Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
2 1
2 interactive fantasy 1.2
interactive
fantasy
issue 2
If you can dream – and not make dreams your master
If you can think – and not make thoughts your aim
Rudyard Kipling
CONTENTS
3 Editorial by Andrew Rilstone
6 An Interruption from the Publisher by James Wallis
OVERVIEWS
10 GAMA: Gaming and Education Group by David Millians
12 Play-by-Mail by Wayne
15 Multi-User Dungeons by Alan Cox with Malcolm Campbell
RECREATION
22 I Have No Words And I Must Design by Greg Costikyan
40 Trend vs Dogma by Paul Mason
43 Freud and Campbell by Andrew Rilstone, Greg Stafford and James
Wallis
57 On the Vocabulary of Role-Playing by Phil Masters
81 Crossing the Line by Andrew Rilstone
ANALYSIS
92 Gaming in My Classroom by David Millians
103 The Munchkin Examined by Nathan Gribble
109 Role-playing and Dyslexia by Andrew P. Malcolm
113 Chautauqua and the Art of Interactive Education by Nicole Frein
REVIEWS
120 Castle Falkenstein; Nephilim (US); Nephilim (Fr); HÔL; Shattered
Dreams; The Whispering Vault; Khaotic; Theatrix; Karma; The Un-
speakable Oath; Grace Under Pressure; Devil’s Children; Weather the
Cuckoo Likes; Simulation & Gaming; three poetry systems
Ivan Illich (the author of Deschooling Society) wrote that the saddest thing
he had ever seen was a small child lining her collection of dolls and
teddy bears up into neat rows in order to ‘play schools’ with them. It is
easy enough to see what saddened him. The over-regulated world of for-
malized education was the only one that the child could imagine; even
her play-world was one that re-enacted the rituals of her school.
If, as we argued last issue, children’s play is about exploration, about
discovering what their bodies and minds are capable of, and about ex-
perimenting with roles that they may one day take on in ‘real life’, then
no antithesis between ‘play’ and ‘education’ ought to exist. They are, in
the final analysis, the same thing.
That children learn through playing is no great discovery. We see
it in the counting and spelling games of Sesame Street. We see it in an
extreme form in the Steiner schools, where children under seven are
actively discouraged from doing anything other than playing. And of
course, the English have traditionally regarded ‘games’ as the corner-
stone of their educational system. The Victorian poet Henry Newbolt
(‘Play up! Play up! And play the game!’) saw an absolute continuity be-
tween school sports and the Crimea, as if war were a form of cricket or
cricket a form of war; Wellington, famously, thought that Waterloo was
won on the playing fields of Eton. It would be easier to laugh at this if
the present Prime Minister had not received roars of applause from his
party conference when he announced that games—meaning, of course,
competitive sports—were fun and were therefore to be made compul-
sory for all schoolchildren. Am I alone in thinking that compulsory play,
let alone compulsory fun, is a contradiction in terms?
It is not likely that any Tory party conference in the near future will
be baying for the compulsory teaching of Dungeons & Dragons; nor have
I ever heard it argued that role-playing builds character or is a corner-
stone of the British way of life. Nevertheless, I am very pleased to be able
to dedicate this issue’s ‘Analysis’ section to discussion of the very positive
educational uses that role-playing games are being put to by a minor-
ity of schoolteachers. Gaming, as Greg Costikyan argues elsewhere this
clothed human body, the sexual act, vernacular English and fictitious vi-
olence; I remain resolutely agnostic on this question. But does the pres-
ence of such things automatically make a product ‘mature’ and ‘adult’?
Might not a company that looked for themes other than violence have a
better claim to be ‘adult’ than one which simply makes it more explicit?
Do we regard Clive Barker as a more mature writer than Virginia Woolf
because he depicts more sex, violence and bad language?
Even on its own terms, it is hard to see the purpose of White Wolf ’s
new imprint. Is it really likely that there are parents who would regard
Wraith or Vampire as suitable reading for their eight year old, but would
not wish them to see Dark Reflections? If not, then for whose benefit are
these Black Dog games being created?
Even granted that White Wolf ’s sudden concern for the moral well-
being of the younger generation is sincere, is it not somewhat hypocriti-
cal to pretend that these new, more gory, more sexually explicit games—
games that they themselves describe as ‘splatterpunk’—are adult and
mature, and that they are being created in order to turn role-playing
games into a serious art-form?
Some of the Werewolf supplements depict an imaginary company
called Black Dog Games Factory. The fictitious Black Dog is run by min-
ions of the Wyrm with the objective of corrupting young people by inur-
ing them to violence. This is a small and reasonably funny joke at the
expense of the games industry. I wish I could say the same thing for the
real Black Dog press release.
In this issue’s education section, Nathan Gribble tells us how role-
playing has helped, in a small way, with the problems of bullying and
‘age-ism’. David Millians describes a game in which a potentially dull
history lesson was made exciting and became the catalyst for a lot of
spontaneous creativity—as well as immersing its players in an imaginary
world in ways that most adult gaming groups can only dream of. Andrew
Malcolm tells us how role-playing helped him cope with a disability, and
Nicole Frien shows us how whole communities can come together to
learn about and participate in their country’s history. Against this is set
the world of Black Dog Games Factory:
This is not just a book about gross gore (although gooey stuff will be
shown throughout the book) …
We leave it to the reader to decide which approach to role-playing is
more mature.
Excuse me for butting in, but there are a couple of things I need to say.
A year ago, two freelance game designers linked by a common vision
and a couple of expensive fax-modems plotted the birth of a new kind
of role-playing magazine, to be called ‘Inter*action’. Twelve months and a
sold-out first issue later, we’ve come a long way and learned a lot. Mostly
about trademark law.
We have been informed that the word ‘Interaction’ is a registered
trademark held by the American software company Sierra On-Line in
the context of a periodical journal concerning educational and enter-
tainment software, and that our use of the word in the context of our
magazine ‘Inter*action’ is an infringement of that trademark. As a result,
we have changed the name of the magazine to ‘Interactive Fantasy’.
We wish to apologize unreservedly to Sierra On-Line and their law-
yers for our inadvertent misuse of their trademark. We were not aware
of the existence of their trademark or magazine at the time we named
ours, and it was not our intention to cause confusion between the two
products. We are deeply sorry and we won’t do it again, ever, ever, ever.
Secondly, when we founded the magazine-formerly-known-as-
Inter*action, we did so not as a money-making venture but because we
thought such a magazine ought to exist. It was a part-time project done
mostly for fun. But times and circumstances change, major games com-
panies headhunt freelancers away from smaller publishers and then de-
cide that they’re not going to publish their work after all, and we have
to eat. A new company, Hogshead Publishing Ltd, has been set up by
the magazine’s founders to publish it and other game and game-related
material; mostly projects we can’t talk about at the moment.
I want to assure readers and subscribers that Interactive Fantasy will
not become a house magazine for Hogshead Publishing Ltd. Although
it will contain advertisements for Hogshead products, it will not be pre-
viewing or reviewing our game designs in these pages. Other writers
may describe Hogshead products in their articles but, in the same way
that we’re not afraid to be rude about products advertised in IF, they
won’t have to be flattering about them. IF will remain an independent
voice.
You and I are well aware that other magazines have made similar
claims in the past, and have proceeded to stampede over them in the
rush towards commercial viabilitity and self-congratulation. We’re not
going to do that. However, if you have subscribed to the magazine and
you feel at any time that it is becoming a little too self-serving and smug
for your tastes, write to us and we will refund the remainder of your sub-
scription, with no quibbles or qualms. (Failing that, write to us anyway
and tell us how we’re doing. There is no letters page in this issue for two
basic reasons: lack of space, and lack of letters.)
With IF, we have set ourselves an agenda of championing games
which take the concept of ‘role-play’ in new, unexplored directions; to
advance the state of the art. Hogshead Publishing, being a commer-
cial company trying to survive in a very competitive industry, may not
always be able to follow that agenda. However, if we publish a game it
should be taken as a sign that we believe in it, and we’re producing it for
reasons which are not purely financial. If you ever doubt that, just tell
yourself that the product which offends you is being published in a cyni-
cal money-making move to raise enough funds to let us produce other,
more interesting, more innovative, more artistic, less commercial games.
It won’t be true, but it may make you feel better.
Thank you for your attention. Rest assured, the rest of the magazine
is more interesting than this bit was.
James Wallis
Director of Hogshead Publishing
If you want to learn more about the GAMA Gaming & Education Group, want
to receive the newsletter, or have other ideas, please contact: David Millians,
Paideia School, 1509 Ponce de Leon Avenue, Atlanta, GA 30307, USA (email:
dragon@netcom.com)
By Wayne
If one player’s party met another player’s party, Kevin would give
each player the other’s address and they could communicate with each
other outside the game to swap information, news and other pieces of
useful information. Hundreds of people joined Crasimoff’s World and en-
joyed the atmosphere of the campaign world—the game is still being
run to this very day, albeit by different referees from another company.
After Crasimoff’s World came a glut of sword-and-sorcery-based PBMs
which allowed the players to run individual characters in fantasy worlds,
including Saturnalia, a classic among PBM games. However, as the RPG
hobby developed and changed, so did the PBM world. As RPGs such as
Call of Cthulhu, Twilight 2000 and Marvel Super Heroes went on sale, so did
their postal equivalents, and over the last ten years the RPG world and
PBM scene have coexisted.
Now, as the RPG side of the hobby is tending to lean towards inter-
active fiction with games such as Amber, the PBM hobby has once again
followed suit. Several PBM companies are running games with no sta-
tistics for characters whatsoever, leaving the players to design their own
characters simply by describing them. Games such as New Earth—which
is set in the south-west regions of the UK in the future, where every-
thing has returned to the technology of the sixteenth century and the
puritanical battle between God and the Devil is fought out by the play-
ers’ characters—cater for statistic-free postal gaming. Games like The
Wing—a ‘hard’ SF game, set on a Spiral Arm in the far future, where hu-
mans are not the superior race, and caste and status are of supreme im-
portance—are also virtually stat-free and yet provide an excellent postal
role-playing service.
Not everyone would accept that role-playing by post is true role-play-
ing. The purists of the RPG world have looked down upon the PBM
hobby in the past. These purists argue that the most important part of
a role-playing game is the face-to-face interaction between the players.
Since this can’t be done via PBM games their critics do not accept that
they are ‘interactive’.
This is true—to a certain extent. PBM games aren’t immediately in-
teractive, but they are not designed to be. Most PBM players would, I
suspect, say that they would prefer to play an over-the-table game of
interactive fiction than play a PBM game. But when they can’t enjoy
interactive games with their immediate friends, they do so with their
postal friends.
People who play PBM realize that getting a group of people together
at a certain location at a certain time requires a great deal of effort and
organization. However, postal games can be played almost anywhere,
at any time, and by anyone who has a decent postal service. Although
PBM does not allow immediate interaction, it does provide a lot of other
benefits which are not always obvious.
For example, PBM allows the players time to think about their cur-
rent predicament and to savour the experience of working out a unique,
interesting and challenging response that will inspire the referee. Al-
though ‘thinking on your feet’ is an integral part of tabletop interactive
gaming, it is nice to have a change and try some well worked-out lateral
thinking.
PBM players are offered wider options than over-the-table gamers.
For example, in PBM a player can play a group of characters who ad-
venture together. This means that players can develope a style of multi-
character role-playing, developing the interaction between their own
characters. They also get to plan, scheme and plot themes and ideas
with a wide range of characters rather than just one. This gives the play-
ers more control over their characters’ actions and a sense of greater
involvement.
As for interaction between players, if you have played PBM then you
will realize how much money you have invested in both the Post Office
and British Telecom—communicating by letter and by telephone is a
integral part of the PBM hobby.
PBMers also interact on a regular basis by email or fax and also meet
up at pub-meets and conventions. Indeed, unlike a traditional interac-
tive fiction game, PBM games are played all the time and don’t end after
one gaming session. Roles are played continually through these letters,
phone calls and meetings—there is no waiting for a next gaming session
for PBMers!
All in all PBMers realize that face-to-face interactive gaming is a lux-
ury. They enjoy it when they can, but in the meantime they play PBM
games as an acceptable and enjoyable alternative. Indeed, PBM games
are not designed to replace games based on interactive fiction, they are
designed to complement them, and they fill the gap between face-to-
face gaming sessions admirably.
Wayne is former editor of the magazines GM and GMI, and was a founder of the
British PBM Association.
A Multi-User Dungeon (MUD) is a computer program which accepts
connections from a number of simultaneous users over a computer net-
work and provides them with access to a shared ‘adventure game’; that
is, a shared textual virtual environment where players can move between
rooms, interact with each other and manipulate virtual objects; all of
which is described in text.
While there are many multi-user computer games, this article re-
stricts itself to covering those with at least a minimal role-playing con-
tent. For this reason it ignores games like Doom1. Although Doom is closer
than text-based MUDs to what the immersive virtual reality of the future
may be like, the role-playing aspect is very limited when you are a super
space marine who is controlled via ‘fire’, ‘switch weapon’ and ‘operate’
buttons.
Unlike the recently popularized network combat games, the role-
playing MUDs are surprisingly varied and sometimes extremely sophis-
ticated. While common themes and ideas frequently recur, in much the
same way as they do in tabletop role-playing, the games vary enormous-
ly from one another.
game to embody this concept. It was a simple system that allowed nu-
merous people to interact within a virtual environment. What made it
innovative was that it allowed all the players to add to and expand the
game world. It rapidly became a cult, with games groaning under hun-
dreds of users. The original TinyMUD game world grew so large that
nobody knew it all, and eventually so big that the computer could not
run it. Tradition being what it is, they haul the original TinyMUD world
back into existence for one day each year, as a sort of memorial to itself.
Before TinyMUD the games tended to be goal-driven and competi-
tive. You got points or kicks from hacking your ‘friend’ to death with
an axe. TinyMUD and the many games that have derived from it have
moved away from this. You no longer needed to even see them as games;
they are closer to being conferencing systems and have been used both
as pure social environments and for more serious purposes9.
Perhaps the best serious example is MicroMUSE10. Initially this Tiny-
MUD-derived game was one person’s simulation of a space station. It
is now the first of several MUD systems intended for learning. What
started as a game is now becoming recognized for its true flexibility.
Where next?
As electronic telecommunications become more affordable and more
commercial vendors move in, many people anticipate a growth in the
area of multi-user games and a significant increase in the quality of such
games. Because most games are written by groups of students with lim-
ited time and experience the majority are of truly terrible quality, and
are even less consistent than the first edition Werewolf manual. There are
exceptions, most notably Roy Trubshaw and Richard Bartle’s Essex Multi-
User Dungeon. This has become a successful commercial product in the
USA, although success in this country is still limited by the lack of very
cheap phone calls. Another interesting indicator for the future is Micro-
MUSE, the educational MUD system providing a learning environment
for children. With Vice President Al Gore’s vision of a data highway to
every school and college, the future for educational MUDs can be noth-
ing but bright.
Alan Cox did support work for Adventure International UK writing single-player
text adventures. His first game, Blizzard Pass, was released as part of a starter
pack for the ZX Spectrum 128K. He is the main author of AberMUD, the first
multi-user game to be released freely to the internet. Further work included the
game driver and support work for HorrorSoft’s Personal Nightmare and El-
vira Mistress of the Dark. He continues to release MUD systems the latest being
AberMUD5. He works for the Institute for Industrial Information Technology
on networking products, and in his spare time on the Linux project.
Malcolm Campbell is active in the running of two role-playing MUDs, and got
involved in MUDs just too late to play on Essex MUD. He has been following
and contributing to research on virtual communities for four years.
Notes
1
Doom: Id Software, episode 1 of 3 available as shareware.
2
Steven Levy, Hackers: Heroes of the Computer Revolution, New York,
Dell, 1984.
3
Dungeons & Dragons, probably the first published role-playing game.
4
Richard Bartle, Interactive Multi-User Computer Games, MUSE Ltd. Re-
search Report, December 1990.
5
History of AberMUD in AberMUD5 distribution.
6 DikuMUD was developed at Datalogisk Institut ver Kbenhavns Uni-
versitat in March 1990. More information is available in the USENET
newsgroup rec.games.mud.diku
7
Advanced Dungeons & Dragons, TSR Inc., 1978.
8
TinyMUD is now effectively obsolete but is available on the internet
from any site carrying the comp.sources.unix archive. More contempo-
rary derivatives of TinyMUD exist: eg; TinyMUSH and TinyMUSE. These
can be found via anonymous ftp from caisr2.caisr.cwru.edu
9
Pavel Curtis and David A. Nichols, MUDs Grow Up: Social Virtual Re-
ality in the Real World.
10
MicroMUSE lives at MIT, and on the internet as ‘chezmoto.ai.mit.
edu’. The Charter defining the purpose and organization of the system
as well as numerous historical pieces are available via internet anony-
mous ftp from that site.
11
The internet mud-list. This is a list posted regularly to the USENET
group ‘rec.games.mud.misc’. Like most things on the internet it is not
published in paper form.
12
White Wolf Games Studio: Vampire: the Masquerade; Werewolf: the Apoc-
alypse; Mage: the Ascension; Wraith: the Oblivion.
13
R. David Murrey, The Voting Of Reality (LambdaMOO), META Novem-
ber 1993.
Bibliography
Benedikt, Michael, Cyberspace: First Steps. Cambridge, Mass.: The MIT
Press, 1991.
Curtis, Pavel,‘Mudding: Social Phenomena in Text-Based Virtual Re-
alities.’ Proceedings of the 1992 Conference on Directions and Implications of
Advanced Computing, Berkeley, May 1992. (Also: XeroxPARC technical
report CSL-92-4).
Dibbel, Julian, ‘Rape in Cyberspace, or How an Evil Clown, a Haitian
Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database
into a Society.’ Village Voice Vol 38 No 51.
Dunlop, Charles and Kling, Robert, editors, Communication and Contro-
versy, Academic Press, 1991.
Garza, Christina Elnora, ‘Deeper Understanding: Game and Reality in
DragonMud, a Text-Based Virtual Reality’, Ethnographic Methods, May 1,
1992.
Germain, Ellen, ‘In the Jungle of MUD.’ Time, September 13, 1993: 49.
Hiltz, S.R. and Turoff, M., ‘The evolution of user behavior in a com-
puterised conference system.’ Communications of the ACM No. 24 (1981):
739-751.
Leslie, Jacques, ‘MUDroom.’ The Atlantic, September, 1993: 28-34.
Levy, Steven, Hackers: Heroes of the Computer Revolution. New York: Dell,
1984.
Reid, Elizabeth, Cultural Formations in Text-Based Virtual Realities,
Masters Thesis, Department of English, University of Melbourne.
Sterling, Bruce, ‘The Strange History of the Internet.’ The Magazine of
Fantasy and Science Fiction, February 1993.
There’s a lot of different kinds of games out there. A helluva lot. Cart-
based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-mar-
ket adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And
hell, don’t forget paintball, virtual reality, sports and the horses. It’s all
gaming.
Do these things have anything at all in common? What is a game?
How can you tell a good one from a bad one?
Well, we can all do the latter: ‘Good game, Joe,’ you say, as you leap
the net. Or put away the counters. Or reluctantly hand over your Earth
Elemental card. Or divvy up the treasure. Unfortunately that’s no better
than saying, ‘Good book,’ as you turn the last page. It may be true, but it
doesn’t help you to write a better one. As game designers, we need a way
to analyse games, to try to understand them, and to understand what
works and what makes them interesting.
We need a critical language. And since this is basically a new form,
despite its tremendous growth and staggering diversity, we need to in-
vent one.
you players to do that, because it will ruin the story’? This may well be
right, but that’s beside the point. Gaming is not about telling stories.
That said, games often, and fruitfully, borrow elements from fiction.
Role-playing games depend on characters; computer adventures and
LARPs are often driven by plots. The notion of increasing narrative ten-
sion is a useful one for any game that comes to a definite conclusion. To
try to hew too closely to a storyline, however, is to limit players’ freedom
of action and their ability to make meaningful decisions.
The hypertext fiction movement is interesting in this respect. Hyper-
text is inherently non-linear, so that the traditional narrative is wholly
inappropriate to a hypertext work. Writers of hypertext fiction are trying
to explore the nature of human existence, as does the traditional story,
but in a way that permits multiple viewpoints, temporal leaps, and read-
er construction of the experience. Hypertext writers share something—
more than they know— with games designers, and also something with
the writers of traditional narrative; but if hypertext fiction ever becomes
artistically successful (nothing I’ve read so far is), it will be through the
creation of a new narrative form, something that we will be hard-pressed
to call a ‘story’.
Stories are linear. Games are not.
It demands participation
In a traditional art-form, the audience is passive. When you look at a
painting you may imagine things in it, you may see something other
than what the artist intended, but your role in constructing the experi-
ence is slight. The artist painted. You see. You are passive.
When you go to the movies, or watch TV, or visit the theatre, you sit
and watch and listen. Again, you do interpret, to a degree; but you are
the audience. You are passive. The art is created by others.
When you read a book, most of it goes on in your head and not on
the page; but still—you’re receiving the author’s words. You’re passive.
It’s all too, too autocratic: the mighty artist condescends to share
their genius with lesser mortals. How can it be that, two hundred years
after the American War of Independence, we still have such aristocratic
forms? Surely we need forms in spirit with the times; forms which permit
the common man to create his own artistic experience.
Enter the game. Games provide a set of rules; but the players use
them to create their own consequences. It’s something like the music of
John Cage: he wrote themes around which the musicians were expected
to improvise. Games are like that; the designer provides the theme, the
players the music. A democratic art-form for a democratic age.
Traditional artforms play to a passive audience. Games require active partici-
pation.
What Is a Game?
A game is a form of art in which participants, termed players, make deci-
sions in order to manage resources through game tokens in the pursuit of
a goal.
Decision-making
I offer this term in an effort to destroy the inane and overhyped word
‘interactive’. The future, we are told, will be interactive. You might as
well say, ‘The future will be fnurglewitz.’ It would be about as enlight-
ening. A light switch is interactive. You flick it up, the light turns on.
You flick it down, the light turns off. That’s interaction, but it’s not a
lot of fun.
All games are interactive. The game-state changes with the players’
actions. If it didn’t, it wouldn’t be a game; it would be a puzzle. But ‘in-
teraction’ has no value in itself. Interaction must have purpose.
Suppose we have a product that’s interactive. At some point, you are
faced with a choice: You may choose to do A, or to do B. What makes
A better than B? Or is B better than A at some times but not at others?
What factors go into the decision? What resources are to be managed?
What’s the eventual goal?
Aha! Now we’re not talking about ‘interaction’. Now we’re talking
about decision-making.
The thing that makes a game a game is the need to make decisions.
Consider Chess1. It has few of the aspects that make games appealing: no
element of simulation, no role-playing and damn little colour. What it’s
got is the need to make decisions. The rules are tightly constrained, the
objectives clear, and victory requires you to think several moves ahead.
Excellence in decision-making is what brings success.
What do players do in any game? Some things depend on the medi-
um. In some games, they roll dice. In some games, they chats with their
friends. In some games, they whack at a keyboard. But in every game,
they make decisions.
At every point, they consider the game-state. That might be what
they see on the screen. Or it might be what the referee has just told
them. Or it might be the arrangement on the pieces on the board. Then
they consider their objectives, and the game tokens and resources avail-
able to them. They consider their opposition, the forces they must strug-
gle against. They try to decide on the best course of action.
And they make a decision.
What’s the key here? Goals. Opposition. Resource management. In-
formation. We’ll talk about them in a moment.
What decisions do players make in this game?
Goals
Sim City has no goals. Is it not a game?
No, as its own designer willingly maintains. It is a toy.
The only way to stay interested in it for very long is to turn it into
a game by setting goals, by defining objectives for yourself. Build the
grandest possible megalopolis; maximize how much your people love
you; build a city that relies solely on mass transit. Whatever goal you’ve
chosen, you’ve turned it into a game.
Even so, the software doesn’t support your goal. It wasn’t designed
with your goal in mind. Trying to do something with a piece of software
that it wasn’t intended for can be awfully frustrating.
Since there’s no goal, Sim City soon palls. By contrast, Sid Meier and
Bruce Shelley’s Civilization—an obviously derivative product—has ex-
plicit goals and is far more involving and addictive.
‘But what about role-playing games?’ you may say. ‘They have no vic-
tory conditions.’
No victory conditions, true, but certainly they have goals; lots of
them. Rack up the old experience points. Fulfil the quest your friendly
referee has just inflicted on you. Rebuild the Imperium and stave off
civilization’s final collapse. Strive toward spiritual perfection. Whatever.
If, for some reason, your player characters don’t have a goal, they’ll
find one right quick. Otherwise, they’ll have nothing better to do than sit
around the tavern and grouse about how boring the game is. Until the
referee gets pissed off and has a bunch of orcs show up and try to beat
their heads in. Now they’ve got a goal. Personal survival is a good goal.
One of the best.
If you have no goal, decisions are meaningless. Choice A is as good
as Choice B; pick a card, any card. Who cares? What does it matter?
For it to matter, for the game to be meaningful, you need something
to strive toward. You need goals.
What are the players’ goals? Can the game support a variety of different
goals? What facilities exist to allow players to strive toward their various goals?
Opposition
Oh, say the politically correct. Those bad, icky games. They’re so com-
petitive. Why can’t we have co-operative games?
‘Co-operative games’ generally seem to be variants of ‘let’s all throw
a ball around’. Oh golly, how fascinating, I’ll stop playing Mortal Kombat
for that, you betcha.
Are we really talking about competition?
Yes and no; many players do get a kick out of beating others with
their naked minds alone, which is at least better than naked fists. Chess
players are particularly obnoxious in this regard. Still, the real interest is
in struggling toward a goal.
Managing resources
Trivial decisions aren’t any fun. Remember Plucky Little England? There
wasn’t any real decision, was there?
Or consider Robert Harris’s Talisman. Each turn, you roll the die.
The result is the number of spaces you can move. You may move to the
left, or to the right, around the track.
Well, this is a little better than a traditional track game; the player
has got a choice. But 99 times out of 100, either there’s no difference
between the two spaces, or one is obviously better than the other. The
choice is bogus.
The way to make choices meaningful is to give players resources to
manage.
‘Resources’ can be anything. Panzer divisions. Supply points. Cards.
Experience points. Knowledge of spells. Ownership of fiefs. The love of
a good woman. Favours from the boss. The good will of an NPC. Money.
Food. Sex. Fame. Information.
If the game has more than one ‘resource’, decisions suddenly become
more complex. If I do this, I get money and experience, but will Lisa still
love me? If I steal the food, I get to eat, but I might get caught and have
my hand cut off. If I declare against the Valois, Edward Plantagenet will
grant me the Duchy of Gascony, but the Pope may excommunicate me,
imperilling my immortal soul.
These are not just complex decisions; these are interesting ones. In-
teresting decisions make for interesting games.
The resources in question have to have a game role; if ‘your immortal
soul’ has no meaning, neither does excommunication. (Unless it reduces
the loyalty of your peasants, or makes it difficult to recruit armies, or …
but these are game roles, n’est-ce pas?) Ultimately, ‘managing resources’
means managing game elements in pursuit of a goal. A ‘resource’ that
has no game role has nothing to contribute to success or failure and is
ultimately void.
What resources does the player manage? Is there enough diversity in them to
require trade-offs in making decisions? Do they make those decisions interesting?
Game tokens
You affect actions in the game through your game tokens. A game token
is any entity you may manipulate directly. In a boardgame, it is your
pieces. In a cardgame, it is your cards. In a role-playing game, it is your
character. In a sports game, it is you yourself.
What is the difference between ‘resources’ and ‘tokens’? Resources
are things that must be managed efficiently to achieve the goals; tokens
are the means of managing them. In a board wargame, combat strength
is a resource; counters are tokens. In a role-playing game, money is a
resource used through player characters.
Information
I’ve had more than one conversation with a computer game designer
in which he tells me about all the fascinating things his game simulates
while I sit there saying, ‘Really? What do you know, I didn’t realize that.’
Take a computer wargame in which weather affects movement and
defence. If you don’t tell players that weather has an effect, what good is
it? It won’t affect the players’ behaviour; it won’t affect their decisions.
Or maybe you do tell them weather has an effect, but the players
have no way of telling whether it’s raining or snowing or whatever at any
given time. Again, what good is that?
Or maybe they can tell, and they do know, but they have no idea what
effect weather has. Maybe it cuts everyone’s movement in half, or maybe
it slows movement across fields to a crawl but does nothing to units mov-
ing along roads. This is better, but not a whole lot.
The interface must provide the players with relevant information.
And they must have enough information to be able to make sensible
decisions.
That isn’t to say a player must know everything; hiding information
can be very useful. It’s quite reasonable to say, ‘you don’t know just how
strong your units are until they enter combat,’ but in that case the player
must have some idea of the range of possibilities. It’s reasonable to say,
‘you don’t know what card you’ll get if you draw to an inside straight,’ but
only if the player has some idea what the odds are. If I might draw the
Queen of Hearts and might draw Death and might draw the Battleship
Potemkin, I have absolutely no basis on which to make a decision.
More than that, the interface must not provide too much informa-
tion, especially in a time-dependent game. If weather, supply state, the
mood of my commanders, the fatigue of the troops and what Tokyo
Rose said on the radio last night can all affect the outcome of my next
decision, and I have to decide some time in the next five seconds and
alliance will end when the French Resistance gets the Ark and we wind
up on opposite sides, but such twists are what make games fun.
Games can encourage diplomacy even when players are directly op-
posed. The diplomatic game par excellence is, of course, Calhammer’s
Diplomacy, in which victory more often goes to the best diplomat than
to the best strategist. The key to the game is the Support order, which
allows one player’s armies to assist another in an attack, encouraging al-
liance.
Alliances never last, to be sure; Russia and Austria may ally to wipe
out Turkey, but only one of them can win. Eventually, one will stab the
other in the back.
Fine. It’s the need to find allies, retain them, and persuade enemies
to change their stripes that makes sure players will keep on talking. If
alliances are set in stone, diplomacy comes to an end.
Computer games are almost inherently solitaire and even when they
permit diplomacy with NPC computer opponents, they generally don’t
make it interesting. Network games are, or ought to be, inherently dip-
lomatic; as network games become more prevalent, we can expect most
developers from the computer design community to miss this point en-
tirely. As an example, when the planners of interactive TV networks talk
about games, they almost exclusively talk about the possibility of down-
loading cart-based (Nintendo, Sega) games over cable. They’re doing so
for a business reason: billions are spent annually on cart-based games,
and they’d like a piece of the action. They don’t seem to realize that net-
works permit a wholly different kind of gaming, which has the potential
to make billions in its own right—and that this is the real business op-
portunity.
How can players help or hinder each other? What incentives do they have to
do so? What resources can they trade?
Colour
Monopoly is a game about property development. Right?
Well, no, obviously not. A property developer would laugh at the no-
tion. A game about property development needs rules for construction
loans and property syndication and union work rules and the bribery of
municipal inspectors.
Monopoly has nothing to do with property development. You could
take the same rules, change the board, pieces and cards, and make it
into a game about space exploration, say. Except that your game would
have as much to do with space exploration as Monopoly has to do with
property development.
Monopoly isn’t really about anything. But it has the ‘colour’ of a prop-
erty game: named properties, little plastic houses and hotels, play mon-
ey. And that’s a big part of its appeal.
Simulation
Many games simulate nothing. The oriental folk-game Go, say; little
stones on a grid. It’s abstract to perfection. Or John Horton Conway’s
Life; despite the evocative name, it’s merely an exploration of a math-
ematical space.
Nothing wrong with that. But colour adds to a game’s appeal. And
simulation is a way of providing colour.
Suppose I think, for some reason, that a game about the battle of
Waterloo would have great commercial appeal. I could, if I wanted, take
Monopoly, change ‘Park Lane’ to ‘Quatre Bras’ and the hotels to plastic
soldiers, and call it Waterloo. It would work, but wouldn’t it be better to
simulate the battle? To have little battalions manoeuvring over the field?
To hear the thunder of guns?
Or take Star Wars: The Role-Playing Game, which I designed. I could
have taken Gygax and Arneson’s Dungeons & Dragons and changed it
around, calling swords ‘blasters’ and magic-users ‘Jedi’. Instead, I set out
to simulate the movies, to encourage the players to attempt far-fetched
cinematic stunts, to use the system itself to reflect something about the
atmosphere and ethos of the films.
Simulation has further value. For one, it improves character identifi-
cation. A Waterloo based on Monopoly would do nothing to make players
think like Wellington and Napoleon; Kevin Zucker’s Napoleon’s Last Bat-
tles does much better, forcing players to think about the strategic prob-
lems those men faced.
Variety of encounter
‘You just got lucky.’
Words of contempt; you won through the vagaries of chance. A game
that permits this is obviously inferior to ones where victory goes to the
skilled, smart and strong. Right?
Not necessarily.
‘Random elements’ in a game are never wholly random. They are
random within a range of possibilities. When, in a board wargame, I
make an attack, I can look at the Combat Results Table. I know what out-
comes are possible, and my chances of achieving what I want to achieve.
I take a calculated risk. Over the whole game, I make dozens or hundreds
of die-rolls. Given so much reliance on randomness, the ‘random ele-
ment’ regresses to a mean. Except in rare cases, my victory or defeat will
be based on my excellence as a strategist, not on my luck with the dice.
Randomness can be useful. It’s one way of providing variety of en-
counter.
What does that mean?
It means that the same old thing all over again is fucking boring. It
means that players like to encounter the unexpected. It means that the
game has to allow lots of different things to happen, so there’s always
something a little different for the players to encounter.
In a game like Chess, that ‘something different’ is the ever-changing
implications of the positions of the pieces. In a game like Richard Gar-
field’s Magic: The Gathering, it’s the sheer variety of cards, the random
order in which they appear and the interesting ways in which they can be
combined. In Arneson and Gygax’s Dungeons & Dragons, it’s the stagger-
ing variety of monsters and spells, coupled with the dungeon master’s
ingenuity in throwing new situations at the players.
If a game has inadequate variety, it rapidly palls. That’s why no one
plays graphic adventures more than once; there’s enough variety for a
single game, but it’s the same thing all over again the next time you
play. That’s why Patience, the solitaire cardgame, becomes dull pretty
fast; you’re doing the same things over and over, and reshuffling the
cards isn’t enough to rekindle your interest, after a time.
What things do the players encounter in this game? Is there enough for them
to explore and discover? What provides variety? How can the variety of encounter
be increased?
Position identification
‘Character identification’ is a common theme of fiction. Writers want
readers to like their protagonists, to identify with them, to care what
happens to them. Character identification lends emotional power to
a story.
The same is true in games. To the degree that players are encour-
aged to care about ‘the side’, to identify with their position in the game,
the game’s emotional impact is increased.
The extreme case is sports; in sports, your ‘position’ is you. You’re
out there on the baseball diamond; winning or losing matters, and you
feel it deeply when you strike out, or smash the ball out of the park. It’s
important to you. So important that fistfights and bitter words are not
uncommon in every sport. So important that we’ve invented a whole
cultural tradition of ‘sportsmanship’ to try to prevent these unpleasant
feelings from coming to the fore.
Role-playing games are one step abstracted; your character isn’t you,
but you invest a lot of time and energy in it. It’s your sole token and
the sum total of your position in the game. Bitter words, and even fist-
fights, are not unknown among role-players, though rather rarer than in
sports.
Getting players to identify with their game position is straightfor-
ward when a player has a single token; it’s harder when they control
many. Few people feel much sadness at the loss of a knight in Chess or
an infantry division in a wargame. But even here, a game’s emotional
power is improved if the player can be made to feel identification with
‘the side’.
One way to achieve this is to make clear the player’s point of view.
Confusion about point of view is a common failing of boardgame design.
For instance, Richard Berg’s Campaigns for North Africa claims to be an
extraordinarily realistic simulation of the Axis campaign in Africa. Yet
the players spend a great deal of time worrying about the locations of in-
dividual pilots and how much water is available to individual batallions.
Rommel’s staff might worry about such things, but Rommel assuredly
did not. Who is the player supposed to be? The accuracy of the simula-
tion is, in a sense, undermined, not supported, by the level of detail.
What can you do to make the players care about their position? Is there a
single game token that’s more important than others to the players, and what can
be done to strengthen identification with it? If not, what is the overall emotional
appeal of the postion, and what can be done to strengthen that appeal? Who ‘are’
the players in the game? What is their point of view?
Role-playing
HeroQuest has been termed a ‘role-playing boardgame’. As in a role-play-
ing game, each player controls a single character which, in HeroQuest’s
case, is a single plastic figure on the board. If you are a single character,
are you not ‘playing a role’? Is the characterization of this game as a
‘role-playing’ game therefore justified?
No, to both questions.
The questions belie confusion between ‘position identification’ and
‘role-playing’. I may identify closely with a game token without feeling
that I am playing a role.
Role-playing occurs when, in some sense, players take on the perso-
na of their positions. Different players and different games may do this
in different ways. Perhaps they try to speak in the language and rhythm
of their characters. Perhaps they talk as if they are feeling the emotions
their characters feel. Perhaps they talk as they normally do, but they give
serious consideration to ‘what my character would do in this case’ as op-
posed to ‘what I want to do next?’
Role-playing is naturally most common in role-playing games,but it
can occur in other environments, as well. I, for one, can’t get through a
game of Vincent Tsao’s Junta without talking in a phoney Spanish accent
somewhere along the line. The game makes me think sufficiently like a
big man in a corrupt banana republic that I start to play the role.
Role-playing is a powerful technique for a whole slew of reasons. It
improves position identification: if players think like their characters,
they’re identifying with them closely. It improves the game’s colour, be-
cause the players become partly responsible for maintaining the willing
suspense of disbelief, the feeling that the game world is alive and colour-
ful and consistent. Plus it is an excellent method of socialization.
Indeed, the connection with socialization is key: role-playing is a form of
performance. In a role-playing game, role-players perform for the amuse-
ment of their friends. If there aren’t any friends, there’s no point to it.
Which is why so-called ‘computer role-playing games’ are nothing
of the kind. They have no more connection with role-playing than does
HeroQuest. That is, they have the trappings of role-playing: characters,
equipment and stories; but there is no mechanism for players to ham it
up, to characterize themselves by their actions, to role-play in any mean-
ingful sense.
This is intrinsic in the technology. Computer games are solitaire and
solitaire gamers have, by definition, no audience. Therefore, computer
games cannot involve role-playing. Add a network, and you can have a
role-playing game. Hence the popularity of MUDs.
How can players be induced to role-play? What sorts of roles does the system
permit or encourage?
Socializing
Historically, games have mainly been used as a way to socialize. For players
of Bridge, Poker, and Charades, the game is secondary to the socialization
that goes on over the table. One oddity of the present is that the most
commercially successful games are all solitary in nature: cartridge games,
disk-based computer games, CD-ROM games. Once upon a time, our im-
age of gamers was people sitting around a table and playing cards; now,
it’s a solitary adolescent, twitching a joystick before a flickering screen.
Yet at the same time we see the development of role-playing, in both
tabletop and live-action form, which depends utterly on socialization.
And we see that the most successful mass-market boardgames, like Triv-
ial Pursuit and Pictionary, are played almost exclusively in social settings.
I believe that the solitary nature of most computer games is a tempo-
rary aberration, a consequence of the technology, and that as networks
spread and their bandwidth increases, the historical norm will reassert
itself.
When designing any game, it is worthwhile thinking about the game’s
social uses, and how the system encourages or discourages socialization.
For instance, almost every network has on-line versions of classic games
like Poker and Bridge. In almost every case, those games have failed to
attract much usage. The exception: America Online, which permits real-
time chat between players. Their version of network Bridge allows for
table talk, and it has been quite popular.
Or as another example, many tabletop role-playing games spend
far too much effort worrying about ‘realism’ and far too little about the
game’s use by players. Of what use is a combat system that is extraordi-
narily realistic, if playing out a single combat round takes fifteen min-
utes, and a whole battle takes four hours? Players are not spending their
time socializing and talking and hamming it up; they’re spending time
rolling dice and looking things up on charts. What’s the point in that?
How can the game better encourage socialization?
Narrative tension
Nebula-award-winning author Pat Murphy says that the key element of
plot is ‘rising tension’. That is, a story should become more gripping as
it proceeds, until its ultimate climactic resolution.
Suppose you’re a Yankees fan. Of course, you want to see the Yankees
win. Even so, if you go to a game at the ballpark, do you really want to
see them develop a seven-point lead in the first inning and wind up win-
ning 21–2? Yes, you want them to win, but this doesn’t make for a very
interesting game. What would make you rise from your seat in excite-
ment and joy is to see them pull out from behind in the last few seconds
of the game with a smash home run with bases loaded. Tension makes
for fun games.
Ideally, a game should be tense all the way through, but especially
so at the end. The toughest problems, the greatest obstacles, should be
saved for last. You can’t always ensure this, especially in directly competi-
tive games: a Chess game between a grandmaster and a rank beginner is
not going to involve much tension. But it should be possible, especially
in solitaire computer games, to ensure that every stage of the game in-
volves a set of challenges, and that the player’s job is completed only at
the end.
In fact, one of the most common game failures is anticlimax. The
period of maximum tension is not the resolution, but somewhere mid-
way through the game. After a while, the opposition is on the run, or
the player’s position is unassailable. In most cases, this is because the
designer never considered the need for narrative tension.
What can be done to make the game tense?
by Paul Mason
Very frequently in the history of the development of ideas the urge to
improve organization and understanding leads to an over-simplification
of the processes of development. In addition, it is all too common for a
supporter of a particular viewpoint to see that viewpoint as the natural
development of previous ideas: in other words to see it as the pinnacle of
current achievement. This leads to a view of history in which ideas pro-
ceed serially, one after the other, with each succeeding idea being seen as
superior to the one which preceded it. The idea of continual progress is
at the heart of the Western conception of history (as well as of the Mao-
ist techniques of historiography, and others) but when taken in such a
simplistic manner it can lead to dangerous distortions.
No clearer example of this can be cited than that of Chinese histories
produced during the Communist period. In a country with such a deep-
rooted sense of history it was inevitable that this would be a high priority
among the Communist leadership after the take-over. However, the tra-
ditional paradigms that all useful ideas and methods were already pre-
served in history, and that the duty of the present is to faithfully follow
the precepts of the past, was replaced by the Marxist dialectical analysis
of history, albeit shone through a Maoist prism. The result, to modern
Western eyes, has an element of black humour. Every incident of the
Chinese past is interpreted in terms of the emerging struggle between
the farmers, the bourgeoisie and the Imperialists1.
I cite this example because I am increasingly reminded of it when I
read articles on the state of game design. There seems to be a confusion
between trend and dogma, and an over-literal view of the procession of
design ideas from Dungeons & Dragons onwards. Many modern com-
mentators are allowing themselves to be excessively subjective about the
issues.
Nowhere is this clearer than in the recent development of commer-
cial diceless systems: specifically Eric Wujcik’s Amber Diceless Role-Playing
and James Wallis’s forthcoming Bugtown. It is interesting that Wujcik
considered the dicelessness of Amber so crucial that he included it in the
title. What is more, Wallis considers the design of any non-diceless game
to indicate that the designer is somehow ‘out of touch’ with the state of
the art. But let’s face it, this is a most ridiculous dogma. It’s good to be
caught up in the enthusiasm over a great game with an innovative sys-
tem. But to assert that henceforth all games must be done the same way
is absurd, and counter-productive to the free development of ideas.
Greg Porter’s taxonomy of game generations (Inter*action #1) can
also be partly blamed for this misunderstanding. If viewed in a simplistic
way, it appears to present a roughly historical progression from bad to
good to better. Inevitably such a critique will be subjective, and Porter
made strenuous (and mostly successful) efforts to minimize the impact
of his own preferences on the taxonomy. Nevertheless it contains sev-
eral arguable assertions about what constitutes progress in role-playing
games. By way of analogy, consider art. In the distant past, art was sym-
bolic, with little conception of perspective or accurate representation.
We consider progress to have been made as artists learned to represent
the world around them with increasing authenticity. And then, when a
mechanical method made such representation partly redundant, we saw
a return to symbolism. Of course, the return was informed by what had
happened in between. All the same, the progress of art has clearly not
been a straight- line process, measured on one axis.
It is the same with role-playing games. Role-playing had been around
for many years before Arneson and Gygax had the bright idea of tacking
wargames rules on to it. Although their efforts are usually derided, and
a current dogma suggests that the future lies in a return to the virgin soil
of ruleless role-playing, it is clear that D&D was a remarkable advance. It
freed role-players from the shackles of arbitrariness. Granted, the D&D
rules were frequently somewhat arbitrary themselves, but at least this was
an arbitrariness that could be seen as mirroring that of the world around
us. Similarly, the use of dice to decide events (a fixture imported from
wargames) had a number of effects: it limited the power of the referee,
it allowed the players to view the ‘fate’ of the role-playing environment
as something other than the whim of the referee, and it provided a sym-
bolic focus by which certain game actions could be represented with a
heightened sense of excitement (which, as we all know, is enlivened by
genuine uncertainty).
Since D&D, role-playing games have developed in many directions,
and many different methods have been created for handling different
styles of play. In the early days, developments of D&D such as Chivalry &
Sorcery appealed to people who enjoyed game systems in their own right.
It could also be argued that the complexity of the Chivalry & Sorcery
magic system forced player-character sorcerers to adopt the scholarly
attitude suggested by the game background, and actually aided role-
playing. In more modern times, Toon and similar games had transpar-
ently ridiculous systems to represent the absurdity of the subject matter.
And despite the trend towards more minimal systems, GURPS is still
hugely popular. For its players, the very close focus and detail provided
by its combat system assist in visualization.
We are now at an excellent point in the development of role-playing
games. Any referee has a large choice of systems and styles to choose
from. A designer who has followed something of the development of
games now has a wide selection of approaches, systems and philosophies
which can be used to design a game tailored to the requirements of play-
ers. Unlike James Wallis (Inter*action #1)2, I don’t consider that the only
advances in role-playing games are to be gained by throwing out all we
have done to date and starting anew. Sure, that’s a good thing to do
occasionally as a spur to new ideas. But check the bath water for babies
first, eh?
Diceless role-playing games, the current dogma, are not a new phe-
nomenon. I was playing in diceless games back in 1982, and I was by
no means a pioneer. Any reader of the American magazine Alarums &
Excursions during the late 1970s and early 1980s was frequently exposed
to intelligent analysis of the relative merits and demerits of such ideas.
What is good about Amber is that Wujcik has found a way to take the idea
of dicelessness and incorporate it into the design of his game so that it
suits the game environment being created.
The problem of abolishing dice as a design technique has always
been that it increased the sense of arbitrariness in the game. Particularly
at a time when commercial scenarios were leaning towards heavily plot-
ted scripts which deprived the players of most of their freedom to act
(a necessity for characterization), the dice could be seen as providing a
slight buffer for the players, or at least the illusion of such.
There is, however, another element to this design problem. As James
Wallis lucidly explained in his article in the first issue of Inter*action3, any
game environment represents to a certain extent the world-view of its
designer. The presence of a chance-based system in a game expresses
the idea that chance is an integral component of the game environment.
For those who believe this to be true in the real world, dice are a useful
tool for heightening the sensation of believability in the environment. In
other words, by modelling a phenomenon (chance, as it operates in the
world) in such a way that it is clearly understood and internalized by the
players, a dice-based system increases the transparency of a set of rules.
This is not to say the dice are an inevitable way of conducting a role-
playing game, and that they must always be used. Amber itself proves the
fallacy of this point of view. However, any designer who removes dice
from their game must recognize the effect it will have. Wujcik’s trick was
to combine the removal of the dice with an increase in the power of the
players to affect the story. In other words, he compensated for one ad-
vantage of dice by replacing it with an alternative system. All the same,
Paul Mason is an opinionated bugger whose sole claim to fame was seven months
as a tea-boy at Games Workshop. He is also the editor of Imazine and the author
of several game-books.
Notes
1 See, for example, Bai Shouyi, An Outline History of China, Beijing:
Foreign Languages Press, 1982; or He, Bu, Tang and Sun, An Intellec-
tual History of China, Beijing: Foreign Languages Press, 1991.
2 James Wallis, ‘Realism and Playability,’ from Inter*action #1 , 66-83,
1994.
3 Wallis, ibid.
Andrew Rilstone [as ‘Siggy’ Freud]: I’ve been very interested by this
new phenomenon of role-playing games, this use of a therapeutic tool
in a recreational context. It seems to me that you have people who call
themselves ‘dungeon masters’ or ‘referees’, which I’m sure is bound up
with something very patriarchal, who put themselves in a therapeutic re-
lationship to the players. It looks very much to me like a session of group
therapy, except that they seem to be doing it for fun—even though the
sexual and analytical overtones of what they’re doing is obvious enough:
competition for experience and levels and magic swords, we could talk
about that all night. But there’s a game which I imagine Mr Campbell
will have heard of, Pendragon1, which has an appendix that talks in gen-
eral terms about the psychological benefits of role-playing, although this
seems to be contaminated with ideas from Jung.
Greg Stafford [as ‘Joey’ Campbell]: We feel it’s about time that these
therapeutic uses were liberated from the hands of people who set them-
selves up on the great phallic pillar of wisdom, and put into the hands of
ordinary people, into the general realm of experience. This sort of thing
does not need to be handled by professionals.
Everybody has within themselves the ability to interact with the ar-
chetypal plane in an ordinary manner, without the leadership of profes-
sionals. I think everybody’s got it in their hearts, I think every one of
us has—well, not everybody: if everybody had this, everybody would be
role-playing, wouldn’t they? But among the varieties of human beings,
there’s a large number of us who are naturally drawn to participate in
the mythic atmosphere, and I think that role-playing games are one of
the best outlets for it these days. In the old days they had rituals, they
had ceremonies, they had a whole set of things to do so that they could
all be fed in this way, and these just don’t exist in the modern world.
They’ve been pretty well stamped out by Western culture. Christianity
has done a good job of stamping it out; and science, as people think of
it, has gone further to stamp out a lot of our own innate contact with our
dream-worlds, with our own archetypal fantasy internal/external selves.
And that’s why I think people play role-playing games: because it’s a
natural and pleasant and enjoyable thing, besides being fun.
AR: You talk about the interaction with the archetypal plane, which in-
volves ‘archetypal’, a Jungian idea, and ‘plane’, which is some sort of
mystical idea. Basically, without my Freud hat on, I’m interested in the
statements in Pendragon about the game being hardwired into mythic
archetypes, and how seriously this was intended from your point of view,
and if so what does it mean?
I read Joseph Campbell’s works, and he says that reading fairy-tales
and myths is in itself a process of psychoanalysis. The process of psy-
choanalysis which Freud talks about—and indeed Jung, although he was
working within a different framework—is a process which goes on for
years and involves unpicking all those ghastly things that have ever hap-
pened to you, and transferring your relationship with your father onto
the analyst. I want to know in what sense playing Pendragon or read-
ing ‘Jack and the Beanstalk’ is analogous to that. I feel when reading
Campbell that he is excellent so long as he is talking about relationships
between the different mythologies and recurrent motifs and such, but
when he gets on to talking about what they really mean, he gets into
ideas like ‘follow your bliss’. I didn’t need to read two thousand pages of
The Masks of God and study every mythology in the world to find out that
a good way of being happy is to find out what makes you happy and then
go and do it.
GS: I understand that the author of Pendragon believes [audience laugh-
ter] that we are hardwired to this stuff, that the fact that it can be used
by some tyrannical therapist to line their pockets with your hard-earned
money . . .
AR: Which a game designer would never do.
GS: If you compare my annual income statement to that of any thera-
pist I know, you will see that this is absolutely true. But I do believe
that we are hardwired. I think that ever since human consciousness was
spawned, the alienation that is inherent within our human conscious-
ness requires an outlet, an interface with the world that we can no longer
know; that all of the archetypal mythic themes are real. Whether you
want to deal with it or not, the fact is that we’re all going to die someday.
In a hundred years, no one in this room will be sitting in this room. The
fact is that we don’t know everything, we’re not even in contact with our
own emotions, certainly not with the larger cosmos. There are things we
don’t understand and things we can’t understand, and we want to have
some understanding and relationship with these things. I think that’s
hardwired into us.
Our separation from nature, if that’s an acceptable analogue of the
fall, has widened the gap between us as modern people and the world
of nature. And we do live within the world of nature, whether we want
to cope with it or not. We still require fulfilling, feeding that part of
ourselves that lives within nature, and this is done through story-telling,
or through psychoanalysis if you want to do it in that manner. Role-
playing games do the same thing. You don’t need to kill something to
understand death. You don’t need to go out and burn down a village to
experience the tremendous pleasure that we can get from destroying
our enemies. We do it with our imaginations, which is much safer. And I
think this is what it’s all about: it’s our opportunity to experience these
things, both the particular and the universal.
AR: I’m much more in tune with that kind of reasoning: the idea that
what’s valuable in role-playing or in analysis is playing through situa-
tions in some controlled way—playing through things we haven’t ex-
perienced, like burning down a village or being in a violent situation.
In analysis it might be playing through a piece of a relationship with
a parent or something similar. That is healing, because it helps you to
understand it.
What I remain to be convinced by is the idea that, when playing Dun-
geons & Dragons or Pendragon, that wizards and knights have an innate
power because they reside in our collective unconscious somewhere—
which seems to be Joseph Campbell’s thing—and that just experiencing
these things changes you in some way. My experience with playing Pen-
dragon is that you’re not acting out something mystical and hardwired
because you’re playing through the relationship of a knight and a squire
and lady; it’s a convenient code for exploring things about family life.
A Pendragon campaign I ran for about eighteen months centred on a
squire coming to terms with the fact that he wasn’t going to be as won-
derful a knight as his father. That could have had the same effect on the
players if I’d set it up as a young executive realizing he wasn’t going to
be as wonderful a businessman as his father, but it would have been less
dramatic.
GS: I think that the fact is not that these images and symbols have a
life unto themselves, but that they are the interface through which we
work with the archetypes which do have a life unto themselves. We can’t
mistake the mask for the thing behind the mask. I think that it’s abso-
lutely true that if you play a Pendragon game you may—depending on
your game master and yourself—deal with this family thing: I think it’s
inherent within the entire story, and because these things are built into
the stories, they’re built into the game as well. And you don’t need to do
it consciously, that’s one of the splendid things. You may play through
the entire story and not deal with it consciously, but unconsciously you’ll
be understanding it.
AR: If it’s true that role-playing games have got this hidden psycho-
analytic or mind-expanding or whatever-it-is potential—this has been
addressed directly in Pendragon and in some of the Storyteller2 games—
isn’t there a danger that by saying it’s there and saying ‘do it,’ that you
could actually be taking the potential away? With Dungeons & Dragons, I
think that all of this going down dungeons and gaining experience, it’s
all undoubtedly bound up with adolescence. Getting magic swords from
wise old wizards could not be more Freudian, it couldn’t be more—well,
not necessarily phallic in the old Freudian sense, but in terms of an ini-
tiation into manhood, it’s there. It didn’t occur to us that it was there. To
lots of people, playing this very superficial form of D&D may have been
very important to adolescence. I strongly suspect that if you’d explained
all this in the D&D rulebook it wouldn’t have worked.
GS: I think if you’d explained it in the rulebook it would have been
ignored—‘Bunch of rubbish, let’s just go and kill something.’
JW: If Gary Gygax had explained it in the D&D rulebook, it would have
been unintelligible. [Audience laughter.]
GS: I don’t think that exposing the psychological underpinnings of it is
going to undermine the game itself, certainly not the enjoyment of it,
unless you have a real problem with the whole idea and say, ‘I’d never
do such a thing.’
AR: I’m not so sure. Campbell is very pro-religion and mythology but
very against the institutionalization of it. If you accept Campbell’s theo-
ries, someone making a sacrifice to a god could be doing all sorts of
crucial psychological things to themselves in terms of their relationship
to the natural world, death and their father, but I would have thought
that this would only work so long as they actually believed they were re-
ally sacrificing to a god.
People have faith in their gods, and they perform rituals which they
believe have a place in the universe and a place in their relationship with
nature and the supernatural order. Campbell says that’s good, but they
shouldn’t think that they’re actually affecting the universe or the god;
that this god isn’t real, it’s something inside them and they are acting out
JW: This leads to something I’ve been working on recently: the differ-
ence between role-playing games and character playing-games. The
former is what a lot of the academic work on role-playing has been
about, in which you play a role within society, for example in a train-
ing situation you might play the Head of Marketing or the Secretary of
Defence, and you fill in the blanks of that person’s character from your
own. Character-playing games, in which you actually act the part of a
rounded personality not yourself, are far more dramatic but paradoxi-
cally, because they’re not dealing with archetypal roles onto which the
players can project themselves, the players are less emotionally attached
to the characters, despite the fact that the characters seem much more
three-dimensional.
[Audience: Cries of ‘bollocks!’]
AR: You’re saying that in a character-playing game you visualize a char-
acter very different from yourself—for example, an old woman with a
terror of cats, someone who is very different from the player, whereas
in a role-playing game I’d play ‘a fighter’ or ‘a cleric’ or ‘a magic-user’.
GS: But nobody ends up with ‘a fighter’. You end up with ‘Grug the two-
sworded, six-toed fighter who’s done this, that and the other’.
JW: Maybe you and I do, but when you’re fourteen you start off with ‘Jim
the fighter’, and he’s got a big sword and some cool armour, but essen-
tially it’s you inside that armour. You project yourself onto the archetypal
character in the fantasy world.
RH: As far as characterization went, the role-playing I was doing when
I was fourteen was a lot cruder than what I’m doing now, but as far as
emotional attachment goes I was probably a lot more upset about a char-
acter dying then than I would be now, because now I can appreciate that
a character dying while holding someone off on a bridge can be good
role-playing in itself. D&D ten years ago was a competitive game: you
were playing a game, not role-playing, you were trying to achieve some
success. You were not necessarily trying to beat the other players but try-
ing to beat the system, it was you against the person running the game.
Myles Corcoran [from the audience]: More importantly, at the age of
fourteen, when you fail in a role-playing game it’s as much as anything
a failure in your everyday life. We’re more used to failing because we’ve
got older and failed a lot more often. At fourteen it’s more of a shock
to you because you are confronted with the fact that you are not going
to live forever in the role-playing game, but at that age you’re not nec-
essarily sure that you’re not going to live forever in real life as well. By
the time you reach twenty-five, thirty-five, forty-five you’ve had failed
relationships, failed working situations, failed everything. We’re used to
the failure, and we now know that we can learn from that kind of failure,
so it’s useful to fail in a role-playing game as much as it’s useful to fail in
any other activity.
Audience member 1: Can I ask the two eminent panellists, when you
play these games, to what extent are you playing with therapeutic func-
tions and to what extent as game masters are you putting people in touch
with the unknown or whatever you want to call it? And do you think that
a game master needs to notice that they’re doing this consciously, or do
you think it just happens? I’m concerned that you might have to be a
trained therapist to run a game.
AR: When I run games, I am not consciously putting myself in a thera-
peutic role at all. In some of the games which I would rate as good ones,
I have increasingly become alarmed by types of relationships and situa-
tions breaking out in the group which seem to have some sort of analogy
with therapeutic situations.
I can remember a Pendragon character, an eight- or nine-year-old
squire who was going to become a major character, and we started talk-
ing through this character’s childhood, one on one, in quite a lot of
depth and it was becoming a quite personal, in-depth discussion. It was
a very powerful piece of role-playing and the subsequent playing of this
character as an adult was incredibly real. But it struck me that something
was going on there, there is an analogy with therapy, and should referees
be aware of the psychological potential of these games? The Storyteller
system says yes, the point of these games is the exploration of the dark
side of yourself. The majority of role-players would say don’t be silly,
they’re just games. I don’t know.
RH: You’re almost drawn into it subconsciously anyway. I play with a
group that’s been together about five years. I know that they’re quite
good role-players, they can play in character, but they’re still essentially
playing themselves, and I know that certain things will upset certain
players but won’t upset other players, I can do things to certain charac-
ters and their players will be happy to role-play those situations, while
other people will feel that they’re being put upon. You’ve got a social,
emotional situation which you can’t get away from, and it can be quite
difficult sometimes because you’re aware of that, whether you want it to
be there or not.
GS: That’s a responsibility that games masters have and it’s not neces-
sarily psychological in focus. When I game-master, even when I write
games, I never sit down and go, ‘Okay, I’m going to make this one so we
can all deal with our fathers.’ I don’t care about that. If my players have
some issues, I don’t build scenarios around that. On the other hand, the
responsibility that everyone has as a game master or just as a friend is to
try not to deliberately provoke or hurt your friends. It’s not a psychologi-
cal orientation, it’s a social one.
There is a responsibility: I don’t think you need to be conscious of it,
I don’t think you need to know that this has a potential for doing this or
that in a psychological realm, but just be aware of your own power as an
a role-playing game, and you knew it was a game, but it helped you learn
about the real world.
David Scott [from the audience]: When is a game not a game? When
does it start to overlap with reality too much, and where is the cut-off
point? I don’t think you can say ‘it’s a game’. Whatever you’re doing,
even if it’s just in yourself, you’re taking on some part of the real world.
Even if you’re just slaying monsters, if you have this feeling and have to
get it out, then it’s not a game; it’s something you really feel you have to
do at some subconscious level. I come away from monster-bashing and I
feel really good: you come away with a buzz, you don’t think, ‘Oh yeah,
I was really upset about killing the monsters’, you think, ‘That felt really
good, I really enjoyed myself.’ Perhaps the enjoyment is the release that
we get, so perhaps it’s not a game at all. Is role-playing a game?
GS: As David says, what do we mean by ‘game’? A game is real. It’s not
as real as this [knocks on table] but the experience, the emotional charge
you get can be real. It’s not something you can throw away like an old
piece of paper and forget about it, it’s a real thing. Children play games
to practise reality.
I have a friend who was messed up psychologically. His girlfriend
had dumped him, he had a crisis in faith, he was flunking school and he
couldn’t deal with his parents, so he did what half the people in America
do. Half take drugs, the other half join the military. He joined the Navy,
and became involved in Dungeons & Dragons. He was on a nuclear sub
[audience laughter] and they would go out for months and never sur-
face. This was a great time for a game, and they had very long and in-
tense gaming sessions. And at one point he said, ‘You know, I’m a pretty
unhappy guy. I wonder what I’d need to do to be happy?’ So he con-
sciously constructed his characters to test out personalities—‘I think I’ll
be a bastard with this guy,’ and tried it out; ‘I think I’ll be a really friendly
wimp guy on this,’ and tried it out through the games and really got into
it, played them in character and tried to hold to it. He used it literally as
a test ground for his personality. And he’s a pretty nice guy these days,
he’s got a wife, he’s okay with his parents, he finished school and—well,
he became a fundamentalist Christian [audience laughter] but you can’t
have it all.
But this was play! That’s the whole point. He was conscious of it as
play, but it had real effects. It’s not just a game, as if gaming is a trivial,
unimportant and unreal thing. It has real effects. It’s got its own reality.
It’s not the same reality where we earn our paycheques, you can’t eat
game-food and live, but nevertheless it has its own validity and reality.
AR: To a small child, a play-world can be much more important than the
real world. They’re not confused about which is which, but they might
be much more worried about what they’re doing with their toy soldiers
than what they’re doing at school. I think there are probably role-players
adventure setting. When the players leave the game and go away, maybe
they’ve learned something, maybe not, maybe they’re going to bring it
back next week; but it’s that individual’s problem. If they’re resolving
it in a role-playing context that’s their own personal thing. There’s no
reason why everybody else in the game and the referee has to have the
responsibility to help them.
AR: They do have a responsibility not to do anything harmful, though.
DR: You let them explore what they want to explore, you don’t start at-
tacking them or telling them what they should do.
AR: The problem is that for me, some of the things that people define
as good games are the ones where players have had a really good experi-
ence, a really intense experience, which can mean an emotionally churn-
ing-up experience. The referee could say, ‘The bit in the game where the
guy’s father was cut up on the battlefield, that was a really good session,
he really seemed very moved and upset by that,’ and then remember
that the player’s father is in hospital with cancer—that might not be a
very good thing to do, even though it gave a really good experience.
DR: You still don’t have the skill to know whether that person is going to
be damaged by that experience or heartened from it.
GS: I agree with you there.
JW: Once you’ve accepted that role-playing games are inherently psy-
chological or psychoanalytic—because they are, you can’t get away from
it, they are about archetypes and acting out fantasies—you can’t then
ignore that. You don’t have to act on it, but you can’t just say, ‘I don’t
want anything to do with it.’
GS: We’re not therapists, but one thing I know is that you can trust the
process. If it’s the mythological process that we’re activating, it has its
own solution and resolution within it, whether we’re aware of it or not.
You may tweak this person and provoke some ill-feelings but, you know,
that may be just what they need. We can trust the process.
AR: Do you think that the nature of mythology is such that it can by its
nature never go badly wrong?
GS: Oh no, it can go badly wrong, but it’s not our responsibility if it does.
Sure, you can manipulate it and intentionally be extremely cruel and
hurtful in a game. I can see the possibilities for this, but that’s not what
we’re talking about. Sure, it can go badly wrong, intentionally or not, but
in general I think the process is trustworthy.
Notes
1 King Arthur Pendragon by Greg Stafford, published by Chaosium Inc.,
1985. ISBN 0-933635-59-1
2 Storyteller is a name used to cover the range of role-playing products
produced by White Wolf, including Vampire [1991], Werewolf [1992], Mage
[1993], Wraith [1994] and Streetfighter [1994].
3 Glorantha is the detailed imaginary world in which the Runequest
role-playing game is set.
Ever since formalized role-playing first took off, players and GMs have
been developing a fairly extensive specialized vocabulary, which has of-
ten been terse, expressive and descriptive. Unfortunately for this journal
its contents have rarely been formally defined, and inevitably ambigui-
ties and variations of meaning have developed.
It would be pleasant to say that this article is designed to remedy
this. However, the author is slightly too much of a democrat, and far too
flippant, to try any such thing. As the subtitle says, what follows is a set
of notes. Others are welcome to use them to develop something more
substantial.
This article is partly descriptive (describing terms in widespread use),
a little prescriptive (suggesting some definitions that the author thinks
deserve more popularity), and frequently combative (suggesting where
existing terms, or the thoughts they embody, are misleading or misguid-
ed). This is not, perhaps, the most academically respectable way to do
things; but the author enjoys it, and he has attempted to make clear
distinctions between the different modes of discourse.
The Terms
Actor: A player or GM (qq.v.) who attempts to simulate the voice, facial
expression, etc., of a character being played, rather than using detached
or third-person descriptions of behaviour.
Actors are generally good role-players who provide the other par-
ticipants with a great deal of entertainment (intentionally or otherwise),
but at their worst, they may come to dominate a game at the expense of
less extrovert players. Actors who use their performance to intimidate or
pressurize the GM can be a particular problem.
Beer and Pretzels: A term, clearly of American origin, for games that
can be played without undue mental effort, in a highly sociable context,
often with a substantial humorous content. Consumption of alcohol or
snacks while playing such is not obligatory, but should be possible.
The words may originally have been used by board war-game manu-
facturer SPI to describe largely non-humorous games that were simple
by SPI’s standards. It was subsequently co-opted by role-players.
Classic Beer and Pretzels RPGs usually simulate frenetically humor-
ous genres such as cartoons. However, the complexity and commitment
involved in role-playing often clash with the demands of Beer and Pret-
zels play, and many role-players tend to opt for non-role-playing games
when they are looking for such amusement.
Blue-Booking: A term originated by Aaron Allston for a role-playing
technique in which the actions of individual characters, especially out
of combat and away from the main character group, are described in
writing rather than speech, creating a permanent log of the character’s
fictional life. Blue-Booking allows for character development and minor
‘solo’ plot activity without distracting the GM unduly from the main,
group-based, plot. It evolved from the note-passing common in many
playing groups as a means of dealing with individual character actions
of which the rest of the PCs are unaware.
Many playing groups who engage in Blue-Booking enjoy it im-
mensely, and regard it as a major role-playing refinement. However, it
can be criticized on the grounds that it de-emphasises the social group
aspects of the game, and may lead players to shift from interactive gam-
ing to a highly self-indulgent form of solitary fiction-writing.
Builder: Another of Aaron Allston’s terms: a player who ‘wants to have
his characters have an impact on the world—to build institutions, to
clean up a city, to change things’.
Builders are generally harmless and even useful players, who can
add much to the interest value of a game for all concerned. However,
their interests sometimes clash with those of other participants, as they
demand that the campaign focuses on their character’s achievements.
Like any highly-motivated player, a Builder can have a strong influence
on the game—to its benefit or detriment.
Campaign: A term adopted from formalized role-playing’s early roots in
wargaming, meaning a linked series of game ‘incidents’, usually set in an
internally consistent gameworld and featuring a recurring cast of player
and non-player characters. Campaigns may be open-ended, lasting as
long as players choose to continue with them, or limited-duration, with
a fixed objective or plot-climax that terminates the story.
Some role-players have come to dislike this term, feeling that it over-
emphasizes the military aspect of games. Certainly its meaning is more
self-evident in the context of wargaming, where individual games usually
represent single, simulated battles, and a ‘campaign’ is a linking frame-
work for a series of such. However, the term has now become so firmly
established in role-playing that it is hard to foresee its demise, especially
as no better alternative seems to be on offer.
and a large number of rules and restrictions. Live Action play seems to
have evolved mostly from a large number of games in which the primary
activities were combat and treasure-hunting—which in turn owe their
inspiration to Dungeon-Bashing (q.v.) table-top play.
Some gamers have an aversion to LARP, for several reasons. Those
who have studied other forms of simulated or real combat tend to argue
that LARP combat is so stylized and frivolous that it bears no relation to
reality. Further, obvious limitations make LARP less effective than Tab-
letop (q.v.) play at simulating extreme environments, bizarre characters
(or simply characters of the opposite sex) and some social interactions.
To the extent that players bring their personal attributes and social skills
to their characters, it also limits and distorts characterization.
A third reason is that the general press, in attempting to find photo-
genic aspects of the hobby as a whole, tend to concentrate on individuals
wearing bizarre costumes and wielding obviously fake weapons, creating
an eccentric and limited image that less extrovert gamers find tiresome.
To the extent that the costumes imply and flaunt a childish detachment
from reality, this ‘image problem’ is a serious one. That said, many LARP
players point out that, combat aside, a little practical experience soon
expands a player’s appreciation of certain aspects of adventuring—such
as what can and cannot be carried and used in a dark, narrow, under-
ground corridor—and anyway, they enjoy their version of the hobby,
and should not be deterred by a few lazy newspaper reporters. Certainly
LARP is not going to disappear in the foreseeable future.
(See also ‘Live Role-Playing: the meta-play’ by Jay Gooby, in the first
issue of Inter*action.)
Mad Slasher: Aaron Allston’s label for a type of gamer at the extreme
end of the Combat Monster and Hack and Slash spectrum (qq.v.); some-
one whose sole concern with games is to use the combat system for per-
sonal catharsis. The Mad Slasher’s character responds to all obstructions
by killing the other characters involved.
Generally, Mad Slashers are either immature personalities who find
the repetitious description of extreme violence amusing, or genuinely
disturbed and frustrated individuals. Fortunately, the former are per-
haps the more common, and less violent playing groups eventually re-
spond by ejecting them. However, there is a suggestion that, like other
player vices, this one has a subtle, player-level variation.
The Player-Level Mad Slasher is one who responds to personal frus-
trations by attempting to dominate the player group. This is unlikely to
involve physical force, but it can involve a great deal of psychological
and emotional manipulation. This type of play is also seen from person-
ally assertive Power-Gamers (q.v.), and here the two types may overlap.
Mini-Maxer: A player who attempts to exploit every aspect of a game’s
rules to maximize character power for minimum cost of any kind—
top gamers would consider rather dated; the retention, in this context,
of the word ‘Dungeon’ (q.v.) is indicative. However, MUDs are a thriving
area (albeit with a relatively small following as yet), with advantages of
their own, even in terms of characterization; a player who cannot be
seen by other participants may feel less inhibited about playing charac-
ters of the opposite sex, with exotic personal quirks, or whatever. Future
developments in the world of MUDs may well be very interesting.
(See also ‘Multi-User Dungeons’ by Alan Cox and Malcolm Camp-
bell, in this issue.)
Narra-Real: See Realism.
NPC: Abbreviation for ‘Non-Player Character’—a game-world charac-
ter operated by the GM.
Some writers seem to have taken against this term, presumably be-
cause the GM is, in a sense, a player, or because the term is defined
as a negative—which may indicate limited personality development in
the NPC. Alternatives on offer include, plausibly enough, ‘GMC’ (‘GM
Character’). However, ‘NPC’ is yet another term that is probably too
well-established to shift.
Patron: A stock NPC role first formally defined in Traveller, but known
in many games. They are socially significant characters who employ the
PCs to perform a particular task, conferring financial and social benefits
on them in exchange for (in the game world) assistance and (on the GM/
player level) willing involvement in the plot.
As Traveller demonstrated, such functions could sometimes be per-
formed by characters who did not meet any traditional definition of a
‘Patron’, such as an impoverished bar-fly who provides the PCs with a
string of interesting clues. Role-playing adaptation of conventional lan-
guage in such ways can be both fascinating and dangerous to observe.
Plamondon’s Test: Defined by American gamer Robert Plamondon,
this test is embodied in a principle: ‘If incidents in a game cannot be
described without reference to the game’s mechanics, then those game
mechanics are too intrusive’.
This rule has a glaring weakness; namely that a sufficiently dedicated
and imaginative narrator can rationalize and rephrase almost any inci-
dent into non-game terms, no matter how intrusive and unrealistic the
rules involved. However, the philosophy implicit in the Test has its uses;
any description of a game that refers to ‘character level’, ‘points totals’,
behaviour that was mandated by ‘character class’, or whatever, suggests
that the speaker is not visualizing game-events fully.
Play-By-Mail (PBM): Games (not necessarily role-playing) in which
moves are processed by postal communication between players and ref-
eree (or between players).
Although many very popular non-role-playing PBM games exist,
depending on the Post Office for role-playing is rather limiting; good
Skills-Based approaches.
Story-Teller: A type of GM (or occasionally player) whose primary in-
terest is in the development of narrative structures in the course of the
game. The American company White Wolf formally adopted the idea by
referring to their products as ‘storytelling games’, although the words
had been in widespread use long before, and were employed by Blacow
in defining the Four-Way Split (q.v.).
Story-Telling is often presented as the highest aim of role-playing,
and a campaign or scenario with a strong, rich narrative thread is cer-
tainly an impressive thing. However, GMs who regard their activities
primarily or solely as ‘telling stories’ can be something of a problem for
their players, as they frequently attempt to enforce their predetermined
concepts of plot and character development on the players, without
regard for the players’ own tastes or ideas. At its worst, this behaviour
shows the GM up as a failed novelist—and demonstrates the reason for
this failure.
Suspension of Disbelief: A fairly self-explanatory term; the mental pro-
cess involved in engaging with the plot of a book, film or game with any
regard for its emotional dynamic.
The degree of Suspension of Disbelief seen in games varies widely,
from deep emotional commitment to amused, cynical detachment.
Tabletop: Originally wargames played with miniature figures and model
scenery, as opposed to those played with cardboard counters on printed
boards (and other games of any sort). The term may even have had a yet
more specific usage, being contrasted with very early wargames in which
the scenery was modelled in a sand-box. Today, it is used in contrast to
‘Live Action’ (q.v.), for role-playing game-play that takes place as a set of
verbal descriptions between players and GM, with or without the aid of
small props such as miniature figures. LARP gamers seem to have initi-
ated this use of the term.
Like many other terms given here, this one is slightly inaccurate—
not all groups use a table—but generally useful and widely understood,
providing that non-role-playing games are explicitly or implicitly ex-
cluded from the discussion.
Template: A generalized character definition that may be adopted by
a player for use as a PC, usually with the option of modifications. See
Class and Level.
Tragedian: Another Allston-originated term, describing a player who
‘likes literary tragedy and wants to play out something similar’.
This term is rare but useful; the same can be said of the player type
it describes. As Allston remarks, a tragedian may help develop the rich-
ness and depth of a campaign, and provide an outlet for the GM’s more
sadistic urges. Plumbers and Romantics often pass through phases of
tragedy-obsession, and the popularity of White Wolf ’s game Vampire: the
detailing of the originating game, the word has become somewhat de-
rogatory in its use by some literary critics.
Phil Masters had an article in an early issue of White Dwarf and two monsters in
the original Fiend Folio. Since then it has been downhill all the way.
The author thanks the contributors to Alarums and Excursions, especially
Alison Brooks, Dave Flin, and Steve Gilham, along with the editor of Interactive
Fantasy, for their many, invaluable comments on early drafts of this article. A
number of terms are drawn from the Champions supplement Strikeforce by Aar-
ron Allston, a shrewd and perceptive writer whose analyses apply well beyond one
game system.
1
Interactive Fantasy uses ‘referee’ as its standard term for administrators,
co-ordinators, facilitators, story-leaders, umpires or whatever else they
may be called in all the various fields of interactive story-telling. Make of
that what you will.—Editor
by Andrew Rilstone
as to the sincerity of his belief in the spirit world, nor to the positive,
life- changing effects that this belief has had for him. What sceptics and
Christians are to make of these visions is another question; and perhaps
not one to be addressed in a gaming magazine. The real questions are
more pragmatic than theological. Should Stafford’s beliefs affect Chris-
tian role-players’ view of their hobby, or the terms in which non-Christian
gamers should engage in dialogue with Christians? Were an evangelist
to say that a practising pagan priest had claimed that role-playing was a
branch of his religion, how far would he be twisting the facts? Knowing
that the author of Pendragon presides over sweat-lodge ceremonies in
which he invokes spirits that he calls Merlin and Percival, could we, with
conviction, reassure that evangelist that role-playing games are not con-
nected in any way with ‘occult’ practices?
Greg Stafford’s ideas are clearly the product of sincere religious con-
viction, and should be respected as such. Can the same be said of the
philosophy in White Wolf ’s Storyteller system? Mark Rein*Hagen is
quite forthright and explicit in explaining what he sees as the philosoph-
ical underpinning of his immensely successful game Vampire: the Mas-
querade21. Like Stafford, Rein*Hagen uses religious language, although
where Stafford’s is shamanistic, Rein*Hagen’s seems drawn from some
dualistic version of Christianity. There are moments, reading Vampire,
when one could be forgiven for thinking that one was again in the mid-
dle of a religious tract:
Deep within all of us resides a demon, or so the medieval folk believed.
Explore your inner evil, discover that which makes you unclean, and
then cleanse your sores. Become good in spite of yourself. Fight against
your instincts. Take the high road.22
It is difficult to understand what ReinlHagen is thinking of when he talks
about ‘evil’ and ‘inner demons’. Sometimes he seems to be talking about
repressed emotions and instinct: at others, an almost Manichean hatred
of the physical body:
Our reasoning, capacity and self awareness put us on a practically divine
level, yet our animal bodies and biological needs chain us to evil reality.23
This—in my view rather unhealthy—suspicion of the body may come
from a genuine Gnostic philosophy: it may on the other hand be a prod-
uct of the adolescent tenor of the whole Storyteller project. At any rate,
Rein*Hagen is in no doubt as to what we must do to ‘cleanse our sores’:
Just as the hero of legend must descend into the pit of purgatory24 to
face the tormentor … so must we descend into the depths of our own
soul … That is the real journey of Prometheus. It is the meaning of the
myth.25
Thus:
Vampire is an exploration of evil, and as such, it is unsafe. You are digging
deep when you play this game.26
‘And as such, it is unsafe’. For the first time in print, a role-playing prod-
uct conceded one of the central points being made by the hobby’s detrac-
tors. The entire text of Vampire confirms the fears voiced by the Church
of England; one could hardly imagine a game more preoccupied with
the ‘supernaturally evil’. Granted, the Church of England was concerned
about the supernatural dangers implicit in playing games that deal with
‘occult’ themes, whereas the dangers that Rein*Hagen warns us about
are (presumably) purely psychological. Nevertheless, anyone who cares
to look in the rules can read in black and white, almost as if it were a sell-
ing point: this game is unsafe.
Does Rein*Hagen actually believe any of this? It is possible, after all,
that he intends these passages to be taken not as a statement of his per-
sonal philosophy, but as part of the overall ethos of the game. As players,
we are to pretend that we are pseudo-Gnostics who hate our bodies, but
this does not mean that we, or the game’s inventor, take the ideas seri-
ously in real life. We would not assume that players taking on the roles
of Jedi Knights in Star Wars are doing so because they are pantheists. On
this view Rein*Hagen’s nihilism and gnosticism are, at most, methods of
achieving the desired atmosphere, the necessary style. This is philoso-
phy as fashion accessory.
When I have put this question to Vampire players in the past, I have
sometimes been told that it makes little difference, as few gamers pay
any attention to the relevant passages. Introductions and appendices
are simply the boring bits that you skip to get on to the weapons table.
Rein*Hagen may pontificate all he likes, but real people will not play
Vampire as means of exploring and purging their shadow selves.
Brennen uses the language of the ‘occult’; but seems to view ‘astral
travel’ as a purely psychological phenomenon. Stafford uses language
drawn from both mythology and psychology, but seems to believe in
shamanistic contact with gods and spirits who have a real, external exist-
ence. Stafford does not believe that in role-playing we are performing
shamanistic rituals or contacting the spirit realm, but he does believe
that we are participating in a mythological process that is efficacious and
trustworthy in its own right. Brennen sees role-playing as, shall we say,
good practice for participation in magical rituals, and seems to think
that these rituals have at least some similarities with role-playing games.
Rein*Hagen’s views are less coherently expressed, but his ‘demons’ are
almost certainly to be understood in psychological terms. However he
claims (which Brennen and Stafford do not) that the participation in a
game of Vampire is in itself an exploration of or confrontation with this
‘shadow self ’; that the game is in its own right an ‘exploration of evil’
and that playing it may, in itself, be a means to ‘cleanse your sores’. This
comes rather close to claiming a religious or spiritual function for the
game.27
Sam Shirley, the editor of Chaosium’s new game Nephilim, has ar-
figures that ‘occultists’ believe in? In any event, this represents a blurring
of reality and fiction—either claiming reality for a fictitious character,
or fictionalizing a real one—that I am deeply uncomfortable with. Role-
players, we have been claiming for a decade, know the difference be-
tween reality and fiction. These ones evidently do not, or wish to pretend
that they do not.
This goes on all the way though the game. Although the game con-
tains a bibliography, there are no footnotes. This means that the reader
has no way of finding out which fragmentary quotations and references
to secret societies are derived from historical sources, and which are
products of the authors’ imaginations.
Is this mixing of reality, belief and fantasy a legitimate technique for
a game to use? There is a long and honourable tradition of the merging
of reality with fiction: a novel which carries off such an illusion success-
fully is praised for realism and verisimilitude. Granted that we know
that there was no attempt to rescue Charles I from the execution block
or to assassinate De Gaulle, then we praise Dumas and Forsyth as good
writers because they enable us to suspend our disbelief. If, on the other
hand, there is an attempt to deceive us into treating a work of fiction as
history or biography, then we generally believe that the author has acted
reprehensibly.
The subject matter of Nephilim, by its very nature, involves a blurring
of the distinction between what is real and what is imaginary. The game
does carry an epigram that reads, ‘This game is not real: you are.’ This
may be intended as a disclaimer, signalling to the reader that every-
thing that follows, including the foreword, is to be regarded as fantasy.
However, in the context of a game sold under the slogan ‘Science is an
illusion, history is a lie’, such a disclaimer must be seen as ambiguous at
best. The line between reality and fiction; between fictionalized reality
and deception is a thin one: Nephilim is perilously close to the edge. One
cannot say with confidence that the magic depicted in the game is purely
fictional; one cannot say with confidence that the world of the game is
represented as purely imaginary; and one cannot say with confidence
that the game is not intended to promote the authors’ ‘occult’ world-
view. A kind of rubicon has been crossed.
What will the hobby’s reaction be to this game? A barely literate re-
view in the first issue of the new British magazine Valkyrie asserted with
undisguised glee that:
Without releasing Christ: the Role Playing Game quickly followed by the
Crucifixion Sourcebook, I don’t think Chaosium are going to upset the
various fundamentalist (and non-fundamentalist) groups that are out to
put a stop to the role playing hobby as much as they could do with the
release of what has been labelled the ‘Occult Role Playing Game’30
This is a remarkable statement for a news-stand magazine to make:
Nephilim is not merely controversial or provocative, but the most upset-
Notes
1
‘None Dare Call it Witchcraft’, cited by Phil Phillips in Turmoil in the
Toybox, published by Starburst Publishers, in 1986 (page 129).
2
Nephilim, by Frederic Weil, Fabrice Lamidey, Sam Shirley and Greg
Stafford, published in 1994 by Chaosium.
3
‘The Occult’ is at best an imprecise term used as everything from a
general term for secret knowledge to a synonym for Satanism. It is used
throughout to mean ‘a wide range of mystical and divination techniques,
17
Phil Phillips, op cit, page 130.
18
See review by William A. Barton in Space Gamer #70
19
For example, his meditation on the Incarnation of Jesus: ‘The first
point is to see the people, that is, to see Our Lady and St Joseph, and the
maid-servant, and the infant Jesus after he is born … I look at them and
contemplate them, and minister to them in their need, as if I were pre-
sent there, with the utmost respect and reverence.’ (Hodder and Stoug-
ton Christian Classics, page 29).
20
Knights Adventurous, page 130 (Chaosium, 1990).
21
The first of the Storyteller games, published in 1991 by White Wolf
Games.
22
Vampire, page 268.
23
Ibid.
24
It would be pedantic to point out that in Dante, purgatory was a hill.
25
Op cit, page 5.
26
Ibid, page 268.
27
I have only briefly examined the latest of the Storyteller games,
Wraith (1994). While dealing with similar themes to Vampire, it seems re-
freshingly free of philosophical digression, and also contains some very
sensible comments about not playing the game in ways that will disturb
players unduly.
28
In various postings on Usenet.
29
Quoted from Nephilim’s character generation system.
30
Review attributed to ‘Stig’.
31
Published between 1990 and 1991.
32
The authors of the successful series of fantasy novels based on TSR’s
Dragonlance scenarios for Advanced Dungeons & Dragons.
Gaming in My Classroom
by David Millians
from Columbia Games. I like this game system and had run it before on
my own. The students and I actually used the main rules later in the year
to examine other aspects of medieval society, but the ‘Manor’ rules were
obscure and intended only for those Harnmaster players who were really
interested in the many decisions surrounding the healthy operation of a
medieval manor. They were perfect for my needs.
I found a small valley in the Alps on a map of Austria. It was large
enough for my purposes but small and isolated enough to give us a sim-
ple starting place. I expanded and redrew the map, replacing the small
towns with a number of small estates. One of these was a modest ab-
bey and several had mines or forests. The largest and most central con-
trolled the only bridge over the river which ran through the mountains,
flowing down to Lake Constance. All of these lands owed tribute to the
Lord of Bregenz, far away from these tiny domains but no doubt aware
of their existence. He was my character, my role in the simulation.
Using only the overall acreage of each demesne, my own sense of
balance, and the ‘Manor’ rules, we generated the many necessary details
of each land holding, and began the process of making decisions year
to year concerning land use, resources, peasants and tribute to Bregenz.
Everyone had lots of arithmetic practice, struggling to maintain their ba-
sic ledgers. I expected to cycle through this routine for the equivalent of
a couple of years, assess their understanding of manorialism, and move
on to new topics. This was not to be.
Within an hour of their first encounter with these humble imaginary
lands, my students began producing coats of arms, genealogies and, best
of all, plans. Naturally, knowing good curriculum when I saw it, I inte-
grated these projects into our official activities. I gave the students time
to do quality work, provided them with more art and writing supplies,
and lent guidance where I could.
They began to write stories about these minor nobles and their fami-
lies. They attempted to calculate their resources many years into the
future. They mapped their estates, their manor houses, their rooms and
dining halls. A few constructed dioramas, designed stained glass win-
dows (subject to the abbot’s certification of authenticity), and sought to
expand their opportunities and power. The girls examined the history
of women in the Middle Ages, seeking acceptable ways to give them-
selves as much power as possible over their estates. Some were widows
and some were unmarried heirs without a male relative in sight. A few
had a husband, but he seemed little interested in the intricacies of direct-
ing the estate. All of my students began to speak in character, even in
grammar (Latin) class!
Danny, the holder of that largest central village with the bridge (Au),
really wanted to get wealthy. He cast about for solutions. His own vil-
lage had grown so much over the centuries that he was actually losing
valuable land. He valued his position as a centre of craftwork for the val-
ley, but without land he was unsure how to expand his production. He
contemplated placing a tax on the bridge but his neighbours, including
some nominally unaffected, let out such an uproar that his overlord, the
wise Lord of Bregenz, refused to allow this change. Danny’s estates were
some of the best in the valley. They were not the largest, but he was one
of the wealthiest. He wanted more.
Frustrated, Danny finally came to the realization that land was by far
the most valuable possession in his society. The problem was, he didn’t
know how to get any more. It couldn’t be bought or sold. In fact, he
didn’t really own his estate, for he simply had it on loan from his lord
in Bregenz. He didn’t contemplate this frustrating fact for too long. He
needed a way to acquire more land which he could then manage for the
greatest profit. He questioned, he read, he sat pensively during soccer
games and class meetings. Then he saw how it was done.
‘Becca, will you marry me?’ We all looked over to see Danny down
on one knee before his friend and long-time schoolmate. She was strug-
gling not to laugh, but was intrigued at the same time. She knew he was
asking in character, and they handled this potentially embarrassing mo-
ment very well.
‘Just a minute. I need to confer with my advisors.’ She came over to
me, and we discussed the details of brideprice, her lands (the largest in
the valley), her need to protect her son by a previous marriage, and so
forth. Danny and I also spoke, and the negotiations dragged on for over
a week. But in the end they were able to announce their planned nup-
tials to the rest of the class and were received with whoops of approval
and delight. There were a few envious looks.
This is when my class got really busy. Danny and Becca sought the
approval of their overlord, which was speedily granted following pay-
ment of the traditional fee to his lordship. Danny sent out official invita-
tions. He asked the abbot to preside over this important ceremony and
he, of course, agreed, though Danny soon after donated a new altarpiece
to the mountaintop abbey and granted the abbot certain rights in perpe-
tuity. Danny arranged for dancers, musicians and the feast following the
religious ceremony. This was getting expensive.
The attendees planned and in some cases actually constructed their
gifts for the newly-weds. The abbot, Leif, planned his words based on
traditional marriages and his own sense of propriety. This came to over
a page, which he translated into Latin (with the help of his loyal scribe).
He retained Jenny, a less wealthy noble, to assist in the pageant, and
there was some talk of their lengthy and perhaps impropriotous meet-
ings. The hall was prepared. Becca practised her entrance dance with
her attendants. Local cooks (parents) prepared for an authentic medi-
eval marriage feast. The whole school watched with amused and fasci-
David Millians is a member of the GAMA Gaming & Education Group, and
currently teaches ten- and eleven-year-olds in Atlanta, Georgia.
by Nathan Gribble
tion and was a very basic trip into a wight’s burrow. With ten players all
clamouring for my attention, it should have been a complete disaster,
and I would have been thrown to the lions by any adult gamers, but the
children lapped it up. They were scared about going into a dark tunnel;
they were confused and then thoughtful about a puzzle trap, and they
cheered when the wight finally went down to a lucky blow by a hobbit.
Afterwards they spent hours talking about the game, and bullied me
until I did it again. So although it is true that children often enjoy games
like this that adults have grown out of, it is we who are to be pitied, not
them.
This does not mean that children are incapable of playing anything
more sophisticated. Children can enjoy and contribute to many types of
games. Indeed, I think that they often find it easier to adapt to new styles
of play than we do, since they are not yet ‘set in their ways’. This can still
surprise me at times. I would not have expected the children to enjoy
Space: 1889, but they did. They all took the roles of Victorian English
gentleman, except for one who played a deranged Scottish cook. With
a little help, they took to Colonial Imperialism like Ironclads to water.
Although superficially the game consisted of little more than bad accents
and worse moral attitudes, it often managed to be quite satirical. The
jokes were always at the expense of the bigoted player characters, and
the children seem to enjoy and understand this: ‘Trust those damned
greenies to pull a trick like that: now who’s going to carry the bally lug-
gage?’ It was also, incidentally, quite educational: the children have been
ransacking libraries for Victorian photos with which to flesh out their
characters.
I was also pleasantly surprised by a Toon game in which one of the
players played the county of Cornwall, and another played the sentence
‘Oh no, look behind you’. ‘Cornwall’ confessed that when it was cold he
could barely feel the Scilly Isles, and ‘Sentence’ had the special ability
to leap out of a PC, NPC or object at any moment. If I had run such
a game with adult players, people would have said that it was radical,
experimental and surreal.
That said, unless someone shows them that there is a better ap-
proach, children do sometimes fall into the trap of playing role-playing
games to win. But this ‘winning’ does not involve creating a more power-
ful version of themselves. Teenagers in particular are often very unsure
of who they are in real life, which makes them very reluctant to create
a character who in any way resembles them. You might expect that this
would mean that they would create a sort of fantasy role-model: a player
character who represents the sort of person they would like to be. I tend
to find that the opposite is the case.
Children are happy to play characters who have the same good
points that they do, but shy away from creating ones who share their bad
points, or with compensatory good ones. A child who thinks they are
tough might create a tough player character, but they would be equally
happy to create a weak one. A child who feels weak and vulnerable, on
the other hand, will certainly not choose a weak character, and would be
fairly unlikely to choose a tough one since that would also draw attention
to their vulnerability. When children start to come to terms with their
own failings, it is sometimes reflected in their choice of player character.
At one time, a fairly fat and un-academic child used to create care-
fully designed killer characters. At first I thought that this was because
they were easy to play, but I am now sure that he would have felt unsafe
playing a realistic person, in case he showed up his own weaknesses. A
short time ago he produced a character who was a hugely fat engineer-
ing genius. This highlighted both his fatness—he did a lot of humorous
belly-wobbling acting for the part—and his inability to do brain work.
He asked me to be aware that he would need help to play the character’s
scientific expertise. I was very pleased with this because it meant that he
was comfortable enough with himself and the other players to let down
his guard.
Among adult gamers it is often the players’ acting ability that creates
a ‘good game’. Children are rarely such good actors as adults, and they
are certainly not interested in introspection or ‘method acting’. Children
do not seem to identify with their PCs in the same way that adults do.
They regard them with affection, but as external constructs; puppets to
be manipulated. What happens to their character does not affect them
in the way that it would an adult. When Steve McQueen drives his mo-
tor bike into the barbed wire at the end of The Great Escape we are des-
perately disappointed, but we do not remotely feel as if we ourselves
have been trapped. This is how it is for children in role-playing games,
although possibly with even more distress because they are responsible
for the PC’s problems.
This doesn’t mean that they talk about their characters in the third
person. The detachment shows itself in less obvious ways. I’ve seen a
child playing a Jedi Knight in Star Wars who, while trying to save the
lives of his friends, fell foul of his anger and was taken over by the Dark
Side of the Force. Although the child represented the character as be-
ing distraught and repentant, he himself was gleeful at the power his
character had gained, and confessed to looking forward to the next time
he could use it. The children’s detachment from their characters means
that they can swap perspectives from one character to another quickly.
This shows itself in their willingness to change characters when they
have ‘had enough’ of one, and in conversations about what their next
character will be should their current one die.
Adults often make decisions about their characters’ actions based on
what they would do themselves in the real world. Children simply do not
Nathan Gribble teaches, if that is the right word, maths, outdoor pursuits and
role-playing at Sands School in Devon.
In short, dyslexics don’t just suffer from learning difficulties, but also
from their inability to be what society unfairly classifies as ‘normal’.
Role-playing games have several things to offer the dyslexic. Firstly,
the relaxation and escapism of playing characters in foreign settings can
have great therapeutic qualities. Secondly, they can be used as a multi-
sensory learning technique, to relieve and improve symptoms such as
reading and writing difficulties. Thirdly, they are entertaining to par-
ticipate in, and therefore encourage the dyslexic to practise skills that
they might normally be reluctant to use. And finally, they provide an
unbiased medium for dyslexics to interact with non-dyslexics through
the use of imagination and speech.
Therapeutic role-playing is a subject that has already been covered
by many writers, so I’ll only briefly mention it here. Most people play
games for the purpose of relaxation and leisure; dyslexics are no differ-
ent from anyone else in this respect. Role-playing can be an excellent
tool for stress management. All the day’s tension can be so easily thrown
into knocking the living daylights out of some NPC baddie! Because
dyslexics are permanently at an academic disadvantage, they naturally
have to work harder than most people at many ‘ordinary’ tasks. Often
frustration and anger are increased by the sense that they are in an ‘un-
fair’ situation. When this happens, role-playing a character in a fantasy
environment where magic and swordsmanship are more important than
literacy and calculation can be a marvellous emotional tonic.
Multi-sensory teaching practices have been used for many years
in cases where a person is discovered to be suffering from dyslexia
by primary school age. The use of puzzles, games and more ordinary
forms of teaching, combined with the use of shapes, sounds, colours
and textures can have a dramatic effect upon the learning speed of the
individual. Regular school lessons are usually multi-sensory in nature,
with audio, visual and practical components. But dyslexics are dyslex-
ic because they have problems with the standard approach, and new
techniques can often have near-miraculous results. Basic multi-sensory
practices would include teaching the alphabet by speech, by writing
the letters, by repeating the sounds of upper and lower case letters, by
touching wooden templates, by colouring in pictures of the letters, by
drawing pictures of objects beginning with the initial, and so on. There
is nothing especially new about these approaches, but rarely are they
all combined together to comprehensively make the dyslexic familiar
with the subject matter.
Most role-playing game use some form of character sheet, which re-
quires a small amount of literacy to fill out. Reading a character’s sheet
might not be a demanding task for some dyslexics, but the repeated
use of the familiar tool can help to ease the individual away from the
habit of deliberately avoiding all written material, which many dyslexics
develop. Most rulebooks have illustrations and colour pictures which are
sure to stimulate the imagination. These can also help to bridge the gaps
between dyslexics and non-dyslexics. Additionally, the use of speech and
live role-playing help to broaden the multi-sensory content of RPGs,
and possibly assist the natural learning process of written and spoken
language and grammar.
Some hobby-related material (solo game books, for example) are
especially designed to encourage young readers to become interest-
ed in reading or role-playing. Because of their more simplistic use of
language, they can be used as a stepping stone to reading the massive
rulebooks of the popular adult role-playing systems. Presenting written
information as part of a mostly spoken activity is a useful and entertain-
ing way of encouraging dyslexics to read. This point is supported by
the progressive nature of many RPGs: characters gain experience points
and go up levels, and the player has to increase their knowledge of the
rules. Players thus have a sense that they are achieving something. Most
companies produce vast numbers of game supplements: players need to
read them in order to develop both game world and character, and thus
they can encourage literacy.
Because of the stress placed upon literacy within our culture, many
dyslexics develop reclusive personalities. This appears to be a defence
mechanism to avoid embarrassment, or to make life easier for them.
Many dyslexics suffer as a result of such behaviour, and psychologically
add to the barriers that separate them from non-dyslexic people.
However, since role-playing has a largely verbal content, most dys-
lexics can use it as an unbiased medium for interaction with the non-
dyslexic world. True, it is necessary to do a lot of reading of rules in order
to play most game systems, but this is something that can be laboured
over in privacy if need be. Most role-playing groups seem to abandon
rulebooks during actual gaming sessions in order to avoid unnecessary
delays in play, which leaves more time for spoken role-playing. As a re-
sult role-playing can be a useful socializing tool for people who would
normally feel uncomfortable in public because of their invisible handi-
cap.
Speaking for myself, my interest in role-playing games motivated my
desire to read, and has also created a desire to write within the role-
playing field. I believe that my experience could be of benefit to other
dyslexics, and I hope that in the future I will be able to continue working
on the development of role-playing as an alternative means of educa-
tion. One immediate idea I have is to see if a hobby-related card game—
Magic: the Gathering or Once Upon a Time—can be used to encourage
and practise reading skills. I am working on a small project to create an
RPG which stresses the importance of communication and learning, and
which contains easy-to-read rules, thus making it accessible to dyslexics.
Andrew Malcolm is a member of the Stockport Dyslexia Association and has been
role-playing for more years than he cares to remember. He became interested in
writing for role-playing publications as an exercise in overcoming his own specific
learning difficulties.
Bibliography
The Dyslexia Handbook 1993/4, edited by Julia Crisfield, published by the
B.D.A.
Information on Dyslexia in Schools, Jean Auger, published by the B.D.A.
Overcoming Dyslexia, Dr B. Hornsby, published by Macdonald.
For more information about dyslexia, contact The British Dyslexia As-
sociation, 98 London Road, Reading, RG1 5AU.
tion the Chautauqua became not only an educational tool but also an
interactive and imaginative form of entertainment.
As the programme took on more interactive aspects, popularity and
public support began to grow as well. 1993 was the final year in a three-
year grant which included the largest block of funds ever allotted to a
single organization by the National Endowment for the Humanities.
In 1994 another grant was issued for the continuation of the project.
People in otherwise isolated areas of the country have enjoyed both the
excitement of a ‘tent show’ coming to town and the educational enlight-
enment which occurs as well. The locations of the programme change
each year, but it’s not uncommon for people whose town hosted it in one
year to drive a hundred miles or more to attend again the next.
The current format for the show is interactive from the very begin-
ning. The Chautauqua travels to towns in which the programme will be
focused for a week at a time. Rather than having a truck pull up in the
town and deliver a fully formed show, the townsfolk play an important
role in the formation of show from beginning to end. They help with the
preparation of the tent, pounding stakes, setting up the chairs and the
stage. This initial stage provides the members of the town with a sense of
ownership or relationship to the programme.
Over the course of the week, the town is involved in nightly stage
shows during which scholars educate them about historical figures
through in-character monologues, dialogues with other characters, and
audience-based question-and-answer sessions. The scholars are also in-
volved in several in-character and out-of-character workshops, some-
times with adults and sometimes with children, in which they entertain
and educate the participants. Last year’s show included a nature walk led
by Henry David Thoreau; the re-enactment of an 1850s school-day with
Margaret Fuller, and a poetry writing workshop taught by Walt Whit-
man.
A typical day on the programme begins with a breakfast meeting with
the performer of the previous night, who gives a little out-of-character
insight into the writings or life of the person they portrayed in the show.
During the rest of the day several workshops are held, and they em-
ploy varying degrees of role-playing. Some of the workshops are not
suited for any role-playing at all; they are seminars in which the scholar
and the participants discuss the character in the third person. Others
are pure role-playing, usually involving children who seem less insecure
about joining in games of ‘let’s pretend’. The scholars appear in full
costume, often with props, and the entire workshop is in-character, with
the scholar and the participants all imagining themselves in the setting
of the character and interacting with that setting. When possible, these
workshops are held in historic houses, libraries, schools or woods. Each
evening is spent under the tent, much like it was in the 1860s; the schol-
One of the subjects of the 1993 Chautauqua was Louisa May Alcott.
It is likely that the audience already knew that Miss Alcott was the author
of Little Women, Little Men, Jo’s Boys and other romantic books for young
people. The Alcott presenter had to touch on that aspect of the character
in order to engage the audience and meet their expectations. Some of
the audience members with a particular interest in the character might
know a bit about her family or her activities during the American Civil
War. The presenter could easily work those aspects into her presenta-
tion, and still entertain the audience. It was more challenging for her to
convey several less well-known titbits about the character: that she also
wrote ‘blood and thunder’ tales with provocative names like Pauline’s Pas-
sion and Punishment under various pen-names; that she taught herself to
write with her left hand so she could produce twice as much, or that she
spent her early years in an experimental commune called Fruitlands,
started by her father.
Shaping the background of the character into a dynamic presenta-
tion by telling entertaining stories is one way to educate the audience,
but it is also important that the presenter hint at underlying difficulties
that the character might never have spoken about directly. Why did Al-
cott feel responsible for her family? Did she resent her father’s absentee
role, as he travelled the country giving esoteric talks as a professional
philosopher? By giving the audience interesting bits of biographical in-
formation in between entertaining quotes and witty stories, the present-
er leaves many aspects of the character open for the audience to discover
during the question and answer session.
The presenter needs to have a general idea of what questions are
likely to be asked during the question-and-answer period if it is to go
off without too much trouble. If the audience is likely to ask how Alcott
produced so many works during her life, the presenter might have a
funny quote from the character in the back of her mind ready to spring
out. An answer such as, ‘Well, I worked very hard,’ is likely to deflate
the enthusiasm of the audience whereas an entertaining or inspirational
quote (‘When writing it seemed that I was sucked into a vortex and felt
no hunger nor fatigue. I was perfectly happy and seemed to have no
wants as long as I was scribbling,’) will encourage and engage the audi-
ence. Of course, this form of presentation is time-consuming, and while
it is easy to discuss what should be done, it is not always so easily done.
Much practice and preparation are necessary.
Having seen the success of the Chautauqua programme myself,
the first question that springs to mind is, ‘Why aren’t there more pro-
grammes like this one?’ That is a difficult question. Despite the success of
the programme in some areas and the renown it has gathered in certain
circles, it is still generally unnoticed by the public. Even after a decade
of ever-increasing success and public support the programme, and by
Nicole Lindroos Frein has been involved in the role-playing industry since 1987
in one capacity or another. She is currently working as a freelance writer and edi-
tor in Vancouver, British Columbia. Her most recent efforts have been for FASA’s
Shadowrun and Earthdawn games, layout for Atlas Games’ Champions li-
cence, and various contributions to the start-up of Bootstrap Press’s new maga-
zine, Adventures Unlimited.
tion. This model of game presen- The third system, for spell-
tation has some amusement value, casting, is actually rather nice.
but it doesn’t quite work for me. Characters must first research
Let’s take the two major ele- spells that they wish to use from
ments in reverse order. The game books belonging to the secret so-
mechanisms are based on the cieties which train all spell-casters.
use of a deck of standard playing There’s a small question as to how
cards—or rather, two decks. This flexible any given piece of research
idea was mentioned frequently in can be, and how long it takes, but
the pre-publicity. It might have ‘GM’s option’ is a catch-phrase
been silly if the game had merely Falkenstein players will often find
employed the cards as a random themselves using. To cast the
number generator instead of spell, the PC must calculate the
dice, but things are actually a little net ‘mana cost’ and start drawing
more cunning than that. There cards from the second deck, one
are three different mechanisms every two game minutes, until they
used; the primary one involves have enough energy in hand. The
the players each holding a hand system also allows for runaways
of four cards which can be played and side-effects, but puts few up-
whenever a skill resolution check per limits on power. As a system,
is required. The referee also holds it is perhaps more colourful than
four cards, to play on behalf of balanced.
NPCs or blind chance. Thus the Wizards can also fight magical
system embodies a system of ref- battles using the duelling system;
eree fudging, but with limits, and why they can’t make similar quick
enables players to anticipate in attacks on non-wizards isn’t clear,
which areas their characters will but I can think of one or two dou-
be especially effective in the near ble-talk justifications. GM’s op-
future, possibly leading to some tion, GM’s option … The sample
interesting tactical play. I’m not scenarios are full of NPC wizards
sure whether it’s the future of throwing the kind of quick-fire
role-playing, but it has its interest spells that PCs will hardly ever
value. manage. Some gamers can take
There’s also a fairly simple sys- this sort of stuff; some, I know, will
tem to handle duels and other one- get very annoyed.
on-one conflicts, using cards—but Evidently, the game designers
only as concealable indicators of want to lose the old RPG eccentric-
intent. Although this system allows ity of describing a character with a
for a certain amount of ingenuity piece of paper covered with more
and bluff, it almost invariably gives numbers than words. Falkenstein
victory to the more skilled partici- characters are defined by a fairly
pant, but with enough descriptive short list of abilities, rated from
detail to enable the duellists to ‘Poor’ to ‘Extraordinary’. Each abil-
pull tricks at effective moments. ity is defined broadly, and the list
The motivation and the context of the characters must master; while
this remark is uncertain: those of at the same time giving consid-
us used to the American Bible-belt eration to what extra vistas of play
attitudes to role-playing games would be opened up to PCs who
may well read in more than the have achieved this transition. Were
authors intended. To keep this re- it not for this, I would have con-
mark in context, one should also cluded that Agartha was never in-
bear in mind that In Nomine Sa- tended to be actually achieved by
tanis and Magna Veritas, the role- a player character, and was men-
playing games of, respectively, de- tioned in the game in order to pro-
mons and angels were also devel- vide a positive goal for the player
oped— and are well supported— characters— who would otherwise
in France. spend the whole of the game try-
The implicit long-term goal ing to avoid being captured by
of Nephilim is to act out the ‘Great various occult conspiracies for use
Work’, the transformation of the as magical fuel.
self that is at the core of many oc- I am not myself a believer in
cult traditions. To this end, the self-transformation by role-play-
characters—magical spirits pos- ing, but I nevertheless feel that it is
sessing human bodies—strive to rather incongruous to reduce the
reach the enlightened state of characters’ development to pure
Agartha, after which point they game mechanics in this way. By
can shed their human hosts and comparison, the enlightened state
act freely of the constraints of of Golconda in Vampire has few
space and time within the world game-mechanical requirements:
of myth. It should be noted that the emphasis is placed much more
in this original version of the on the role-playing of the charac-
game, the human hosts are not ter towards that end.
subsumed at this point, but in- Two other games bear com-
stead recover their freedom. parison with Nephilim. Shadowrun
A character reaches this point has a magic system written by a
of enlightenment purely by ac- practising ceremonial magician,
cumulating game-mechanical to- and Mage (which styles itself the
kens. They have to acquire high game of modern magic) has the
characteristics and skills, and mas- theme of personal and global
ter three degrees of magic, a task transcendence. Both of these use
more than comparable with that of mortal PCs. Both of them have
reaching RuneLord status in Rune- game numbers representing the
Quest. However, having defined PC’s mystical atunement (Initia-
the requirements for the Great tion grade and Arete, respectively)
Work purely in terms of game but both have guidelines for paral-
numbers, the core rulebook omits lel role-play requirements, so that
any details of the highest grades of spiritual growth is not simply de-
Alchemy and the Qabbala which pendent on game mechanics. The
a parody of the RPG industry, a what they were doing while they
satire on gamers and gaming, an wrote and drew the game. There
entirely successful attempt to pro- is nothing new in role-playing
duce a RPG which appears to have companies poking fun at each
been designed by a drunken col- other’s products, but this is the
lege student, and variously as the first game I can think of that con-
first post-modern, generation X, stantly pokes fun at itself. Some
Nintendo-generation or ‘slacker’ jokes get stale fast, specifically
role-playing game. Let me at- the interminable excuses for bad
tempt to describe it before I begin spellings and crossings-out—
to attempt to form any theories have these people never heard
about which of those are true and of dictionaries and correction
what HÔL is actually trying to do. fluid?—but the humour is gen-
HÔL is set on HÔL, the Hu- erally strong enough to reduce a
man-Occupied Landfill, a cross roomful of people to a giggling
between a garbage dump and a mound. I’ve seen it happen.
penal colony on the far, far rim About a fifth of the book is de-
of a far, far-future galactic em- voted to the rules. As you might
pire which is controlled entirely expect, these are mostly designed
by a religious fast-food operation. to be funny rather than usable, but
The player characters are prison- I got the strong impression that
ers trapped on HÔL. They can the creators were trying to devise
explore the place, do battle with mechanics that could be made
the other inhabitants, or attempt playable with a little tweaking and
to escape. There are two pages of the addition of a couple of missing
adventure ideas, and no advice to sections. The character generation
players or referee on how to write system comes to mind: there isn’t
their own, or run the game. One one. Instead players can choose
gets the impression that these, like a pregenerated character from a
many other sections of the rules, list of ten—including thinly dis-
have been sacrificed to make way guised versions of Clint Eastwood
for more humour; and campaign and the Silver Surfer, a gaming
play probably isn’t an option. nerd, a killer clown, a stereotyped
HÔL is about 128 pages (no bounty-hunter and Elvis. Which
page numbers), entirely hand- might be okay, except that one of
written and profusely illustrated. the reasons given for the omission
It is also genuinely and relentless- of a character-generation system
ly funny, written and illustrated in the first place is that players
in a style that’s not so much ‘in- left to their own devices inevitably
yer-face’ as ‘up-yer-nose’. Jokes come up with derivative, unorigi-
fly thick and fast: jokes about nal characters.
RPGs, about RPG players, about The mechanics suffer from an
the game system, about the back- age-old problem: it’s very hard to
ground, about the creators, and be funny within a rigid pre-defined
structure, such as RPG rules. The Teenagers From Outer Space. I know
creators have settled for a system bad, and these are bad.
that failed when Tunnels & Trolls None of this stuff is coherent,
used it over fifteen years ago: giv- the history is irrelevant and the
ing abilities silly names. Casting a game creates no sense of what
‘Take That You Fiend’ spell (T&T) player characters should be do-
or using your ‘Making Sharp ing, or why they would want to do
Things Go Thru Soft Things That anything. In fact, about the only
Scream And Bleed’ skill (HÔL) will thing that one gets a clear sense
be funny exactly three times, and of is the level of hideous violence.
then it will get tedious. If these HÔL reads a lot like Paranoia, only
mechanics are meant to have any without the hope, optimism and
lasting usability—and it’s entirely good will to your fellow semi-sen-
possible that they’re not meant to tient beings. This is a game with a
have that at all—then this isn’t a full-page chart of ‘Anguish Factor
good way to do it. Equivelencies’ (sic), running from
Still in game terms, the back- ‘stapling your finger’ to ‘unpro-
ground suffers from the same tected re-entry into the atmos-
problem as the mechanics: things phere’, via ‘crushing your ankles
are in there because they’re funny, with a sledgehammer’ and ‘clip-
not because they add anything to ping live jumper cables to your
the game. It’s a brilliant hotch- tongue’.
potch of ideas, roughly half of You may be wondering why I
which are irrelevant, and the insist on reviewing HÔL as a real
other half of which are illegible. role-playing game rather than as a
Okay, that’s a cheap shot: most of parody of such games. It’s because
the game is readable, but the fact I suspect the designers intended
that it’s hand-written means that it to be taken that way, at least in
it could probably have fitted all its part. There are references within
contents, including the art, into the game to the way it should be
sixty typeset pages. played, and to the way it has been
Most of the background con- played in the past. There are ta-
sists of a history of the Confedera- bles and charts that take up entire
tion of Worlds, or COW (most of pages—low humour value there.
the jokes are better than that), a Most importantly, there are the
description of some of the groups references to forthcoming supple-
that hang out there, and a seven- ments, which are plentiful and bla-
page description of HÔL itself. tant.
The inevitable ‘Beastiary’ (sic), Given that HÔL is a game that
equipment list, NPCs and adven- doesn’t take anything seriously,
ture seeds follow. The latter are the least of all itself, it’s entirely pos-
weakest ideas for plots I have ever sible that when the designers say
seen, and that includes the adven- that certain areas will be covered
ture seeds in the first edition of in future releases, they’re satirizing
the way certain games companies tion and the style of writing, not
leave holes in their system which in the setting, characters or possi-
require filling at a later date with bilities for adventure, and will not
a supplement or second edition carry through into gameplay. Al-
of the rules. Or possibly not. HÔL though the rules and background
has important chunks of its struc- have flashes of utter brilliance wor-
ture missing as well, and any jokey thy of being plagiarized by every
references to supplements around designer in the industry, HÔL fails
them sound more than a little completely as a game.
forced. HÔL is not a classic, but it’s a
Despite the statement at the first. It reminded me a lot of the
beginning of this review, the crea- Harvard Lampoon’s parody of
tors of HÔL are clearly not drunk- Tolkien, Bored Of The Rings: the
en college students. They know humour is lumped together in the
what they’re doing, and it doesn’t same way without any apparent
take an idiot to look at the RPG direction, and the only coherent
market and work out that the prof- structure is the one inherited from
its are made on supplements. HÔL the satire’s target. Nevertheless, it
as it stands is unplayable, and even is the funniest role-playing-related
if a referee were able to jones to- product I have ever read, it hits
gether a workable system, a game some of its targets with unerring
session would end up as little more and very painful accuracy, and I
than a slugfest since there is noth- recommend that everyone who
ing for the player characters to has ever thought about designing
actually do except shoot at things a RPG should read it. On the other
and get shot at. But with a little hand, if Dirt Merchant Games (or
work and a couple more 128-page White Wolf/Black Dog, which will
books, who knows? The problem be reprinting the game in the near
with that is that right now HÔL future) ever produces a single sup-
is a brilliant parody of existing plement for it, please hunt the de-
games, and much of the delight signers down and hurt them with
of reading it comes from that. The extreme prejudice. Clipping live
moment the creators start releas- jumper cables to their tongues
ing supplements for it, they will would probably do the trick.
have become the target of their
satire. Big-smelly-foot-with-uncut-
toenails-in-mouth: anguish factor
‘equivelency’ 6. 1
The ‘O’ in HÔL should have a ma-
I also do not believe that HÔL cron (‘¯’) over it, but since the ANSI
could work as a playable RPG, no character set cannot represent ma-
matter how much work is put into crons properly I have substituted a cir-
it. The humour is in the presenta- cumflex accent throughout.
die’ which has an equal chance a 2 and fail on a 7. This has the ef-
of giving a result more favour- fect of … er … nothing at all, so far
able to the dreamer, the dream- as I can discern.
walker or the nightmare. (What Finally, the game contains
does a result favourable to the some of the most appalling prose
dreamer mean? ‘The dreamer’s that I have ever seen in a published
mind causes something maybe a product. In some cases I got the
little weird to happen, and then impression that the text had been
again maybe it doesn’t. You must badly translated from the Chinese.
determine exactly what happens,’ Surely a sub-editorial stage could
the rules helpfully suggest.) The remove monstrosities like:
existence of this dream dice is the ‘Shattered Dreams holds a
first mechanic mentioned in the large emphasis on the role-
referee’s section, which the players playing aspect of the game.
Some games emphasize rules
are exhorted not to read. How its and charts instead. What this
existence is to be kept secret from means is that Shattered Dreams
them, I really cannot imagine. places its emphasis on the
This already fiddly system is essence of the game rather
muddled still further by a system than in the letter of the game.’
so ludicrous that I couldn’t bring And yet; and yet. Despite it all, I
myself to playtest it. Your skills am still in love with the concept be-
are defined as a number between hind this game; and despite it all,
1 and 12; but this number is not my playtest group said that they
the number you need to role on would be interested in playing a
a twelve-sided die in order to suc- campaign set in this universe, pro-
ceed. Instead, you have to look up vided I ditched most of the rules.
your success number on a horrid I guess a lot will depend on how
little chart; a character with a skill well the world is fleshed out in the
of 8 would get seven success num- supplements, although I object
bers. This does not mean that you profoundly to there being insuffi-
succeed on a roll of 1–7; that would cient information in the game it-
be too sensible. Instead, they must self. There are good ideas in here,
define seven success numbers; concealed in amateurish produc-
any seven they like: 1, 3, 6, 7, 8, tion. The game has atmosphere
10 and 12, for example. The ref- and good ideas in abundance, and
eree is supposed to catch players ‘personal vision’ written all over it.
out from time to time by changing In an industry in quest of the Next
these numbers, so you might think Big Thing, full of products that are
that you succeed on a 7 and fail on mass-produced and superficial,
a 2, whereas in fact you succeed on that counts for a lot.
Khaotic
by Joe Williams and Kathleen Xenos. As a member of ISES, your
Williams mission is twofold. First, there are
Marquee Press; 192pp marauding critters on Earth to be
$24.95 dealt with. Second, you must use
Reviewed by Steve Hatherley the TransEgo Device and leap
mentally to Xenos to find a solu-
It is 2030 and the Earth is under tion to the problem at its source.
attack from ugly monsters with And that pretty much sums up
awesome weapons from the planet what players do in Khaotic.
role to jump back and forth be- In any event, players who
tween (two moving cars)?’ (p. 90). have participated in one of these
What the theatrical metaphor is subplots are rewarded with Plot
trying to communicate is the idea Points; a dangerous, complex sub-
of an all-but-ruleless, semi-live ac- plot yielding more points than a
tion game with a referee; a game simple one. This means that it is
where talking out of character is to the players’ advantage to create
discouraged but theatrical devices dangerous, interesting plotlines
like soliloquy and voice-over are for their characters; an approach
encouraged; a game in which the to player creativity that I find a lit-
players act out quite a lot of ac- tle cold blooded, but which would
tions physically, but where actions probably work in practice. These
like combat are handled verbally. Plot Points are described as the
Alongside the standard exhorta- ‘currency’ of the game; they are
tions to use music and lighting to a central concept of Theatrix and
set the tone for the game, the au- (fortunately) the one really good
thors suggest interestingly that: idea in the product.
Your Actors will gain an ap- The authors argue that a game
preciation for this texture world is a malleable environment,
when during your battle full of ‘packets of information’
Scenes, they’re separated by that are incomplete and which
some distance, ducked down
are ‘waiting for research or action
behind your living room
chairs, and are attempting
to discover their meaning’. The
to communicate across loud screaming you hear in the cellar
gunfire. might be some dreadful mon-
None of this is as new or original ster, but until you go down there
as Backstage Press seems to think, it might just as well be a trapped
but it is an approach which ap- child. Hence:
With a fair sense of timing,
peals to me, and reading about
anyone may complete these
other people’s playing styles is al- moments appropriately, ma-
ways interesting, even if you end nipulating the reality behind
up rejecting their advice. The them in an improvisational
authors advocate using multiple way.
referees within a single session It is within a player’s power to de-
(‘distributed direction’) and, more cide whether the screaming comes
interestingly, giving the players from a child, a monster, or some-
control over major plot elements. thing else. At a simple level this
Crucially, they tell referees to allow means that the game encourages
players to introduce new sub-plots a sort of co-operative, improvisa-
into the game; although they are tional approach to trivial detail.
annoyingly vague about how this If you are a private eye, you don’t
works in practice. Is a player sup- have to say to the referee, ‘Er …
posed to call ‘time out’ and suggest would there be a gun in my desk
a plot to the referee, or what? drawer?’ Since there might be, and
name. It turns out that the bi- breakdown of reality. Neither ad-
zarre Cut-Ups from Al Amarja are venture particularly requires the
just the tip of the iceberg when players to be either Cut-Ups or
it comes to people out to put a Control Freaks. Innocent bystand-
brightly coloured machine tool in ers will do, though anyone familiar
the spokes of Control everywhere. with Al Amarja will instantly sus-
Presented in full is the Coatless pect anyone who claims to be just
Code, the Chaos Boys’ creed, an innocent bystander.
which fits nicely on a placemat. Back to the Cut-Ups rules. Rob-
Fans of James Brown will thrill to in Laws has come up with an in-
know that his music forms a vital triguing alternative to dice rolling
part of the Chaos Boys’ approach to resolve game situations involving
to life, liberty and music theory. uncertain outcomes. Start by cut-
Cut-Ups technology also gets a few ting the hell out of a dozen or so
pages, revealing such wonders as magazines and newspapers. Put all
the actual Cut-Ups Device, which the interesting words in a hat, the
turns random words into reality, or more the merrier, omitting short
the CUSS (Collective Unconscious words like conjunctions and spe-
Swizzle Stick) which broadcasts cific words like proper nouns. Draw
thoughts and ideas all over the a number of words at random from
place, converting random words the hat, one word for every die that
(again) into a zeitgeist of uncon- would otherwise be rolled. With
sciously held beliefs. Great fun for your handful of interesting words,
starting rumours that just run and you then attempt to come up with
run. a description of the action you take,
The star of this chapter, and in- in one sentence, using all the ‘cut-
deed the whole book is the section ups’ you drew. The more colourful,
in this chapter of optional Cut-Up descriptive and appropriate the
rules. You might think that the phrase is to the situation at hand,
Chaos Boys don’t need no steenk- the better the result. The referee as-
ing rules but that just shows how signs a value of five points to each
wrong you can be. These rules are cut-up that fits with the scene and
designed to supplement or replace the action in an acceptable manner,
those in the Over the Edge rule- one point for each inappropriate
book. They’re so good they get a cut-up and two points for any cut-
few paragraphs all to themselves up that they cannot decide on. The
down below. sum of the cut-ups is used exactly
The final two chapters of as the sum of the dice would be in
Weather the Cuckoo Likes are two regular play.
unrelated adventures. The first, For example, Claus Brinker,
‘Meaningless Tissues’, deals with Cut-Up and combat monster, has
a control conspirator with a twist, drawn four cut-ups for his attack
and the second, ‘Last Chance on an opponent; ‘lyrical’, ‘char-
Brains’ presents the complete acters’, ‘north’ and ‘going’. He
the dice to be more acceptable. For extra. Without the cut-ups rules
those gamers who like to think lat- Weather the Cuckoo Likes would be
erally, however, let me assure you a solid work with useful characters
that the cut-ups can be a powerful and a couple of reasonable adven-
stimulus to the imagination. There tures. What lifts it into the realm of
is a box in my room full of savaged a potential classic is the quality of
newspapers and magazines which the writing and the genius of the
can be used to substitute for dice, cut-ups rules.
to suggest NPC reactions, to create Robin Laws writes clearly and
little stories and many other ideas fluently, with a sense of humour.
besides. Cut-ups are an imagina- His politics may come through in
tive and useful addition to any his discussion of Control Addic-
gamer’s repertoire of tricks and tion and its consequences, but he
props. doesn’t preach, just gently asks
In general, then, Weather the questions that you can think about
Cuckoo Likes can be recommended or ignore as you desire. The cut-
purely on the strength of the qual- ups rules have an obvious and
ity of the writing and the genius immediate application to anyone
of the Cut-Ups Optional Rules using the Cut-Ups Project and as-
section. The rest of the book is sociated loons in their Over the
good but more mundane in com- Edge campaigns and are readily
parison. The characters described adaptable to a multitude of other
are varied and may potentially fill game situations and systems. Let
many referees’ campaigns admira- randomness in to your head and
bly. Over the Edge lends itself to the you won’t regret it. Robin Laws
creation of weird and interesting may have taken fewer drugs than
characters, both PCs and NPCs, so the man whose work inspired the
perhaps character descriptions of Cut-Ups, but when was the last
NPCs not directly related to a story time William S. Burroughs wrote a
plot are something of an optional good game supplement?
According to Jon Gordon at Mag- with, even for those who have nev-
netic Poetry, Dave Kapell chose the er read any e. e. cummings.
Kit’s words ‘instinctively, looking Which brings me, in a rounda-
for versatility and the potential for bout way, to Story Blocks, which
imagery. He also had friends and is meant to be fun and which re-
housemates play with it and took minds me more than a little of
suggestions from them.’ There Once Upon A Time. It is twenty
seems to be a slight tendency to- chunky wooden blocks, each with
wards words with sensual or sexual two colourful illustrations, de-
connotations, although that could signed in such a way that however
just be the interpretation that I or you lay them down (starting with
my visitors have chosen to put on ‘This is a story about Sam/Sarah’
many of them—there is nothing and finishing ‘The End’), they will
implicitly sexual about words like form a story. The typical example
‘smooth’, ‘pant’ or ‘sausage’, only in front of me runs as follows:
in their context. The potential for This is a story about Sam / near
rhyming and scanning is pretty the magic monster / beside the
low, but then you’re not meant to park playground / and a crawling
be creating those kind of poems. caterpillar / walking with a white
wolf / grinning grandly / and a
Besides, if you want Paradise Lost,
goofy gorilla / trying to touch a
you’re going to need a lot more turtle / beneath the blue moon /
than four hundred words. The End.
What I found remarkable about It’s grammatically coherent and
the Magnetic Poetry Kit is the ease I suppose it makes some sort of
with which really quite good po- sense, but it’s not what I would con-
ems suggest themselves from the sider a story. Nor, I suspect, would
random jumble of words. People its target audience of children aged
wanted to play with it: every soirée two and up. The books of Vivian
would end with at least one new Gussin Paley, with their transcrip-
creation. Even with a vocabulary of tions of the stories told by three
only four hundred words, one can to five year olds show that while
create free verse, love poems—or young children may tell stories that
even haiku. The creator has cho- seem to be as illogical and random
sen words onto which anyone can as the one above, they do have a
project their own meanings, and strong sense of cause and effect, of
combining them to make inter- events happening in a sequence.
esting improvisations is very easy. A very young child may consider
What I and my co-designers tried ‘There was a dog and a bear and
to do with the archetypes of the a house’ a satisfactory story but
fairy-tale in our game Once Upon A very soon they demand more; not
Time, Dave Kapell has succeeded necessarily a plot, but a series of
in doing with the building blocks events. Story Blocks, being subjects
of modern poetry. And I have to and descriptions linked only by
say it’s tremendous fun to play conjunctions, gerunds and prepo-
sitions, does not provide this. It’s a D&D because the lack of a refer-
clever idea but it doesn’t work. ence to it in the rulebook implies
More importantly, there is that such acts are acceptable in
nothing here for a child to base the game-world. Specific words,
a story on. There are colourful il- or their lack, define the environ-
lustrations of colourful characters ment.
and places, but not enough effort There are other games which
has been made to link them; allit- use a similar effect: Dark Cults
eration seems to have been more (Dark House, 1983) and Once Upon
important to the writer than giv- A Time (Atlas Games, 1993) are
ing the characters in the story both story-telling games which use
anything interesting to do. The around a hundred cards to define
characters and descriptions may their respective genres, and there
be ones that children recognize, are other card-based products such
but they are not ones that lend as Destiny Deck (Stellar Games,
themselves to story-telling. There 1993) and Oblique Strategies (Brian
is no attempt to create a unified Eno/Peter Schmidt, 1975) which
genre for these stories, other than are designed to be ambivalent aids
that many of the pictures on the to creativity, but which end up im-
blocks are the sort of things one plicitly imposing their own genres
might expect to find in children’s and agendas on the act of creation.
books. The difference is that the three
What these three products products reviewed here make the
have in common is an attempt to process explicit: what they are do-
allow someone to create stories or ing and how they are doing it are
poems from a limited range of op- effectively the same thing. None
tions, a limited vocabulary. When of the genres they create can be
a person’s vocabulary is reduced, easily described; one has to expe-
the number of ideas that they rience them: Sexy Hieroglyphics (45
can express is also reduced. If it elements; 3375 possible combina-
is reduced massively then they are tions) hatches sensuous worlds of
forced into a particular style of ex- embodiment, Magnetic Poetry Kit
pression: a genre has been creat- (400 elements) produces a wonder-
ed. It may not be an existing, rec- fully poetic outpourings, and Story
ognizable genre, but it’s a genre Blocks (40 elements) creates an un-
all the same. Role-playing games, satisfying mish-mash, because the
which are entirely dependent on designer seems to have been more
language and vocabulary, do this interested in the individual ele-
all the time: their environments ments than in the overall result. All
are defined by limiting the ex- three are clever ideas; two of them
tent of the setting. As an example, make fascinating experiences. If
we assume there are no criminal there’s a lesson to be learned from
penalties for killing monsters in these reviews, it’s in that.
Limited numbers of the first issue are still available at a price of (UK/
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Please send cheques or international money orders in sterling or
U.S. dollars (made payable to ‘Hogshead Publishing Ltd’) to:
Interactive Fantasy, Hogshead Publishing,
[address redacted. Hogshead Publishing no longer exists.]
Errata
On page 86 of the first issue, in the article on CAR-PGa, the word ‘ration’
should have read ‘ratio’, and the ratio in question should have read 4:1,
not 5:1. We apologize for this error.