This blog started on 5 August 2016, making August a good time to take stock and reflect. It is now November, so take this for what it’s worth. This has been kind of an off year; the last one was very productive, while this one, a lot less so. Getting lost in larger projects slowed down visible progress, while too much real-life work has taken over a lot of the time left for the hobby From the grind, good things may emerge. But to tell the truth, it has been tiring.
The State of the Fanzine & Other Projects
This year, EMDT has published 4 releases, two in English – a setting guide to Fomalhaut, and an Echoes issue. This isn’t much. A lot of the summer was spent moving from a sole proprietorship to an LLC, which took up a lot more time than initially anticipated. It had to be done, as the business side grew too large for a sole prop, but figuring it out and setting things up was a lot of time not spent on the actual hobby. This is the less fun side of making the sausage. It is rewarding to write, do layout, commission orders, create maps, pack orders and go to the post, while this was just drudgery, and it started feeling a lot like a badly paid job. By the time things were set up properly, I got hit by an avalanche of short-deadline tasks at my day job, so I put things aside again, and it is now three months later with little to show. This was really annoying, but you don't get ahead by staying that way. E.M.D.T. ULTRAREALITY Publishing Kft. is up and running at last.
My shop is back up, and orders are open again for most of the world. Stock is available for most releases, except Helvéczia (which will be reprinted next year – it’s a complex product); what is not available at this time will be reprinted. US shipping is not yet available: the international postal system, of which the Hungarian Post is part, has not yet figured out how to administer tariffs. To my best knowledge, the baselines have been hammered out, but they have not yet been implemented on the ground level. This means things will take a bit more time to open up for the US side; once the system is online, I will need to learn and test it. I foresee things opening up fully by early 2025. If you would like to be notified of this, please send an e-mail to beyond.fomalhaut@gmail.com, and I will put you on the list.
But this year has also involved slow background work. I have the first new adventure written and laid out, and the illustrations are rolling in. City of the Ape-Men will be zine-sized, but on the larger end of it – a tropical isle adventure with a ruined city, a wilderness section, a nearby base town, and various smaller dungeons, so a lot of stuff. Hordes of ape-men too (no false advertising in the title), and dinosaurs, and a lot more. This was great fun to run, first in a campaign, then at a convention, then as a standalone multi-session module. It feels polished enough now to release, and it will likely be available in early December. Work is less advanced on Echoes From Fomalhaut #14, but it is slowly, slowly taking shape too.
Three major projects have been on my table, which is the “behind the scenes” work whose fruits are yet to be available. The first one if Gamemaster’s Guidelines Beyond Fomalhaut. This will be a hardcover OSRIC supplement focused on providing practical advice on designing and running old-school adventures and campaigns, from basic philosophy to tested design procedures. It is something you could learn the Classic Adventure Gaming philosophy from, while for old hands, it will provide useful techniques and helpful bits and pieces. This is an area where old-school gaming has been fairly underserved; there have been good primers and lots of good writing, but to my knowledge, no systematic teaching guide to pick up this style of gaming. (To be fair, OSRIC’s new GM book will be a step in this direction.) Obviously, this is a large undertaking, with a final page count promising to be a bit below 300 pages. The book would be available around this time if the year had not been what it was, but that’s not how it worked out.
As things stand, large sections have been done, sections have been partially completed, and there are sections which have not been touched at all. The work continues. For now, here is a list of chapters to give you an idea of what it will be when it is finished:
I. Guiding principles (a primer for CAG-style play, thoughts on sword & sorcery as a distinct style of fantasy, sources of inspiration)
II. Gamemastering (basic and advanced GMing techniques, game styles, harnessing randomness for creativity)
III. Optional rules (a collection of rules from our games for combat, mass battles, experience, magic, survival, poisons and disease, and a bunch of traps)
IV. Adventures and campaigns (the book’s largest section, with a discussion of openness and player agency; guidance and procedures for dungeon, wilderness, city and situation-based adventures; and a section on sandbox campaigns)
V. Fantastic worlds (guidance on creating game-friendly settings, fantastic societies, a larger section on religion, and a shorter one on variant fantasy settings)
VI. Taxes & death (basic domain management rules with procedures for taxation, regional development, construction, and armies)
VII. Monsters (a large section on monsters, some familiar, and quite a lot new; human NPC types; monster variants; and a large set of encounter tables for various purposes – in a sense, the “implied setting” of the campaign)
VIII. Treasure (a whole bunch of magic items, again mixing old and new; technological devices; my system of random treasure tables)
IX. The omniscient oracle (a selection of random inspiration tables: adventure locations, dungeon and wilderness sites, ruins, islands, weird civilisations, magical curiosities, curses, and downtime complication tables)
The second project is The Four Dooms of Thisium, a low-level sandbox campaign centred on the doomed City of Thisium. Thisium first took shape in the time of the Bat Plague, when everyone was locked up and nobody had better things to do than play; developed with maniacal speed and played with relish, a D-Day style campaign with a time limit and massive casualties. It was followed by another campaign with a different group, a bit more leisurely, and we are now playing it for the third time as an open table campaign on the CAG discord, where it is racking up the body count just as fine. (Positions still available.) The campaign has a bit of everything: city, Underworld, countryside, sea and dungeon adventures. It is a high-pressure, “git gud” kind of thing that’s deliberately challenging, but would work just as well for relatively new people. As it stands, the Hungarian version is well along: the manuscript is around 90% complete at around 150 pages of raw text (barring an intro chapter and final post-playtesting editing), all but two of the maps are done, and once playtesting wraps up, it can move into the layout, illustration and production phase. What this will first result in is going to be a book for the local gamers, but from there, I would like to move on to translating it.
The third project is also Hungarian for now. Last year, LFG.HU, our main RPG portal, ran an Adventure Site Contest, with yours truly judging the entries. There were three winning entries and three runners-up, which will fill up a large anthology (or two full-sized pamphlets; we will see). These are module-sized, location-based scenarios which turned out very nicely. I am hoping to publish English versions of the three winners in some way, either as zine articles or standalone booklets (they are kind of on the borderline). The local versions come first, but these, I feel, is something the Hungarian old-school community deserves to be proud of, and which the rest of you should enjoy to see.
Other projects which have seen little progress: Erillion, Land of Adventure (although the Hungarian edition of Baklin came out quite well, and shall be part of the eventual hardcover), the Fomalhaut Boxed Set. Them’s the breaks.
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| Invincible. |
The State of Gaming: Borderlands and Empire (Politisperging Edition)
If we are to discuss the state of old-school gaming this year, we must do so in the context of where D&D and the broader hobby are going. This year’s musings will be less directly concerned with old-school than usual. There are two basic reasons for this. First, the internal trends have barely changed from last year, and need not be repeated in detail: there has been a process of rediscovery, community-building, and new consolidation; returning to old-school gaming’s basic principles. All that was old was new again in 2004–2008, and al that was new in 2004–2008 is newly new again. Solid things are being created – modules like Brink of Calamity and Pestilence at Halith Vorn; fanzines like the renewed Fight On! magazine; the new edition of OSRIC; and the likes of Cauldron Con. That’s jolly good. But second, there seems to be a transformation outside our thing that will have important consequences for us in the next years. Be warned, this will get very political, very fast.
For a long time, the old-school has been kind of an island, existing not quite in splendid isolation, but at least partially insulated from a lot of the trends transforming gaming business-wise and culturally. Which is not to say it was all a bed of roses: the dangerhair takeover attempt of the late 2010s was a shameful episode that destroyed a lot of the accumulated trust and goodwill in what had previously been a very positive community; and the sheer sadism exhibited against James Raggi in particular an event which should make decent people recoil with shame. I believe this is mostly solved. The worst characters have fucked off to be a nuisance elsewhere, and the rest have sorted themselves into sufficiently separated sub-communities where there is little space or reason for conflict, increasingly for a lack of interaction. On the political side, there is correlation between personal politics and hobbyist niches, but no clear correspondence. If things didn’t become so utterly poisonous as they did for a while, this would be unremarkable. As is, armed vigilance is warranted, and lets people focus on creative growth. For now, this works better than pushing everyone together into a single room. It is easier to be on decent terms with a little space between us.
Now the thornier hobby context. If old-school gaming’s communities are keeps on the Borderlands, then the Borderlands are on the fringes of the Empire, modern Dungeons & Dragons. For over two decades, there was little reason to be involved with the affairs of the imperial core: the OGL served as a good basis to build our own thing, and the hobby’s good general health has had benefits for this far-flung corner. For all its merits and flaws, 5e’s success was the rising tide that lifted all ships. But that has changed. My thesis is that the Empire has entered a phase of stark decline, which will eventually impact it as a business, and as a hobby. This, in turn, will spill over into the periphery we inhabit.
The matter is not simply political – creative exhaustion and predatory business models play a large role – but politics is a big part of it. In the 2010s, fringe leftist politics would infiltrate every facet of society. If you are asking why your crocheting circle, aquarist Facebook group, or niche retrogaming community started to be about the New Thing all of a sudden, it is because everything started to be about the New Thing. This is the problem of the German Cat (many such cases!). Tabletop gaming was just one of the many hobbies downstream of this trend, although probably more vulnerable than others due to its general leftist slant and emphasis on inclusion. Even so, it took a while for things to change substantially, since “there is a great deal of ruin in a nation”. But the deal is done: hilariously obnoxious activism has utterly consumed D&D, and turned it into a weird “slice of life” fantasy game with twee Starbucks aesthetics, HR-approved messaging, and an inexplicable baking fetish. Credit where credit’s due, the activists’ victory has been complete, since they have, indeed, successfully redefined what D&D is in the public eye. As a minor side-effect, D&D 2024 is pretty much dead in the water, and nobody really cares for it. It sold well, but has no buzz, and does not seem to be played at all in the same circles where 5e had made an enormous splash.
The activist victory came at the precise cultural moment when people have just had enough of this shit. D&D’s core audience is young men, and it was always a game focused on their interests. “Norman wants to be a warrior-hero, using complex mathematical equations to blast big-breasted monsters into oblivion” as the late, great Jeff Freeman put it in the prophetic Chicks in Gaming, all the way back in 1997. It is fair to say that D&D 2024 is not a game for Norman, and has made this very clear in its messaging – it is for a new, modern, enlightened, diverse (etc.) audience that doesn’t really exist in large numbers outside girlboss-friendly Powerpoint presentations. As young men are departing the plantation en masse in the most hilarious outcome of modern politics, they are abandoning modern D&D as well, along with the rest of the popular culture which has tried, and in its largest self-own, finally succeed at exiling them into the wilderness.
It would be fun to think of them suddenly developing a range of incredibly right-wing games – Bronze Age Mindset has always called for an RPG adaptation ("Steppe barbarian. Nationalist, Fascist, Nudist Bodybuilder! Purification of world. Revolt of the damned. Destruction of the cities!") – but there are no signs they will do so. Adventurer, Conqueror, King comes closest to a moderate centrist idea of the concept of “slightly right-coded D&D” with its Roman Empire callbacks, historically solid sense of cultural colour (it is actually cool to play a badass Persian warrior when it is not accompanied by endless HR lady nagging), solid focus on conflict and warfare, and even its baseline mechanical complexity that appeals to slightly autistic young men, but ACKS cannot do the kind of heavy lifting only D&D is capable of. And D&D is incapable of course correction, in the same way fantasy publishing, or the movies, or computer gaming are incapable of course correction due to the tremendous inertia these systems have accumulated, and the institutional death-grip that holds them hostage. And so it goes. Gaming will not be more right-wing, it will most likely become irrelevant, abandoned by a generation of potential hobbyists. There is no greater sin in culture than being cringe, and role-playing has become really, really cringe. Nobody wants to play the pumpkin spice latte gay wedding game, sorry, HR ladies, none of us do. People put up with it for a time, but you were just far too obnoxious. A generation of angry young men will create a new culture of their own, but signs indicate tabletop gaming will not be a part of it.
These are the affairs of the Empire. What does this hold for the Borderlands? Imperial decline will mean what these things always mean: fewer resources flowing outwards, shrinking populations, and all that comes with being cut off. Shrinkage and decline will spill over to this corner of the hobby as well. Luxury edition Kickstarters are not going to be sustainable beyond the next few years. But it can also mean that the freedom of the frontiers can be preserved and formalised. Old-school communities, of which there are now multiple (separated by preferences which are not merely political), are well positioned to exist independently, as this has been the way they have grown up, and it was the brief period of rubbing shoulders with “industry professionals” and winning trophies at award shows that was the ill-fitting exception. These were never our core values. Old-school gaming will work well if it retains a cohesive creative focus, and cultivates excellence in its own framework. This will enable it to attract and retain new people on fair terms. When we look at successful releases, communities or events, this is the principle that animates them: they do a specific thing well. And this can let us survive and flourish, against the backdrop of a burning Empire.







Due to the foundation of the OSR publishing efforts resting on the internet which includes things like Print on Demand and Crowdfunding, the fate of D&D will have little impact on our efforts.
ReplyDeleteFor example the Dolmenwood crowd funding attracted 10,000+ backers. Shadowdark Western Reaches 15,000+. A successful funding campaign was, but it is but a drop in the bucket that Wizards and other publishers have in sales.
In a sea of leisure time activities competing for people's attention, the current health of D&D has little impact on what we need to do to get the word out and interest in our projects.
The OSR as it stands has outlasted several other design trends/movements in the hobby and it has developed a life of it own. It own OSR-in-motion as I would put it that waxes and wanes independent of other niches in the hobby.
I think this is a topic that should be further explored in depth.
However to be clear, I realize that the fate of the D&D brand is of intense personal interest to all of us. At the end of the day, the ideal world where both the OSR and the D&D brand thrive and have a vibrant creative community. But in terms of logistics, we have achieved independence.
DeleteYou are absolutely correct that old-school gaming has its own momentum, and furthermore, has grown up with a DIY ethos that makes it well suited to survive on its own (hence the Borderlands imagery used in the post). But I do think there are connections which link it to the larger hobby and D&D through more than sentimental attachment (which most of us still have on some level). It is useful to have a central platform that is visible to the world, and in a good way. Ryan Dancey's often-mentioned network externalities extend beyond the boundaries of D&D as a brand after all!
DeleteAn excellent summary of the state of the Art, and while I share your pessimism wrt the greater hobby, salvage operations are underway, and community building projects have a chance to endure or at least weather the coming storm.
ReplyDeleteFight On!
I do not share your main political beliefs and thrusts neither in general, nor in relation to gaming. Especially the linkage of preference of gaming style to political positions (reduced to a trivializing manichean left vs right in the US culture war sense) is both analytically wrong as it is damaging.
ReplyDeleteCauldron Con is created by and made for people of all sexes, beliefs and hair color, so please leave it out, even implicitly, of your theorizing about society as a whole.
Curiously some of the concrete swipes you are making, against the concept of 'cringe' for example, seem dated and point at the wrong direction. The US-part of the CAG-community is very consistent of even calling using direct speech in D&D 'cringe' and want to avoid 'cringe' to the utmost.
Talking about 'right-coded' games or spaces seem to me the
mirror image of wanting to create politico-ideologically pure versions D&D or the OSR.
A mere look at divided societies show the folly & error of these ways. To anybody who wants to make the games we play about personal and current political battles and ideology: stop.
A rare day, where Questing Beast has a better take (cp. 'Official D&D adventures are cooked') on the problems of official D&D than Melan! And that in your own area of truly exceptional, once-a-generation expertise: module design.
We obviously differ on this. Here are my comments WRT your points:
Delete1) It would have been preferable to keep gaming away from political disagreements, focus on hobbyist interests, and that was a way healthier approach than what we have now. I must declare here and now that Cauldron, to its eternal credit, has lived up to this ideal and then some. I am aware, through screenshots, that you got raked over the coals merely for having me and Prince there as participants. And I am genuinely sorry you had to take that sort of crap.
So that approach would be better. But that train left the station a while ago. It did so in the general hobby, and it did so in "the OSR", which was a mostly united community that got split once Zak's groupies gained institutional power in it. People got purged or blacklisted over politics. A lot of that happened in wider society too. What can you expect after that? To pretend not to notice? To continue to trust supposedly neutral systems and platforms that have already been weaponised against people (James, Alexander, etc.)? There is room for friendship and cooperation yet, but not blindly, and always well armed.
2) If you will remember, I raised the point about left-wing cultural hegemony resulting in a strongly right-wing counter-cultural movement all the way back in 2009 or 2010. You may in fact be my sole remaining witness (Pierce having disappeared into the aether), since the forum where I did so is long gone. I also noted that the alternatives will be Islamism, and in the US, some kind of social democracy or democratic socialism. I feel kind of vindicated on that, although that was kind of a shitpost. If you believe this is solely a US phenomenon, I will say this much: you are underestimating the problem. The sense of betrayal and despair I get from young Western European friends (non-academics, and mostly not from our sphere) is staggering.
3) Why would it be wrong to have right-wing tabletop games? Is it okay to have left-wing ones? There are plenty of those; I would say most major systems with the partial exception of early AD&D have a vaguely left-wing ethos. ACKS is a right-wing game in the sense Cyberpunk is a left-wing one, and a good one at that. And I would really like to see a BAM-inspired game because it is a key counter-cultural text that’d make for a rollicking fun RPG. But that’s not my point, which you seem to be missing. My point is that alienated young men are not creating super-right wing games at all. They are not seeing tabletop gaming as a thing they should be getting into. It is just not really a part of the cultural discussion. It’s probably the cringe millennial thing.
4) I watched Ben’s video (if it is this one: https://www.youtube.com/watch?v=w_yPG3zYgQ4 ). Well, good points, good points, but these are similar issues to those that have plagued modern adventure design in general. It has been talked about and then some. So I guess I agree, but I was pointing out something else.
I don't think CP2020 (or any other CP TTRPG from Shadowrun to Technoir) would be very left-wing - if anything, they are starkly materialistic. The protagonists (in rpgs or in the founding novels) aren't social reformers or revolutionaries, but assorted lowlives or downright murderers. They are not out to change the world, just want to exploit late capitalism through crime, then retire with their ill-gotten gains. The whole "shock to the system" bit feels contrived, a heavy-handed device latched on to the structure, but during actual gameplay things gravitate towards their natural tendencies.
DeleteShadowrun had quite notable leftist themes, while CP2020 is a bit more techno-libertarian. Nevertheless, the punk in all kinds of cyberpunk is there for a reason. How people actually played is another thing. "For-profit corporate espionage" was fairly common since it is a very good game framework, but "smash the system" was there as well, and the rulebooks probably wanted more of the second than the first. On the campaign level, you might see the first flow eventually into the second.
DeleteI couldn't agree more Set. To me the infiltration of e.g. the dnd world by a certain brand of leftist is mirrored by the infiltration of the sorts of dnd I'm interested in by right-wing politics. To make this an even more American conversation, it seems to me like "woke" assholes of both the left and right-wing variety love to ruin games. That is, people who love cancel-culture, love identitarianism of various sorts, and love to push culture war nonsense in places where it is not appropriate are two sides of the same coin, and both are a threat to the OSR or whatever we want to call it.
Delete@melan "Why would it be wrong to have right-wing tabletop games? Is it okay to have left-wing ones?" No I don't want an explicit political bent in my game systems or settings. They can both be political, but should not be ideological, if you get what I mean.
Regardless, I think the fact that we can even have these conversations is an indication that something is going right. When I think back to the late 2010s, there was even less space for disagreement, even more impulse to shun. We should protect, most of all, the opportunity to figure out what the hell is going on, rather than shutting ourselves off from one another.
For me, who doesn't seek a community, OSR (at its best) provides good adventures. Infinitely better than what WotC can offer. That's all I need.
ReplyDeletePolitics? Most gamers I know are like shy teenage girls when it come to politics (real politics, not modern-equivalent puritan rituals that is somehow called politics). I swear, what's wrong with you people?!
Great meeting of Orban with Trump! :P
Interesting, I never considered RPGs to be left or right wing. I always considered them on the basis of genre emulation. An RPG based on the Lord of the Rings would code right, a cyberpunk game would code left. That is due to the genre it is emulating not on a need to be a political tool. Creating an RPG as a political tool of the right or left feels gross to me.
ReplyDeleteThere is a distinction that you touched upon: every game has an ethos of some kind (not necessarily political), while some are, indeed, intended to be pushing a message. The latter are generally obnoxious, although there is the theoretical possibility they could be done well. (No,. I can't name any off the top of my head, which should be a good sign it doesn't happen enough.) The issue is that a lot of games, including D&D, have become the latter.
DeleteYeah, I don't give a crap about all this politics, who's against who bullcrap. I just don't pay attention to the dumb stuff out there. Most folks are just trying to put food on the table and have a good time rolling dice with good company for fun.
ReplyDeleteAnyways, just ran Isle of Birds out of Knockspell #1, my first adventure I've ran out of your stuff, Melan . . . and wow, deceptively awesome! This is some of the best game design I've seen. Risk and reward, weird stuff that actually has a major impact on play (instead of just being weird to be weird like a lot of so-called OSR stuff), etc. Just great stuff. I'll be re-skinning these types of adventures and using the same set-ups with different monsters, scenarioes, etc. I've been running games for a long time and this is the first time in a long time that I actually feel that I learned something from running someone else's stuff.
Thanks for that! Funny story about the Isle of Birds, it happened by complete accident. My players got into a fight they were starting to lose very badly, and one of the characters pulled out a ring that allowed one to request assistance from powerful Underworld spirits. He wanted them to transport the party to the Tower of Birds, but misspoke, and got them sent to the Isle of Birds instead, sending the whole campaign off in a completely different direction. The adventure came from me scrambling to make up something on the spot. It was great fun.
DeleteThanks for the info! I'm very excited about your projects, even if they take a bit longer. I can't wait to get my hands on the Melan DMG, the Erillion hardcover, the Four Dooms of Thisium... I understand it takes a great deal of effort to produce these larger work but they're also the most exciting ones. Can't wait!
ReplyDeleteAs for the other stuff... can't say I share the sentiment.
I don't think you can equates games with political bent just like that. To be personal, I (and, in fact, the vast majority of people I play with) am something you could call a progressive, although I'd prefer the term "urban liberal". By that logic, I should be playing something published by Evil Hat, probably PbtA or FitD or whatnot. I dislike that kind of games heartily! In life, I'm very supportive of rainbow-coloured hair, fluid gender roles and gay marriages, although I have absolutely zero interest in exploring them in games, and find games that forward these topics off-putting. I like my pulpy action, evil orcs, killing things and looting, thank you very much!
I do, however, share your disgust in current 5e. All of those images of handsome multi-racial young-adult adventurers having a foodie party or bearded gay dwarves baking cookies? Disgusting! Those things make good _life_, not a _good game._
The issue is – and here, I think we agree – with the widespread tendency to promote cultural values through pop-culture works like games, series etc., and to just cram virtu-signalling pretty much everywhere. It has indeed been omnipresent, and yes, it's annoying. And I do find it annoying, even if the virtues being signalled are mine. I like to think I have strong beliefs and values, but I generally don't want to play games, read books and watch films about those values, in some sort of self-reinforcing spiral! If anything, experiencing values different than mine seems interesting. But more than that, there should be space for just having games etc. that don't try to express values and are just – you know, games. Not everything needs to take a stance on our everyday issues, sometimes I'd like to ignore those issues, thank you very much. Being forced to take a stand by a game is annoying.
As an aside, I've been labeled various terms just by playing some sort of game. Since I prefer games with a strong GM role and limited player "storytelling rights", I've been called basically a reactionary or chauvinist. It IS extremely annoying when people can't separate a game and personal politics.
Games have a great potential to stand as an in-between medium, both as an escape from the dreary reality of life, but also as a thing that brings us together. We can each have different political views and preferences, and yet sill play games together. If anything, it allows us to see that the other people aren't one-dimensional monsters, and we have in fact things in common. THAT, I think, is the potential to find common ground here. Not through force-feeding our vales by encoding them into every single picture in a game, but by actually getting together, playing together, meeting people and getting to know them.
Plese don't fall into the cesspit of internet cultural wars. Prince has already fallen in and is wading in shit. Don't do the same thing.
I guess, what I'm trying to say, is... If you dislike the culture wars, you have the option of joining all of us who're not fighting in them.
DeleteI believe we are on the same page on a lot of things here. I can't claim not to enjoy Internet culture wars, however: it's a vice, but it has been mine for decades now.
DeleteThat's honest enough.
DeleteMuch appreciated!
ReplyDeleteMy feelings about "alienated young men" is much the same as my feelings about global climate change: it IS a pressing concern that many people seem to be aware of, but which too little is being done to combat the issue...perhaps because of the inertia of the status quo and the immensity of the problem.
ReplyDeleteAlso, in both cases, I feel the problem has little to do with gaming.
I share your pessimism with regard to the latest "innovations" of WotC taking everyone down with the ship...however, I have a rosier view of the light on the other side of the tunnel. Human connection...and activities that promote human connection...are, I believe, going to become more and more important as AI eliminates humans' need to interact with each other in actual physical space. I can see a future where tabletop gaming achieves a relatively stable (if not altogether respectable) status as a place for such interaction; it is up to those of us who already have the light within us to keep the fires burning through the coming "dark times."
Of course, I could be wrong...
It's very likely "touch grass" will be an important cultural movement of the next few decades, and there is already something like that on a small scale if you look hard enough. Ironically, its present adherents tend to be reformed extremely online people. Granted, these contradictions are fairly natural when things change substantially.
DeleteA long, long time ago (somewhere around 2008), someone on RPGNet called RPGs "hospitality games", contrasting their human interaction with the widespread digitalisation of entertainment. That point has stayed with me ever since.
I'm glad to hear you say this, as I have been thinking the same thing lately: tabletop RPGs as a refuge from "terminal-online-ness," digital over-stimulation, and division. I have even been brainstorming ideas for how in-person gaming more broadly might be used as a bridge to reach some of these "alienated young men" and even the young women they have been estranged from.
DeleteBut, as you say, the issue is such a huge one, it is hard to get the mind around it. I guess you just have to start with one person at a time...
Just the act of getting folks out from in front of the screen as they sit at home with the blinds drawn, that is a more important thing than ever.
As DMs, all we can do is work one table at a time. It's a matter of everyone just "doing what they can," in a directed fashion, to establish a change in direction.
DeleteOh...and not giving up/giving in to apathy.
; )
Amen!
DeleteWe don't have politics in the old sense in the West. We do have regime nurtured mental illness. Two left feet, there is no 'right' wing, all characters at both ends of the stage are approved by the same directors. We are allowed to bicker over the tatters of our "culture", and whatever that was it declined to inanity decades ago.
ReplyDeleteIf you join a group which is committed to leaving 'politics' at the door you discover that the 'mental illness' is baked in. Neurotic sensitivity has become the universal sacred bias.
==Why would it be wrong to have right-wing tabletop games?
Because a right-wing rpg sounds like a game where the right-wing faction wins, or is cool or favoured in some way which is cringe for a game built from the ground up on fairness of judgement and contingency. If you mean a game which would be merely *perceived* as objectionable by the mental illness crowd for its aesthetic vibes or figmentary harms then granted.
I think a more pressing concern in this vein is that those young men who naturally want to associate in exclusive groups, as for gaming, for the benefits of instinctive comaraderie and pertinent conversation, are made to feel they should apologise as criminals for that inclination.
Good to know you are not dead, old man.
DeleteThe games one needs are those not deeply infected by the insanity of the age, and those that are actually worth your time. That does not say anything about politics yet, although interesting ideas are vastly more likely to come from outside the current paradigm, which is creatively exhausted. Whether the people with interesting ideas find something worthwhile in gaming as a form of expression is the big question. I have seen few signs that they have done so. I did recently review a decent novel by a young author who came from out in the wilderness. It may just happen that someone will simply drop something that will take the gaming world by fire.
It also seems to me people are done apologising. Very, very done. In fact, doing so to malevolent people is increasingly seen as cowardly, which is a very fine attitude to see. That's natural immunity.
Lot of accurate observations here, from where I'm standing.
DeleteAs I mentioned in another reply, my own open-table game has been completely drama-free despite no overt commitment to avoiding political discussion, but I have noticed even there the ever-present potential for the "neurotic sensitivity," inculcated "mental illness", or whatever you want to call it, that you mention. This is where I think the DM has a responsibility for not just the game, but the meta-game at the table. A certain level of politeness and human compassion is appropriate, but the DM must place the good of the game and the group above any one player's hang-ups. I think that is a very different thing than what detractors often mean when they level accusations of "gate-keeping."
After months of visiting and F5ving this great site, finally we get an awesome new blog entry by the best writer in the RPG hobby!
ReplyDeleteVery interesting view on the current state of the hobby I can't indulge too much in because of a high demanding job.
And good to see you too! Fight On!
DeleteWhat did you think of the official Dolmenwood release?
ReplyDeleteThe zines were really outstanding, but I didn't back the new version, so can't really comment on that.
DeleteI am looking forward to purchasing any future english language box sets or other compilations, however for every euro i spend with you i will be obliged to gift 25c to the leftist conspiracy.
ReplyDeleteOh and make the well of frogs guy do another cassidium adventure.
Fair. The Euro is communist money anyway!
DeleteMr. Boldog-Bernad has actually written a new Cassidum adventure, which got published in the Hungarian, and it is damn good. I am waiting for a few extra materials to bundle with it, and when he finishes them, it's getting published.
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DeleteSuper news! At the rate i get to play itll be 6 months before we play out WoF and i need it.
ReplyDeleteAny chance you could reveal the level range and “elevator pitch” :)?
It is a wilderness adventure set in a city, featuring a dungeon in the wilderness in the city (maybe two dungeons). Levels 3-4 or so.
DeleteI enjoyed reading your take on the "state of the hobby" and the broader political context. The open-table game I run at the FLGS has mix of political beliefs, but, aside from the occasional moment where someone has to force a smile at a politically charged comment, the experience has been blessedly free of any drama. In this sense, I don't find the gaming table much different than other social events or the workplace; most of the egregious behavior I see is confined to the virtual space.
ReplyDeleteMy own updates from the Melan-verse:
Still playing in Castle Xyntillan, despite having already lost three PCs to my own incautious foolishness. Easily the most fun I've ever had in the player's chair.
Also reading through Khosura right now. Phew....I cannot wait to drop this setting at my own table and see what the players do with the great situations presented within the book. I've already starting placing "leads" on my campaign map to possibly get the players curious about exploring the desert someday.
Anyway, I'm excited about the updates on your current projects and hope my bit of feedback provides some encouragement for your ongoing work.
Your first paragraph sums up my spiel a lot more concisely...
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