A real shame.

I don’t blame anyone really. Sometimes I get angry or depressed and curse my friends, my family, the company, the system, the church and anyone else I can name. But it’s a short madness and like all things, it will pass.
I haven’t slept very well in the last few days. Bouts of lethargy and a resolute stubbornness seem to possess me on these cold mornings. The coffee is too bitter and the crispy flakes of golden corn taste like ashes and feel like razorblades. It has been the same with every meal in the last week. The meat is dry and powdery, the vegetables hollow and watery. I leave most of my food untouched, I clean the plates and I plan my next repast.
I read my mail in the morning but today I let it wait until after lunch. Such is my decadence and freedom. There were some offers of cut-price firmware, live-feed porn and a flyer advertising pressurised space on a new station about five million miles from me. We wouldn’t be alone in the dark any more.
Of course, none of it does me any fucking good.
This station won’t go online for about two years and I’ll be long gone. I logged onto ChatNet and scrolled through the thousands of messages. One read, “Space Age Boy seeks Earthy Girl for Zero-G Hijinks”. That made me smile. Ten million years of evolution and still men were firing out crap chat up lines to lonely women. Was this more or less effective than a wooden club?
There was a long thread about some poor shithead stuck out in the dark, spinning around Jupiter in a damaged pod and a quickly decaying orbit. Some pitied him, some laughed and I really wanted to say something smart, something cutting that would make them blush, make them shut up, make them think. Someone had even managed to get a picture. It was a poor likeness, stupid office party from six years ago. One another thread they were running a numbers game on how long it would take for the pod to burst, how long it would be until Jupiter was seeded with my blood, sweat, piss and tears. I took a few moments and used a few tears. Nothing dramatic.
The problem with this situation is that there’ll be nothing left. I hadn’t been to the Clinic, hadn’t left my legacy in a little cup so there wouldn’t be another me. There wouldn’t be enough left of the pod to scratch an obituary and so the ChatNet onlookers would be my only witnesses. I tapped out a quick message to anyone who could read. Something simple, something regal. It would take a week to hit the Net but by then I’d be spread into a fine mist by hurricane winds in the upper atmosphere of a star that nearly was.
I can’t be saved.
Earth and Mars are months away. The closest transport could get here in time but then wouldn’t have the fuel or the facilities to effect a rescue. And if they tried, they’d join me in this slow doom. At least they are close enough to actually talk to me. I hate the heavily punctuated conversations with my family on Earth. My family haven’t called in two days. I was the black sheep of the family when I took the job and staying i touch seemed nothing more than a formality. The Company was good enough to provide me with a Counselor. She’s in her mid-forties and very good at her job, telling me to express myself, that it’s alright to cry and that it’s wrong to bottle up my anguish. After the third session even she stopped calling.
There’s a girl on that transport. She’s lovely. I know she’s just trying to comfort me but we have long talks in the evenings, we play chess and I dream of her when fatigue finally overtakes me, Her signal is getting weaker as Jupiter creates too much radio noise. I’ll see her tonight, tell her I love her and say goodbye. I’ve never said that to anyone before. Never wanted to. Never needed to. But if I don’t say it tonight then I never ever will.
Through the three-inch reinforced plastic windows I can see Jupiter with it’s great glaring red eye. I’ve never seen it so large, stretching to create an everlasting dusky plain beneath me. I’m not within the orbit of Callisto on the way down. Spiralling down.
Some people were looking for them so I’ve put some downloads on the books page:
Wildtalents fanzine 1 60K PDF
Wildtalents 3 fanzine 1.5MB PDF
Wildtalents 5 fanzine 373K PDF
23rd letter character sheet 22K PDF
zombi character sheet 86K PDF
If there’s anything else in particular that people are looking for, please mention it and I’ll see what I can dig up. Please note that this wildtalents fanzine was something I was doing nearly a decade before Wild Talents (the superhero RPG) was released.
The topic of conversation this morning in the car was the substance of plots. Traditionally, we have plots which are Man versus Man (and yes, I intend to keep the male pronoun because anyone who would be sensitive to it likely has stopped reading a long time ago).
Man versus Man
This describes the quintessential struggle, the stuff of legend. Good versus evil, human versus alien, hero versus monster, rebel versus tyrant, civilised man versus the savage; the most accurate description might be the struggle between two directed intelligences. These games are easy to play because the adversary is present and real. They have motivations and malevolence. They are Hans Gruber to your John McLain, Lector to your Starling, the Stay-Puft Marshmallow man to your Venkman.
We fight them because they represent the things that are wrong in this world, and they are flashy, obvious wrongs - whether they’re stealing millions of dollars with a funny accent, killing Gary Oldman or trashing Manhattan (although we’re unsure that killing Gary Oldman is a crime). We feel a sense of satisfaction seeing them put down (even if we know they may return).
Man versus Nature
Some of the best adventure stories are those told from the point of view of a single protagonist where his conflict lies not with the righting of wrongs or the marching of armies, but in the struggle against nature itself. Whether you’re weathering a Perfect Storm, trying to survive the Day After Tomorrow or even just making your way through a post-Zombie epidemic Dawn of the Dead, the environment you are in is challenging enough to make a compelling story.
One of the memes of Zombi, was that the walking dead were not your enemy, other people were your enemy. This was borne from every movie:- you can hide away in your fortress and the mindless zombie hordes can beat upon your door but it requires intelligence to breach your defenses. This isn’t to say that nature cannot be a harsh enemy. It is mindless but merciless. It can be witnessed when you travel from place to place, be it the cold of the snow-bound mountains, the drought of the desert or the cold emptiness of the vacuum.
Man versus Self
If religion is to be believed, we struggle with this every day. When we consider physical attraction, we encounter the most base ‘animal’ parts of ourselves. The acknowledgment that another human is attractive goes back to our pre-sentient days and when we continue on our way, we have successfully mastered the animal. This extends obviously to the personal wars against addiction, fetish, desire, greed, sloth and rage. We control ourselves and, as a result, these ideas are possible to play out in a game.
These were most recently examined in the World of Darkness games by White Wolf: I interpreted them as Lust (Vampire), Rage (Werewolf), Pride (Mage), Sloth (Changeling), Envy (Wraith). Though these games it was possible to spend a lot of time engaging in ‘versus self’ gaming as the player articulated the internal struggles of their personal demons. They are the Louis in LeStat, Hulk’s Banner, Star Wars’ Han Solo.
An article on MSNBC writes about the woes in the RPG market:
“Wizards does not reveal sales figures, but Pramas estimates the overall market for traditional role-playing games at $30 million annually.”
When I first read this, my immediate thought was ‘piffle!’ and that it was a vast underestimate of the market.
Okay. Let’s take this apart.
So what’s with the future of gaming then? MMOs are going to be more accessible even though they are more expensive because they offer some social elements with the instant gratification of ‘pretty things to look at’. I admit I’ve been tempted to try WoW and City of Heroes but I always stop myself. I don’t want to sit, sequestered in a room and try and schedule hours of gameplay with my significant other. I like to get out with the guys, sit in a room with other people and have it as my night out. The social side of things is much more important than the quick hit of a game.
From a business point of view, the gaming market is always going to be hard to estimate. There’s no easy way to estimate the number of gamers out there as some of them never interact with anyone outside their own gaming group. And the people who run homebrew games? From an industry economy point of view, they may as well not exist.
Comparisons with other hobbies must be made. We’re not really in a sporting hobby. There’s a thriving market for people who play football, who go scuba diving, who surf or sail, climb or whack balls with sticks. We’re the trainspotters, chess players and stamp collectors. We have to establish and embrace that we’re not cool, we’re not the masters of the world and it doesn’t really matter. We’re not affected by the doom and gloom headlines of the mainstream press. Even card games have some respectability, wargames even more so. It doesn’t matter what you look like - from lardass nerd to malnourished goth - you play role-playing games, you’re a dork.
And would it matter if the RPG companies folded?
I think not.
I got this from the blog of reknowned comic artist PJ Holden
So you want to be a writer? Or do you want to make a living as a writer?
The official video for Q-CON XIV was posted today:
It’s good to see it running as I did all the research for the first Q-CON by visiting cons around the country when I was President of ‘Slayers the year before. I amended the constitution, got it ratified and and then pushed the idea of running a convention to the folk. The following year we had Q-CON. Alan, who died last year, was President of the society and did a good job motivating the rest of us to work hard. I ran half a dozen games that weekend and had previously set up the Star Trek Megagame to be run down in the Mandela Hall. I was ‘Slayer’s first convention director and ran Q-CON 2 and 3 which both turned out to be really profitable in the end. Heh, who could have guessed. It wasn’t all easy and I hadn’t been aware until recently how close to the wire it had been.
Before his untimely death, Alan asked me to run it again…but commitments (like running a business, having my kids on the weekend) were too much to consider it. And, of course, I’d no goodwill left in the society and you NEED goodwill from the folk to get things done.
After what seems an age, the first roleplaying games I wrote are on sale again at Key20
The 23rd Letter ( RPG.net Review )
Zombi: The Earth Won’t Hold The Dead ( Review by Jeff Rients )
I’ve linked to reviews before but they’re easily searchable anyway.
Just to confuse matters, these are in alphabetical order but to my mind they represent the absolute cream of the crop when it comes to roleplaying games.
Amber - The godchild of Zelazny’s novels, Amber brought us some really innovative methods of determining hierarchy and conflict resolution in a diceless roleplaying system. Re-defining the player character as a “godlike being” among tiny humans while also making them juniors in their own hierarchy.
Ars Magica - The definitive fantasy/Mythic Europe game brought us Troupe Play - the idea that you would maintain multiple characters in a single game. This concept has since been applied to almost every genre. Ars Magica still leads the way in running a Mythic Europe game out of the box.
Chaosium’s Call of Cthulhu - One of the first games where the ability to hit someone was not the primary focus of creating a character. It was the first time it certainly when more people were interested in creating characters as “professors” and “archeologists” rather than “fighters” and “magic users”.
CyberPunk - What did it do for us? In such a combat-heavy game, it got us seriously thinking about initiative, armour, the damage that guns inflict and also how playing a bona-fide X-factor applicant (Rockerboy) was a real option. It also gave us Netrunning and helped us realise that a Netrun was really boring for the rest of the players.
Marvel Super Heroes (FASERIP) - redefined the super-hero RPG genre by presenting the most flexible, most configurable game system of all time without compromising simplicity. Talk about a game that refuses to die!
Pendragon - a shot in the eye for recent indie games which attempt to force immersive roleplaying by pigeon-holing players into restrictive roles. You play a knight. That’s it. Not a priest or magic user. Playing a rogue is right out. Not only that - it pays to be a Paladin. It’s essential to your progress to act like a knight.
RuneQuest - the champion of Basic Role-Playing and also shouldering Glorantha, one of the most popular culture-game settings out there. It helped re-define the role of the magic user (in essence, everyone is a magic user) and gave real depth to the relationship between gods and their followers.
Skyrealms of Jorune - my personal favourite as a culture-game setting which stretched the imagination as to what could be really familiar as well as superbly alien. Not everyone could take Thriddles seriously but the background, a web of secrets, was enticing and rich, richer perhaps than any other man-made background.
SLA Industries - a relative newcomer but in spite of the not-entirely-shocking revelations near the end, we had some of the most involving gaming in this setting which, on the face of it, did more for trivialising murder than any other game. It was the first and last game to successfully meld horror and sci-fi.
Vampire - love them or hate them, White Wolf brought a much needed influx of people into the hobby and some of them remained. We’ve not seen a change in the market since to the same scale and it would be unlikely anyway. Vampire taught us that a game could be about humanity and character and not just about wearing black leather trenchcoats, mirrorshades and strapping a katana to your back.
WFRP - takes a lot of rap for being a game for losers - by this I mean, the game setting kinda reinforces even more than CoC that you cannot win. Even if you do find the demon possessing the guy who is on the throne, tomorrow you’ll catch some horrific disfiguring disease and die anyway.
These are mine.
What are yours?
How many games put you in the role of playing Ordinary Joe?
Not many.
A recent thread on TheRPGSite talks about:
Originally Posted by The RPG Cliche List
Nephilim Law. In modern-day occult games, mortal humans are considered to have the same intrinsic worth as cattle. (So named for Nephilim, a game that is particularly blatant about this.)Now, Exalted isn’t a modern-day occult game, but you can definitely view it as an anti-humanistic game: in the setting, the various Exalted are the important people in society, and mundane human beings are nigh-irrelevant.
Apart from Nephilim (which Lesley refused to play because she valued the lives of the humans in the game), there are heaps of games which treat the rank and file of the world as nothing but cattle.
The thread at TheRPGSite derails nastily into accusations of racism and a lot of debate about whether the issue is with player characters given their powers or player characters who earn their powers. Those aren’t the issue at all.
The issue is more how the game empowers the players and how thy are encouraged to treat humanity in game.
Nephilim treats humans as disposable underwear. Their incarnations destroy the lives of those they inhabit. And they’ve been doing it for centuries. This provided an issue for many people. The alternative was to inhabit a Thermos and not interact meaningfully in the game (or become a Dr Theopolis-style advisor)
Vampire dehumanises the brutality and violation of feeding in allowing a player character to have a “Herd” score where they can treat humanity like a fast-food restaurant. The designers are at fault as they lost the “tragedy” of the Embrace and the Hunt and chased the gothic-punk “everyone wears leather trenchcoats and hide Katanas up their sweaters” market.
In Exalted, the players are encouraged to become a super-elite. This is based on my interpretation of the Exalted rulebook. You exalt and the game changes into something like Godzilla versus Mothra. Sometimes you catch a glimpse of humanity.
SLA Industries creates inhuman combat monsters who fight contract killers - serial killers with advertising - both of whom take very little notice of the rank and file of humanity. They’re bullet-catchers. They’re incidental damage in the firefight. They’re categorically tragically killed by passing Fire Engines. It’s crap being Joe Ordinary.
I must say, I’m not keen on the idea of humanity hate. I think there is a lot of it owing to the idea that gamers are mostly maladjusted teenagers who want to play out power trip fantasies. It’s sadly true.
Back in my teens I was really uncomfortable playing games set in Northern Ireland. It was just a little close to home. You’re a being of power - do you take a side in the Troubles? And the one game we did play had one player work out his revenge fantasies on people who bullied him in school. Healthy therapy? I doubt it. It felt unclean and voyeuristic. Brr.
Are there many games where you play normal humans? Zombi would be one. In The 23rd Letter it probably pays to be a normal human.