RPGs as tools, quick thoughts

RPGs are magical. They’re incredibly powerful tools for personal exploration, when used intentionally. And they’re some of the best fun I’ve found.

I’ve played many different characters, seeking many different things. I spent a long time playing characters who wanted to control things or be prepared for all eventualities—something I associate with the style of game I played as a kid, and with my fear of failure or character death (heck, even character misfortune). Those traits, and the struggle to optimize or avoid failure, took a long time to unlearn. I still feel their pull.

I suspect that Monsterhearts, with its suggestion that you “drive your character like a stolen car” helped me break out of this mold the most. But it took me a long while to carry that same delight and freedom, and embracing of consequences as part of the game and story, into my games in other systems. Now, years later, the majority of the characters I’m playing these days are closer to that carefree mode. I feel considerably lighter playing those games, and I feel lighter when I am able to bring some of that same openness to the rest of my life.

I appreciate how my awareness of this has shifted, how I’m better able to recognize my preoccupation with not-failing and not-suffering in games and elsewhere. And I appreciate how RPGs give me an opportunity to explore failure and suffering without actually being stuck in those things. That exploration has been therapeutic for me. Giving in to my characters’ heedless pursuit of fulfilling their desires and achieving their (often simple) goals—and accepting the many ways they end up stubbing their toes or bloodying their noses on the way—offers a profound release from the constant clenching struggle of seeking perfection and avoiding failure. 

In many ways, this exploration has paralleled my personal struggles with perfectionism, control, and risk avoidance. My characters have served as a means of venturing outside my comfort zone, of exploring what other possibilities I have and what other modes are available for interacting with the world. My characters often take that exploration to the extreme, far beyond anything I’d want to engage with in real life, but they offer a safe place for experiencing what it’s like to live differently than I do. And they offer an avenue for both self-reflection and growth.

Of course, I play my characters for fun. Most of my characters aren’t designed with any of this in mind. And I don’t make my explorations at the expense of other players at the table, or without their engagement in the kinds of characters I play (my friends’ fun matters too). But with a bit of foresight, self-awareness, and reflection I’ve found RPGs to be right up there with meditation (perhaps like meditation’s active counterpart) as a means of uncovering and facing parts of myself, and growing myself in new directions.

Worldbuilding: Ephemera & Epigraphs

Reading The Butchering Art, with its record of snarky arguments in medical journals, gave me an idea.

The setting for my stories about Miska, along with all the various Andre & Jerome stories I have, is a complicated one. It’s big, in-depth, and just enough like our own world that it regularly leaves people guessing when I try to explain it. Perhaps I should try to simplify some of the setting, but… I think the perverse complexity and deep similarities to our own world are what makes the setting engaging and exciting. It’s a what-if, a thought experiment, and a sometimes-grim sometimes-hopeful social commentary.

Part of the similarity is in geography and place names. That’s the thing that trips up folk the most, I think, and the thing I’ve considered rewriting time and again. The world is—mostly—our own. The continents are mostly the continents we would recognize from our own Earth. As such, I have regularly used our own world’s historical names for cities that match up with a city’s location in this setting (e.g. Paris and Marseille). At times, when I’m trying to convey that there’s something distinct from our own world, our own expectations, I change a city’s name (as I’ve done with most bodies of water). But I know that’s confused readers even more, at times.

It doesn’t help that I’m not totally consistent about it, or haven’t always settled on names for some places.

But those shifted names still don’t address the shift in social conventions, or the difference in histories. Explaining why I’m using some of our own world’s city names doesn’t give a reader any understanding of the detailed history of this alternate Earth. In some ways, I think it actually makes understanding the setting harder for readers—which wasn’t my goal at all.

Enter my flash of inspiration.

The snarky medical journal arguments presented in The Butchering Art conveyed so much more than their surface disagreements. They served as a touchstone for the culture of the time, and they contained such startling similarity to modern academic sniping—and comment section flame wars—that I immediately felt like I had a better connection to, a better read on the world depicted by the book.

So I started writing in-setting documents for this world. Some were the stiffly polite and horribly condescending disagreements of people writing to various society papers’ opinion sections. Another was an excerpt from a personal letter between two people involved in city politics and what might be called clandestine activity. Every so often I have another idea and try it out.

With this, I think I’ve finally found the way to give readers a window into the setting. This material can preface some chapters or stories, or serve as introduction to a section of a book. What I’ve written so far feels clunky as an epigraph, but I think this can finally give enough context to ease readers into the world. Better yet, I can showcase in-setting struggles and disagreements, political squabbles, and personal opinions. I can reveal information that some of the characters might know, or comment on at some point. And, I hope, I can do some of the world-building work that would otherwise clog the rest of my story with exposition.

So here, enjoy the first idea that came to me a while back. It won’t be nearly enough on its own to show you all of this setting, but maybe you can enjoy peering in through the cracks.

***

Letter on the latest troubles of the Inner Sea, to the editor of The Parisian, first and finest of the continental ladies’ magazines

Regarding the recent abuse levied against the fine Doctor Gilarien of our daughter-city Marseille, this writer must protest heartily. It is by no means sensible for any to wage too harsh a battle against the natural allies of our fine city, and this is precisely what La Fleur du Sucre proposes to do. Our daughter-city—along with her denizens—is our responsibility to protect and guide, and the true proof of Parisian majesty will be evident in the beauty, grace, intellect and fortitude of her daughters in the face of the dangers of the world. Certainly I would hope that La Fleur du Sucre would not be the type of mother who so admonishes and smothers her children that they never learn to fly from the nest of their own accord. No, what is needed here is not chastising whip-tongue remonstrations, but rather the gentle guidance and support of a mother for her child. We may prune back ill-reason and train the growing limb of intellect to our trellis where we know it will be healthy and bear fruit.

The estimable Doctor Gilarien is entirely correct that our city’s agents operating as they are, along the coast of the Inner Sea, have brought forth suffering amongst the many tribes present there. But the good doctor must recall that these tribes have long allied themselves with the Ones to the East, the very same who sought to maintain “Enlightened” dominion over all of us despite the wishes of the Good Masters. Given these tribes’ warlike disposition and their frequent exercises upon the borders of our allies, it would be insufferable for us to not interrupt their works, lest they grow too numerous and powerful and form once more the armies that they once were. For let us not forget that those selfsame tribes, the ones the good doctor feels such concern for, were once the engines of destruction which drove the burning of Köln, Rotterdam, and even our lovely Paris. Thus it is that one would do well to balance the—admirable, and well-reasoned!—concern for innocent life made more difficult by our own actions, against the cost of allowing such hostile forces to regain their strength and organization to rampage across our continent once again. This writer is entirely certain that the good doctor will agree that the actions of Paris and her agents must, in the greater balance, come out the lighter price to pay.

As to the fine doctor’s points with regards to the treatment of the prisoners of war captured amidst the strife along the Inner Sea, this writer must surrender to their local experience and expertise. It is the doctor’s knowledge of the prisoners’ circumstances which must, clearly, take precedence here, and La Fleur du Sucre would do well to recall that one’s daughters will only grow into their own skills of reason if they are trusted to observe and report their own findings in all earnestness, and assess proper courses of action from there on—with their mother’s guiding hand, of course. Therefore to the doctor this writer suggests that it would be to everyone’s benefit if some documentation could be made of the present circumstances of the prisoners during their transportation. There is no course by which the transportation may be stopped—it would not do to domicile prisoners too near the fighting, nor to leave them anywhere they might escape unsupervised, and as such the verdant gardens of the New Sea must be the best solution—but perhaps the transportation might be made less onerous and perilous to those transported. Certainly there is no need to torture, as the good doctor would have it, those who have surrendered or otherwise been captured. After all, these vanquished foes are not insensate beasts, but merely the doughty and fearsome battle cadre bred and trained from birth to serve in the Enlightened Ones’ armies.

Lastly, this writer must commend the good doctor’s dedication to the ethics of the profession; surely the doctor’s presence in this world is of considerable value to all, and a guiding light for all others of the daughter-city who might seek the health and well-being of their fellows. If this writer lacks any merest atom of knowledge of the arts of medicine, may it nevertheless be that this writer is able to remind the fine doctor of Marseille to think beyond the simpler personal suffering of a vanquished few and to encompass the greater wellbeing of free civilization upon the continent without the dominion of those who once held us all in bondage. It would be a foul sickness indeed were we to squander the freedom granted us by the Good Masters, and fought for by our ancestors, by failing to protect it from the encroachments of those who may wish us ill.

With love and kindness,

A Parisian Mother

What about a 2X game?

I’ve been watching people play Civ again, as a writing break. It’s less dangerous than letting myself play the game, what with the likelihood of one-more-turning through the rest of the day. But all this Civ-watching is tickling a game idea I’ve had for a few years.

Years ago, there was an article on RockPaperShotgun reviewing a 4X game in which the writer mused on why there weren’t any 3X, or 2X games. For those unfamiliar with the term “4X,“ in this context it stands for “eXplore, eXpand, eXploit, eXterminate”—a series of objectives common to many real-time and turn-based strategy games, considered foundational to turn-based strategy games like Civilization. But that writer’s comments resonated with me. And while there are first-person exploration games and walking simulators (which might count as 1X games), I’m really curious about a map-based game.

Civilization, and games like it, engage me most during the early stages. It’s the exploration that really does it for me. The discovery of new possibilities, the uncovering of new places of interest, and the process of learning how to connect the places you already know with the places you’ve just found. These are similar to the themes and experiences that I love in exploratory RPGs.

By the time that I’ve reached mid-game, the game often feels more stagnant. I can usually run the numbers at that point and have an idea of whether I’ll win or lose, or I know that the focus of the game will shift to the (almost) inevitable grind of fighting some other group. I’ll need to declare war on someone else, or they’ll declare war on me and I’ll need to defend myself. And even there, I can often tell beforehand how those challenges will play out. It doesn’t help that the AI isn’t very good at using its military in most Civ games. This means that the game, which had been exciting and engaging and full of discovery, slows down and fills with busy-work and micromanagement.

I expect some people really like that stuff. Sometimes I find it rewarding too.

But I’d love to see something else. I’d love to see a game that is predominantly about exploration, and about making connections. Maybe it’s about spreading out from one point and building trade networks? Maybe it’s about finding ways to connect things you’ve discovered with your home. I’m honestly not sure, except that I know I want the game to be more about discovery and exploration than about any of the other eXes.

What’s kept me from making this, for the most part, is not having made time for it. That, and the pandemic, which has made playtesting with excited friends more difficult. But I want to try putting together something with index cards, flipping tiles from the top of a deck as you uncover new spaces. There are definite limitations to doing this by hand instead of programming it, but at least it would avoid needing to a) refresh my ancient programming skills to be able to program such a game, and b) figure out how to generate satisfying maps through procedural generation. Instead, I simply need to puzzle through how to make satisfying maps via kludge and fiat with tile placement.

If you do know of something like this, I’d love to hear about it. I’ll be sure to share whatever I discover, when and if I try it myself.

Teen Killers Club, by Lily Sparks

Sometimes books read like TV shows. This is one of those times. Hardly surprising, given that the author has a background writing for TV dramas. She does a good job of it here, too.

Lily SparksTeen Killers Club handled me roughly. I loved it. Riding its ups and downs, I felt emotionally whipsawed and had to set it aside a few times to take breathers and regain equilibrium (something our poor narrator never has a chance to do). By the time I finished, I felt like I’d just gotten off a roller coaster. I wandered around in a daze for an hour or so, still locked in admiration for the ways the story had pulled me back and forth time and again. Because for all that I’d been on a ride, it was an impressive ride. Sparks knew how to grab my heartstrings, and she did it fearlessly. The book had caught me and reeled me in, and pulled me along for the whole thing.

Well, not quite the whole thing: at the start I was partly distracted by needing to finish another book. But it was easy to slip back into it after finishing the other book. Then, of course, it was hard to put it down.

And yes, I’m on board for reading the sequel (which I suspected would exist, but wasn’t certain about until writing this). I’m a little concerned about it, for reasons that are lightly spoiler-y and which I’ll share in more detail below. Blandly put, I’m not sure which genre tropes the story-to-come will follow. There are a variety of options available, after all. But the story’s overall tone could go in several directions, and I won’t know how well it will fit my palate until I read the dang thing—which I will definitely do.

All of which is to say, if you like YA teen drama and serial killers and murder mysteries, this is a great book for you. Be ready for a heck of an emotional ride.

Now.

I can’t go into detail about this without implied spoilers for the book. But this series of observations are eating my brain, so here goes.

*IMPLICIT SPOILERS*

This varies by subgenre, but dramas don’t like to kill characters or let them stay dead. This is especially true of TV dramas, which often suffer from what I’ll call a dramatic conservation of characters.

I say suffer, but in moderation this conservation is a positive thing. Because dramas build up value in their characters, investing them with growth, backgrounds, and relationships that make them richer and more interesting, these dramas are loathe to sacrifice their developed main characters or let them die—even when that death would make sense. This dramatic conservation of characters feeds into the “main character glow” or “plot protection” that shields developed characters from death. But this conservation also provides the audience with reliable narrative focal points, and both encourages and rewards the audience’s emotional investment.

Some stories are more prone to this than others, but I think it’s especially prevalent in character dramas that specialize in arranging (and rearranging) their characters along various social faults of contention. Characters twist or are twisted into new disagreements, the situation is milked for all the drama it can hold, and then some new development arises that prompts another realignment. The longer a story runs, the more realignments happen, and the more strange situations people end up in as the writers try to deliver new and exciting stakes. This is the process that leads to jumping the shark. It’s also the process that results in somebody being caught in a terrible accident or dangerous what-have-you and then miraculously surviving (possibly with some character-altering development, like amnesia).

Usually, dramatic conservation of characters is maintained. Usually the characters don’t actually die, or if they do they aren’t actually gone for all that long. That’s part of the reason that so few character deaths are treated seriously in these stories… or at least, why so few are treated seriously amongst these stories’ audiences. The genre-savvy know from past experience that characters don’t usually die or stay dead.

This, sadly, only makes it harder to actually up the stakes in these genres.

It doesn’t help that these stories sometimes try to up the stakes by killing off people the audience has little attachment to. Instead of demonstrating that the situation is dangerous, this only reinforces the relative safety of the main characters. Scalzi’s Redshirts is all about this trope as it exists in Star Trek. Other stories try to demonstrate how dangerous and gritty they are by killing off characters seemingly at random—sometimes this works, and sometimes it just feels like the author is trying to be edgy.

I think character death in these stories usually works best when it’s given space and weight, or at least makes an impact on other characters (I’ve written a bunch of posts about this). There are a handful of exceptions.

But the thing that’s eating at me, the thing I’m concerned is going to happen in the sequel, is that Sparks won’t let characters die when they really ought to… or will kill more characters just to show that she can. She’s set herself up for a tricky path going forward, and I suspect *EXPLICIT SPOILERS* based on the end of the book that she won’t let characters stay dead when that would actually fit her story well. But I don’t know! Maybe she’s just lulling me into a false sense of security. As I said above, I’ve got to read the sequel to find out. *END SPOILERS*

Still on board for YA drama about teen serial killers, with some murder mystery on the side?

Get thee to the library (or bookstore).