Showing posts with label geeks. Show all posts
Showing posts with label geeks. Show all posts

Friday, April 13, 2012

Game Masters All

My favorite tabletop RPG (Mage: the Ascension) gives players the power to alter the game setting in fundamental ways. Although the game master--or 'storyteller', to use White Wolf's lingo--still has the final say, players wield a stupendous amount of power compared to 'traditional' RPGs like Dungeons & Dragons.

Eight of Wands
Mage does give the GM tools to keep overly ambitious players in check. Seriously, there is a mechanic called 'Hubris'. However, I have the fortune of GMing for a group of very cooperative players in that game. Their eagerness to portray PCs in a balanced and immersive fashion gives me a lot of freedom to world-build with them rather than around them.

I allow the players to contribute, both knowingly and unknowingly, in and out of character, to the shared reality of the game. I incorporate elements of the PCs' machinations and the players' wild speculations into the story--sometimes directly, sometimes retroactively, and sometimes in barely recognizable form. In effect, this inflicts a limited version of the Bard's Tongue flaw on every single character.

As I do this more and more, I realize that I will eventually hit a wall, which is the fundamental structure of a game like Mage--and most other tabletop RPGs--that separates GMs from players. Every now and then I halfheartedly investigate game systems that either distribute GM responsibilities (e.g. Prime Time Adventures) or have no GM at all (e.g. Narrative Cage Match), but so far I have not found exactly what I want.

What exactly do I want? I want a fully collaborative storytelling game system where each participant is both a game master and a player. The Narrative Cage Match system for the game Patheon is fairly close in concept, being a kind of themed Exquisite Corpse with dice and counters. Its mechanics, however, are centered on competition and scoring, and gameplay seems heavily reliant on the scenarios (essentially modules) presented in the rulebook. I am looking for something a bit more free-form than that, but not so free-from that it devolves into the Oldest Game.

Tuesday, March 27, 2012

Just Drawn That Way

Many roleplaying games have morality--or 'alignment'--systems that describe and proscribe the behaviors of characters.  Like all game mechanics, alignment systems must balance verisimilitude with manageability. Too much system granularity can overwhelm players in both video and tabletop games, while too little makes roleplaying morality less compelling.

"Farewell remorse; all good to me is lost."
The classical Dungeons & Dragons alignment system has two axes: 'ethical', consisting of Lawful, Neutral or Chaotic, and 'moral', consisting of Good, Neutral, and Evil. All characters in the game fall into one of the nine intersections between those axes, e.g. Neutral Good, Lawful Neutral, Chaotic Evil. While very granular and elegant in theory, I have found this alignment system unwieldy in practice, and largely cosmetic in most tabletop games.

My favorite tabletop RPG alignment system is the Path mechanic in Vampire: the Masquerade. By default, PCs (who are all vampires) follow the 'Path of Humanity', essentially a simulation of secular humanist morality on a scale from zero to 10. Each level has a set of behavioral standards, the violation of which triggers a roll that determines whether the character feels remorse for the action, thus retaining his Humanity, or rationalizes the action and drops one level on the Path.

This mechanic seems clunky, but I have found it surprisingly useful and intuitive in the context of the game. It has an admirable balance of crunch and fluff, providing system incentives both for maintaining a high Humanity score and for letting it slide, just a little. Even more, the game contains several other Paths to which characters can 'convert' if they reject Humanity, including ones that glorify that which most humans conventionally regard as 'evil'.

Many video games have linear alignment systems. Star Wars games, such as the Knights of the Old Republic and Jedi Knight series, use the Light Side/Dark Side system as portrayed in the films. The Karma systems in the inFamous and Fallout series both measure morality on a Good/Evil axis, and adjust the way NPCs interact with the PC accordingly. A common problem with these single-axis mechanics is that they often yield rewards only at the extremes, which can discourage roleplaying in favor of powergaming the alignment system.

The most interesting and nuanced alignment system I have encountered in a video game is Reputation in the Mass Effect series, which grants Paragon or Renegade points for dialogue choices as well as other actions. It looks like a single-axis Good/Evil system on the surface, but in fact Paragon and Renegade are closer (though not equivalent) to Lawful and Chaotic. Furthermore, they are measured on completely separate scales. So the player can gain both Paragon and Renegade points in the course of a single encounter without one canceling out the other. High scores on these axes unlocks special actions that can affect the game in fairly dramatic ways.

I find, sometimes to my own disappointment, that I gravitate toward playing 'good' PCs. I derive a great deal of satisfaction from portraying a well-developed villain or anti-hero when I game master, yet have little interest in such characters as a player--this includes video games. I have occasionally made 'bad' characters in games like Jedi Knight or inFamous just so I can go on a rampage, but lose interest in them fairly quickly. Unless I make a conscious effort--and sometimes even when I do--I end up playing goody two-shoes characters. This probably explains, at least in part, why I have so much interest in alignment mechanics that break the Good/Evil mold.

Tuesday, February 14, 2012

Fancy Dress Fancy

I could probably go to work dressed like
 this every single day if I felt so inclined
The first time I attended a sci-fi convention, I wore a Star Trek: The Next Generation uniform (season one, blue). Unfortunately, the smallest size it came in was 'Medium', which fit me like a potato sack on a scarecrow. I painstakingly modified it by hand, but it just never really looked right.

I have grown wiser in my costuming choices since then. I know, for example, that almost nobody looks good in a TNG season one uniform. Still, hunting for off-the-shelf clothing items that fit me remains a laborious task. All of my efforts to use a sewing machine have ended with a broken needle and/or a huge wad of thread where the seam should be

With a larger budget came the option of having clothes tailored to my diminutive frame. When my mother took a sudden and unexpected interest in sewing, I gently nudged her toward making costume pieces for me. I own some incredibly screen-accurate and comfortable Old Republic Jedi robes thanks to her.

From attending conventions regularly, I know that many costumers take their hobby far more seriously than I do. Though I often obsess over the details of my outfits, I rarely push myself out of my comfort zone to attempt a full-body Xenomorph suit or anything like that.

I still need to get rank insignia and such
My current Dragon*Con costume project is Felix Gaeta from the reimagined Battlestar Galactica. I also have a notion to dress as a human version of Rainbow Dash along with several friends are planning to go as a group of characters from My Little Pony: Friendship is Magic. Oh, and I may assemble a Saotome Alto (Macross Frontier) cosplay to match a friend's Ranka Lee.

Aside from more 'serious' costuming like that discussed above, though, I also enjoy wearing garb (historically inspired clothing common at Renaissance faires), drag, and unusual outfits in general. I proudly acknowledge my Utilikilts as a variety of skirt, to the horror of other men. I wear hats in all seasons and have a particular love for broad brimmed pinch-front Stetsons. My winter coat is patterned after one worn by Jack Harkness (of Dr Who and Torchwood fame).

As an introvert, I tend to feel uncomfortable when under too much scrutiny, so it seems odd for me to dress in a way that draws attention to myself. Were I more outgoing, I would probably wear bizarre clothes constantly. If not attention, though, what do I get out of dressing up?

I imagine it has something to do with why I like roleplaying. Roleplaying and costuming both give physical manifestations to that inner universe, which I cherish in equal measure the outer one (see Nothing Unreal Exists for my views on reality vs. fiction). Or maybe I just get tired of 'everyday' clothes like most people do, but feel no attraction to conventionally fashionable 'going out' clothes. Either way, I cannot wait to wear my new purple wig.

Tuesday, January 10, 2012

Beards, Beer, and Bacon

I went to MAGFest this past weekend with my partner. We were both sick (apologies to anyone who contracted MAGflu from us), but had a blast nevertheless. MAGFest was distinct from most other conventions I have attended in recent memory in several ways: it was one of the smallest, most focused (in subject matter, i.e. gaming), and most heavily male-dominated (probably due to above-mentioned subject matter).

Me and River, in kilts.
You can observe all kinds of interesting phenomena at a con with a higher sex ratio than the People's Republic of China. Among other things, I found the sheer amount of facial hair startling.

I do not have much of an opinion about beards in and of themselves. Even if I did, I would stay clean-shaven, as my facial hair looks pretty tragic when allowed to grow out.

However, the popularity of beards seems to coincide with a new cult of masculinity, a reaction against the 'metrosexuality' of the 1990s. Perhaps every generation finds its own arbitrary standards of manliness, but really, how did we wind up with beards, beer, and bacon?

These standards of masculinity (short hair, preferring the color blue, interest in sports) or femininity (shaved legs, preferring the color pink, interest in...whatever adult women are 'supposed' to like--cooking?) are typically enforced by peers in a process sometimes called 'gender policing'.

As an effeminate guy, I have come to regard with vague distrust any fashion that gets too closely tied to societal expectations about gender. In fairness, I have not yet heard anyone level a charge of sissiness at a man for lack of facial hair. This frankly surprises me, given that a beard (as a male secondary sex characteristic) seems more intuitively masculine than, say, pants. Maybe it has something to do with the company I keep.

At the last Dragon*Con, someone heckled me for wearing a UtiliKilt, referring to it as a skirt in a jeering manner. Before I could give the repartee I learned from Eddie Izzard, the rest of the room shouted him down with a roar of "It's a kilt!"

On the one hand, I felt very encouraged by the intent of my defenders--they found that man's gender policing unacceptable and told him as much. However, the way in which they chose to respond suggested that A) they did not consider a kilt a type of skirt (in what way is it not a skirt?), and B) they did consider a charge of skirt-wearing for a man to be an insult.

I prefer to question the underlying assumptions: what is wrong with a man wearing a skirt? Why do you consider bacon a manlier food than tempeh? How does my interest in this particular band have anything to do with my sexual orientation? It tends to bring the gender police up short, because they expect either anger or submission, not discourse. Better yet, it might make someone think.