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A Review of Weep

August 23, 2001 in Reviews


Unknown Armies: Weep from Atlas Games

by Rick Neal, James Palmer, Greg Stolze, John Tynes, and Chad Underkoffler

176 pages / $22.95

From an academic standpoint, the position of roleplaying games is somewhat vague. The big question is: Are they worth “studying?” Fiction certainly is. Movies too. Poetry, political writings, and even comic books warrant a “yes” on the question. But RPG’s? They’re media. They’re in book form. They have a good deal of fictional elements and can, as some of my prior columns have attempted to point out, be filled with interesting ideological stances. But they’re games. In that respect, they sit on roughly the same level as Super Mario Bros. Add to this the fact that roleplaying games are, in the greater scheme of things, a niche product, and you’ve got something the world at large finds pretty easy to ignore.

As is probably obvious, I don’t agree with the popular assessment of our hobby. But it can be a difficult, uphill battle. For the most part, RPG’s do a good job of furthering their own trivial image. Dungeons & Dragons is silly fantasy. RIFTS is one or two steps below Rob Schneider on the intellectual ladder. White Wolf’s World of Darkness has become a self parody.

But then there’s Unknown Armies.

In much the same way Jared Sorensen’s Schism does it to super heroes, UA takes the modern occult genre and nails it so perfectly and with so much originality, that it effectively kills off the possibility of further work in the field. However, in the case of UA, I would argue that it goes an additional step and almost does the same to roleplaying games as a whole. Greg Stolze and John Tynes wrote the best RPG on the market today. It would be easy to label it the Best RPG Ever. UA displays intelligence, grace, thoughtfulness, and attention to detail far beyond nearly everything else it shares shelf space with.

It does this by getting to that fragile core of roleplaying: the fictional representation of the human in as much realism and awareness as possible. In the end, UA is not about the occult. It isn’t about magic or weird powers or secretive organizations. It is about humanity. It is about obsession and madness and the fine line that separates the two. It is about reality in the same way Grant Morrison’s Invisibles is: it takes the extremes and makes them so omnipresent as to reshape our means of perception. One comes away from UA noticing things.

What is truly amazing, though, is that, as they expand the product line, Atlas Games has kept a level of consistent quality that rarely (if ever) drops below the level set by the core rulebook. Weep is no exception. The front cover bills it as “six scenarios of woe and ruin,” but that’s a little misleading. Three of the six aren’t really adventures; they’re more like mini-sourcebooks, filled with wacky stuff to throw at players. I’m not going to go into too many details, however. To do so would ruin the surprise entirely, and UA is so much about surprise, about the unexpected, that I would be doing a huge disservice to both players and GM’s.

I will hit on one aspect of the book that stands out for me in particular. The first adventure, written by Tynes, brings together the best Unknown Armies has to offer. Without giving too much away, it deals with events that aren’t ever given an explanation. Instead, they are given meaning. I was discussing the scenario, called “A Few of My Favorite Things,” with a friend at a coffee house yesterday. She thought it sounded neat but wanted to know if the players ever figured out what was going on. The answer is no, but we came to the conclusion that that’s not the point. What matters is that, after the adventure is done and the dice are put away, the players are left with something to think about. Tynes has written the RPG equivalent of a fantastic short story. He built a complex metaphor about the state of America and let us play around in it. He has a message, a point to make, and that’s what’s important. I know that a lot of RPG players out there would have serious problems with such a setup. I know that I’d have to get a very specific group of people together to play it or else deal with constant griping about continuity and not having anything to do. This is not an adventure for “adventure gamers.”

But you know what? Screw ‘em.

Unknown Armies is to roleplaying games what Dave Sim’s Cerebus is to comics. (Though it definitely isn’t plagued by the silly misogyny Sim seems to dwell on so much.) UA is brilliant. It is intense and powerful and worthwhile. But it has to compete for space with peers that are everything but. Most RPG’s are embarrassing. Seriously.

Unknown Armies is a game we, the gaming community, can be proud of.

And Weep takes its rightful place in swelling that pride.

Margin of Error

August 6, 2001 in Articles

I have very recently gotten into GURPS. I didn’t do so for the rules, which are the pinnacle of pragmatism and quite boring. Rather, it was the wealth of sourcebooks on such a variety of disparate topics that drew me in. I’ve been reading a lot of GURPS products and one thing truly stands out:

GURPS is fantastically egalitarian.

Being blind is worth 50 points. But, if you’re blind and have a compartmentalized mind, you’re back on equal footing with everyone else. One hundred points means everyone’s the same. Now, there are two ways to look at this. The first it that it’s a game, one in which play balance is important. Everyone must be equal or it won’t be “fair.” All the players in the group must be at the same power level or one of the PC’s might dominate and push the others out of the action. The second, and far more interesting, is that this represents an attempt to accurately portray reality. GURPS mentions several times that it is a “realistic” system. It isn’t fantastic or cinematic. It is realistic and that assumes close ties to reality. So, why is character creation so very zero sum?

Pointing out trends is always difficult because the case can usually be made for so many exceptions that the statement has to be quickly retracted. However, I’m going to bow to my own broadly generalizing nature and point out a trend as I perceive it: In the Beginning, as they say, dice created the character. Roll 3d6, add ‘em up, and put the results in the slots. This means that a party could be made up of one character with two 18′s, two 15′s, a 14, and an 11; and another with not a single stat above 12. But that’s just the way things were. You dealt with what you got.

Things are different now. Most RPG’s released in the present day take a point-based approach to character generation. If one believes there has been a level of progress made in the field, the reason for this switch must be called into question. If point-based is the almost unilaterally preferred method, it must have perceived advantages. Why is it better to have mathematically imposed equality across the board?

Because the truth is self-evident: All men are created equal. Right? They have to be, right? If they aren’t, it becomes possible (and easy) to cast a doubtful eye on those around you. Roleplaying games are representational. As such, they are not simulations brought into being with the hard tools of the natural sciences. They are a product of our own (un)conscious ideology. They are the way we want the world to work.

I’m not a big guy. I’m thin; I always have been and I always will be. There’s no football career in my future. I like to think I’m pretty smart but I’m not one of the greatest minds of my generation or anything. The more I think about it, the less I think the total of my advantages and disadvantages, high attributes and low, even out to zero. Just like I find it difficult to believe anyone’s do. That’s not the way the world is. Some people are simply smarter than others in ways that have nothing to do with “application of potential” or other educational buzzwords. And, if I were paralyzed from the hairline down, I doubt I’d take seriously any argument that stated I was equivalent to those more mobile people around me because I could read extra fast or remember pi to thousands of digits or empathically communicate with beavers.

Last week, I started playing in a small D&D campaign, the first of that particular game I’ve participated in since sixth grade. My character, a halfling detective named Lott, is, at least on paper, a product of the random character creation method. I rolled for each attribute and set them down in the order they came. I was fortunate enough to end up with an eighteen in dexterity, a benefit for rogues, but the rest of my stats are mediocre at best. It makes sense that way. The DM gave me the option of distributing some set number of points between my attributes but I opted to go with the traditional method. It somehow seemed more realistic.

When I wrote my article about themes of race in Dungeons & Dragons, readers jumped on me for reading too much into the text. D&D is, after all, just a game. It’s meant to be fun. There’s nothing “meaningful” about it. But if that were really true, there wouldn’t be much fun in studying any form of popular culture. Why bother with film criticism? They’re just movies, just excuses to waste a couple hours eating popcorn. The reason’s an easy one: popular culture is our culture. It’s us. It’s what we like, what we believe, who we are, and provides glimpses of where we’re going. Roleplaying games are popular culture.

What, then, is the importance of this shift from random characters to the more rounded edges of the point-based systems we see today? Political correctness. We are an “All Men Are Created Equal” society. In recent years, this has come more to the forefront. For the most part, one can call it progress. We are more accepting; there is less prejudice (although it obviously still exists). But political correctness also causes a great deal of problems. Witness the recent banning of To Kill a Mockingbird from a school because its themes might make (some) students uncomfortable. There are plenty of other examples just like that one.

I can hear the question: What does this have to do with roleplaying games? Just think about it for a while. Think about why we are so fond of our character points. Think about why we criticize random characters as somehow not as sophisticated. Sure, we accept them, but only if they’re part of a game like Dungeons & Dragons, a game that already has a reputation for being “behind the times.” If we, as modern gamers, aren’t concerned with power gaming, if we focus instead on the story and the characters, why do we feel the need to smear all differences to zero?

Surfing in Spandex: Part 2

July 19, 2001 in Articles

Let’s now turn our attention to superheroes. First order of business: What exactly do they have to do with the Internet? A simple answer would be “They both are things geeks are into.” Being a geek myself, I can testify to the validity of this response. However, there is more subtlety to the connection than that. There exists a second possible answer, namely the fact that both share a theme of nicknames, of handles, of code names, of making up new identities and keeping the “real” ones secret. No one can perhaps explain it better than Professor X, the smartest of telepathic mutants:

“But these aren’t nicknames, Storm. You’ve just been rebaptized as a post-human being. It’s an idea Magneto and I devised once upon a time: a name which describes your own skills and personality as opposed to those of a long-dead ancestor.”1

But notice the slight difference between the idea of secret identities (so prevalent with superheroes of the Golden and Silver Ages2), and what Professor X is talking about. And compare it to the summary of the arguments against doing away with handles in the Gaming Outpost forums. This is not about secrets. This has nothing to do with hiding anything. This is a look into the birth of the post-human and, whether we consciously acknowledge it or not, the Internet is the Star Trek Genesis Planet for bringing it about. Take this same idea from another angle:

Morro: Honestly, I find the fundamental conceit of post-human culture fascinating. We’re talking the wholesale adoption of classical mythology as a driving meme. I think post-humans embrace mythic thought as a coping mechanism. The problem is: they remail [sic] unaware of any hidden damage they can cause. Any myth can be broken down to a series of mythemes; relational structures that question human origin and purpose. A series of primal existential questions.3

The above quote serves to further elaborate the point made my Professor X—or, rather, Charles Xavier:4 Not only is there a need to rename to get away from “long-dead ancestors,” but there also exists a certain level of the “coping mechanism” Morro mentions. The superheroes, for whatever reasons, are not content with who they are. Changing their names is one way to deal with this. And that leads quite nicely into the central argument of this essay:

This all must tie together somehow. Superheroes, the Internet, names, and post-humans. It’s a lot of what could be described as “disparate topics” packed into a few short paragraphs. The point is this: For human beings, as linguistic creatures, identity is formed and driven by the linguistic tether, by that thing that links us, as physical objects, as animals, to the greater system of language as a whole. Lacan claimed that tether was the pronoun “I”. However, his analysis is slightly off. Ask any kid who’s filled out Madlibs—possibly the greatest instructional tool for grammar ever slipped past children’s defensives—what a pronoun is and he’ll answer, “Something that takes the place of a noun.” So, if the “I” is the center of consciousness, what noun is it taking the place of? The answer is the name. The name is who we are. It is what gives us a place in language. It is the personal signifier for which each of us is the signified. It is the method of our presence.

That is where the Internet comes in. With it, it brings superheroes as an effective analogy, as a spoonful of sugar. The Internet is the first place where communication can happen without any reminder of the physical. Talking is face-to-face. Telephones carry the voice. Even written letters have the ghost of the physical (as the market for autographs proves). But on the Internet, there is no connection between the speaker and the spoken. To fall to a cliché, you can be whoever you want to be. There is no body (nobody?) holding you to a specific identity. Like the code names of superheroes, you can give yourself a new moniker and change along with it. That is why the readers of the Gaming Outpost objected so strongly when the threat of having handles taken away was presented: they felt their identities were at stake. They would suddenly have to go back to being who they always had been and would no longer be able to claim the escape, the coping mechanism, of the Internet. By shifting names, they had shifted their tethers to the linguistic system and, effectively, rebaptized themselves as post-human blanks, ready to be pressed into whatever mold each individual saw fit. This then becomes a possible reason for much of the behavior that takes place online. It also can be used to explain why the Internet is packed with the type of content it is—namely, so much pornography.

The Internet is identity without the physical and, consequently, identity without consequences. And what a strange, looping identity it is. If the name is the center of consciousness by providing something for the pronoun “I” to replace, then the users of handles on the Internet have removed or changed that name. They have taken the stability out from under the I. They are, in a sense, unmaking themselves. Let us briefly turn back to the quote from “The Monarchy” given above. The part already presented was the first volley in a conversation between two United Nations employees, Morro and Bay. This very short introduction closes with the remainder of that conversation:

Bay: Listen. If I’m understanding this, you’re saying post-human culture’s far more rooted in existential subtext than it appears. Doesn’t that seem kinda, I dunno, post-modern and depressing?

Morro: Uh-huh. And that’s not the worst part. When’s the last time anything post-modern had a happy ending?

Notes

  1. Millar, Mark (writer). “Ultimate X-Men”, Vol. 1, Issue 1. Marvel Comics. 2000.
  2. I lack hard numbers to prove it, but there appears to be a clear trend away from the notion of secret identities in modern comics. Superheroes still use code names and costumes, but they seem to care little if people know who they are. The exception that proves the rule is Batman, a character so caught up in the notion of keeping his identity secret that Bruce Wayne and Batman have become two separate identities entirely. In the one-shot “Ego”, they even go so far as to fight each other.
  3. Young, Doselle (writer). “The Monarchy”, Issue 2. WildStorm Productions. June 2001.
  4. Although, I must admit that the quote is also included simply because it is so very neat. I am always attempting to demonstrate the maturity of comic books, to show how much they have grown up since the days of Stan Lee and Jack Kirby, and including a quote like this is just one more blow in the fight against public perception. Pardon me my vices.

A Review of Schism

July 12, 2001 in Articles


Schism from Memento Mori Theatricks

by Jared Sorenson

36 pages / $5.95

On the one hand, there’s nothing particularly new in Schism. It’s got psychics, secret organizations, nifty powers, lost humanity, and lots of movie quotes. No new players dropped into this game will feel particularly lost in the setting. It is, in the end, your basic “paranormals on the fringes of society” tale.

But that’s if you ask for the fifty-word overview. The beauty of Schism rests in the details. With this short sourcebook for Ron Edward’s Sorcerer RPG, Jared Sorensen of Memento Mori Theatricks gives us another installment in the continuing trend of “post-X” books. You can see post-superheroes at work in comics with titles like The Authority or The Monarchy. Unknown Armies is a post-wizards RPG. There is an element of awareness present, like the authors are comfortable with the fact that they are playing with firmly established conventions. It’s just how far they can push those conventions that becomes important.

Schism very loosely tells the story of psychic characters, called psychogens. They have powers (selected from a pretty standard bunch including Blast, Float, Freeze, Hunch, Spy, etc.) for whatever reason (there are several possibilities given), join up with a Cabal (an miscellaneous organization), and try to live with plight of their lives. Then it starts to turn things around. “But what if these powers did exist? What if instead of benign gifts from ‘above’ they were horrible, debilitating illnesses?” Sorensen writes at the beginning of chapter one. It’s obvious he’s been reading Unknown Armies (a game he acknowledges in the designer notes at the end). Like the adepts of UA, the psychogens of Schism aren’t necessarily thrilled to be able to walk through walls or possess someone else’s mind. Sure, being what they are lets them do neat stuff, but it comes with a price, one that, in what I think is the best part of Schism, is dictated during character creation.

Every character has a Humanity stat. When this reaches zero (having high powers decreases it, for example), the PC has one more adventure before he dies. His death has already been written about by the player during character creation and it is now up to that character to make sure that he goes out having accomplished something. If you can pull it off, you regain your lost Humanity just before death.

“Dying with Humanity means that your character’s life had some kind of meaning…that it wasn’t all in vain. That in spite of everything, he made the right choice when it was most important. In the end, the character can act heroically. He can make a difference. He can define his own reality rather than simply accept the reality of others.”

Yesterday, Gareth-Michael Skarka’s column dealt with the issue of lack of diversity in gaming. He was quite vocal in his dislike of the near total dominance of fantasy and fantasy elements in role-playing. For the most part, I agree with him. The same situation exists in the field of comic books. Superheroes easily control over ninety percent of the market. Myself, I can’t stand them. I think superheroes look silly, have dumb names, and take up space on shelves that could go to much more interesting works.

But…

Sometimes they work. Sometimes it is possible for a good writer to do something with the genre that makes it worth reading. Warren Ellis’ and Mark Millar’s run on The Authority is one example. Ellis’ Planetary is another. And Joe Casey’s Wild Cats, while not as good, carries some of the same themes. (Those three titles are under the WildStorm label, which seems to be the place for post-superheroes.) All of these operate by taking the core element of the genre-super powers-and staying “true” to only that. In the end, this can function as a far more potent attack on the stagnance and boredom of superheroes than simply ignoring them.

Schism does much the same thing. Psychic powers are, to be honest, exactly the same thing as magic spells. Psychers and wizards are often indistinguishable. So, by employing psi instead of the arcane, one does little to remove fantasy from the work. What we have in this game is a bunch of curse mages. And, in just over thirty pages, Schism doesn’t provide many of the hard details usually found in a campaign setting. It is made clear in the beginning that the city in which the game takes place should remain vague and unnamed. All of the Cabals talked about are presented as examples. What we are left with is a core of psychic powers wrapped in nothing tangible, the effect of which is to bring into striking clarity the nature of the game. There is no way to pass off the psychogens and their capabilities as tangible or as a piece of a larger whole. They take on such a focus that they become fully realized in a way that is impossible with, for instance, the D&D Psionics Handbook. Psychogens in Schism are not tools for adventure. They are like Heidegger’s Being instead of the more granular beings. They function as the entire universe, the totality of the game. The very openness of the game casts the protagonists in intense relief and the face that the death scene is already written only serves to heighten this awareness. Characters in Schism have an endpoint. They will die. And unlike, say, Call of Cthulhu, this death isn’t some inevitable dread. It’s more of a solution, a way to make better a system that has gone wrong.

There are people out there who aren’t going to like Schism. First, it’s a PDF, which doesn’t have quite the same “feel” as a printed book. Second, the artwork, while passable, won’t be drawing short inhalations of awe. While I didn’t come across any typos, there are some formatting mistakes and one movie quote that shows up twice. But those are little details and, due to the nature of the format, easy to fix.

Additionally, this is a sourcebook, not a stand-alone product. However, I’ve never read Sorcerer and had no trouble understanding what Schism was talking about. Some of the specific mechanics require the original rules but the vast majority of it is generic enough to be ported to any system you want.

Schism can be called post-roleplaying. Even if you don’t play it, it is worth reading as a carefully constructed look at what makes this genre and is a work that will enhance anyone’s appreciation for what roleplaying games can be.

Next week: Part 2 of “Surfing in Spandex”

The Level Playing Field

June 28, 2001 in Articles

Not too long ago I was talking with a friend of mine (Mark Winokur, author of The Complete Idiot’s Guide to Movies, Flicks, and Film, an excellent book you should all rush out and buy immediately) about his next project. He had professed an interest in role-playing games and wanted to do a chapter on them as part of a larger work on race and class in popular culture. Jokingly, I responded, “You’re in luck, Mark. Those are the second and third chapters of the D&D Player’s Handbook.”

Now I’ve got to beat him to it. I’ve got to discuss the issues of race and class (culture, gender, etc.) as they pertain to those funny little games we all spend so much of our time playing. But there’s a problem. I have this idea of what I want to say but I find myself lacking the ability to fully articulate it. To hopefully solve this, I’m going to just start writing and see where it gets me. Here goes…

By and large, role-playing games paint a very politically correct, modern, and “enlightened” view of class and race differences. That is to say, they generally reduce them to zero. For example, when was the last time you came across an RPG that had something in the character creation rules along the lines of “male characters have one additional strength while female characters have one additional agility?” They do exist, yes, but they are by far the exception to the rule. Simply put, RPG’s stay far away from gender inconsistencies and, quite often, point out that they are doing so. Now, does this mean that they are providing an inaccurate representation of reality? Maybe. I don’t want to get into that particular issue because I know I’ll end up pissing off someone and for very little gain. I think it is safe to say that there are differences—physically, at least—between the genders when one steps back to broad, demographic levels.

What is interesting is that, while they are so good about keeping the sexes on equal footing, RPG’s love to show us how different the races are. Orcs are dumber than humans. Elves are more agile than dwarves. And so on and so on until you reach the absurd levels of, say, the Forgotten Realms. Now, I do realize that we’re talking completely different species here. Goblins are goblins, not some subset of humans. And so it’s okay to make them weaker or faster or less intelligent. Because they’re not the same. But try pulling the same thing with humans. Imagine a cyberpunk game, for example. It’s 2044 and there are no dwarves. During character creation, you pick what nationality your character claims. And, upon turning to the first page of the Nationalities chapter, you’re confronted with a huge list of, for lack of a better term, stereotypes. Asians get +1 Intelligence. Norwegians get +1 Strength. And it goes on like that. Chances are, it’ll strike you as odd, even as being in slightly poor taste, especially for those nationalities that get hit with a bunch of penalties. I would agree completely with that reaction. Such a chart would be, quite bluntly, racist. But when disguised as different types of elves, it all somehow becomes okay.

Science fiction has always served as a way take important—and current—issues and present them in surroundings that make discussion of them easier. Want to deal with religion without offending sensibilities? Make your story take place in a far future society and change the names of the god(s). It’s a technique that’s been used for as long as people have been writing literature. Shakespeare had some not-so-nice things to say about the royalty sponsoring his plays. The solution was to set the stories in far away times or other (barbaric) countries so the nobility could watch and say, “Look at those horrible, backwards people. It’s a good thing we English are beyond that.”

Role-playing games are doing exactly the same thing except they’re coming at it from the other direction. We know the world operates in a certain way. But we’d (unconsciously) like it to be something else. As animals, there are reactions and attitudes that function within us that we like to think we’ve “grown out of.” Most importantly for this discussion, there is a dislike and distrust of the Other. Intellectually, we are able to act against this and not attack each person we see who doesn’t look like us. However, that animal aspect is still there in some respect and it pops up every now and then. Does this make each and every one of us a racist or bigot? No. But the unconscious is often much more complex than we would like it to be and those ideas pushed out of the conscious mind will frequently show up there. So, while most of us are disgusted by the KKK members on Jerry Springer who talk about how inferior all those races are, we are perfectly content to break open some fantasy RPG and read paragraphs and pages explaining how the northern halflings are fine folk, if a little slow, and the southern halfling are artistically minded and much smarter than their cousins on the other side of those mountains. It’s just fantasy, after all.

I realize that the above has the potential of sounding like a condemnation of role-playing games as subconsciously racist propaganda. That is not my intention. I’ve never been a fan of the trend towards politicizing every last piece of popular culture, of trying to figure out what hidden meaning there is in the fact that the cartoon kid on the back of the Cheerios box is white while the kid on the back of Lucky Charms is black, or any of the other ridiculous details one can delve into if the inclination strikes. RPG’s are games and should be looked at as such. However, they are a very specific kind of game, on that directly involves the players on a level exceedingly more intimate than Monopoly or Final Fantasy VIII. RPG’s are tools for creating worlds, worlds built entirely of our own minds. As such, they present an interesting method of insight into us.

Next week, part one of a series about names, identity, the Gaming Outpost, and even superheroes. Also, I’ll have a review of Schism from Memento Mori Theatricks.

The Psychoanalytic Elf

June 21, 2001 in Articles

I don’t know what I’m going to talk about. For a column, that could be something of a problem. Here I’ve decided to write roughly a thousands words a week and I’ve spent the last few minutes looking at the white heading on the blue background of my notebook’s screen: Symbolic Order. At least I know what I want to call this thing. And maybe that’s as good a place as any to start.

I chose the title for a variety of reasons. Most importantly, the words sound cool. There’s something neat about them, some hint of hidden meaning, of playing with concepts, and everything else that makes the postmodern side of me say, “oohhhh.” Second, it’s a wonderful concept. The symbolic order. If you’re not up on your Jacques Lacan, look it up; you’re in for some cool–if demanding–reading. It’s the trinity of the Real, Imaginary, and Symbolic. When taken as a whole, these three become reality. Or, at least, reality as we, being linguistically bound beings, are capable of experiencing it. To oversimplify, the Imaginary is images, the Symbolic is language, and the Real is That Which Cannot Be Said, lending it some odd sort of Cthulhu-esque significance.

But what does any of this have to do with gaming?

Lots.

I’ve been into role-playing games since fifth grade. As an eleven year old, I would sit with my friend on this strange little rusty metal box in the back corner of the playground at recess. We’d have the contents of the red D&D basic box spread out in front of us, complete with the cheap dice you had to color in with a crayon. He was always the DM and our adventures primarily consisted of me playing a thief (a preference that persists to this day) wandering through dungeons my friend was insistent I map out at every step of the way. I wasn’t for mapping then, I’m still not today, but he was very firm in this. I went along so as not to jeopardize any wealth–or pretty barmaids–my character might accumulate.

I like to think that I’ve grown as a role-player in the eleven years following those lunchtime games. I’ve certainly acquired a large enough collection and spent enough money to lay some claim to forward momentum. During that time, I’ve developed a real love for this hobby and have begun to explore it from a non-fan (to coin a probably inappropriate term) standpoint. I’ve started to dig into role-playing as something more than a fun way to hang out with friends. To study it, I guess, in much the same way movies and literature are studied. And that’s where the symbolic order comes in.

I firmly believe reality is language. The world is text. However, it can be a difficult thing to explain to people or to get them to even consider as a possibility. After all, it’s a frightening concept. I was at a philosophy discussion two weeks ago and the moderator had chosen the topic: certainty and doubt. We were arguing about the definition of belief (for the purposes of somehow equating certainty with belief) and one woman threw up her hands and said, “This is all just semantics.” I nodded and told her that everything is semantics. She brushed me off, shook her head, said, “I don’t believe that.” Which was an interesting response in light of the topic at hand. But the point is, she didn’t (couldn’t?) believe that reality is language. Perhaps if only given a model…

Role-playing games. They are reality as language and language as reality. Characters are symbols on paper. Worlds are descriptions from the mouths of game masters. Everything is spoken or written. There is nothing to see or touch or hear (disregarding handouts, miniatures, background music, and other such periphery add-ons). Role-playing is a perfect demonstration of the symbolic order in action. The Imaginary and the Symbolic are the spoken words, the marks on the paper, the numbers on the dice. The Real is everything else, everything filled in by the players’ minds. Everything left unsaid. Reality, real outside-of-game reality, works the same way. But I won’t bother getting into that because I’d probably bore and/or alienate (most of) my audience.

So that’s why I’m calling this column “Symbolic Order.” Because it fits. Which begs an important question: What, exactly, is this column about? Well, to be honest, a bunch of things, gentle reader. First and foremost, it’ll delve into role-playing games at what I’ll refer to as “a deeper level.” RPG’s fascinate me and I plan to bang at them a bit with all these poststructuralist theories I’m so very fond of. I’ll do Derridian readings of Dungeons & Dragons. I’ll apply Lacan to the process of GMing. I’ll look at Freud in relation to Vampire: The Masquerade. In short, I’ll have fun and I’m hoping you will as well.

Also, this column will, on a non-regular basis, contain reviews of Products Worth Paying For. To be honest, this industry produces a lot of crap. But it also births a considerable wealth of high quality, interesting, and desirable publications. I’ll talk about those. I won’t talk about games that don’t fit that category because, well, it doesn’t seem worth the time. I’m a picky and demanding bastard, so you can be sure any products that show up in this column are at least of some very high percentile. I can’t guarantee that your tastes will run parallel to mine but I can say that I’ll do my best to seek out the gems hitting a store near you.

Lastly, Symbolic Order may go off in strange directions occasionally. (Being the editor means I can get away with that. Just kidding.) This being the Gaming Outpost, I shall do my best to stick to that topic. However, gaming is undeniably huge. Because it is, on a very base level, a simulation of reality, anything that fits under the umbrella of that term is valid in a column about gaming. I can’t give any more details than that at this moment but I do have one related-to-gaming-but-tangentially-so column written, so you should get a better idea of what I’m talking about soon.

Okay, so I’ve hit my thousand-word limit. I hope the above serves as a good introduction.

Next week: Race and Class and (maybe) some reviews.

Pipeline

April 20, 1999 in Articles

The 21st century is nearly upon us and I, for one, am disappointed. When I was younger, I was sure we would have flying cars by now. Flying cars, vacations to the Moon, orbital hotels, and the end of the world with the Four Horsemen riding all over everything. And, what have we actually got? This Y2K thing and an upcoming election staring Al Gore and a Bush-man. So, I need to turn my sights elsewhere for a true sense of “the future.” But where? Games. (Did you really expect me to say something like advances in medicine or the invention of an ecologically safe herbicide?)

Anyway, games are one area that I can get excited about. As much as people are predicting bad things for the future of gaming, I think we still have a lot of room to grow. How can someone say the industry is hurting when we have companies like Atlas Games and Pinnacle Entertainment Group cranking out amazing products at a regular rate? The industry has been around for over twenty years; it’s not going away.

But where is it actually going? For an industry as old as ours, gaming has changed relatively little. With the exception of the advent of collectable card games, there have been no revolutionary steps, only evolutionary ones. That only begs the question, “Where does gaming evolve to in the next twenty years?” My answer: Online. The Internet is the future of gaming. Gaming is a social activity and, whether we like it or not, the Internet will be the social medium of the next decade. It’s “cool,” it’s “hip,” and it’s getting faster. It allows people to communicate across long distances for a tiny fraction of what they would pay if talking on the phone. Six months or a year ago, this wouldn’t have been practical. The average net connection was slow enough that any attempt to have real-time communications was met with pops and crackles and lag. Now, however, the faster connections are being made more widely available. DSL – the technology being employed by yours truly – is ten times faster than a modem and doesn’t cost all that much. Add to this the low cost of digital cameras and it becomes more than possible to have true conference calls with your friends complete with full motion video.

Still, there are problems with the above scenario. After all, what fun is it to game when you can’t actually throw dice at problem players? Not being in the same room as the rest of the group does severely cut down on the social aspect. Yet, there’s no reason you can’t continue to game this way for years to come. The Internet only serves as another option. One of the biggest problems with gaming is the number of players and amount of time involved. I know from personal experience – as I’m sure do all of you – that organizing a gaming session around everyone’s schedules can be a nightmare. Not to mention, it’s often difficult to even find players in the first place. That’s the beauty of the Internet. A perfect analogy is the success of online multiplayer deathmatch. Not everyone has a LAN to play their friends on. And, not everyone wants to play Quake 2 at a time when their friends do. Now, however, all they have to do is load up GameSpy, click on a server, and they’re ready to frag to their heart’s content.

The Critical Hit forum has been having a discussion about the future of gaming and how to make RPGs available to a wider market. Hal Mangold’s Listen Up is probably the answer. Not only does the Internet – and, more specifically, PDF technology – allow for wider distribution, but it also allows for people without the financial resources to start their own company to get their games out there for the public to see.

These are exciting times for gaming. Our little hobby is all lined up to get a lot bigger.

Another Nail in the Coffin

March 17, 1999 in Articles

The gaming community has always been a little behind the times when it comes to technological advancement. It was quite late that we discovered spellcheckers and layout software, and our Internet presence still leaves a lot to be desired. We need to do everything we can to reverse this trend, to move our industry forward before it goes the way of HAM radio. Last week, Wizards of the Coast, the most powerful company in the industry, put one of the largest walls in the path of that advancement in recent memory. The Seattle bigwigs have somehow decided that allowing you to buy their products online is dangerous to whatever ideals they hold. In short, according to a story posted on mtgnews.com, Wizards has issued a notice to all distributors stating that their contracts will be revoked if they are caught selling to retailers who lack a physical storefront. Specifically, this targets Internet-based merchants.

I believe their main concern is with discounting, a practice most gaming manufacturers seem to fear. The argument goes that, if you have an online dealer offering discounts to customers, local retailers will be put out of business. It sounds reasonable. As someone who has worked in both an online store and a local retail shop, I can offer observations from both perspectives, and what I’ve seen does not support the above statement. For over two years, I worked for Discount Games Company (DGC). While they were poorly run (something I tried to do a great deal about but was ultimately shut down by management), they were the largest Internet gaming retailer. DGC was run by a store in Troy, Michigan called The Gamer’s Inn (TGI). For most of the duration of my employment, I worked in the back room of TGI and was intimately connect with the happenings in both stores. During the entire operation time of DGC, TGI’s profits did nothing but go up. We never saw customers stop shopping at the physical store to use the Internet one. Instead, DGC made money and so did TGI.

Why would this happen? Why would people pay full retail price for something when they can get it at a thirty-percent discount from the Internet? The reason is simple: People like shopping at local stores. They like being able to go in and pick up what they plan to purchase. They like being able to ask a real human about a game and get an immediate response. In short, they like the atmosphere. Internet stores are impersonal, like shopping out of a Sears catalog. Yes, you can save money, but you have to pay shipping and handling, you have to wait for your products to arrive, and you can browse though the shelves, flipping pages, and glancing at artwork. Being able to do all that is well worth paying full retail price for.

If all of the above is true, what’s the point in even worrying about Internet merchants? Why would anyone want to buy something online when they can go to the corner shop? First, not everyone has access to a local store. Many of DGC’s customers were either from obscure locations or foreign countries where gaming stores aren’t all that prevalent. Second, not all retail stores are worth going to. It is a sad fact that there are a lot of terrible gaming stores out there, places where the managers couldn’t care less about their customers, where the staff knows nothing about what they’re selling, were the latest “new release” doesn’t show up until several weeks or months after it’s due. Who wants to shop at a store like that? Third, retail stores are often limited in what they can stock. It’s easy to go out and find Shadowrun sourcebooks or Magic expansions. Try finding the complete line of Minifigs and you’ll encounter a very different situation, however. Physical stores can’t carry everything, so they have to pick and choose. Online stores are capable of having much larger inventories. Lastly, and most obviously, online stores discount. And this gets to the heart of the matter.

In order to exist, online stores have to discount. They really have no choice. If they sell things at full retail (or very close to it) like DGC did shortly before it was put up for sale, they aren’t going to get any customers. Everyone prefers local shops and discounts are one of the only things online merchants can offer that their competitors can’t. This is mainly because of drastically reduced overhead, but it has also become an online tradition. And ours is the only industry that seems to have a problem with it. You don’t see local bookstores complaining about Amazon.com. You don’t hear about Harmony House getting mad that people can get better prices at CDNow. Computer stores don’t have a problem with NECX. They know that online sales grow the industry, that they spread exposure, that they introduce people to new things they wouldn’t have found otherwise. The gaming industry should be no different.

Online gaming stores are a good thing for the industry. If allowed to exist, they will go a long way to building our Internet presence. This all comes at a time when the world is flocking to the Net in droves, when practically everyone is getting online. To cut off that huge of a market just doesn’t make any sense.

Tell It Like It Is

March 9, 1999 in Articles

As part of the process of getting the reviews ready to go on the Outpost, we have been contacting companies. Several have asked about our review policy and the issues that have come up have been quite interesting if a little disturbing. See, the Outpost has what has been called a Negative Review Policy, a term I’m not all that fond of. The problem seems to stem from a misunderstanding about the term “review.” Let me give my definition: A review is the opinion of the reviewer about the item he is reviewing. It isn’t advertising, it isn’t a manufacturer press release. It is an opinion. And that, my friend, is the root of the problem.

The reason you read a review (other than for the entertainment value) is to find out what someone else thought of the product, to help you decide if it is something you should spend you money on. You may be reading it to learn more about the product but the opinion is the important thing. Now, it would seem there are some people out there who think opinions presented in reviews should never be negative. That’s where I have to disagree. Below is a piece of the email I sent to one company when they questioned our review policy:

As to your main question, yes, we will publish negative reviews. I feel it is the magazine’s responsibility to give our readers the most honest reviews possible. After all, they are reading the review to (at least, in part) determine if they want to purchase the game. If every review is glowing, it lessens the ability of the article to have impact. I have found that most people want honesty and are reading the review to learn what someone else thinks of the product and not necessarily to gain a description of the product. However, if the reviewer sends me a review that has absolutely nothing good to say, then I’ll send a copy of it to the company and ask them if they want it posted. After all, this is a hobby-based industry and simply slamming someone’s hard work doesn’t seem fair. I also feel that I have a responsibility to post a review when a manufacturer sends me product. They have gone to the trouble of packing something up and mailing it to me so the least I can do is give them a write-up. This, coupled with the idea that I want honest opinions from my reviewers, means that there will be negative reviews posted.

That pretty much sums it up. If you disagree with me, please let me know. While a large number of protestors won’t get me to publish fluff reviews, it would still be interesting to see where everyone stands.

Building a Better Mousetrap

March 3, 1999 in Articles

There is currently a renaissance going on in the computer game industry. It seems that more truly excellent products are coming out than ever before. From the simply stunning Half-Life to genre benders like Heretic II to upcoming products like Kingpin and Daikatana, the age of pure game design is back. Coincidentally, there’s one thing all four of the mentioned games have in common: they are all built on id Software’s Quake 2 engine. Sure, there are countless modifications and additions but, underneath, they are all running on the same year old piece of code.

Now, you’re asking, what does this have to do with gaming? Well, it seems that computer game developers have discovered a little secret, one that helps them make better products: licensing. Rather than try to build their own engine from scratch, a great deal of developers are turning to other people’s work as a basis for their own. This may sound like a shortcut or an excuse for not doing your own work, but the final products being released more than speak for the foolishness of that. This is something the gaming industry would do well to learn.

How many times have you picked up a new RPG because the setting appealed to you? You read it and loved the world. Then you got to the rules. Several weeks or months later, after you’d converted your new game to a better system, you’re ready to play. That is, until the first sourcebook comes out. Then you have to go back and continue building your conversion, wasting time that should be going into the creation of particularly evil adventures for your players. This isn’t the way things should work. If a company is going to put a product on the market, it is their responsibility to make sure it is the best it can possibly be. And, if the best isn’t good enough, they shouldn’t release it in the first place. I know that making a rules system is difficult, I’ve made a few myself. In fact, getting something that’s playable while not being broken can take years of development, time that most companies don’t have. The solution? Pay someone else for his system.

I should point out that this has been done a few times already. R. Talsorian’s Fuzion is a perfect example of a licensing system that was moderately successful. And now, Oroborus has entered the scene. Will they succeed? I certainly hope so. The main argument against licensing a system is that the game designer doesn’t have the monetary resources to do it. But isn’t it worth the risk?

Let’s use GURPS as an example. Now, I know that many of you have problems with the system but, for the sake of argument, pretend it’s perfect in every way. Okay, so Startup Games wants to release their new RPG, Really Cool Fantasy (RCF). They have a great setting that they know people will love. The problem is, they’ve been developing the setting around AD&D and they aren’t very happy with the rules. The manager of Startup Games loves GURPS, however. Let’s pretend Steve Jackson Games has a licensing program where they will let Startup use their system in exchange for a small portion of the profits and the rights to publish any additions to the system made by Startup in an upcoming Licensed Games Compendium product (I’m basing this on the licensing plan for Oroborus, if it sounds familiar). The manager of Startup has to make a choice. On the one hand, he can quickly put together a system for RCF and send the game out to store shelves. Maybe people will look past the shoddy rules and see the glory of the setting. Maybe they won’t. On the other hand, Startup could use the GURPS system. Yes, they would take a slight monetary hit in their profits. But what do they gain? They gain a system with name recognition and the rights to put a logo on their book that is sure to catch the eye of prospective buyers. They get a system that is tried and true, one that people know so they won’t have to introduce their group to yet another set of rules just because they want to play in a new setting. And, most of all, they get the time that would have gone into developing their own system; time that can be put into other things like the setting or advertising. The money they loose licensing will more than be made up for in the increased sales their game will get.

I know that many game developers out there don’t want to admit that their system isn’t the greatest. They may love it and play it all the time. But how many systems out there are terrible? How many games out there would benefit from having better rules? How many times have you turned down the purchase of a product because you didn’t want to have to deal with a new dice mechanic? System licensing would solve all these problems. If it works for the video game industry, a place where countless millions are at stake, why can’t it work for our much smaller community?