently working on the game mechanics chapter, which will (probably) be chapter three. I wrongly assumed this would be easy to write, because it would just be a cut-and-paste job from the Fudge SRD. I was wrong.

As well as deciding which of the myriad combat options I wanted to use and cutting out the ones I don’t, I also had to make sure I’m using consistent skill names compared with the existing character generation chapter. And then there were all those examples. Every one needs to be at least partially rewritten to be about Kalyran characters and situations rather than the varied genres in the Fudge examples. No Old West or Robin of Sherwood allowed! For the first draft I’m using player characters from the online games, and one or two actual situations that have come up in play.

It seems that editing is as much effort as actual writing.

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