Define Your Terms! Talking about RPGs

Let’s start with the title.  When I say RPG, I (usually) don’t mean rocket-propelled grenade.  Usually.

No, this post is meant to unpack the terminology surrounding role-playing games, and to be used as a future point of reference.  I’m also going to refer back to Mattias’ excellent post about role-playing, because he did such a damn fine job of describing what role-playing is.

All three of us have written about role-playing games (check out the GMing category, and look at the older articles).  Yet for the most part our posts have assumed a certain level of familiarity with RPGs and their terminology.  I’ve certainly presumed that other people know what I’m talking about; but what the heck does it mean when I call a system “sparsely elegant“?

In an effort to minimize confusion, here’s a quick primer that will begin to bring you up to speed.  I’ll do my best not to cover things that were done better elsewhere (see Mattias’ article, really), but there may be a little bit of overlap.

The terminology and topics that I plan to cover…

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Monsterhearts: taking a peek under the ribcage

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Monsterhearts sells itself as “the messy lives of teenage monsters.”  But the truth is that the monstrous nature of the PCs in any game of Monsterhearts really just serves as a reminder of the alienation, discomfort, and feeling of mislabeled or misunderstood powerlessness that gnawed at so many of us when we were teenagers.  And maybe as adults as well.  Furthermore, themes which have filled classic literature for ages rear their heads again and again in this game; you don’t have to have ever experienced any of them yourself in order to be fascinated by and indulge yourself in them.

A quick background: this is an RPG which has grown out of the Apocalypse World system created by Vincent Baker.  It takes the sparse elegance of Baker’s ruleset and applies it to a very different type of life.  Read on to find out what makes Monsterhearts different from Apocalypse World, and learn some of what makes it so dynamic and so much fun to play.

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Cabin in the Woods

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Abraham is told that he should really just watch the movie already

Cabin in the Woods is an excellent film, particularly if you’re looking for a bloody romp through the menacing trees with a plot twist that will leave you trying to screw your head back on straight.  You get plenty of warning, and the ending is staring you down from a mile away, looming like a blood-hungry Macy’s parade balloon as it swoops down on you and consumes all in its path.  But for all that you can see it coming once you put the pieces together, it’s so totally not what I’ve come to expect from a “kill-the-youngsters” horror movie that I was still gobsmacked when I actually realized what was happening.  And if you can handle the buckets of gore and unrepentantly dark story, the humor which rears its head time and again will keep you chuckling the whole way through.

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Beautiful Creatures is more than skin deep

Just to make things clear, this is about the 2013 movie, not the book by Kami Garcia and Margaret Stohl.  I honestly haven’t even looked sideways at the book, though I probably should.  I originally watched the movie because I was bored on a long flight and I hoped it would inspire me in running a Monsterhearts game.  I was totally right.

On the face of it, Beautiful Creatures is a fairly average movie that nestles comfortably in the niche most recently made by Stephanie Meyer’s Twilight series.  I haven’t read those books either, but yes, this is all about teenage monsters and teenagers who have magical powers.  See how I just implied that most teens are monsters?

I have no love for the Twilight books, and the only times I’ve watched the movies were during “watch to regret, drink to forget” parties, mourning the particularly shitty moments in my friends’ lives.  Beautiful Creatures, on the other hand, is genuinely fun and rewarding to watch.

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Ironskin, by Tina Connolly

Ironskin, by Tina Connolly, is almost exactly what is promised on the cover.  No silly, not the illustration; the cover blurb on the edition that I picked up says, “A steampunk Beauty and the Beast tale, beautifully and cleverly reversed.”  And while I would say that “steampunk” is not the appropriate description for the setting, the book certainly delivers on all of the rest of that, and then some.

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Popcorn Literature

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MJ loves his popcorn.

My recent reading has reminded me of a category of books that I read when I was much younger.  There was a while when I would pick up a book around noon and be done with it by the evening, often already moving on to the next one (I’m looking at you, Animorphs).  I went through such books so quickly, and those books had so little additional substance, that my mother started to call them “popcorn books.”  They were tasty, and could be consumed compulsively with little to no thought required.  They were appealing without being nutritious, and I would quickly turn to them if given the option.

I hadn’t really thought more about those books.  But recently…

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By Heresies Distressed, by David Weber

There’s an obvious joke or three to make here about being distressed by David Weber, but he doesn’t really deserve them.  The fact is, I continue to like his Safehold series, even if it is pretty predictable at this point.  Like I mentioned last time, Weber is serving up a recipe that is tried and true, and despite being well known and familiar it still tastes pretty good.

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The Real SC: Star Control

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“You Will Soon Die. Make Whatever Rituals Are Necessary For Your Species.”

Some of you will recognize the above picture of a predatory space squid caterpillar.  I was reminded of these most wonderful villains a few days ago by a short little news item; it surfaced here in the daily torrent of Rock Paper Shotgun articles, and I found this informative tidbit through Ars Technica.

Star Control may yet ride again.

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By Schism Rent Asunder, by David Weber

In By Schism Rent Asunder, Weber continues the Safehold series that he started with Off Armageddon Reef.  He returns to his burgeoning Age of Sail adventure that pits a lovable and clearly heroic pseudo-England against a corrupt and controlling Mother Church, in what will soon become a holy war.  This recipe has been tried before, and it turns out that it tastes just fine.

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DEFCON: How about a nice game of chess?

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Just kidding.  We all know you just want to play Global Thermonuclear War.  Poor Theaterwide Biotoxic and Chemical Warfare never gets any love.  DEFCON, developed by Introversion Software, offers all the Global Thermonuclear War you could ever want.  Its spartan and elegant graphics looks just as appropriate today as they did on release in 2006, with clean glowing lines showing up beautifully on the dark background of the world; Introversion took the design aesthetics of the global tactical displays from various Cold War nuclear war thrillers, and created a game that perfectly delivers their inhuman reductionism.  It is a cold, hard, unfeeling game that leaves you feeling challenged, rewarded, and maybe a little bit broken inside as you watch the megadeaths pile up and desperately hope that you can kill a few more people than you lose.

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