Nowhere is the tyranny of white supremacy, patriarchy, and agism more visually apparent than in stock photo galleries.
"Woman" means "sexy woman".
"Police officer" means "white police officer".
"Person" means "young white man".
It is seriously grinding my gears.
Monday, April 4, 2011
Sunday, January 16, 2011
Stakes Setting
This thread on Story Games is what I'd like to see more of on that site, and I hope that it doesn't turn into a stirring defence of Shock: that would make people feel better but wouldn't really achieve anything else. There are real issues to discuss. Here's what I said on the thread:
"The issue of "downtime" in Shock: (and it is a real issue) is the same issue as exists in almost all stakes-setting games. Here's what I see the problems being:
a) There's uncertainty about when to engage the resolution mechanic. Has a conflict started yet or not? Sometimes, especially with talking conflicts, you're halfway through the conflict before you realise that you should be rolling dice.
b) Deciding what the stakes are takes time. Often there's negotiation, and that negotiation takes place outside of the fiction of the game. This problem is sometimes worse in Shock: because you have to decide on two non-contradictory sets of stakes, which isn't always easy.
c) Often if your resolution system is complex, it takes time to resolve who won which stakes. If resolution doesn't add more than yes/no to the fiction, this can feel like wasted time. I actually think Shock: is fairly economical in this regard.
d) Incorporating the results of the resolution into the fiction is often complex. If resolution assigns narration, that can be a help, but often there's a pause as people unpick the ramifications of what has been resolved (Shock:'s double-stakes can add to that).
e) Throughout, there's often an issue where it's not clear who is supposed to be talking, who has responsibility for deciding when there is a conflict, and how you arrive at good stakes. I think Shock: is better than many games in clarifying these issues, but they still exist.
In other words, I think Shock: uses the best technology that was available at the time it was written. These problems are more-or-less present in Dogs in the Vineyard, Legends of Alyria, Cold City, and a lot of other well-regarded games that use stakes-setting as part of resolution. I expect that Human Contact will contain a lot of advances that will help with the above issues, based on Joshua's evolving understanding of how to play the game."
I'll go further here. I think that roleplaying games currently are only scratching the surface of good design. Most games up until now have been average at best, in terms of what they can potentially be. Games like Dogs and Shock and Sorcerer were all brilliant and cutting edge when they were written, but they use old technology. They're steam-powered.
"The issue of "downtime" in Shock: (and it is a real issue) is the same issue as exists in almost all stakes-setting games. Here's what I see the problems being:
a) There's uncertainty about when to engage the resolution mechanic. Has a conflict started yet or not? Sometimes, especially with talking conflicts, you're halfway through the conflict before you realise that you should be rolling dice.
b) Deciding what the stakes are takes time. Often there's negotiation, and that negotiation takes place outside of the fiction of the game. This problem is sometimes worse in Shock: because you have to decide on two non-contradictory sets of stakes, which isn't always easy.
c) Often if your resolution system is complex, it takes time to resolve who won which stakes. If resolution doesn't add more than yes/no to the fiction, this can feel like wasted time. I actually think Shock: is fairly economical in this regard.
d) Incorporating the results of the resolution into the fiction is often complex. If resolution assigns narration, that can be a help, but often there's a pause as people unpick the ramifications of what has been resolved (Shock:'s double-stakes can add to that).
e) Throughout, there's often an issue where it's not clear who is supposed to be talking, who has responsibility for deciding when there is a conflict, and how you arrive at good stakes. I think Shock: is better than many games in clarifying these issues, but they still exist.
In other words, I think Shock: uses the best technology that was available at the time it was written. These problems are more-or-less present in Dogs in the Vineyard, Legends of Alyria, Cold City, and a lot of other well-regarded games that use stakes-setting as part of resolution. I expect that Human Contact will contain a lot of advances that will help with the above issues, based on Joshua's evolving understanding of how to play the game."
I'll go further here. I think that roleplaying games currently are only scratching the surface of good design. Most games up until now have been average at best, in terms of what they can potentially be. Games like Dogs and Shock and Sorcerer were all brilliant and cutting edge when they were written, but they use old technology. They're steam-powered.
Wednesday, December 15, 2010
Sexiness and RPGs
Still waiting to see where the Story Games thread about this will go. I wanted to pull out a thing I said there (which I originally said on Vincent's blog):
Roleplaying is a really intimate, intense, vulnerable act. It's kinda sexy, even. But for a lot of us we learnt to play, and most of our experiences of play are with groups of just men (or boys) often during adolescence, a time of incredible insecurity, messed up interpersonal relationships, and frequntly homophobia (and the attendant hatred of the feminine, and anything that makes you vulnerable). Basically, roleplaying is kinda gay, so we butch it up with swords and guns and fighting and shit.
I think we also inherit from that tradition a stringent divide between players and characters. I think a lot of games really strictly police that boundary, maintaining the fiction that it's just a game, that it's not personal.
I think there's fertile ground for design in breaking down that barrier - play that's more personal, more intimate, more dangerous. Whether people want to play those games is another question. To be honest, I'm not sure if I'm even ready for that, or who I'd play with.
It's kind of where I'd like my most recent project, Dungeonfuckers, to go.
Roleplaying is a really intimate, intense, vulnerable act. It's kinda sexy, even. But for a lot of us we learnt to play, and most of our experiences of play are with groups of just men (or boys) often during adolescence, a time of incredible insecurity, messed up interpersonal relationships, and frequntly homophobia (and the attendant hatred of the feminine, and anything that makes you vulnerable). Basically, roleplaying is kinda gay, so we butch it up with swords and guns and fighting and shit.
I think we also inherit from that tradition a stringent divide between players and characters. I think a lot of games really strictly police that boundary, maintaining the fiction that it's just a game, that it's not personal.
I think there's fertile ground for design in breaking down that barrier - play that's more personal, more intimate, more dangerous. Whether people want to play those games is another question. To be honest, I'm not sure if I'm even ready for that, or who I'd play with.
It's kind of where I'd like my most recent project, Dungeonfuckers, to go.
Monday, November 22, 2010
World of Conan - Done!
It's done! Or, it's as done as it's going to be! (Unless I get some serious internet love for it, in which case who knows?)
Here's the link.
Feedback is welcome, either here or to my email, simoncarryer at gmail.
Which reminds me, I forgot to put my name on it. Don't steal it, anybody!
Here's the link.
Feedback is welcome, either here or to my email, simoncarryer at gmail.
Which reminds me, I forgot to put my name on it. Don't steal it, anybody!
Saturday, November 13, 2010
Give yourself over...
When you give yourself over to the inexorable urgings of your blood, roll +weird. On a hit, you hold yourself in check. On a 10+, hold 3. On a 7-9, hold 1.
Spend one hold to:
- When you inflict harm, inflict +1 harm.
- When you take harm, take -1 harm.
- When you act under fire, roll +1
On a miss the MC will make a hard move.
What does giving yourself over to the inexorable urgings of your blood look like? That’s for you to answer, but probably look at your race for some clues.
World of Conan is pretty much done! I'd love to get an external eye to read over it before I show it to the world though. Let me know if you've got a spare 20 mins to give it a once-over.
Spend one hold to:
- When you inflict harm, inflict +1 harm.
- When you take harm, take -1 harm.
- When you act under fire, roll +1
On a miss the MC will make a hard move.
What does giving yourself over to the inexorable urgings of your blood look like? That’s for you to answer, but probably look at your race for some clues.
World of Conan is pretty much done! I'd love to get an external eye to read over it before I show it to the world though. Let me know if you've got a spare 20 mins to give it a once-over.
Thursday, November 4, 2010
World of Conan - The Sorcerer
Here's a playbook for the AW Conan hack I'm fiddling with. He's pretty nasty.
Stygian, Khitan, Vendyhan, Zamoran, Pict, Thurian, Lemurian, Other.
Man, woman, other.
Frail body, lanky body, starved body, powerful body, desiccated body.
Stony eyes, crazed eyes, hollow eyes, piercing eyes, blazing eyes.
• Steel+1 Thews+1 Allure-2 Cunning+1 Weird+2
• Steel=0 Thews=0 Allure+1 Cunning=0 Weird+2
• Steel+1 Thews-2 Allure-1 Cunning+2 Weird+2
• Steel+2 Thews-1 Allure-1 Cunning=0 Weird+2
Choose 2:
Whispers: you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional).
All-seeing eyes: when you read someone, roll+weird instead of roll+cunning. Your victim has to be able to see you, but you don’t have to interact.
Mesmerism: when you try to seduce someone, roll+weird instead of roll+allure.
Genius: When you declare retroactively that you’ve already set something up, roll+cunning. On a 10+, it’s just as you say. On a 7–9, you set it up, yes, but here at the crucial moment the MC can introduce some hitch or delay. On a miss, you set it up, yes, but since then things you don’t know about have seriously changed.
Immortal: when you meet someone important (your call), roll+steel. On a hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard.
Visions of death: when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. Thee MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle.
Death Spell: your pointed finger and a spoken word counts as a weapon, (6 harm ap close reload). If you are using a Death Spell, on a miss, you take 6 harm ap.
Youthful guise: in darkness or near-darkness, you have allure+2.
Master of Darkness: you get +1 weird (weird+3)
Then choose two pieces of Sorcerer gear:
Books of Lore: When you spend hours poring over your books of lore, hold 1 (max 1). Spend 1 hold to use any Sorcerer move, even if you don't have the move.
Altar Stone: When you sacrifice a human life or goods worth 1 riches on your altar, ask 1:
• who wishes me harm?
• which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
Demon Familiar: The demon familiar counts as a weapon (3 harm remote alive, 2 armour). If you use the demon familiar with a move, on a miss it suffers any consequences, as an NPC, not you.
Mummy Dust: Mummy dust is a weapon (hand s-harm infinite).
Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.
Go around again for Hx. On your turn:
• You are mysterious and inscrutable. Tell everyone Hx=0.
On the others’ turns,
Choose the character who you’ve sworn assistance to. Whatever number that player tells you, ignore it; write Hx+3 next to the character’s name instead.
Everyone else, whatever number they tell you, give it +1 and write it next to their character’s name. You see the truth about people.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
If you and another character have sex, Roll+weird. On a 10+, hold 3. On a 7–9, hold 2. they can spend your hold, 1 for 1, by:
• giving you something you want
• acting as your eyes and ears
• fighting to protect you
• doing something you tell them to
For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
• they distract themselves with the thought of you. they’re acting under fire.
• they inspire themselves with the thought of you. they take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it off; you can’t choose it again.
__ get +1steel (max steel+2)
__ get +1thews (max thews+2)
__ get +1allure (max allure+2)
__ get +1cunning (max cunning+2)
__ get a new sorcerer move
__ get a new sorcerer move
__ get a new piece of sorcerer gear
__ get a move from another playbook
__ get a move from another playbook
Sorcerer
Stygian, Khitan, Vendyhan, Zamoran, Pict, Thurian, Lemurian, Other.
Man, woman, other.
Frail body, lanky body, starved body, powerful body, desiccated body.
Stony eyes, crazed eyes, hollow eyes, piercing eyes, blazing eyes.
• Steel+1 Thews+1 Allure-2 Cunning+1 Weird+2
• Steel=0 Thews=0 Allure+1 Cunning=0 Weird+2
• Steel+1 Thews-2 Allure-1 Cunning+2 Weird+2
• Steel+2 Thews-1 Allure-1 Cunning=0 Weird+2
Choose 2:
Whispers: you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional).
All-seeing eyes: when you read someone, roll+weird instead of roll+cunning. Your victim has to be able to see you, but you don’t have to interact.
Mesmerism: when you try to seduce someone, roll+weird instead of roll+allure.
Genius: When you declare retroactively that you’ve already set something up, roll+cunning. On a 10+, it’s just as you say. On a 7–9, you set it up, yes, but here at the crucial moment the MC can introduce some hitch or delay. On a miss, you set it up, yes, but since then things you don’t know about have seriously changed.
Immortal: when you meet someone important (your call), roll+steel. On a hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard.
Visions of death: when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. Thee MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle.
Death Spell: your pointed finger and a spoken word counts as a weapon, (6 harm ap close reload). If you are using a Death Spell, on a miss, you take 6 harm ap.
Youthful guise: in darkness or near-darkness, you have allure+2.
Master of Darkness: you get +1 weird (weird+3)
Then choose two pieces of Sorcerer gear:
Books of Lore: When you spend hours poring over your books of lore, hold 1 (max 1). Spend 1 hold to use any Sorcerer move, even if you don't have the move.
Altar Stone: When you sacrifice a human life or goods worth 1 riches on your altar, ask 1:
• who wishes me harm?
• which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
Demon Familiar: The demon familiar counts as a weapon (3 harm remote alive, 2 armour). If you use the demon familiar with a move, on a miss it suffers any consequences, as an NPC, not you.
Mummy Dust: Mummy dust is a weapon (hand s-harm infinite).
Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.
Go around again for Hx. On your turn:
• You are mysterious and inscrutable. Tell everyone Hx=0.
On the others’ turns,
Choose the character who you’ve sworn assistance to. Whatever number that player tells you, ignore it; write Hx+3 next to the character’s name instead.
Everyone else, whatever number they tell you, give it +1 and write it next to their character’s name. You see the truth about people.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
Sorcerer Special
If you and another character have sex, Roll+weird. On a 10+, hold 3. On a 7–9, hold 2. they can spend your hold, 1 for 1, by:
• giving you something you want
• acting as your eyes and ears
• fighting to protect you
• doing something you tell them to
For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
• they distract themselves with the thought of you. they’re acting under fire.
• they inspire themselves with the thought of you. they take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Sorcerer Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it off; you can’t choose it again.
__ get +1steel (max steel+2)
__ get +1thews (max thews+2)
__ get +1allure (max allure+2)
__ get +1cunning (max cunning+2)
__ get a new sorcerer move
__ get a new sorcerer move
__ get a new piece of sorcerer gear
__ get a move from another playbook
__ get a move from another playbook
Tuesday, October 12, 2010
Red Box Agendas
When I don't get immediate fawning attention for a post on Story Games, I take it to my blog.
Here's a thing I said about how I run red box D&D*, expressed as Apocalypse World agendas and principles.
Agenda:
Make the world seem real
Play to find out who survives
Show off the thing you've made
Do this by saying:
What your prep demands
What the rules demand
What honesty requires
What the principles require, namely:
Principles (not exhaustive):
Look at the player's characters through crosshairs (and your own monsters even more so)
Jump forward with quirky and memorable characters
Interpret the characters' actions charitably - give them a chance to reconsider
Digress occasionally - describe the mushrooms on a cave-wall or the stonework on an archway
Treat your monsters as real, living beings.
Look to the fiction first, and the rules second - roll as a last resort, but always roll when it's called for
Think offscreen (especially about adjacent rooms)
Revel in violence and gore - describe the terrible results of an axe-blow, the screams of dying goblins, the sound of arrows hitting flesh.
Principles for Prep (i.e. dungeon design):
Design an interconnected dungeon (see here for advice)
Include unbeatable threats
Make opportunities for experimentation and exploration
Make your dungeon part of the natural world
But also make it fantastical and weird
Include non-combatants, neutrals, and possible allies
*Mentzer, mostly. Moldvay is for RPG hipsters.
Here's a thing I said about how I run red box D&D*, expressed as Apocalypse World agendas and principles.
Agenda:
Make the world seem real
Play to find out who survives
Show off the thing you've made
Do this by saying:
What your prep demands
What the rules demand
What honesty requires
What the principles require, namely:
Principles (not exhaustive):
Look at the player's characters through crosshairs (and your own monsters even more so)
Jump forward with quirky and memorable characters
Interpret the characters' actions charitably - give them a chance to reconsider
Digress occasionally - describe the mushrooms on a cave-wall or the stonework on an archway
Treat your monsters as real, living beings.
Look to the fiction first, and the rules second - roll as a last resort, but always roll when it's called for
Think offscreen (especially about adjacent rooms)
Revel in violence and gore - describe the terrible results of an axe-blow, the screams of dying goblins, the sound of arrows hitting flesh.
Principles for Prep (i.e. dungeon design):
Design an interconnected dungeon (see here for advice)
Include unbeatable threats
Make opportunities for experimentation and exploration
Make your dungeon part of the natural world
But also make it fantastical and weird
Include non-combatants, neutrals, and possible allies
*Mentzer, mostly. Moldvay is for RPG hipsters.
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