Showing posts with label satire. Show all posts
Showing posts with label satire. Show all posts

Thursday, 1 September 2016

Victor Hugo's Les Misérables: A Review For RPG.Net

Les Misérables
Author: Victor Hugo, 1862 (tr. Norman Denny)
Publisher: Penguin Classics
System: System-neutral/free-form
Setting: French social realism/pre-steampunk

Let me just start with the elephant in the room: If you like GM-PC characters; if for you the whole point of Forgotten Realms is to rub elbows with Elminster, and you would willingly mount a campaign in the world of Conan even though it means the characters are either going to be Conan or someone who isn't Conan, then "Les Mis" is your bag.

The pachyderm in question is Gary ValStu -- sorry, I meant Jean Valjean. He strides through this sourcebook, soaking up attention in every scene he's in. And make no mistake, in spite of the system-neutral descriptions, he's clearly 18 Strength:

"In physical strength Jean Valjean far surpassed any other inmate of the prison. On fatigue duties, or hauling an anchor-chain or turning a capstan, he was worth four men. He could lift and carry enormous weights ..." (p. 99)

But the stat carnival continues:

"His dexterity was even greater than his strength" (p. 100)

So, 19? Book learning-as-dump stat aside,  he's a super-high level rogue who climbs walls like a staircase, bowls people over with force of personality, and survives death plunges. His disad's are many but they're of the kind that only add to his cachet: some kind of helpless dependent or other, false identity, wanted, hunted, and above all a nitpicking adherence to Chaotic Good alignment.

But is alignment really a disadvantage when the book lays out ways and means to weaponize it? Yes, if you stick to your Good behavior even when it would do you great harm - even when your beneficiary is a scoundrel - even when they are actively trying to rob you - even when doing the right thing would ruin thousands of people - Hugo describes benefits ranging from forced alignment change in the target, to confusing and paralyzing adversaries, even to the point of suicide.

Valjean, then, works best as a benefactor for hard times, striding in, doling handouts and plot coupons - but you can't escape the temptation to put him in the hands of a player, if only for the fun of seeing them play him "sensibly" and never attain the full potential that's sitting under their noses.

Then we have the arch-villain NPC, Inspector Javert, Lawful Neutral over into Evil. Say one thing about this guy, he's the absolute right way for the GM to handle a persistent adversary. As much as he's unbelievably skilled and lucky at hunting down his prey - he finds Valjean twice from a cold trail in completely different cities of France - he also will make that little fudgey mistake that lets the players get away, assuming they haven't made any serious mistakes themselves and don't actually (like Valjean) want to get caught.

There actually aren't that many other NPCs for a 1200 page book. This is due to Hugo's habit of having coincidental meetings pop up routinely, so this new person is "none other than" someone we met 200 pages before. Paris and indeed all of France thus behave in Hugo's hands like a village of a couple hundred. Corny as it may seem, at the table this is actually a great way for both GM and players to stay emotionally invested in the developments. Frankly, too, it's easier to remember a plot with six or so recurring names than with thirty-six of them. Those that are described, in more or less detail, are very good - the Patron-Minette gang, with its varied characters and capabilities, almost begs to come to life as a player character party.

Fortunately, the characters, their doings, and other things "storyline" take up only about half of Les Misérables. The rest is great sourcebook material: minute descriptions of buildings, neighborhoods, and historical adventure sites like the Battle of Waterloo, the 1830 barricades, and of course the sewers of Paris; long essays about politics, necessary if you're going to understand 19th century France with its parade of monarchies, empires and republics; and quirky sidebar material like the analysis of convents in France, or the description of Parisian thieves' cant.

Pretty much all the locations are gameable, whether as sites to loot, PC hideaways, or places of intrigue (the scenario where PCs have to help a convent carry out an illicit burial and at the same time help Valjean escape is a tense masterpiece.) Infuriating, though, to see a complete lack of maps and illustrations - the GM will have to dig up historical ones or rely on the "theater of the mind's eye" to fill in. Fan material online can't quite compensate for this crucial flaw.

More of this, please.
Overall, while Les Misérables is a worthy sourcebook, it also takes a lot of work on the GM's part. I understand the limitations of system-neutral, but at times it seems the author feels the need to narrate rather than describe happenings in a systematic way the GM can use.  Less plot railroading, less of the author's own political rantings (fortunately, these are contradictory, half pro-Republic and half pro-Napoleon, so it's not as annoying as it could be), multiple system stats, and above all maps and encounter tables, these would take this product to five-star territory.

Style: 2
Substance: 4

Monday, 7 October 2013

Irony and Gamer Uncool

The second great coping mechanism to stave off the Fundamental Uncoolness of D&D is irony. Forget hipster mustaches and Alanis, this sense of irony is closer to the literary sense, or the kind of "romantic irony" discussed by such writers as Schlegel.  Ironic literature is conscious of the ways in which it is art and not reality. One way to handle this, then, is joking about the gap between a lofty representation and its base material.

As soon as literature became aware of itself, it became aware of this rift, with the earliest expression being Don Quijote. I keep coming back to Cervantes because the Quijote staked out an early and commanding position at the tangled cloverleaf intersection of fiction, fandom, fantasy and moral panic. In spite of the increasingly baroque proliferation of fantasism in popular culture across the past fifty years, nobody has even tried to wrest an American Quijote out of the rich source material - wielding a bat'leth, perhaps, and defying a couple of gangbangers. Perhaps it's because the new Quijotes have a posse, a Facebook group, a con. They no longer tower in solitude over the Castilian plain, and whereas before the curate and Sancho Panza might have staged an intervention, nowadays they just shrug and go to watch The Big Bang Theory.

Three ways irony can enter a game, and reduce the self-consciousness of becoming one's character ...

1. At its least threatening, gamer irony-lite mixes the fantasy world with references from outside. Every dwarf named Shakira, every Holy Grail gag, every "joke" dungeon level tries to water down the FUDD in the same way that National Lampoon undercut the earnestness of Tolkien with Bored of the Rings. Some of these jokes have become so reflexive that they have themselves become uncool, contaminated with the residue of gamer earnestness - see Holy Grail, above.

2. At the same time more sophisticated and more nerdy, there's ironic distance to be had in the discrepancy between the fantasy world of the game and the rules used to simulate it. Two of the most successful RPG comic strips have played with this concept - Knights of the Dinner Table showing what a group of rules-lawyering players look like, Order of the Stick showing what a fantasy world looks like when awareness and semi-awareness of the rules absurdities pops through. These jokes require the most inside knowledge to pull off, but they also work against absorption in the game by showing the artifice by which it's upheld.

3. It's also an old source of ironic amusement to hold an unflattering mirror up to the self-same daydreamer, from Quijote to Walter Mitty. The ironizer of roleplaying has the same strategy at hand, but almost always it's the other guy who inhabits an unflattering reality in contrast to the high-flown fantasy world. Thus we get the alpha-nerd stance, with its one-two of "We know enough about this game ... to make fun of the losers who play it." As self-hating and hypocritical as this attitude is, there's no shortage of it around, as witnessed by Fear of Girls, Zero Charisma, and so on. A particular twist of the knife is to interpret role-playing as inadequacy compensation, so the weakling plays a barbarian, the socially challenged plays a smooth lover man and so on.

I should also mention the rare times when irony works in favor of fictional immersion - the irony when game play fails to fulfill the expectations of fiction. The villain makes her first appearance ... and the heroes manage to find a way to kill her dead then and there. The quest of the long lost McGuffin ... turns out to have been a false rumor all along.All the same, somehow, this kind of irony also works against the self-inflicted stigma of immersion because it makes the players feel like they are taking part in something real and messy and mature, not something out of storybook land.

Next, finally: Being immersed and staying cool.

Friday, 26 October 2012

Denny's Hobbit Menu Proves ...


That Bored of the Rings has won.
The boggies beat it before they took effect and, per Goodgulf's instructions, headed for the orange-and-green flashing sign at the center of town. There they found a gaudy plexiglas and chrome inn, whose blinking sign portrayed a boar, rampant, devoured by a mouth, drooling. Beneath it was the name of the inn, the Goode Eats & Lodging. Passing through the revolving door, the party signaled the bell clerk, whose nametag read Hi! I'm Hojo Hominigritts!. Like the rest of the staff, he was costumed as a suckling pig with false sow's ears, tail, and papier-mache' snout.
Congratulations to Messrs. Beard and Henney of the Harvard Lampoon.


Friday, 12 October 2012

9 Rats, 2000 CP: 5 Variations On a Theme

1. The rats have built a 3' cube fort using the coins as partial material, glued together with saliva and chewed wood.  When attacking from the fort they have +4 AC against reprisal as they dart in and out of the holes. They also have set up slingshots within that launch two sharp-edged coins per round with a 50' range, each doing 1-2 hp damage. The fort is destroyed with 3 blows of melee weapons each doing 3 hp or more, but then the material and coins will tumble into a long pit below.

2. (Inversion I) This huge cavern's floor is carpeted with 2000 small rats, a quantity almost impossible to kill without extreme measures. Anyone stepping within the horde will take 6 attacks per round each doing 1 hp and having a 5% chance of disease. In the middle is a stack of nine giant copper discs, each worth 100$.

3. The party must pull an unmarked lever to open a secret door, remove the treasure in the lap of a giant demon idol to uncover a trapdoor leading down, ring a gong in the middle of a vast cavern filled with 1000 inanimate skeleton warriors in order to lower a drawbridge, and stick their naked hands in the mouth of a green devil face to open the final door that leads to ... nine rats and 2000 cp.

4. (Inversion II) There are nine small disks of flesh here which roll on bone-milled edges to attack, each one biting with a sharp-toothed king's face and having a heraldic shield on its other side (1/2 hd, AC 6 [13], MV 15). The treasure is 2000 miniature rats of copper, each the size and weight of one coin, which were minted as an offering of thanks after a plague.

5. The Mad Archmage has a watchful presence here. If any players - in and out of character - complain about the boring or unchallenging nature of the rats and copper pieces, each rat - alive or dead - becomes an angry mature red dragon, and the copper pieces turn to platinum. This effect can be cancelled if any of the players can produce a complete megadungeon of at least 400 rooms that they have authored, each room with contents more interesting than nine rats and 2000 cp.

Tuesday, 25 September 2012

The Last Word on Game "Fans"


xkcd just nailed it to the wall.

Nailed: the worst variety of dilettante players of competitive games. Doubly so if the game involves identification with a strategy or faction. Heck, any simulationism opens the door to "I should be able to win doing this!"

What would the RPG equivalent be? Something like

"Hey, can I play? I heard this game really encourages fun!"

(backstab) (grind) (argue) (derail) (nitpick)

"This game isn't very well designed. For starters, it didn't keep me from ruining your fun."

Saturday, 9 July 2011

WTF, A Contest?

For those of you who don't mind the sympathetic mockery served up by Something Awful's WTF, D&D? feature, they are having a contest for the ultimate awesome old-school-style dungeon room and illustration. Thews, I can fairly say, will bulge.

I'm finding it hard to write my blog while on the road, but hopefully I should get a few more posts out this month, finishing up on the hit points series at least.

Friday, 3 June 2011

Something Awful Rags on Raggi!

I've been enjoying the snarky WTF D&D? series, lampooning old school roleplaying games and art (but from the inside), on SomethingAwful for some time now.

Well, now, with the author's collusion, they've turned their eye on the Old School Recombination and Lamentations of the Flame Princess.

Just remember, there is no such thing as bad publicity!