(This continues my series of game-mastering problems and tips grafted onto play session reports. If you're more interested in the GM stuff than the play session, scroll down to below the ***.)
The party reconvened last night after a long time away. Action commenced at the gates of the hill town Saddleback, wherein our band found a cool reception in the tavern of the Badger Leaf dwarven clan, but a warmer reception in the halls of the Twisted Bar thanks to the gate guard Borran, who'd taken a liking to the group, possibly in particular to the she-dwarf Grumpka.
There was a somewhat noncommittal public audience with the town's governing Triad, two dwarves and a human who rule back-to-back from a rotating stone seat under the open air. There it emerged that rumors of a giant in the hills may have been grossly exaggerated by the Badger Leaf merchants met on the way to Trossley, who are after all wily and fiercely competitive. The strange coincidence, that after a dozen years of inactivity two groups of merchants should set out from the same two towns toward each other, was remarked upon.
During a long dwarven feast in the halls of the Twisted Bar clan, it emerged that two bereaved parents from the third family of the Twisted Bar tribe wished to unburden themselves of a sad memento - their daughter's bride-gift, a suit of chainmail armor, precisely what Grumpka had been looking for. The story emerged; betrayed by a faithless husband obsessed with human women, the daughter, Ysolde, sought advice from the lammasu Saheedra but then died falling from Saheedra's crag. Suicide is an unthinkable sin among the dwarves, and in the scandalous aftermath the husband fled from town and her child was abandoned. Some were surprised, and some were not, to learn that the husband was Doug, the bartender at Trossley's Duck and Whistle, and the child was Devin, who had been taken in by Saheedra.
With armor in hand, apples traded, and new friends and enemies made, the party set back out through the hills for Trossley. Almost immediately they came across a brushy box canyon from which two wolves growled at them. Deciding to pick a fight with the wolves, the party found two wolves turning to six (one approaching from behind) and some of the worst combat dice rolls they've ever experienced. In the end, the wolves were vanquished but the NPC muleteer and town guard lay dead, and multiple party members had serious wounds. We left off having just reached the resting point of the abandoned hermitage, a day's march from Trossley.
***
One problem that came up in this run was keeping the memories going of what has evolved into a quite complicated situation after a month-long gap in play. At one point, I couldn't recall an important detail like the terms of the financial agreement by which the party chose to accompany the "Nameless One" on his mercantile venture to Saddleback. This is a reminder that my usual method of improvising lots of details doesn't get me out of the need to keep notes and records. The most important of these being:
1: State of the party in time: whether they've rested overnight already, and so forth.
2: Terms of deals, prices of goods, etc.
3: Names of minor NPCs (hint: completely made-up names like "Zortaang" are a disaster - always go with something already in your memory structure, for example if I want a name for a logger-woman carpenter, I have them typecast as French Canadians so I pick the French name Lucille.)
4: Clues that the party have been given in conversation, ancient inscriptions, etc.
Veteran roleplayers (like the couple who live down the road, and since having two kids have reluctantly reduced their GMing and playing to only 5 weekly games at a time) know the importance of this. For example, when we would play with the aforementioned veterans, if he was DMing, she would be playing and setting down notes. Now imagine the notes accumulated from 10 or more years of 5-a-week campaigns ...
The options for us are either to designate a party notetaker, or have me step up my own notetaking. To keep track of time, I've been using an old unused calendar from 2003, marking an X on the lines between days to show the passage of a night and writing down the party's location. I suspect now more notes will have to go on there.
Another crucial thing (see under 3 above) is to make things easier to remember. I tend to drop details that repeatedly keep getting forgotten and don't add to the enjoyment or immersion of the game. For example, torches and living expenses. I feel the need not track either of these bit by bit but just charge a flat rate (1 copper a day for lodging and the same amount for food) or in the case of torches, ignore them as trips to the dungeon are not that frequent.
But if you've found any handy tricks for preserving memory in the long and short term please let me know.
Sunday, 12 June 2011
Friday, 10 June 2011
Moral Disgust I: The Body
One theme of my lab's research that is smashing into print in a esoteric, university-library-only journal near you this year (4 papers out or in press, 3 more under review) is the distinction between moral anger and moral disgust.
The first thing to recognize is that anger and disgust correlate highly across moral situations. So, if someone sees something and says they're "disgusted" they're also likely to say they're "angry." A less finicky language might just call both emotions of moral condemnation something like "outrage" and leave it like that.
Except what people call "disgust" also seems different for different kinds of outrage. What our research tends to find, using carefully varied scenarios, is that moral violations that involve harm or unfairness attract high levels of anger, and a kind of "disgust" that's very highly related to anger. But when you factor out the effects of anger, disgust really stands on its own mainly as a visceral response to moral codes about the use of the body.
In other words:
We came up with examples like the human steak to test, even for the most liberal of our respondents, the true limit of moral tolerance. If you're liberal and you want to know how conservative people feel about sexual immodesty or same-sex marriage, think about your own reaction to the human steak. Nobody's rights are violated, but there's a sense of wrong about it.
Back to imaginative literature and gaming. There's a tendency, most pronounced in works that aspire to "epic" or "traditional" storytelling, to stack the deck with both moral anger and moral disgust - and to help that along with liberal lashings of physical disgust. Think of Frank Herbert's Baron Harkonnen, with his boils (physical disgust), catamites (moral disgust) and underhanded cruelty (moral anger/disgust/outrage). That works, if the reader plays along with the assumptions of the work. If the reader doesn't, this all-in-one moral universe becomes a nagging flaw. I mean, I love me some Jack Vance and in particular Lyonesse, but damn if "queer = villain" doesn't get tiresome in that series.
The body is often also moralized, and overlaid with disease and deformity arguments, to feed a dehumanizing and xenophobic political agenda. Just one very obvious example: the Nazi caricature of Jews encompassed disgust at alleged physical uncleanliness, strange dietary practices, physical abnormality, and sexual licentiousness. All this came to a sharp and pointed end with the final accusation to justify the Holocaust; Jews were not just gross but dangerous and malicious. Indeed, some of our recent unpublished studies implicate fear and moral anger, as well as disgust, in the tendency to dehumanize members of other social groups.
Yeah, yeah, so fantasy heroes are little Nazis slaughtering orcs. We've all heard that before, so that even the counter-cliche itself is at risk to get worn out. In my creations, I'd prefer to keep to hand the power of bodily-moral disgust, avoiding both cliches, letting the audience draw its own conclusions. These strange customs, they are weird and gross; the high priest marries his sister, ritual scars are salted to a fine purple hue, here's a feast to which everyone contributes a slice of their own flesh. Are these marks of villainy, or of mere strangeness? Our explorers of the unknown have signed up for encounters with both, in any event, and the interpretation is up to them.
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| Two of Paul Ekman's research faces. |
Except what people call "disgust" also seems different for different kinds of outrage. What our research tends to find, using carefully varied scenarios, is that moral violations that involve harm or unfairness attract high levels of anger, and a kind of "disgust" that's very highly related to anger. But when you factor out the effects of anger, disgust really stands on its own mainly as a visceral response to moral codes about the use of the body.
In other words:
- I tell you about greedy corrupt politicians - and you may say you are disgusted, but go "grrr".
- I tell you about someone who has cloned his or her own muscle cells in order to eat a consensual, harmless, ethically sourced human steak - now you say you're disgusted, and go "yuck" - nobody is harmed, so you only go "grrr" a little - but importantly, most people (not all) feel there's something morally wrong about this technical cannibalism.
![]() |
| Jack Chick's "Gay Blade" |
Back to imaginative literature and gaming. There's a tendency, most pronounced in works that aspire to "epic" or "traditional" storytelling, to stack the deck with both moral anger and moral disgust - and to help that along with liberal lashings of physical disgust. Think of Frank Herbert's Baron Harkonnen, with his boils (physical disgust), catamites (moral disgust) and underhanded cruelty (moral anger/disgust/outrage). That works, if the reader plays along with the assumptions of the work. If the reader doesn't, this all-in-one moral universe becomes a nagging flaw. I mean, I love me some Jack Vance and in particular Lyonesse, but damn if "queer = villain" doesn't get tiresome in that series.
The body is often also moralized, and overlaid with disease and deformity arguments, to feed a dehumanizing and xenophobic political agenda. Just one very obvious example: the Nazi caricature of Jews encompassed disgust at alleged physical uncleanliness, strange dietary practices, physical abnormality, and sexual licentiousness. All this came to a sharp and pointed end with the final accusation to justify the Holocaust; Jews were not just gross but dangerous and malicious. Indeed, some of our recent unpublished studies implicate fear and moral anger, as well as disgust, in the tendency to dehumanize members of other social groups.
Yeah, yeah, so fantasy heroes are little Nazis slaughtering orcs. We've all heard that before, so that even the counter-cliche itself is at risk to get worn out. In my creations, I'd prefer to keep to hand the power of bodily-moral disgust, avoiding both cliches, letting the audience draw its own conclusions. These strange customs, they are weird and gross; the high priest marries his sister, ritual scars are salted to a fine purple hue, here's a feast to which everyone contributes a slice of their own flesh. Are these marks of villainy, or of mere strangeness? Our explorers of the unknown have signed up for encounters with both, in any event, and the interpretation is up to them.
Wednesday, 8 June 2011
In Praise of Modular
I think there's some kind of message in the selection of Mike Curtis' Dungeon Alphabet to win the first Three Castles Award, the closest thing old-style roleplayers have to an Oscar. Or at least I choose to interpret it thus.
The award went, not to a fully implemented roleplaying game or setting, but to a creative aid with supreme versatility across many different games and settings. It beat out a field including two "system" products (LotFP and B/X Companion) and two "setting" products (Stonehell and Majestic Wilderlands).
If there's a message here, it's a congenial one for me, because I'm getting less and less excited about writing out a whole role-playing game as a vanity project for my houserules. As more and more of these retro-inspired labors of love keep coming out, I keep hearing - and feeling, myself - the same reaction:
"It's got some neat stuff I'll pilfer for my own game, but I wouldn't play using the whole thing."
So, why not just pack the neat stuff up, and set it out on the front doorstep for pickup? That way you don't have to worry which of seventeen and a half retro-clones your stuff is going to compete or be compatible with.
I've been on a break from creating new gaming material, between my usual computer being in the shop, and my game going on a long hiatus that hopefully will be broken this week. I've used this break to reflect on what's gotten the best reaction out of my creations. Without a doubt it's the material that people can plug into their own game - the one-page rules supplements in particular. I also have some encounter tables waiting in the wings, and like my NPC and trick tables they're also modular like modular furniture.
Yep, modular is the way to go. Who needs yet another explanation of what a roleplaying game is or how fast you can move down an unlitten corridor? All I'm saying is, smart money's on Vornheim next year.
The award went, not to a fully implemented roleplaying game or setting, but to a creative aid with supreme versatility across many different games and settings. It beat out a field including two "system" products (LotFP and B/X Companion) and two "setting" products (Stonehell and Majestic Wilderlands).
If there's a message here, it's a congenial one for me, because I'm getting less and less excited about writing out a whole role-playing game as a vanity project for my houserules. As more and more of these retro-inspired labors of love keep coming out, I keep hearing - and feeling, myself - the same reaction:
"It's got some neat stuff I'll pilfer for my own game, but I wouldn't play using the whole thing."
So, why not just pack the neat stuff up, and set it out on the front doorstep for pickup? That way you don't have to worry which of seventeen and a half retro-clones your stuff is going to compete or be compatible with.
I've been on a break from creating new gaming material, between my usual computer being in the shop, and my game going on a long hiatus that hopefully will be broken this week. I've used this break to reflect on what's gotten the best reaction out of my creations. Without a doubt it's the material that people can plug into their own game - the one-page rules supplements in particular. I also have some encounter tables waiting in the wings, and like my NPC and trick tables they're also modular like modular furniture.
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| Or clothes that help you learn that light blue goes with dark blue. |
Gore Disgust
There seems to be a trigger of disgust with a biological function that goes beyond protecting us against infection. Known picturesquely as "violations of the body envelope," and more prosaically as "blood and gore," such revolting things include blood, viscera and other signs of injury. Far from being infectious, these things instead are in danger of being infected, if the person is still alive, so it kind of makes sense to keep your distance from them, which the disgust emotion encourages. Extreme forms of gore disgust have been implicated in blood and injection phobias.
Researchers have found one interesting biological marker of gore disgust that's different from others; when most people react to blood and injuries, the heart rate goes down, rather than up as it does when seeing infectious or immoral things. This makes some sense as an automatic reaction to blood that could be your own; if that's true, you need to stop pumping it out so quickly.
Blood and gore is also fear- and anxiety-provoking. It reminds us of our bodies' mortality and tells us that right here and now, we could be next. This blend of disgust and the fear emotions has been identified as horror. Although research is lacking on this topic, I believe that many people see the ability to feel horror as a marker of moral standing, a guarantee that the person will not resort to violence because of revulsion at its consequences.
Certainly, lots of parents are OK with their children killing hundreds of people or creatures in a video game, as long as there's no blood or gore. It's hard to convince someone by reason not to be disgusted, but one of the better ways is to repeatedly expose them to the disgusting stuff until they get used to it. The concern aroused by gore in games and earlier media, such as comic books, is that children will become hardened to the disgusting signs of violence, and become more violent as a result.
Is this concern justified? I'm not so sure. One group of people that needs to get used to blood and gore is doctors, nurses and EMTs, but this lets them help people more effectively. I do believe that many people have an effective, emotional brake on committing violence, but this doesn't respond to the aftermath of violence; that would be too late. Rather, it responds to the act of physically harming another person.
Army psychiatrist David Grossman made this case in the book On Killing, gathering historical and clinical evidence that many soldiers actually avoid directly harming the enemy - an aversion eliminated in US ground forces since Vietnam through human-target conditioning. His concern, which made the media around the time of the Columbine massacre, was that first-person shooter games were doing the same job on the youth of America. More solid experimental work in recent years has pinpointed an emotional reaction in the brain that makes people reluctant to end one human life even to save five others. This reaction is strongest if the scenario forces the person to actually apply personal energy to the killing, as opposed to pushing a button. Both these lines of research identify the key aversion as happening before the violence, not afterwards when gore is strewn around.
One of the few RPG systems that acknowledges this is Lamentations of the Flame Princess, with its portrait of the fighter class as someone who has become accustomed to violence, and as such can uniquely deal it out most effectively. Indeed, part of military training from Roman times on has involved not just teaching soldiers how to strike accurately, but how to overcome their aversion to doing so. Rather than indulging in blood-soaked wish-fulfillment, a mature approach to combat in games will acknowledge this unpleasant moral fact in one way or another.
Getting back to the topic of evoking emotions in a game, signs of death and gore should evoke horror in your players, but more on the fear side than the disgust side. They're a time-honored way to signal that Something Nasty is about ... the encounter may not be level-appropriate ... your characters may want to consider turning tail and running. In any event, apart from the odd grindhouse edition, gore in tabletop games remains enacted in the theater of the imagination, of little moral danger to anyone.
Why, then, the moral concern about the gruesome and macabre? All will be revealed - when I conclude the disgust series with a look at the moral uses of repugnance.
Researchers have found one interesting biological marker of gore disgust that's different from others; when most people react to blood and injuries, the heart rate goes down, rather than up as it does when seeing infectious or immoral things. This makes some sense as an automatic reaction to blood that could be your own; if that's true, you need to stop pumping it out so quickly.
Blood and gore is also fear- and anxiety-provoking. It reminds us of our bodies' mortality and tells us that right here and now, we could be next. This blend of disgust and the fear emotions has been identified as horror. Although research is lacking on this topic, I believe that many people see the ability to feel horror as a marker of moral standing, a guarantee that the person will not resort to violence because of revulsion at its consequences.
Certainly, lots of parents are OK with their children killing hundreds of people or creatures in a video game, as long as there's no blood or gore. It's hard to convince someone by reason not to be disgusted, but one of the better ways is to repeatedly expose them to the disgusting stuff until they get used to it. The concern aroused by gore in games and earlier media, such as comic books, is that children will become hardened to the disgusting signs of violence, and become more violent as a result.
![]() |
| The infamous EC Comics baseball story. |
Army psychiatrist David Grossman made this case in the book On Killing, gathering historical and clinical evidence that many soldiers actually avoid directly harming the enemy - an aversion eliminated in US ground forces since Vietnam through human-target conditioning. His concern, which made the media around the time of the Columbine massacre, was that first-person shooter games were doing the same job on the youth of America. More solid experimental work in recent years has pinpointed an emotional reaction in the brain that makes people reluctant to end one human life even to save five others. This reaction is strongest if the scenario forces the person to actually apply personal energy to the killing, as opposed to pushing a button. Both these lines of research identify the key aversion as happening before the violence, not afterwards when gore is strewn around.
One of the few RPG systems that acknowledges this is Lamentations of the Flame Princess, with its portrait of the fighter class as someone who has become accustomed to violence, and as such can uniquely deal it out most effectively. Indeed, part of military training from Roman times on has involved not just teaching soldiers how to strike accurately, but how to overcome their aversion to doing so. Rather than indulging in blood-soaked wish-fulfillment, a mature approach to combat in games will acknowledge this unpleasant moral fact in one way or another.
Getting back to the topic of evoking emotions in a game, signs of death and gore should evoke horror in your players, but more on the fear side than the disgust side. They're a time-honored way to signal that Something Nasty is about ... the encounter may not be level-appropriate ... your characters may want to consider turning tail and running. In any event, apart from the odd grindhouse edition, gore in tabletop games remains enacted in the theater of the imagination, of little moral danger to anyone.
Why, then, the moral concern about the gruesome and macabre? All will be revealed - when I conclude the disgust series with a look at the moral uses of repugnance.
Sunday, 5 June 2011
Deformity Disgust
Some scholars have argued that bodily deformities, asymmetries, and mutilations arouse disgust because they are cues to disease. They point to studies showing that seeing any kind of deformity makes the concept of disease more accessible and available, as measured by psychological tasks similar to free-association. This is true even of deformities that science tells us have no relation to contagious infection, such as birth defects or missing limbs. The idea is that our cultural/biological immune system thinks we're better safe than sorry, loading us with a tendency to get disgusted about any sort of strangeness of body.
That may be so, originally. But disgust serves another purpose than just protecting us from disease. It's a response protecting our fragile self-awareness from existential strangeness, from things that blur the human category, and from people who violate the cultural practices that are required to set us apart from the animals. One such practice was the blackening of teeth by the aristocracy of Heian-era Japan. By the strict biological interpretation of disgust, rotten or missing teeth are a cue to disease. But Lady Murakami, in her diary, wrote of the revulsion felt at seeing the white teeth of a commoner, which were like those of an animal.
Fantasy literature and gaming abound in animal-humans and other monstrous beings that cross the boundary between people and other. Disgust is one reaction to such creatures.
Some monsters are more likely than others to be disgusting: crossbreeds with disgusting animals, like fish, pigs or octopi; creatures with key aspects of humanity altered or missing, like bones or a face. Some mutants are fairly normal in fantasy, mainly because they are crosses between humans and domestic or noble animals that we semi-humanize anyway (centaurs, satyrs). They take on a disgusting aspect only when we think of the possibility that they were created through human-animal sex, as the mythical Minotaur was. Regulating our sexual possibilities, of course, is another way society makes our bodies human rather than animal. In most societies, even the most liberal, disgust at monstrous, unnatural or indiscriminate couplings is a mainstay of social order.
Disgust is not just a marker of the nonhuman, but an active route to dehumanization and extermination. Pig-face orcs bring with them a mandate to be killed in a way that pigs or humans do not. Their very existence offends the natural order, they mingle Platonic forms in a way that must be exterminated, though we cannot articulate why. We still have primitive reflexes, conditioned by fiction and the way we talk about the world, that draw an equivalence between what's natural (actually, what fits into our human idea of nature) and what's moral. Picture the following exchange in fantasy land:
"I've found the source of those strange monkey-slug-polyp things. They come from a vast, bubbling pool of slime in the swamp, surmounted by a swaying, tentacled pillar of flesh."
"How amazing! Let's go there to observe and celebrate the diversity of life in this magical world!"
Not very likely, right?
A more sophisticated development turns the simple association of physical deformity with evil into a story, where the physical deformity is a consequence of evil. This kind of narrative can even take on a populist slant, as in the urban rumors of pig-faced women that circulated in previous eras, where the deformity is a punishment visited on the child for the mother's lack of charity.
Unlike fantasyland, reality presents us with no such physical cues to evil. People who present a monstrous aspect usually got that way through no fault of their own. This leads to a second, more liberating impulse in fictional treatments, itself by now also a cliche - the sympathetic, misunderstood, even heroic monster, from Beauty's Beast to the Elephant Man to the Swamp Thing.
Weird or heroic fantasy follows the first two patterns, where the monstrous is to be exterminated as a reflex. Science fiction, though, often follows the sympathetic pattern. Think of Gamma World's scheme where everyone's a mutant, or the typical galactic romance with its teeming variety of aliens. In the words of SF author Jeff Noon: "Pure is poor."
So we get one more insight into the much-discussed flumph: as a good-aligned creature, its monstrous aspect (those tentacles, that mouth) is anathema to the conservative physical-moral equations of fantasy, but fits right at home in science fiction.
That may be so, originally. But disgust serves another purpose than just protecting us from disease. It's a response protecting our fragile self-awareness from existential strangeness, from things that blur the human category, and from people who violate the cultural practices that are required to set us apart from the animals. One such practice was the blackening of teeth by the aristocracy of Heian-era Japan. By the strict biological interpretation of disgust, rotten or missing teeth are a cue to disease. But Lady Murakami, in her diary, wrote of the revulsion felt at seeing the white teeth of a commoner, which were like those of an animal.
Fantasy literature and gaming abound in animal-humans and other monstrous beings that cross the boundary between people and other. Disgust is one reaction to such creatures.
Some monsters are more likely than others to be disgusting: crossbreeds with disgusting animals, like fish, pigs or octopi; creatures with key aspects of humanity altered or missing, like bones or a face. Some mutants are fairly normal in fantasy, mainly because they are crosses between humans and domestic or noble animals that we semi-humanize anyway (centaurs, satyrs). They take on a disgusting aspect only when we think of the possibility that they were created through human-animal sex, as the mythical Minotaur was. Regulating our sexual possibilities, of course, is another way society makes our bodies human rather than animal. In most societies, even the most liberal, disgust at monstrous, unnatural or indiscriminate couplings is a mainstay of social order.
Disgust is not just a marker of the nonhuman, but an active route to dehumanization and extermination. Pig-face orcs bring with them a mandate to be killed in a way that pigs or humans do not. Their very existence offends the natural order, they mingle Platonic forms in a way that must be exterminated, though we cannot articulate why. We still have primitive reflexes, conditioned by fiction and the way we talk about the world, that draw an equivalence between what's natural (actually, what fits into our human idea of nature) and what's moral. Picture the following exchange in fantasy land:
"I've found the source of those strange monkey-slug-polyp things. They come from a vast, bubbling pool of slime in the swamp, surmounted by a swaying, tentacled pillar of flesh."
"How amazing! Let's go there to observe and celebrate the diversity of life in this magical world!"
Not very likely, right?
A more sophisticated development turns the simple association of physical deformity with evil into a story, where the physical deformity is a consequence of evil. This kind of narrative can even take on a populist slant, as in the urban rumors of pig-faced women that circulated in previous eras, where the deformity is a punishment visited on the child for the mother's lack of charity.
Unlike fantasyland, reality presents us with no such physical cues to evil. People who present a monstrous aspect usually got that way through no fault of their own. This leads to a second, more liberating impulse in fictional treatments, itself by now also a cliche - the sympathetic, misunderstood, even heroic monster, from Beauty's Beast to the Elephant Man to the Swamp Thing.
Weird or heroic fantasy follows the first two patterns, where the monstrous is to be exterminated as a reflex. Science fiction, though, often follows the sympathetic pattern. Think of Gamma World's scheme where everyone's a mutant, or the typical galactic romance with its teeming variety of aliens. In the words of SF author Jeff Noon: "Pure is poor."
So we get one more insight into the much-discussed flumph: as a good-aligned creature, its monstrous aspect (those tentacles, that mouth) is anathema to the conservative physical-moral equations of fantasy, but fits right at home in science fiction.
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!
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!
Thursday, 2 June 2011
Basic Disgust
The best scholarship on disgust recognizes that it's made up of many "layers" - responding to a variety of unseen threats that have arisen over the course of biological and cultural evolution. There's no evidence, however, that any form of disgust is completely hard-wired. Like language, we have a built-in system of learning disgust responses. After we have learned them, from other people's reactions, they seem to come automatically and naturally. But very young children don't show disgust, and what exactly is disgusting seems to vary from culture to culture. With some primary objects (like feces or rotten meat) it makes good sense to recoil from them, because they can carry disease. Others are more variable; urine, for example, is seen as a health product in some circles in India.
The disgust that attaches to disease-carrying substances or people is known as basic disgust or core disgust. It's clear that people in earlier technological ages had a much higher threshold for this than we do now. In medieval European cities, waste disposal was done in the street. Late-medieval advice on courtly manners seem to be made for a modern five-year-old, telling adults not to wipe their nose with their sleeve.
The rookie mistake that's often made when re-creating such an environment, in fiction or a game, is to put all of these gritty, grimy aspects front and center. Lurching lepers, brimming chamberpots, rats and lice, skewed and missing teeth, all mark out this sophomoric "keepin' it real" approach.
All of this misses a huge point: disgust is a language. It needs to be translated to produce the right emotional effect against the cultural background of the audience. In just the same way David Milch, writer of the HBO series "Deadwood," recognized that his characters would have historically sworn by God, Christ and Hell. But because those oaths sound mild to the ears of a more secular 21st century, he intentionally replaced them with the Tarantinoesque obscenities that series is famous for.
The effect of putting a crap bucket in every kobold lair in gaming, too, is rarely as intended. It drives a wedge between the modern sensibilities of the players and the medieval disgust thresholds of the characters. This fights against absorbing play, which depends on making the players feel what the characters might be feeling. Worse yet, in gaming you are only depicting or talking about disgusting things (thankfully). This can lead to another unwanted response to second-hand gross-outs - laughter.
To be truly effective, disease-related gross-outs in a game should be few and far between. They should have the rules back-up to make both players and characters recoil. The rot grub in AD&D has been much maligned. But knowing it is out there did make players a lot less willing to root around in dung piles. It visibly stands for the invisible diseases that disgust at its most basic level protects us against. Rats, mummies, anything foul that gives a chance to catch a disease, likewise add to the keep-away factor.
Rolling chances to catch a disease for living in a city have never been satisfactory in gaming, even if they are historically accurate. The city is just too attractive a destination for your adventurer's purposes. Its disease perils are too abstract, failing to arouse burnt-out medieval sensibilities about squalor. But ordering disease rolls for too-cheap lodging, or hit point losses for sleeping rough, gives players something they can avoid, giving meaning to their fastidiousness.
There's one other thing about disgusting objects that most old-school rules don't model: they're contagious, like those invisible diseases. Once you have players figure out that someone with a disease has a chance of transmitting it to anyone nearby, you bet that curing them and setting a quarantine will take on urgency. A green slime that kills you instantly is bad enough, but one that settles on you and keeps you alive just long enough to send spores out to land on your friends is worse, a gruesome kind of living death.
Next up: Mutations and mutilations!
The disgust that attaches to disease-carrying substances or people is known as basic disgust or core disgust. It's clear that people in earlier technological ages had a much higher threshold for this than we do now. In medieval European cities, waste disposal was done in the street. Late-medieval advice on courtly manners seem to be made for a modern five-year-old, telling adults not to wipe their nose with their sleeve.
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| "Dennis, there's some lovely filth down here." |
All of this misses a huge point: disgust is a language. It needs to be translated to produce the right emotional effect against the cultural background of the audience. In just the same way David Milch, writer of the HBO series "Deadwood," recognized that his characters would have historically sworn by God, Christ and Hell. But because those oaths sound mild to the ears of a more secular 21st century, he intentionally replaced them with the Tarantinoesque obscenities that series is famous for.
The effect of putting a crap bucket in every kobold lair in gaming, too, is rarely as intended. It drives a wedge between the modern sensibilities of the players and the medieval disgust thresholds of the characters. This fights against absorbing play, which depends on making the players feel what the characters might be feeling. Worse yet, in gaming you are only depicting or talking about disgusting things (thankfully). This can lead to another unwanted response to second-hand gross-outs - laughter.
To be truly effective, disease-related gross-outs in a game should be few and far between. They should have the rules back-up to make both players and characters recoil. The rot grub in AD&D has been much maligned. But knowing it is out there did make players a lot less willing to root around in dung piles. It visibly stands for the invisible diseases that disgust at its most basic level protects us against. Rats, mummies, anything foul that gives a chance to catch a disease, likewise add to the keep-away factor.
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| Try grubby instead of gritty ... |
Rolling chances to catch a disease for living in a city have never been satisfactory in gaming, even if they are historically accurate. The city is just too attractive a destination for your adventurer's purposes. Its disease perils are too abstract, failing to arouse burnt-out medieval sensibilities about squalor. But ordering disease rolls for too-cheap lodging, or hit point losses for sleeping rough, gives players something they can avoid, giving meaning to their fastidiousness.
There's one other thing about disgusting objects that most old-school rules don't model: they're contagious, like those invisible diseases. Once you have players figure out that someone with a disease has a chance of transmitting it to anyone nearby, you bet that curing them and setting a quarantine will take on urgency. A green slime that kills you instantly is bad enough, but one that settles on you and keeps you alive just long enough to send spores out to land on your friends is worse, a gruesome kind of living death.
Next up: Mutations and mutilations!
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