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Vulin posted:Okay, I'll bite. What sort of crazy stuff did they write in that Gypsies book? Gypsies are the greatest thing ever, and they are so cool and amazing, and they have magic powers and basically if you aren't one, you suck. Their magic powers come from their bloodlines, which date back to some time in history where a lady and a vampire got together to try and recreate the biblical tree of knowledge. This split off into the Ravnos (vampire gypsies) and the Silent Striders (werewolf gypsies), while the real gypsies are totally blood pure and wonderful and don't you wish you were one of them? It includes a parable that (supposedly) gypsies tell each others, about how when Jesus was being nailed to the cross, some little gypsy kid stole the nails they were going to nail him up with, and Jesus said "Hey, thanks kid, but give the nails back. Also, you and your descendants are exempted from the commandment about not stealing" which explains why it's totally cool that gypsies are thieves and stealing is okay when they do it. The author, Teeuwynn Woodruff, was the kind of person who went by only her first name on the credits page, and in addition to working on most of the games you've heard of from the 90s, used to blog a lot about reality TV shows. There's very little mention of the racism, exclusion, and horrible material conditions faced by the real life Roma. Closest analogy I can think of would be an unintentionally racist person trying to write about Wakanda Edit: Here's a bit from the opening, in which they explain in no uncertain terms that they do not get it, and aren't going to get it Toph Bei Fong fucked around with this message at 18:15 on Jul 28, 2021 |
# ¿ Jul 28, 2021 17:56 |
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# ¿ May 10, 2024 03:01 |
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Christ, this is worse than I remember Toph Bei Fong fucked around with this message at 18:24 on Jul 28, 2021 |
# ¿ Jul 28, 2021 18:21 |
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One story I remember is that during the development of some Changeling: the Dreaming (a game about fairies hiding in the real world, and who need people to be whimsical and childlike to survive) supplement, one of the co-authors brought in all their old toys from when they were a kid for everyone to play with. And no one had as good a time as they remembered pushing toy cars around and pretending to dress up dolls or whatever. The author cited this as evidence that the modern world was corrupt and fallen, and banality had taken away their ability to dream. Which, uh... If you're in your 30s and still playing with children's toys the same way you did when you were a young child...
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# ¿ Jul 28, 2021 20:22 |
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eviltastic posted:Well, you can’t really expect children to paint their action figures before fighting pretend battles like the adults do. Exactly. The irony of working for a company that publishes guidelines for playing make believe with your friends, while claiming no one can pretend or dream anymore was evidently lost on that author.
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# ¿ Jul 28, 2021 20:41 |
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Ronwayne posted:You go too far away from Vampire and you end up with Phil "Satyros" Brucato telling you its not bestiality as long as you're both wolves. Yeah, Mage: the Ascension is a particularly weird thing combining the worst parts of "magick" and "what a lot of people think post-modernism is" In the world of Mage, relativism is real. Like, seriously. Reality is constructed via consensus, so the only reason science works, for example, is because enough people were convinced that water boils at 100 degrees or whatever and that two plus two is four, rather than five. There are no absolute truths and no concrete rules about things. This manifests itself in strange ways throughout the game line, and the people writing it (as usual) don't seem to understand the implications that they've put into the setting. So, the in game reason for the world being the way it is is that a group of mages called The Technocracy decided to "save" the world by removing all magic from it, and replace that magic with Science. Instead of the world being defined by a person imposing their will upon reality and changing it to how they want it to be, instead, there would be Science, which was "objective" and which everyone could do regardless of magical talent. Rather than killing two rabbits and smearing blood all over yourself, you could simply go to an ob-gyn and have a wand and gel put on your stomach to see if your baby is healthy during pregnancy. Rather than hoping that the food was edible because you prayed enough, you'd put it over the fire for a little while to remove the infection. Rather than hoping that the medicine man decides the tribe is worth enough for him to purify the stream so that the village doesn't die from waste contamination, we have sewage systems to separate drinking water from waste water. The Technocracy are the bad guys of the setting. Because they "fooled" the world into thinking Science was real, now the world is mundane and sad and lacks imagination. Things are predictable and dull and safe and gently caress you Dad you can't just tell me to do math homework I need to DREAM! Mages are reality's losers. They are people with competing worldviews that lost, and/or didn't work out. The nine core Traditions, as they're called, are The Akashic Brotherhood -- kung fu monks who are a mélange of Buddhism and Taoism The Celestial Chorus -- Christians The Cult of Ecstasy -- Potheads The Dream Speakers -- Native Americans The Euthanatos -- an apocalyptic cult of Indian assassins who think that killing bad people is necessary to "turn the wheel" and start the next age of Man The Order of Hermes -- Magicians ported over from Ars Magica The Sons of Ether -- Steampunk anti-vax moms The Verbena -- Witches The Virtual Adepts -- Hackers (Some were renamed in the 20th anniversary edition, but frankly, I don't care) Now, an interesting game theoretically exists exploring the implications of the Overton Window and how historical evidence shapes our view of the past and how different people looking at the same pattern will find different things in it, but, uh, this game isn't it, and why is not particularly complicated. In addition to being a sober and deep examination of the world's construction ala Eco's Foucalt's Pendulum or Baudilino, the game also wants to be the Burger King Kids Club vs the Men in Black. Like most White Wolf supernaturals, the combat capacities of every mage at through the roof, but, additionally, their reality warping capacities are through the roof. By 3 dots in whatever, you can control minds, blow up buildings, warp space around yourself, and basically play Doctor Manhattan. But, uh, people are dumb, and if you do this in front of them, they can just say "I don't believe in fairies" and if no one claps their hands to bring you back to life, you're boned. They won't believe their evidence of their own eyes, because science tells them that magic isn't real and people are sheep and won't make up to the truth and so on and so on. So you end up with this convoluted system of rationalization, where "Oh no, I didn't throw a fireball to fry that guy, a gas pipe just coincidentally exploded underneath him (and *shh* I secretly made that happen with magic)" which, well, which is it? Did you really hadouken the fireball, or did you use fire magic to detonate the gas pipe? This is fine when it's all just fiction to describe why the fighter takes 2d6 damage and is moved back two squares, and it doesn't matter whether it's a fireball explosion or a Jedi force push or the thief doing complex acrobatics with a lot of daggers. But when that ambiguity is supposed to be a core theme of the game? That's not so bad in and of itself, because the stakes are, frankly, action movie. When I was young, I liked the idea of folks who "really knew what the world was like" fighting against The Man. But as I age, and I think more, other examples pop into my head which aren't so great. The Sons of Ether, for example, are practitioners of alternative science, and are your goggle and raygun types. In reality, these people do exist, just as much witches and magicians and traditional religious folks. They're the ones who got my uncle to kill himself via homeopathy and colloidal silver. And this has some uncomfortable implications: if the game logic is "real" then am I responsible for killing my uncle because I didn't believe in homeopathy enough? is it society's fault for not believing in the efficacy of homeopathy? or is it the practitioner's fault for not admitting that they lost the "Reality War", and clinging to outdated beliefs? And all of this could be handwaved as "dumb game stuff, don't think about it too hard", except that Satyros Brucato was genuinely worried about people casting spells accidentally while playing the game. Going off his blog and my interactions with him, Brucato is a nice tolerant and liberal guy who is terminally 90s in his outlook. The idea that, for example, the "Q Shaman" is doing his own version of magickal consensus reality in which Trump is the rightful victor of the election and therefore god emperor, is intolerable to Brucato, even though, by his own system there is no way to determine what is real except via king mob. A Verbena and a Dreamspeaker, from the 20th anniversary edition of Mage [url posted:https://satyrosphilbrucato.wordpress.com/2021/01/09/time-to-leave-the-funhouse-part-ii-the-end-of-the-apprentice/[/url]] tldr: Mage is a game where Meme Magic is real, even realer than it is in reality, and the people trying to keep the wheels on the bus and preventing us from going back to philosopher kings are the bad guys. Very thorough write up here about everything wrong with Mage, of which I've barely scratched the surface: https://writeups.letsyouandhimfight.com/latwpiat/mage-the-ascension-20th-anniversary-edition/ Toph Bei Fong fucked around with this message at 16:52 on Jul 29, 2021 |
# ¿ Jul 29, 2021 16:34 |
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MonsieurChoc posted:Technocracy are the bad guys not because they believe in Science, but because they're Western Imperialism and Capitalism. Sure, I can agree with that. But Mage needs to provide an alternative that isn't anarcho-primitivism until the rule of Randian superpeople who create reality according their whims, or anti-scientific libertarian utopianism in which each person is the ruler of their own dream reality pocket, in order to make them not look so appealing. From LatwPIAT's F&F write up: quote:I think Brian Campbell [in the 20th anniversary edition] does a very good job of explaining why a lot of readers ultimately feel the Technocracy is a better option than the Traditions: edit: For a more concrete example, Mage cannot explain to me why life under John of God would be much better than life as it currently is, if you aren't John of God. Toph Bei Fong fucked around with this message at 17:49 on Jul 29, 2021 |
# ¿ Jul 29, 2021 17:34 |
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Randalor posted:If it's not outside the scope of the thread, could i ask for some details on the bolded part? I know that the beta? document had some 1488 numbers crop up (I'm assuming that's what you mean by the signaling to neo nazis), but... what's this about causing international incidents? So, first this happened: https://rainbo.co.uk/article/169 quote:White Wolf Uses Violence In Chechnya as an Islamic Vampire Sub-Plot Which is pretty hosed up and bad. Then this happened: https://archive.is/Zyyws quote:Chechen authorities demand satisfaction because of game about vampires in Chechnya The people making this complaint are well-armed reactionaries that are very bad people More info here: https://sputniknews.com/world/201811171069893129-chechnya-anti-gay-vampires/
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# ¿ Jul 29, 2021 21:30 |
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Wanderer posted:One of the things I thought was interesting about how Mage was developing over the course of its second edition was that its overall metaplot was moving in a direction that made the Technocracy much less cartoon-villain. This is a very fair assessment and summary. I want to still like Mage. I own most of the books, I spent a ton of high school memorizing the lore, and I have fond memories of playing the games my friends and I made out of it and other White Wolf stuff. But when I look back on it, and what happened with it, and all the parts of it that I ignored or couldn't afford to buy or that just went beyond me, it's just not the game that existed in my head 20 years ago. And that's okay. I've made peace with it. In the meantime, I can play Esoterrorists to scratch that itch
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# ¿ Jul 29, 2021 23:10 |
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Gulping Again posted:It's worth noting that we have not yet truly entered the poo poo dimension when it comes to either incarnation of the World of Darkness. Beast? What's that? Some sort of fan project or something? There's no WoD game named Beast, I assure you! (But for real, Beast is pretty + + if you think about it even a little bit, and even moreso when you read about the abuser who wrote it. Learning more about it will not make you happy. Read the above link only if you want to be upset.) Wanderer posted:Slightly off-topic, but you may also like a comic that's running right now called The Department of Truth, which feels like a Mage game with its serial numbers filed off. This looks pretty cool! Thanks for the recommendation
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# ¿ Jul 30, 2021 05:42 |
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Ferrinus posted:Both editions of Mage are about revolutionary politics in the face of global capitalism. Awakening is better for a number of reasons, but people really sell Ascension short because they've failed the test it puts in front of them. On one side, you have the imperial west, which is objectively strangling humanity to death. On the other hand, you have a variety of factions united against the imperial west, some of them drawing from the past, some of them drawing from contemporary counterculture, all of them with a bunch of weird flaws and poor historical track records and so on. Are you with them or against them? Will you fight, or will you perish like a dog? There's no third option, because capitalism doesn't give you one; you can fight it or you can be devoured by it. I guess this is where we have to agree to disagree, because I can't see a world in which the traditions "win" being much better for the common person than their current situation. Maybe if there were a faction styled after the YPG and PKK, but the Traditions themselves all organize into hierarchical structures wherein the "enlightened" dole out their knowledge to the masses, either based on religious organization or guru based personality. They didn't have the foresight to provide us with a Bone Gnawer or Children of Gaia faction who are concerned with the poor masses of "regular" people. Like, what does the world look like if the Traditions win? A modified version of Torg? How does day to day life go by in a society where the Verbena control consensus, and how is its treatment of the poor and infirm that different from under the Technocracy? And how does that differ from the mindset of a guy who thinks that the world would be better if we just let the Catholic Church control everything, but with Catholic scratched off and Wicca written in? If one doesn't like life under the Order of Hermes, can one just walk one country over and try out the Sons of Ether for a bit? Who is feeding people if the Order of Hermes is in charge? Are there still farmers and miners to produce the raw materials that the magicians need to do their magic? Or do things like hungry and thirst magically disappear without Capitalism? Which Tradition "wins" in the end? Because many of them aren't peaceful live and let live type organizations, and it's difficult to picture the Celestial Chorus, the Euthanatoi or the Order of Hermes not attempting to convert and control the other Tradition's followers immediately when given the opportunity. I understand the argument the game presents, but I don't find the answer it gives of anti-scientific libertarian anarcho-primitivism particularly compelling. It's similar to how I think racism is a genuine problem, but don't think that Tariq Nasheed or the Black Hammer Organization provide a workable solution to it.
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# ¿ Jul 30, 2021 15:00 |
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Digital Osmosis posted:See, this is what I mean about the metaphysics of the setting muddling the discourse in oMage and obfuscating Ferrinus' point. Like, I think these are valid objections, but also that Ferrinus' read is correct, and I think that the reason both of these can be true is because the oMage metaphysics are incoherent and unworkable. In oMage the villains really are capitalism, and also the hero's plans really are "destroy the germ theory of disease." nMage's politics are clearer, sure, but that's not the only reason the discussion is different. It's not just blunter political metaphors in nMage, it's also a metaphysical framework that doesn't make a victory for Mages something that's easy to imagine as utterly terrifying. This is very well put. White Wolf in general has a problem of metaphor drift. Like, we already have a very workable metaphor for capitalism in Vampire: old, calcified systems of control that attempt to absorb everything underneath them, and which exist forever the way corporations do. We also have the comically over the top Captain Planet villain in Pentex, responsible for both world scale destruction of the environment and toys that literally make children depressed and teach them to be sexist and abusive. And so of course, when the Mage metaphor for capitalism comes up, well, it needs to be tied into the other two: the Syndicate's Special Projects Division works alongside Pentex, and there are probably Vampires working with Hall and Nash and the rest of the New World Order, and so on. But then the metaphors fight each other? How are we supposed to read the Technocracy blowing up the Ravnos antediluvian with the ghost of the Hiroshima nuke? Are the Vampires now the persecuted minorities, rather than calcified capital? Is this instead now a metaphor for Capitalism supplanting Feudalism? Or is this just a way to move the metaplot forward and erase some mistakes White Wolf made in the early 90s? So, with most oWoD games, you end up with this strange mixture of "philosophical musings on the nature of trust, belief, and control" with "Doctor Blight and her computer sidekick MAL are hacking into the environmental agency's database to turn parks into legal dumping sites for Sly Sludge" and the reach of the former generally exceeding the grasp of the latter. Mark Fisher's Capitalism Realism hits on this very well: it's difficult to imagine a world not run on capitalist principles. In order to present a "reality war" one needs to provide a coherent and appealing vision of what that alternative world looks like and how it functions. oMage doesn't do that very well, in my opinion. nMage does.
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# ¿ Jul 30, 2021 16:11 |
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fool of sound posted:Honestly I find that old mage better reflects the tendency for real world occult and pagan revivalists to imagine themselves as ideologically superior to existing systems of power when there isn't actually any reason to believe that they're not just a different flavor of the same basic thing I agree. The differences between Silver RavenWolf, Rhonda Byrne, Napoleon Hill, Norman Vincent Peale, and Joyce Meyer are mainly ones of aesthetics.
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# ¿ Jul 30, 2021 16:37 |
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Ferrinus posted:The Traditions, plural, are now an ecumenical organization dedicated to human liberation rather than to specifically the church of Rome or whatever. [Citation needed] quote:But if you're like "who is feeding people [after the end of capitalism]" they've already got you. Worrying about and improving material conditions is a primary concern of leftist thought. Does hunger simply not exist without capitalism? Do material needs just get magicked away? quote:Phil 'Satyros' Brucato doesn't have a good understanding of the setting they're letting him work on. Brucato was the primary designer in charge of 2e, Revised, and M20. Who is "they"? Stewart and Stephen Wieck? Chris Early? Chris Hind? Mark Rein•Hagen?
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# ¿ Jul 30, 2021 17:08 |
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Ferrinus posted:[Snip] I like your vision of the game as an optimistic enlightened Marxist revolution much better than the one that was printed by White Wolf. edit: to expand on this a bit, an analogy: I like X-Men comics. I think they're a fun and interesting and flexible idea. I could name off many runs and writers that I really enjoyed. But, also, I could talk about runs which didn't get it, were made by old writers returning to material they had aged out of, and ones which are downright offensive. So, if I were to speak about X-Men being good in any sort of long form sense, it would be in a qualified way. "My" X-Men are like this, which involves ignoring these comics which, while published, I think are very bad and don't get at the core concepts that make X-Men good. But it does introduce problems like when someone brings up the salient point "What if the X-Men are a really good analogy for the police, rather than minorities?" and I have to say "Well, yeah, I can see that reading, but I don't like those X-Men runs by writer XYZ and I don't think they understood the concept very well". Toph Bei Fong fucked around with this message at 17:54 on Jul 30, 2021 |
# ¿ Jul 30, 2021 17:42 |
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Geisladisk posted:I only had a passing knowledge of WOD stuff, mostly through video games. I knew the basics of the Vampire stuff, but reading this thread is the first time I've learned about Mage. This is a problem that was taken to parodic levels in The Chaos Factor, a crossover adventure starring the villainous Samuel Haight, a kinfolk skindancer/ghoul who also has a magic pumpkin branch (The Staff of the World Tree) that gives him mage powers, who is coming to Mexico City to gain the blood of a extremely powerful vampire (who he believes to be a Antediluvian, but is really "only" the 4th generation methuselah Huitzilopochtli, a Baali who has been in torpor under Mexico City ever since the heroic Lasombra travelling with the conquistadors freed the Aztecs from his rule (Yes, the conquistadors are welcomed heroes believed by the natives to be Quetzalcoatl, liberating the Aztecs from their evil "god" in this setting), and who is using Samuel Haight to cause chaos in the heralding of his awakening and planning to sacrifice the 400 residents of Paraíso Vista to Baal. Haight believes that Huitzilopochtli's blood will make him an even more powerful Mary Sue. According to interviews with the designers, the character was supposed to be a joke about the dumb powergamers who wanted to play vampire-werewolf-mages, but for a joke, he certainly was a focus of the metaplot for a long time.
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# ¿ Jul 31, 2021 14:25 |
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# ¿ Jul 31, 2021 18:25 |
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One product line's politics that I find fascinating is Hunter: the Reckoning. The result of a couple interesting ideas crashing into the "facts" about the setting, Hunter was released in 1999 as part of the "Year of Reckoning" that saw a bunch of other revised releases, and a big red star appearing in the sky to warn us all about impending doom. Now, before I talk about Hunter's politics and their problems, I need to set some ideas up, so please bear with me. Most fictional stories involve people with agency, people who do things. While there have been some very interesting novels about inaction and stasis (Stoner by John Williams and The Pale King by David Foster Wallace come to mind), the vast majority of fiction involves people who do things, who have their world changed, and who subsequently take some action. Even a play like Hamlet, which features a lot of vacillation on the part of the protagonist as to what he should do, eventually has him take action and then deal with the consequences. Speaking in the broadest of broad strokes, this has meant that fiction typically dealt with elites, with people who had the means and the opportunity to act. Our oldest stories are about Gods and Kings; meditations on the joys of an uneventful life as a peasant farmer were reserved for poetry. This eventually expands to include not just King, Gods, and their offspring, but their more distant offspring, the knights and heroes. Action and choice are reserved for the elite, and the preterite were left to be the NPCs of stories. Thomas Pynchon, Gravity's Rainbow posted:Nobody wanted to hear about all the Preterite, the many God passes over when he chooses a few for salvation. William argued holiness for these "second Sheep," without whom there'd be no elect. You can bet the Elect in Boston were pissed off about that. And it got worse. William felt that what Jesus was for the elect, Judas Iscariot was for the Preterite. Everything in the Creation has its equal and opposite counterpart. How can Jesus be an exception? could we feel for him anything but horror in the face of the unnatural, the extracreational? Well, if he is the son of man, and if what we feel is not horror but love, then we have to love Judas too. Right? How William avoided being burned for heresy, nobody knows. We do better now, with a vast array of stories featuring all sorts of people from all walks of life, but stories still tend towards people with agency: billionaires, geniuses, special soldiers, etc. or at least people who are temporarily experiencing agency: divorcees on vacation to find a new partner, kids in college, a bakery owner who just witnessed a murder and is the only one who can help the local sheriff... Games are no exception to this: very few of us choose to pretend to be ourselves as we exist currently. We choose to be heroic knights and wizards, or powerful scheming vampires, or giant robot pilots, or post-apocalyptic saviors. Part of the fun of a game is doing something you cannot do in real life, be that help the unfortunate and bring about genuine lasting social change or set one's self up as a world controlling dictator with a vast harem. And WoD was no exception. The Vampires, Werewolves, Mages, etc. are the elite of the world. What they did mattered. They were special and powerful and "regular" people stood no chance against them. Not even taking into account roleplaying situations, these characters just have more dice they can roll and more abilities they can access which make them demonstrably more powerful than others. The "mechanics" of the universe set them up as superior. And again, this is fine. It's a fantasy. It's healthy to pretend and get out of one's own head for a while. It's a game and it's meant to be fun. This brings us back around to Hunter. Hunter was about playing a "mere mortal" imbued with divine(?) power in a moment of crisis and given the opportunity to fight back against the forces of darkness that corrupt and descend the world. Perfectly good hook, and something that a lot of people would find very appealing. Finally, a game that will let us punch that smug vampire rear end in a top hat through his face, and let him know that for all his plans and machinations across the centuries, he's no match for someone who is Fed Up and Not Going To Take It Anymore. Unfortunately, the game can't make up its mind, and the writers seem so enamored of all the precious elites they've spent a decade lovingly crafting, that the text is constantly undercutting itself. A Hunter's magic powers don't work at the GM's discretion, depending on the strength of the supernatural entity. A Hunter, mechanically, has no way to access the full suite of combat powers that vampires and werewolves and mages have: no extra actions, no die pool buffs, no innate defense or regeneration. The art shows normal people killing werewolves with spoons and shotgunning vampires into paste, but the words constantly admonish the player against wanting to do all the cool things in the art with that hoary old cliche about not becoming a monster one's self, as if there's some sort of moral equivalence between being, for example, a super-powered sexual predator, and being the person who stops that predator. The game wants you to be cunning and clever, rather than using brute force, but it has no way to support this mechanically. The writers simply cannot help themselves from siding with the elite. They don't want their precious NPCs to be bothered by some common people. They don't want their time and space warping metaplot to be derailed by some weirdos who get magic powers from voices. Those are the important people! Not these jamokes! And this is even in a supplement where those "mortals" are being blessed with supernatural power; the text extols the virtues of collective action on one side, and then turns around and says that the "regular" masses are a bunch of losers, cowards, and impotent fools who will only get in the way. Some parts are written in a heroic "What will you do when you life is ripped away from you and you decide to fight back?" style, but the rest of it answers "Die like a dog, because the monsters are quantitatively better than you". They want to do the Lovecraftian horror of being pulled into an unknown and unfriendly world, but seem to have forgotten the part where Cthulhu gets beaten by ramming a boat into him. The whole game line reminds me of an infamous module for Paranoia, a game about paranoid bureaucracy in an underground bunker. In this story, The Computer, in it's infinite wisdom, has decided to change the food tanks from a circular shape to a square one. This will accommodate a slightly larger amount of food in the same space, and is thus a net good. The Computer has not calculated, however, that the spinning blades in the vat move in a circle, not a square, so the tanks all get gunked up in the corners and have rotten food trapped there, spoiling the entire batch. But Friend Computer is never wrong; it making a mistake is impossible, so the PCs have to deal with their society slowly starving to death regardless of whatever impotent action they take, often being executed by their peers for daring to question The Computer. It's meant to be a slow, sad game about inevitability and failure, with some very black humor thrown in, and the module states that outright at the beginning that there is no way for the PCs to "win". Regardless of their actions, everyone dies because of The Computer's decision. The PCs can only keep prolonging the inevitable. The differences is that Paranoia has a very different tone, and going in, the PCs know that character death will be frequent, brutish, and often funny, in the style of Vonnegut or Heller. Hunter's tone is all over the place, and the system as written doesn't make the PCs able to succeed, or even make much of an impact. There's an idea of a good game here, but the way it's presented both fictionally and mechanically is so antithetical to the proposal that it just doesn't play very well without serious adjustments to the mechanics. As written, it doesn't allow for the agency of the other product lines. It's not very fun, because the very writing in the book often seems to hate the players and hate the idea of them achieving anything. And these days, at that point, why not just play Monster of the Week instead?
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# ¿ Aug 1, 2021 05:36 |
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One of the most infamously gross supplements produced by White Wolf was Freak Legion: a Guide to the Fomori. This was published under their "mature" imprint, Black Dog Game Factory, which started as an inside joke and self-parody in the Werewolf games, and then became a thing in the real world that produced exactly the kind of edgelord stuff the parody was making fun of. From the first edition Book of the Wyrm A Fomori, for those not familiar, is a human who has been corrupted and transformed, through a combination of evil spirits, "Science", and magic, into a monster. They are often unwilling participants in an experiment, people trying to improve themselves, or just those unlucky enough to eat fast food. They are generally created by Pentex, a corporation that controls basically all industry, and is devoted to the Wyrm, the spirit of corruption and depravity that Werewolves spend their existence fighting. Basically, take any random Captain Planet episode, but filter it through White Wolf's gothic-punk sensibilities, and you'll get the idea. This, but they're also all Werewolves Now, as with a lot of Werewolf products, this one rocks back and forth pretty severely between "Just describing the world as it is" (gas and petrochemical company with a reputation for irresponsibility "Endron", for example) and "Bizarre parody that reveals a lot about the author's insecurities". Freak Legion is steeped in a particularly 90s fear of anything "unnatural" or "chemical", and nowhere does this come out better than in the section "Recruitment." This chapter details the various organizations and groups that help turn normal people into Fomori. Unfortunately, because of the game's fetishization of "natural", the examples it chooses are... interesting. There are eight total example groups: Action Bill Tattoos! -- In a genuinely clever piece of writing, one of the ways that Pentex pursues its goals is by vilifying the Werewolves through a GI Joe style TV show. Action Bill and his friends Atom Sargent, Hero Worm, and their mascot Wolf Skynner battle against the evil werewolf forces of W.O.L.F. These temporary tattoos featuring the characters each contain a bane fragment and will corrupt the kid. Conceptual Services LTD -- a fertility clinic that will turn the mother into Mia Farrow from Rosemary's Baby, and she'll give birth to Macaulay Culkin from The Good Son Dr. Viridian's Workout Program -- a fitness organization selling supplements that will transform a 90 lbs weakling into a muscular, attractive rear end in a top hat with a magnetic personality. Eventually, they will end up in a "throwback" state of degeneration, but this hasn't happened much yet. Until then, Dr. Viridian "continues to rake in the bucks and crank out an army of muscle-bound fuckheads". Notably, his products don't work well on women. The Fellowship -- An evil orphanage that raises kids to obey authority without question, consider themselves stupid and worthless, and then places them in abusive households as they transform into monsters. Homogeneity Incorporated -- a genuinely terrifying gay conversion therapy group. But, of course, because it's the 90s, they're led by Ed Buck Registered Artists Worldwide -- a talent agency that produces cheap and disposable artists, who are generally discovered making fetish pornography, and then proceed to get addicted to fame, producing bad music and movies. The writer of this section apparently had a bone to pick with Quentin Tarantino: Realm of Deceit -- an evil MUD. Corrupts it's users by getting them to play video games for too long, desensitizing them to violence (in a text based game?), and then persuades them to kill five other players in order to advance to the highest level. Smoker's Bane -- an anti-smoking organization, which delivers an evil spirit via the group's weekly grape juice toast to self-control, which proceeds to possess people's lungs and make them evil. A common thread running through each of these is that the unnatural or artificial is bad. Artists should come up naturally through their own talents, not be chosen by corporations. Gay people should be allowed to be gay. TV and games shouldn't promote violence or hatred. Those are pretty tame examples that anyone could agree with. But the pernicious ones are things like vilifying a fertility clinic and an adoption agency. Is this an endorsement of "natural" birth and parenthood over the other forms that exist? Is it wrong to work out and improve one's body? Is it evil to seek help for quitting an addiction? Are those really on par with the others? I'd normally try to be charitable, and say that they're doing that thing where you take something special and good, and twist it to create a sense of horror, but the way the entries are written, be it the "jocks vs nerds" of Viridian, or the "jerks who want to feel good and have friends as they work on an addiction problem" of Smoker's Bane, it's hard to give them the benefit of the doubt. The writers seem to understand this on some level, but the unexamined politics behind their choices, and their underlying belief that there's no hope for jocks except to be put down by werewolves, are pretty bad. In the real world, corruption is a choice. The horror, for me, comes from having the ability to do otherwise, but not doing so because of personal gain. Something like "evil orphanage that transforms little kids into demons" doesn't really work for me for the same reason that "Orcs are all born evil, and their evil society produces evil people who do evil things" doesn't really work. When something is predestined, it becomes as interesting as shooting Hitler Youth in a WWII game. The idea of a moral quandary is there, but the sort of game about teaching a racist kid not to be racist is very different from a game about shooting people and getting the (thing) to the (place). Notably, there's no mechanical aspect of the game about curing or de-possessing fomori. It is mentioned in passing towards the end as something hard to find and even more difficult to follow, but, as with Hunter, the game world sets up your hopeless death pretty much immediately -- it doesn't want you playing Battle Angel Alita, even though that would likely be a deeper game than "Gantz, but everyone is into it due to the evil spirits in their heads". Here's some more Captain Planet: Toph Bei Fong fucked around with this message at 16:35 on Aug 4, 2021 |
# ¿ Aug 4, 2021 16:25 |
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To think of it in movie terms, a lot of GMs say they want their game to be Schindler's List, a ponderous examination of horror and the human condition and someone doing the right thing in the face of impossible odds and with a sense of futility that makes them wonder if they could have done more? What a lot players actually want to play, though, is Inglourious Basterds. Speaking personally, if I wanted to feel sad and powerless, I could just live my regular life. Counter-intuitively, it's pretty easy to come up with scenarios where sad things happen and nothing matters. It's fairly difficult to write a convincing story where the "horror" is defeated, often because that requires advocating for a particular solution or worldview, as opposed to simply bemoaning the current state of things.
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# ¿ Aug 4, 2021 20:05 |
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SlothfulCobra posted:At its most basic, it's like how a math equation where you stick in the wrong number on one end, it'll produce the wrong answer. At more complicated levels, it means that you can't really enhance digital audio or image quality more than they were recorded to be. [...] It's just a very complicated system of tubes delivering one human's stupid to another. "Computer... Enhance!" In other news, there was a very interesting article in Jacobin about the commercialization of D&D, while reviewing the new book Game Wizards about the early days of TSR https://jacobinmag.com/2021/11/dd-ttrpgs-gygax-arneson-peterson-games-capitalism quote:Dungeons & Dragons Is a Case Study in How Capitalism Kills Art
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# ¿ Nov 5, 2021 16:16 |
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Xand_Man posted:Shreknet you might have thinking of The Book of Erotic Fantasy? It came out near the tail end of the 3.5 days and became a lightning rod for criticism, both out of concern it would cause another moral panic and because make-believe BDSM raises some pretty thorny consent issues. (It was published by White Wolf's d20 imprint) The author, Gwendolyn F.M. Kestrel, was a writer for some very well received 3.5 projects (Races of Eberron, Planar Handbook, Races of the Dragon, Underdark), and, IIRC, it was her PC who was the inspiration for the 4th edition core setting god The Raven Queen. I believe she was a playtester for 4e as well, but don't quote me on that
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# ¿ Nov 6, 2021 20:56 |
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Charlz Guybon posted:Feel like some of you guys should read these blog posts on how polytheism actually worked. This is a really good read on the different mindset. "Faith" in the modern sense was not in question really, back then. "Should we sacrifice to have a good harvest?" wasn't a question like "Should I go to Midnight Mass on Christmas?" and more like "Do I thread the plumbers tape on clockwise or counterclockwise when installing a new trap on my faucet?" or "If I don't pay my tax bill correctly, will the IRS audit me and slam me with penalties for non-payment?" quote:For players that do select a deity, that selection is usually tied to an ‘alignment’ (as with D&D 3.5 Paladins, or most deity selection in the Pathfinder system) which in turn often corresponds to a system of ethics or a way of life. Paladins in Pillars of Eternity receive bonuses to the degree to which their statements and actions match the ethics of their orders, for instance. But while there is a big emphasis on following the ethics or worldview of the god, there is functionally no emphasis on ritual, and even less on the kinds of ritualized exchanges that dominate actual ancient polytheistic practice.
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# ¿ Mar 12, 2022 15:49 |
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Reveilled posted:Cool, could you cite where he called himself an atheist. https://tricycle.org/trikedaily/buddha-god-human/ quote:Buddhism is famous in the West as an “atheistic religion,” in the sense that, unlike the Abrahamic religions of Judaism, Christianity, and Islam, it does not recognize a single creator deity. However, one should not assume from this that Buddhism has no gods. It has not one, but many.
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# ¿ Mar 12, 2022 19:05 |
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I think we have some competing definitions of atheist going on here. Atheist as in "Does not believe in the existence of gods" vs "Does not worship the gods, regardless of their existence" The former is a rather modern understanding of religion, and something foolish to do in settings where the evidence of one's own eyes would prove the existence of multiple gods who regularly perform miracles and give their servants tremendous powers in exchange for worship. The latter makes more sense in many games, as one can easily imagine a character who refuses to worship out of some personal motivation (i.e. anger, spite, jealously). See, for example, Hrafnkels saga
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# ¿ Mar 12, 2022 20:58 |
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Is it this bit? (Name of the Rose is a must read, IMHO)Chapter Terce posted:But now Bertrand del Poggetto was inviting William to expound the theses of the imperial theologians. William rose, reluctantly: he was realizing that the meeting was of no utility, and in any case he was in a hurry to leave, for the mysterious book was now more urgent for him, than the results of the meeting. But it was clear he could not evade his duty. Toph Bei Fong fucked around with this message at 15:48 on Mar 18, 2022 |
# ¿ Mar 18, 2022 15:39 |
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Xander77 posted:Ok, so it's not the idea of a republic (which was very well known to any educated medieval person), but rather a medievalist foundation for religious freedom (not familiar enough with the theology of the time to see if it actually makes sense). There's a bit in an early Discworld novel (Light Fantastic?) where Pratchett describe a character's outfit as "a diving suit designed by men who have never seen the sea" which has stuck with me whenever trying to consider "What ideas is this character aware of? What things couldn't they know given their circumstances? Even if they want something that I, too, want, what ideas and language would they have to express that idea?" There's a similar bit in HBO's Rome, talking about the stars: https://www.youtube.com/watch?v=erPu_t7tgQ4
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# ¿ Mar 18, 2022 19:05 |
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Absurd Alhazred posted:And yet endless war is the premise of the game about endless battles for which you should buy and paint miniatures/run various RPG campaigns. quote:This is my argument against people that hate the ending of Red Dead Redemption. Spoilers if you haven't played it...John Marston, the main character, gets a thousand bullet holes in him because the feds turn on him. You are placed in the Kobayashi Maru scenario and you can't do anything but watch the guy you've played as for hours upon hours get butchered.
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# ¿ Apr 1, 2022 20:37 |
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Halloween Jack posted:I would agree that there's an element of moral responsibility in storytelling, but playing through different paths in a video game doesn't make you a storyteller in that sense. It's categorically different from tabletop RPGs. I agree with your broader point, but there's also definitely a Mother Night "we are what we pretend to be, so we must be careful about what we pretend to be" type perspective as well. Like, take Dogs in the Vineyard: in this setting, the players are not-Mormon Cowboys who are tasked with resolving problems throughout the not-Wild West, using conversations, guns, and magic powers, and their words are those literally of God and their interpretations are literally correct and divinely inspired. The games notes explicitly that the setting is quite conservative (for example, women keeping their arms covered down to the wrist, unless they're baking or washing or something and would get their sleeves dirty), and filled with all manner of nasty things like homophobia and patriarchy, which, you, the player are tasked with interpreting and enforcing in all of it's contradictory ways. Pride, enacted, creates Injustice which leads to Sin, allowing Demonic Attacks which lead to False Doctrine, manifest as Corrupt Worship which grows into False Priesthood, a Sorcerous cult which leads to Hate and Murder and the destruction of both the social order and functional status quo. quote:Remember how, at the end of character creation, you went “mmhmm” like the good doctor? Here’s where you angle the game to hit those issues. In the town just past, what were the characters about? What positions did they take? Which sinners did they judge harshly, and which did they show mercy? What did they say, I mean really say, about themselves and others? It's a difficult game to run well, given the amount of buy-in needed from the players and GM to explore some rather heavy moral issues. This is a setting where thinking you should be married to your friend's wife because you'd do a better job as husband can lead to literal demonic attacks on your town. You're playing in an expressly homophobic and patriarchal world, where the PCs are expected to enforce this status quo, but also have divine authority on their side to interpret doctrine. It's a game one plays to have uncomfortable moral discussions about ethical and religious issues and tell heavy stories where bad things happen because of how the dice mechanics escalates conflicts. Given what Baker said in one interview about it, quote:I grew up Mormon. My main inspiration was the body of family stories and history that came down to me, and my own research into the religion’s history. My goal was to create a game that took my Mormon ancestors and their lives and faith seriously, while also taking seriously my own experience leaving the faith. it makes sense that the tension between "God and society says do this" while "But I know this is actually right" is at the forefront of the game's moral discussions. But it would also be simple to alter the morals of the world and simply accommodate same sex relationships or whatever. Certain issues don't have to be explored, and it's a game where one ought to clear up what topics should and should not get brought up in game. Just as you can have an arachnophobic player and thus choose not include Shelob the Primordial Spider as a BBEG at the end of the dungeon, one can easily say "Yeah, I want this game to be about greed, murder, and adultery, not homophobia" and it'll run just fine. The point is to have an enforced status quo and for the players to deal with deviations from that status quo and their implications. Folks have done hacks set in Judge Dredd's Mega City One and with Jedi in the Star Wars universe, for example. Baker himself has said more recently of the game: quote:Basically, Westerns can go to hell, Utah history can go to hell, and unless i extricate Dogs in the Vineyard, it can go to hell too. Because, understandably, Baker in 2018 is not the Baker of 2004, and a game about divinely inspired settlers solving moral conflicts in the territory they've conquered through the Power of God, which doesn't also interrogate the background assumptions of the Western genre, settlement by colonists, the treatment of displaced Native Americans, etc. is a pretty huge oversight, and also rather difficult to write a game about. He's let the game go out of print, and hasn't spoken much about it in the four years since, so it seems unlikely that this sequel will actually happen. However, a full authorized by Baker, setting agnostic clone of the game mechanics, DOGS, is available: https://www.drivethrurpg.com/product/274623/Dogs Toph Bei Fong fucked around with this message at 20:30 on Apr 2, 2022 |
# ¿ Apr 2, 2022 20:26 |
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# ¿ May 10, 2024 03:01 |
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Schwarzwald posted:It's not that the political dimension is replaced by superhero fiat, but rather that superhero fiat is an analogy for the political dimension. From Miracleman # 16
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# ¿ Jul 2, 2022 19:16 |