I’ve been lucky to be part of several different people’s thoughts about RPGs in the past month.
I’ve already submitted the LARP I wrote about last week. Now I’m deep in finishing a second one in time for the deadline tomorrow.
While a more detailed report will have to wait, I can give you additional tidbits. And it just so happens that those tidbits play neatly into another topic: writing for multiple audiences.
The game I mentioned last week is about death and mourning, but I can’t be sure that every person who plays it will engage with it as such. Actually, I can be pretty certain that they won’t. Audiences aren’t monolithic, after all, and some of my players might not yet have experienced death as a personal thing. Even if they had, they might not recognize what I created as anything like their experience.
So I wrote a game that plays with all those themes I mentioned last week, and which has places for good fun outside of but adjacent to those themes—almost like two games running in parallel. My hope is that players who don’t feel the emotional resonance of connecting with and mourning the dead (or being mourned) will find reward in fighting and building relationships with the big scary monsters of the Land of Spirits.
In many ways, the game I wrote is reliant on the skills of my staff and players who start the game as monsters. They need to give the People, the folk traveling into the Land of Spirits, enough space to have their emotional scenes. But they also need to present a challenge to the players who are bored and spoiling for a fight. And I’ve made it clear that I want them to encourage the fighters to engage with them in status-and-respect interactions. The underlying idea is that the Player Characters aren’t the only ones who can be mourned; the mechanics I introduce around mourning and offering respect to the dead work for *everyone* in the game, including people who aren’t PCs. I want the monsters to reward the PCs who mourn them, even after fighting them, because I want the people who are distracted from dealing with mourning and connecting with the dead to be drawn back into the main themes of the game and be rewarded for interacting with them.
The warriors will mostly be self-selecting, so if there are people who want to fight they’ll have the chance. And if the PCs who fight monsters never mourn any of their foes, they’ll still have an opportunity for more fighting. Actually, the more they fight and don’t mourn, the more fighting they’ll get in the future. So while one group of players is connecting with and mourning the dead, getting their enjoyment from the more emotional content of the game, another group can have a totally different experience at the same time in the same place. I hope.
At present, my rules say that dead spirits who are bored can go to RE (our system’s personification of reincarnation). My plan is for bored spirits to come back as more monsters. I see an obvious failure mode here, if RE sends people who lack the requisite skills out as monsters. Game could rapidly devolve into butchery and loss if too-eager monsters murder all the PCs. But as long as RE knows the players well, I think we can avoid that.
With luck, maybe this will work!
It feels funny to say this, but… death has been a big part of my life.
Not in any ground-shaking, crushing way, but as something slow and omnipresent and always visible. I suspect my mom’s work with the elderly and in hospice influenced that. I learned that people react oddly to their own incipient death, and that they have many ways of coping with the loss of those they love.
I lost several pets before any family I knew died. Those experiences weren’t at all the same, but in some way the one helped me with the other. Now, most of my grandparents’ generation is dead. I’ve lost friends younger than me, a cousin, others. I was so choked up with an unwillingness to process grief that I took years to say goodbye after my first grandpa died. Saying goodbye to my friends hasn’t really been easier, except insofar as I know that mourning them is a cycle I will revisit many times.
This is something that I’ve thought about more in the past few years. Coco really drove it home for me. I knew after watching that movie that I wanted to create something that would help others learn how they could mourn, learn how they could remember even as they let go.
I’ll tell you more about this when I’m not racing a deadline, but I’m working on a LARP that I think might do some of this. I want to give my players a chance to experience grieving for others, and being grieved for, in its entirety. I want that to be a healthy experience, one that allows for connection and catharsis. And I want my players to have fun. I hope it works.
More details soon.
Hello everyone. It’s been a while.
I’m revivifying Fistful of Wits, which has (you may have noticed) lain fallow for a while. There are a few ways in which my use of this site will change, and I’ll outline that here.
First, I’m planning to post more regularly again. Probably weekly.
Second, I’m not going to post nearly as much fiction as I used to. I’ll explain that in a moment.
Third, I’m going to post more teaser-y things. I’ll explain that too.
Fourth, I’ll tell you what I’m wanting from all of this. I’ll cover that last.
What will I post? What will I tease?
To start, Fistful of Wits will continue to be mostly about stories, games, and story games. I’ll return to my old habit of occasional reviews. I may also post essays of a sort—their focus and quality may vary, and some of my reviews might transmogrify into essays in the process of writing them. I’m likely to post the beginnings of long-form projects. Since I want to finally publish a few RPG scenarios of mine, I may post pieces of those. I will, occasionally, write about whatever comes to mind… but John Scalzi already has Whatever so I can’t just steal the url and rename this site.
I’ll also use this site to tell you when my work has been published elsewhere.
What about those explanations?
I won’t be posting as much fiction as I used to because (as I may have noted before) anything I publish in full here is nearly impossible to sell elsewhere. I do want to sell my work and have it published to a wider audience. Until this site offers me a broader audience of people who’ve never heard of me before (definitionally unlikely), selling my work elsewhere is the name of the game.
My idea for teasers is roughly as follows: I can post rough drafts of the early chapters of longer stories, and fragments of other kinds of work. My old openings to both Barium Deep and Miska are decent examples of the first option. For the second, I might use the opening hooks and setting elements for a scenario, or the tables and adventure tools I’ve been creating. I would be happy to find other ways to share things here, but I’m not sure what those would be. If you have ideas, please share!
What do I want from this? What are my goals?
I want to share my stories and games and ideas with the world. I want to know that they’re being shared and (ideally) valued. I want to preserve (and grow) my future publishing opportunities, and I want to increase the value of creative work in our capitalist society instead of depressing it. That last bit means I refuse to be a scab or work for free.
My goals here are to (re)grow a community of readers; create new writing, editing, and storytelling opportunities for myself; sell people on the work that I create; and spread the word about the fun, cool things I love. I may create a crowd-funding setup for myself—to share more of my work with you without precluding publishing it, and let you suggest new directions for me to explore—but I’m still reading the related fine print.
If you like the sound of all that, stick around.
This morning, for the first time in a long time, I paid attention to how I was feeling and decided that what I really needed to do was take a mental health day. I haven’t written anything for my creative projects today, and I’ve decided to be okay with that. That’s mostly working. I took time to socialize with a friend I haven’t hung out with for too long, and that was great. This isn’t to say that I haven’t written anything; I had a course evaluation that I was supposed to fill out last month which I finally took care of (to the tune of 1822 words, no less). And I’m writing this, here. But I’m taking a break from trying to outline interactive fiction (which is a frustrating pain in the ass), and focusing instead on giving myself a break of sorts. And that’s been pretty good.
I’ve thought, for some time, that I must have struggled with depression at some scale for a good portion of my adult life. I’ve never discussed this at length with a professional, so I’m not sure how to judge it. I think college is the first time that I can recognize what I now believe were depressive episodes. I haven’t previously given myself space to call it depression because I always figured that other people must have it worse; claiming that I suffered from depression (to any extent) seemed like it was presumptuous, claiming attention for myself that I didn’t deserve and taking it from people who *obviously* deserved it more, people who weren’t poseurs like me. After all, I was basically managing to cope, and other people seemed like they had it worse.
But that is dumb. I still don’t think I suffer as much from this as others (including a number of my friends) do, and I still don’t want to be a distraction. But I’ve abandoned my implicit assumption that this has to be a zero-sum game. Admitting that I have trouble sometimes doesn’t mean that other people who are dealing with depression (or other mental health issues) can’t get what they need. And, providing I’m not a greedy loud jerk about it, talking about it might help other people rather than suck the oxygen out of the room.
I am fortunate to have friends who talk about their own experiences with depression, and the feelings and experiences they associate with their own depressive episodes. Without them, I would not have learned to recognize my own experiences as something that merited my attention, nor would I have recognized that I could do things to head off my feelings of depression and avoid making my life worse. Listening to them talk about the ways they deal with their own feelings has helped me. It’s proof that mental health doesn’t have to be a competition (which I suppose should be obvious, despite past-Henry’s unconscious assumption).
I’m especially fortunate to have these friends because, when I recognized those twinges this morning, the habitual narrative that I’ve learned so well, I finally had the thought that maybe I should take care of myself. I’ve had a much better day because of it.
I hope I remember this for the future. I hope I can share this with others in a way that helps them too.
Hey folks, sorry for the silence. Between my other obligations and stressing out about politics and the news, I’ve been pretty thoroughly distracted from Fistful. I expect that this will continue for another week or so, but I plan to change it.
Some of the things keeping me busy might also be things that excite you: I’ve submitted the first chapter of Barium Deep for consideration for PEN New England’s Susan P. Bloom Discovery Award, and I’m about to give a (totally rewritten) outline of Miska to my mentor as the beginning of this semester’s mentorship project. There are more cool things I’m doing too, but I’ll tell you about them later.
Wish me luck. I’ll be back here soon.
This is more of a stump than a full post, but it’s late and I’ve been distracted all day. I’ve been finishing my current draft of Barium Deep, hoping to have it done before the end of January.
I want to submit it.
Hell, I want to change the world. Sometimes, very, very occasionally, I’m confident enough to think that I might have a chance to do that with the stories I share.
But I was set to thinking, earlier, when I spoke with someone about the news that we’d each seen that day. She’d seen news footage cutting back and forth between the inauguration parade and protestors, news about people breaking windows and even (apparently) setting a car on fire in front of the Washington Post offices. I saw a video of police pepper spraying an elderly woman and a disabled man, along with the people who were trying to shield them and move them away from the police.
What are the narratives our news sources are giving us? Why?
And I keep coming back to this: what the fuck were those officers thinking, spraying people who obviously are mobility impaired, spraying the people who are trying to help them move, spraying fucking everyone in that group?
I’ve never worked as a police officer. But I have worked security, dealing with people who didn’t really want to do what I wanted them to do (leave a place, quietly, by following me through a crowded area). I got more cooperation, nearly 100% cooperation, with calm requests and occasional assistance than I ever could have gotten by enforcing, imposing my will on the people I was dealing with. There was never a scene. I was, to the best of my ability, helpful.
My experience is not their experience. The situation I was dealing with was not the situation that they were dealing with. And I can’t help but think that maybe, if they’d treated their situation a little differently, it would have *been* different. Fundamentally different. Those police officers might have had a chance to serve and protect people, instead of punish, harm, and endanger them.
I’m not sure what it takes to make someone think that pepper spraying the mobility impaired is a good way to make them move. I’m not sure what it takes to convince them to do that instead of anything more sane. Fear, maybe. A deep and abiding unawareness of other options. Maybe (I always hope not, and always fear it is so) pleasure in the exercise of power over others. Especially the state-legitimated non-consensual exercise of power over others.
We’ve had enough of that.
On a semi-related note, read Mattias’ piece MLK Is Not Your Black Friend. It’s good. It deserves your attention.
I don’t have anything elaborate for you today. I’m going to be a panelist (and a moderator) at Arisia, starting this evening, and that’s keeping me busy.
If you’re there and want to see me, check out these panels:
- Poor, Unfortunate Souls – Villainous Perspective (Fri., 8:30pm)
- Heard the Dice Hit the Table – Games as Fiction (Sat., 11:30am)
- The Stories People Play (Sat., 2:30pm)
- Shame on Slut-Shaming (Sat., 5:30pm)
- Well-Behaved Women Rarely Make Fantasy (Sun., 10:00am)
- Bleed: Emotion in Roleplay and LARP (Mon., 10:00am)
I hope you have a good weekend!
This post’s delay brought to you by homework… and Rise of the Tomb Raider. Between the two, I entirely forgot about posting here yesterday.
My homework, by the way, involves rereading Parable of the Sower (and The Girl Who Owned A City, and The Summer Prince). My short end-of-term paper this semester is on the way in which fear and the uncanny are used to replicate the home-away-home structure of a children’s story (discussed by many people, though I’m mostly sourcing from Reimer in Keywords for Children’s Literature and Nodelman and Reimer in The Pleasures of Children’s Literature), without requiring a spatial journey. Essentially, I hypothesize that by using fear and the uncanny to create emotional distance from a space, the departure and return inherent in a home-away-home story can be emotional instead of spatial. Plus, you get some interesting dynamics where the protagonist tries to make an un-homelike space homelike (again, or maybe for the first time) instead of returning to a safe space that has remained safe the entire time. Oh, and I know that Parable of the Sower isn’t exactly a kids’ book, but it’s sometimes cross-shelved in YA and has a teenaged protagonist. So.
On the storytelling side of things, I’ve come up with an excellent conceit for an adventuring setting that allows you to go on dungeon crawls without having to twist yourself into pretzels trying to justify why there are so many monster-filled ruins all over the place. I won’t go into more detail here at present, because I want to write it up and submit it to Worlds Without Master. Maybe if I can’t get it published there I’ll put it up here.
Sorry, I’ve been a little busy. I just submitted another three chapters of Barium Deep to my mentor for review (she’s awesome, by the way) and getting that material out the door has kept me occupied.
Another thing stealing my time, creeping in around the edges of my schedule? Tales of Maj’Eyal (ToME). It’s a roguelike (but actually like the game Rogue, not just part of the modern fad of calling your game roguelike because it’s cool), and I’ve been enjoying it a great deal. I grew up playing the significantly less noob-friendly ADOM, aka Ancient Domains of Mystery, so ToME feels a good deal more forgiving. At least, it’s forgiving when you can hide behind your magical golem while hurling explosive gems at your foes.
Oddly enough, like ToME, ADOM now sports optional fancy tiled graphics that look nothing like my memories. It may sound like I’m grumping, but I’m actually quite happy to see ADOM continue development. I should admit, I’m okay with the new tiles mostly because they’re optional. I just wish we could see more progress on JADE (which I guess is now called ADOM II), another roguelike by the creator of ADOM. I liked the open world with randomly generated stories more than ADOM’s (by now) familiar quests.
Oh, I guess this is the new site for ADOM? Whatever. It’s a cool game, worth checking out.