The Matter of Britain

I’ve been working on a game set in Regency Britain of magicians and fairies, drawing much inspiration from Susanna Clarke’s fantastic book, Jonathan Strange & Mr Norrell. The themes of madness and manners are so perfectly embodied in the period, with the very king himself being mad. But I’ve had a realization as I work on it that I really need to incorporate another great love of mine: the Matter of Britain.

Some have said that Arthur, the rex quondam rexque futurus did in fact return in Britain’s hour of greatest need, as Arthur Lord Wellington. I think that drawing from this rich body of myth will do nothing but good. So if I start becoming obsessed, and talk all the time about cryptic connections between prominent figures of the late Georgian and Regency periods and figures of Arthurian myth, please encourage me.

There are two prominent and interrelated aspects of game design, system and setting. I’ve got a firm grasp on the system for this game, but now I’m making the meat for those bones.

The King’s Speech

I saw it tonight. Great movie.

I liked the amount of period detail, for sure, but what I really liked was the fantastic structure: every act and scene and beat was just in place. A problem, a new relationship, a breaking of that relationship, an increased crisis that leads to reconciliation. A gradual escalation of stakes until a twist that breaks the relationship again, and then another, bigger crisis, mirroring the earlier one. A climax and victory.

I’ll need to dissect it a bit more, it’s got plenty of meat to chew on.

Scott Pilgrim

I finally got around to reading the last two volumes of the comic last night. Great ending to a great comic. I just wanted to say that the “wilderness sabbatical” bit is very Yoda-esque: Scott travels far away, goes into the wild, confronts his shadow, and returns, wiser for it. But at least Luke doesn’t kiss Yoda.

Opera, huh, what is it good for?

Certainly more than “absolutely nothing, y’all”.

I went, last night, to see Rusalka at the Denver opera house. Allie’s been working on it, and she got me a ticket. It was really good, but it intersected interestingly with my continuing reading of Peter Brook. Opera is almost intrinsically in the category of Deadly Theatre, if theatre it is. And that’s the question. Sure, it has all the inflexibility and Grand Tradition that Brook talks about, but ultimately? I don’t think it’s theater as such.

I don’t mean, by this, to denigrate opera at all. It’s just a different beast. I sat and watched this tragedy (and let me tell you, if opera plots are incoherent, opera-based-on-myth plots are even more incoherent) and felt nothing like catharsis. There was no characterization, in the sense of convincing the audience that the characters were real beings with real minds.

Instead, there was spectacle. There was amazing set and costume design, that interacted perfectly, and played with the lighting design. There was music, there was dance, there was fantastic singing.

So, there, I realized opera is not theatre. But it is great fun, if you stop looking for the fun of a story. (I think I compulsively look for stories. I’m working on non-story fun, ok?)

Free as in Freedom

I was catching up on This American Life today, and heard about the Brooklyn Free School. It sounds great. Having homeschooled (or possibly unschooled?) myself through high school, I like the idea of it.

And then I’m confronted with taking attendance for my students, and it feels a little ridiculous.

Games Blog

So, I’ll be moving a lot of my games-related talking to games.transneptune.net, where John and Austin and occasionally Allie will be joining me in blogging about our game development thoughts and process. Follow if you’re interested, avoid if you’re not!

Birthday

My birthday party was last night. Absolutely lovely. A good bunch of people from various different circles all intersecting and seeming to like each other and stick around for hours. Good food, good drink. Today, nothing to do but dishes.

This is as it should be.

Character and Situation

This is not a fully-formed thought yet, but here goes.

I’ve been reading and playing and thinking about a lot of story games lately, of course. And in particular, one game: Burning Wheel. I played this game years ago (“classic”) and found it not quite to my liking; there were some good things about it, but it really needed and editor and some constructive criticism and someone who knew math. Many of my friends have been enthusing about this game since it got those things (and is now revised). So, I sat down and carefully read it.

The juxtaposition of reading one game (or book) around the same time as another game (or book) can often lead to particular insights one might not have, were the two readings not so close. In this case, what I’d read just before Burning Wheel (revised) was Fiasco, from Bully Pulpit games. While Burning Wheel is a game of medieval fantasy in the vein of Tolkien or Le Guin, Fiasco is described as a game at the intersection of powerful ambition and poor impulse control. It reads like a recipe for a Coen brothers movie, or a Guy Ritchie movie.

So, what I realized in reading Burning Wheel was that what it does really well, what drives the game, is character development. (Particularly, it seems, character advancement, but that’s another matter.) What Fiasco does is situation development. And I think I find the latter much more interesting. Both are hopelessly intertwined, of course: any situation is meaningful only as it evokes responses from characters, and any character is interesting only because of their situation*. But you can shift the focus between them.

I feel a lot better now that I have a handle not just on what Burning Wheel seems to do, but on the nature of this distinction. There’s a lot of talk in the community about things like author/director/actor stance, etc., but I think that this distinction is not one I’ve heard often talked about, and it’s quite helpful to my thinking. It’s opened up my eyes to similar design in other games: part of what I love about Lumpley’s Dogs in the Vineyard is that there is a procedure in it for creating a situation, and then throwing the characters into it. What I’ve learned from this thinking is that the procedure in Dogs in the Vineyard doesn’t at any point explicitly call for tying the main characters in, but if I’m to get the most out of it, I need to.

So that’s the takeaway for me: I prefer situation-focus to character-focus. Maybe this is why I generally prefer GMing games, when that’s an applicable role? Regardless, I think it’s something to incorporate into future designs.


* From a conversation almost a year ago: “Alex Psh.: Rather, it is a universal truth: protagonists are cool because of their situation.”

Getting ready for another one

Well, we have a playtest version of Loom, the heroic fantasy RPG we’ve been working on, ready. If you’re interested, drop me a line. It’s rather in the vein of Star Wars or Garth Nix’s Abhorsen series, to my mind. Temptation, heroism, all that.

Beyond that, back in Boulder, getting over a sore throat, and watching the snow come down outside. Semester starts tomorrow; this’ll be a good one.

EDIT: Given various problems with the name Loom, it’s called In a Dragon-Guarded Land at this point.

Home

I’ve been home a few days now, and in NYC, and now there’s snow. Lovely.

I’ve been working on one of the games; updates soon and possibly some further details.

I’ve also been thinking about security and society. More on that soon.