Gameplay


I have yet to speak of one of my most profound interests: Warhammer Fantasy Roleplay (WFRP for short). You might say it’s been a non-subject for conversation, an irrational sense that drained me of the interest of mentioning it here. No longer, for tonight the taboo is lifted!

For my birthday, I decided to purchase for myself a used copy of the core rules for the first edition of WFRP. The hardbound version, before they came out with the paperback version with the handful of edits and corrections.

The copy I received was in terrible condition: spine shot, taped together, with edges worn gray. The character sheet page was missing, and somebody’s name and phone number were penciled in on the inside of the front cover.

However, the rest of the pages were in good condition—of a stiffer paper than the paperback copy I have, and smelling of that old sensation I remember when poring over the copy I once possessed. To hold in my hands this version was to take me back to a moment in my life where I once was fully immersed in the explorations my passion for this game would take me.

I was also reminded of the terrible time I was forced to sell my hardbound copy to Powell’s bookstore to have enough food to eat that day. To relinquish this tome and many others for a handful of dollars so I wouldn’t starve. In the years to come this would be the selling of my heart that would trouble me the most: The book that began my most important journey.

I had no way of knowing an internet would appear that would allow me to gain a copy for printout through the download network if I wished. That a seller’s market would manifest in which one might see and resume contact with all the lost pleasantries of a thousand young dreams, and if necessary, claim a physical object to meditate upon.

Here it is then, in my hands once again, healing a self-inflicted wound. Who is to say this is not the very same volume I once owned? For you see, it was sent to me from a bookstore in Oregon, the state of mind where I left behind a piece of myself. There are times when even selling pieces of yourself is not enough to keep eating. You must flee into the forest and go mad to find nourishment.

I open the page containing the “Wizard’s Apprentice” beginning career, with it’s typos in magic points and incorrect advance scheme. The errors confused me back when I first read them; when they were corrected in the paperback version I was relieved.

Now I find myself looking at the 204 magic points (instead of the correct 2d4 or 2-8) and the +1 Wounds/+10 Dexterity advance scheme (missing the additional +10 Intelligence and +10 Willpower) with a new set of eyes. The typos are meaningful to me; they speak to my innermost being of what I didn’t understand.

Subsisting only on my resistance to damage and the work of my hands, but born with an accident of energy.

This time, I hold the rules tome in my hands and I get the message.

Okay, so a long while ago I swore I would level up on the knitting power. It’s pretty sad news that a category on this blog has been limping along at only one entry for such a long time. Can you guess my undeveloped side here?

No longer! Unpacked (again), re-learning my skill (again). I will get back in touch with this and make myself the very scarf that Kimaroo mentioned I need in this day and age of psychic blizzards.  Everybody needs an advanced tool of civilized multi-purpose function in this era of Road Mutants In Training.

But hey, sometimes the trove comes up extras on the bonus round. Lo and behold at the store, an array of potions such that K and I thought were relegated to an age of history sadly written. Just goes to show that anything can reappear when the world turns with a subtle flavor.

Behold, potions of healing goodness! K loves this beer, swears by it and has sorely missed it. We plan to stock up before those Roguesy weirdoes turn off the emergency damage repair spigot accidentally again.  For now though, it is exceedingly cool to run into an old friend of tasty character and refreshing vitality. Times are tough!

Of course, scrolls of revelation are included in the package as well. For my roleplaying game group I do maps and tokens as part of my full Game-mastering package of goodies.  Here’s a picture of one such map that I created, of the village where the characters begin their adventure.

Yes, full on detail and color of the highest order.  These things help my players imagine the scale and scope of the area they find themselves in. I was telling Kimaroo about this very thing, when I realized I ought to show her what the Hek I was talking about.

Yes, magic items are everywhere. Because we need them.

There’s this television program I watched back in the day.  A show called The Prisoner that played on PBS (The Public Broadcasting Station). My folks and I would huddle around the television set and marvel at The Prisoner’s originality.

Ugh, the term “television” seems so dated now, even though it’s still useful in describing a dominant electronic device in use.  Who would ever have guessed television sets would end up being the precursor to the monitor, whose job it is to communicate computer activity to us?

Or that tell-a-vision would become 2-way?

The slot for The Prisoner was set at an hour, but the episode only lasted 45 minutes. Since this was PBS there were no commercials—what a novel concept!  A short program based around playing chess took up the remaining 15 minutes.

Jerky stop motion animation of a chessboard and its pieces, accompanied by a measured English voice, described the game as it unfolded. It was entertaining and engaging to my folks and I, so we stayed through to watch it.

But enough talk! The Prisoner is today’s topicality of chitchat.

What Is This Show On?

The Prisoner is about a secret agent (or perhaps he is a highly placed government official with access to sensitive information) who resigns from his job and begins packing for a trip. While he is loading up his suitcase, a group of men break into his home and fill the room he is in with knockout gas.

He awakens to find himself in a high-tech security town known as “The Village”. Everyone is called by a number instead of their real name.  His new name is “Number 6″, or just “6″. The Village is self-sufficient, cut-off from the rest of the world, and presided over by a director who is always referred to as “Number 2″. This director is almost always a new person in each episode of the show.

And those are the least weird parts of the place.

For example, The Village relies on security patrols (by foot, helicopter, and boat) to keep people from escaping.  But their primary means of recapturing escapees is a gigantic flying blob-sphere called “Rover”.

Rover paralyzes (and sometimes kills) those who go too far, bringing them back by dragging them to a pick up point.  The thing also makes really scary roaring and movement noises as it goes about its business.

The series lasts only one season, and consists of attempts by the forces of The Village, led by Number 2, to force Number 6 to answer the question, “Why did you resign?” Every kind of coercion is attempted, from outright physical torture to psychological manipulation involving hypnosis and drugs.

Number 6 tries to escape and resist as best he can. Most of the people who live in The Village are operatives for whatever political force runs the secret prison; many of them are undercover, posing as prisoners themselves.

Some inhabitants are genuine prisoners like Number 6 who usually think he’s “one of them”, or are too far broken down to be of use. Mainly it’s up to Number 6 to muster enough wits and skill to keep from being broken.

What Is This Post On About?

Okay, so if you haven’t seen this series yet then stop here and go watch it! I’m about to go into spoiler territory, so ahrooo!

The final episode of The Prisoner has provoked heated discussion over what it means. Basically Number 6 eventually turns the tables on his captors and is invited into the inner circle of power to join them as their new leader, or to depart.

In a surreal unfolding of events, Number 6 leads a machine gun attack on the inner circle and causes what looks like the destruction of The Village.  He and a few compatriots escape back to the real world, where these helpers resume their roles in society.  Number 6 drives off into the sunset.  The number on the door of his home says “1″.

What does the ending mean? How does it explain the events of The Village? Many viewers were expecting a sophisticated puzzle ending.  Here’s what’s been moving through my brain as I consider the meaning of the show for me.

The entire series represents a complex hallucination in which his captors attempt to brainwash him into a state of compliance, whereupon he can do no harm as an independent agent.  The elites of political entities really hate those independent agents.

At the end, Number 6 manages to overcome this hallucination and return to reality, symbolized by him leaving his home and driving off into the sunset, or the endless horizon of freedom.

Which can also be interpreted as a return to the cycle of the beginning of the series, but I think this only reinforces a closure of a complete experience in which Number 6 is no longer Number 1 or Number 6, but Number 0—a fool free to roam at will through any boundary or state of mind.

The last episode is a collapse of the hallucination and the return of sanity.  He has escaped his role as Number 1 (the leader of the system of coercion and repression which he served)—the mysterious butler is the part of him that “served” this system in his capacity as Number 1—and he has escaped his role as the prisoner, Number 6.

The inner circle would prefer he resume his post or be broken.  They divide his personality in an attempt to either cause his complete mental breakdown or remake him into his old role.  Perhaps they are the same thing!

However, instinct triumphs over programming. His stubborn refusal to give up his identity (“I am not a number, I am a free man!”), to cling to the zero as it were, preserves him.

Number 6 asks, “Who is Number 1?” and he is always answered, “You are Number 6.”  This is said in plain sight of the television watching audience many times.  He doesn’t catch the comma in that answer, nor does the audience!  “YOU ARE, Number 6.”

What’s That Again?

The interesting thing for me is how the conflict is always framed in terms of Number 6′s refusal to answer the question, “Why did you resign?”  The thing is, Number 6 answers this question at one point—that his conscience was bothering him about what he was doing.  Being Number 1 must have meant decisions that led to the suffering and death of not only many establishment agents, but innocent people as well.

For example, when Number 2 kills number 73 (an innocent woman), Number 6 reacts with brutal efficiency in destroying the man.  It must have been a similar incident—the death of an innocent in the performance of his duties—that led to Number 6 questioning his role. He gained back part of his soul when he felt remorse, and this in turn led to him to suddenly react against the system.

That Number 6 finally gives an answer—and this answer is ignored-—shows that his captivity isn’t about information at all.  It is about obedience.  The concern about his resignation is a pretense for removal of his identity and re-education.  Send him to the Gulag, folks!  Just make sure it is “justified” by some official reason.  That is, mask the real issue.

Number 6 tries to tell the inner circle but they shout him down.  “I, I, I!”  The magistrate looks on at Number 6′s anguished face.  He understands as Number 6 realizes, it has never been about his stand of conscience, or the fear of his going over to “the other side”—is there such a thing when the inner circle is both black and white in dress? Where the system is total and complete?

There is only one political force—ownership. They merely argue over method.

The Number 2 destroyed by Number 6 returns to initiate the last and most brutal interrogation of Number 6 before the final episode. The inner circle must have believed using this personality piece was key to breaking 6′s will. But I think by this point they had already lost the upper hand and were clutching at straws.

For this Number 2 is, in effect, a form of Number 6′s own past persona.  The part of him that initiated Number 6′s development out of the previous trauma involving the dead woman.  He has, in effect, betrayed the system by self-recreating his own conscience and therefore a person who does not fit under the typical number system.

Number 2 is “destroyed”. He is “dead”. The truth of self-captivity ended his ability to perform his duties. Number 6 is free to go.

This Number 2 is brought back to life and put on trail as an example of a “betrayer”, who bites the hand that feeds him.  But it is a futile gesture.  Nature trumps the system in the end, always. Number 6 is who our protagonist is now, and putting his old identity on a rocket to be shot into space is no use.

Not that the inner circle won’t try to place all the “bad” personalities into that rocket in hopes of being left with only a butler (Number 1).

The young man gunfighter Number 8 from the Living In Harmony episode is brought onto trial as well (as Number 48).  He is put forward as an example of youth that does not rebel in the societally accepted way. He is guilty of rebelling with no purpose, rhyme or reason—not unlike the fool.

This nemesis “kid” was used by the system to threaten others, but he had a drawback.  He was difficult to control and extremely violent.  Youth stifled and manipulated is a dangerous tool to the system.  When we allow the system to send youth out to kill those who oppose repression, we create dysfunctional individuals.

By refusing to fight, as Number 6 did in this episode, one threatens the source from which coercion draws the strength of its force.  Displaying a character who held this kind of basic stance of non-violence was the reason the episode was not allowed to be shown in the U.S. at the time.

It’s revealed that the Living In Harmony episode has been a hallucination within a hallucination in an attempt to get Number 6 to either resume his former post as gunslinger for the ownership or be a victim of his immature personality of violence and confusion, to be “destroyed” by his shadow as it were.

Number 6 “killed” Number 8.  By refusing to strap on a gun and a badge at the same time, Number 6 showed that he wished to remain independent.

Number 48 will also be going up into space on the rocket.

I, I, I!

Number 6 is sent into the rocket to meet with Number 1.  Meaning he will either end up in the tube with Number 2 and Number 48 (who are both laughing and babbling insanely) to be blasted off and disposed of, or he will emerge in a form suitable for control once more.

In the rocket, Number 6 meets a figure wearing the mask of the inner circle.  He strips the mask away only to reveal an ape’s mask underneath. He strips more masks off.  Finally he comes face to face with himself as the figure is revealed to be—himself!  The two of them struggle, the unmasked version of himself laughing maniacally and babbling like a fool.

A fool. His true self!

Number 6 attacks the guards and frees Number 2 and Number 48.  They lead a counterattack against the inner circle; launching the rocket in a surreal confrontation of energies that can only mean the fundamental construct of the hallucination can no longer be defended.

Isn’t that what the system is, after all? A shared imaginary space we participate in? But as they say in gaming circles, “system matters”. Dysfunction leads to typhoid game play and “fun, never.”

Rover is destroyed, melted to slag.  His job was to maintain the boundaries of the hallucination.  In the episode Many Happy Returns, Number 6 actually manages to escape back to the real world for a brief time.  There is no “Rover” or guards to stop him.  The purpose of letting Number 6 temporarily escape was only to fool him into thinking The Village was a literal place.  But it never was!

As the hallucination collapses, the personalities return to their appointed places in the psyche as the “world” becomes more real. We were only a short drive from London after all!  The youth, Number 48, goes off to hitchhike. Number 2 goes off to a job in the government. The butler enters the residence of Number 6. All the personalities within our fool protagonist return to their proper place in the psyche (and appropriate memories).

Number 6 gets in his car and drives off into the sunset/sunrise of consciousness. He is free to go.  At the very least he will awaken and perhaps find himself in a real captivity, but one in which he can actually physically escape from.

It is the fool who encourages us to resign, to claim our life as our own, and to reject numbers altogether. At the end of the adventure he comes around to encourage us to begin anew.

061_the_new_literacyAll right, enough already!  The sexual tension between these two forms is driving me nuts.  Nobody buys this mutual dislike as anything but a prelude to getting a room and making babies.  Get on with it!

For a long time we had a bunch of privileged intellectuals manufacturing consent by dividing the peanut butter and the celery between LIT and RACY, also known as high and low literature.  The “stuff that matters” from the unwashed laundry of the masses who don’t count because they are the bewildered herd and must be told what to value.

Along comes the E in Ebook and all of a sudden Pbooks are revealed for what they are—form, not the actual consciousness that inspires culture.  The entire social control mechanism that maintains access to distribution to consciousness is laid bare.  People naturally begin to ask questions, particularly those in the bewildered herd who have never known expression before.

That delicious E is the hammer in the Apple ad.  Thor’s hammer, the bolt of the storm that is the Aquarian lightning age, connecting thought.  The contact that is the point of all literature both high and low, author and reader touching each other, both one and apart, oscillating in response.  AUM.

In that moment of explosion, she joins the LIT and the RACY into LITERACY, one of the more stunning discoveries of this medieval age of thinking.  Now paper (earth) can be thought (air) and vice versa.

This is an unavoidable revolution in consciousness occurring right before our eyes.  As this bolt of electricity strikes earth and ignites a firestorm in the forest of paper, a lot of people are going to have to flee for their lives as their comfortable burrows and nests burn to the ground.

Make no mistake; this is a painful thing for a lot of ordinary folks who depend on the old growth forest for their lives.  But understand those who welcome the change as well as those who cringe in the foliage.  Everybody, and I mean EVERY BODY on any side of the fence is in on this.  We all get to participate as the forest burns down around our ears.  Open your heart and listen to the things you haven’t heard.

I emphasize with the struggle; those about to be hurt by the flames could be me, or someone I care about.  I’m excited and terrified both—where do I run?  Where do you run?  Who is already cut off from the lake—wait, is this the dry season?  That cave a safe haven or a future oven filled with smoke?  What is right action?  Shock the monkey!

It is a time for fear.

The copyright-royalty model is outdated and inefficient.  It is primarily a system for putting access to the forms of consciousness into the hands of concentrated centers of impersonal power, justified by projecting an image of the properly compensated and approved artist for their labors.

Don’t delve too far into that model—for every lucky artist you’ll find thousands ripped off, their rights in the vault of some conceptual entity that doesn’t count as a moral agent.  The millions who don’t get to participate at all because only “artists” can do that stuff?  They get to pay to know what they think.

Alternate economic models and mechanisms of access have been out for years.  Novels were the death of real books, just as recordable audiotape was the death of records and libraries would destroy bookstores.  Those with privilege, who stand to lose the most by sharing, always cry bitterly when community insists that people raise their standard of living more humanely.  Specialists are going to have to share their space with more generalists.

Access to data is still affected by class.  The decline of fossil fuels and rare metals leads to a cage match between military contracts and consumer electronic manufacturers.  The iron rule of oligarchy always obtains.  But humans are naturally moral and strive for freedom.  The human condition is nature’s way of making us figure it out.

The Kindle and the iPad are already ancient history.  You think that’s what the kids are using?  I’ll let that one be a surprise.  Developers hate Apple.  Who is going to put Ebooks in the hands of starving villagers with a credit card?

The price for everything is inflated.  People want what they want now and they want to pay what they want to pay.  You going to tell the vast majority of mindless beasts how to think?  Good luck!  Prices will have to fall and the money to be made will shrink.  Subscriptions and proprietary ala Carte tollbooths are yesterday’s memories.  Get used to it, what you think is right doesn’t matter.

How are you going to control the exchange of thoughts?  No, seriously?  Actions can be directed with a truncheon or a lawsuit, but you going to tell people what to do with their thoughts?  Even brutal dictatorships let people think what they want as long as they obey.  Rust always trumps the iron rule in the end.

Nobody can predict the future.  If you think that’s what I’m doing you aren’t paying attention.  Invigorated by the conflagration, the forest will grow back.  The new life is always greater than the old.  The status quo is death; plenty of new species will migrate to fill the void.  That’s the scary thought—who will be the new neighbor?  Won’t you be my neighbor?

The playing field gained a new dimension as well as a new form.  This isn’t squeezing anything out; it’s rather that the old way of doing things is not going to dominate any more.  It will have to content itself with being a smaller fraction of a greater whole.

Yes, this means even the crap gets a say.  Or do you mean “the crap we don’t approve of”?  I say let the crap hounds have their say and show us what they got.  If they can’t ante up they’ll make for some fine fertilizer in the new forest.  Freedom of speech means the right to participate alongside the great names and have your turn to speak—look at any sportscaster program with call-ins.

All of us start at the Level Zero crap hound bottom.  Never forget we all begin in ignorance and grow according to many variables outside our conscious control.  It’s in all our interests to create ecosystems of variable creative exploration.  It’ll do both the wizards and the crap hounds some good.

Physical objects are totems to show allegiance.  Don’t underestimate that.  Also keep in mind that whatever is not nailed down is mine and whatever I can pry loose is not nailed down.  Thoughts want to be free, so let them be so!  Air always escapes a prison.  The point is to hook up people who have an affinity with your thoughts and gratify them with stuff they actually want.

Youth culture is already doing this.  They grow up with everything that ever was at their fingertips, creating their own wants and satisfying their own curiosity.  Literacy is exploding like a thunderbolt.  Get out of the way if you can’t lend a hand.

Doomsday fantasies of resentment can eat my shorts.  We’re already there.  The hum of the lightning age moves through an emerging electro-agrarianism that will bring both a shadow we’ve never encountered before and a worldwide literacy the likes of which cannot be conceived of.

Just wait until you see the child Pbook and Ebook make together.

The hybrid is the message of the savior of humanity, believe it!

Okay, all right.  Permission to matter blah blah blah stakes whatever man.  What’s the DEAL?

The deal is, you’re going to have to play with these concepts until you can arrange them into a formula that works for you.  Your goal is to internalize them so that they influence what you create on an unconscious level—mental muscle memory as it were.

Just by reading about this, even if you don’t buy it, you are pouring ingredients one into the other and back.  The dance of temperance leads to more informed decisions and greater consciousness.

Here’s another thing to keep in mind:  Stories resolve.  That means they have an endgame, a way for a storyteller to say “I’m Done”.  This is often personified in the conflict—tension—resolution story formula.

This is actually harder than it looks.  Many writers can’t bear the thought of a resolution.  It’s much easier to do what’s called false tension, where you introduce a conflict, build up tension, and then back off from the resolution by removing the source of the conflict in some way.  They are revoking the principle of Permission To Matter for saw tooth storytelling.

Saw tooth storytelling is a kind of zilchplay.  But it carries with it another danger—running out of narrative ammunition.  There are only so many conflicts you can introduce before you begin to repeat yourself.  There are only so many conflicts you can repeat before the tension vanishes.

Think of it in half-life terms.  The first time the girl detective is faced with “follow my dream or please daddy’s image of me” is 100% tense.  The next time, 50%.  After that your audience is going to stop caring.

Get on with it.  Consequences are thrilling and exciting.  They inspire meditations—what if girl detective decides to please her daddy and become a hippy painter like him?  Is following her dream worth the cost?  Is it even right?  Or is it a case of “whoa that was a close one, that’s so cool she made the right decision?  OMG what if she hadn’t followed her dream?”

Keeps you awake at night.

What you’re looking for is a steady reward cycle.  Reader is rewarded for following the story.  Characters who do stuff are cool.  It keeps the narrative clip loaded and firing, bang bang bang.  If you keep firing and never hitting anything, you’re just wasting shots and soon to run out of places to go.

So here’s a simple formula:  Character plus setting equals situation—Resolve, repeat until done.

  • Newbie woman engineer plus starship equals keeping things running smoothly, or
  • Girl detective plus high school equals solving mysteries without flunking, or
  • Humaniform alien female plus stuck on earth while making escape ship equals survive culture shock without being discovered

You don’t have to buy it, just consider it.

My dear friend Kim tweeted this link my way, and since I enjoy finding out new nuggets of cultural development concerning female characters I checked it out.  Over in the Justine-land Broiler-anza the trail of the moment became the ingredients of compelling fiction.

Okay-okay already I’ll rattle this loose.  I got molecular prizes tumbling in my mind now that these two bad girls stirred things up without even realizing it.  Time for crazy time rumblings of doom as I pull out a few mental calculations I used to toss about a few years back.

What I draw a circle around is permission to matter.  That is, actions have consequences.  Not my idea; I’m adapting.  It rises up out of roleplaying game theory from a real phenomenon, wherein characters are blocked from contributing meaningfully to a creative exploration.

Very often this phenomenon is hidden from players’ (or readers’, or audience members’) view by a technique known as illusionism.  The illusion of permission to matter is fostered so that a game master (or writer, or director) can pursue an agenda.  When illusionism fails a follow-up technique known as force is used to railroad participants back to the agenda.

This results in dysfunctional play; players reach states of frustration and boredom.  Some resort to manipulation of the game master or the group to obtain their entertainment.  Whatever the case may be, it is a situation referred to as fun never.

You can apply this to other art forms as well.  Television and movies are especially prone to illusionism and force.  The agenda is to keep you watching passively, or to expect that the movie you are about to watch will entertain you because it is a “good movie”.

But getting back to writing.  When characters don’t get to matter they engage in what is known as zilchplay, or going nowhere.  Their actions have no consequences and what they do doesn’t matter.  You could substitute them for someone else and there would be no change.

Another name for permission to matter might be “agency”.  A character has to be able to affect the story.  If, for example, a woman is an engineer yet never gets to save the day with her engineering skills then it doesn’t matter who she is—zilchplay.  You could have a glass of water, call it an engineer, and watch as the designated character or plot element moves the story along because its time to go to the next scene—force.

Hand in hand with permission to matter is the concept of stakes.  When a conflict arises, there must be something to lose and something to gain.  Girl detective has to fast talk her way from the dinner table or else she’ll get to the crime scene too late to test her sudden intuition.

And not just the main character(s).  The minor character(s) have to be capable of succeeding and failing all on their own.

Permission to matter also requires consistency.  If the humaniform alien female demonstrates expert skill with computers only when the plot requires it, you have zilchplay.  A character doesn’t always have to succeed, but they do need to face conflicts with regard to established resources.

What you will find is that when you give your characters permission to matter, they will do things you never expected.  Complications will ensue and matters will unfold in ways that will surprise and inspire.  Even mundane outcomes have resonance—the girl detective predictably gets to go to the prom, but she’s earned it.  That is what being compelling is all about—being remarkable.

Chew on that for a moment.

I’m unsure if I should open this canister of two-four-five trioxyn, as my comprehension is limited.  But over here at the Diamond Island conversations tend towards the rare and unusual, so what the Hek.

Scott McCloud talks about comics, but I believe his ideas are applicable to probably just about any art form.  In his book Making Comics, he speaks of four kinds of approaches to comic book creation, but just substitute any art form and you got the idea.

  • Classicists want to create art that displays a certain kind of technique worthy of being admired, as an image of what art should be.
  • Animists want to create art that tells a story and relates to the emotions of the audience.
  • Formalists want to create art that tests the boundaries of what an art form is capable of.
  • Iconoclasts want to create art that has integrity and honesty to an ideal, unbeholden to any mainstream influence.

This is useful in determining what your stance is when you write, or create art of any kind.  You might say it’s the purpose you are drawn towards.  All of them are worthy; although the various camps will claim theirs is the only kind that is true art.  Yet each has a purpose that supports and encourages the other (but don’t tell them that).

Moving on, in Chapter 7 of Understanding Comics Scott also brings up the six steps of art creation.

  • Step 6 (Surface): What you see at first glance.
  • Step 5 (Craft): The skill involved in making the art.
  • Step 4 (Structure): Understanding what goes where and why.
  • Step 3 (Idiom): Speaking the language of a particular flavor.
  • Step 2 (Form): The materialization itself—book, vase, speech, whatever.
  • Step 1 (Idea/Purpose): Why am I doing this?

Basically, you start at Step 6 when you admire and are inspired by a work of art to get involved.  Each stage requires you to pass several thresholds of challenge to progress. At the end, you choose whether to go to Step 2 (re-imagining the form itself) or Step 1 (exploring the ideas available for expression within).

It’s a little strange for me to even contemplate these paths, for they reveal a pattern to our thinking and feeling, our efforts to create art which are grounded in the fundamentals of brutal survival.  Sex, Danger, Play (Art) are as necessary as anything we do.  Going further down you get to things like breathing, making hormones and the like. Then it’s molecules and elements.

The one indispensable part (so far as we know with our nervous system) of the process is the connection between artist and audience.  This relies on the system that delivers the contact between the two, which needs effort to make it effective.

Throw in the formulations of audience expectation of GNS roleplaying game design theory and you have the reader (or whatever the audience is called) demanding fun in the form of their creative agenda:

  • Gamists who want to be challenged by systems that show who cuts the mustard.
  • Simulationists who want the right to dream in an authentic ‘as if’ situation.
  • Narrativists who want conflicts that resolve premise.

These match up with Scott’s ideas of art asserting our identities as individuals through exercise of our organs (gamist, or sports/mental games), the exploration of the world for useful knowledge (simulationist or discovery in language, science and philosophy), and outlets for mental imbalances aiding in survival (narrative, or self-expression through catharsis).

This is an extremely simplified view of GNS theory, but what I have found is it demands a retraining of the brain to expand one’s mind to the horizons available for meditation.  What you have, I believe, is a re-thinking not just of roleplaying games but recognition of the audience as participant, rather than a top-down gamemaster (or artist) responsible for everyone’s fun.

Take a step further in today’s digitized, mouse-driven age and you have the hierarchy of gamemasters telling people what to buy breaking up under a realization that everyone is both artist and audience, and capable of producing their own supply at will.

Demand is going to create supply, that is, people will create their own needs and fulfill them themselves without having to run the gauntlet of traditional gatekeepers, who dilute the message and inflate the price.

Or even demand that price exist at all.

In a free market, might not money be one of several other options (say, companionship and glory) as means of exchange?  Physical objects like books just become part of a series of modules (a way to make money on one end and a way to show allegiance on another).  Traditionals might have to content themselves with doling out prestige. If they’re lucky, that is—when one can count the number of followers they have does one even need a traditional stamp as a mark of “making it”?

This means the costs will have to go way down.  If someone can make a hit movie for ten thousand dollars, or a bestseller without the chain-gang, how will concentrations of power compete?  They’ll have to.
It can be done if they accept the reality of lower profits and less control—the alternative is extinction.  We are on the downslope of energy anyway, moving towards inner space and not outer space (it was a nice dream while it lasted).

“What about quality?!”  What about it? There’s no quality now, only your good and my bad.  Everyone is going to have to step on up and improve their game if they want to work on the delivery.  Contact is the only game in town now.  There’s no ‘elite’ telling you what works and what doesn’t.

Friends will guard you from crap.  Fans will make sure you don’t starve.  Both will “poopcan” (that is, work the dodgy parts out) your art for you if you are serious.  Just do the stuff.  Everybody’s on the same field and there’s no limit right now.  It’s a conversation; You talk, I talk.

The big question is, “what is your form about and what do audience members do?”

Fun.  NOW.

It’s all about farm games.

K and I break out the tea collection and get busy organizing the life support system module number tea-oh-yeah.  My friend Snow would be modestly and politely moved by our devotion, as so Level 3 it is to her Level twenty-four forward-slash seven, know what I’m sayin’?

Side note:  I mean it.  When you’re that level, you are big dudette generous and make it look easy.  “Here, have everything you need to start.  Here’s a location on a map.  Get adventurin’ and maybe you’ll connect with ultra-power tea-ness your own special way.”

Back to K and I.  We’ve bought a number of glass milk jars from the local upper-cruster Whole Foods.  Plastic caps, but what the hey weeds have to make do with what they have right?  While we do have tea bags, our focus is on resealable containers of loose-leaves for mix and match.  Since I’m a honey-freak, I have my honey in the rough for getting my freak on.

Now K is pretty crafty.  We get tired of boiling the water the usual way, so she investigates a location on the map and we find ourselves with the bonus round—an electric teapot that rapid-boils water in less than five minutes.  Just fill with water, plug in, flip the switch, and pow.  Yes, this is very much dependency on instrumentality (not to mention electricity), but as I said this is the approach of the lightning age (which is very aquarian).

So now we can make large quantities of water for brewing tea.  When it’s cool we fill the jars and put them in the fridge.  Goodbye, buying high priced tea in the store!  I’m also a soda-fiend, so anything that alleviates my vice for soda varieties is good.  Water’s too boring for me, juice too strong, milk too bland and coffee too strong.  Tea gives me the watery goodness, and a flavor, so I can drink lots of it and not burn out.

Special bonus:  I tell Snow about this amazing teapot and she’s floored.  I give her the info hookup and I get the feeling she teleports one to her kitchen while I’m standing there talking to her.  Next week I run into her again and she tells me the thing opened up a new level for her in the tea-realm, allowing her to adventure in a new area.

The teacher shares what they know and maybe it’ll pay off in those hidden rooms you missed when you were fighting the tea ogre with squid tentacles back on level eleven.  When you hold onto that hunger for knowledge, keep striving with joy for what you do, it pays off.  Snow polishes that gemstone of a hankering she has a little more, while K and I get life support system bonus for more XP.  That’s what generosity does for you.

So what does this have to do with farm games?  Well, seems like on Facebook lately there’s been a surge in farming games.  You socialize with your friends, care for each other’s farms, raise crops and harvest goodies.  Mainly in the dungeon and dragons kind of reward cycle—you kill monsters so you can get better at killing monsters, only here it’s grow crops so you can get better at growing crops.

It’s a slight paradigm shift in games, I think, which bears careful watching.  Is this the seed that falls in the right ground at the right time, the spark that kindles a new way of thinking that will grow grow grow?

The thing is, there’s a growing interest in resource management games (SimCity, the Sims, Civilization, and so on).  The shoot-em-ups and the side-scrollers are still there.  But now you have a growing awareness of “Hey, it’s fun to farm.  To raise animals, plant corn, and build wells.”

Yes, the reality is hard work and thankless repetition.  But it depends on how you look at the reward cycle.  K and I are looking to be healthier and happier.  This formula (of many) is about the reward of having something we make that keeps us going without resorting to the kiddie pool that is mainline industrial food production for loyal, stunned workers.  For Snow it’s about a passion for the pursuit of what interests her.

Both operate under systems that farm games mimic to a degree.  You look for stuff, gather stuff, make stuff, improve your skill with stuff, and then the stuff benefits you.

Then you get into complex games like Harvest Moon: Tree of Tranquility, where you need to have good relationships with people to get the stuff.  There’s lots of stuff to master—mining stuff, cooking stuff, animal stuff, plant stuff, clothing stuff.  You’re in the realm of a community and the need to ration your time to develop the stuff you need.  The ultimate goal:  To be the best “stuff” person you can be, in this case the archetype of the farmer who are their own means of production.

What does being a good farmer mean?  That you can court a partner and raise a family (and the game allows you to do this, ending only when it is the next generation’s turn to find their fortune), and you can also save the world (or the world of this game anyway)—your knowledge as a farmer revives the Goddess of the land and brings blessings back to the community.

You got that?  Your ability to beat things up here is worth zilch.  Your ability to be patient, adaptable and friendly can save the world for everybody!  Or allow you to have a happy home life—either as a farmer who just loves making bread for the Hek of it or as a family person moving things forward to the next spiral of that life that is greater than ours.

I’m living it a little, others are living it, and the games are representing it.  What level is your watering can skill yo?  Can you make perfect pickles?  How’s that ability to make butter?

I’m wondering what the next signpost will be to what’s evolving right before our eyes.  In the meantime, I need to get more and better skills, talk people up more, and get busy on the farm!

Because I think there’s a comprehensive picture here forming.

While mayhem in my psyche ensues, I hang the portrait of My Mirage on a nearby wall.  The first sign of life in the house.  I think about being zero for two in my attempts to be successful with My Mirage and UFO Girl.  Maybe I was really two for zero.  Numerologically, twenty is related to the Judgment card in the tarot deck.  Not unlike how I’m feeling with a strange and unexpected dawn.

My thoughts turn to K.  If I’m going to have to cowboy up and be the horror host, she’ll have to be the hostess.  We need to get this haunted house in order!  We decide it’s time to blast away all these beams and blocks cluttering up the place.  Hard work stirring up dust and moving debris out of the way to go out for the Hek-yeah Disposal Team on night-time pickup.  There’s stuff I have in mind for a giveaway too.  The time has come for clearing out the mental space.

I head into the attic of my mind and go through some things, taking inventory on what will be a good start on a new year’s clearing out.  Some things will be put away again in proper order, while others will be brought out and handled.  Such is the tyranny of objects.

What I find are a host of treasures left behind in a psychic space so visibly tiny you could hardly see it.  There’s a room in my haunted house that defies the model of physics, working by the principles of trans-dimensional engineering.  Can it be that My Mirage has been like a western dragon, collecting rare things of which he cannot use and hoarding them without understanding?

I take up an old audio tape, a promo copy given to me by a radio gal I knew named Kate from a while back.  A selection of songs by a heavy metal band named Kryst The Conqueror, taken from their Deliver Us From Evil album.  I pop it into my player and listen to a series of epic songs from the days of headbanging long hair.  One thing heavy metal was good at was metaphors for the ordeals of love and the struggle against darkness.  The lyrics from In God We Trust come back to me from the depths of time:

For we have seen the face of hell and still believe
That the sword to kill the beast he’s given me
So how many more must die that one may see

I’m listening this time.  My soul returns back to when I was living that dark confusion and raw enthusiasm for understanding through heavy metal questing.  I remember the trauma of being wounded by the forces of damnation, an injury that went as deep and fatal as I had ever experienced.  My enemy, myself lost and gone bad in ways I never would have imagined or wanted.

I notice a plain, hastily scribbled letter from a dear friend in 1995.  I remember reading this but not understanding the words.  I was hearing the words in the songs I enjoyed without listening.  I read words in letters by important people in my life without paying attention.  When you’ve lost your way in the sickness of your own unlighted ordeal, so much is wasted.

SNACK!

Words matter.  They give form to ideas in our thoughts which lead to tangible things.  Words can destroy and they can build.  A single word from a troubled soul can rob you worse than any thief.  A single question, spoken from a humble soul can heal the wasteland and restore an ailing king.

“You will always be the first person I fell in love with.”

Just like that, a self-inflicted wound I had resigned myself to bearing the rest of my life, a horrible black void of failure that had stolen the best parts of me – crippled me, is healed.

The very words I’d needed most to hear had been glossed over blindly.  Then, the day I’m in smolder-mode over doom and doing post-Mirage work, I see and hear the words that close up maybe the biggest hole in my life.  I never expected the caring I gave away without thought to return to me with such power.

The Hana Valley in my heart is restored and a huge, huge core part of me is made whole again.  I can move forward, alive once more.  Welcome to the next level.

Wounds can heal in the darkest nights and hauntingest of houses.

Thanks Yoshie Izumi & Little Yo, for the Okami hookup, and for the message about caring.

Last year I bought one of those joysticks loaded with several arcade games you plug directly into your TV set with.  It had Pac-man, Dig Dug, Rally-X, Bosconian, and Galaxian.  All of those are classics from the video game craze of the eighties.  I played them quite a lot, and have many memories both good and bad from that time when Pac-man led the breakthrough of video games into my consciousness (and likely the mainstream as well).

I was no stranger to Pong, or Combat (a tank game), and I’ve already written about Sea Wolf.  Pinball games were part of my growing up as well.  My folks and I would frequent bars and grills all over the place, and I would inevitably end up playing something for a quarter or two just to get brief thrill of fun.  I even remember a shark attack game I played, which shows up briefly in the movie Jaws.  Good times, crazy experiences.

The joystick I bought stinks, more or less.  It’s too sensitive and too long for the games, and the games themselves are turned up to what I think are difficult levels from what I remember.  I’m annoyed because it interferes with the authentic experience of what the games were like.  Still, playing Pac-man on my TV in the comfort of my own home brings me back to that fateful day me and my dad went to the local bowling alley with seven bucks and played Pac-man like crazy.

But what got me thinking was an article in Boing Boing about the mega-high score gamers who still meet and compete.  I think those dedicated enthusiasts are on to something when they talk about the meditative exploration and systematized analysis of the games.  There’s both mysticism and science at work within the innards of the video game.

On the surface, the video games are pure survival.  But the high scorers take it beyond that and have discovered that beyond certain boundaries (of which not all have been reached in all video games) the game becomes an abyss of the unknown.  The creators of the video games themselves marvel at the doors they have opened, and the players who plunge the depths to bring back insights.

For example, there’s a limit to how far you can go on Pac-man.  After a certain score the game croaks.  The last “bonus fruit” Pac-man gets to eat is a key.  A key to what?  Playing long enough to croak the game causes you to enter a meditative state of non-being.  Is there a formula, a move you can make at a certain point where the game will do the unexpected, something even the creators could never have guessed?

In a sense, video games are just wastes of time, or an activity to be frowned upon.  Youngsters should be doing things more productive (that is, getting them ready for their future roles as workers and consumers).  But I don’t buy that aspect totally.  I find that playing a video game is a lot like reciting meditative mantras.  You are performing a ritual that causes you to enter a trance of non-being.  Might playing video games also be a form of high culture?

I can feel when I’m struggling with a game.  I’ve had a bad day, or some problem is eating my thoughts.  I feel possessed by an effect that pounced on me recently.  As I play, I get the feeling that I am “working a complex out”, untying a psychological knot as it were.  I never noticed this before, but now I think that article confirms for me something I’ve felt for a long time but never said it aloud.

Video games are civilizing influences and a sign of general improvement in humanity.

Yes, even the violent, heavily sexualized games with despicable content.  They are instruments for making you hyperaware of your own capacity for aggression.  To the degree that the game play is fun (and that means well-designed), you become more at peace with yourself.  When you play with and against others, you are relating with fellow human beings along the lines of a social object that you share.

When people get together they start to form systems that work.  Sometimes systems fall apart, but other people take those lessons and try a different approach.  At its heart, a video game is an experience inside a working class, every day establishment where people can get together and have a reason to interact.  That is where culture, and civilization are born.

There are centers of power that will try and control this.  They’ll dumb down the games, turn them into instruments of consent-manufacture, and try to emphasize the “degenerate” elements so hot button topics can be pushed (“save our children from this violent communist menace”).  I don’t think that will work.  Fun and socializing are the fronts of the new 21st century struggle for freedom.  What doesn’t feed those needs will be adapted to and cast aside for what is fun, and social.  A crummy game that causes atomization of people won’t survive, not without cost to its masters.

And the cost of business keeps going up.  Someday the price for hegemony over survival will be greater than the wallets of that quality and then natural selection pays a visit.

But meanwhile, I’m looking at Pac-man and I’m emphasizing with the ghosts.  They are working together, in their individual ways, to stop a rampaging lone intruder from eating all the resources up.  Pac-man is all about “the high score”, or how much points he can rack up before the ghosts succeed.  You can outmaneuver them long enough to get to the “limit” of reality.  But the cost is always another quarter in the end.

In Pac-man, there is a phenomenon called “the intermission”.  When you complete a certain number of screens you are treated to a brief video display of Pac-man and the ghosts in some humorous vignette.  In one, a ghost gets his (or her) ghost outfit caught on a nail and a piece “rips” off, showing what looks like a foot.

“The only winning move is not to play.”  That’s a quote from the movie Wargames.  Perhaps Pac-man isn’t a “man” at all, but an unconscious eating force that threatens the reason of the ghosts and their ordered, cooperative structure.  The ghosts wear “veils” to keep us from seeing the truth – they are the “humans”, civilizing the instincts and in some cases mental illnesses of Pac-man, who represents the person playing the game.

Is there any more apt metaphor for enlightenment?  You must play the game of selfish eating until you “die” enough times to the idea that the world revolves around you.  Only then can you take the lesson learned from the sacred programming text of unconscious unity and live your life as a human being.

Take off your shroud, and look yourself in the mirror.  You had a psychic fever, driving you wild.  You played a video game until you were all right again.  Welcome back to humanity.

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