Friday, July 11, 2014

Good News plus My Mistake


Good News! Dangers Untold is now available as a pdf at DriveThruRPG. It will be available in print very soon from Indie Press Revolution. I'm proud to be able to publish this book. Shoshana Kessock has a beautiful gem of a game here.
Now, my mistake...
I made a mistake on the credits page of Dangers Untold, and I feel terrible. I forgot to list Lillian Cohen-Moore as copy editor. We hired Ms. Cohen-Moore late in the project, and she made serious contributions to the clarity of the final text, especially in the examples of play.
We are fixing my mistake as soon as possible, so that future copies of the game will list her as copy editor. In the meanwhile, I'm asking you to do two things.
First, if you own a physical copy of Dangers Untold, please take out a pen, turn to the credits page and write in "Copy Editor Lillian Cohen-Moore"
Second, if you see Lillian (or Shoshana or JR or anyone else involved in this book) in person, thank them for me for creating such a lovely girl-positive, beginner-friendly game. I truly believe that the world needs more games like this and that the people who create them deserve some time in the spotlight.

Tuesday, June 24, 2014

10 Ways to Get into Character

I believe that different kinds of storytellers have a lot to learn from each other. Novelists can help preachers. Comedians can help songwriters. And I think we should all be willing to ask each other for advice.
My sister Jo Jordan is an experienced stage actress and occasional gamer. I've asked her for advice about getting into character. She sent me a top ten list that I believe tabletop and live-action roleplayers should adapt to their games. [Comments in brackets below are my editorial.]


10 Ways to Get Into Character

By Jo Jordan

1.      Read the whole play. Twice.


This is the most important advice I can give. A successful show is one where the actors completely live in the world they create during the rehearsal process. Whether you’re the lead or an extra, your scenes are not the only important scenes or lines in the show. Every person involved in the show needs to know the whole shape of the show. Otherwise it can be a square peg round/round hole situation. No matter how well you know your lines or understand your scene, it will stick out like a sore thumb if it doesn’t fit with the rest of the show. [We may not have a script, but we have a game book and the other players' character sheets.]

2.      Write down every single fact mentioned about your character


This is the baseline of your character. Everything you have to know should be written within the pages of the script. It’s a little like solving a mystery. You have to find all the clues to your character and then put them together as a whole. [Do you know how your character and her background fit into the fiction of the game?]
 

3.      Write down facts implied about your character. Read between the lines


While everything you have to know about your character is written in the script, everything you want to know is written in-between the lines. Sometimes this can be the way another character reacts to yours. Other times it can be how your character reacts to someone else. Another way to extrapolate is to make decisions about the written facts. For example, is your character eating eggs and bacon this morning? Okay, now take it further. Does your character eat eggs and bacon every morning? Or is it a special breakfast? Does your character hate eggs and bacon and that’s what put her in a bad mood for the scene? All of these are plausible, acceptable inferences to make. The coolest thing is that you get to make those little decisions, even if they’re never addressed during the course of the show. [What has happened with other players during character creation or previous game sessions? What does that tell you about your character's normal, daily life?]

4.      Make choices about the subtext of your character's actions


This is another way of reading between the lines. This is one of your best tools. Your line might be, “No, thank you.” However, your subtext might be, “In what world could you possibly think that I would ever want to eat a peanut butter and jelly sandwich on Tuesday?!” Subtext is a way to say what you want within the constraint of your lines. A single line can have the meaning and power of a monologue if you take the time to discover and explore all the subtext of your lines.
 

5.     Recognize similarities between you and your character


One great way to get into character is to make a list of all the ways you and your character are alike. Similarities can become the subconscious of your character because once you figure them out you don’t have to focus on them so much. For example, if you are right-handed, and so is your character, you can accept and disregard it. It isn’t a facet of your character that you have to learn; it is just something you know.

6.      Recognize differences, too


On the opposite side, differences can help you get into character, too. These are the conscious side of your character. Especially if your character has a limp or a stutter and you don’t. Becoming you character can take a considerable amount of work until you master that limp or stutter, but it can also be the most important characteristic to portray.

7.      Your character is always right


Villain or hero, your character always believes in themselves and believes what they are doing is justified. Take Loki in the Avengers. He absolutely believes his actions are justified. If you were to play him in such a way that shows you personally disagree with his actions, the character wouldn’t come across as honest or could come across as weak. Believe in your character more than your character believes in himself.
 

8.      Behave honestly under unreal circumstances


Let’s face it; the world of acting is not particularly real. That’s why it is called a play! But to truly get into character, it is extremely important to accept the unreal circumstances as reality and behave as honestly as possible within those conditions. This includes being madly in love with that gross boy from your history class or acting like a murderous drug dealer when nothing could be further from the truth. While the world of the play may not be the truth of reality, it is the truth of reality to your character.

9.      Anger is the weakest choice


Characters are emotional beings. You typically get to decide what emotions are brewing. A common directive is (she says angrily). In my opinion, this is a terrible directive. However, it can give you some leeway. Anger is a cover for a lot of emotions such as fear, loneliness, sadness, hurt, shame…the list goes on. My favorite choice for an angry directive is to choose two or three other emotions that could be driving the anger and play those instead. It still comes across as anger, but it is nuanced and subtle and much more honest.

10. Take your character for a spin in the real world


Once you’ve become comfortable with your character, take her out in the real world for a spin. Try your accent on a barista. Use your limp at the grocery store. See how a complete stranger treats you when they don’t know it’s a character. This can be extremely informative to you. All of those real life experiences can inform and shape how you play your character within the context of the play, adding depth and breadth to her.

 

Monday, June 16, 2014

Gamer Advocates Guest Appearance


I recently appeared as a guest on Rich Roger's Canon Puncture podcast as part of his Game Advocates series.
Rich explains,
"Game Advocates is a series of interviews about a single tabletop role-playing game, not with the game designer(s) but with people who have thoroughly played the game. In Game Advocates we ask about how the game plays, what’s fun about it, possible pitfalls for new players, and why this and not another game."

I had a great time advocating one of my favorite convention games, Zombie Cinema by Eero Tuovinen. If you are interested in hearing me talk about a game I love that I didn't design, you can find the episode here.

Actual Play Festival Volunteers

 
Want to help celebrate recorded stories? The Actual Play Festival needs volunteers. We need judges in December and a web designer as soon as possible. If you are interested, email Josh at gingergoatpress@gmail.com.
 
What is the Actual Play Festival? It's a two-week, online festival that celebrates recorded story. Before and during the festival, people submit audio or video clips, mostly recordings of story game actual play. This year we'll also accept other kinds of story, like poetry, short film, and recorded oral storytelling and comedy. At the end of the Festival, we award prizes to the best recordings. Last year, we awarded a prize to the best recording of a game published in 2013 and the best recording of a game published outside of North America.
 
This year, we need more volunteers, because I expect even more people to submit stories. To be an #ActPlayFest judge, you agree to review at least 4 recordings in one of the three categories. You must review the recordings between December 1st and 10th. Your favorite(s) then advance to the finals, where I (and possibly a panel of judges) will decide the prize winners.
.
We also need a volunteer to set up an informational home page. Nothing fancy, and you won't pay for hosting. Basically this would be a landing page with a couple of "about" links and a link to the Youtube feed where we post all the recordings. I don't want to have to set this up myself, because I find website setup stressful. (It would also be great to get someone to design a logo for the festival, but it's not strictly necessary. You know me, though. I love art.)
 
I'd like to get at least five volunteer judges. The perfect candidate would be a game designer, podcaster, author, or devoted story game fan who can commit to about four hours of work during the beginning of December.

Friday, May 23, 2014

Silly Sci-Fi Name List


I've been developing a list of silly scifi names today. I have no particular plans for the names, but I like the list enough that I thought I'd share it with you. Feel free to use these. I'd get a kick out of hearing about any character you make with one of these names.

Men's Names

Glyph
Cliftopher "Clif"
Varius
Scarlo
Golden
Carnie
Major
Kilo
 

Women's Names

Pix
Cryptina "Crypty"
Clover
Emotica
Green
Barista
Hella
Milli
 

Names of Unspecified Gender

Rune
Oddrey "Odd"
Moss
Birch
Hexi
Gray
Valet
Uber
Mega
 
 
Image by Quinn Dombrowski. Used by permission.

Thursday, May 22, 2014

Orientalism and Exoticism

 

Orientalism and Exoticism: How Good Intentions Can Go Astray


 
"What do we know of the D’ai-Shin, that worthless race? Their skin is yellowish, their hair dark and lank. Their eyes are little more than narrow slits. They are fawning and deferential to their betters, but this does not translate to obedience or loyalty. The D’ai-Shin are idle, devious and cunning; and their bureaucracy is all-encompassing, corrupt, status-obsessed and moribund. D’ai-Shin are often encountered as merchants: but beware the bargains that they may offer you.

"Their neighbours, the Tamayushi, are a very different proposition. Their colouring is similar, but there the resemblance ends. They live by a stringent code of honour, in a strong society in which each person knows their place, and each is unquestioningly loyal to their superior. They are master swordsmen, and they brew a fiery alcohol from rice. Some Tamayushi, the ‘shadow warriors’, work as spies and assassins – but their single-minded dedication and craft mystique are such as to add an honourable cast even to these professions."

Ugly racist portrayals, like the D’ai-Shin, are easy to spot. The days when they were distressingly frequent in role-playing games are, thankfully, mostly behind us.

But stereotypes like the Tamayushi are still common. If another race is portrayed with broadly positive – even admirable – qualities, that’s OK. Isn’t it? If you’ve got a genuine interest in Japanese cultural artefacts – the samurai code, ninja skills, or maybe Hokusai’s prints, anime, Harajuku fashion – what could be more natural than to portray that in a game? It’s a way of paying homage to a fascinating foreign people, isn’t it? Not racist at all.

Not that simple

Well… it’s not that simple, unfortunately. Good intentions are no guarantee of good outcomes. Any depiction of a foreign culture that concentrates only on certain key stereotypical aspects is a misrepresentation, and does that culture a disservice. Not only that: it’s lazy, boring and uncreative. When Westerners portray Eastern cultures in such a way – as though half the world is a sort of grab-bag of exotic tropes from which one can help oneself – it’s called ‘Orientalism’, first discussed as harmful in Edward Said’s 1978 book of the same name. From the point of view of the East, being portrayed by the West as samurai and geishas is just as reductive (albeit less nastily intended), as being portrayed as idlers and crooks. Either way, you’re underselling a culture that is a rich and varied as your own; whose people have the same rounded lives and range of interests as you do. Picking out a handful of bits that you like from Japanese culture makes for the same thin and dismissive representation of it as would picking out a handful of bits that you don’t like.

The Orientalism mode of portrayal can more broadly be thought of as Exoticism. If I set a game in BDSM culture, or among folk musicians, or in a depressed housing project, or in the 19th century North Welsh gold rush, then my lack of personal familiarity with that culture means I run the risk of exoticizing it – of just portraying aspects of the culture that appeal to me, and ignoring the realities of the people to whom it ‘belongs’. And not only that: I might be picking up aspects of their culture in ways that they would find actively painful or damaging. A classic example is the portrayal of Malkavian clan members as ‘insane’ in Vampire: the Masquerade. This can not only trivialize mental illness, it may be offensive and damaging to sufferers.

Exoticism can occur in any creative artform, but it’s particularly a risk in gaming, because we’re often called upon to create material at short notice and/or with a rapid turnover. A novelist who writes one book a year has the freedom to properly research their setting and make a fair portrayal. (Although they don’t always bother to do so.) A GM, or a player in a co-created game, may be having to come up with fresh setting ideas every week. The temptation to reach for a simple exotic trope is that much greater.

How to avoid it

So if you want to avoid Exoticism in your own work, what’s the best approach? Unfortunately I don’t think there is any easy answer.

  • You have to research your setting properly, finding out everything you can about the lives of the people you’re portraying, as they relate to what’s going to be happening in your game.
  • Make characters well-rounded. If you think of your characters properly as people, not just as collections of characteristics, it’s much easier to avoid exoticizing them, and much less likely to be offensive.
  • If you have the chance, you should discuss your work with members of that culture – they are the best judges of whether you’ve created a fair portrayal or whether you might want to try harder.
  • Challenge the stereotypes by examining them within your game. If prejudiced and stereotyped attitudes towards the community you’re writing about are a problem in the real world, make that be part of what the game is about. Reclaim the problematic!
  • Otherwise, stick to what you really know. Game writing needn’t be a ceaseless quest to pillage new exotic settings. Explore something you already know well; or draw upon your own personal experience.
  • Or invent wholesale: create a setting from your imagination, that doesn’t have any parallels to real-world cultures.

A great example of a game that avoids Exoticism despite having an ‘exotic’ setting is A Thousand and One Nights: A Game of Enticing Stories, designed by Meguey Baker. She’s put in what looks like a ton of work to make sure that the game portrays its classical Arabian milieu in a rounded and non-cliché fashion. The way that players create characters in this game – via a detailed sensory exploration – actively works against the tendency to reach for the familiar. Or another excellent example is Sagas of the Icelanders, by Gregor Vuga: this game is built on really thorough and interesting research into the Viking life, and helps you create better story about your characters because of that.

And another option if you want to play a game set in another culture is to find one that was actually written within that culture. Tenra Bansho Zero: Tales of Heaven and Earth is a Japanese storytelling RPG, written by Junichi Inoue, of “hyper-asian drama”. How much more fun is it to play that, rather than a Western attempt at a Japanese-set game?

Think about it

I don’t want this to be just a preachy kind of guilt trip. Once you’re aware of how Exoticism works, and how it distorts and sells short these cultures and communities that you’re really interested in and want to tell stories about, you’ll quickly see how it’s more fun and more interesting to do it properly – to do justice to these people, to represent them fully and roundedly, to make your game and story world a deep and rich one that everyone’ll love to interact with, without causing unintended offence or hurt.

I’d love to hear your thoughts about it, and how you get on!

Good stuff to follow up with

Orientalism (the book) on Wikipedia: http://en.wikipedia.org/wiki/Orientalism_(book)

Deeper in the Game, on Reclaiming Problematic Material: http://bankuei.wordpress.com/2013/11/19/reclaiming-problematic-material/


Tenra Bansho Zero: http://www.tenra-rpg.com/

Sagas of the Icelanders: http://redmoosegames.tumblr.com/soti
 
Mo Holkar is a game designer and publisher in the United Kingdom. You can also find him on Facebook or Google+.
 
Many thanks to Becky Annison for thoughts and comments in preparation of this article.

Image by Linh Ngan. Used by permission.

Friday, May 16, 2014

Shame Something Else

Bad Parenting


I try not to insult or shame anyone. I have a personal and religious committment to building people up, rather than whining, insulting, or shaming. But I sometimes break that commitment, and one of the things I've noticed is that almost all of the insults in our culture involve shaming someone for being less intelligent or for having sexual habits we dislike. (Or for their race, but, thankfully I don't hear racial slurs very often.)

As a thought experiment, consider what insults we would use if we shamed people for something other than sexual habits or low intelligence. For example, what if we insulted people about poor citizenship or bad parenting instead?

What insults would be common? Deadbeat, narcissist. What else? I'm sure we would come up with some new ones.

Do you think society itself would be different? What would tabloids report on if we didn't focus on sex or cleverness??


Image by keeping it real. Used by permission.