Showing posts with label style. Show all posts
Showing posts with label style. Show all posts

Wednesday, 30 April 2014

From Dungeon Kitsch to Dungeon Camp

I was going to do some writing -- about some people's resistance to my identification of gaming aesthetics as kitsch, about how it might be more productive to think of it in terms of the warmer category of "camp." With a huge warning sign that here, we are not talking about an aesthetic mode meant to bridge the gap between masculine and feminine, but rather, between the wonder of the child and the consciousness of the adult.

Susan Sontag by Juan BastosThen I went to re-read Susan Sontag's 1964 essay "Notes on Camp" and discovered that most of the things I wanted to say, she had said, and all I had to do was change "Camp" to "Gaming" and a few other words (in blue). These aphorisms out of her list of 58 are perfect. The others are too tied to specific examples, to a view of camp based in gender and sexuality, or to camp as aesthetics rather than gaming as experience, to make them work.

1. To start very generally: Gaming is a certain mode of simulation. It is one way of imagining adventure within the world. That way, the way of Gaming, is not in terms of beauty, but in terms of the degree of adversity, of stylization of "awesomeness".

2. To emphasize style is to slight content, or to introduce an attitude which is neutral with respect to content. It goes without saying that the Gaming sensibility is disengaged, depoliticized -- or at least apolitical.

3. Not only is there a Gaming vision, a Gaming way of looking at things. Gaming is as well a quality discoverable in objects and the behavior of persons. There are "gamerly" movies, furniture, popular songs, novels, people, buildings. . . . This distinction is important. True, the Gaming eye has the power to transform experience. But not everything can be seen as Gaming. It's not all in the eye of the beholder.

4. Random examples of items which are part of the canon of Gaming:

MacGyver
Aurora monster models

The Transformers
Conan the Barbarian (stories, comics, film)

The Treasure of the Sierra Madre
Kurosawa's films


6. There is a sense in which it is correct to say: "It's too good to be Gaming." Or "too important," not marginal enough. (More on this later.) Thus, the personality and many of the works of Iain M. Banks are Gamerly, but not those of Margaret Atwood. Many examples of Gaming are things which, from a "serious" point of view, are either bad art or kitsch. Not all, though. Not only is Gaming not necessarily bad art, but some art which can be approached as Gaming (example: the major films of Guillermo Del Toro) merits the most serious admiration and study.

8. Gaming is a vision of the world in terms of style -- but a particular kind of style. It is the love of the exaggerated, the "off," of things-being-what-they-are-not. The best example is in dungeons, the most typical and fully developed Gaming style. Dungeons, typically, convert one thing into something else: the lighting fixtures in the form of skulls, the living room which is really a habitation of disguised monsters.

10. Gaming sees everything in quotation marks. It's not a lamp, but a "lamp" (worth 500 gp); not a woman, but a "woman" (2nd Level, Thief). To perceive Gaming in objects and persons is to understand Being-as-Playing-a-Role. It is the farthest extension, in sensibility, of the metaphor of life as theater.

16. Thus, the Gaming sensibility is one that is alive to a double sense in which some things can be taken. But this is not the familiar split-level construction of a literal meaning, on the one hand, and a symbolic meaning, on the other. It is the difference, rather, between the thing as meaning something, anything, and the thing as pure artifice.

18. One must distinguish between naïve and deliberate Gaming. Pure Gaming is always naive. Gaming which knows itself to be Gaming is usually less satisfying.

19. The pure examples of Gaming are unintentional; they are dead serious. The Dungeon designer who makes a lamp with a snake coiled around it is not kidding, nor is he trying to be charming. He is saying, in all earnestness: Voilà! the Orient! Genuine gaming -- for instance, the encounters devised for the TSR modules of the late seventies -- does not mean to be funny. Gaming "humor"-- say, the Order of the Stick -- does.

23. In naïve, or pure, Gaming, the essential element is seriousness, a seriousness that fails. Of course, not all seriousness that fails can be redeemed as Gaming. Only that which has the proper mixture of the exaggerated, the fantastic, the passionate, and the naïve.

24. When something is just bad (rather than Awesome), it's often because it is too mediocre in its ambition. The artist hasn't attempted to do anything really outlandish. ("It's too much," "It's too fantastic," "It's not to be believed," are standard phrases of Gaming enthusiasm.)

29. The reason a movie like On the Beach, books like Winesburg, Ohio and For Whom the Bell Tolls are bad to the point of being laughable, but not bad to the point of being enjoyable, is that they are too dogged and pretentious. They lack fantasy. There is Gaming in such bad movies as The Prodigal and Samson and Delilah, the series of Italian color spectacles featuring the super-hero Maciste, numerous Japanese science fiction films (Rodan, The Mysterians, The H-Man) because, in their relative unpretentiousness and vulgarity, they are more extreme and irresponsible in their fantasy - and therefore touching and quite enjoyable.

31. This is why so many of the objects prized by Gaming taste are old-fashioned, out-of-date, démodé. It's not a love of the old as such. It's simply that the process of aging or deterioration provides the necessary detachment -- or arouses a necessary sympathy. When the theme is important, and contemporary, the failure of a work of art may make us indignant. Time can change that. Time liberates the work of art from moral relevance, delivering it over to the Gaming sensibility. . . . Another effect: time contracts the sphere of banality. (Banality is, strictly speaking, always a category of the contemporary.) What was banal can, with the passage of time, become fantastic.

41. The whole point of Gaming is to dethrone the serious. Gaming is playful, anti-serious. More precisely, Gaming involves a new, more complex relation to "the serious." One can be serious about the frivolous, frivolous about the serious.

44. Gaming proposes a comic vision of the world. But not a bitter or polemical comedy. If tragedy is an experience of hyperinvolvement, comedy is an experience of underinvolvement, of detachment.

49. It is a feat, of course. A feat goaded on, in the last analysis, by the threat of boredom. The relation between boredom and Gamer taste cannot be overestimated. Gamer taste is by its nature possible only in affluent societies, in societies or circles capable of experiencing the psychopathology of affluence.

53. Nevertheless, even though adolescents have been its vanguard, Gamer taste is much more than adolescent taste. Obviously, its metaphor of life as theater is peculiarly suited as a justification and projection of a certain aspect of the situation of adolescents. (The Gamer insistence on not being "serious," on playing, also connects with the adolescent's desire to remain youthful.) Yet one feels that if adolescents hadn't more or less invented Gaming, someone else would. (To be precise, middle-aged men did.)

55. Gaming taste is, above all, a mode of enjoyment, of appreciation - not judgment. Gaming is generous. It wants to enjoy. It only seems like malice, cynicism. (Or, if it is cynicism, it's not a ruthless but a sweet cynicism.) Gaming taste doesn't propose that it is in bad taste to be serious; it doesn't sneer at someone who succeeds in being seriously dramatic. What it does is to find the success in certain passionate failures.

56. Gaming taste is a kind of love, love for human nature. It relishes, rather than judges, the little triumphs and awkward intensities of "player character." . . . Gaming taste identifies with what it is enjoying. People who share this sensibility are not laughing at the thing they label as "a game," they're enjoying it. Gaming is a tender feeling.

57. Gaming taste nourishes itself on the love that has gone into certain objects and personal styles. The absence of this love is the reason why such kitsch items as Dark Dungeons (the tract) and The Big Bang Theory aren't Gaming.

58. The ultimate Gaming statement: it's good because it's awesome. . . Of course, one can't always say that. Only under certain conditions, those which I've tried to sketch in these notes.

Wednesday, 2 October 2013

It's Not Uncool, It's Normal!

One of the ways to deny the fundamental uncoolness of D&D is to strenuously insist that it's cool. This fuels a perennial struggle to find ways to bend role-playing games into this fiction. And this struggle has gotten harder over time.

I mean, there was a brief time at the start, before it got out in the mass media, when they could make like D&D was some kind of edgy activity that all the beautiful people were doing - something like Fletcher Pratt's or Norman Bel Geddes' chic Manhattan wargames:


And then ... nope, nope, nope...

Floundering ever since the stigma descended on roleplaying games in the 1980's, two escape routes have generally been tried. One is to fight against the shallower definition of "uncool," to try and purge away the fantasy content from a role-playing game. "This game is cool because it's about real things" - or about socially acceptable forms of escapism, anyway. At this task, roleplaying murder mysteries succeed; roleplaying games about rock bands fail (because only 11 year olds imagine themselves as members of a cool rock band); and some other attempts just merit a stunned silence.

Even in the art of roleplaying games we can see the struggle between the desire to go full-on socially uncool and pimp out your game like the ultimate stoner van or Manowar album cover, or to be "mature" and "restrained" and bring it in like a Blue Note sleeve. DCC RPG, in other words, versus Old School Hack or mine own 52 Pages. This may even apply to game mechanics, wherein lengthy tables and baroque calculations represent a certain disregard for the novice, while stripped-down and simple play holds out the hope that you might get Aunt Tillie to play with you yet.

The second escape route is to accept the fantasy scenario but to deny the truly "uncool" thing about roleplaying, the immersion and identification with character. So, we get the comparisons to chess or to improvisational theater. The former implies that it's just a game of strategy played with funny pieces, the latter implies that all the play-acting is not self-indulgent or self-threatening but done with professional control for an enraptured audience.

"We're storytelling!" No you're not. You're collaborating on a story through role-taking and the closest normal-people analogy is when a bunch of drama show writers get together in a room and work out what happens next ... but each of them takes on a part from the show ... and these parts continue year on year ... Really, the only truthful answer is:

"There is nothing else like it."

Sunday, 29 September 2013

The Fundamental Uncoolness of D&D

Having availed myself of the free download of Gygax and Mentzer's Temple of Elemental Evil last week, I was immediately stopped dead in my tracks by this ... well ... astounding opening salvo:

By any standard of modern game writing this looks overwrought, paid-by-the-word, hamfisted. There's the stumbling glee to get that awful, awful simile out, the blustering admonitions to players and the DM. Fluff phrases abound - "in the near future, and in the far as well"; "a very small part indeed"; "such is a role playing game." Oh boy, do we really need to be told that the module does not need to be played through all in one sitting? Or to "turn now" to a section on the same page?

But after the initial surge of mockery I stopped. Where have we heard this kind of voice before? Let's see...

In the notorious video that came packaged in TSR's Dragonstrike boardgame...


And wherever people lovingly, or not-so-lovingly, mock the D&D experience ...



Indeed, there is magic in the incantatory repetition of stock phrases - a magic that, from the outside, looks like utter tomfoolery. But a sure sign of total commitment to some world-within-a-world is that you feel free to make these literary gaffes, unselfconsciously, encouraging the listener or reader to join you in immersion. 

Think about the kinds of statements that sportscasters make in the heat of the moment, the kind of verbal fluff they put in there to fill time and keep interest going but that don't stand up too well on reconsideration: "The game will be won by the side that scores the most points" and so forth. 

There's even a term for this kind of material in storytelling: the oral-formulaic, epithets and stock phrases intended to keep bards in preliterate societies on point and on the beat. It has a transporting effect when recited as poetry, but put it on the printed page and it seems redundant and quaint, as Miguel de Cervantes observed in Don Quixote:
And of them all he considered none so good as the words of the famous Feliciano de Silva. For his brilliant style and those complicated sentences seemed to him very pearls, especially when he came upon those love-passages and challenges frequently written in the manner of: 'The reason for the unreason with which you treat my reason, so weakens my reason that with reason I complain of your beauty'; and also when he read: 'The high heavens that with their stars divinely fortify you in your divinity and make you deserving of the desert that your greatness deserves.'
The danger in this kind of language and this kind of transportation is of being uncool - losing self-possession and becoming lost in the fantasy world, looking a fool to someone who is not in on the game.

With this in hand we can understand why the Dragonstrike video is there in the game to begin. After all, it teaches no rules; it does not set the atmosphere for the story, so much as tell a version of it. If it exists to promote the game, packaging it inside the box is surely a bad move. No, it is there to advertise the fundamental uncoolness of D&D: the FUDD. Because losing your cool, one way or another, can be intensely fun.

The hammy acting and amateurish effects in that video are not just products of a budget limitation. The High Gygaxian prose is not just a stylistic affectation in need of an editor. Both serve to advertise the FUDD, much as Corman Henley has observed that the risible features of e-mail scams work to deter attention from people who would not fall for them anyway.

Once you understand and accept the FUDD, then many of the arguments and stylistic poses in modern roleplaying take on new meaning. Like pearl around an irritant, a thick layer of defenses has grown around the raw, pulsing shame of the FUDD, often becoming themselves tainted and identified with the uncoolness of the game. Otherwise reasonable people are driven to make statements like "D&D is not a roleplaying game" or dress up their games in cooled-down mid-20th century iconic graphics in their desperation to stave off the FUDD. I'll unpack these defenses more, in the coming days.

"D&D is uncool" - it's a statement as obvious as the nose on your face, yet like your nose, you're rarely aware of it. But what is uncool, or cool for that matter? Dare you follow along, as I spin a tale of how cool evolved - how, over the long years, it made the transformation from a tool of resistance to a tool of repression? For alas, the tale is long and I have not the time or space to tell it all in one go. Instead, gentle reader, stay your impatience until the next installation of our faithful web-log, and time indeed will tell whether or not the tale convinces you!

Excelsior!

Thursday, 6 September 2012

I Cut My Twee With Some Gangster

Look, I'm not expecting D&D module writers to be Hermann Hesse. I'm not even ... sheesh, OK, let me back up here.

This is about my current campaign, so anyone who's in that campaign (or about to make a guest appearance) might want to look away and come back in a few months' time.

Wibaldwy!
So, our heroes got teleported to an area on the border between a stodgy theocratic state and the Elven realms. Wanting to have a change of tone in the campaign, I set out looking for published materials involving fey or faerie realms. I put out a call for help on the RPG Site forums and got a number of general pointers as well as a few specific modules.

Now when it comes to non-Tolkien elves - faeries, sprites, terrible monarchs and rotund little toadstool nobodies - and the human types that seem to crop up alongside them - roguish seducers, merry bards, manic pixie dream girls, pratfalling authority figures - there are three ways you can go.

You can go serious, as Gene Wolfe in his Wizard Knight series and Susanna Clarke in Jonathan Strange and Mr. Norrell and Christina Rossetti in her poem "The Goblin Market" handle the fairy world, as Hermann Hesse (I warned you) in Narcissus and Goldmund handles the devil-may-care second titular character. There is magic, there is enjoyment, but it's glimpsed from a sober vantage point, and there are consequences. Terrible consequences for the faerie magics that annihilate space and time and cause and effect, tragic consequences for the thoughtless seducer like Goldmund or Don Giovanni.

You can go wistful, like Hope Mirrlees did in Lud-in-the Mist, like Shakespeare did in A Midsummer Night's Dream, like Neil Gaiman who avowedly was inspired by Mirrlees' approach, like rakes and fops in Restoration comedy. The fairy realm is strange and frightening, the seduction and carousing disruptive, but the overall mood is kindly and comedic. Out of the roleplaying materials I've seen, the closest thing to successfully evoking this kind of atmosphere is a One Page Dungeon contest winner, The Faerie Market (pdf link).

(Back to literature, let's not forget Jack Vance's wonderful Lyonesse, navigating its fairyland with skill between the dreadful and the merciful.)

Woguishness!
But then - alas! - we have a couple of role-playing modules who take an approach sadly reminiscent of the Star Trek: The Next Generation episode "The Outrageous Okona". They grab you by the neck, shove your face into the funny, and scream "Look! Are these not some merry pranks we have got here?" It is my duty to report that, as interesting as their adventure situations are, the Dragonsfoot module "Red Tam's Bones" by John Turcotte and the early-period d20 module "The Goblin Fair" by Matt Finch fall into this category when it comes to style.

Here's some advice for anyone trying to write a lighthearted adventure: You are not writing jokes for the DM to read aloud. You are setting up potentially funny situations for the DM and players to work with, which is the only way there is going to be laughter at the table. So, please do not write boxed text in a Renfaired-out, Keebler O'Shaugnessy voice. Do not wink and leer about the naughty goings-on, especially if your coy innuendo is laid on so thick that we have no idea what's going on and we're forced - forced I tell you! - to come up with perverted possibilities much worse than what you probably intended.

Anyway, even with that stylistic chaff out of the way, there's something in me that rebels against going full-on twee. This is why the aspect of faerie fiction that grabbed me most in the lead-up to this campaign was the addictive, disinhibiting "fairy fruit" explored by Rossetti and Mirlees. So the base for this campaign is turning out to be a kind of "Hamsterdam" from The Wire, the town of Famorgane through which both licit and illicit trade between the theocratic Inviolacy and the elven and faerie realms is conducted.

And naturally, there's a local strongman movin' that fairy fruit - "The Greengrocer," Anton the Mountain. Last night the party had some entertaining interactions with him, trying to sell off the purple worm ivory they had brought with them from the previous adventure, and somewhat unwittingly being tried out for roles in his gang, before setting out on their quest for Red Tam's bones.

There's time enough for fairy rings and little people later on, the way the adventure is headed. It's just amusing to realize that I've got to grit up my twee with some gangster to make it work for me.