Per request of +Charles Seaton +Abi Stokes Nighthill

If you stop playing the game except where indicated by the rules, you lose.

Every day, when you wake up, start to think of a thing you have or do that you do not want, need, or love. What is it in your life that is the most superfluous? At the end of the day, give that thing up. If it is a physical object, destroy it or give it away. If it is a behavior or activity, don't do it anymore.

As time goes on, you will discover that it is harder and harder to come up with things that you do not want, need or love. Keep going.

Eventually, you will run out of things that you do not want, need, or love. At this point, you may choose to stop playing the game. If you do so, you have won the game. Otherwise, continue.

From now on, every day when you wake up, start to think of a thing that you have or do that you neither need nor love. What is it in your life that is most superfluous? At the end of the day, give that thing up. If it is a physical object, destroy it or give it away. If it is a behavior or activity, don't do it anymore.

As time goes on, you will discover it is harder and harder to come up with things that you neither need nor love. Keep going.

Eventually, you will run out of things that you neither need nor love. At this point, you may choose to stop playing the game. If you do so, you have won the game, defeating all players who stopped at a earlier point. Otherwise, continue.

From now on, every day when you wake up, start to think of a thing that you have or do. At the end of the day, give that thing up. If it is a physical object, destroy it or give it away. If it is a behavior or activity, don't do it anymore.

As time goes on, you will discover it is harder and harder to come up with things you have or things you do. Keep going.

Eventually, nothing will remain.
3 comments
(this is a technical post about the boardgame Twilight Struggle)

I'm unhappy with US-Japan Mutual Defense Pact. It's far too unilateral for my tastes, and (for the game) decidedly historically inaccurate. There was a real fear that Japan would fall into the Soviet sphere during the early cold war. Part of the reason that the US poured so much money into Japan and its defense was because it was terrified that a communist Japan would eventually read to an all-Red Asia, and they were right to be afraid: the Communist Party of Japan was fairly strong and engaged at the time and posed a legitimate threat, particularly if Japan had been ignored by the US.

So my proposal is to change the wording on US-Japan to:
If the US has any influence in Japan, it gains sufficient influence for control. USSR may no longer coup in Japan.

This means that a strong USSR East Asia push, in the Early War, might result in kicking the US out of East Asia entirely and threaten Control of Asia. Which is way more interesting strategically: a first turn 4 ops into South Korea is actually may be advantageous relative to the Iran coup.

The problem is that US-Japan is fairly weak as a 4 op card now, and this would make it incredibly weak ... pretty much the weakest in the game after Nuclear Test Ban (which is at least situational). So it should be dinged to a 3 op card. This would upset the game's balance, though.

My proposal is that NORAD, an incredibly strong 3 op US Early War card, be bumped to 4 ops, text unchanged.

Thoughts?
A few of thoughts from working on project CANDY HOUSE.

A lot of rôle playing games which are targeted at producing stories end up being deconstructive.

This makes sense. If you want to make a certain kind of story, and you want to do that in a game context, it pays to take apart the story and look at how all the moving parts work. Unlike just telling a story in the same genre, where you can go by instinct, in a rôle playing game you have to provide tools for others, which means looking explicitly at how the pieces of a story fit together.

Those that aren't deconstructive often end up pastiche-y.

This also makes sense. If you write a game to make a certain kind of story, and you don't take apart the story and look at how all the moving parts work, the best way to produce that story is to add big chunks of your favorite parts whole cloth. That's how all pastiches work: you uncritically take parts of a thing you like and hope they'll still hold together.

A few interesting thoughts:

1) When you write a rôle-playing game about a deconstructed genre, you end up looking at how that deconstruction works and deconstructing that as well. Bliss Stage deconstructs deconstructed giant robots, Magical Burst deconstructs deconstructed magical girls, Poison'd deconstructs gritty "realistic" pirate stories.

Has anyone written a Watchmen or Dark Knight Returns game with this approach?

(I just realized, in terms of deconstructed superheroes, that Bliss Stage also deconstructs The Maxx, but this is just a happy accident due to the Maxx being weirdly reminiscent of emo giant robot stories.)

2) Close analysis and explicitly laying out the process of stories in a genre is both how to do deconstruction and how to design a game that produces that story. But the game is constructive. The process is similar, but the result is about producing stories and being moved by them, not dismissing them.

Huh.

3) I think it behooves pastiche-y games to be more railroaded. The more tightly the game is controlled, the less likely the players are to see the seams. Deconstructive games can be railroaded or not, but the railroaded forms are not as cool, because you don't get to see all the story's moving parts moving on their own.
Something I just remembered is that it used to be (maybe still is) that there were a bunch of indie game designers who were ideologically anti-safety. (A group which may have included me.)

Let me say, in hindsight, that this is a stupid ideology.

There's a way that emotional safety gets used to try to reject difficult or personal thematic content and, sure, that's often crap. But that's not "safety" that's just "extremely badly written safety rules poorly applied."

If rules for personal safety make play worse, they're bad rules. That doesn't mean personal safety is optional. It means that you need to write better rules.

Ideally, structures of personal safety and interpersonal trust should allow us to explore deeper, more personal, and more challenging content in our play.
maybe just accidentally defined a

sigh

school of larp.

~west coast larp school~

smaller player count games which are strongly influenced by tabletop and focused primarily on emotional intimacy between players.

key examples:
ribbon drive
fall of magic (and probably like, mission to mars etc as well.)
amidst endless quiet
beloved
+Jackson Tegu's whole thing.
+J Li's work with caldera
+Caitlynn Belle's stuff even though she lives in georgia
So, quite recently, I've been discovering a lot of people making hacks of my games -- sometimes for sale -- without ever asking me or even informing me. This makes me happy, because I'm glad to see my work out there inspiring people, but this is also extremely frustrating, because I wish people would ask me first.

Ideally, I would like everyone who wants to make a hack of my games to write to me and ask permission before publishing it. 95% of cases, I will just say "Great! Please credit me and send me a copy when you're done." (The 5% of cases are either things which I want to offer design advice or where I can't in good conscience allow the work to be associated with me or my games.)

To be clear, this isn't everyone. Some people are great about this! Like, for example, Lauren McManamon's awesome Sherlock Holmes version of Hot Guys Making Out in Codex - Lies. I got a very nice note from the publisher and the full text of the game for review. (It's great and you should absolutely play it a bunch.)

Anyway, to clarify, my games are not available for general public re-use. I do not use any sort of open license. Rather, when people want to use my games as a basis for their own work, I expect them to write to me and ask. In almost all circumstances, I will say yes within a week.

I am excited about people reworking and hacking my games! All I want is to know if you're doing it! It doesn't have to be a long e-mail, it can literally be "BTW, I'm making a version of Bliss Stage about competitive eaters" or whatever.

My professional e-mail is taogames@gmail.com
Dear indie and small press publishers, self very much included:

Enough with the tiny book sizes! If it's smaller than a paperback book, and not part of a larger box set, I can't shelve it, which means I can't meaningfully keep it.

Please stop. This is getting out of hand.

--Lee
So, I'm running a Ravenloft game, hopefully starting this weekend if I can kick this cold. I played a ton of Ravenloft as a kid and really enjoyed the setting, although, as I was fairly cut off from a lot of AD&D's traditions and history, I think I probably enjoyed it for different reasons than many people did (my favorite characters are often the ones who are side-notes in the book, etc, etc.)

My first question was: What D&D should I use to run this game with?

And therein lies a problem.

D&D after Third Edition is very well power-curved. Everything is a level-appropriate challenge. If you fight something several levels above you, you should expect to lose. If you fight something equal to or lower than your level, you should expect to win. A big part of the DM's job is gating the players towards level-appropriate challenges.

And this isn't just fights. This is also skill challenges, parleys, literally anything you could undertake, in D&D 3 or higher, is level-gated. If it's hard, come back in a few levels, or with a few bonuses, and then it's fine.

This, to me, totally kills the setting of Ravenloft.

Ravenloft needs a degree of incoherence for its power levels. It needs us to believe that a 0th level human who likes doing horrible "science experiments" grafting humans to animals is as scary, and as dangerous, as an 18th level lich king (both of these characters are Dark Lords of Ravenloft.) The horror in Ravenloft isn't "this is a powerful monster, I better gain some levels." It has to be horrifying on its own. If you are stripped naked and hunted by werewolves for sport, it has to be scary, not just because of your comparative levels with the werewolves, but because being hunted by werewolves is scary as hell.

Likewise, you should be able to, if you're clever and lucky, escape, even if the werewolves are 15th level and you're 3rd level.

D&D 3+ just doesn't have the capacity for that kind of thing, in either direction.

This feature -- which I think of as "incoherent power-levels" -- is something that I like in games and in settings. It reminds me of the old saying "even a cat can look at a king," and not just because an AD&D 2nd edition cat can absolutely murder a king if it comes to it. The idea is, here's this big messy world, sometimes, but not always, the weak beat the strong. Sometimes, but not always, the lucky beat the mighty. Sometimes, but not always, cleverness can get you out of a bad jam.

I have always thought that this sort of thing was very hard to take as a design goal. But it occurred to me today that actually both of my D&D-ish games -- deeds & doers and High-Quality Roleplaying -- have this as a feature as well.

(I cut out a passage about what I think is necessary for this mechanical feature because I'm not actually as sure as I was sounding. Still, I think it's worth studying.)

Anyway, that's just my thought about why some of the cool 90s-era TSR settings (Ravenloft, Masque of the Red Death, Planescape, Dark Sun) often fail to make the transition to 3+ editions of D&D, and maybe how to design towards that.
Further, somewhat technical thinking about the emotional resonance of different resolution subsystems in RPGs.

Elaborating on the point I made yesterday, I've been thinking with toy models about different approaches to resolution and which of those one should pick at any given time.

Imagine an RPG with a general task resolution system and two resolution subsystems, the canoodling subsystem and the gallumphing subsystem.

The general task resolution system goes like this: All rolls are opposed. When you make a check, roll a d20 and add your level. If you beat your opponent, you succeed.

Imagine two characters -- Alicenar and Bobnar -- in a conflict. Alicenar is level 3, Bobnar is level 7.

The odds of Alicenar beating Bobnar in a specific roll are ~6/20 = 30%.

Now, the subsystems:

The Canoodling subsystem works as follows: Both characters have noodles equal to their level. Each round of Canoodling, you roll against each other. The loser loses a noodle. When you're out of noodles, you've lost the canoodling conflict.

The Gallumphing subsystem works as follows: You make one roll to try to gallumph, which your opponent can try to stop. If you succeed, you've gallumphed. If you fail, you haven't gallumphed. You can try to galumph again, but you get a -1 to your roll for being uncreative.

Which of these subsystems is more attractive to Alicenar's player Alice? Which of these systems is more attractive to Bobnar's player Bob? Why? Which would you expect Alice to prefer to engage in, vs which would you expect Bob to prefer to engage in?

Let's consider another subsystem, let's call it the Taradiddling system. Instead of using opposed rolls, the Taradiddling system let's you roll on a table, modified again by your level. You roll 1d20 and add your level, and, while the results are somewhat nuanced, generally speaking anything about a 12 is good for you.

Again, same question. Which of the players is likely to prefer the Taradiddling system? Does that change as you level up?

Now, a last subsystem to consider: the Snickersnaking subsystem. The Snickersnaking subsystem isn't based on your level at all. It's just a flat "roll 11 or better and you've snickersnaked." Your target -- and snickersnaking does have a target -- can't do anything about it. Who is this useful for? Who should worry about it?

Of course, all these systems do have different results. Sometimes Alice is going to decide that, she'd rather be Canoodling than Snickersnaking, just because of the fictional situation that Alicenar is in. But the trade-offs of fictional result vs odds of success are, I think, something that we're weighing all the time (subconsciously or consciously) while playing role-playing games. I think it's worth looking at which forms of resolution have what emotional effects on the players, and steer players towards one decision or another.
On inauthenticity, via Zhuangzi

If you properly view everything as its own self, nothing can be inauthentic, because it is absolutely itself. Ultimately when we say something is inauthentic what we really mean is "I believe that this thing is or should be something that it's not, and despise it for that."

(not quoting Zhuangzi, just acknowledging the source of the idea.)
“If it be in your power, bear serenely with imitators. My Jungle Books begat Zoos of them. But the genius of all the genii was one who wrote a series called Tarzan of the Apes. I read it, but regret I never saw it on the films, where it rages most successfully. He had ‘jazzed’ the motif of the Jungle Books and, I imagine, had thoroughly enjoyed himself. He was reported to have said that he wanted to find out how bad a book he could write and ‘get away with,’ which is a legitimate ambition.”

— Rudyard Kipling on Edgar Rice Burroughs, in his autobiography Something of Myself
Preamble
I have PTSD. About 6-7 years ago, more or less, various pan-RPG techniques to control triggering[1] content -- The Veil and the X-Card, to name two of a vast diversity -- became commonplace in the RPG circles that I played in. Around the same time, I stopped participating in role-playing games at meet-ups and conventions, or anywhere else that these techniques were promulgated. These three things (PTSD, X-Card, and my withdrawal from play) are related. I'm writing this essay to discuss the ways that these techniques cut off my access to role-playing games, and introduce know techniques that, I hope, will point to a way forward in terms of accessibility.

Conflicting Access Needs
Before I go further, I'd like to reference a term from the disability rights movement: conflicting access needs. Disabled people are extremely diverse and our disabilities are also extremely diverse. While an ideal world would have everyone's access needs met at all times and in all circumstances, in many circumstances, with many disabilities, that is practically or fundamentally impossible.

An example, which I'm paraphrasing from Autistic blogger Mel Baggs: A group home for Autistic people have some occupants who constantly verbalize, and others who are hypersensitive to noise. The verbalizers have a reasonable access need to be allowed to verbalize. The hypersensitive have a reasonable access need for quiet. Both of these access needs are reasonable, but it is impossible to meet both of them in the same space.

For this essay, the point is that, while I'm describing ways that my (and others) access to role-playing games has been cut off, I want to acknowledge that the techniques in question were developed and promulgated -- often by people with similar disabilities to mine -- to meet a legitimate access need. That they cut off my (and others) access to role-playing games does not mean that they are inherently wrong, bad, or ableist.

I do not want this to turn into "X-Card (or The Veil, etc, etc) is bad" and, even more so, I do not want it to turn into "the people who propagate these techniques are bad." That's not my opinion and, also, it's wrong. I am hoping that by writing this essay I can move the discussion of accessibility of RPGs for PTSD sufferers from "use this technique" to a conversation which can account for different players, different goals, different communities, and different access needs.

A Note on Personal Narrative

I'm going to use a personal narrative throughout this essay, because it is based on my own experiences of both role-playing games and PTSD. But I want to be clear: I am not speaking solely for myself in this. Simply from personal circumstances, I can attest that the problems I have are problems that are shared by a number of other people with triggered mental illnesses.

Likewise, there are people with triggered mental illnesses who have a very different experience -- most importantly, there are people with triggered mental illnesses who find the X-Card, The Veil, etc. to be vital techniques for their access to role-playing games. I do not want to erase these people -- they exist, and their experiences also matter.

Please do not take my use of personal narrative as evidence that I speak only for myself. I don't. Likewise, please don't take my speaking on this topic as someone with PTSD to assume that I speak for all people with triggered mental illness. I don't.

The X-Card, the Veil, and all that

The X-Card, the Veil, and similar techniques have their roots in a section of Sex and Sorcery, a supplement for Sorcerer by Ron Edwards, where he (roughly paraphrasing) suggests a technique dealing with difficult sexual content in the game by "drawing a veil over it," basically, describing it in loose terms and then moving on with play, rather than playing it out. This is included together with several other techniques, including actually playing it out and fading to black. From there, like many things from the Sorcerer supplements, it developed on the Forge forums as a more generalized technique that could be applicable to all games.

I first encountered The Veil as a universally applicable technique in the context of public play in the Pacific Northwest -- I believe it comes out of the Go Play NW convention, but I could be mistaken. By the time it reached this form, it had mutated considerably -- it was something that was invoked by a particular player, rather than a general technique for play, and it generally had the effect of erasing the content of play [2], rather than playing it out in a vague sense and then moving on. It became a widespread meta-technique[3], adopted at a lot of public play events.

Simultaneously [4], in the New York City play scene, John Stravopolous developed the X-Card as a meta-technique. With the X-Card, the system is formalized. By "throwing the X-Card" (either a physical card marked with an X or just an invocation), a player stops play, and the offending material is erased, and play continues as if it had never happened.

The X-Card grew in popularity and was adopted throughout the indie-games public play culture. By the time that I had largely retreated from public play (~2013), it was fairly universal. Although I have not been in touch with public play culture since, it does not seem (from my outsider perspective) to have become any less widespread.

My Experience

My first reaction to The Veil as a meta-technique was simply "well, I don't want to do that." At the time, it was not generally regarded as a universal meta-rule, so that was the end of my encounter with it. However, as it grew in popularity, I began to be increasingly averse to it. I remember a particular event -- I think it was at Indie Hurricane, although I could not guess at the year -- where it was introduced as a generic rule for all pick-up games. I got a horrified, sinking feeling, my eyes started to flutter and my stomach twisted -- familiar signs of a triggering [1] event. I cannot remember whether I then said to my players "I'd like not to use that for our game" or not -- I cannot even remember if I ran my planned game or left the scene immediately. Poor memory often accompanies being exposed to triggers.

I tried playing a few games with the rule in place, thinking I could maybe get used to it. Even though, to my recollection, it was never invoked, those games left me an anxious wreck afterward.

I stopped going to convention events as often. I started going to local public play groups, but shortly thereafter the meta-rule spread there as well, and I stopped attending those as well.

I did not at the time understand why this was triggering to me. I'm not entirely sure I was conscious that I was being triggered -- it seems obvious in retrospect but I think that at the time I was not able to recognize exactly what was going on.

I made several attempts to communicate my distress -- I remember talking on separate occasions with John Stravopolous and Avery Alder about it -- but because I didn't understand what was going on, I could not clearly explain my problems, let alone propose solutions. Obviously, my attempts at communication were unsuccessful [5].

The Veil was replaced by the X-Card, and the technique continued to spread. I continued to retreat from Indie RPG circles, although I continued to play with personal groups and in non Indie RPG spaces such as AmberCon NW.

As an aside, I should say that this inaccessibility was far from the sole reason I retreated from Indie RPG circles and that, also, I do not regret having done so. My retreat has allowed me to spend more time on fiction writing, on personal friends, and on campaign play of RPGs. All of these have benefitted me both personally and professionally.

The problem

Both the X-Card and The Veil (as practiced in the PNW at that time) have as their core concept that the correct default way to handle triggering material in a role-playing game is to excise the material from the fictional timeline and thereafter to continue play. This is a commonplace understanding of how triggers work -- remove the trigger, problem now solved.

This is, for me, a disaster, because it replicates the environment of denial and powerlessness that caused my PTSD in the first place.

Fundamentally, any approach to triggering material that contains any element of "pretend it never happened" is emotionally disastrous for me, because it recapitulates the environment of denial and dismissal around my traumatic experiences. This is not limited to excising the material from play -- it also includes attempts to dismiss, deny, or minimize it.

No technique that centers this approach can possibly be functional as an accommodation; furthermore, any game or community that uses a technique that centers this approach is necessarily inaccessible to me, because an environment that centers denial as a coping strategy for triggering material, is in and of itself, a traumatic trigger.

Centering status quo vs centering healing

Fundamentally, these meta-techniques center the status quo -- the goal is to "deal with" the triggering event, or the triggered person, and then return to regular play as if the interruption had never happened. I submit that, due the nature of PTSD, this approach is fundamentally flawed.

Once I have been triggered, I am in a traumatic experience. No amount of care or concern or comfort or accommodation can untrigger me. The question is not "how do we return Ben to the status quo?" or "how can we stop Ben from having a traumatic experience?" because those goals are impossible. The question is "what kind of traumatic experience is Ben going to have?" It can either be a damaging experience -- one that reinforces the trigger and my PTSD -- or it can be a healing experience -- one that lets me recontextualize the trigger and its part of the trauma into my normal psyche.

Denial and social pressure to "return to normal" are damaging experiences.

Acknowledgement, empowerment, and story-building are healing experiences.

I believe that, in principle, good techniques for dealing with PTSD in role-playing games will avoid damaging experiences and center healing experiences.

The Luxton Technique

I didn't post about my problems with X-Card, The Veil, etc for a long time because, among other factors, I did not have a proposed solution or alternative technique. All I could do was say "I'd rather have nothing than this," but "no technique" is not particularly good rallying cry and it was not really a meaningful solution, just an attempt to get back to the somewhat-more-accessible-but-not-great status quo.

Until last year, I truly believed that there was no technique that would improve access to RPGs for some PTSD sufferers without also excluding PTSD sufferers like myself. But, last year, I played in a role-playing game at AmberCon NW that was specifically focused on traumatic experience and, particularly, centering the trauma of the players in the story we made. In that game, we used a particular technique -- which I'd like to call the Luxton Technique after the GM of the game -- which I found to be empowering, healing, and accessible to me.

It's difficult for me to summarize all the parts of this that worked, but, roughly, the Luxton Technique includes:

* An honest discussion of potential traumatic triggers prior to play, in a supportive environment, with the understanding that there is no possible way to identify or discuss every conceivable trigger or trauma, and with no social pressure to disclose particulars of individual trauma.

* When, in play, a player encounters triggering material, they can, if they choose, talk about that to the other players. When they do this, the other players listen.

* As part of talking about it -- and possibly the only thing that they need say -- the player is given absolute fiat power over that material, expressed as a want or a need. For instance "I'd like to play [character name] for this scene" or "I need this to have a happy ending" or "I want this character to not be hurt right now" or "I need this character to not get away with this" or "By the end of play, this should not be a secret" or "I need to stop play and get a drink of water" or "I don't have a specific request, I just wanted you to know."

* A player does not need to use their traumatic experience to justify any requests or demands. We just do it.

* A player does not need to be the one to speak first. We keep an eye on each other and we are watchful for people who seem withdrawn or unfocused or upset. If we are worried about someone, we ask.

* We play towards accommodating that player's requests.

It's hard to overstate how much the Luxton Technique (or, really, set of techniques) helped us approach extremely difficult, extremely person material, both for the trauma survivors at the table and for the non-survivors. Rather than having our traumatic experiences -- already a disjoint with reality -- cause a disjoint in play, we were able to integrate them into play and tell a story about or, at least, at an angle to, our traumatic experiences, real and pretend.

Healing and RPGs

I am well aware that it sounds both pretentious and terrifying to talk about RPG play as a process by which one might legitimately heal from trauma. But I'd like to elaborate on that a little, because I think it's important.

Fundamentally, a traumatic experience is an experience that is at a disjoint with the narrative of one's life. Having PTSD means that your trauma exists out of time, out of place, and always in the present tense. A big part of recovering from PTSD, inasmuch as it is possible, is not about excising the trauma or your continued experience of it. Rather, it's about integrating the trauma into normal memory and a normal narrative of your life.

A big part of that is story-telling, because a story is about incorporating disparate elements into a coherent narrative. And, for me, a big part of that story-telling has been role-playing games. In this essay, I present the choice as a binary -- either a game can harm, or it can heal. That's a lot of pressure to put on something as casual as a role-playing game! But, also, story-telling helps, and the story itself doesn't need to be traumatic. Any story-telling experience can contribute, constructively, to healing, because PTSD sufferers need to be able to tell our own stories to the world and, more importantly, to ourselves. As an accessible storytelling medium, RPGs can't be beat. They have been, and continue to be, a great help to me. In introducing these techniques, I am hoping that they can continue to be a help to others as well.

This is not limited to "heavy intense" sorts of stories that directly reference trauma. Ordinary RPGs can be stories about friends sticking together, or triumphing over evil, or just being clever and solving traps and puzzles, all of which have the potential to be healing narratives. Don't think that I'm limiting the healing potential of RPGs to "serious" games or "serious" stories. I'm not.

It's a reasonable reaction to say "I don't want to do anything that heavy in my RPG!" or "I can't be responsible for this!" And, obviously, don't play in circumstances that you're uncomfortable. But RPGs, and the people I've played them with, have given me so much healing. It's wrong for me to dismiss, deny, or belittle that simply because games are a recreational activity. I hope that, in looking at problems of accessibility of RPGs, we can look to their potential to heal as much, if not more, than their potential to harm.

My hope (edited addition)

My hope is that this essay will start / continue a conversation where we look critically at our tools and techniques for RPG play. I hope that we can get to a place, as a community, where we understand that they are not one-size-fits-all and that we are able to take a look at what that means in terms of accessibility. I'd like for us to be able to make better-informed choices about accessibility and our RPG play, and the trade-offs that entails.

--

[1] Because I have no alternative vocabulary, I'm going to use "triggering" in this essay to describe images, words, or ideas that trigger traumatic flashbacks, panic attacks, or other PTSD symptoms. I'm aware of the popular usage of "triggering" as a derisive term for an emotional reaction. I am not using it in that respect. Please, also, refrain from doing so in responses. Thanks.

[2] I'm not sure exactly when the pivot from "veil as not playing out blow-by-blow" to "veil as erasing the content from play" occurred. It might have been after this.

[3] I use the term "meta-technique" to mean "a role-playing game rule intended to be used with any game." In some cases, it is "a role-playing game rule intended to be used with every game."

[4] I am not sure about the historical relationship between the X-Card and the Veil. It's possible that there was some inspiration. It's also possible it was a parallel development.

[5] I do not want to cast any aspersions on John or Avery for our failure to communicate. Both of them listened as well as they could have to my concerns, even though I was unable to communicate them clearly. The failure was definitely on my end, and I want to thank both of them for their patience in waiting this long to hear my thoughts more clearly expressed.
So, there's a game I designed several years ago that +Dev Purkayastha reminded me of, recently. It's called "Ben Lehman's MISSION TO JUPITER." It's a LARP, technically.

You play an astronaut on an 11 year (one way) solo mission to Jupiter. Your room is your capsule. You have what food and supplies are available in your room at the start of the game.

You play the game for 11 years, in real time.

If you leave the room, open a door, or open a window, you're exposed to the vacuum of space and die.

If you run out of food, you run out of food. If you run out of water, likewise.

After 11 years, you arrive on Jupiter, but the game ends just before you do.

--

comment: don't play this game

comment: this is a hack of Dev's SPOOKY TRAIN

comment: this game is still called "Ben Lehman's MISSION TO JUPITER" even though I use P H Lee now. Shit's complicated.
I've designed a new game that uses wikipedia as its base.

Three Steps to Genocide

Go to Wikipedia. Click "random article." In three clicks, can you get to a description of genocide or ethnic cleansing? If so, you win.

It's a very, very easy game to win.
So I've been running Nobilis. (Specifically, 2nd edition, the big white book which I bought in 2002 and utterly blew my mind, because it is the edition that I am familiar with, with some tweaks re: Miracle Point regeneration and Realm.)

In my usual style, I had the players come up with their estates before we came up with our Imperator, because I've found that when you come up with the Imperator first everyone's estates fit perfectly in theme and you don't get the lovely contradictions and off-kilter associations which make Nobilis interesting.

So, sitting down to the character session, we had the following estates:
Artificial Light
Loving-Kindness ( https://en.wikipedia.org/wiki/Loving-kindness )
Mending
"Something like memory or reversals or something"
Atrocities or maybe disasters or maybe fossils or maybe extinction

It seemed fairly obvious to me that this set of Powers was going to have a Light or maybe Angelic Imperator (Diabolic could also be possible, but I'd given a soft "I'd rather not" in the early discussions.)

But when we sat down, we were discussing the various Imperator types, and a lot of people were interested in True Gods*. Specifically, I got into a discussion about not really wanting to portray a God that anyone worships in the modern day, and then mentioned off hand the possibility of playing a God from a pantheon who was no longer remember.

(* There were also several people interested in an Aaron's Serpent but they were all the quiet people, so that didn't happen.)

"Like what?"

"Like Ninshubar," I said.

Ninshubar is a captive goddess. She was taken captive by the Sumerians, from some now-forgotten people who lived to the east of them, and was made a slave to the primary Sumerian goddess, Inanna. She is a feature of Inanna stories, where she is Inanna's advisor, bodyguard, servant, and slave. She is called "you who were Queen in the East" but there is no record of the pantheon that she was once a part of, or the people who once revered her.

"Cool," the players said, "let's do that."

"Great, so, what sort of God are we talking here?" I responded

"No, I mean, let's be Ninshubar's powers."

Oh. Well that's quite a thing. There's a ton of implications there. Inanna must also exist. Inanna's powers carry a necessary authority over our powers. If the rest of the Sumerian pantheon isn't Imperators, why not? Since Nobilis is specifically Abrahamic in cosmology, what does it mean that we're from a cosmology that pre-dates Abraham considerably?

So we ended up with:
NINSHUBAR: Sukkal of INANNA, she who was Queen in the East, now a slave in the Temple of Uruk. With her Nobles:

Alex Wong, power of Artificial Light: A lighting technology CEO.

Metta, power of Loving-Kindness: An elemental of the emotion of Loving-Kindness, who can live inside anyone who is currently experiencing that emotion.

Stephanie Boryevna Ivanova, power of Mending: A folklorist and seamstress.

Zara, power of Reversals: A very, very old power, who has extended her life by reversing her own aging. Was probably related to the sacrifice that created Ninshubar's Chancel and created her as an Imperator.

Abraham, power of Disasters: A victim of the great San Francisco earthquake, an amoral con-man and huckster who has almost been angry at his role as a servant.

And, as NPCS:
INANNA, Goddess of Uruk, the Morning Star, the Evening Star, Keeper of the Holy Me, Queen of Heaven and Earth. With her Nobles: Currency, Prostitution, Cities, Rebirth, Marriage. (And also, by a particular divine right, a Noble Without Portfolio.)

One of the things that I love about Nobilis is that everything you decide has so many implications. For instance, the existence of a Power of Artificial Light implies the existence of a Power of Natural Light. Or, in this case, a Power of Light, whose was maimed in the creation of the estate of Artificial Light:
* Nihyr, the power of Light. She exists eternally from the beginning to the end of time. Half of her body is missing, supported by some amorphous radiation. She normally keeps this covered -- gazing directly on it is dangerous even for an Imperator. She is largely considered cold and unfeeling, although you may have seen a different side of her lately.

Likewise, the existence of INANNA implies the existence of the holy Me, the precepts of Sumarian civilization that she stole from her uncle Enki on behalf of humanity and, more specifically, on behalf of Uruk. If there is a Noble of War (and there is), what does it mean that INANNA has the Me of War? What's the relationship there?

(Our first plot involved the theft of two of the Me, but we still haven't entirely answered what the distinction is.)

If NINSHUBAR and INANNA were something else before they were Imperators (and they were), what were they? If NINSHUBAR had a pantheon with her, what has become of them? If LUCIFER, as we are told in the Nobilis book, is the ruler of Hell and the Diabolic Imperators, then what about Erishkigal, Queen of the Dead, INANNA's sister and her murderer?

One of my favorite things about Nobilis is that the cosmology is baldly incoherent but, if you like, you can use that incoherency as an endless source of plot threads. To do this, you must resist the temptation to, as a GM, make the world all make sense. Rather, each time there is an incoherency, think "What do the people involved in this feel about it? What sorts of problems does it cause them?"

And then when your players ask "but how is there an estate of Guns and an estate of Weapons?" you can answer "well, the last time you heard of it, they were still fighting."
Me, at the deli when there's both chili and bibimbap on special:
"Lee, Narrativism means making hard choices."
None of my family was liberated from the camps.

Some made it out.
Some died in the camps.
Some died before the camps.

We remember the stories of survivors, for good reason. But also remember that most of us did not survive.
no comments
I am having rather complicated thoughts about game design and instruction.

I can't hold them all in my mouth yet, but here's a stab.

I can teach you how to do a thing, without knowing what you're going to do with it.

Or I can create a structure for you to engage with, without know exactly, but knowing where the limits are.

I might be able to, sometimes, do both.
Ben Robbins posted this thing about running Polaris as a meet-up one shot, which I think is pretty good as long as you have people on the same page about the tragedy and don't need the structural waypoints.

http://www.meetup.com/Story-Games-Seattle/messages/boards/thread/50088507

The one thing I'd add is to put "betray the people" as a fate if you're going to skip the shared fate. Themes without aspects are pretty annoying.

(Also, I'd cut it down to choosing one, or no extra aspects.)
Tearing paper, self hatred, and consensual violence in A Real Game and Kirigami Dominatrix Simulator

(I'm not going to be particularly explicit or personal in this essay, but it does talking about self hatred, body dysphoria, and kinky sex. So if you don't want to read that, don't read this.)

Paper folding and tearing is a regular motif in +Caitlynn Belle's games. I first came across it in Kirigami Dominatrix Simulator (KDS) where you simulate kinky sex acts by folding, tearing, and puncturing a sheet of paper, with tearing and puncturing being obvious metaphors for fairly violent sexual acts. To be clear: all of the sex in KDS is mutually consensual and positive for both / all parties. But it's also representing some fairly taboo, physically violent actions.

(This is an utterly brilliant design, by the way. if I ever need to role-play sex in a game, I am going to steal this technique and use it.)

So, going into A Real Game (ARG), that is how I understood the function of paper tearing.

And then A Real Game, in a fit of self loathing and textual dysphoria, asks me to tearing, stab, and fold it. And I paused. Because it seemed to me that this was very clearly an externalization of self-harm, and I didn't know if I wanted to participate in that or not. I didn't know if I trust the game (hahah I know, right, but the game does a very good job of establishing itself as a character) to know what reasonable limits were, or to not hate or blame me afterward.

And so, of course, I thought about kink.

The kink world is often portrayed like KDS: a bunch of happy, well-adjusted people who just so happen to have these particular deviant / fucked up sexual desires, and want to practice them in an ethical way with mutually respecting partners. And, while the kink world contains the same bullshit as any social circle, this is not a particularly unreasonable presentation. But it's also a very surface level presentation.

For some people, of course, that really is what it is. But for a lot of people, kink is a place where they are expressing their anger at themselves or at others, their hatred of their body or the bodies of others, their relationship to messed up gender power dynamics, their powerlessness and self loathing and impulses towards self-harm. This isn't a bad thing. In fact it can be a really good thing: it can be cathartic and healing. But it can also be re-opening or aggravating those wounds, or an excuse towards self-harm using others as the conduit.

I don't know whether the consensual violence in ARG is healthy or unhealthy (and, of course, the game is a fictional character and not a real person). But it certainly throws some scary flags, and it lifts the veil towards some of the other stuff that's going on in the context of kink, not part of the shiny happy outward projected image, but (what is for some people) the psychological core.

One of the most important things is that it gets away from the idea that the only thing that can go wrong with kink (or sex) is that it's non-consensual. Often we end up fencing ourselves into a libertarian ideological corner of "if there's consent it is necessarily okay." But people can make consensual mistakes, and can hurt themselves or others very badly in the process. The (paper based) violence in ARG is clearly consensual. The page itself is literally asking you to do it. But that doesn't necessarily mean its okay, and it doesn't necessarily mean it's the right thing to do, emotionally or personally.

That's really cool to see in a piece of media. It's critical in a real sense, unlike "kink critical" texts which are largely about dismissing kink as depraved or evil. In the context of KDS (and also Orgy in the Fens, which uses the paper-folding technique for sex), ARG's consensual violence raises the actual questions, difficulties, and rewards that (at least in my experience) come along with kink as a practice.

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P H Lee

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