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Stanley Glacier, October 2011
You’ll be able to see this one at the Latitude 53 Parka Patio tomorrow night, and perhaps purchase a copy from its limited edition in the silent auction.
Fish strikes again
Gotta be honest, I’m not a fan of the Sh*t Edmontonains Say video. As many have already pointed out, it...
Key & Peele - Dungeons & Dragons
This was my favorite sketch to direct from last night’s episode. It guest stars Alex Fernie and...
I ________ the UK today
Oscar Peterson & Clark Terry “Mumbles”
Watch as Mr. Terry takes my mantra and puts it into song.
On Sunday I am going to start an open-table game of Dungeons and Dragons (ish). At the Empress ale house, 7pm (a little late can be OK, spectators welcome as long as they are ready for me to trick them into actually playing). It is, in the words of one curious potential player, “a really really informal low key…D&D day”. It will hopefully continue on a weekly basis. There is no expectation of attendance, and if you are at all interested, dropping in occasionally is a totally good way to play.
Edmonton readers: maybe you should come? No experience preferred.
At the same time that I extend an open invitation (OK, I can handle 15 people probably, maybe even twenty, above that things get pretty tough), I want to lay a few things out. Some thoughts that I feel ready to explain for the first time. Perhaps to the kinds of people who I imagine/hope read this blog, this is an explanation for why I find D&D interesting as play and as part of my practice. But I’m also very conscious of the fact that my desire to run an open table is going to make my job hard, the part where I have to establish a safe space for play and direct the tone to allow the players to do interesting things.
Yesterday I tricked a bunch of people into rolling up characters—they were largely male gamer types to start with, some with a pretty good idea about what D&D meant to them, or even regular players. I want some of these people in my game. But I want more people who have no clue, because they have better ideas. My job is going to be preventing or managing culture clash, while still keeping the liveliness of conflicting expectations at the table. Here it is then, a warning: if you like D&D I hope you’ll think mine is better but it’s not what you expect.
Take a look—well, actually probably don’t—at this mess of a story-games thread in which “Gygaxian naturalism” (the principle, invented by one of D&D’s co-authors, that monsters should be in some way naturalistic, believable, possessing of ecosystems) leads to squicky situations like: oh yeah, of course all of these monsters live in “primitive” tribal societies as well as being inherently evil. Which is to say: Trouble with a capital T that rhymes with G that stands for Gygax.
The thread itself is an example of why these things are dangerous as much as the material it’s actually about. As it’s approaching godwin’s law, someone asks: why would Gygax write something fascist? and I have to say: because he was a disgusting fucking colonialist neo-con. Another story.
So this is an explanation of why I’m running D&D (not D&D), in a custom little rulebook that I assembled from open source documents and rewrote big sections of. Not only does it hark back to the early days when playing something someone had mimeographed was pretty normal (not that I remember such days), but because I am making a better game. I don’t think I’m being unreasonably pretentious here.
My game has a very simplified set of rules compared to currently published versions. It’s based on open designs from the “OSR”, a rough group of bloggers and players who approximate imaginary old versions of the game. Great. I’ve talked lots about this: increasing player agency by not codifying their options, exploring constructed authenticities, mixing in a little bit of modern story-game design junk, ritualizing play. What else?
The game, like its source material, is about travel and transformations. Unlike a lot of fantasy literature, we’re going to be clear about how that plays out: that literature has spent a lot of the last two hundred years erasing the fact that european folklore is as full of transgendered folk heroes, travel in other worlds, troublesome land spirits and terrible bargains as the folklores that we white people like to act all shocked about (oh my, “trickster figures”). That’s the good stuff.
I am thinking very hard about how to set up my games to enable players to challenge the narratives of “fantasy” as genre. I think I have some ideas beginning. Here are a couple of reflections:
I mentioned above, twice, that my preferred method of recruiting players is via trickery. It’s very simple: the game is based around a powerful ritual of rolling the dice to test your vision of ordered narrative against the unpredictable group. More or that test in a minute. But I start by offering the dice. Once you’ve rolled a few stats—and even more once you’re shopping for equipment, you’re in. And you get to roll again and improvise desperately as soon as you bring that character into the game.
But as I foreground this ritual I leave some parts out. I have not yet asked a player what gender their character is, despite this for some reason being a pretty common thing to see in a rulebook. Yeah, generally it results in yesterday’s situation: a bunch of people, then male, rolling up characters that are assumed to share their gender. But in Glasgow a female player was playing a dwarf of unspecified gender named Chad—and didn’t bother to even address in passing this conflict of expectation until well into the game. That’s nice. I won’t ask you to write anything down until it makes a difference, or until you chose to. This is part of why I am attracted to the simplest rules.
In the Glasgow game, the first time the players discovered otherworldly creatures—goblins—there was a stop. Because fantasy literature trained them to see them as primitive people, and they didn’t want to be playing a game about genocide, thank goodness. I will fight Gygaxian Naturalism to my last breath. Here’s how it works:
The player characters are necessarily people on the edge. Law and Chaos is necessarily trouble: the characters are neither of society nor of the wild, but are engaged in a kind of dialogue of colonialism on the edges of those two spaces, neither of which is actually very nice. That’s why they are magic. Monsters are a manifestation of this: in the rules they emerge spontaneously (“random encounters”) caused by nothing other than the player’s exploration. Unlike Gygax, I don’t see why this can’t be true in the fiction too. That’s what monsters are—the players’ characters are an aberration in the world that cause all kinds of trouble. “Heroes” in quotes like Bowie.
The big one: when tough questions come up, it’s for the players to answer them. Where do monsters come from? Ask the cleric.
And where from there? Let’s play and find out.
<3
Hey fellow Edmontonians,
Take a look at the blog post my uncle Ryan posted last month. And for a real hoot of a time, be sure to read the comments. Just click on the link below.
Shit I’ve been sleeping on this. I love those comment threads.
Update: ok, don’t read the whole thing, it gets boring at the end when everybody except for Ryan’s friends goes home. The start is pretty epic though.
SATURDAY 18 JUNE 2011, 2:00 PM
MEET BEHIND THE STANLEY MILNER LIBRARY
International Espionage is an exciting spy game about thwarted expectations and failures in communication, with water pistols.
You’re on a team. You’ve got a briefcase packed with secret documents and supplies, sealed hand-out assignments, a map, and a rendezvous to make - but double agents are everywhere, you don’t know what your opponents are trying to do, your group is disorganised, you don’t actually know what the supplies are for and you have only got an hour to straighten it out and win. Somehow.
You’ll have to take things into your own hands.
We played in Edmonton last summer and this year International Espionage went to IgFest, the Interesting Games Festival, in Bristol, England. Now it’s coming home with a few tweaks and improvements. Bring a water gun if you have one (we’ll have more on site) and come dressed as a spy for a special assignment.
Donations to help cover costs will be graciously accepted.
MEET BEHIND THE STANLEY MILNER LIBRARY, 2:00
International Espionage in Bristol for igFest, May 28–29 2011
International Espionage will be back in Edmonton 18 June at 14:00 at a secret location.
For any city, big or small, mashed up or middling, being labelled for a commitment to architectural crap is a fearsome blow. Edmonton would know. Its reputation as the Canadian fiefdom of sprawl, power centres and built oppression looms even bigger than its brutal winters.
Adam Waldron-Blain,
Glasgow, ScotlandDear Latitude 53 Blog:
I miss you. Since beginning my international adventure in August, I think of you often. What is happening in Edmonton? What is showing at Latitude 53? How much am I missing? It’s strange only being on Facebook in the dead of Edmonton’s night, seven hours removed.
Yeah, you can now find me also at the Latitude 53 Blog once more, at least for a little while. I’m going to talk to some local Glasgow people about some interesting things and that’ll be the place to read it. Sound good?
I ought to have posted this when it was published—the day I left for Glasgow. My last piece for Vue, a review of the Alberta Biennial:
…but by the time you get there you’ve already walked right past Kris Lindskoog’s amazing middle finger to the inattentive, a small circle of painty bottles of water on a low pedestal with a tiny, scratchy background soundtrack which most gallery visitors—especially the frantic masses of new members on opening night—never notice. That’s Alberta art. You’ll find gold in the big works too, among Walter May’s monuments and unfortunate decisions made by Kristin Ivey and Chris Willard. This is Alberta too: Rita McKeough, Paul Bernhardt and Ron Moppett take up the drive for bigness and the province’s strange architectures in crowd-pleasing and funny work.
Back in the first room, despite the press, the real action is in two places: The Cedar Tavern Singers’ sharp but underproduced songs grounded in a bogus conviction that they aren’t actually musicians, and John Will’s huge, ridiculous wall of ugly hyper-masculine paint reaching beyond the province while stuck in its insidery local jokes and paired, self-consciously, with a poster of “NOTHING.”
It originally ended with “I’ll miss you, Alberta” which I think makes me look like less of a jerk. But I will.
I just can’t help myself.
MANHUNT VS EDMONTON ARTS COUNCIL
FRIDAY 16 JULY 2010, 6:30 PM
MEET BEHIND THE STANLEY MILNER LIBRARY DOWNTOWN
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