Apologies and clouds

Apologies for not posting in a few days. I’m trying to work through my backlog of WisCon posts. More soon!

In the meantime, here is a zip file of four clouds I’ve taken photos of; all are pretty good candidates for turning into maps. I’m releasing these cloud images into the public domain, but I would appreciate dropping me a line if you find a use for them!

WisCon 37, part III: Creating a Religion 201

Illustration of a heraldic sunAt last year’s WisCon, there was a fairly interesting panel called Creating a Religion. It was nominally about how to create religions for conworlds. Mostly, though, it just kept coming back to polytheism vs. monotheism as the main axis of variation in religions. In fact, it’s so frequent in RPGs that I almost consider it a joke; we gamers seem to often ask only the question “What gods should I have in my pantheon?” The number of deities in a religion is an important question; but too many conreligions differ only in this way, and otherwise resemble the bland pastiche of religious stereotypes present in so many RPGs. And many real-world religions have no gods at all, or some fundamentally different way of looking at “gods” in the first place. So while last year’s panel was interesting, it didn’t have nearly the depth that it could’ve. For that reason, I suggested and ended up on this year’s panel, with a hope that it would go much deeper than last year’s had.

This year’s panel went okay, though it could’ve been a lot better. We kept coming back to Christian theology and Western biases: how many gods, what is the basis of orthodoxy, how do people argue through orthodoxy, etc. Sometimes interesting, but a) too often done in conreligions and b) too Western in its biases.

So, what areas would I like to explore more? What areas of variation do I think conreligions need more of? What can we worldbuilders do better in our treatment of fictional religions?

  • The problem of theodicy. This issue has its origin in Western theology, as the question of how God can be just when there is still suffering and evil in the world. But in its broader form — the question of why suffering exists, and what we should do about it — it is an issue for most religions. There are a lot of answers to this problem, from “suffering isn’t real” to “it’s all your fault” to “the powers that be are fundamentally capricious” to others. And I don’t see enough variation on this question in conreligions.
  • Different ways of approaching the powers of the universe. Too often, prayer is assumed to be the primary way in which people try to come closer to their perfect state of being. But in reality, there are a lot of other ways of approaching the perfect state of being: pilgrimage, sacrifice, meditation, dance, etc.
  • Truer representations of polytheism. The type of polytheism represented in RPGs, especially, seems to too often be of the same sort: everyone believes in just one god, the one whose domain is most important to them (and only one domain is ever important to them), while allowing for the existence of other deities. Well, I suppose that style of polytheism exists in the world, but it’s just one type of polytheism. More often, people believe in all the gods/powers/principles, and try to supplicate/worship/approach whichever one is most important to their current situation, while supplicating/worshipping/approaching other powers at other times. Chinese traditional religion often works like this, for example. And in some seemingly polytheistic traditions, people grudgingly accept the existence of other deities but actually consider their deity to be the really primary one in the universe; Indian religions are often of this type, with Vaishnavites grudgingly accepting but mostly deemphasizing the importance of Shiva, and vice versa. And one more form of variation I rarely see in conreligions’ polytheism: having primary deities who everyone believes in, and lesser, more specific powers that everyone also believes in. Thus, we get things like Chinese religions where every town has its own deity (the Chénghuáng) and every household has its own deity (the Zàoshén), and there are powers you worship when you’re taking a big test, trying to conceive or beginning a business venture, and other levels of the universe have their own powers and deities, all of whom are (sometimes) considered to be part of a grand universal bureaucracy.
  • Magic mixed with religion. In many traditions, “magic” is what other people do and “religion” is what we do. In too many conreligions, these two things are fundamentally different, which kind of buys into the Western theological stance. Instead, it’d be nice to see more conreligions where “we” do rituals and get specific results from doing so, but when “they” do the same thing it’s “magic”.
  • More diversity within religions. Too often, conreligions are depicted as monolithic: everyone who believes in Grog the Unbidden reads the same book, practices the same rituals and has the same code of belief. Well, it’s hard to find two Christians who agree exactly on their beliefs, practices and traditions, much less two “Hindus” or two “Buddhists”. I’d like to see more conreligions have realistic variation in practice and belief, on a variety of different counts, sometimes leading to schisms, sometimes not.
  • Importance of lineage. A lot of Westerners think of Chán/Zen Buddhism as being about meditation and confusing ourselves with logical impossibilities. Well, that’s part of it, but did you know that lineage of tradition is at least as important for a lot of Chán practicioners? That is, who you received the Dharma from is really important, and maintaining that tradition is really important. This emphasis on lineage is important in a lot of other traditions, too, and I’d like to see it more in conreligions.

And those are just some of the areas that come to mind right off. I hope that next year’s panel, if there is one, goes a bit more into these areas of variation, and into how to actually create a conreligion that isn’t just the usual fantasy polytheist boilerplate with a few bits flipped.

Blade & Crown sample characters updated

Illustration of a warhammerI noticed a few days ago that many of the stats for the sample characters on the Blade & Crown website (see the Downloads section) were wrong. (What’s that truism about how sample characters are never achievable within the game as published?) I’ve now uploaded corrected versions; everything should be good now, but please let me know if you see any errors!

Sorry to see you go, Iain

Iain (M.) Banks has passed away. I’m sad to see him go.

His Culture novels are a great example of transhumanist SF, and they provide (through the Contact division, and especially its Special Circumstances group) a good example of what interesting things there are to do in a post-human society; namely, mostly, interacting with other, non-post-human societies.

Cover of Against a Dark BackgroundEven more relevant to gaming use is his non-Culture novel Against a Dark Background. It reads like a very well-written actual play report of a group of science fictional mercenaries, perhaps even a Traveller party, who regroup for one last mission. The title does not lie — it is a very dark novel — but it is a wonderful example of worldbuilding. Last time I read it, I couldn’t help but draw maps of the various places in the Thrial system, so evocatively described by Mr. Banks. If someone published it, I’d probably buy some form of reference work to the Thrial system.

And that’s just his work that springs immediately to mind for gaming purposes. Most of his books are wonderful. Check them out if you haven’t.

Iain Banks left a lot of wonderful, challenging, compassionate ideas. He did a lot of good.

WisCon 37, part II: Roleplay and Identity

Illustration of an open doorway

Interesting interfaces

Another good gaming-related panel (WisCon had a bunch of them this year), this one was concerned with how we “expand our understanding of ourselves and the world” through RPGs. The panelists had a good representation of different kinds of RPG interests: LARPs, freeform journal-based roleplay and pen-and-paper tabletop.

A good chunk of it was really just relating interesting stories of things that have happened to us through RPGs. That was fun, but not really on topic.

The part that most interested me was towards the middle, where the panelists discussed how a PC’s emotions can sometimes spill over into the player’s life. This, one of the panelists termed “bleed”. “Bleed” can of course become pathological at the far end, but at the near end, it can be an interesting way to gain better self-understanding, as when we contrast a character’s emotional responses to a situation with how we‘d react in the same situation. One panelist brought up how these kinds of emotional responses can get foregrounded in jeepform, which reminded me how much I’d like to try that style of game someday.

There was also good discussion around how RPGs allow us to explore and experiment with identities, such as one panelist who learned to be more confident walking at night through a LARP.

The panel left me wondering where the discussion should go next. I feel like there’s a lot of unexplored territory in the near end of “bleed”, such as how roleplay “bleed” differs from the kinds we experience when reading or watching non-interactive narratives, and the psychology behind these sorts of liminal states. I feel like there are dozens of other interesting questions here, but it’s hard to pin them down; I just find the whole topic fascinating. What about you? What about “bleed” intrigues you?

WisCon 37, part I: Why Is Pleasure So Problematic?

First part of WisCon 37 that was relevant here: a great panel called “Why Is Pleasure So Problematic?” I didn’t catch the whole thing, but what I saw of the panel dealt in a very thorough, interesting way with the problem underlying things like feeling guilty about reading RPGs and obnoxious-expository worldbuilding: our guilt about experiencing pleasure.

Squeevolution!It’s interesting how much of nerd self-loathing can be boiled down to simple pleasure-based guilt. If we’re not being Productive, our consciences tell us, we’re bad people. This panel did a good job of looking at that guilt and trying to moderate it with calls for “Squeevolution!” It was one of the few panels I’ve seen that didn’t try to argue that fun is good because it lets us work harder elsewhere, or because it makes us more attentive, or whatever other argument that is ultimately rooted in Productivity.

Yet even in this panel, an audience member related a story about a mouse who seemed to be ‘wasting time’ but then, come the winter, was able to entertain all the other mice with stories they’d dreamed up. So, you see, even creativity can turn out to be Productive!

I find the argument from Productivity pernicious, deeply rooted and extremely hard to do away with. Productivity is so deeply ingrained in our society that we have a hard time even framing a conversation that doesn’t proceed from the conceit that Productivity is the highest good. Guilt from lack of productivity is so deeply rooted that even when we acknowledge that we get pleasure from pure creativity, we can’t allow ourselves to let that be as it is; instead, we have to cover up that fun with appeals to Productivity. The panel addressed this, and the calls for “Squeevolution!” impressed me a lot. The panel didn’t go much beyond that point, but I think that’s okay, because even accepting that Productivity isn’t the highest good is a pretty titanic task.

Another insight I got from this panel was how social pleasures are generally less guilt-ridden than solitary pleasures, because they tend to be approved of by society more. Think of the difference in stereotypes between the “group make-believe session” and the “basement-dwelling troglodyte”. Both are looked down upon, yes; but the former is “at least social”. And I think it’s ultimately tracing back to the Productivity argument. Not sure about this, but it feels that way.

As with a lot of insights, this is obvious in hindsight, but I hadn’t thought of it before. I hope that even when I praise RPGs, I avoid appeals to sociability as the reason RPGs are good.

Lessons learned at yesterday’s game

Yesterday was a one-shot game with most of the weekly group members. It was with a GM we don’t usually play with, and a system we don’t usually use, and a genre (horror) that we don’t usually play. The game had its fun moments, but also some very awkward and not-so-great moments. Things I learned:

  1. Playing a horror game with people who haven’t gamed extensively together = bad idea. Until there’s trust, it’s not a good idea to go to the difficult places a horror game requires. (At least if it’s going to be true horror, and not ‘just’ gore or something like that.)
  2. Playing a horror game without first having a good knowledge of the scenario, or at least possible triggers = bad idea. Even if there’s trust that the GM will do a good job, and even if the group has trust with each other, the GM still might inadvertently step on some toes or go into some areas people are uncomfortable with. Horror can require going uncomfortable, unannounced places. So that means it’s a good idea to know ahead of time what the game might contain, and negotiate the difficult parts first. (And if horror scenarios and the nature of RPG surprise requires that the players not know in advance what triggers a scenario might contain… well, for the foreseeable future, I’ll only be playing those kinds of games with people I already have a lot of trust built up with.)
  3. Deprotagonizing scenarios with people you haven’t played much with = bad idea. It’s like meeting people over Zar; it’s not a very good idea to meet someone by GMing for them and then put their character in a place that makes the player powerless. It’s probably a better idea to play something where the players will actually feel empowered, unless (as above) they’re all explicitly expecting deprotagonizing horror and are cool with that.
  4. GMing for people you don’t know = good idea. You just need to work out some social contract issues — briefly, quickly, and before the game starts.

ConTessa

Illustration for ConTessa conWhile I’m still recovering from WisCon (and that will take a few days), I should note this: ConTessa is an online gaming convention coming up in a few weeks. All the games and panels will be run by women, and the con as a whole is open to everyone.

I’m really tempted to run something, but I’d have to register for G+, which I find ethically broken. (Google’s “real names” policy has a lot of problems.) Still, ConTessa is a brilliant idea and I wish it lots of luck.

Heading to WisCon

I’m off to WisCon 37 in a couple days, so updates will again will rare until I get back early next week. I’m really looking forward to the con, and I’ll be on two panels that might be relevant here:

Creating a Religion 201

Last year’s “Creating a Religion” panel dealt with topics such as the number of gods, creating mythologies and avoiding common foibles. Let’s talk about some deeper topics in created religions: dealing with the theodicy problem, developing believable schisms, detailing millenial beliefs, charting pilgrimages, describing religions without orthodox beliefs and whatever other interesting paths we may follow.

Lots of good worldbuilding advice will be given there, I’m sure.

Feminism in Gaming, 2013

2012 was a watershed year for discussion of misogyny in gaming, in many ways: Anita Sarkeesian’s Kickstarter to examine misogyny in gaming, the backlash against it, and the counter-backlash; discussion of art direction in D&D Next; attacks on Felicia Day; the launch of the Gaming as Women blog; and other developments. What has happened so far in 2013? Is the amount of backlash more an indication that misogyny is getting worse, or that we’re finally getting around to the painful but necessary conversations? How much progress have we made, and what still needs to be done?

Deep, important discussion… and that’s just the panels I’m going to be on! If this year’s WisCon is like previous years’, the conversations will be deep, thought-provoking, hilarious, moving and meaningful. If you’re around, look for me and maybe talk to me about Blade & Crown! Which, by the way, should be available for purchase at the DreamHaven tables in the Dealers’ Room.