I've got a proper website with woefully infrequent blogging over there.
http://ianwilliams.xyz/
It's called Ian's Blog because it actually is Ian's blog. Hire me for my creativity. This is an infrequent collection of posts about RPGs, socialism, and video games, not necessarily in that order.
Tuesday, November 3, 2015
Thursday, June 11, 2015
Professional Wrestling is the American Dream
Dusty Rhodes died today. I contributed an essay to Nathan Paoletta's pro wrestling roleplaying game, "World Wide Wrestling" (as well as serving as editor). With Nathan's permission, I'm printing it here in tribute to one of the greats. I'm godawful upset. RIP Dusty.
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The mother of one of my childhood friends would cry whenever Dusty Rhodes would cut a promo. She wouldn’t sob or carry on. Dusty would speak and I’d glance over to find that her eyes were wet as she half–paid attention to the grainy screen of a mid–80s television set.
I grew up in Lexington, North Carolina, one of those mill towns John Edwards made so central to his biography during the 2004 and 2008 presidential races. It was small, somewhere between a town and a city, but booming. Everyone worked in a factory, either furniture or textiles, less often the local fiberglass plant, and it was good money in a place where the cost of living was low. I had friends who had pools in their backyards due to a line worker’s salary. Nice, fast cars. Big barbecues every weekend, with cock rock blaring and pigs cooking.
Lexington happens to be about 45 minutes north of Charlotte, which was home, in those days, to Jim Crockett Promotions, base of operations for the crown jewels in the slowly eroding NWA. Ric Flair,
Magnum TA, the Andersons, the Rock 'n' Roll Express, and a host of other barrel chested pro wrestlers of the Southern branch of the art form. This was during the Rock 'n' Wrestling Era up north, where the heroes were steroid abusing freaks aiming to tap the deep well of wanting American superheroes to restore some semblance of pride after the still fresh wounds of the Carter years. Hogan et al were aiming to do the job for us working folks. We could never be Hulk Hogan, only
admire him from afar.
And then there was Dusty.
Dusty wasn’t what all us Southern working class kids and adults wanted to be. He was what we already were. Dusty was fat and slovenly, his dress alternating between work clothes and garish, sloppy attempts at what you might think a rich man dressed like had you never actually seen one. His forehead bore the marks of his career, a mass of deeply grooved scar tissue after years of chair shots and blading. He wasn’t great in the ring, but was a master of psychology and storytelling. The stories he told were working class stories. He took his lisping Texas drawl and married it to an African–American preacher’s cadence. Not for nothing was one of his earliest nicknames the White Soul King. Rather than outright co–option, it seemed to be a sincere effort on Rhodes’ part to speak to a pan–racial working class, setting him up as a hero for blacks, whites, and Latinos to cheer on against whatever villainous rich guy he was put up against.
Fighting those rich guys is what he did best. In the 1970s, it was his famous series with “Superstar” Billy Graham. Graham was the forerunner to Hogan, a muscled, tanned, blonde braggart. Hogan grievously ripped Graham off, turning the latter’s arrogant muscle worship into a face gimmick (though, if you pay attention, Hogan didn’t spend much time working face). Rhodes went north and the two wrestled the hell out of each other in Madison Square Garden before the WWWF
became the WWF. The subtext was clear: plain old Dusty Rhodes, the White Soul King and working class schlub, against the steroid abusing, vain freak, Billy Graham. Rhodes won on technicalities, never grabbing the title from Graham, but it didn’t matter: old footage reveals the crowd going nuts for Rhodes like they did for few others.
And why not? The reason why Rhodes mattered is essentially the reason why wrestling matters. Wrestling tells working class stories to working class people, even today in the slick, overproduced WWE. Dusty Rhodes is the greatest storyteller in that vein who has ever wrestled. He’s not my favorite of all time; his nemesis, Ric Flair, is and has always been my favorite wrestler. But if we stop measuring greatness by titles, instead going by pure quality of the storytelling, physical or verbal, Rhodes is arguably the greatest of all time.
Look up what’s popularly become known as the "Hard Times" promo. Rhodes (and the NWA, by extension, where he was the top face at the time) rattles off a list of the reasons why the common person has it tough as a way of dumping on Flair’s heelish reasons why his life is rough. Rhodes talks about declining wages, the first stages of what would become a new American tradition of outsourcing, and fears of being replaced by automation.
It was hot fire, left as hell, and delivered in a way that made Southern mill workers cheer. He was the American Dream, with all of the hope and melancholy that entails. When he asked the fans to touch
the screen, touching their hands to his hand, it was a two way street. Because you felt at the time that you really could touch Dusty if he happened to be next to you. He was the approachable hero, the image of us. He was your dad or your brother or your co–worker.
Not that all was well with his career. He carried his weight poorly as he aged, carried his responsibilities poorer still. He was booker off and on, leading to the famed Dusty Finish, a situation in which the babyface triumphs only to be screwed by a technicality or rules shenanigans. He leaned on it heavily as a way both to keep him in the public eye and easily get out of tough booking decisions. For every innovation he made as booker, like War Games, there were six or seven disasters.He eventually booked his way right out of Jim Crockett Promotions.
Vincent K McMahon was only too happy to pick him up. But there was none of his father’s fascination with Rhodes as a working class hero. The younger McMahon was set on mocking him as a buffoon, sticking him in polka dots and giving him skits centered on unclogging toilets. Even up north, in the changing working class landscape of the early 1990s, Rhodes made it work as best he could. His feud with Macho Man, whose own star was just beginning to fade, was better in retrospect
than it seemed at the time. The cheers were still there, the promos goofier but still tight. The age and the weight caught up with him and, shortly after introducing his son, Dustin, to audiences, he retired from in–ring competition.
His retirement came just as the working class of America shifted drastically. The 1990s brought about mass de–industrialization. That it coincided with Dusty’s retirement and the disappearance of the American Dream character (he still uses the name, but no fire accompanies it) is one of pro wrestling’s little ironies. Dusty Rhodes could only exist in the South of the 1970s and '80s, where a boom time was the product of working class pride and awareness. Neither Dusty nor the South of
those years could survive the 1990s. Hard times became desperate times and there’s no going back.
The story of Dusty Rhodes is what we want from pro wrestling and it’s what the form has always delivered. No matter how corporate the modern product may be, no matter how beholden to television deals or the stock market the feds may get, it is the tale of the American working class. Its fans are working class, its heroes are working class, and it is the only form of working class entertainment which is still visible in American life.
In Dusty Rhodes, you can see the foreshadowing for those working class heroes who came after. Steve Austin, with his swearing, boss–hating, beer–swilling badassery a few years later. CM Punk, the dumpy kid who came up through the industry the hard way, in backyards and hardcore feds, through sheer work ethic. Even John Cena, seemingly more Hogan than Rhodes, is reliant on the cross–racial appeals which Dusty pioneered.
And this is why pro wrestling, particularly in the United States, matters. It’s history in microcosm. The arc of a wrestler’s career maps closely to his or her times. In Dusty Rhodes’ career, the history of the American working class’ aspirations and fears during the 1970s and '80s is written as surely as in any book.
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You can buy World Wide Wrestling here: http://ndpdesign.com/wwwrpg/
--------------------------------------------------------------------------------------------------------------------------
The mother of one of my childhood friends would cry whenever Dusty Rhodes would cut a promo. She wouldn’t sob or carry on. Dusty would speak and I’d glance over to find that her eyes were wet as she half–paid attention to the grainy screen of a mid–80s television set.
I grew up in Lexington, North Carolina, one of those mill towns John Edwards made so central to his biography during the 2004 and 2008 presidential races. It was small, somewhere between a town and a city, but booming. Everyone worked in a factory, either furniture or textiles, less often the local fiberglass plant, and it was good money in a place where the cost of living was low. I had friends who had pools in their backyards due to a line worker’s salary. Nice, fast cars. Big barbecues every weekend, with cock rock blaring and pigs cooking.
Lexington happens to be about 45 minutes north of Charlotte, which was home, in those days, to Jim Crockett Promotions, base of operations for the crown jewels in the slowly eroding NWA. Ric Flair,
Magnum TA, the Andersons, the Rock 'n' Roll Express, and a host of other barrel chested pro wrestlers of the Southern branch of the art form. This was during the Rock 'n' Wrestling Era up north, where the heroes were steroid abusing freaks aiming to tap the deep well of wanting American superheroes to restore some semblance of pride after the still fresh wounds of the Carter years. Hogan et al were aiming to do the job for us working folks. We could never be Hulk Hogan, only
admire him from afar.
And then there was Dusty.
Dusty wasn’t what all us Southern working class kids and adults wanted to be. He was what we already were. Dusty was fat and slovenly, his dress alternating between work clothes and garish, sloppy attempts at what you might think a rich man dressed like had you never actually seen one. His forehead bore the marks of his career, a mass of deeply grooved scar tissue after years of chair shots and blading. He wasn’t great in the ring, but was a master of psychology and storytelling. The stories he told were working class stories. He took his lisping Texas drawl and married it to an African–American preacher’s cadence. Not for nothing was one of his earliest nicknames the White Soul King. Rather than outright co–option, it seemed to be a sincere effort on Rhodes’ part to speak to a pan–racial working class, setting him up as a hero for blacks, whites, and Latinos to cheer on against whatever villainous rich guy he was put up against.
Fighting those rich guys is what he did best. In the 1970s, it was his famous series with “Superstar” Billy Graham. Graham was the forerunner to Hogan, a muscled, tanned, blonde braggart. Hogan grievously ripped Graham off, turning the latter’s arrogant muscle worship into a face gimmick (though, if you pay attention, Hogan didn’t spend much time working face). Rhodes went north and the two wrestled the hell out of each other in Madison Square Garden before the WWWF
became the WWF. The subtext was clear: plain old Dusty Rhodes, the White Soul King and working class schlub, against the steroid abusing, vain freak, Billy Graham. Rhodes won on technicalities, never grabbing the title from Graham, but it didn’t matter: old footage reveals the crowd going nuts for Rhodes like they did for few others.
And why not? The reason why Rhodes mattered is essentially the reason why wrestling matters. Wrestling tells working class stories to working class people, even today in the slick, overproduced WWE. Dusty Rhodes is the greatest storyteller in that vein who has ever wrestled. He’s not my favorite of all time; his nemesis, Ric Flair, is and has always been my favorite wrestler. But if we stop measuring greatness by titles, instead going by pure quality of the storytelling, physical or verbal, Rhodes is arguably the greatest of all time.
Look up what’s popularly become known as the "Hard Times" promo. Rhodes (and the NWA, by extension, where he was the top face at the time) rattles off a list of the reasons why the common person has it tough as a way of dumping on Flair’s heelish reasons why his life is rough. Rhodes talks about declining wages, the first stages of what would become a new American tradition of outsourcing, and fears of being replaced by automation.
It was hot fire, left as hell, and delivered in a way that made Southern mill workers cheer. He was the American Dream, with all of the hope and melancholy that entails. When he asked the fans to touch
the screen, touching their hands to his hand, it was a two way street. Because you felt at the time that you really could touch Dusty if he happened to be next to you. He was the approachable hero, the image of us. He was your dad or your brother or your co–worker.
Not that all was well with his career. He carried his weight poorly as he aged, carried his responsibilities poorer still. He was booker off and on, leading to the famed Dusty Finish, a situation in which the babyface triumphs only to be screwed by a technicality or rules shenanigans. He leaned on it heavily as a way both to keep him in the public eye and easily get out of tough booking decisions. For every innovation he made as booker, like War Games, there were six or seven disasters.He eventually booked his way right out of Jim Crockett Promotions.
Vincent K McMahon was only too happy to pick him up. But there was none of his father’s fascination with Rhodes as a working class hero. The younger McMahon was set on mocking him as a buffoon, sticking him in polka dots and giving him skits centered on unclogging toilets. Even up north, in the changing working class landscape of the early 1990s, Rhodes made it work as best he could. His feud with Macho Man, whose own star was just beginning to fade, was better in retrospect
than it seemed at the time. The cheers were still there, the promos goofier but still tight. The age and the weight caught up with him and, shortly after introducing his son, Dustin, to audiences, he retired from in–ring competition.
His retirement came just as the working class of America shifted drastically. The 1990s brought about mass de–industrialization. That it coincided with Dusty’s retirement and the disappearance of the American Dream character (he still uses the name, but no fire accompanies it) is one of pro wrestling’s little ironies. Dusty Rhodes could only exist in the South of the 1970s and '80s, where a boom time was the product of working class pride and awareness. Neither Dusty nor the South of
those years could survive the 1990s. Hard times became desperate times and there’s no going back.
The story of Dusty Rhodes is what we want from pro wrestling and it’s what the form has always delivered. No matter how corporate the modern product may be, no matter how beholden to television deals or the stock market the feds may get, it is the tale of the American working class. Its fans are working class, its heroes are working class, and it is the only form of working class entertainment which is still visible in American life.
In Dusty Rhodes, you can see the foreshadowing for those working class heroes who came after. Steve Austin, with his swearing, boss–hating, beer–swilling badassery a few years later. CM Punk, the dumpy kid who came up through the industry the hard way, in backyards and hardcore feds, through sheer work ethic. Even John Cena, seemingly more Hogan than Rhodes, is reliant on the cross–racial appeals which Dusty pioneered.
And this is why pro wrestling, particularly in the United States, matters. It’s history in microcosm. The arc of a wrestler’s career maps closely to his or her times. In Dusty Rhodes’ career, the history of the American working class’ aspirations and fears during the 1970s and '80s is written as surely as in any book.
--------------------------------------------------------------------------------------------------------------------------
You can buy World Wide Wrestling here: http://ndpdesign.com/wwwrpg/
Friday, May 29, 2015
The Physical Language of Action Movies
I was tagged into a conversation on G+ today about action movies and violence. It was a small circle conversation, so I'll refrain from giving names, but it was an interesting discussion about violence, maleness, and media. Obviously, those are things which are on everyone's minds since Mad Max: Fury Road is (depending on who's talking) the most feminist big budget film produced this century or a false prophet injecting acceptance of violence into feminist discourse.
I can't speak to that. I've not seen Mad Max and I probably won't until it's on DVD or streaming. Having a five year old and a wariness of expensive babysitters tends to curtail your movie options. Plus I just hate watching movies in theaters. I'm old and cranky. So this blog post isn't about this.
Instead, it's about the notion that violence is what action movies are about. I was tagged into the conversation because I wrote and am currently trading edits on ACTION MOVIE WORLD: FIRST BLOOD, an upcoming tabletop roleplaying game which will hopefully be out this year. My purpose with that game is to deconstruct what makes action movies of the genre's golden era (say 1980-1998, or roughly the VHS era) tick. Sometimes I write an article when I want to examine something, sometimes (rare) a blog post, every so often a game.
So here's my thesis: action movies aren't about violence. They are, of course, violent. Very violent. And that violence is very front and center. But rather than being about violence, what they're actually about is physical expression of emotions.
Think about action movies. Yes, anger turns into killing. But love and lust turn immediately into sex scenes. Friendships become about back pats, high fives, and surviving physical adversity together. Characters in action flicks yell and laugh louder than we do, because a big laugh or a loud yell are fundamentally physical acts.
The ramping up of the physicality in quick fashion is the trick. If the natural expression of feeling is physical in the world of action movies, going at a more traditionally dramatic pace is, by definition, unnatural. So you see action heroes behaving in really weird ways, like high fives turning into impromptu arm wrestling matches:
It strikes me that zeroing in on the violence of action movies misses a lot of interesting things. The scale of the violence seems like low-lying fruit when we talk about this type of movie. And, maybe counter-intuitively, I think the more low budget the action movie, the more honest and open this portrayal of physical emotion is. Deadly Prey isn't trying to subvert anything like maybe Mad Max or Alien are. It merely is, and that is is maybe ugly or funny or weird, but it's stripped down and lean. This is part of the reason why I love low budget and/or bad movies. You've got filmmakers and actors who aren't quite good enough to conceal their ids from the viewer.
There's definitely a discussion to be had about the maleness of action movies, their role as propaganda, whether they inure us to violence, etc. All of that is worthy. But I think that when we zero in on violence as the essential kernel of the genre, we're missing out on more interesting questions about how we express emotion and, maybe more importantly, how we wish we could express emotions in our dream worlds.
--------------------------------------------------------------------------------------------------------------------------
Pure game talk: AMW is undergoing edits right now as we can. It will be published by Flatland Games, fine creators of Beyond the Wall and Other Adventures. Check the tags for past playtest documents and notes on the game's creation.
I can't speak to that. I've not seen Mad Max and I probably won't until it's on DVD or streaming. Having a five year old and a wariness of expensive babysitters tends to curtail your movie options. Plus I just hate watching movies in theaters. I'm old and cranky. So this blog post isn't about this.
Instead, it's about the notion that violence is what action movies are about. I was tagged into the conversation because I wrote and am currently trading edits on ACTION MOVIE WORLD: FIRST BLOOD, an upcoming tabletop roleplaying game which will hopefully be out this year. My purpose with that game is to deconstruct what makes action movies of the genre's golden era (say 1980-1998, or roughly the VHS era) tick. Sometimes I write an article when I want to examine something, sometimes (rare) a blog post, every so often a game.
So here's my thesis: action movies aren't about violence. They are, of course, violent. Very violent. And that violence is very front and center. But rather than being about violence, what they're actually about is physical expression of emotions.
Think about action movies. Yes, anger turns into killing. But love and lust turn immediately into sex scenes. Friendships become about back pats, high fives, and surviving physical adversity together. Characters in action flicks yell and laugh louder than we do, because a big laugh or a loud yell are fundamentally physical acts.
The ramping up of the physicality in quick fashion is the trick. If the natural expression of feeling is physical in the world of action movies, going at a more traditionally dramatic pace is, by definition, unnatural. So you see action heroes behaving in really weird ways, like high fives turning into impromptu arm wrestling matches:
It strikes me that zeroing in on the violence of action movies misses a lot of interesting things. The scale of the violence seems like low-lying fruit when we talk about this type of movie. And, maybe counter-intuitively, I think the more low budget the action movie, the more honest and open this portrayal of physical emotion is. Deadly Prey isn't trying to subvert anything like maybe Mad Max or Alien are. It merely is, and that is is maybe ugly or funny or weird, but it's stripped down and lean. This is part of the reason why I love low budget and/or bad movies. You've got filmmakers and actors who aren't quite good enough to conceal their ids from the viewer.
There's definitely a discussion to be had about the maleness of action movies, their role as propaganda, whether they inure us to violence, etc. All of that is worthy. But I think that when we zero in on violence as the essential kernel of the genre, we're missing out on more interesting questions about how we express emotion and, maybe more importantly, how we wish we could express emotions in our dream worlds.
--------------------------------------------------------------------------------------------------------------------------
Pure game talk: AMW is undergoing edits right now as we can. It will be published by Flatland Games, fine creators of Beyond the Wall and Other Adventures. Check the tags for past playtest documents and notes on the game's creation.
Wednesday, December 10, 2014
The Maturing of the One Ring - Songbook
Songs are a big part of fantasy literature, especially where Tolkien is concerned. Setting aside whether you like Tolkien's verse, a Middle-earth game must have rules for songs to be complete.
The problem is that RPGs have historically done a terrible job with songs. D&D set the tone early, with bards being relegated to bland buffbots. It wasn't that the rules for songs in D&D were uninteresting (though they were). It's that there was no interesting fiction attached to them. For repositories of oral lore, bards sure weren't encouraged to keep track of what their songs were about.
This has continued right up until the modern day. Songs give buffs (TOR does this; more in a moment) and that's it. You can track your songs or write something in-character about your adventures, but there are scant few hooks to get you to do so, just like in the old days.
TOR was in a similar boat. For being in a world where song is so important, the base rules relegate it to a social skill only. Rivendell fixes this and lashes it to the fiction.
The PCs can now write songs as a Fellowship activity. The process is simple: roll Song to compose it, with the success of the roll determining how difficult it is to actually sing. You then (and this is the important bit) log the details of the song in a communal songbook for reference throughout the campaign. The idea is to create a shared history through the songs the characters write. It's simple, and by no means does it have to be the emphasis of a campaign, but the mere existence of the songbook tells everyone at the table that songs are important.
Each song is of a particular type and the difficulty is altered during the writing, with Traditional and Thematic being harder to write, Elvish more difficult. The song types break down as: Traditional (tied to a specific culture, +2 difficulty for outsiders to sing), Thematic (cannot be sung outside a specific event, like meal-time or marching), or Elvish (harder to write but can be used more often).
So what are the benefits? Like most rules in TOR, there's a theme of leaning on and reinforcing your friendship in the song rules. The party can sing each song in the songbook once per adventure (twice for Elvish). If you succeed, you're Inspired, giving you two extra dice to spend on rolls for the duration of the adventure.
This can be game-changing in narrow circumstances, like a hairy combat roll, but it's not remotely overpowered. And this is exactly what it should be: a nice benefit without being too much, with a deep attachment to the fiction.
It's this attachment to the fiction that TOR does so well. Because the designers seem to think in terms of discrete and self-contained actions (a la a board game, as stated in the last edition of this quick look at Rivendell), they can drum up the "feel" of Middle-earth in very little text.
The problem is that RPGs have historically done a terrible job with songs. D&D set the tone early, with bards being relegated to bland buffbots. It wasn't that the rules for songs in D&D were uninteresting (though they were). It's that there was no interesting fiction attached to them. For repositories of oral lore, bards sure weren't encouraged to keep track of what their songs were about.
This has continued right up until the modern day. Songs give buffs (TOR does this; more in a moment) and that's it. You can track your songs or write something in-character about your adventures, but there are scant few hooks to get you to do so, just like in the old days.
TOR was in a similar boat. For being in a world where song is so important, the base rules relegate it to a social skill only. Rivendell fixes this and lashes it to the fiction.
The PCs can now write songs as a Fellowship activity. The process is simple: roll Song to compose it, with the success of the roll determining how difficult it is to actually sing. You then (and this is the important bit) log the details of the song in a communal songbook for reference throughout the campaign. The idea is to create a shared history through the songs the characters write. It's simple, and by no means does it have to be the emphasis of a campaign, but the mere existence of the songbook tells everyone at the table that songs are important.
Each song is of a particular type and the difficulty is altered during the writing, with Traditional and Thematic being harder to write, Elvish more difficult. The song types break down as: Traditional (tied to a specific culture, +2 difficulty for outsiders to sing), Thematic (cannot be sung outside a specific event, like meal-time or marching), or Elvish (harder to write but can be used more often).
So what are the benefits? Like most rules in TOR, there's a theme of leaning on and reinforcing your friendship in the song rules. The party can sing each song in the songbook once per adventure (twice for Elvish). If you succeed, you're Inspired, giving you two extra dice to spend on rolls for the duration of the adventure.
This can be game-changing in narrow circumstances, like a hairy combat roll, but it's not remotely overpowered. And this is exactly what it should be: a nice benefit without being too much, with a deep attachment to the fiction.
It's this attachment to the fiction that TOR does so well. Because the designers seem to think in terms of discrete and self-contained actions (a la a board game, as stated in the last edition of this quick look at Rivendell), they can drum up the "feel" of Middle-earth in very little text.
Saturday, December 6, 2014
The Maturing of The One Ring - Rivendell
I don't post much here. I'm a bad blogger. But I'm going to fire this up again in the next few days for something which is, compared to my last few posts oh so long ago, fairly trivial. Which is all good by me, since trivial means I'm having fun.
What's moved me is The One Ring, the pen and paper RPG for Tolkien's world put out by Cubicle 7. I'll spare the intro except to say that the tabletop RPGs put out for the license historically have been (and I'm being generous here) a little at odds with the spirit of Middle-earth as Tolkien imagined.
This wasn't really the fault of the creators of the two prior systems, MERP and Decipher's The Lord of the Rings Roleplaying Game. They came around at a time when design goals were different and it was both fine and good to plug a generic rules system into a setting. Decipher did better than MERP in this regard, but it was still lacking, while MERP put out remarkably in-depth setting books attached to a slightly stripped down Rolemaster, an explicitly generic fantasy system.
The One Ring is different. Every rule in the game has been very explicitly inspired by a piece of M-E fiction. It plays in an almost board game-esque fashion; by that I mean that there are distinct moves and phases to the game. This enhances the fiction, rather than detracts from it, by making each one of those moves and phases feel momentous. It's no surprise that the designer, Francesco Nepitello, is both a board game designer and inspired by the games of Greg Stafford, a man who also liked those deep dives into rules as a means of emphasizing specific actions in play.
This isn't really a review of TOR, though. It's not even really a review at all, even though it's going to read like one. TOR recently put out a new supplement called Rivendell. It opens up the game to Eriador and the titular vale of the elves. It also adds a lot of new rules which are elegant and mature.
I keep coming back to the word mature when I describe the book. It's the work of a team who have thought about every nook and cranny of where the rules came from and where they're going. They're remarkably well-thought out and clever, expressing the feel of M-E through hard rules text. The rules breathe in a way I don't know that I've seen many game texts do. And they're not complicated. Quite the contrary, they're mostly simple. But that's why it's so tight and interesting.
So that's why I've come to blog. I'm going to do some periodic short entries, each on a different bit of rules text in Rivendell to talk about why they're so interesting. I'm that jazzed about this one single, not even that thick game book. So let me start with a short one:
What's moved me is The One Ring, the pen and paper RPG for Tolkien's world put out by Cubicle 7. I'll spare the intro except to say that the tabletop RPGs put out for the license historically have been (and I'm being generous here) a little at odds with the spirit of Middle-earth as Tolkien imagined.
This wasn't really the fault of the creators of the two prior systems, MERP and Decipher's The Lord of the Rings Roleplaying Game. They came around at a time when design goals were different and it was both fine and good to plug a generic rules system into a setting. Decipher did better than MERP in this regard, but it was still lacking, while MERP put out remarkably in-depth setting books attached to a slightly stripped down Rolemaster, an explicitly generic fantasy system.
The One Ring is different. Every rule in the game has been very explicitly inspired by a piece of M-E fiction. It plays in an almost board game-esque fashion; by that I mean that there are distinct moves and phases to the game. This enhances the fiction, rather than detracts from it, by making each one of those moves and phases feel momentous. It's no surprise that the designer, Francesco Nepitello, is both a board game designer and inspired by the games of Greg Stafford, a man who also liked those deep dives into rules as a means of emphasizing specific actions in play.
This isn't really a review of TOR, though. It's not even really a review at all, even though it's going to read like one. TOR recently put out a new supplement called Rivendell. It opens up the game to Eriador and the titular vale of the elves. It also adds a lot of new rules which are elegant and mature.
I keep coming back to the word mature when I describe the book. It's the work of a team who have thought about every nook and cranny of where the rules came from and where they're going. They're remarkably well-thought out and clever, expressing the feel of M-E through hard rules text. The rules breathe in a way I don't know that I've seen many game texts do. And they're not complicated. Quite the contrary, they're mostly simple. But that's why it's so tight and interesting.
So that's why I've come to blog. I'm going to do some periodic short entries, each on a different bit of rules text in Rivendell to talk about why they're so interesting. I'm that jazzed about this one single, not even that thick game book. So let me start with a short one:
Rivendell as Land of Dreams
In Tolkien's text, there's a hazy, dreamy quality to Rivendell for everyone but the elves who live there. That exists in any of the elf-holds which he mentions, but Rivendell is almost a anthropomorphized character in its own right.
But that's hard to model in rules text. Hell, it's hard to describe with enough style that your players fully get it, no matter how good a GM you are.
Francesco leans on his board game background here. The GM is supposed to make very clear that characters visiting Rivendell have a choice, one which has benefits and drawbacks. It's very consciously made. The rules:
1) If you spend adventuring time in Rivendell, the Shadow rating of the characters is considered zero. (Shadow is the measure of how weighed down the heroes are by the ugliness happening in Middle-earth). Characters also heal from physical wounds at a much faster rate.
2) If you do the above, however, you only get 1 experience point that session. Period. If you were set to get 2, 4, or a dozen, it doesn't matter. You get 1. Because time is weird in Rivendell. It passes slowly. You get complacent. It's too wonderful to leave, especially when it's so ugly outside of it. You get lazy, basically.
And that's it. A lesser game might rely on the well-worn fantasy game trope of "make a willpower save to leave" or something equally blunt. Rivendell (the book) presents a firm choice, equal parts good and bad: stay here if you want, enjoy it while you do, but realize that you're risking your competency long-term.
Wednesday, February 19, 2014
The Best Case Scenario With Irrational Games
Yesterday saw the surprise closing of Irrational Games, developers of the Bioshock series. I say surprise because, by all accounts, Irrational was a well-regarded, profitable entity in 2K Games' constellation of studios. Bioshock, of course, is considered one of the finest games of the past decade. Bioshock Infinite was almost as much of a critical success in the mainstream gaming press, though it was much less so on blogs and independent outlets, being criticized for some very unfortunate in-game racial commentary.
(It should be noted that I have not played either Bioshock nor do I intend to. My FPS adventures have always been limited to multiplayer PVP fests, and that was before I lost a noticeable step in my mid-30s.)
The commentary on twitter and elsewhere has been pretty pointed, primarily because studio head and Bioshock series creator, Ken Levine, has landed on his feet at Take Two. He wants to make smaller boutique games. Not small or boutique enough to start an indie studio, of course, and that's an important tell. Between his comments about storytelling blocks, a weird press release by 2K, and his desire to concentrate on "core gamers" (I'll give some easy odds on what gender, race, age, and class his "core gamer" is), it sure looks, from the outside, like a bored guy with an enormous amount of name recognition shutting the gate behind him. And it should be stressed that an awful lot of people were left behind; he's taking anywhere from 0 to 15 people with him, going by snippets, while an estimated 185 people lost their jobs.
Naturally, the conversation has centered on these dimensions. Essentially, the thinking is one of two things.
1) 2K didn't want to back Levine on his next project and told him no. Levine said, "screw this, I'm going on my own". Levine leaves, 2K reckons that Irrational is nothing without Levine, and everyone gets fired.
2) Levine really did get bored and restless. He still had a lot of control and basically just shuttered the studio on his way out.
I'm simplifying greatly, here, but the two most common takes are those. What I've seen less of is an examination of the third option: that Irrational Games was unprofitable and probably misrun.
Before we go further, I think it's vitally important to read two very good pieces on the situation, linked directly below. The politics of the aftermath of the closing are really important.
Games By Humans
Ken Levine Isn't Looking For a Job
On profitability, I'm leaning on my friend, Russ, who pointed out that Bioshock took six years to complete and was certainly over budget. Yes, it sold four million units, but that was maybe just enough to break even. 2K, when Levine started making noise about wanting to do something with narrative Legos or storytelling primitives or whatever pomo garbage he's considering doing, is naturally skittish about Bioshock Infinite's issues.
And what about those issues? Think about this for a moment, away from the politics. Bioshock Infinite moved four million copies and it wasn't profitable. Obviously not all of those were at the release price point of 60 bucks, but let's just say, for the sake of argument, that half were moved at that price and the other half were at an average of 30 (current price is about 15). That's 180 million dollars. And it wasn't profitable.
No matter how long it took or the size of the staff, the fact that 180m doesn't break even is insane. That is not a sustainable number, particularly when looked at in conjunction with Square Enix announcing a few weeks ago that the latest Tomb Raider only just now broke even... after 3.4 million sold in the first month and, presumably, reaching right around twice that overall.
There is no silver lining to those numbers and the unprofitable theory. These simply aren't sustainable numbers and they're a disastrous portent for the industry. Essentially, numbers like that are going to translate into a more rapid revolving door, as people are laid off in greater numbers as impossible targets aren't met, and more consolidation around the biggest players, as the medium studios are priced out of making anything.
The refrain is always that indie games are the savior here (that was said numerous times in response to my Jacobin piece). My response is always the same: they aren't. Indie games are the savior if and when they can provide a livable wage and decent benefits. That's not a slight on the quality of product which indie studios churn out; indie games are good or bad the same way major studio games are good or bad. It's simply an empiric observation that the long hours and terrible wages aren't any better at an indie and, according to Gamasutra's yearly survey data, are probably worse.
This is what we're left with, then: a critical darling which moved a whopping number of copies wasn't profitable. Around 200 people lost their jobs without warning. Ken Levine is going to be just fine.
There's no real answer here. The industry is going to have to implode before it changes. Or the social safety net in the US is going to have to be able to catch people like the ones who just got canned. But I do want to zero in on Ken Levine being fine again.
More than just about any other sector of the entertainment industry, video game creation is reliant on a lot of people. Your writing can be good but if your code is garbage, people will know and remember the shoddy code. Your animations can be great but your art can be terrible. Contrast with film, another team effort (I hate that term) but one where a good actor or director can carry a movie, or with writing, which is almost always an individual effort.
By all accounts, Bioshock Infinite was at least solid, possibly very good. Everyone did their jobs and did them well. Everyone but one person: Ken Levine. Levine's primary job, more than the writing, was to bring Infinite in on time and under budget. If Irrational had become unprofitable because of Bioshock Infinite's overrun, no matter how unfair and insane the budgetary bloat which has taken hold of the industry, that's on Levine's head.
And yet here we are, with an entire studio turned out on its collective ear for doing its job properly, while the one true failure in the story has not just landed on his feet but is poised to crank out vanity projects, post-Spore Will Wright style, for the rest of his life. The games press, for the most part, is salivating about what he's going to do next, thereby enabling this sort of behavior the next time. Hovering over it all is the vicious irony that a man who made his name by writing about a Randian dystopia is going to be just fine because we're currently living in one.
Like I said, I don't have any answers, at least not any which don't involve the industry as we know it completely collapsing. I am heartened that, in the comments sections of major industry news outlets, there seems to be scant patience, this time, for yet another rock star dev landing on his feet after a failure while hundreds go home with a severance check. Small as it is, cracking the myth of the video game auteur may be the first step in fixing the industry.
(It should be noted that I have not played either Bioshock nor do I intend to. My FPS adventures have always been limited to multiplayer PVP fests, and that was before I lost a noticeable step in my mid-30s.)
The commentary on twitter and elsewhere has been pretty pointed, primarily because studio head and Bioshock series creator, Ken Levine, has landed on his feet at Take Two. He wants to make smaller boutique games. Not small or boutique enough to start an indie studio, of course, and that's an important tell. Between his comments about storytelling blocks, a weird press release by 2K, and his desire to concentrate on "core gamers" (I'll give some easy odds on what gender, race, age, and class his "core gamer" is), it sure looks, from the outside, like a bored guy with an enormous amount of name recognition shutting the gate behind him. And it should be stressed that an awful lot of people were left behind; he's taking anywhere from 0 to 15 people with him, going by snippets, while an estimated 185 people lost their jobs.
Naturally, the conversation has centered on these dimensions. Essentially, the thinking is one of two things.
1) 2K didn't want to back Levine on his next project and told him no. Levine said, "screw this, I'm going on my own". Levine leaves, 2K reckons that Irrational is nothing without Levine, and everyone gets fired.
2) Levine really did get bored and restless. He still had a lot of control and basically just shuttered the studio on his way out.
I'm simplifying greatly, here, but the two most common takes are those. What I've seen less of is an examination of the third option: that Irrational Games was unprofitable and probably misrun.
Before we go further, I think it's vitally important to read two very good pieces on the situation, linked directly below. The politics of the aftermath of the closing are really important.
Games By Humans
Ken Levine Isn't Looking For a Job
On profitability, I'm leaning on my friend, Russ, who pointed out that Bioshock took six years to complete and was certainly over budget. Yes, it sold four million units, but that was maybe just enough to break even. 2K, when Levine started making noise about wanting to do something with narrative Legos or storytelling primitives or whatever pomo garbage he's considering doing, is naturally skittish about Bioshock Infinite's issues.
And what about those issues? Think about this for a moment, away from the politics. Bioshock Infinite moved four million copies and it wasn't profitable. Obviously not all of those were at the release price point of 60 bucks, but let's just say, for the sake of argument, that half were moved at that price and the other half were at an average of 30 (current price is about 15). That's 180 million dollars. And it wasn't profitable.
No matter how long it took or the size of the staff, the fact that 180m doesn't break even is insane. That is not a sustainable number, particularly when looked at in conjunction with Square Enix announcing a few weeks ago that the latest Tomb Raider only just now broke even... after 3.4 million sold in the first month and, presumably, reaching right around twice that overall.
There is no silver lining to those numbers and the unprofitable theory. These simply aren't sustainable numbers and they're a disastrous portent for the industry. Essentially, numbers like that are going to translate into a more rapid revolving door, as people are laid off in greater numbers as impossible targets aren't met, and more consolidation around the biggest players, as the medium studios are priced out of making anything.
The refrain is always that indie games are the savior here (that was said numerous times in response to my Jacobin piece). My response is always the same: they aren't. Indie games are the savior if and when they can provide a livable wage and decent benefits. That's not a slight on the quality of product which indie studios churn out; indie games are good or bad the same way major studio games are good or bad. It's simply an empiric observation that the long hours and terrible wages aren't any better at an indie and, according to Gamasutra's yearly survey data, are probably worse.
This is what we're left with, then: a critical darling which moved a whopping number of copies wasn't profitable. Around 200 people lost their jobs without warning. Ken Levine is going to be just fine.
There's no real answer here. The industry is going to have to implode before it changes. Or the social safety net in the US is going to have to be able to catch people like the ones who just got canned. But I do want to zero in on Ken Levine being fine again.
More than just about any other sector of the entertainment industry, video game creation is reliant on a lot of people. Your writing can be good but if your code is garbage, people will know and remember the shoddy code. Your animations can be great but your art can be terrible. Contrast with film, another team effort (I hate that term) but one where a good actor or director can carry a movie, or with writing, which is almost always an individual effort.
By all accounts, Bioshock Infinite was at least solid, possibly very good. Everyone did their jobs and did them well. Everyone but one person: Ken Levine. Levine's primary job, more than the writing, was to bring Infinite in on time and under budget. If Irrational had become unprofitable because of Bioshock Infinite's overrun, no matter how unfair and insane the budgetary bloat which has taken hold of the industry, that's on Levine's head.
And yet here we are, with an entire studio turned out on its collective ear for doing its job properly, while the one true failure in the story has not just landed on his feet but is poised to crank out vanity projects, post-Spore Will Wright style, for the rest of his life. The games press, for the most part, is salivating about what he's going to do next, thereby enabling this sort of behavior the next time. Hovering over it all is the vicious irony that a man who made his name by writing about a Randian dystopia is going to be just fine because we're currently living in one.
Like I said, I don't have any answers, at least not any which don't involve the industry as we know it completely collapsing. I am heartened that, in the comments sections of major industry news outlets, there seems to be scant patience, this time, for yet another rock star dev landing on his feet after a failure while hundreds go home with a severance check. Small as it is, cracking the myth of the video game auteur may be the first step in fixing the industry.
Tuesday, September 24, 2013
A Rebuttal to a Rebuttal
Jase Short wrote, and Jacobin published, a rebuttal to my
piece “On Geek Culture”. I think it’s a well-thought out piece and I appreciate
the respectful tone. The fact that this happened, by the way, is one of the
reasons why I like Jacobin so much. It’s not monolithic, just as the left isn’t
monolithic. The editorial staff are willing to get dissent within the ranks
even when it’s stuff that they obviously approve of enough to publish. That’s
really cool.
That said, I do want to rebut the rebuttal, but here in my
own space. I feel as though Mr. Short has misunderstood a bit of what I wrote,
not least of which is the notion that I’m defining being a geek as passive
consumption of culture. Since that kind of underpins the rebuttal, I think it’s
important for me to respond.
Some of this misunderstanding is really about how the piece
was written. I was a bit of a victim of my word count, an eminently
understandable situation. This forced me to truncate bits of my argument. Some
of it is that this is an evolving thesis and, really, two pieces in one. The
first piece is trying to shift what we mean when we say geek. If I’m frank,
this is the argument that I’m most interested in of the two; I firmly,
categorically think that geekdom has nothing to do with what you like but how you like it.
The second piece is how that passion is harnessed by
corporations. I think I do a decent job of showing how this happens in the
video game industry workplace in my prospective next Jacobin piece without
making the argument an outright follow-up. I’ll avoid long spoilers for now,
but the tradeoff in the industry is “you work insane hours, you get to do what
your subculture considers awesome”.
But let’s zero in on the first piece of that combo. As near
as I can tell, Mr. Short and I are in total agreement: the geek is defined by
the depth of passion toward the admired object. It seems strange that the
rebuttal should center on the “passivity” of the geek when I really argue no
such thing.
In fact, I argue something quite the opposite. The passion
of the geek toward the object or activity, whether that’s Star Trek or a sports
team or record collection, is so great, the interaction so rewarding, that it can
and does supplant ties of race, gender, and class solidarity. It’s not enough
to both be dock workers; if one is a traditional sports-hating geek and the
other is a rabid anime-hating Giants fan, odds are that the casual bonds of
commonality which might, say, let them work in opposition to management much
more naturally don’t form.
Mostly my piece was well-received, but one of the common
counters (and Mr. Short touches on it in his) is that this is really just human
nature. That of course you make
everyday social bonds around common interests.
Which is absolutely true. The problem, of course, is one
which is much broader and that is corporate intrusion and ownership of what
those common interests are. And, again, we return to the passion/passivity
argument. By exalting those common interests to such a degree, the geek (and,
again, I remind readers that I’m using this to mean people very different than
the commonly used term) is essentially exalting a corporate brand as identity.
It is not passivity which is the problem; it’s the passion and what it does.
But what of reclaiming the properties? What about cosplay
and fanfiction? These are, indeed, active forms of engagement with the object.
My counter is: reclaim them from what? If a property is created by a
corporation, owned by a corporation, there
is no way to reclaim it. Its essential nature is corporate. There is no
separating out Iron Man from Marvel. Mr. Short brings up Lucas selling Star
Wars to Disney; left unsaid is that Lucas was hardly a non-corporate entity. I
daresay he’s the poster child for Boomer monetization of intellectual property
and that Disney may be kinder to the intersection between capitalism and fandom
than he was, though that’s a bit of a side argument.
There seems to be an air that I am dumping on geek culture
as low brow or worthless. That is absolutely not the case. I love low brow
stuff. I watch almost exclusively terrible movies. I love stupid games with no
real higher message. I eat junk food and watch NFL football while obsessively
watching my fantasy football scores. I own two Arsenal jerseys. So it is most
certainly not that I have a disdain for mass culture.
What I am asking for is merely awareness of where the
beloved media in question comes from, coupled with (and I could have done a
better job putting this to the fore) a sincere attempt to liberate creators on
the part of fans. On the creator front, I have seen so many geeks claim love
for creators, whether that’s a running back or a comic artist. When push comes
to shove, when those creators are sincerely, unequivocally abused by the
corporations which employ them, geeks are largely silent. Not all of them, as
Mr. Short is quick to point out, and that’s true, but the majority are
conspicuously on the side of the ownership class, not the creator. It is
galling, even as a non-comic reader, to see calls for boycotts by bloggers met
with “creators will really starve if
we join in”. That is passivity and
helplessness, a perversion of the usual passion which is deliberately and
consciously harnessed by the ownership class in these media industries for poor
ends.
One final note on Mr. Short’s piece, one which I think
reinforces my premise that geek culture ends up supplanting traditional cultural bonds. Toward
the end he writes:
“For
many, the act of “owning up” to a label once imposed by oppressive social
forces, most often in middle school and high school, is analogous to the
re-appropriation of labels by oppressed groups.”
I
cannot get on board with this. Being a geek growing up and reclaiming the word is
not the same thing as owning up to racial, gender, or sexual preference slurs.
He immediately says that it’s not the same scale or type, but by putting it out
there at all the equation exists. I admit that I’m taking the least charitable
reading, but I see this time and time again with those who have grown up being
teased: no, it’s not like being called the N-word, but we were made fun of and
we’re taking the word back, so it’s sort of like that in a small way.
I don’t
ever want to question the severity of bullying or tell people to get over it,
but there are some bounds here which must forcefully be called out when crossed.
Being a geek is not something you’re born into. There is nothing set in stone
which says that you must wear that media allegiance on your t-shirt or on your
mug. Nobody should ever be tormented for those things, but it is not remotely
in the same league as racism, sexism, classism, or homophobia.
I
sincerely doubt that Mr. Short (who seems like a very sharp, well-meaning
fellow) meant to equate these things. Perhaps we need a new language for this
sort of thing. Or, perhaps, we should be wary of exalting media consumption and
the passion it sometimes engenders to a place where such analogies exist at
all, which is really the core of my argument.
Monday, September 23, 2013
It's been an age, hasn't it?
I've left this blog fallow for quite a long time. I think my last post was in June and even it wasn't very long. Status updates, though, are good for the people who found out about Before Iron and ACTION MOVIE WORLD: FIRST BLOOD through here.
Before Iron: This is still in limbo, despite my having been told that I could talk about it a year and a half ago. It is, I am assured, still a priority. I've received some good news on the Before Iron front from Stewart, but it's not the sort of thing I can share publicly.
It'll be out when it's out. I don't know when that is, but it's probably best to not think of it until I post firm news.
ACTION MOVIE WORLD: FIRST BLOOD: Always in caps. Always.
As far as I'm concerned, AMW is feature complete for testing. Not feature complete for release, of course, but for testing, absolutely. You can find the latest playtest docs here:
https://drive.google.com/folderview?id=0BxzKPjPAQ2CYcHBVY1hLX0pCMDQ&usp=sharing
The only reason I haven't been playtesting the hell out of this online (we've done some locally and it's gone swimmingly) is because Apocalypse World derived games are really tough to do properly without playbook pdfs to consult. There's something deliciously tactile about the *W experience, so doing it without those pdfs is both incomplete and lacks a certain ease of use.
The pdfs are slowly, ever so slowly, coming together. Work on them has been turned over to my brother and co-author on Before Iron. But he's started a new job at a new school, which slows things down, and I've started school again, been busy with other projects, and my daughter started preschool, which slows things down even further. Rest assured that our mutual breaks in the action are devoted to things like the playbook and script pdfs. I suspect testing will come in hardcore once the holidays roll around and everyone has some time off. I also suspect it might be ready for release by the end of Summer 14, though that is optimistic.
Release is already more or less settled. My brother and our friend (that's +Peter Williams and +John Cocking, respectively) have a company called Flatland Games which publishes a very nifty and well-regarded OSR titled Beyond the Wall and Other Adventures. AMW will be released there when it comes out.
Will there be a Kickstarter? That's unsure. Frankly, signing on with Flatland means that it's not strictly necessary; the infrastructure for printing on demand and having an awesome pdf are already there. That doesn't mean it won't happen, however; I like Kickstarter as a way of helping with lump sum payments to talent and getting the word out.
If we do go Kickstarter (and this is probably a topic for another post), it will be handled quite differently from many others. For one, it won't go to KS unless and until it's fully written. Since it's not necessary to have the operating capital a KS could offer to get it out in some form, I see no need to kickstart it and then write it over the next however many months. This is not least because I'm rotten at time management and I want precisely zero risk that it goes over my time allotment.
We also won't have any stretch goals as they've come to be thought of. It'll be very simple: more money means better art. Maybe there's a hardcover version. Maybe it's in color. The initial goal would be very modest, as well. I prefer things simple and streamlined as much as possible.
Geeky & Genki: I'm proud to be doing some entertainment writing over at Geeky & Genki. It's a bunch of cool folks I respect the hell out of doing podcasts and writing on all sorts of things. If anything's suffered because of my busy Fall, it's really G&G; I hope to write some more for them very soon (I already have my In the Heat of the Night cultural criticism magnum opus written in my head for Fall break).
Jacobin: Being a more or less lifelong socialist of one stripe or another, I've been very excited to be able to write for Jacobin (and by extension Salon) on geek culture. Jacobin is a magazine I really and truly respect, young as it is, and to have my name next to people like Eileen Jones, Bhaskar Sunkara, Connor Kilpatrick, Corey Robin, etc truly, sincerely blows my mind and humbles me.
If all goes well with the draft, I'll have a long read on the political economy of the video game industry in the next print issue. It should hilariously torpedo any hopes I may have had of returning to the video game industry (spoiler: I actually have no desire to return), but I hope it proves a thought-provoking read.
Anyway, keep an eye on here and follow me on G+ for updates. My next focus is AMW, AMW, AMW, at least once midterms are done.
Before Iron: This is still in limbo, despite my having been told that I could talk about it a year and a half ago. It is, I am assured, still a priority. I've received some good news on the Before Iron front from Stewart, but it's not the sort of thing I can share publicly.
It'll be out when it's out. I don't know when that is, but it's probably best to not think of it until I post firm news.
ACTION MOVIE WORLD: FIRST BLOOD: Always in caps. Always.
As far as I'm concerned, AMW is feature complete for testing. Not feature complete for release, of course, but for testing, absolutely. You can find the latest playtest docs here:
https://drive.google.com/folderview?id=0BxzKPjPAQ2CYcHBVY1hLX0pCMDQ&usp=sharing
The only reason I haven't been playtesting the hell out of this online (we've done some locally and it's gone swimmingly) is because Apocalypse World derived games are really tough to do properly without playbook pdfs to consult. There's something deliciously tactile about the *W experience, so doing it without those pdfs is both incomplete and lacks a certain ease of use.
The pdfs are slowly, ever so slowly, coming together. Work on them has been turned over to my brother and co-author on Before Iron. But he's started a new job at a new school, which slows things down, and I've started school again, been busy with other projects, and my daughter started preschool, which slows things down even further. Rest assured that our mutual breaks in the action are devoted to things like the playbook and script pdfs. I suspect testing will come in hardcore once the holidays roll around and everyone has some time off. I also suspect it might be ready for release by the end of Summer 14, though that is optimistic.
Release is already more or less settled. My brother and our friend (that's +Peter Williams and +John Cocking, respectively) have a company called Flatland Games which publishes a very nifty and well-regarded OSR titled Beyond the Wall and Other Adventures. AMW will be released there when it comes out.
Will there be a Kickstarter? That's unsure. Frankly, signing on with Flatland means that it's not strictly necessary; the infrastructure for printing on demand and having an awesome pdf are already there. That doesn't mean it won't happen, however; I like Kickstarter as a way of helping with lump sum payments to talent and getting the word out.
If we do go Kickstarter (and this is probably a topic for another post), it will be handled quite differently from many others. For one, it won't go to KS unless and until it's fully written. Since it's not necessary to have the operating capital a KS could offer to get it out in some form, I see no need to kickstart it and then write it over the next however many months. This is not least because I'm rotten at time management and I want precisely zero risk that it goes over my time allotment.
We also won't have any stretch goals as they've come to be thought of. It'll be very simple: more money means better art. Maybe there's a hardcover version. Maybe it's in color. The initial goal would be very modest, as well. I prefer things simple and streamlined as much as possible.
Geeky & Genki: I'm proud to be doing some entertainment writing over at Geeky & Genki. It's a bunch of cool folks I respect the hell out of doing podcasts and writing on all sorts of things. If anything's suffered because of my busy Fall, it's really G&G; I hope to write some more for them very soon (I already have my In the Heat of the Night cultural criticism magnum opus written in my head for Fall break).
Jacobin: Being a more or less lifelong socialist of one stripe or another, I've been very excited to be able to write for Jacobin (and by extension Salon) on geek culture. Jacobin is a magazine I really and truly respect, young as it is, and to have my name next to people like Eileen Jones, Bhaskar Sunkara, Connor Kilpatrick, Corey Robin, etc truly, sincerely blows my mind and humbles me.
If all goes well with the draft, I'll have a long read on the political economy of the video game industry in the next print issue. It should hilariously torpedo any hopes I may have had of returning to the video game industry (spoiler: I actually have no desire to return), but I hope it proves a thought-provoking read.
Anyway, keep an eye on here and follow me on G+ for updates. My next focus is AMW, AMW, AMW, at least once midterms are done.
Sunday, June 2, 2013
Another ACTION MOVIE WORLD: FIRST BLOOD Playtest Report
+Jonathan Reiter was awesome enough to do a playtest of AMW's current alpha rules. Feedback was good. It was very cool because I'm extremely into seeing what people do with the game when I'm not there. I know how I run the game and I know how to explain it. Those two things can cover a lot of holes. So it's always nice to see what happens when I'm not there.
Anyway, I've excised some of the specific feedback for readability, interest, and because I prefer to keep feedback notes (good and bad) in the design talk vault while it's in development. But the play report is below.
Anyway, I've excised some of the specific feedback for readability, interest, and because I prefer to keep feedback notes (good and bad) in the design talk vault while it's in development. But the play report is below.
I GM'd a one-shot of +Ian Williams' Action Movie World:
First Blood for five willing-ish test subjects. Here's what happened.
THE MEAN GREEN
Cast:
Brandt Sterling as AGENT JONAH STAIN
2Wack as OFFICER FORD ABRAMS
Chip Fistwell as DETECTIVE DRAKE TUNGSTEN
Jason Stacy as OFFICER ISAAC
Malory Pariso as OFFICER TILA MARTINEZ
Premise: Jonah Stain is an Irish INTERPOL cop on the case of
a transatlantic human trafficking ring. Officer Ford Abrams is the NYPD
wunderkind who is mere inches from finding Shadowsmith Sanderson, the head of
the ring. Can Stain drive out the snakes on a St. Paddies' weekend in NYC?
Some key moments:
1. The Musclehead (Tila) is undercover with her partner in
Vice, The Gunfighter (Isaac). They are infiltrating a strip club that is the front
for the ring. Tila is the working girl to Isaac's pimp, and they are decked out
in green sequined bikini and crushed velvet jacket respectively. They decide to
bring in their informant, and a gunfight breaks out. Tila uses her boiled ham
thighs to drag the informant out while Isaac provides slo-mo covering fire.
"Next time," Tila says exasperated, "you get to wear the
bikini."
2. Our Op (Jonah) is the lead. The Smartass (Ford), is
driving. They are hot on the tail of Isaac and Tila's car, which is currently
being flanked by two black Hayabusas, riders armed with TEC-9s. They shoot
ahead of the chase via shortcut. While Ford t-bones one of the cycles into
flames, Jonah throws his cane at the other rider. The riders falls roughly into
a heap of garbage. Jonah stands over, uses the cane to flip open the visor,
exposing his love interest, Katya, and her gorgeous flowing auburn locks.
Smoldering looks are inevitably exchanged.
3. After Ford is kidnapped by the smugglers, everyone at his
precinct falls apart a little bit. At the bodyless funeral, The Thesbian
(Drake) tries to deliver a lifting soliloquy over Ford's presumed death.
Unfortunately, despite the best effort of his NA sponsor, Jonah, Drake has
fallen off the wagon. He harangues about how the department is filled with
bastards and lectures the shocked crowd about the inevitability of violent
death.
4. Isaac drives a shamrock diesel truck into a vacant party
supply warehouse in Queens, burning tons and tons of goons and himself in the
process. Pathos for Jonah who comes crashing in to the third floor through a
skylight, assaulting goons with his cane. "And now you know why they call
me Jonah Stain," he says economically, leaving behind a heap of bloodied
bodies. Jonah tangles with Sanderson, and they both go out a window, leading to
broken bones and Pulp Fiction limp chase. Meanwhile, Tila convinces Katya to
get out of the ring through a released captive daughter, an emotional high for
the flick.
5. A tank chase in the middle of the St. Patrick's Day parade,
as Sanderson threatens the city with a dirty bomb strapped to Miss Delaware's
chest.
It was super fun and people had a ton of fun. I initially
thought it was going to be very hard work, because 5 players is a bit much for
an AW game. But, it turned out fine.
Frirek I (930-962) round two
A time of troubles came to Novgorod, to all Slavs and Norse
Brother battled brother for years
Weakling Frirek was determined, with respect on his mind
Brother Hrodalfr began war anew
Black Suzdal became new brother to Hrodalfr, Yarsolavl joined
Finally Borkvard fought Frirek, too
Frirek jarl again, jarl removed again
To Novgorod and Torzhok, Frirek retired
Love bloomed late for Frirek, lust-cunning Pora captured his heart
Frirek's senses fled him and he took her name
Af Odense as their children were called, a curse on Rurikovich
But Frirek believed naught but his heart
Brother Borkvard remembered Rurik, the promise of Rus anewed
To Setyamka to Rus a demand
"Restore Rurik's throne to me, Rus by right is mine!"
The Muromids met Rurikovich in battle
Blood proved bonding for brothers, thicker than Muromid oaths
Save for Frirek and Pora
Remained in Novgorod rutting, replacing Rurikovich blood with af Odense
Barid died in battle while Borkvard was cast in a pit
Rus-king reigned ruinously, Frirek did not care
His eyes halted upon Pora
Rich as he remained, richer still he became
Lagoda left to Frirek with Narva not far behind
Finally an heir, finally a Rurikovich son!
Concubine-born castoff
Eleven years of life altogether, young Rikulfr yearned for a throne
But Pora believed only in the others and had him killed
Years and years wore on, young af Odenses swarmed Novgorod
Frirek was fraught with terror at what he'd wrought
His love halted years prior, hatred consumed his heart
Too late his loins had stirred
Peace turned pillage again, past foes invaded once more
Sweden came swimming from the west
A Norseman on the throne again, no rejoicing aloud
With Denmark came danger not six years later
Frirek's fate was not happy, rebellions followed again
Damned Frirek's dungeon was not pleasing
Pora's face turned from Frirek, he fainted from stress
Never to stir to awakening again
So the Sons of Rurik were no more

Brother battled brother for years
Weakling Frirek was determined, with respect on his mind
Brother Hrodalfr began war anew
Black Suzdal became new brother to Hrodalfr, Yarsolavl joined
Finally Borkvard fought Frirek, too
Frirek jarl again, jarl removed again
To Novgorod and Torzhok, Frirek retired
Love bloomed late for Frirek, lust-cunning Pora captured his heart
Frirek's senses fled him and he took her name
Af Odense as their children were called, a curse on Rurikovich
But Frirek believed naught but his heart
Brother Borkvard remembered Rurik, the promise of Rus anewed
To Setyamka to Rus a demand
"Restore Rurik's throne to me, Rus by right is mine!"
The Muromids met Rurikovich in battle
Blood proved bonding for brothers, thicker than Muromid oaths
Save for Frirek and Pora
Remained in Novgorod rutting, replacing Rurikovich blood with af Odense
Barid died in battle while Borkvard was cast in a pit
Rus-king reigned ruinously, Frirek did not care
His eyes halted upon Pora
Rich as he remained, richer still he became
Lagoda left to Frirek with Narva not far behind
Finally an heir, finally a Rurikovich son!
Concubine-born castoff
Eleven years of life altogether, young Rikulfr yearned for a throne
But Pora believed only in the others and had him killed
Years and years wore on, young af Odenses swarmed Novgorod
Frirek was fraught with terror at what he'd wrought
His love halted years prior, hatred consumed his heart
Too late his loins had stirred
Peace turned pillage again, past foes invaded once more
Sweden came swimming from the west
A Norseman on the throne again, no rejoicing aloud
With Denmark came danger not six years later
Frirek's fate was not happy, rebellions followed again
Damned Frirek's dungeon was not pleasing
Pora's face turned from Frirek, he fainted from stress
Never to stir to awakening again
So the Sons of Rurik were no more
Out of Character
So this is the first game of CK2 I've ever lost. I've played counts, dukes, kings, republics, everything.
Some of it has to do with a possible bug. Frirek got married and it was apparently matrilineal. I'm not discounting the possibility that I might have clicked on matrilineal marriage at all, but this is the second time this has happened with the expansion pack, though the first one was with my female heir in a different game trying to have a matrilineal marriage which just didn't get recognized.
I decided to work it into my story. Frirek was so entranced by his prospective bride that he rashly took her name, meaning no Rurikovich babies. From a game standpoint, once I realized that all of the kids were from the af Odense dynasty, I went nuts trying to get some concubine kids going. And I did! Twins! A boy and a girl. Except Frirek's wife promptly murdered the only Rurikovich son and that was it. My fate was sealed.
The brothers might have hung in there, but they all died in a dumb rebellion after Borkvard took the Novgorod ducal title from me. Two in prison, one in battle. That left just me. I had tons of land, since I inherited all of their titles save the ducal one (the king stripped that one from Borkvard and wouldn't give it back). I decided to wait things out, hopefully overthrowing the new king once the rapidly aging Setyamka kicked the bucket.
Well, Sweden put a stop to that. They invaded in force to subjugate Rus, which they did. That left me with only Narva to my name Then the Swedish king died and gavelkind kicked in, leaving his six year old on an unstable throne. Then the Danes invaded to subjugate the Finnish portions of the kingdom (ie me) and that was basically it.
I ended up in prison in 961, where I died in 962. An af Odense took the throne. There were other Rurikovich folks out there, but none of them had land, meaning they weren't playable. So that was it for the game.
I like this expansion, but it's hectic. The Norse, as I mentioned, can be incredibly powerful. By default, they are. All the pagans are. But the gavelkind inheritance and the massive cliff to climb to get out from underneath it can really, really screw you over. Wars are nearly constant. The more or less permanent casus belli from your other pagan neighbors means that they can swoop in for the leftovers after whatever dynastic struggle du jour wraps up. There's a real sense of chaos to things, particularly when you're over in Russia, which makes for an active game.

Saturday, June 1, 2013
Barid I (928-930)
From temple flew Barid, full of wrath and desire
True Norse to the tips of his bones
Whispers filled whole speak-chambers, where Novgorod stood
Blood from blessed Rurik's veins seemed clear
But Frirek, damned Frirek, to fight was his cause
Brother Oleg became his victim
Smothered in sleep, sixth son of his father
Tis how Torzhok came to damned Frirek
Subtlety was scarce, the duchy saw it all
Frirek cared for nothing save the throne
Justice's demanded Barid's deeds, for Frirek had fled
Raising flag in rebellion against brother-liege
Frirek was faster, cunning-fox
Brother fought brothers
Luki and Lagoda, helped lay Frirek's trap
Barid bid farewell and to Scotland sailed
True Norse to the tips of his bones
Whispers filled whole speak-chambers, where Novgorod stood
Blood from blessed Rurik's veins seemed clear
But Frirek, damned Frirek, to fight was his cause
Brother Oleg became his victim
Smothered in sleep, sixth son of his father
Tis how Torzhok came to damned Frirek
Subtlety was scarce, the duchy saw it all
Frirek cared for nothing save the throne
Justice's demanded Barid's deeds, for Frirek had fled
Raising flag in rebellion against brother-liege
Frirek was faster, cunning-fox
Brother fought brothers
Luki and Lagoda, helped lay Frirek's trap
Barid bid farewell and to Scotland sailed
Out of Character
I have a feeling this pattern is going to hold for a bit. Things seemed good! My vassals actually sort of liked me! I could kind of hang in there with Barid. His stats were sort of stinky, but that's okay! He wasn't Frirek.
So here's what happened. Frirek, as eldest surviving Rurikovich brother, stood to inherit whatever titles his other four brothers left behind. Barid had no kids and the other three were 15, 12, and 11, so they weren't even married. So, from way far away in Norway, he offs Oleg of Torzhok. Now, he's Count of Torzhok.
But Frirek is still bad at all of this, so the whole kingdom knows. This is my chance. I have a 71% chance to capture him, strip his titles, and let him rot in prison forever. So I send out the guard to go get him. And fail. Frirek rebels, but all of my vassals join him! Yes, the same vassals who all hated him, including the kid brothers.
Once again, I have a rebellion I can't put down. I relent and Barid is banished to his wife's former court in Moray, Scotland, where Ivar the Boneless' kin rule. Frirek is once again Jarl of Novgorod. I fully expect things to remain incredibly cutthroat and messy.
Frirek I 927-928
While war raged without cease, young Frirek went to Novgorod
Ill-favored, ill-mannered, weak
His favored father's sins forgotten not, for a year Frirek reigned
Young Frirek yet strove to be king
Novgorod's councils never kept near poor Frirek, nearer his brother they were
To Barid's temple blew the message
"Novgorod, oh Novgorod, come newly to Frirek, Barid rescue us!"
So Frirek sought shelter so far from home
Ill-favored, ill-mannered, weak
His favored father's sins forgotten not, for a year Frirek reigned
Young Frirek yet strove to be king
Novgorod's councils never kept near poor Frirek, nearer his brother they were
To Barid's temple blew the message
"Novgorod, oh Novgorod, come newly to Frirek, Barid rescue us!"
So Frirek sought shelter so far from home
Out of Character
Well, this didn't take long. Frirek took the ducal throne while the wars were still raging. He was reduced to a whopping one county for his personal demesne, his brothers taking over the rest of Rurik's former holdings, and everyone hating him. This meant that, once the already raised troops were spent in one of the four(!) ongoing wars, that was it.
Things looked reasonably bright at the start, despite all this. Two of the wars were resolved quickly and the 700 men still left to me tore through the Danish invaders on my west. Unfortunately, they were decimated by a returning stack. I couldn't raise more than 74 troops after that.
Hot on the heels of that, my Spymaster and Steward, both counts, came to me and delivered an ultimatum: my brother Barid was going on the throne whether I liked it or not. Barid, it should be noted, was one of the brothers shunted off to the Norse priesthood in order to remove him from the line of succession. A quick glance of the factions in Novgorod showed that they had ca 200% of my troops. I gave up the throne and Frirek headed west. He'll be okay; I had him betrothed to a young Norse duchess in Norway. Maybe in another 100 years it'll come back to me, the player.
Friday, May 31, 2013
Rurik I 901-905 (King of Gardariki/Rus) 905-927 (Jarl of Novgorod)
(Rurik is the second Rurik I, because he's the actual first Rurik to be King of Rus.)
Rurik born of Rurik's son, Rus-king and reaver
Wily and wise and cruel
The throne bore his thin frame, though heavy it was with doubt
None saw Novgorod's throne as sure
From far to the east, Muromians became foes
Seeking the sacred seat of Gardariki
Betrayal became thick, bastard Kiev did strike
The thunderous tribes of Perm followed
Rurik read tactics, ran forth with his blade
Gardariki's foes were too grievous
Parush Pauper-lord, his people loved him so
The throne of Rus became him
A bargain became Rurik's savior, Parush bore his debts
Rurik remained in Novgorod
Duke Rurik did rule wisely, years of peace to his name
But Rurik remained unsated
Red-haired Ragnarr, brother of Rurik
His home was in Tver
Til Rurik twisted a carriage wheel, sending Ragner to a canyon floor
Tver nestled next to Rurik's breast
Parush Muromid perished, poor child-king dead in his grave
Shkay his brother's brother became Rurik's lord
True truces held in Novgorod, Duke Rurik reigned well and good
Monoliths and monuments to his majesty spread far and wide
Still Rurik schemed and plotted, the throne of fair Rus so far away
With Shkay withering slowly on the throne Rurik wished for
Rurik's loins left no issue, left barren and bereft
Rurik's royal line remained fallow
Til sons sprang quite suddenly, from wife and concubine alike
Six sons in beds sleeping soundly
With succession secured, Rurik seemed pleased
But gavelkind grows ever unkind
Ivar his heir had claim to Lithuania, Rurik had reason to push
Warrior woman Malusha was unrelenting
Thrice the chieftess threw Novgorod back, til the men were broken and bleeding
To an oubliette Ivar was thrown
Jarl Rurik yelled to the heavens, yelled to Odin for his son
Yet the Jarl heard no reply
Stupid and simple Frirek stood to inherit, Rurik sank to despair
Ivar died in an oubliette alone and afraid
Rus, fair Rus, ran red with blood, young ruler Setyamka was spent
The kingdom came crashing around him
Old Rurik assumed command of Rus forces, Asgard and Valhalla in his eyes
He fell in fields of Muscovy as his father's father had before
Out of Character
Apparently it was time for a demotion. As soon as I inherited, Kiev and Perm declared war on me. More alarmingly, the Finnish tribe just south of me, a big one, decided to subjugate Rus. This meant that I was going to be demoted right back down to Jarl of Novgorod if I lost. And I lost. Badly. My vassals hated me, so I had fewer troops to begin with, and it just snowballed from there.
Weirdly, I had really good relations with the Muromid dynasty which took over. They never tried to strip any titles or shove me around, despite my Norse paganism (there was one offer of conversion, but screw that), and generally supported me.
Just as last time, I set up a plot to kill my brother and retrieve the Duchy of Tver. This was a double-edged sword, as I ended up with two civil wars trying over the title with other families. I held out, but they really put me in bad positions elsewhere.
As mentioned in the last entry, Rurik came to the throne at 33 with no wife and no kids. This freaked me out, particularly when I hit age 40 and still had no kids. Toss in a dead brother and a sister (who could inherit) with no husband and I was staring at the end of the Rurikovich line.
So I, of course, freaked out. In addition to my wife, I took three concubines. Must have sons. Well, they started popping up left and right. I suddenly had a problem in the opposite direction: six sons and gavelkind coming up.
This was really not good. To make it worse, the only one worth a damn (Ivar) died in a dungeon after his claim on Lithuania was denied by some vicious defense. We're talking me outnumbering the defenders 3:1 and losing repeatedly. I still have no idea what triggered this.
So Ivar's dead and I'm trying to shunt as many inept sons off to the priesthood as possible to narrow things down. It's going fine until all hell breaks loose for my liege. In my reign, I had lost Rus to a six year old, seen the six year old murdered by his uncle, and had the uncle die, leaving his son. That's four kings of Rus in 26 years, if you're keeping score. This was all too much for the kingdom and basically everyone but me rebels.
I half considered it, too. Instead, like an idiot, I decided that the Muromids had been good to me and it was better than the Tengri kingdom which had invaded on top of everything else. So I sallied forth in support of my king, where I promptly died in battle, leaving my worse son, Frirek, on the throne at age 17. There are honestly seven year olds with better stats than him.
Onward!
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| The world. Denmark is a little bit OP. |
Helgi I 881-903
Helgi the Hated, first ruler of Rus
His brothers have never risen
Children oh children
One fell off a tower wall, one ate pheasant and turned blue
Away to Asgard for Anlaufr and Ormr
With Swedes wood-swimming, where Ingria meets the sea
And villainous Veps nearing Novgorod
Helgi the Hated gave his land, never to return
Hills and heath never to return
For poor Faste af Ostrov, steward and friend
Peasant-hate pulled him from horse and home
Torn and twisted, Faste's body faltered
Til two pieces of Faste, littered the ground
Thus the rebels came, war never waned
For Helgi the Hated knew no peace
Twenty two turns of the year, he knew no peace
Moskva and Mozhaysk left in cold blood
Still Helgi the Hated bore on, placing crown upon crown-seat
King of Rus the Red
Gardariki the Grey, with great forests and water-roads aplenty
Hail King Helgi the Hated
The new king with crown and cape of ermine, made haste to Smaleskja
There battle was borne to the heavens
Kupala laughed lightly, while new king led his men onward
Smaleskja smoldered as Helgi strove on
An arrow from afar, pierced Helgi's arm
Barbed and bleeding arrow scarring poor Helgi
Rust-water ran from the riven wound, Helgi's health did fester from then
Eleven years ere his death
Smaleskja soon fell, as Norns had foretold
But Helgi the Hated slept in Holmgardr
Weeping was wanting when Helgi passed on, no peasants wept for what was gone
But Rurik returned from away to the west upon Helgi's death

His brothers have never risen
Children oh children
One fell off a tower wall, one ate pheasant and turned blue
Away to Asgard for Anlaufr and Ormr
With Swedes wood-swimming, where Ingria meets the sea
And villainous Veps nearing Novgorod
Helgi the Hated gave his land, never to return
Hills and heath never to return
For poor Faste af Ostrov, steward and friend
Peasant-hate pulled him from horse and home
Torn and twisted, Faste's body faltered
Til two pieces of Faste, littered the ground
Thus the rebels came, war never waned
For Helgi the Hated knew no peace
Twenty two turns of the year, he knew no peace
Moskva and Mozhaysk left in cold blood
Still Helgi the Hated bore on, placing crown upon crown-seat
King of Rus the Red
Gardariki the Grey, with great forests and water-roads aplenty
Hail King Helgi the Hated
The new king with crown and cape of ermine, made haste to Smaleskja
There battle was borne to the heavens
Kupala laughed lightly, while new king led his men onward
Smaleskja smoldered as Helgi strove on
An arrow from afar, pierced Helgi's arm
Barbed and bleeding arrow scarring poor Helgi
Rust-water ran from the riven wound, Helgi's health did fester from then
Eleven years ere his death
Smaleskja soon fell, as Norns had foretold
But Helgi the Hated slept in Holmgardr
Weeping was wanting when Helgi passed on, no peasants wept for what was gone
But Rurik returned from away to the west upon Helgi's death
Out of Character
Helgi was kind of a disaster but still ended up being first King of Rus (or Gardarkiki; the names change depending on your ethnicity and maybe religion, which is way cool). From day one, the nascent kingdom was rocked by invasions and rebellions. I'm rethinking that the Norse are inherently overpowered. Some of them certainly are (I'm looking at you, Ynglings and Denmark), but the constant wars really grind your forces down. There were a couple wars which I was forced to yield immediately, since I had to prioritize which places to fight (I was always at war with multiple parties, large and small). In 22 years, Helgi saw 5 of peace.
The first thing I did to consolidate was have my two kid brothers killed via intrigue plot. They were eight and six but they were also the Duke of Tver and the Duke of Belo Ozero, respectively; the game's tough. One of the attempts failed and I was outed, which is partially what started the rebellion spiral; my vassals were not pleased at all.
Weirdly, Helgi latched onto Slavic paganism. My son, Rurik I (he's going to be the first because he's actually the first king of Gardariki, not the legendary Rurik), stayed at his mother's court in western Norway, so he'll be properly Norse. Still, I'm sitting on a barely stable powder keg of ethnicities, religions, and power struggles. Which is, I guess, a lot like the real Russia of the time. Still, I'm eyeballing the upcoming second bout of gavelkind and considering conversion to Christianity just to have stable inheritance laws.
Rurik's coming in unmarried and 33 years old. This could be a big frigging problem, since his brother is, too. Conceivably, due to not having control over their marriages when they were young since they were at a foreign court, this could go very badly for the Rurikovich dynasty if the zygotes don't align properly.

Thursday, May 30, 2013
Rurik I "The Noble" 862-881
Fire-haired, father, foe
Rurik Ring Giver
Do the stones by his passing, sing his name still?
A man of away west
Battle-bells tolled long and low, beside the Volkhov banks
Norse, Slavs, Finns, scythed low
Oh old Nygardr, oh years past gone
The thane-seat still strains from Rurik's weight
Ravens tell and relate, the wars of Rurik
Ransom and ruin brought down upon the clans
All for fair Rus, Rurik's dream of Rus
A vision Odin's oracles foretold
Three sons he had, three thanes from his loins
Helgi with hair of spun silver
Anlaufr and Ormr, out of lust born
Rurik's burden became, a fear of sovereignty split
But Rus before then, before his sons would quarrel
Winds wailed as the kingdom was won
The dream discharged, Rurik decayed far too young
Rus, fair Rus, drank Rurik's life-water
A man of one hundred, would scarce wane as Rurik
But Rurik's bravery and boldness was too great
Rus, fair Rus, was within Rurik's grasp
Til Muscovy's meadows struck their blow
Meltskaya the Murderer, his name maintains its grasp
Smote Rurick savagely with sword and axe
Rurick tumbled to the turf, eyes closed tight
Meltskaya the Murderer, eye-closer
Olafr Odin-speaker spake Rurik's words
Rus, fair Rus, remained silent for Rurik's life
Wife Ingrjerdr went mad with grief, wailing and gnashing her teeth
Prince Helgi prepared for kingship
A year more Rurik moaned and lingered, Rus in his mind
Til no tomorrows would wake him
Rus, fair Rus, became a ravaged nightmare
Rurik passed too promptly to see his dream come to life
Out of Character
A mixed bag here. Rurik is a beast of a character, but he's in a surprisingly (to me) bad spot. Unlike the Norse rulers over in the British Isles, there is no Norse populace. Everyone is a Slavic or Finnish pagan, which makes all of your vassals crankier than usual. As such, I pumped my tech into Cultural Flexibility, which mitigates it somewhat.
Being Norse, I'm primed for war. So that's what I did. I took the Ambition to form Rus, which gave me a valid Casus Belli against anyone in that de jure kingdom. I expanded quickly as I could, picking off as many one and two county principalities as I could.
Rurik became Infirm at age 45 for no reason I could discern and it lowered his stats by two across the board. This was offset by his Quick trait, but it was still non-negligible. Maybe that's what eventually led to his head being caved in during a battle which I outnumbered my Slavic enemies by three to one. It was a totally freak accident but it screwed everything up; Spymaster Olafr af Pestovo took over, but the gains I'd made were hanging on by a surprisingly slim thread.
This is because I had to form the Kingdom of Rus before Rurik died. Once Rurik was dead, gavelkind succession was going to kick in and two-thirds of the realm were going to end up in Rurik's concubine sired sons' hands. Guess what happened? If you guessed that Rurik lingered as a mental vegetable for a year before dying with a scant month to go before I had the money to create the title, you're right!
Now King Helgi I is going to have to essentially start over to form Rus. He's also starting out at war with a rebelling Jarldom of Chud. It's a bad scene.
The Epic of Rurik and His Sons
About a year ago (almost exactly, actually), I decided to do an after action report for Crusader Kings II. Totally rad game which really lends itself to emergent stories.
It was a lot of fun. To keep my brain fresh over the summer, I'm going to do another one. The (probably) final expansion for the game, called The Old Gods, is out and it adds a lot of cool stuff. It allows playable pagans and is particularly Norse-centric, with lots of very neat events and rules changes involved. It also pushes the start date back to 876. While Dark Ages history isn't really my forte, I've always been enamored of the quasi-mythical rulers of the era. Ivar the Boneless, the Karlings, the Arpads, and (especially) Rurik.
Rurik was a viking raider who set out and founded Russia. The dynasty lasted into the late 16th century. That's the short version; go read up, if it sounds interesting.
Anyway, I'm going to do an AAR of the Rurikovich dynasty, starting in 876 with Rurik and going until I die out. Since the Norse are a teensy bit overpowered right now, I'm probably not going to die out, though the dynastic meltdowns which paganism is subject to should keep things interesting.
The format's going to be different this time, because I don't think I can churn out ca 30k words again. Instead of doing a straight narrative, I'm going to be doing alliterative verse a la the Eddas. I should stress that I'm not a poet and the only thing I know about how that particular form of Old Norse verse is structured comes from wikipedia and a couple scholarly sources I browsed. It's probably going to be brutal but fun.
Following the verse, I'll do a bit of fully out of character writing about how the game is going. Just like my Brittany AAR, each entry will be a ruler, so some will come faster than others.
That's Rurik's starting realm in the dark green. Holmgardr.
Now to go play.
It was a lot of fun. To keep my brain fresh over the summer, I'm going to do another one. The (probably) final expansion for the game, called The Old Gods, is out and it adds a lot of cool stuff. It allows playable pagans and is particularly Norse-centric, with lots of very neat events and rules changes involved. It also pushes the start date back to 876. While Dark Ages history isn't really my forte, I've always been enamored of the quasi-mythical rulers of the era. Ivar the Boneless, the Karlings, the Arpads, and (especially) Rurik.
Rurik was a viking raider who set out and founded Russia. The dynasty lasted into the late 16th century. That's the short version; go read up, if it sounds interesting.
Anyway, I'm going to do an AAR of the Rurikovich dynasty, starting in 876 with Rurik and going until I die out. Since the Norse are a teensy bit overpowered right now, I'm probably not going to die out, though the dynastic meltdowns which paganism is subject to should keep things interesting.
The format's going to be different this time, because I don't think I can churn out ca 30k words again. Instead of doing a straight narrative, I'm going to be doing alliterative verse a la the Eddas. I should stress that I'm not a poet and the only thing I know about how that particular form of Old Norse verse is structured comes from wikipedia and a couple scholarly sources I browsed. It's probably going to be brutal but fun.
Following the verse, I'll do a bit of fully out of character writing about how the game is going. Just like my Brittany AAR, each entry will be a ruler, so some will come faster than others.
That's Rurik's starting realm in the dark green. Holmgardr.
Now to go play.
Monday, May 6, 2013
ACTION MOVIE WORLD Actual Play Report
The first real playtest of ACTION MOVIE WORLD: FIRST BLOOD
went extremely well. It certainly exceeded my expectations. A non-zero portion
of that is that I was running it for guys that I have gamed with off and on
(more off than on after my move to Raleigh) for well over twenty years, but
it’s equally true that a non-zero portion of it is just that rough spots I was
concerned with weren’t that big a deal.
This is pretty long (about 3500 words) but I want to make
sure the first actual play report touches everything important in a little more
detail than maybe I otherwise would. Even then, there are still spots which
could use MORE detail, so ask questions about rules and where things are going.
The players were John, Peter, and Scott. It was decided at
the outset that Peter would get to be the Lead in whatever movie was chosen as
it was his birthday shindig that this was all taking place at. Right now, it’s
pretty nebulous how Lead is determined; that’s something to firm up, for sure,
but it was easy enough for the first test.
Peter opted to play The Yeller, a Reb Brown, screams all the
time, beefy sort of actor. John went with The Pugilist and decided to go a little slapsticky with his martial
artist a la Jackie Chan. Scott went with The Gunfighter, a Chow Yun-Fat gun-fu
type.
The actor names were as follows:
Peter: Chet Bradford (Yeller)
John: Jack Sprat (Pugilist)
Scott: Chip Kaiser (Gunfighter)
Once the playbooks and actor names were picked, the group
chose their moves. Chet picked “Just Yell”, which allowed him to roll +Muscles
instead of +Drama for certain scenes, and “Move, Move, Move”, a move which
allows him to egg his companions on when speed is needed. Jack decided on “Go
for the gut. He’s soft there”, a straight +1 Agility, and “Sting Like a Bee”,
letting him roll +Agility instead of +Muscles in close combat. Finally, Chip
decided to go for “Gun Ballet”, granting –area to any ranged weapon he uses,
and “This Is My Gun”, giving him a +1 to all Stunt rolls while a ranged weapon
is in his hand.
These are the actors. You can think of the actors as brands
and these moves as calling cards of each particular actor. Using Chet as an
example, we see an actor who delivers heavy emotional scenes by screaming his
lines and who tends to rely on screaming at his costars to hurry up. So, quite a
bit like Reb Brown, actually.
With the actor playbooks chosen, it was time to pick a genre
of movie and see what we could come up with. Right now, I only have the Cop
Movie and Barbarian Movie Scripts (movie playbooks) ready. I’ve got plenty in the
pipeline, but if I set a bar of “all the Scripts are done” as a minimum for
testing, then this thing is never going to get tested because, ho boy, it’s
practically limitless.
The guys decided to go with the Cop Movie. I was pretty
happy with this, since I’d done a one on one with the Barbarian Movie once
before.
The first thing you do is sort out what sorts of
relationships the characters have with one another. Starting with the Lead and
going to his or her left, you roll on or pick from a chart (or make something
up entirely) to see what the relationship is. It’s deliberately reminiscent of
Fiasco; one of my favorite bits of Fiasco is the way that it forces you to
think about what the relationships between the characters mean.
We determined that Chet’s character and Jack’s character had
a cop-informant relationship. We knew that Chet was going to be the Lead in
this film, so it was pretty easy to sort out which was which: Chet was the cop,
Jack was the informant. Jack was next to roll and he ended up with a
relationship of precinct buddies with Chip. Problem: we already established
that Jack was going to be playing an informant in this film. Easy solution:
Jack was an ex-cop, disgraced but still of use to the force as an informant
from his new vantage point from the docks. Finally, Chip rolled to see his
relationship with Chet and got a 12. They had both seen something terrible.
We paused here. We had a slowly coming into view picture of
what the movie looked like. We knew it was a cop movie (duh), that Chet and
Chip were cops who had witnessed something terrible, and that Dusty was an
ex-cop (and ex-partner) of Chip’s who had fallen on hard times. Nice. Time to
drill down more.
Before we went any further, I wanted names of the film
characters the actors were playing. This isn’t the same as the actor’s names;
actor’s names won’t change, while film character names will change each movie
(yo, this is meta: you are a real person playing an actor playing a character).
Chet decided to play Sgt. Lance Anger. Chip, his current partner, played Rob
Collier. And Jack played poor Dusty, a man who left his last name and badge
behind him.
With names done, we returned to the setting. What was this
terrible thing that Lance and Rob had seen? After some discussion, it was decided
that they saw a terribly mangled body with its fingers snipped neatly off at
the site of a diamond heist. Some sort of message, but what did it mean? Going
further, the precinct (it was also decided that it was set in Los Angeles) was
in a tizzy about the ghastly crime. Dusty, our informant, was a drunk fisherman
with his ear to the ground in the dockyards. He’d been implicated in a prior,
years ago jewel heist, so some suspicion was coming his way.
Next up were the Script moves. Each player picks a move from
the chosen Script, exactly the same as with their Actor playbooks. Script moves
only last for the duration of the current movie, however; they’re tightly tied
to the genre being portrayed, while Actor moves tend to be more general,
pan-genre action moves (experience expenditures can make Script moves
permanent, though). Lance went with “Supercop” (+1 all stunts), Dusty with
“Corrupt Is As Corrupt Does” (can spend holds to get access to illicit goods),
and Rob with “High Speed Chase” (a demon behind the wheel).
The characters picked
their gear (Lance Anger loved his nightstick, Dusty still had a stash of
teargas grenades, and Rob Collier had his assault rifle) and then it was time
for the final step: picking a villain. In this stage, the Director (me) gets to
pick, though the players have veto power. Each Script comes with a list which
you can pick from. The entries all have associated impulses, familiar to anyone
who’s made a Front for Apocalypse World. I’d heard Dusty talking about drugs
with his Script move, so I floated a drug kingpin; the group wasn’t too keen on
that and floated the police chief being the big bad guy. I thought that sounded
cool, so I named him (Brent McGillicutty) and off we went.
We opened in the precinct office. Chief McGillicutty had a
hot tip that Dusty had some information regarding the diamond heist and
mutilation; he asked Lance and Rob to head down there, since Rob had a
relationship with Dusty dating back a decade. Lance had to go, too; he was
Rob’s partner and the best cop on the force. (Peter really played the yelling
aspect of things to the hilt; he would yell borderline incoherently at random
times and kept it up for around three hours) The partners grabbed their squad
car and headed down to the docks.
There was an obvious break in the action so it was time to
jump cut over to Dusty. He had an old fishing boat which he lived on now. His
cousin, Nick, was fixing the motor for him and was wrapping the job up as we
cut over. Nick and Dusty exchanged some pleasantries, with Nick expressing
concern for his well-being, when Lance and Rob pulled up. Nick and Dusty
greeted the two cops and Nick excused himself, stating that he had his kids for
the weekend.
The scene shifted to a bit of heavy pathos, with Rob
assuring Dusty that he was a good cop caught in a bad situation, while Dusty,
reticent to help, insisted he wasn’t. Lance decided he wasn’t interested in
this and decided to convince Dusty to help by making an emotional connection.
This is a +Drama roll and varies from the more direct manipulation roll in
approach. The emotional connection move is about delivering a stirring speech
of some sort and trying to elicit an emotion or memory.
Lance rolled and ended up with a 12; obviously a rousing
success. At this point, we ran into a small rules snag. Lance was going to
punch Dusty in the stomach to snap him out of it before delivering a speech
about how he was still a cop at heart; Dusty decided that he wasn’t going to go
along with that and wanted to resist. Lance’s narration was totally valid only as long as the target didn’t resist.
He could’ve narrated it differently, with maybe just a speech and no physical
contact. The second physical contact was initiated, Dusty had the option to
resist and cause a fight to break out. This isn’t currently adjudicated in the
rules and was just a judgment call on my part; I’m inclined to keep it that
way, as this particular situation strikes me as somewhat rare.
I gave Lance a chance to change the move. He definitely
wanted to, as his in-character intention was to snap Dusty out of it, not start
a fight. Rob jumped in here and suggested that he stop the punch from behind
before it was thrown; Lance thought that was a really good idea and agreed. So
Rob stopped the punch, shouting that this wasn’t the way. Lance huffed and
relented.
“You’re still on the force to me, Dusty! You’re still on the
right team!”
Dusty relented and agreed to help. I asked Dusty what he
knew, putting the decision in player hands. Dusty knew that the Pier One Gang
(yes, that Pier One) was rumored to be involved in some heavy stuff. He used
his “Corrupt Is As Corrupt Does” move from the Cop Movie Script to do this. It
wasn’t a lot to go on, but it was something. Before the group could pull off,
though, a cop car pulled up and out stepped officers Jane Lillard and Bob
Thomas with a search warrant for the boat. Stand up cops and acquaintances of
all three of the heroes. They presented the search warrant and said that Lance
and Rob could certainly contribute.
Things took a weird turn here. For whatever reason, Lance
and Rob decided to knock out the two searching cops. Dusty, for his part,
wisely stayed out of it. We turned to some combat rolls, with punches thrown
and pistol whippings galore. Dusty opted for a stunt move to get the hell out
of there, tumbling over the side and into the water. Bob took a tumble down
into the ship’s cabin, while Jane landed in the water. Dusty ended up dragging
the unconscious Officer Lillard onto the deck; Rob searched her and found a
crumpled note with the address for the Pier One scribbled on it. Lance, for his
part, went to go question Bob down below. Bob was coming to when, out of the
corner of his eye, Lance caught sight of an open briefcase of crisp, unmarked
bills sitting on a table.
A series of accusations broke out between Lance, Rob, Dusty,
and the still groggy Bob. A couple of read a person moves established that Bob
wasn’t behind planting the money there. Only one person made sense: Dusty’s
cousin, Nick the mechanic. Lance and Rob tried to talk Bob down from radioing
in what, from their perspective, was a massive misunderstanding. That was
obviously the persuade move and it was flubbed, badly. No dice: Bob was getting
the still comatose Jane and radioing in backup. With no choice, the two beaten
up cops were gently left on dock and the boat roared to life, course set for Pier
One.
Rob decided to roll High Speed Chase, netting an 8; he opted
to take a shortcut, but either he or the vehicle would take some damage. He
narrated ducking between tugboats and eking every bit of speed out of the old
boat, while I described the fishing gear getting knocked loose during a clip
with one of the tugs. Not particularly crunchy, but it made for a cool
narrative moment and was actually one of the most visually striking scenes when
placed in my mind’s eye.
The heroes (I use the term loosely after the search warrant
fiasco, but it’s also not entirely outside the source material) killed the
motor as night fell and headed up to the Pier One warehouse. There’s no real
stealth move, or acting under fire, so sneaking around unseen defaulted to a +Agility
based stunt move. This brought up an interesting flow of play question: do I
want AMW to be the sort of game in which a roll is needed by everyone to make
what amounts to a group move or do I just defer to the most competent one? It
felt more in keeping with the conversational tone to just ask for the one roll;
that may be something I revisit, but it felt right last night.
Everyone climbed up to the top of the warehouse unseen, to a
glass skylight. Peering down, they saw members of the Pier One gang unloading
military grade weaponry from crates which had just arrived. Assault rifles,
rocket launchers, grenades, land mines… the whole nine. And who did they see
with Teeth (leader of the Pier One gang)? If you guessed Cousin Nick, you were
right.
The climax was coming. Dusty decided this would be a good
time to go for a Camaraderie move, a sort of abstracted move meant to revel in
the friendship that most action movies have as a theme. You actually have a
communal Camaraderie score, which goes up and down throughout the course of a
movie. Before he did this, though, he decided to go for a killer one-liner
move; one of the outcomes of a successful one-liner is a +1 to your Camaraderie
score.
Dusty stated that it was “time to get a drop on these guys”
as he prepped to toss out hi-fives before diving through the glass to kick some
ass. Unfortunately, he missed his one-liner move. In this case, a miss taps
into the meta, just a movie portion of AMW. The line elicited laughs mixed with
groans at the table. In the movie, Dusty’s buddies were into it. But a miss on
a one-liner meant the imaginary audience wasn’t into it; it fell flat. It was
lame. It gave Dusty a -1 to his next move which was, of course, a Camaraderie
move.
Dusty gave his hi-fives and everyone prepared to go in. He
rolled the groups +Camaraderie (which was a 0; that’s where it starts in every
film and it hadn’t been bumped up or down) with his -1 from the lame one-liner
and missed. The consequences for a failed Camaraderie roll can be pretty dire. In
this case, Dusty chose to have the Director make an immediate and very hard
move against one of his compatriots (not him; important note).
Teeth glanced up and saw Rob at the edge of the skylight.
The gangster whipped a grenade launcher out of his trench coat (the movie was
set in 1992 so of course it was a trench coat) and took a blast at Rob. Rob’s
body was shattered, near death. He coughed up blood as Lance grabbed him,
swearing to return for him, asking him to hang on.
Lance and Dusty, tears in their eyes, jumped through the
skylight. Dusty chucked tear gas down into the crowd via a successful stunt
roll, opting to give the +1 forward the success granted to Lance. Lance put it
to good use, diving right onto Teeth while Dusty handled Nick; Dusty nailed a
combat move and opted to hit a whole ton of people in addition to disabling
Nick.
The heroes handcuffed their quarry to the boat’s railing
before running to the roof to check on Rob. Rob was definitely dying. When a
supporting cast member dies, the actor gets two experience, while the surviving
PCs gain the option to demand Vengeance; Vengeance is a hold which can be spent
to gain a 10+ automatically on a move.
The death scene was great. Rob asked Lance to make sure his
family was okay before reaching into his pocket with his last breath; he handed
Lance adoption papers for a puppy he was going to get for his wife for their
anniversary, along with a photo of said puppy. Then he was gone. Lance and
Dusty swore vengeance before returning to the boat.
Once back on the boat, a few more emotional connection and
manipulation moves had Teeth admitting that Chief McGillicutty had been behind
the operation and that most of the police force was corrupt, while Nick
repented and, for family ties, agreed to help out where he could. Sirens were
heard.
One of the current holes is what to do with players of dead
characters. I opted to try my current first option, which is to assign control
of an NPC (starting with the main villain) to such players. Scott (Rob’s
player) took over for Chief McGillicutty. I still set the scene as I would for
most other NPC centered situations, but I granted Scott a lot of leeway in
terms of how McGillicutty acted and spoke.
While McGillicutty and the cops were on their way for a
final showdown, we cooked up a quick montage of the heroes and Nick setting a
trap. Nick, being a mechanic, wired what was basically a gigantic powder with
explosives (action movie logic, don’t ask). Dusty hid in his boat with a rocket
launcher. Lance hid out at the door of the warehouse.
I loosely set the scene for Scott so he knew, generally, how
to proceed with Chief McGillicutty. I narrated an army of cops pulling up, with
him at the lead. He rolled with it, describing the chief getting out of the car
with his bullhorn and doing a classic “give yourselves up” line. Lance shouted
that he wanted to talk to McGillicutty, one on one, inside the warehouse.
McGillicutty shouted back that he agreed, but remained by his car, motioning
for the police to surround the warehouse.
Dusty figured this was his chance and he shot his shiny new
rocket launcher at the now separated McGillicutty. An intersection of two rules
occurred with this. One, the main villain has plot immunity from everyone but
the Lead; only the Lead can kill him. Two, Dusty failed the roll. Badly. I sort
of cheated here and shouldn’t have (though this did lead to an interesting
potential rules change). McGillicutty caught a glimpse of Dusty in the boat and
pulled his pistol, shooting poor Dusty between the eyes.
Lance lost it at this point and invoked his Vengeance move.
The warehouse blew as Lance jumped out of the blast radius, propelled forward
in a mega-tackle of McGillicutty (10+ on his stunt move from Vengeance). Lance bellowed
that he was taking the chief in legally. It was time to fist fight.
McGillicutty squirmed free after clocking Lance with an elbow to the temple. I
gave Scott the option of how to react; McGillicutty ran like hell. Lance took
this opportunity to hop in a squad car and run the erstwhile smuggling
mastermind down.
The movie closed with credits rolling and wailing guitars.
Lance was on the boat, heading out to sea. “I’ve seen enough of the city. It
gets to you,” he said. “Time to try my luck out there. On the bay.” The sun was
setting and a red sheen on the water paved the way for Lance Anger’s next
adventures.
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