Monday, 25 August 2014

Watch This Space!


Hey gang.

I know it's been a while.

After a long, hard summer it's time to talk about some games.

Stay tuned after Labour Day.

Sunday, 1 June 2014

A Safe Place (Part One)

I was eighteen years old as the winter of 1989 began. A high school senior, looking ahead to a university career studying English Literature and Creative Writing. I had a part-time job at the mall selling stationery that kept me in gas money and the occasional night out at the movies (which were still pretty cheap on Tuesday night). I was single and nerdy, and like most teenagers I spent a good chunk of my time depressed about one or the other of those things. Still, my life was pretty good. I wrote my stories, got okay grades, had friends, a job, had worked my way up to the good parts in Drama Club, and there was still time to play long sessions of AD&D or Villains & Vigilantes on weekends. My life was stable.

That changed on December 6.

As stories of the massacre at Montreal's Ecole Polytechnique began to reach me, like everyone else, I was horrified and angry at the awful violence. How could this happen? This was the sort of thing that happened other places, not mild-mannered Canada.

I also had an eerie feeling that, somehow, this was connected to me personally. I was hoping to be accepted into a university in Montreal myself -- not Ecole Polytechnique, but Montreal -- and the violence I was seeing everywhere on the news seemed like an awful sign of what was waiting for me in the outside world. I remember my mother saying something like, "What kind of awful place allows things like this to happen?"

I'm not sure whether this was aimed at me, something my mom said to maybe make me change my mind about where to go for my university career, or just an idle remark by someone else overwhelmed by barbarity. As the days went by, and the world tried to grapple with what had happened at Ecole Polytechnique, I fought to justify that choice in my own mind. I was headed for one of the best Creative Writing programs in Canada, after all, in one of the most culturally rich cities in North America. Montreal was the place to be. And after all, it couldn't happen again, right?

But it did.

It did happen again, only two and a half years later, and this time it happened at my own school: Concordia University in Montreal. This time it was an attack perpetrated by a member of the Engineering faculty against his colleagues and employees of the department. I had often used the computer lab in the Engineering department where the tragedy unfolded, and again I felt the eerie sense of awful horror touching my life... closer, this time.

For my roommate, it was much closer. He was studying Engineering, and some of the victims were familiar faces to him.

And now, it's happened again. In California this time, the tragedy perpetrated by another deranged young man furious at women for denying him sexually. Anyone who's been paying attention knows this is not the only act of mass murder perpetrated in the twenty-two years since the Concordia tragedy, it is one of many. Numb, we stagger from one atrocity to the next, turning them into statistics, political debates without resolution, place names now spoken in whispers: Virginia Tech. Columbine. Sandy Hook.

Ecole Polytechnique.

That name has become synonymous with tragedy in my mind, like many people of my generation who went to school in Montreal, and it holds a special weight for nearly every woman I know. Many communities in Canada have a small memorial to the women who died in the December 6, 1989 massacre. We have one here in London, which seems very distant from Montreal to me, in a quiet corner of Victoria Park. Occasionally I will pass it, in the midst of one of the raucous summer festivals that bring the park to life in July, and my thoughts will for a few moments drift from summer days and loud music to a cold winter night in 1989.

For the women I know, December 6th is a day that has become filled with dread. It is a day not only about remembering the lives of young women brutally ended too soon, at that Montreal school, it is a day they remember acts of violence that have been perpetrated against women since that day. Always, there have been more women murdered for no crime except their gender, raped, brutalized, kidnapped. The statistics are painfully clear and chilling.

My wife posts a simple memorial every December 6th on her LiveJournal: the names of the women killed at Ecole Polytechnique. Many Canadian women do this. And there is always some young(?) sociopath willing, on that most awful of days, to respond to even the most innocuous of memorials with a litany of hate against women. So it is for women all over the internet, when they remember December 6th, or speak out in anger over the California massacre, or in fact voice their opinion about just about anything under the sun. There's always a guy there to shout them down, scream NOT ALL MEN, and then in the same breath unleash more threats of violence and rape for any woman so uppity as to exist.

Even though the killer himself posted videos full of misogyny, the denials were quick in coming. This wasn't about women, some dudes were quick to tell us, it was about someone with mental health problems yadda yadda yadda. This couldn't possibly be something that has implications for us, the dudes said. We're nice guys, see. Nice guys don't do things like that, and here's a list of the things we'll do to you women if you say we do.

Yeah. Men were saying that back in the early 90s in Montreal too.

A number of women have chosen to speak out this time, under the Twitter hashtag #YesAllWomen. I encourage you to read their stories. Listening to women's experiences of casual misogyny and violence in their lives is sobering for anyone who thought incidents like this were isolated or unconnected, and not part of a larger pattern of behaviour that touches all women. As a man, no one has ever shouted sexual things at me on the street. But that's happened to my wife. No one has ever posted a response to one of my blog posts or Tweets with a rape threat. But that happens every day to countless women on the Internet.

And here's the thing, guys, women are asking us to step up this time. Step up and listen to their stories, without feeling the need to get our two cents in. Step up and let other men know that the kind of casual misogyny that poisons our society and breeds tragedies like the one in California (or Ecole Polytechnique) are not acceptable. Women are people, and they need to be treated that way. Always. Doing any less than that makes you an accomplice.

Let me leave you with this thought:

I told you about my own small connection to two horrifying acts of violence in Montreal, and the feelings of dread that it inspired.

Women carry this fear with them all the time.

Every day.

Think about that.

I'll be using this space over the next few days to talk about ways that the gaming hobby can be made more inclusive, a safe place for women and something we can all be proud to be a part of.

Wednesday, 14 May 2014

Stranger Engines

Hours after releasing yesterday's post, I realized that I hadn't talked at all about one of the most interesting hacks of the Apocalypse World engine: SAGAS OF THE ICELANDERS, by Gregor Vuga.

Now here's an amazing and fascinating oddity in the world of roleplaying: a game that rejects a lot of the typical trappings of what a RPG is, including Awesome Powerz and Buttwyth Magic (mostly - there is some stuff in there, but it's 98% more subtle than most historical settings in roleplaying... we're looking at you, DEADLANDS), so that it may tell a straightforward historically-based story about settlers in Iceland. Well, it helps that settlers in Iceland were Norse -- because Vikings are awesome. But still, this is cool stuff worth a look.

SAGAS has an angle on the Apocalypse World engine that no one else has come near. In addition to the standard Moves and special Moves (which are attached to individual playbooks), this game includes Gendered Moves. This is a game about ancient Icelandic society, and part of how that is modeled is by representing different Moves for men and women in society which emphasize their gendered roles. Fascinating stuff that most games back away from as quickly as their pegasi mounts can flap their lily-white wings.

"Norse men and women are largely treated with equal respect, but their roles in society are strict and narrowly defined. Mothers and fathers pass their skills onto children of respective gender from a very early age. In spite of this a woman may sometimes run a farm or go into battle, while a man might take on the practice of seiưr or magic. For women, taking on male roles is often not an issue, but the transgressions of men are often seen as dishonourable."

Most of the presence of the supernatural in the game is more associated with superstition and societal ideas about fate, rather than big set piece battles with trolls and dark elves.

While most of the AW hacks are fannish adaptations of people's Favourite Games to the new rules, without a whole lot of consideration for what you might actually make such a game about, SAGAS dives right off the dragon-headed prow of the longboat into unique material I've rarely seen games take on at all.

If you like the AW engine, or you're just interested in what a serious, no bullshit historical RPG might look like, you owe it to yourself to check this game out.

Tuesday, 13 May 2014

This Strange Engine

I've been doing a lot of reading lately, trying to absorb everything I can get my hands on that uses Vincent Baker's APOCALYPSE WORLD engine. It's weird, because my first reaction to the game was not a positive one. The first impression I got was that AW was way too structured for my liking, putting up very rigid rules for how things were done on both sides of the GM screen. How was this a revolution in storytelling, as it was touted in the indie RPG world?

Sometimes you find your way to something via the Robert Frost memorial Long Way Round, however, and eventually I came back to AW via one of its many children, MONSTERHEARTS by Joe McDaldno. What seemed like an unnecessary structure in AW really took off for me in MH, because of that game's laser-focus on the messy lives of teenage monsters.

The sex moves -- which I didn't feel AW made a good case for, despite the fact that play at our table often involves sexytimes (though often offscreen) -- really made sense and added something in MH.

I don't know. Maybe I just plain liked McDaldno's writing better than I liked Baker's.

After playing a couple of MH one-shots, which produced good, tense short-term play, I started exploring the wide world of AW hacks. I probably have Sean Nittner to thank for that, because he kindly shared his APOCALYPSE GALACTICA hack with the rest of us, and really got my engine running for this stuff. I've also got excellent hacks of DEADWOOD and UNKNOWN ARMIES (via Peter Goderie's superlative THE WORLD OF OUR DESIRES hack). The latter is very near the top of my list of stuff I'd like to run, because it does a better job than the original game of explaining what an UA game should look like.

Some of the AW engine stuff I'm not so sure about. I've heard almost universally good stuff about DUNGEON WORLD, which I purchased recently and eagerly read through. It seems like a fun game, sure, but the thing that initially turned me off about DW and other games like TREMULUS was that it didn't seem to be about something the same way that MH is about being a horny, screwed-up teen. They just used the rules as a different kind of procedural system, which in my estimation is not quite enough to justify their existence. Perhaps I'll feel differently after I've played them, as opposed to just reading them. Or maybe it's just that I happened to start with an outstanding game that makes the others seem pale by comparison.

It might be that.

Here's where I am with the ruleset as a whole. I think, like many "indie" games, AW intended to teach us how to play games in a certain way. That was AW's spine -- the player-facing rules, constraining the MC to a set of highly-defined "Moves" and explicit principles of action, all in the service of driving the fictional side of the game. The engine makes it concrete that players drive play and the GM cannot abuse his power because his actions are limited to a set list of possibilities. For someone who tends toward shared narrative and emergent play as a general policy, that may be why AW initially felt too constrained. Why did I need all this structure to help me do something I was doing anyway?

But then again, Vincent Baker wasn't necessarily aiming his game at my head. Well, maybe I might get paranoid enough to think that if I had enough coffee in me.

I think those goals of play are satisfying enough to a wide enough range of players (who might not necessarily play games that require so much shared input from players) that we have all these hacks -- some of them marvelous. And yeah, maybe each one doesn't have to justify its existence thematically beyond a commitment to playing in a certain kind of game space.

I'm still left with the feeling that DW and TREMULUS could have done better, though, with a McDaldno-like mind at the helm. A new set of rules for Lovecraftian horror? Fine and dandy, although there are so many now you can't swing a dead shantak over your head without hitting one. A new game that re-frames Lovecraftian horror, and explores its themes -- like Sanity -- from a new perspective?

Now that's a hack I'd like to see. Or maybe Peter Goderie's already written it...?

Tuesday, 29 April 2014

Buttwyth Magick

I try to keep it positive in these pages, for the most part, but today I'm straight-out bitching about something that I'm tired of in the hobby. If you'd prefer to avoid negativity, carry on  looking at kitten memes. The rest of you, strap yourself in. It might get all snarky in here.

When I say "I'm tired of" this, I really mean something closer to Every time I hear this phrase I want to seize someone by the throat and toss them into a wood chipper as a lesson to others.

You know this phrase. I'll bet someone has pitched a game at your table using it in the last few months. First, they'll launch into a description of a concept that's actually pretty interesting, like "I'd like to run a game set in early America, before the time of the revolutionary war..." or "I'd like to run a game set in a dark, cyberpunk future where human freedoms are trampled underfoot by all-powerful corporations..." or "I'd like to run a high-school romance game full of comedy and awkward relationship moments..."

Then comes the Wood Chipper Moment.

"...BUT WITH MAGIC!"

Is there anything more cliche in roleplaying? Sure, I like Harry Potter and Lord of the Rings as much as the next person, but for the love of The Amazing Randi, guys, can we stop this? Stop it now, before I'm forced to jam a phoenix feather wand through your eyesocket and into your brain while shouting "EXPELLIARMUS!"

I know, I know. Magic has been part of the hobby since the early days. Y'all can't crawl through dungeons and punch dragons in the speedbag without a wizard or a druid who's got your back. Having characters who can cast spells is as familiar and comforting as a big glass of hot chocolate with marshmallows shaped like little homunculi floating on the top. And oh, us gamers like to have our Awesome Powerz.

See, the problem is this: gamers tend to think of magic as the all-purpose spice of gaming. If a setting needs a little BAM!, you just sprinkle a few magicians in there. Voila! A tasty dish of Moo Goo Guy Gandalf.

They think that. What it's usually more like is ketchup, though. You squirt a big red blob onto something that was once food, and now it just tastes like... ketchup. I like ketchup on my burgers and fries, but I'm not sure I need it on my steak or my fettuccine alfredo or, god help us, cheesecake.

Magic often just makes things murky, and it's a distraction from the things about a setting -- especially historical settings, but others as well -- that make them interesting in the first place. Westerns are plenty interesting without adding in hedge wizards riding tall in the saddle. The American Revolution would not have been more dramatic if there were sorcerers at Bunker Hill. If you want to make a game about relationship drama, then make a game about relationship drama and set aside the notion you need to BAM! some magic in there because... reasons.

I own a lot of games, but I can count on one hand the number of RPGs that I own that actually do a good job of making magic an interesting part of the system or the setting. EVERWAY, FOR FAERIE QUEEN AND COUNTRY, and UNKNOWN ARMIES -- you get a gold star. As wise game designer Greg Stolze says in his wonderful, underrated fantasy game REIGN, the trick is to give careful thought to what magic actually does and how it works in your game. What are the implications of magic? How's that change the world? If your setting is only different cosmetically from the genre / historical era you're playing in, maybe you don't really need that big blob of red ketchup in there.

Next time you find yourself, or someone you love, attempting to invoke the dark power of Buttwyth Magick, ask yourself: Is this really adding anything to the game? Or is it just there because magic is always in roleplaying games?

I'll be standing in the corner, ominously pointing at the wood chipper.

Friday, 25 April 2014

Two Fists To Cure What Ails You (Part Four)

So, to recap: 10-12 episodes of pulse-pounding pulp action, with just enough drama and character development to please Lawrence Kasdan, possibly involving a globetrotting quest for treasure and secrets.

But what else does a pulp game demand?

I've said before that a good deal of the appeal in this game is in the era itself -- the golden age of fedoras and cars with running boards. At least a portion of my responsibilities behind the screen will be about portraying this world, even if we're traveling to remote and fantastical parts of it. I think the talented Mr. Jess Nevins has provided me with enough background in STRANGE TALES OF THE CENTURY to be well prepared for globetrotting, lucky me, though I'll probably have to do a little research on my exotic locales week by week. That's probably okay -- I like to be engaged and busy when I'm running a "meaty" game like this. Learning new stuff is part of the fun.

The PDQ system also includes ways for players to make broad declarations of facts in the game world, which means that things could certainly go in unexpected directions.

Something I'm anticipating will shape the course of play is the presence of the villain or villains of the piece. A group of high-flying heroes may have their own particular cast of characters that enter the action, including a nemesis that also has his monocled eye set on world domination. How strange do we want those villains to be? How far are we traveling down the path of super-villainy?

Although they are the villain that people associate the most with the pulp era, do we want Nazis to punch? (I say yes, but for some this could be a thorny issue, and it's one worth talking about. Using them means that I can use a lot of riffs from Ken Hite's awesome book on THE NAZI OCCULT.)

And if we're talking about super-villains, what about super science? How much does the world of our Pulpverse resemble the real world of the early 20th century? Is this a world of soaring airships and rayguns and dodgy robots with flailing clawed hands? Or do we want to keep things more grounded, with the only changes residing in the world-shaking secrets Our Heroes are chasing from ruined temple to hidden city to secluded fortress?

Then there's the matter of what scope we want the storytelling to exist on -- do we choose our favourite pulp era (probably the Dirty Thirties if we want Nazis for our punching convenience) and stick with that, or do we really want to think big and sprawl out a story over the thirty years of the entire pulp era? Imagine the CITIZEN KANE of the pulp adventure genre, looking back from the Fifties over episodes in the lives of men and women who strode like Titans through their world. That could get confusing, if we were jumping around in time as well as in geography, but I like a challenge. As we did with TIANXIA, the players would likely need to sketch out the edges of the timeline and leave big gaps to fill in through play.

I'm ready to drag this one out of the endless, dusty warehouse it's been hidden away in for so many years and finally crack the crate open.

Wednesday, 23 April 2014

Two Fists To Cure What Ails You (Part Three)

There are two other modes of play for a pulp game that seem very workable to me, and they are related, or at least distant cousins.

For anyone who grew up thrilling to the adventures of Indiana Jones (or, depending on your vintage, to the adventures of Scrooge McDuck and his daring nephews on DuckTales), the pulp adventure par excellence is a globetrotting adventure to exotic locations in search of lost treasures.

To even think of Indiana Jones is to remember a red line creeping its way over a map, leaping from dot to dot until it settled at some remote port of call.

This is certainly the style of the classic Call of Cthulhu adventure MASKS OF NYARLATHOTEP, which is much more pulp adventure than cosmic horror. In that cultist-punching classic, heroes start in Manhattan and follow a trail of clues around the world to London, Africa, Southeast Asia, and even Australia. The HORROR ON THE ORIENT EXPRESS adventure, as well as the CURSE OF CTHULHU mega-adventure, also fall into this style.

That this mode of campaign is evocative of the modern classics of the genre suggests that it's probably the best mode for a pulp campaign, and it's my favourite of the "top three". A game that jumps from location to location means you're always going to have new opportunities for breakneck chases, mysterious temples and hidden tombs, and sinister bad guys who want the same gold-plated geegaw that Our Heroes want -- except they think it would be niftier to use it to Rule the World, ha ha ha ha ha!!!

A traveling campaign also presents an opportunity to spin character drama in a non-linear way, as player characters encounter personal "baggage" from past adventures (in the form of swarthy bad guys or lost loves, or possibly angry exes skilled at drinking Nepalese strongmen under the table). Any number of triggers for flashback scenes or bold declarations about a character's colourful past could be presented as the characters race from place to place. This could turn the traditional problems with such a campaign -- the lack of a stable "hub" for the game with familiar sets and supporting characters -- into a dynamic advantage.

The third mode is a more focused version of the second -- the expedition. In this style of game, rather than visiting many locations over the course of ten-twelve episodes, the players would plan and execute an expedition to a single exotic location they would explore in some detail. This is the mode of HOLLOW EARTH EXPEDITION, although there are so many "niche" adventures in that setting (dinosaurs! Atlanteans! mole men!) that it might as well be a globetrotting game. Another classic Call of Cthulhu adventure, BEYOND THE MOUNTAINS OF MADNESS, may be the perfect example of the form.

This would be more like a campaign-scaled version of the Cairo segment of RAIDERS OF THE LOST ARK. You could possibly run two or three episodes of set-up and background, then run the bulk of the campaign at whatever exotic location the player characters are searching for lost treasure / civilizations / their Nazi occultist counterparts. A nearby city or port of call might form the base for several expeditions into the wilderness on the trail of glory, providing that stable "hub" I talked about before, with lots of swarthy NPCs and seedy dives for fistfights.

Focus works to increase realism, I think, because you've got more opportunities to layer in particular details that make your setting vivid. (As I said in an earlier post, however, realism isn't as much a concern for me in this game.)

Next Episode! Will Dauntless Donovan escape from the whirling sawblade trap of the mad Aztec warlord Professor Mictlan? And what other pulpy goodness can we jam into a campaign? How big should we go? STAY TUNED!