Haunted: Origins

I was a regular participant at The Forge when it was active. The primary moderator of the site, Ron Edwards, would occasionally run an event called The Ronnies. This was a game jam like (before the popularization of that term) activity where people were challenged to design an RPG in just 24 hours incorporating two words chosen from a list of four.

(Ron has since developed The Ronnies into a course he teaches on an irregular basis as part of a developing RPG play curriculum: https://adeptplay.com/online-coursework/)

In February of 2011 the chosen words were: whisper, wings, murder, and morning. I immediately gravitated to “whisper” and “murder” as an excellent basis for a ghost story. The idea of one player being a murderer and another player being the ghost of their victim was there from the start and has never left the design. It’s a powerful dynamic to develop dramatic play around.

It didn’t win a Ronnie but came in as a strong Runner-Up. The initial feedback discussion can be found here: http://www.indie-rpgs.com/forge/index.php?topic=31171.0

You can see the thing that doomed me was something that still plagues my design efforts today. The programmer in me gets overly fascinated by algorithms and economies and I end up creating these little “drive chain” currencies that I think are pacing mechanisms when really they’re distractions. I always, always, ALWAYS, end up cutting them out of my designs or at least decoupling them from end-game triggers and the like. For Haunted, that was Heat and it was gone by draft two without even bothering to play test.

In fact, you can find both the original draft and the quickly created second draft here: http://www.1km1kt.net/rpg/haunted (I was actually, surprised and delighted to see that these were still around). Looking at them now, I can tell you that most of the game’s superstructure remains intact. If you find the basic structure appealing, you will likely enjoy the final the game.

Haunted will be released by Halloween 2025. There will be a short Kickstarter prior to that which you can follow here to be notified when it launches: https://www.kickstarter.com/projects/jburneko/haunted-4

The Narrative Drum Circle

Apparently, there was a recent episode of Quinns Quest where he asserted that gamers were not very good at storytelling. This set off a round of discourse about storytelling in RPGs. This was my contribution:

“I don’t think rpg people are bad at stories. I think they’re bad at vulnerability and authenticity. I think they’re bad at reacting sincerely to emotionally charged material and fall back on defense mechanisms whether that’s the mechanics of the game, acting with irony or using a trope.”

However, my deeper thoughts are more complex than will fit in the character count of social media.

Whenever people bring up “story” they immediately jump to story craft, storytelling, performance and improv and point out that those are sophisticated skills. To compensate for the lack of those skills, all kinds of solutions have been proposed. One method is to consolidate story craft in the GM role and expect only performance out of the players. Another is to build story craft into the design of the game itself either with imposed structure, simplified prompts or rewards for doing the right story thing.

My problem is that I don’t think those skills are actually relevant to the art of role-playing, even when your investment in the activity is story focused. My primary source of joy in this hobby is rooted in character development and story. So why on earth would I say storytelling and performance are irrelevant to the activity?

Those skills are about entertaining an audience, which is just a jump to the left of making a salable product. Some people point to the popularity of performance centric shows like Critical Role for raising the perceived standards for RPG play. However, Critical Role is just a new (and admittedly much more visible) form of a phenomenon that’s always been there.

We (especially Americans) have been enculturated that everything we do must be productive. There is a little shame demon that has been implanted in us that starts eating away at us everytime we do anything that might be seen as unproductive. In RPGs this manifests when we measure the success of our play with the standards of commercial media. The Critical Role phenomenon in the 80s manifested as people bragging that all they had to do was transcribe their games and it would make an amazing novel series. Or with just a little editing and some sound effects layered in it would be a fantastic radio drama. 

We have always tried to measure the success of our RPG play by how it would fare as a consumer product. And that has always been the wrong thing to do. We’re just feeding the productivity shame demon.

But Jesse, aren’t the other players at the table our audience? Aren’t we playing to entertain each other? Absolutely not. Not in the sense that we’re taking turns performing for one another’s delight. Or doing “bits”. Or looking for the perfect moment to land that button moment. We’re not even making the most dramatic choices or the best story choices (whatever that even means). All of those kinds of calculated narrative moves actually wreck the most interesting story properties of the art of role-playing. They substitute the intimacy of vulnerability and authenticity with the commercially acceptable. It’s performing tvtropes.com for each other (yes, even when it’s about subverting them or mashing them up).

So if this isn’t a bit of improv theater sitting down with dice, what is it? I like music analogies.  I think music analogies for RPGs are stronger than dramatic ones. The leap from story to story craft and performance is the same leap from music to concerts and studio albums. Instead the appropriate leap is from music to drum circles.

Have you ever participated in a drum circle? If not, I recommend it. I wish I had more opportunities to do so. It’s very clear that no one is playing for anyone else, not even each other. You are simultaneously doing something that is both wholly your own but also entirely constrained by the vibe of the group around you. While there are elements of leadership (that shift around naturally and informally), if anyone does break out into a kind of performative drum solo, it’s pretty quick to recognize they are doing it wrong. A totally discordant drummer is more welcome than that asshole. And nearly any one can do this. It requires very little skill. There are even perfectly functional ways to participate without even drumming (such as dancing or just sitting and vibing, which is not the same as spectating).

Now, if you happen to be walking and come across a drum circle, you might stop and listen for a minute but shortly you have to do one of two things: walk on or join in. There is little spectator entertainment value in a drum circle. Its value exists wholly in the moment as the activity itself. It did not exist in any meaningful form before it happened and it does not exist in any meaningful form after it happened. Any lasting effects exist only in the hearts and minds of the participants.

Would there be any value in recording a drum circle? Actually, I say yes. In fact, if you were really into drum circles I could imagine going around recording many of them. It would not surprise me if there was already some niche youtube channel full of them. The value isn’t as consumable entertainment but human interest. People record and share all kinds of candid material from parties to chance encounters. The authentic material is always discernible from the staged performative stuff even when it’s made to look candid.

This is why I’m actually strongly in favor of recording and sharing rpg play. That might seem hypocritical since I just went on at length about how treating rpgs as a form of improv theater is counterproductive. So to be clear, I’m in favor of recording and sharing regular old play among friends. The kind of recording that works as human interest and not the over produced, skillfully performed, packaged entertainment.

But I’m getting ahead of myself. What does the story form of a drum circle look like? If we’re casting aside intentional story craft and performance what’s left? Ironically, human interest. We are ethical, emotional and moral beings. If the content of play (no matter how fantastical) is grabby emotionally, ethically and morally and it demands authentic response, is open to authentic response, and receives authentic response then the moment-to-moment activity of play will be dramatically engaging, to the people actually playing. And maybe to no one else.

I don’t think that takes very much skill at all (although you can get better at it!). Sometimes when I tell people about RPGs they say something like, “I could never do that, I’m not very creative.” To which I respond, “I don’t need you to be creative, I need you to be sincere.” I don’t need your cleverness or your wit. I don’t need your storytelling or your performance skills. I don’t need your genre savviness. I need your humanity. Just sit down at the table and be with me in the moment. Don’t look at your backstory. Don’t look where the story is going. Just play with what’s happening here and now between us. We’ll find the rhythm of the drum circle. The story will resonate between us and it will be for us and us alone.

My Life w/ Orcs (And Other Monsters)

Context

Go read this article:

https://jamesmendezhodes.com/blog/2019/6/30/orcs-britons-and-the-martial-race-myth-part-ii-theyre-not-human

It’s very good. If you’re in any way expecting this article to be some kind of “rebuttal” to that article let me say this very clearly: It is not.

What it is, is a confession, that my experience of Orcs (and Kobolds, and Goblins, and…) has simply not been the same as everyone elses.  And that difference can be seen through out my entire gaming history.

Mom’s Monsters

My mom was not like other moms.  My mom performed elemental summoning rituals with my cousins, before D&D was invented. My mom was a trance medium. My mom wrote and directed plays the living room of our home.  My mom caught wind of the satanic panic and rushed right out to Toy’s ‘R’ Us to buy Red Box D&D.

My mom also had saying, “To keep a boy (forgive her gender foibles) happy, give him monsters.”  She put Where The Wild Things Are in my hands as soon as possible.

Also, my mom doesn’t like fantasy and never encouraged me to read any (Greek myth being an exception)  To this day I have never read Lord of the Rings.  I only read Howard, Leiber, Smith and Moorcock starting in my mid-20s.

Now, my mom does love history (including myth) and horror movies. I saw Sweeny Todd live (George Hearn and Angela Lansbury) and Clash of the Titans at 5, I saw Poltergeist at 6. Alien and Jaws whenever they were first broadcast on television.

So when we delved into that first dungeon and I turned to my DM (my mom), and asked, “What’s an Orc?” She said, “It’s a creature that has arms and legs but with the head of a pig!”  And from that moment on this is what I thought an orc was:

Orc

Monsters Don’t Have Culture or Ecologies

You see, with my primary childhood referent for “the fantastic” being horror movies, my idea of a monster is: a highly unique, unreproducable, localized, frighting and largely unknowable *force* antithetical to human life. A personified metaphor for human suffering and evil.

The idea that orcs were “savage” tribal raiders with leaders and culture and even children was not part of my understanding.  Anyone who asked me, “Would you kill an orc child?” would just get a very confused and puzzled look as I didn’t even understand the question.  It wasn’t until I was older and could read the AD&D manual and discovered the half-orc which I thought was a really weird concept. And as soon as I read about Orcs in AD&D my reaction was immediately felt:

“But that’s not a monster.”

And that’s how I felt about Kobolds which I originally thought of as like Tommyknockers in mines.

And Goblins which I thought of like Gremlins in machinery.

In fact, until very recently, I would have sworn to you up and down that this whole mythology around these creatures being tribal and organized and anything but “unknowable things that dwell below in the darkness” was something that was added in AD&D.  I would have SWORN up and down that all that tribal culture stuff wasn’t part of B/X D&D. (Hint: I was wrong).

Going into 2nd Edition D&D I really came to hate the culture/habitat section of the monster manual.  It literally made no sense to me.  There’s A Minotaur in some labyrinth out there placed by divine fate.  They do not come in 1d6 herds or whatever wandering the wilderness.  It’s not a MONSTER if it’s natural or has a habitat or a reproductive cycle or a culture.  THAT’S NOT A MONSTER.

White Wolf Further Confuses The Issue

Given what I’ve said above you can imagine my reaction to Vampire: The Masquerade.  Vampire society?  WHAT DOES THAT EVEN MEAN!? I skipped the whole World of Darkness. When people asked me why, I simply said, “I’m not interested in playing monsters.” But I’m not sure people really understood what I meant by that.

How Chill Saved Monsters

And then I found The Mayfair Edition of Chill and my sanity was once again restored.  Here in their “Things” section were MONSTERS. Largely unique, unreproducable, localized, frighting and largely unknowable *force* antithetical to human life. A personified metaphor for human suffering and evil. Especially the ghosts. Chill has the BEST ghosts. There’s basically one for every kind of human failing.

How Sorcerer Saved Fantasy

And then, I discovered Sorcerer. Sorcerer, the game about people summoning demons for power. And when discussing this game Ron, the game’s author, would say this phrase: “Demon’s don’t exist, not even in the fiction of the game,” and everyone would freak out about this statement.  But I knew.

They don’t have culture. They don’t have a habitat. They don’t “exist” in the world. And yet here one is, offering you a bargain. Existential Horror.

Through it’s supplement Sorcerer & Sword I discovered a kind of fantasy fiction where people were people and monsters were truly monsters.  If there’s racist and sexist allegory it’s because there’s problems with the depictions and treatments of PEOPLE.  But monsters?  Monsters are slavering fanged horrors of darkness.  I love Sorcerer’s description of this fiction as “not horrific adventure stories but adventurous horror stories.”

Just like the D&D mom used to make.

From There To D&D Again

When I run D&D today,  I stick mostly to Undead, Constructs and Fiends as enemies.  Things that are the result or manifestations of human hubris and other failings. I often use Giant Beasts and Plants and Monstrosities but they are placed to emphasize the weirdness and corrupting influences of the dark corners of the earth where only adventurers are brave enough to tread.

I don’t use Orcs or Goblins or Kobolds.  And you aren’t going to encounter any Trolls or Gnolls on the roads from town to town.  If it could be replaced by a person with a sword or spear, you will meet a person with a sword or spear.

I love monsters. I love monster art. I love monster manuals. I own the Monster Manual, and Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes but just like those 2nd Edition Habitat/Culture blocks I don’t really read them.  I just look at the art and the stat blocks and let my imagination fill in the rest.

If I’m building a haunted watery shrine I just pull up everything with a swim speed until I see the thing I don’t want to find there. You see, I don’t believe you can kill monsters with a sword. Survive its attack? Cut down its material form? Sure. But chances are it’ll come back or it was never really there in the first place?

The only way you can truly kill a monster is by explaining it.