Showing posts with label roleplaying games. Show all posts
Showing posts with label roleplaying games. Show all posts

Monday, April 2, 2012

How Gaming Made Me Like Country Music

I've always liked to think that I'm flexible when it comes to musical, with a few genre exceptions. Country was one of them; maybe it was family vacations where the adults chose Garth Brooks CDs that did it for me, or maybe it was radio stations playing borderline racist Toby Keith songs. Sure, I liked bluegrass, but that was folk music, not country. I was a liberal middle-class city girl, and I knew I wasn't country's target audience. So be it- not all music works for all people.

And then it turned out I was wrong, thanks to a couple of supernatural western RPGs.

My groups have always liked to have a gaming soundtrack, put at low volume during the entire session or just climactic scenes; dragon-killing is even more fun with Nightwish on in the background. It's a common practice among roleplayers, and some game books even make suggestions as to what music you should listen to while playing. Such was the case with Dogs in the Vineyard.

I've mentioned this game before, but it's something of a noir-western where you play Mormon gunslingers battling demons of sin (who are either abstract concepts or physical monsters- our GM always chose the latter.) The book reccomended putting on some spirituals and murder ballads on while playing, with maybe a little Johnny Cash and Hank Williams. My group went through our music collections and contributed songs for the playlist; Johnny Cash was there, Ennio Morricone was there, the O Brother Where Art Thou soundtrack was prominent, and a few tracks came from Nick Cave's album of murder ballads.

Johnny Cash was better than I expected; after listening to God's Gonna Cut You Down, I understood why he had such a following. The game was lots of fun, the soundtrack was a hit, and when it came time to play Deadlands, I decided to look for things to make another monster-western soundtrack.

The Devil Went Down to Georgia...hey, that's a really good song! So are these Appalachian ballads. And so is some band called Sixteen Horsepower. This page says they fit in the goth-country subgenre; does that mean there's more like it?

I had discovered the worlds of traditional and alt-country, which were much more to my taste than Toby Keith or Garth Brooks. Just as I discovered when Lupe Fiasco broke my preconceptions about rap, the good stuff doesn't always end up on the radio.

I'm not the only one who likes alt-country better than its pop equivalent. Columnist Chuck Klosterman argued that such banjo-filled ballads are made primarily for hipsters, and that pop-country is "real" because it reflects the actual experiences and preferences of rural Americans. Triggerman from Saving Country Music argues the opposite, that pop-country isn't real country, but a dumbed-down mess that reflects the truth of no one's life, while alt and traditional tap into the rich musical traditions of genuine Americana.

I'm not really one to speak on this matter as an aforementioned city girl; my mother fled the South as soon as she could, and it's never been a strong part of my heritage. Still, perhaps the fact that bands like O'Death and the Carolina Chocolate Drops can reach my jaded city heart counts for something?

All I know is that just as bringing in outside sources such as soundtracks can give a greater appreciation for the gaming experience, it can also work the other way around.

Tuesday, February 14, 2012

Happy Dracula Day! (Or: Vamps in RPGs)

On this day in 1931, Dracula was released in theaters. What better reason needed to talk about vampires in rpgs? In addition to that, Holly's Horrorland is hosting a collection of Valentine's Day vampire posts, and such things are a perfect excuse for me to get off my ass and actually blog.

So let's take a look at some of the ways roleplaying games have handled such a classic monster, starting with probably the most famous example- and let's see what entirely subjective thoughts I have to offer.

World of Darkness (Vampire: The Masquerade, Vampire: The Requiem, etc.)
In the World of Darkness games, the world around you is one filled with secrets. As Tom Waits once sang, "everything you can think of is true," or nearly everything- the supernatural lurks around every corner and in every shadow, hidden from mortal eyes but visible in the trail of mystery and bloodshed they leave behind. Vampires, werewolves, changelings, mages, ghosts, even mummies and demons in Old World of Darkness- all exist, all are playable, and all are part of the way the world works.

Vampires are one of the main attractions of the World of Darkness games, and it's not hard to see why. They are powerful and immortal, and come with a range of archetypes you can play with. Old World of Darkness especially emphasized this, with separate clans allowing players to take inspiration from any number of classic vampire images and characters, from Renfield (Malkavian,) to Lestat (Toreadore,) to Count Orlock (Nosferatu,) to Dracula himself (Tzmisce.) New World of Darkness simplified things and whittled the clans down from thirteen to five, making the archetypes less restrictive though perhaps less characterful. Which system was better can be argued all day, and I'll leave that to other blogs.

My central problem with World of Darkness games in general can be found in the Vampire games- namely, that politicking can take precedence over all else. This isn't true of all the games (especially not Mortal ones,) and I imagine good Storytellers can and have found ways to use the feuding clans as backdrops for personal stories, rather than making the players simply powerful bureaucrats- or has found a way to make the latter fun. In any case, I tend to go to World of Darkness books for writing inspiration rather than game basis; with the powerful archetypes they draw up (especially their Middle Ages supplement,) many an idea or new twist can come to light.

Dungeons and Dragons
Dungeons and Dragons is pretty broad when it comes to vampires. They can be an enemy species in third edition, a player class in fourth edition, and who knows what fifth edition will bring. But for my money, the best place to find D&D vampires is in Ravenloft.

I've talked about the Ravenloft setting (and board game) before, so I'll just quickly touch on a few things. Dark powers have entrapped the most evil men and women from various worlds in a dark and misty landscape, possible to stumble into but near-impossible to escape from. The innocent live lives of fear, the wicked live lives of mixed power and torment, and those who fight against them have a long and hard road to travel. The most interesting aspect for me about their monsters (including vampires, which they give as an example) is that they go back to an old and little-used bit of folklore for them- while bites and curses can turn you, what's more likely to make you a monster is your own sins.

The little evils that player characters commit add up in Ravenloft. Every time they commit one, they must make a Powers Test, rolling to see if the dark powers have taken notice. The chances are higher for crimes like torture than they are for telling lies, but if you fail the role, you take one step in the direction of the monstrous. Perhaps you gain the ability to see in the dark, but find that direct sunlight causes you pain. It might not seem like much- your teammates might not even notice. But the more Powers Checks you fail, the more changes you go through- your teeth turn to fangs, you can only eat raw and bloody meat, your reflection vanishes from surfaces. Commit enough crimes and fail enough checks, and there will be nothing left of your humanity. You are a fiend from legend, a living nightmare, and a non-player character; only the DM can control you now, and only as a villain. The player will have to roll a new character, but what a bang the last one went out with!

My Life With Master
And now, on to the indies! My Life With Master is a narrativistic game, and cares more about storytelling mechanics than about stats for individual monster species. Nevertheless, the game provides suggestions for vampiric Masters, and with a few tweaks, player characters could also fall into such roles.

As I believe I've mentioned before, the premise of My Life With Master is that the players are minions to an evil tyrant, living in a world that resembles the movie version of Eastern Europe (preferably in a castle.) Your Master has needs and desires, which they rely upon you to provide for them. You have your own desires, though, chief among which is love. Can you find acceptance and common cause with the Master's victims and rise up against him, or will you come to a tragic end appropriate for gothic horror?

The rulebook gives a few examples of vampire Masters, and what their desires and personas might be. Feeder-types would be concerned primarily with the exchange of blood, but this could be either a purely dietary practice (the authors conjure up an image of Bela Lugosi swabbing his victim's necks with alcohol to prevent any nasty germs getting in the way) or it can be a sensual sort of feeding, with the Master playing the role of seducer, interested in draining more than simply blood. Your Master could also be a Breeder (wanting to create vampiric brides and progeny, perhaps even to spread their curse across the world,) and it's not hard to imagine one who's a Collector (adding up thralls and brides as if keeping score of their own power.)

It's also not hard to imagine vampiric player characters. Each minion has More Than Human and Less Than Human traits, which the vampire archetype could probably fit into. "Impervious to weapons, except those blessed by a priest" and "must kill and drain humans of blood, unless the blood is given freely" might work, but it's ultimately limited only by the players' creativity. It's not a game to go into if you're out of ideas, but if there was ever a game to play around with classic monsters, this is the one.

Unknown Armies
Remember what I said about World of Darkness games? Well, they are to urban fantasy games what Anne Rice was to vampire novels- not every game has to copy them, but every game has to accept their existence and define themselves next to them. Unknown Armies had to define itself as an urban fantasy/cosmic horror game separate from both World of Darkness and Call of Cthulhu, and one of the first things it did was scrap the concept of supernatural entities outside of humanity itself. Gods come from human imagination, magic comes from human madness, demons are dead humans with only their obsessions left in them, werewolves are attempts at possessing animals gone horribly wrong, and vampires? That's just a blood condition found in a few noble families from Eastern Europe.

But if Unknown Armies doesn't have any traditional vampires, it certainly keeps some of their basic concepts alive in some of its magic. Dipsomancers, magicians powered by drunkenness, can suck souls from unfortunate victims to keep themselves alive (an NPC novelist named Dirk Allen has been doing this to many of his unfortunate fans.) Epideromancers would certainly agree with Renfield that "the blood is the life"; they get power from ritualistic bleeding and self-harm, a hideous primal magic that tests the boundaries of life and death. Various spells exist for sapping the life or luck from a person, and to the mysterious Ordo Corpulentus, the difference between their "communion" and a vampire's would be small indeed.

Furthermore, think about this- vampires are popular right now. Girls like them, boys like complaining about how girls ruined them (a generalization, but that's how UA composite reality works.) Movie studios and booksellers are crazy for them, and subcultures exist that model themselves on them. With all that going on in the world, can the ascension of The Vampire be far off?

Food for thought!

Check out more vampire posts over here, and thanks to Holly's Horrorland for the theme!

Monday, October 10, 2011

Steampunk Ramblings

Another confession: I'm the sort of girl who wears bustle skirts and corsets in her everyday life- and judging from the internet, I'm not alone. Whether your interest is in neo-Victorian attire, old-fashioned pulp magazines, or retro-futuristic architecture, looking back to the past has become a popular "nerd" source of inspiration. Think of the Society for Creative Anachronism, and put the stress on the last word; most young nerds/hipsters/goths/whatever you want to call us are often less interested in faithful recreation than in taking bygone aesthetics and incorporating them into modern contexts. Perhaps the most famous form of this is the "steampunk" genre- a style of dress, literature, music and film that imagines a world somewhere between yesteryear and the distant future.


To be less cryptic, "steampunk" is a subset of science fiction that imagines a Victorian era with futuristic technology (or sometimes a futuristic era with Victorian aesthetics and social conventions.) It was an offshoot of cyberpunk, a genre familiar to those who have read Snow Crash or watched The Matrix, but replaced the emphasis on computer power with an emphasis on steam power- a sky full of airships, coal-powered death rays, and brass goggles everywhere. The "punk" part of the name is somewhat misleading; it's a holdover from cyberpunk, rather than an indication that steampunk is about rebellion or grittiness (though it certainly can be.)

There are pitfalls of the genre, just as there are things about it I love. One of the most parodied aspects is a tendency to smother everything in gears, and it's never good when the story (or music, or gaming experience) takes second place to marveling at how cool the setting is. It has cliches and stereotypes, and outfits can be a real hassle to assemble, especially if you're no good at sewing.

Despite these problems, the steampunk genre holds a special place in my heart. I'm more glad than I can say that I live in an era of modern medicine and women's suffrage, but as an admitted romanticist, I can't help being drawn to a world of elegance and adventure, even one that never truly was. Looking to the past during visions of the future is more than understandable- it can be beautiful, creative, and lots of fun.

Interested? Try these...

Comics: The League of Extraordinary Gentlemen. Honestly, I never liked this as much as I wanted to- I just couldn't stand what I felt it did to some of my favorite Victorian characters. But if you're more flexible regarding literature than I am, check out this much-loved spy thriller/dark adventure series, where secret agents from classic novels do battle to protect London from mad scientists, aliens, and more.

Novels: The Difference Engine pretty much started it all off, and The Diamond Age is a fun blurring of the boundaries between steampunk and cyberpunk. You can also go for romance novels with Soulless, and the other books in the Parasol Protectorate series.

Television: You can't talk about steampunk without mentioning Wild Wild West, where gentleman spies keep America safe with clever gadgets and dashing heroics. The campy film version bears almost no resemblance to the original, but is a guilty pleasure of mine.

Films: Disney's Treasure Planet goes the "future world with Victorian fashions" route, in an update of the Robert Louis Stevenson novel. You can also check out Back to the Future Part III- where else will you find a flying, time traveling train that runs on steam power?

Music: Rasputina, one of my favorite bands, uses electric cellos to make nearly unclassifiable rock songs with Victorian overtones. For a list of similar music, check out the Sepiachord website.

Roleplaying Games: If you liked Wild Wild West, give Deadlands a try- the dead are rising and sleeping monsters are awakening in the old west, and you're just a bunch of cowboys and scientists armed with gatling guns powered by the souls of the damned. If you prefer a European flavor to your steam, try Castle Falkenstein or Baron Munchausen; the former casts you as a Burroughs-esq pulp hero, and the latter...well, who the hell knows what the latter will cast you as.

Fashion: Gentlemen's Emporium is one of the best places on the web to get frock coats and frilly dresses, should you so choose. Clockwork Couture is a little inconsistent with their stock, but when they have good stuff, it's always beautiful.

Got any more recommendation? Feel I've completely misrepresented the genre? Let me know in the comments!

Wednesday, September 28, 2011

Looking for Love(craft) in all the Wrong Places

"Lovecraftian" is a common label to slap on horror games, movies, books and comics, and like many labels, it is simultaneously helpful and limiting. H.P. Lovecraft wrote stories about dark alien gods, expressing the terror he felt at the changing world and the intermixing of the foreign and the familiar. He created monsters that were at once aquatic and humanoid, masses of tentacles and mind-boggling angles, things that could drive a man mad to even contemplate. Lovecraftian horror is the fear that we are truly not alone in the universe; rather than inspiring religious devotion, Lovecraft used this feeling to suggest utter human insignificance.

Lovecraftian monsters such as Shoggoths, Deep Ones and even Great C'thlhu himself should be familiar to consumers of fantastical media. Whether in games (Call of C'thulhu, Trail of C'thulhu,) movies (The Dunwich Horror, Dagon) or in any of the many new stories set within the Lovecraft Mythos, new authors have worked to bring Lovecraft's visions to the modern age. Some of these products are quite good, but if I may offer my opinion, gamers and creators who want to truly tap into the Lovecraftian might want to venture off the path established by the man himself.

What do I mean by this? Well, C'thulhu and company were originally meant to be scary because they were strange and unfathomable. When you can buy plush toys of said monsters, that aura of the strange and unfathomable decreases significantly (not that I don't love some of those toys myself.) Lovecraft's stories were also full of rather dated (to put it kindly) anxieties that don't quite work for the modern horror afficianado; immigrants and their descendants have established that we're not going away any time soon, and tentacled monsters have become so commonplace in SF art that, far from boggling the mind, they inspire jokes about Japanese pornography.

There is still some terror and excitement to be had in traditional Lovecraftian fare, but if the above problems are too much for you, you can still enjoy media that take H.P.'s favorite concepts without using his specific creatures or stories. Consider Buffy the Vampire Slayer. In that television show, demons from other dimensions once ruled the earth, and their lines (and blood) mingled with those of humans to create vampires, humanoid abominations intent on reclaiming the Earth for their dark gods. That's almost a dead ringer for the plot of Shadow over Innsmouth, except that extraordinary humans such as Buffy and her friends are capable of fighting and defeating the monsters.

In his book Danse Macabre, Stephen King stated that he considered Alien to be, at heart, a supernatural Lovecraftian film. In this case, humans travel the stars and find the ancient gods rather than the other way around, but the end results are the same. Alien even shares the Freudian sexual terror at the heart of many Lovecraft stories, albiet with phallic and toothy rather than vaginal and squishy monsters. At the end of the first movie, heroine Ripley is in much the same position as the heroic boat captain of Call of C'thulhu- she has used her ship to save herself from the alien, but can there ever be a true victory over such a creature, or is she only delaying the inevitable?

Lovecraftian creatures don't even have to be malevolent to be creepy. The ghoulish humor of the film The Nightmare Before Christmas, the Addams Family television show, and the game Monsters and Other Childish Things relies on the idea of aberrant entities being merely curious about humanity, and driving people mad with what they consider harmless fun or even attempts to help. If that sounds like legends of the Fair Folk, you'd be right; remember that the word "eldritch" originally meant "elvish", and you'll see the routes of Lovecraft's aliens even in fairy tales.

Especially interesting is when you find Lovecraftian elements in stories that aren't meant to be horror-related at all. Oscar Wilde's short story The Birthday of the Infanta shares exactly the same plot twist as Lovecraft's The Outsider, only with a different pre-reveal mood. The Indiana Jones films show godly artifacts that bend and distort reality, best kept away from humanity's use for fear of the damage they could cause. Moreover, one of the quintessential American heroes has a backstory that, with only a few tweaks, could describe Dunwich's Wilbur Whateley.

The child of a dead species from a distant planet, he passes as human but is fundamentally not. His small town knew he was strange, but never guessed what he truly was. This alien boy eventually traveled to the frozen north, where, buried in the ice, he found the legacy of his parentage, and brought it back with him when he came back to the world of humanity. Human scientists can slow him down, but they will never truly be able to destroy him, or even comprehend what he is.

Superman is Earth's champion, for which we are very lucky. Like horror itself, the Lovecraftian can be found almost anywhere, and it only takes a little bit of reframing to bring it out.

Monday, July 4, 2011

Good, Evil, and the Players

Confession time- I have a hard time being evil in games. Whether in RPGs or video games, my characters tend towards the saintly, even if I'm trying to portray them as roguish and chaotic. This says things about my escapist fantasies, but not much about me as a person- it's easy to be heroic and self-sacrificing in a game, when there are no consequences that will carry over into the real world. On the other hand, it's also easy and fun for some players to act evil and dickish, knowing they aren't hurting any flesh and blood people.

Still, the question remains- why? Why is it so hard for me to hear the phrase "your alignment has shifted towards evil," whereas for other players it's not only easy but expected?

One thing to remember is that for most RPGs, it's easier to run a "good" campaign than an "evil" one. In a typical campaign (especially in Dungeons and Dragons,) the Game Master motivates the players with promises of treasure, experience points, and the chance to pull off impressive heroics. The first two things can still be offered to evil characters, but "evil" campaigns are notoriously hard to run; if players go too over the top, it's hard to take it seriously as more than a comedy game, while if they play a straight game of manipulation and coercion, some players and Game Masters will grow uncomfortable. There was even a book released to help Dungeons and Dragons games handle evil (whether or not it was the players doing it,) and the fan reaction to it was mixed, to say the very least.

Playing an evil character in a "good" campaign is even harder, though I've played in a game where two players pulled it off (their characters were greedy and callous but not interested in screwing over the rest of the party.) It also can come down to the Game Master; some go in with no expectations, some portray the world as full of puppies and babies to be protected, and some can get downright sadistic about beating the idealism out of more traditionally heroic characters. Experience on the part of the players also comes into it- if you've played a knight in shining armor a hundred times before, it can be fun to throw aside morality for a game or two.

I know some of what motivates me to play heroes is my love of old movies and my desire to emulate them. I want to be a traditional hero, the kind they'd write epics about. Maybe my character can get a little cynical or jaded, but I want them to always do the right thing in the end. What the right thing is may differ from character to character, but I want them to leave a positive change on their world.

I'd like to hear other opinions on this, though. If you like playing evil characters, what aspects do you like? If you like being a hero, are your reasons different than mine? I'd love to hear from you!

Sunday, June 12, 2011

But Why Would You Play That?

Many people have their own personal definitions of what a roleplaying game should be. To some it's improv theater, to other's it's an exercise in storytelling; some say it's art, and some say it's just a chance to bash a goblin in the face and take his stuff. Whatever desires and expectations you have of games, though, one thing is for sure: you want to have fun.

Right?

This would seem a simple question, until you take into account the sort of experiences some games produce. Gamers can decide to imagine themselves as Polish child soldiers during World War Two, or as helpless innocents battling the personifications of child abuse, or as chain-smoking teenage runaways. It's not just the indie games that offer these opportunities; look no farther than Vampire: The Requiem for characters often full of self-loathing and misery, or Call of Cthulhu for sessions that nearly always end in death and madness.

At this point, many non-gamers (and some actual gamers) are tempted to ask "But why would you play that?"

Aren't roleplaying games supposed to be about escapism? Why would you want to spend your free time indulging in someone else's misery? Above all, why wouldn't you want to have fun?

I've asked these questions before, both of other people and myself. And I suppose the answer must be that the word "fun" is something very hard to pin down. Sometimes people enjoy having bad things happen to their characters in and of itself (Call of Cthulhu is infamous for the fatalistic glee it inspires, with players taking bets as to whose character will hold out the longest.) Some people feel that rare happy endings are even more precious because of how hard they are to earn, and that it means more for a frightened child to conquer the darkness than a six foot armor-clad warrior. Some people find painful experiences cathartic, and some enjoy exploring characters in situations good or bad.

If these things sound strange to you, think of another medium that's supposed to be fun: movies.

Why should people watch gritty dramas or tragedies when there are escapist popcorn flicks aplenty? It could be for any of the reasons I've already mentioned, or it could be because art doesn't have to be warm and fuzzy to make us feel satisfied. The Manchurian Candidate, one of my favorite movies of all time, is nothing if not bleak, but I'm always so wrapped up in its world that it took my boyfriend to point out to me how depressing it was.

Are roleplaying games art? I'd say they can be, but that's a discussion for another time. Suffice it to say that they can provide moving experiences in the hands of good players and a good DM no matter what system you use. And to some, moving experiences aren't always bright and sunny ones.

Let me make one thing clear: just because more 'serious' art can provide deep experiences doesn't mean that other art is inferior. I hate movies where people die of slow, lingering diseases, and I'll probably never play Grey Ranks. I love a good action movie, and I love an escapist dragon-bashing dungeon crawl. Ideally, I like my games to have the best of both worlds; escapist fun and a deep story. That isn't always achievable, but it's a nice goal to set.

If my rambling has any sort of a point, it's this: every group has it's own desired light-to-dark ratio for maximum fun (if fun is even the desired product- some have said it's not.) If other people's ratios are different than ours, it may confuse us. But it shouldn't surprise us.

Thursday, September 16, 2010

Mainstream and Indie Games, Part 2

Sorry for the long hiatus. For those of you interested, here is the long-awaited conclusion to my analysis of the gaming industry...

Mainstream Games
Streamlined and popular with plenty of supplements.

The Upside
If a game has lasted for over thirty years, through countless editions and company changeovers, it obviously has a fanbase supporting it, and you can bet they're fans for a reason. Why has Dungeons and Dragons kept going since it was just Gary Gygax and a couple friends in his basement? Because it's good. Sure, each of the editions has its own problems (which each subsequent edition tries to fix), but the basic idea of playing Conan-esq adventurers in a Tolkein-esq world has proved time and again to be fun. Dungeons and Dragons is mainstream for a damn good reason.

Another bonus mainstream games have is versatility. Much as I love indie games, they're usually designed to do one thing and one thing only. If you're playing My Life With Master and decide you want your character to abandon his vampiric overlord and lead a revolution in the next town over, guess what? It ain't gonna happen. On the other hand, games like D&D or GURPS can cope with it. They've got lots and lots of options, and can cover just about any sort of situation your characters can blunder into.

On the other hand, this leads to the major downside of the mainstream...

The Downside
If I were to make a broad and unfair generalization, I would say that a great indie game does one specific thing really well, while a great mainstream game does a bunch of things pretty well. The drawback to versatility is that without focus, all those wonderful options you've created can start seeming bland and same-y.

Mainstream games want to appeal to everyone and turn off as few people as possible. You want a game of espionage? Sure, we can do that! You want a game specifically about your spy dealing with her repressed memories? Sorry, that might bore too many customers. You want your hack and slash monster killing campaign to be psychologically complex but filled with dark humor? You'll have to rely on your players for that, because our main game books have to be a bit more broad.

Obviously, good players will add all the flavor you need for any sort of campaign. But if you want to push them in that flavorful direction, you might find it harder to do with mainstream games.

Wednesday, July 14, 2010

Mainstream and Indie Games, part 1

Let's say you and your friends want to try this roleplaying thing you've heard about. You're not in the mood for any particular genre- you'll play anything as long as it's good. You've even decided to see what the world of games has to offer outside of Dungeons and Dragons. So, what do you want and where should you look?

One important distinction in the world of RPGs is that of mainstream versus indie games. Mainstream games- Dungeons and Dragons, World of Darkness, GURPS- are published by large companies, have huge amounts of supplementary books, and are often available at good bookstores. Indie games- Dogs in the Vineyard, Unknown Armies, My Life With Master- are put out by smaller companies, sometimes consisting of only one or two people, and generally have to be purchased online or at a game-specific store.

As you'd expect, there are good things and bad things about both types of game. Let's take a look.

Indie Games
Artsy, quirky, offbeat and other such adjectives.

The Upside
In a word, innovation. Indie games are where you go when you're tired of the same old sword and sorcery you've played a million times and want something different. You want to be a Mormon gunslinger, the henchman to a mad scientist, an incompetant crook caught in a heist gone wrong, a lunatic whose magic is powered by obsession? Indie games have you covered. They've been designed to give you a unique experience you won't find anywhere else, and to make you think a little more about how you want to play. There's a reason most of my favorite games are indies- they tend to be the products of writers with a vision, not drones churning out by the book installments for corporations.

Sometimes the risks idie games take pay off and sometimes they don't, but they almost always offer an interesting experience. A writer can do literally whatever they want, and as generally happens in such cases, works of true beauty and art come out of the indie world.

The Downside (Warning: Not entirely worksafe)
Individual indie games may have problems such as pretentiousness, trying to ape a mainstream game or misery tourism (more on that in a later review, hopefully), but the one plagueing them all is the lack of quality control. Big companies like White Wolf or Wizards of the Coast can hire multiple editors to ferret out the typoes and project managers to decide when something's a good idea or not. Indie games don't have that luxury.

Along with this issue comes a problem I like to call Unscreened Craziness.

For example, let's say a young game designer has an idea he wants to put into practice. He takes his idea and marches into Wizards of the Coast with it.

"In the new edition of Dungeons and Dragons," he proclaims, "I think you should force female characters to be stupid and weak, give your players access to spells that let them rape corpses, and have weapons be able to impregnate people!"

Wizard of the Coast calls security and has our protagonist bodily ejected. Undaunted, he goes into the offices of White Wolf.

"In your next supplement about villains," he says, "you should devote lots of time to talking about how Jews, blacks, Asians and Italians are the scum of the earth."

"Nah," says the White Wolf executive. "The PC police already rammed us hard when we made up shit about gypsies. Not doing that again."

Disappointed but determined, he meanders over to Steve Jackson's GURPS headquarters.

"Your next game should be called GURPS: Rape. I know you like tables and charts, so you should have ones that give the option of a 152 inch penis that kills your victim upon penetration if they don't have the right anal circumference!"

Steve Jackson sighs heavily, and attempts to teach our hero a little bit about how the human body actually functions. When this fails, he stops talking to him altogether.

Disillusioned with the mainstream, the young gamer goes home. He will see his vision come to light, one way or another! He will make indie games, and publish whatever the hell he wants! And if he wants to make F.A.T.A.L., something which is now known as the worst RPG ever written, then by gum, the free press allows it!

Such is the danger of Unscreened Craziness.

Coming soon: the ups and downs of mainstream games!

Monday, December 14, 2009

Unknown Armies

There comes a time when you’re being attacked by delusional porn actresses, McDonald’s employees are doping your food with spells, you can’t attack the bad guy without throwing a wad of twenty dollar bills at him first, and you’re desperately mooning the cops outside your window to get more magic power that you may stop and think “How the hell did I get here?”

You’re playing Unknown Armies, that’s how you got there. As possibly the best roleplaying game ever written, it brings out the best and the worst in players by throwing them in terrifying situations that require them to resort to absolute insanity to get out of.

Imagine a world very much like our own except that a few weird people are keeping quiet about their ability to do strange things. That kid who can’t miss a single episode of Law and Order, that old drunk who has no intention of ever becoming sober, that girl who keeps a life-size statue of Elvis in her room to which she sacrifices CDs on a daily basis.

They’re crazy, sure. But they’re so dedicated to their brand of crazy that the universe lets them slide a little. Soon enough, they can channel the power of their obsession, save the day and rewrite the world. Unless they miss an episode of Law and Order, in which case they’re screwed.

In Unknown Armies, magic (or “magick”- yeah, I’m not crazy about the k either) comes from complete belief in something, whether it’s pointless risk-taking, the collection of rare books, or even just getting high. You can also trick the universe a little by acting out an archetype it likes (The True King, The Mother, The Masterless Man.) There’s no cosmic being that wasn’t created by humanity, no power created by anyone other than us. Or, as the book likes to say, “You did it!”

It’s not heavy on rules (they use the roll-under mechanic and have pretty simple sanity checks), but the rulebook is heavy on stories. Characters and groups to interact with, backstories aplenty, and (my favorite) rumors and conspiracy theories that probably aren’t true (there’s a town that makes you act out Shakespeare plays...pop music contains secret government broadcasts...Jim Morrison is alive and well and worshiping himself...)

The books are entertaining, the art is beautiful, and the tone is always entertaining. There are things I could quibble about (the damage system is odd, and I’m still not sure how I feel about the modern incarnation of the eternal Goddess being a porn star), but why should I? Playing or even reading Unknown Armies is possibly the best gaming experience I’ve had in a long time.

If you like roleplaying games that require more of you than killing things and stealing their stuff, check out Unknown Armies (Or, as it’s nicknamed, Cosmic Bumfights. Or Quentin Tarantino’s Call of Cthulhu.) If nothing else, it’ll reassure you that you’re not the only one to care about catching every episode of your show.