“i used to live there” is such a sad phrase. seeing places u used to live in is an odd thing. It’s like ‘i know where the best hiding place is in there. my bedroom was the one directly to the left as you walk in. i took my first steps on that flooring. i used to play in that yard with my grandma. she died two years ago. that was the only place i ever knew. those walls contain all of my childhood memories. i can no longer go there, but i know every corner like the back of my hand.’
You know that you can go up to a house and knock on the door and say, "I grew up here. Would you let me come in and look around?" Not everyone will say yes, but a lot of them will.
So when I did this with my childhood home, the main things I realized were that this house was much smaller than I remembered. The rooms which seemed palatial when I was six are actually quite modest. And it's curious -- I didn't move out of that house until I was 16, wouldn't this have updated some of my memories? But apparently it doesn't work that way.
But the best thing was that the front of the house now sports a full-grown elm, a great big tree that defines the view of the house and shades most of the yard.
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I find the "rules are toys" framing of tabletop RPG design useful for several reasons:
The idea that system matters is reducible to recognising that toys have affordances; while there is of course no "wrong" way to play with a toy, no amount of open-mindedness will readily fit a bicycle through a basketball hoop.
It puts a line under one of the main objections to the "why not just freeform it?" thing; if folks are discussing how to make or modify a toy to achieve a particular set of affordances, blundering into the conversation going "why bother with toys when you can Use Your Imagination?" is unlikely to be well received!
Sometimes it's helpful to take a step back from a critique of a particular system and ask yourself: is this set of game mechanics really broken or incomplete, or have I mistaken a bicycle for a basketball?
(I also find that this framing can be a useful way to think about player safety tools. I don't disagree that many games could stand to pay more attention to their players' emotional safety than they do, but I do disagree that the need for external safety tools is a failure mode. Some systems are skateboards; the changes that would be needed to entirely remove the risk of wiping out and cracking your head open on the pavement would also remove the affordances that render them fit for purpose. Sometimes you need to accept the risk and put on the damn helmet!)
the great thing about being unemployed is that it means i can spend 2 hours making some bullshit like this instead of working on my project and nobody will even get mad at me
There are, like, a lot of very good reasons this couldn’t be done in an animated children’s show, but a plot beat I’ve always wanted to see in an animated show is that you’ve got, like, the typical animated show set-up, plucky and idealistic rebels against a massive and nebulous evil allegorical empire, you’ve got all the archetypical characters who show up in shows like that, you’ve got obvious implications atrocities are being committed by the bad guys but you never hone in on it beyond the general signifiers like burning buildings in the background. (yes I am thinking about She-Ra here.)
You’ve got your peridot type or your Scorpia type or potentially your zuko-type. The clearly-antagonistic-but-obviously-engineered-to-be-likeable-enough-to-get-a-redemption-arc type of character. You have them slowly go through the motions of realizing the empire is bad, or realizing the power of friendship, or having a moment of connection with the protagonists and realizing that they aren’t Thriving ™ under the oppressive system.
So they do what these sorts of characters usually do and defect to the protagonists side, and the protagonists chalk up another win for team principle and compassion, and they accept the defector with open, if cautious, arms…
And then a supporting character pulls out a gun and shoots the would-be redemptee in the head, because their entire family was in one of the buildings that the redemptee set on fire in the background during a previous one-off episode.
And, to be clear, this wouldn’t just be a mean gag or a one-off commentary on audience sympathies or out-of-universe discourse on redemption arcs. Episodes going forward would deal with the fallout of such a nakedly ruthless act of retaliation.
It’s now next to impossible to deal with would-be defectors in good faith anymore because it’s been proven the heroes can’t stop acts of vengeance in their own homes, its not clear who among the heroes is even extending the olive branch in good faith to begin with or if it was always a trap. If things ever turn in the heroes favor, Bad guys are now escalating the stakes and fighting to the last man, because they know they aren’t gonna be forgiven if the nicest person in their ranks couldn’t be forgiven. There’s internal political tension about what to do with the assassin (nothing, they need the manpower) and how to go about disavowing the action when half the group doesn’t even want to disavow it- the redemptee might have been nice, but they also burned buildings full of innocent people, a lot of people are just glad they weren’t the ones who had to pull the trigger. Friendships end over this.
A lot of narratives about forgiveness in these kinds of shows are more about how it’s interpersonally healthy and beneficial to forgive and let people grow. I want to see a narrative about how that’s also, like, politically the only path forward if you don’t want to lock your society into an Orestian blood bath, which I have always found to be a much more compelling argument against revenge in general, just as, like, a rule utilitarianism thing. I want a bittersweet ending that’s essentially tracible back to that cathartic, unretractable decision to kill that one likable flunky.
Of course, it would be very difficult to set this up without telegraphing that this is the kind of show that does That Kind Of Thing, and the actual killing can’t really happen until season two at the earliest, so I’m having a hard time figuring out a way to execute this where it would maintain its punch.
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This is legit. My husband, sitting across the room, looks over and says, “IS THAT SOMEONE SHOWING HOW TO CONVERT ENGLISH TO TENGWAR? BECAUSE THAT’S THE WAY!”
Believe this man. He owns atlases of Middle Earth, the complete history of Midle Earth (leatherbound), and has read the books at least 150 times. Also: speaks elvish.
Wait but tell me more, what kind of math does our godforsaken measuring system make sense for? I'm horribly curious!
oh dear oh boy okay, I’ve tried to explain this to people and had them just get more annoyed, so I’ll give it a shot, but no promises that it will make any sense. Disclaimer also that I don’t really know what I’m talking about, I’ve just done a lot of baking, and ages ago I read something by Plato explaining why the musical scale is how it is, and I’m extrapolating from the two
(wow this turned out way longer than I meant it to because IT’S MIDNIGHT)
the metric system is a base 10 system, like most modern human math, so it is easy to use in the way people tend to do math these days - ie, by sitting down with either a piece of paper or a calculator and doing sums. It’s a good system for a lot of things, especially scientific applications where you need to be VERY precise and don’t want to waste time converting units, and need to do shit like calculus. It’s a highly rational way of doing it…if you are literate.
if you aren’t literate, or are less literate, it’s not a sensible way to construct a measuring system at all. If you measure something and come up with 367.45 cm, that’s nothing. You’re going to forget it, and you can’t easily divide it by anything, there’s no way to go from here
But consider the English Foot. We’ve all been working with a base 12 system without realizing it, and without really utilizing it for what it’s best for, which is easy mental division. This is where people get mad at me, they say math all gets terrible and ugly when you do it in feet, you end up trying to figure out how many sixteenths of an inch 0.135 is, or you end up with repeating decimals, and it all sucks super bad. To this I say yes, it does, because you’re thinking like a modern algebra student, and not like a medieval bricklayer.
The base 12 system of the traditional English foot is fantastic for mental math, because 12 is a highly divisible number. It’s easily divisible into halves, thirds, quarters, and sixths by most people in their heads. The inch is then typically divided into 1/16ths, which *super* suck to deal with on a calculator, but are really quite friendly if you just keep them as fractions like God and the Magna Carta intended. This is the kind of math most artisans need to do. You want supports placed evenly along a wall, to divide a piece of fabric in half, or to double a recipe. Nobody 1.7x’s a recipe. Metric would be great for that, but why would you do that? It wouldn’t be worth the math involved.
And listen, I also use a lot of metric baking recipes. Everything is in grams, you can measure everything the same way, and it’s super accurate. They’re great if you have a digital scale, but before the age of digital scales? Unfathomable. You (a medieval peasant) have a cup you’ve decided is The Cup, and sometimes you put in a half or a third or a quarter of that cup. THAT makes sense. Also, it’s a lot easier to double something that calls for 1 cup of flour than it is when it calls for 136 grams of flour, and this is for me, a person who learned math in the typical modern way and always has a calculator in their pocket. I would have the sourdough recipe I make every week memorized if it wasn’t in fucking grams. I DO have my pie crust recipe memorized. For every cup of flour you put in a third of a cup shortening, one tablespoon of butter, and start with 3 tablespoons of water (and a dash of salt). A double crust pie takes about 3 cups of flour, so that’s one cup shortening. Easy! A third of a cup of shortening in grams is 68.3333333. That’s nothing! That’s garbage!
“Wouldn’t it be more accurate to measure 68.3333333 grams, though?” Sure, but the amount of wet indigence you need to put in any baked thing changes with the fucking weather! That’s why this recipe says “start with 3 tbs water.” There’s no need to be more accurate, and in fact it would make things more difficult.
Okay that turned into a tangent about how to make pie crust, a thing I think everyone should learn because pie crust is delicious, but i hope you get the idea. TLDR sometimes you just want to divide things in thirds and have it not suck ass. The eldritch sigil of measurement conversions is a little less threatening if you realize every step up or down is a factor of thirds or fourths
fuck oh no another half remembered piece of pop science coming at you - the largest number a typical human can hold in their head *without language* is 3. You don’t need numbers to count to three, you don’t need to count to be aware of three, you can just see three things and say “that’s three.” Don’t believe me? That’s the whole basis of Roman numerals. The numbers 1-3 are representational, after that they get more symbolic, and you never end up with more than three of the same symbol in a row. After III comes IV, not IIII, and it’s just that III is much easier on the brain. For the same reason, a lot of English conversions are in factors of 4. There are 4 cups in a quart, and 4 quarts in a gallon, so you’re only dealing with measurements that are easy to hold in your head without counting. You never have to count out 4 cups if you convert. You either need 3 cups or 1 quart. Does that make sense? Anyone who has done Big Cooking should know that if you have to count cups beyond 3 or 4 it becomes very easy to lose track.
Now i’m not saying it’s all logical. It would be great if every step was a factor of 4, but they had to get fancy and throw pints in there. Pints aren’t too bad, that’s a factor of two, but I’ll be the first to admit that it makes no sense for one tablespoon to equal three teaspoons instead of four. But because this is a system that evolved over time instead of being constructed intentionally, you have to cut it some slack. I’m sorry to anyone who decided to read this, I should be in bed, but I actually care a lot about this and I swear it’s not just stockholm syndrome from Being American
This is the best explanation of this system that I’ve ever seen and I’m so grateful to have found it, because now I can shove it into the face of every person who whines at me about preferring Imperial measurements for cooking.
Teaspoons used to be 1 fluid dram, which is ¼ of a tablespoon, or 1/8 of an ounce. This was a widely used apothecary’s measurement - there are even smaller ones for medicinal purposes. (Scruples & grains are smaller than drams.)
In the 17th century, tea was EXPENSIVE in England, so tea spoons and tea cups were SMOL. However, in the late 18th century, the tax on tea dropped from 119% to 12.5%… so more people could afford tea, and tea-drinking accessories - the cups and spoons - got bigger. Eventually teaspoons stabilized at 1/3 of a tablespoon.
i cook, sew, do a spot of woodworking sometimes, and spend all day at work welding bars together.
base 12 is so much easier to divide than base 10. you need to halve 10? okay, five. need to halve five? well, eh, okay, that’s two and a half. halve that again? one…two… uh…. shoot. it’s one and three quarters. no, wait, it’s one and a quarter. right? shit, you need to grab your phone and check for this. what’s after that? is that three quarters? fuck.
you need to halve twelve. it’s six. you need to halve that. it’s three. you need to halve that. it’s one and a half. you need to halve that: three quarters. you don’t need to halve anything further because the fabric is now threads, the wood gap can be filled with glue, the metal bars are more than close enough to bridge with a weld bead, and the cookie recipe is down to pinches.
This is literally why I use inches for sewing. I even have it tattooed on my finger for when I’m hemming, no finding a ruler or worrying about if my tape measure is cheaply made and not calibrated right - my finger-inch is The Inch.
I won’t mix Imperial and Metric when I’m cooking - pick one and stick to it or your cake will crash into the surface of Mars - but I’ll also flip from one to the other as feels more convenient for my own visualisation.
For instance I still “do” warm weather temperatures in Fahrenheit, cold weather in Centigrade and cooking exclusively in Centigrade, because a winter day “below freezing” (so watch out, slippery underfoot) is -0°c, a hot summer day is +80°F, flu with a temperature is 100°F, boiling water is 100°C, default oven temperature for most things seems to be 180°C…
That’s all over the place, but it makes sense to me and for the most part that’s what matters.
Imperial feels better in fantasy fiction: calling someone “a six-footer” still makes more immediate sense than “nearly 190 cm”, and though “six-foot-six” and “two metres tall” both work, (Charles II was “two yards high”) the metric term still feels more SF than Fantasy.
Incidentally, despite coming up on three-and-a-half decades of being married to an American, @dduane has never (a) given me a convincing American accent or (b) got me accustomed to measuring by cups.
Also, a US pint isn’t the same as an Irish / UK pint (16fl.oz / 20 fl.oz).
Also, a “stick” of butter? Ours has always been a single 454gr / 1 lb block.
Also, the volumetric measurement quibbles of tightly packed / loosely packed / heaped / rounded / level don’t matter with weight: a gram remains a gram no matter what you do to it.
For cooking D’s gone metric, all the more so since we bought a kitchen scale that can measure 1 gram increments. That said, we still have a set of US cup measures, which may have been picked up in Canada because they’ve got metric volumes inscribed on their handles…
…and in the case of the 1-cup, on the side as well.
Tablespoon / Tbsp and teaspoon / tsp (also fractions of same) remain standard; here’s @dduane’s US set.
Over here (Ireland / UK) you’ll also find Dessertpoons / Dsp; here’s a set I inherited from my Mum.
Older recipes get more fiddly, and can call for soupspoons, saltspoons and even cayenne-spoons, also teacups and coffeecups.
And then, just when you think you’re safe with Continental recipes which you’d think are Very Metric, you find French ones calling for cuiller à soupe / soup spoon, and cuiller à café / “coffee spoon”, and German ones calling for Tasse / T - cup, 150ml; Esslöffel / El - eating-spoon, 1 Tbsp / 15ml; Teelöffel / Tl - teaspoon, 5ml.
German recipes even have a vague measurement called Messerspitze / Msp, meaning what fits on a knife-point. (A Messerspitz 109 is something else, probably.) That measurement is supposedly 0.5-1.0 gram, but I’ve never seen any definition of what kind of knife-point is used. Since sharp or rounded could double the amount, that could become exciting, especially with something volcanic like Carolina Reaper chilli powder…
Post-Brexit Britain has apparently decided to go back to or at least re-legitimise old measurements, so the next step will be to re-issue schoolbooks with tables on the back like the ones I had long ago.
Right now UK sums seem more simple: 20 x Trux = 1 traffic jam, 0 x Trux = no strawberry jam (also no beer, no chicken, no…)
Let me come in behind the perspicacious @petermorwood here and add that the main reason I prefer metric for cooking, and most particularly for baking— along with weighing ingredients rather than measuring them by volume—is the same reason that most professional bakers prefer it: because it produces a better, more reliable / more predictable result. …This means even weighing liquids. Call me old-fashioned, but (like the pro bakers) I like getting the same result every time I bake something.
Every time I’m forced to work in cups / fluid ounces, I grimace… because I know I’m gambling with the hope that any number of other variables will not interfere with the work at hand—most particularly including the way day-to-day changes in local humidity affect the way flour behaves, as it absorbs or lets go of water it picks up from the atmosphere. Working in cups leaves me in the dark as regards how the flour will behave. Working in weights (or rather, in mass…) puts me one up on the gamble, as the weight of the flour reflects its daily condition, and generally works better with whatever amount of liquid the recipe calls for. That’s an advantage in the daily gamble that I won’t any longer give up just because the system I grew up with feels quicker/simpler. Life’s too short. :)
I understand the usefulness of non-base-ten measurement systems for some kinds of work… but for me, (mostly) not cooking… and especially not baking. When I’m in a big hurry and/or baking something that’s not going to be that tragic if it fails, I’ll sigh and use cup measurements. Everything else gets converted to metric first.
Something to watch for, which I learned from stage magic but which is extremely relevant to detecting scams as well:
The magician or scammer will *tell you* how he is going to prove his honesty.
The magician rifles through the deck until you say "stop", then he says, "Are you sure? I'll keep going if you want." and asks "Now, you agree that you could have stopped anywhere you wanted, so there's absolutely no way I could know which card you got" and because it's a magic show and you aren't paying close attention you didn't notice he didn't deal a card from where you stopped, he dealt the bottom card of the deck.
The magician doesn't ask you, "What would it take for you to believe this" because you might say, "I'd need you to use a sealed deck" or "I'd have to personally shuffle the deck" or some other proof that would make the trick impossible.
Magicians say "You agree that if I did *this*, it would mean *that*, right?" and you say yes, and it feels like you are the one who got to verify things, but of course the magician is lying and the proof is nothing of the kind.
Scammers do the same thing. A really concrete example is phone scammers pretending to be working for the government will say, "Look, I see you're skeptical if I'm who I say I am, I'm going to hang up and call back, and you'll see on the caller ID it says, 'FBI' and that tells you that I'm really working for the government."
Now, caller ID can be spoofed pretty easily, so it doesn't prove anything at all.
But it *feels* to you like you demanded proof and the scammer was willing to give you the proof.
But you didn't tell the scammer what out would take to prove it to you, the scammer told you what the proof would be.
This is actually like a really basic thing to look for if you want to start decoding magic tricks and scams.
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Good food for Animorphs and Dumb Kids Playing Hero fans
Kala in a unicorn onesie, and That Scene
ID under the cut
A hork-bajir, which is a green reptilian creature with blades on its head, shoulders, legs, arms, and tail, sits with her arms crossed over her thighs, smiling to someone off screen, while wearing a unicorn onesie that is torn in several places for her blades.
a red truck hitting a silver trash can with bright red text in a yelling speech bubble that says "DO YOU JUST HATE TRASHCANS?!"
"There's no way in hell there was an actual supervillain who actually called themselves-"
"No, no, not officially - we came up with the name when we were assigned to find them, and we were kind of taking the piss, but it's still a good name. It was before your time - they had the power to-"
"I don't want to know what their power was."
"No, listen - their power was that they could summon a pie and throw it at someone."
"Oh. Oh, well, okay - that's the greatest supervillain you've ever fought? Doesn't sound like much."
"But that was the thing. They could throw a pie at someone and it would never miss. So long as they could see their target they'd hit them. We eventually found out they could throw a pie at someone who was on live broadcast, miles away."
"Jesus. Okay, I think I see the issue. But it was still, like. Pies, right?"
"Oh, for sure, it was never poison pies, and they could only summon a pie every 15 seconds so they couldn't drown someone in meringue. But - do you remember Murgatroyd Bentley?"
"Sort of, he was president when I was a little kid - something, something superhuman rights, and he was the guy who nuked Saskatchewan, right?"
"That's the guy. We found out about this guy after the Humboldt Crisis, because after that, whenever there was a live broadcast with the president - the state of the union, addressing congress, the Christmas tree lighting - a pie would splatter across his face every fifteen seconds."
"…Is that it?"
"Hon, it was everything. You haven't lived until you've seen the president try to talk about dignity while being smacked in the face with a banana cream. By the end of term, he refused to show his face in public, and he resigned in quiet disgrace. There were a few other pieings for a few years, but nowhere near the amount that took place when Bentley was president, and eventually they stopped. We never found out who or even where this person was.
"And that - more than anything - makes them the greatest supervillain I've ever had to deal with. Because they didn't do much, but they did it loudly, they did it consistently, and we never caught them."
"...How hard were you trying to catch them?"
"Not very."
"And you decided to call them Dr. Creampie?"
"We were young. The president had just bombed Saskatchewan. It was a weird time. Honestly we took what we could get for laughs."
Are you the same Jenna Moran that made Wisher Theurgist Fatalist? If you are I'd love to hear about your experience writing it. It's a fascinating work!
That's me!
So, to be clear, WTF was written mostly in a spirit of mischief.
People spent all this time on rpg.net debating whether my work was easy or impossible to comprehend, and if it was impossible, whether that was because I was a bad writer, putting on airs, or simply had it out for them personally.
And I felt like ...
It is very easy for a writer whose clarity is a matter of debate to start hedging every paragraph with extra words to head off misunderstandings. This complicates the text and increases its length. People become confused by the complexity. In the extra words, they find new opportunities to become lost. They wail about how a bad writer putting on airs has set out to confuse them.
I did not want that kind of thing to happen to me.
So in good part WTF was me playing directly into that reputation. It was self-parody, and a deliberate effort not to be approachable, and most of all the decadent-feeling pleasure of writing the kind of stuff that I enjoy writing most without putting in the work to get there in a grounded fashion.
The opening line, for instance, "reality is an illusion."
It was a very Jenna Moran line, and I'm sure it didn't surprise a single critic or fan. But normally I'd be using it to explain something. Normally, I would never dare to write that in a book for people to read if the point weren't---
"The reason this mechanic or setting element doesn't treat reality as solid is that this game is leaning on the known flaws in the commonsense picture of reality. The reason this thing that you're reading works is because the reality we live in is arguably a construct of our minds, arguably a construct of our senses. This phenomenon I want to write about lives between that and reality."
But occasionally you'd get posts from people who thought I was just babbling about half-understood metaphysics (I'll cop to the half-understood part, but not to the babbling) in some kind of fugue, or that perhaps I was throwing stuff like that in to seem smart. People who'd expect me to just walk up to them, if I ever met them in real life, look them in the eye, and say "Reality is an illusion. Please give me a shiny brass apple."
And that given, starting the intro like that was a form of play for me. Every piece of the introduction was the kind of thing I might say, but instead of assembling it to get to or support a point, I just wrote it to tease.
**
The core conceit of the game is that fatalists concern themselves with setting; theurgists with rules; wishers with play.
The core joke of the game was that settings do not exist. That rules are dead. That play has no intrinsic relationship to the text.
That's not terribly deep.
It's actually obvious.
... but it's also vexatious and the more traditional one's vision of play, the more elaborately developed one's thoughts on traditional play, the more it's an annoyingly pedantic observation that has no place in the game.
That's why I found it hilarious to center it in the game and make it inextricable. It's not that my vision of gaming is avant garde. I'm traditional enough that I don't have an answer to all of this either. But for exactly that reason having those awkward truths buzzing like tiny little saws in the heart of the game tickled me to death.
(As saws do.)
**
I don't know whether I started writing an unapproachable self-parody first and stumbled into the splats early on, or if I thought of the WTF triad first and decided it wouldn't work if I took myself at all seriously when I wrote.
But that was the intended heart of the game:
A section on fatalism, or, being expert on the lore and setting of the game, which fundamentally does nothing because the setting does not really exist and has no power to make the rules or the process of play do anything. (At the time people usually talked about this in terms of system-setting mismatch, with the idea that a system is "supposed" to produce setting-compatible play.)
A section on theurgy, on knowing how to manipulate the rules, which fundamentally operates on a higher level than setting but also fundamentally does nothing because players can ignore the rules. And,
a section on harmony/wishing, on the actual play of the game. I am deeply suspicious towards harmony but my thoughts here were mostly less interesting. Taking the premise seriously meant that good play had to create a good game. There was space to poke at what exactly "good play" is, and the gap between play and actual life, and the way that high harmony numbers on a character sheet have nothing to do with being a good player .. but because I was writing in a spirit of mischief and not cynicism, i couldn't go anywhere near as hard.
**
The attributes section was a bit of a hack. The whole creatures/law/self stuff. I mean, it was fine. But it wasn't inspired.
I did not want to get mired down in a game I was writing for fun, so I could not spend too long on alternatives. It was fine.
The breakdown of Truth, Valence, and Mechanical Support for gifts reiterated the premise. It was kind of weak, too, and I'm not actually sure why, because the premise is strong and was an interesting thing to write at the time.
Still: a bit weak.
**
We arrive, then, at a discussion of what it means to roll Knowledge. (Or, "fatalism.")
This discussion had two key questions to answer:
"what does it mean to succeed at knowing the setting?"
... it means being "right," which will never matter again.
"when can I attempt to be right?"
... the setting chapter of an RPG is probably not the right part of the book to ask?
That last answer was comparatively weak too, I think, because I don't think I'd realized yet that part of the joke was that even the best fatalists can only ever think they know the setting.
Like, the real world equivalent to fatalism includes being a natural scientist who spends your whole life studying the world, but it also includes being the kind of person who is unshakeably confident that they know what's what and does not.
I didn't systematically embed that idea in the game. It just crept in here and there because I am personally heavily influenced by knowing that most people who think they know what's what, don't.
(Do I think I know what's what? ... uh, moving on ...)
There is something interesting in the idea of a setting that does tell you when you get to be right about it, and I could have maybe done more with that instead of just dismissing the question.
... but also, like, even then, it's just setting content. Even if the setting features the concept that those who know the word "style" are correct about things in the world, regardless of whether they're in that world or, e.g., playing outside it, it's still all just ... words. Just a statement about the setting.
Dead words, like, extra-dead words, deader than dead words we'll talk about later, telling us nothing at all.
**
The "planets and stars" bit is one of my favorite things.
It's been too long. I can only speculate as to what was going on there. Part of it was that it was already a trope that every RPG has its "what is an RPG?" section. And part of it was that resolute desire to lean heavily into some combination of "me, cranked to 11" and "the kind of thing some people think I write."
Most of all, I think (but I don't know for sure), I was trying to explain how fatalism works, how you come to know about a setting, how to come to know about a setting, because that was both an important part of the fatalism section of the book and because the idea of explaining that was hilarious, and like---
Telling people how they learn about a setting as an essay seems kind of laborious, but breaking it down into bite-sized bits and adding little diagrams made it fun.'
Or at least fun for me!
The only things I specifically remember about this part of the book is that the talk about prameya and danda was deliberately unnecessary and that having "RIGHT" not fit properly in the GM star made me laugh. Because there is this phenomenon that happens (less these days, and much less in indie games, but even there and now) where a GM tries to escalate from running the game to being an authority, and from being an authority to being right, and I enjoy laughing at that because it's the same thing as every other attempt to claim authority by planting a flag somewhere and claim correctness by having authority.
I am not actually particularly bothered about GMs who do this; the only GM I've ever had who did this is a friend and ran a fun game. But, I am a tiny bit infuriated sometimes by people who do this in more serious contexts and it kind of bleeds through?
The point is, ultimately, while some of the later diagrams got a bit wacky, these diagrams, the ones in the fatalism section, are mostly just me being a bit over the top and having fun with it while presenting more or less accurate concepts.
**
The setting ...
It's a little embarrassing, I think.
So you have Tin 'An, this city of aristocratic vampires* and trains at the center of the world, metaphorically sucking the life out of the world by the roads, surrounded by surrounded by an ever-poorer, ever-less-real, ever-less-habitable periphery. And I could be wrong, but I don't think I knew I was talking about London, much less the whole concept cluster of empire, colonialism, capitalism, the industrial revolution, and the West.
That may be part of why the question of "is the rule of law important here?" is so anemic, though honestly most of that is that I keep reifying personal traumas and large-scale cultural horrors as jerks on thrones (in my games) and then not knowing what someone's supposed to do about them; the normal solutions to a jerk on a throne don't actually address trauma or large-scale cultural horrors at all!
Moving outwards a bit, you have the bit I'm actually embarrassed about, the Savage Lands. I'm about 90% sure I called them that because the local hegemony does and that a core point of that bit is that that hegemony doesn't really know what it's talking about ...
But I still walked into a couple ugly tropes and trying to salvage them by changing the arc of the story was a bit like painstakingly sieving a sick person's sneeze out of soup.
It is correct that the PCs should interact at this stage of the story with a nomadic culture, a difficult environment, and possibly the difficult choices that environment forces, so probably the fix is just starting from a personal or nautical metaphor?
I have nothing to say on the fairies, really. The writeup is not really inspired but it basically works.
Procedurally, I'm pretty sure I scribbled very loose notes on the setting in the first draft and then came back later to fill them in after writing the story stuff later. Not totally sure, though.
I like the morally fraught sixth cardinal direction, beith. It broke down an assumption, made no practical sense (which fit my goals for the project), and is just kind of cool.
But mostly it was just a silly little thing.
And that's the fatalist book!
**
In the initial vision for the game, I didn't have an amazing core joke for theurgy like I did for fatalism.
Here's the best I've got:
Once upon a time, Jenna came upon a player living alone in the forest.
"Have you read the rules?" she asked.
"Every last one!" the player affirmed.
"... but, you don't have a copy of the game?"
The player looked left. The player looked right. "There's no rule," the player said, "that says that's required."
**
Many people who play RPGs, particularly traditional RPGs, believe in a special extra rule, "rule zero," that they can bring into play if the rules they have do not satisfy them. That rule, originally coined by Isaac Asimov, of course being:
A robot may not injure humanity or, through inaction, allow humanity to come to harm.
Hypothetically, this "rule zero" overrides all the other rules and tells you, basically, that you don't need to abide by them if you don't think you should.
See, the thing is:
Rules are very bad at telling you when to apply rules, because if you don't apply the rules the rules don't apply.
Rules are very bad at telling you how the rules should be read. (ibid)
In the final analysis, rules are pretty much meaningless and you couldn't play by the rules even if you tried really hard.
That's the joke.
It's a pretty solid joke if you go by humor content, honestly. It's just that you have to do all that long and awkward build-up to get there, so the humor per minute is low.
This is one reason why the basic rules on rolling theurgy are so incredibly fussy about when to roll theurgy, and yet in the final analysis jut kind of ... punt?
The other reason is that the idea of players who love the rules and want to use the rules winding up in conflict with the GM because they think a given rule, or rules-mediated play, is appropriate right then and the GM doesn't think it's appropriate right then ... that was, and probably still is, a vibrant RPG culture meme.
And, like, that goes back to the same thing, doesn't it?
Does a given rule apply right now? What does it say happens? What if someone else doesn't think so?
When I was a kid I wrote stories about people from the stories coming out and resolving certain stuff in my life. This did not happen, presumably because of a hardline GM declaring that I couldn't apply my "this happens next" writing ability to the real world even if that was the thing that happened next.
**
This is catnip to me.
You have to understand. The impossibility of describing the world with any sort of formal system is catnip to me. The fact that no matter how many words we throw at things they just slip around above the glassy surface of reality is just ... like ... chef's kiss.
Though in fact chef kisses probably do not actually reach reality either.
**
So, in sum, the rules don't matter, and can't matter, and that's why WTF never actually says how to make a non-fatalism/theurgy/wishing dice roll, and that's also why when I had to write the actual rules---
You know, the rules that weren't the higher-level how to use the rules stuff you see theurgists and arguably the other two types doing---
I couldn't exactly?
Like, how could I write all that stuff about the futility of rules---mostly in this post, but it was all there in WTF in one form or another---and then provide a bunch of rules that tell you to do certain things, or tell you how to do certain things?
So I provided the rules toys instead.
Since the rules cannot possibly have any actual power, they are clearly fun things to look at and fidget with, instead.
(Sometimes people suggest that I write my games more for people to read than to play, which is a little silly, because reading is what you do with text. I don't have the publishing resources to add a bunch of buttons and things to spin and mechanisms to slide the text around, much less wheels to roll around the book with and have it race other games.
I haven't reread the wishing section yet, but, frankly, given the trend here with the setting and rules, I'm guessing we're going to find out that playing an RPG is impossible anyway.)
**
The details of the rules donuts sort of depress me.
Like, I grew up on RPGs, so my foundational understanding of RPGs features this assumption that the tables and systems and game content matters.
... but any time I dig down under the hood there's just "satisfy yourself," "satisfy the GM," and various non-terminal nodes like "change some numbers, but you can't end the process with that."
It's really, as a designer, quite bleak.
The idea of creating persistent rules and setting objects with mathematical properties sounds like a great possible alternative, except that there's no such thing as a persistent rules or setting object.
The idea of injecting information patterns into a player-featuring situation and effectuating miscellaneous results through various feedback cycles is ... well ... possible, and achieves the desired objective, but is not exactly as simple as I may have just made it sound.
So you wind up with, like,
tactical toy: the player says something. Mechanics do whatever. The Weaver (GM) describes a result.
outcome toy: the player says something. Then they dance for the GM in some fashion or other in the hopes of satisfying them. The Weaver (GM) describes the result.
... so depressing!
**
What if We Disagree About Whether I Can Make a Harmony Roll?
How are they planning to stop you?
**
And here we are at the wishing book. It's actually pretty fun, so when I thought it wound up weak I must have been thinking of a really early draft?
I don't know.
We're at the wishing book, and reading what's ... well, one of the better lines, but also very mechanically solid.
How are they planning to stop you?
At its base, see, a Harmony roll is "here's how I think we should play."
The text pretends that fatalism is about "what is."
That theurgy is about "what should be."
That wishing is about "what the text supports."
But if you dig a little deeper, fatalism is about the setting.
Theurgy about the rules.
And wishing/Harmony is about what you think you're supposed to be doing there at the table.
What if someone thinks you don't have a voice in that? That you don't get to contribute to deciding what you're doing there at the table? Uh ...
**
What if I am Physically Prevented from Rolling?
Please your captors in whatever fashion your conscience can bear until you find an opportunity to escape.
**
I think that's a good mechanic, anyway---though I'm being a little WTF-style silly calling it a mechanic:
Let's just say that nobody has any game-mediated authority to tell you anything until you are already playing, which only happens once you decide how that works and should work.
**
The fact that Harmony touches on actual player experience and not just game stuff is why the section on how to roll Harmony ends like it does.
See, there was this one loophole left after all the rules were set up. What if someone disagrees with the idea that they don't have rules-mediated authority yet, and tries to consult the rules to decide how others play?
And like ...
It's pretty obvious, even if we hadn't already talked it through, that dead rules are fundamentally unable to exert control over living play.
Except uh
That's text. You can look up a few lines and it's there. Text.
"Dead rules are fundamentally unable to exert control over living play."
That's a dead rule, you know. Right there. On its own.
Maybe that exact formulation isn't, being part of a tumblr post, but like ...
In the book, which covers the same concept, it's part of the text of the harmony rules. Which, obviously, being text, being rules, can't tell you how to play.
That's what I mean when I call this a loophole:
As obvious and absolute and important as it is, that play overrides rules---
It's impossible to tell someone that in any meaningful way. They have to experience it for themselves.
If they're, like, a rock or something, they won't get it at all!
Why does play override rules? What does it mean to be alive? What does it mean to a person? What does it mean to experience the world, instead of just being a mechanism mindlessly affecting to consciousness?
The answer is not found in the mechanism but the consciousness.
Way up above, I said that "reality is an illusion" is exactly the kind of thing I write, but that I wouldn't usually let myself write that without having a reason. That's what's happening now:
I am writing about consciousness now, I am having to write about consciousness now, even though it's ridiculous to bring that into a discussion of games, because actually being there and experiencing the moment is how actual play diverges from the structure of the rules.
I checked before posting and philosophers still hadn't adequately explained what it is to actually be there.
(Or at least Google's AI results didn't think so, and like, if anyone ever does figure out how to bootstrap from formal systems to consciousness you'd assume generative AI would be the first thing to know.)
It's a punchline of its own, but an RPG fundamentally has to answer the question of what reality is and what we're all doing here and the way we should be living or it's basically just cadaveric spasms;
And so, the Harmony rules end with a koan.
**
UPDATE:
It turns out that in WTF Raif is the place with the vampires, and Tin 'An just has regular bloodthirsty aristocrats. I was apparently talking about a completely different game all along! *^_^*;;
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