Hi all,
Between the new job, raising sonny, and a sudden health emergency (11 mm kidney stone), I will be tapping out of this blog for a while to recuperate and work on NUNA.
Take care
Old school fantasy
Hi all,
Between the new job, raising sonny, and a sudden health emergency (11 mm kidney stone), I will be tapping out of this blog for a while to recuperate and work on NUNA.
Take care
So, I lived in Japan 22 years, mastered the language, published research about Japanese culture, and learned to navigate their social rules enough to get a position as a tenured professor teaching Japanese Society & Culture classes.
I just caught this video of the Questing Beast talking with a 5E streamer. I was happy to find it was an intelligent discussion with a lot to learn for gamers of any system, and so I will throw in my two Large Bronzes.
| Excuse the rough sketch, Ben. I'm bedridden by a sudden health emergency but still try to practice my art everyday for work. |
The conversation sadly gets bogged down a bit in Reality Checks, and references the TPK of the Light Brigade, real war casualty figures, etc. Listen chaps, you are playing a FANTASY game. The creeping sway of reality in RPGs is a blight on the fantasy genre. Whenever I see a post about someone's amazing 'build' in D&D where they use some kinetic spell to speed up cannons and go beyond the speed of sound and blah blah blah I think SHUT THE FUCK UP.
Reality is player knowledge. Back in the day, we split up player knowledge and character knowledge. You may be a physicist in the real world, but your orc berserker probably has no clue about gravity or opposing forces, so give it a rest about modifying your axe for greater kinetic power.
Case in point, Mr 5E is afraid of sinking ships in a fantasy game. He needs to read more fantasy novels, get out of the gamey mindset. Strassha saved Elric, Fafhrd and the Mouser romanced the Sea God's daughters, there should always be an out that comes with a cost (I made a table Less Death More Story). The story is not exclusively a game thing, it is an imagination thing. And if you only have mechanics without imagination, you might as well play a boardgame or video game. RPGs and fiction are the kingdoms of imagination, and this is true for other genres, such as sci fi, cyberpunk, or horror.On a similar note, Ben points out that in video games all monsters are hostile vs the OSR, where monster reactions can vary widely. This is why the 4E I played was an endless Gauntlet style series of combats with no punch. I was happy to watch the new Golden Axe animated series reflected this when a new character, played by the wonderful Danny Pudi, befriended the two hammer wielding brothers of the old arcade game.
Although the series is getting trashed by YouTubers for being 'woke' or 'ironic' for losing the 'gravitas' of fantasy, on the contrary, 1980s D&D sessions were filled with humour. Go read The White Box and older versions of D&D - still playable, still loved by many, and filled with laughs. Goodman games leans into this.Ben makes great points about not believing the marketing hype around 5E and other games. Whether it is the image of OSR deathcrawls or 5E LARPing drama students, he is right to suggest you need to get out and play at a wide range of tables to understand what good gaming can be. I am mostly over the OSR, but intended to play a DCC game the weekend when my health took a twist. But I am open to lots of gaming experiences, and I think Ben's video ends with the same message.
(PS Don't worry about my health, at home mending, read half of Monster of the Week awaiting surgery)
I just watched another good video by the Questing Beast (HERE).
He asks the question "What matters most in DND? and gives his 5 answers.
His list is as follows:
5 Physical Environment
4 Rules
3 Players
2 The Content
1 The Game Master
It is hard to find anything here to disagree with, and as TQB notes, the order of these shift around a bit.
As for me, I'd add a few things, what I call the 'hidden curriculum' of having a good game that has very little to do with externalities like the room or rulebook.
Here we go:
By this I mean the game concept and how this is followed through. This is why early D&D was so popular and held people long enough to have campaigns - you were a party of heroes clearing out a dungeon to level up, find a relic, and save the world. I played in a year long campaign, and it was epic.
As other games grew popular in the 90s, this longform campaign became difficult to sustain. If you were playing superheros, you were emulating an episodic genre where everything reverted back to normal after the big bad was defeated. Ditto horror, where the chances of surviving and mechanisms for leveling up were absent, and saving the world was often a joke.
But the worst transgression I saw time and again was the GM who pulled a 'switcheroo' on the players and killed the game. If a GM pitches a supers game, but then sics a power leech on players to take away all their powers and hunt them down, (s)he should not be surprised when they all walk. As I have mentioned before, old school scifi games were BAD for this - promise players access to an infinite galaxy, then have them stranded on some backwater planet fighting primitives to get resources to repair their spacecraft.
TLDR make sure everyone buys into the game pitch, and follow through with it to have a satisfying game.
Another make or break aspect is the style of interaction of players and the GM. In teaching, we call this the 'Guide on side or sage on stage' dilemma. Does the DM handhold the players, or does (s)he sit back and riff off their roleplaying?
If the players are newbies, then the GM has to be in the driver's seat, but as the players become more skilled at improvisation, the GM can sit back and let them hand him or her story hooks to drive the narrative and keep interest high. This demands more from the GM, and new GMs can equally be overwhelmed by veteran players chewing the scenery and hogging the limelight.
To be sure, this is asking a lot of both GMs and players, which is why we should all strive to play at as many tables and in as many different games as possible to bring back skills and the consideration that allow us to match the flow of interaction at the table where we sit.
This is somewhat related to number 1, but focused more on player responsibility. This is what I call the 'Heroes or zeros' conundrum, as in some games like modern D&D promote (super)heroic playmodes, while OSR and horror games lean into characters who start as practically useless, and often remain that way.
I have seen modern D&D players try to swing from a chandelier while casting a spell and reloading a gun in a Call of Cthulhu game, and Cthulhu players meekly announcing one action at a D&D table. This mismatch really lets the air out of a game, so if you are checking that everyone has bought into to the concept, don't forget to remind them of the mode in which that game is best played.
Now, the biggest consideration, especially in light of recent events...
As you've no doubt heard, this past week the truth of the Cornell 57 and their (in)actions regarding preying on a female student have come to light. This may have come as a shock to some.
It sadly was not to me or many others.
During my MA, a senior professor constantly made lewd remarks to my female colleagues, and all of us who went to the office to protest were blacklisted and punished by lower marks and pressure to remain silent.
So higher education has a problem in its treatment of women. But so do roleplaying games.
I have personally seen a Vampire Storyteller go into graphic detail of a a female player's character being raped.
I have had a female friend ask me to come to a game and sit with her because she was afraid of the GM.
I am sure many of you have similar experiences.
About a decade ago 'safe words' and lists were a hot topic in the RPG sphere, and sadly were scoffed at by some.
Let me be clear - if you laugh at player or GM safety, you are part of the problem.
When I run a game, I always preface two things:
1) There is no rape in my game. If you get captured, you may be interrogated before you escape or are rescued, but it will never be sexual.
2) I gloss over intimate content. If you want your character to seduce an NPC, if it happens, it will be off camera.
(NB Other GMs may be fine with these things, but not me. And we all have to respect each other's boundaries.)
In my experience, games that include a diversity of genders and identities are always more interesting, and the first step in creating this kind of welcoming table is ensuring safety for everyone. But especially those who are most at risk.
So, Japan just raised its Permanent Residence application fees 20x?!?
A few thoughts.
To be fair, it was ridiculously low. I think I paid $60. So an increase of 3 to 5 could be warranted for processing fees.
But the message of 20x increase is simple. Unless you're rich, we don't want you to stay here. And even if you are rich, we can still say no.
Funny story. When I first moved to Japan in the 90's, foreigners were rare. Japanese who saw me in the street would rush up and ask 2 questions.
1 Where are you from?
2 When are you going home?
I was shocked at first, and would reply, do you want me to go home? They would be shocked back, and apologize. I realized that they couldn't conceive of anyone leaving their home country without an idea of returning.
Japan is such a huge source of identity that many find it hard to leave. Even criminals who flee prosecution in Japan have a habit of returning to give themselves up after a few years, like the Red Army bombers of the 60's.
The flip side is that many Japanese feel stifled in Japan and emigrate to places like Vancouver. These people keep back door dual citizenship open for their kids, but again the Japanese government has stated it wants to close this avenue as well.