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December 03, 2005
Creating Community: Three Years with the Forge
Last week, Jim Henley and I began an email conversation, and at some point I admitted:
I have another huge 20x20 post in me that I'm trying to figure out how to write. I think it's going to be called "Defining a Community" and it's basically my reflection on the interactions that define the borders of who is and who isn't "The Forge Community" (it would also apply to other communities, of course). I think I innocently jumped on the forums in 2002 and automatically assumed I was as much a part of "The Forge" as Ron & Clinton, despite my total ignorance of the body of thought that had been previously developed. It seems like a lot of people (including sympathetic folks like Bruce Baugh, but also numerous Forge-haters) could never bring themselves to do that.
In an interesting bit of timing, Ron & Clinton decided, in the past couple of days, to close the Forge's RPG Theory and GNS forums to further posting, hoping to shift the focus to other things they feel are more productive. I have mixed feelings about this choice, but I hope that it will serve us well in the long run. While those forums were never consistently productive, they did have their moments and I worry, like Chris Lehrich, that people who are sincerely interested in theory (often the targets of a world of shit and hate, even among the indie crowd) will, for a while at least, have no place to go. However, I have personally been involved in a slow, equitable divorce from the Forge over the past year-or-so and see this new development as part of that process, as well as part of Ron & Clinton's eventual goal of shutting down or completely transforming the Forge. I am a big fan of the central Forge giving way to the Forge disapora, but, as a way of moving on and saying farewell, I'd like to talk about what the Forge did for me, which will hopefully surprise some of you.
For context, the first threads I started on the Forge were:
-- in RPG Theory: Designing for a Play-By-Email Format, 23 Sept 2002
-- in Publishing: Indie RPG Anthology?: “Death to D20”, 24 Sept 2002
-- in Indie Game Design: We Regret to Inform You (The GM is Dead), 1 Oct 2002
Just from the titles, you can tell that I was coming from and heading towards a rather different place than the majority of the Forge's most frequent posters. I was 20 years old. I had been running the In Nomine wing of a freeform PBeM community called World Weavers for the last couple of years. I was all excited about the possibilities of GM-less play. My favorite roleplaying games were Rebecca Borgstrom's Nobilis, Adams/Fooden/Manui's Continuum, and Steffan O'Sullivan's Fudge, all of which had rocked my socks off less than a year before. These were all indie games, interestingly enough, developed and published by their authors independent of the whole industry machine. I was trying to purge myself of all preconceptions of what roleplaying could be. I was beginning to think big and different. I was ready to turn the whole world upside-down. And, when I arrived, I remember being disappointed that most of the published Forge games seemed so traditional. Sorcerer didn't interest me at all. Neither did Donjon. I bought a PDF of Paladin, which was alright, but didn't blow my socks off (though, a lot of Paladin later became Dogs in the Vineyard). In the beginning, what I really dug was Universalis. Here, I said, was a new kind of game. Here's where the future lies.
Strangely enough, people were very supportive of my "out there" ideas. The first person who replied to Designing for PBeM was Ron Edwards, and he said:
Hi Jonathan, Welcome to the Forge! And thanks for starting with such a fascinating issue. ...Of course, I am personally pig-ignorant about the whole thing so can only stand here and go, "Hmmm, uh-uh, really," and stuff like that. Lots of people here have lots more experience, though...
So from the beginning, I think, it was clear to me that the Forge was all too willing to support alternative discourse. Ron was very much aware that he wasn't an expert on everything and that there were some topics or kinds of play that just didn't excite him all that much, but he was happy for people to talk about them, even if he didn't join in. For all the awkward discussions I would end up having with Ron in the Theory and GNS forums (trying to understand what the heck he was talking about in those essays), I don't think this feeling of openness ever completely faded. However, it was clear that folks like Ron, Clinton, Mike Holmes, Ralph Mazza, Luke Crane, Jake Norwood, and the like (the first and second generation Forge denizens, with major games under their belts) were not really my peers and partners on this journey. They had both "been there, done that" and also had already decided to answer certain questions in certain ways, where I was more interested in profoundly different answers. So, I began to study what they had done and why they had done it, but was still looking for people to walk this new road with.
And, eventually, I stumbled across Shreyas Sampat, Eero Tuovinen, and Ben Lehman. There were others I felt I really clicked with -- Emily Care, Rich Forest, Piers Brown, and Chris Lehrich among them -- but our online relationships were more irregular, whereas, for a while at least, Shreyas, Eero, Ben, and I would leap upon each other's posts as soon as they appeared. I've never really talked to them about it, but Shreyas, Eero, and Ben (along with some others) became the Forge for me. I imagined myself as part of a small, informal community within the larger Forge body, one with few expectations of its participants, but one with very different goals and priorities than the rest of the Forge at large. If I had to describe what those priorities were, I might use the word "aesthetic." Above all, the four of us were interested in creating things of beauty and we were pretty well convinced that we were artists (or, at least) artisans, aspiring to works of power and grace. Some of my peeps might object to the wording I just used, but I think the general idea applies. How did this micro-community of similarly interested people form? Slowly and without any of us planning it.
I met Shreyas through his first post about Torchbearer (15 Oct 2002), a transformative, flourish-filled fantasy about power, love, and tragedy. He was posting under the name "four willows weeping" back then and I thought he was a girl for the first couple of weeks, just from his writing style. I began our relationship by being an annoying know-it-all and correcting his Chinese. Yet, I was totally his fanboy by the end of that first thread, writing examples of play based on a game I was just getting to know, just because Shreyas' aesthetic sense was so strong that it was easy to latch onto ("My Sword is Sharp as Winter," being the classic example). Since then, our relationship has tended to be that way, with me being ridiculously excited about everything Shreyas does, which I hope doesn't annoy him too terribly much. But we began a kind of mutual admiration society, out of the realization that we were writing games that appealed to each other, at least in their ideals and goals if not in the actual execution. Also, we were unsatisfied by most of the published Forge games, in ways similar to how we were unsatisfied with mainstream roleplaying. Certainly, these new indie games were doing something different, but it was not the kind of different that we really got excited about. My "working relationships" with Eero and Ben developed in very similar ways.
What, you may well ask, did any of this have to do with GNS, the Big Model, the Infamous Five, the Lumpley Principle, Stances, IIEE, the Impossible Thing Before Breakfast, Vanilla, Pervy, and all the other bits of jargon and theory that have become the wider world's view of the Forge? Um, well, nothing.
I participated in some of those conversations, mostly trying to understand what people were saying, but largely stayed out of it. The first forum I read every morning was Indie Game Design, which, after 6 months or so, was largely abandoned by the old-timers, leaving it to us newbie kids. It took me a long time to get around to reading Ron's essays. I can remember a frustrating discussion with Ron in which I tried to suggest that his model was missing an important "Stance." Now I think that I was trying to arbitrarily divide things up into categories that made sense to me, since Ron's arbitrarily divided categories were based on things that made sense to him. I was unwittingly using techniques from "Feminist epistimology"; instead of saying "it is A, so B" I was trying to say, "well, if it was A, then B." I was proposing new ideas which I hoped would lead, in turn, to even more interesting ideas, instead of looking for a real truth that I doubted was there. Ron wanted evidence that the model I was proposing was better, which I didn't have. For me, what was important was creating a model which was different, preferrably, as different as possible, because different models would lead to different kinds of games. I tried, off and on, to create a model which would support me in creating the kinds of games that I was interested in designing, but it often seemed like I was struggling against the grain, so I eventually gave it up.
What the Forge remained, in spite of my frustration with making an impact in Theory, was a virtual space in which I could congregate with players and designers who might possibly be interested in some of the wacky ideas I was proposing and who would propose equally wacky and fascinating ideas. We're beginning seeing the fruits of some of those interactions (the Forge Third Wave?). Ben's Polaris, Emily's Breaking the Ice, Shreyas's Mridangam, and, once we finish them, Shreyas's Torchbearer and my first major game, Vesperteen. None of these games needs a GM. All of them offer a play experience that bears little resemblance to those offered by traditional roleplaying or the earlier generation of Forge games. They're what Kenneth Hite has dubbed "almost roleplaying games, but not quite." And because these wacky ideas were tolerated (and even supported) at the Forge, we're seeing them flourish. Which is why I'm a Forge-hater-hater. When people talk about the Cult of Ron, I go "huh?" When people talk about the Forge only accepting certain kinds of ideas, I go "what?" That's just not my experience at all. The Forge was what we decided to make of it. We weren't expected to like all the games or get along with everyone (in fact, Ron and Shreyas are like fire and ice, nowadays, but Ron still recommended Raven Swallows the Sun), but you could certainly find people interested in the same kinds of things that you were.
So, while most of the people involved in that "Third Wave" have moved on, and now it looks like the Forge is moving on as well, I will continue to miss the closeness, daily encounters, and shared committment I felt over the past 2-3 years with a bunch of amazing individuals. So I say, "Godspeed, Forge. May angels sing thee sweetly to thy rest." And then, turning to the dawn, onward and upward.
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Comments
That makes complete sense to me - I know the feeling of watching a community that's mattered a lot to you get diffuse. Thanks very much for writing this.
Posted by: Bruce Baugh at Dec 3, 2005 5:27:36 PM
It's always interesting to hear how the social experience is different for everyone at the Forge.
I know for me, personally, I came onto Gaming Outpost just as they were closing shop, and it took something like 6 months or so before I discovered the Forge. I don't feel quite "in" with the first generation of folks, though they're the ones with whom I usually have the most rewarding (for me, anyway) discussions.
Also wanted to echo Bruce's comment- this is an excellent post, and provides a lot of insight.
Posted by: Chris at Dec 3, 2005 7:26:13 PM
Johnathan
Wow, this brings back a bit of deja vu, I being either/both an eternal procrastinator(on my game) and Forge Odd Man Out, I always seem to be around for these changes, usually feeling like I still haven't gotten what I was hoping for out of the Forge community. Remember this thread back in 2002 "We fear change!" http://www.indie-rpgs.com/forum/index.php?topic=4056.0 (In which it seems you said many of the same things you are now:) )
Well, I have gotten serious (again) about babbling about my design in my own Game Design blog, http://www.wildmuse.com/blog/wildmusings/wildmusingsblog.html (Yes, I am still working on the same damn game, or working on it again, or something, I first started babbling about my game concept 4 years ago, jeezus!) It's some new school collaborative Sim action, for which there is no community or momentum for, so I guess I will just have to start the cult of Rob or something.
Anyway, thought I would add some of my babble, and say I am looking forward to what evolves out of the new "RPG Design Blogosphere" of which I am working on staking out my own little part, if I can get anyone to read my stuff that is, (I do have a link to 20by20 room on my links list, btw, hint hint.)
Best
Rob
(Yeah, I stole that whole Best signoff from Ron)
Posted by: Rob Muadib at Dec 4, 2005 11:08:55 AM
Johnathan
Wow, this brings back a bit of deja vu, I being either/both an eternal procrastinator(on my game) and Forge Odd Man Out, I always seem to be around for these changes, usually feeling like I still haven't gotten what I was hoping for out of the Forge community. Remember this thread back in 2002 "We fear change!" http://www.indie-rpgs.com/forum/index.php?topic=4056.0 (In which it seems you said many of the same things you are now:) )
Well, I have gotten serious (again) about babbling about my design in my own Game Design blog, http://www.wildmuse.com/blog/wildmusings/wildmusingsblog.html (Yes, I am still working on the same damn game, or working on it again, or something, I first started babbling about my game concept 4 years ago, jeezus!) It's some new school collaborative Sim action, for which there is no community or momentum for, so I guess I will just have to start the cult of Rob or something.
Anyway, thought I would add some of my babble, and say I am looking forward to what evolves out of the new "RPG Design Blogosphere" of which I am working on staking out my own little part, if I can get anyone to read my stuff that is, (I do have a link to 20by20 room on my links list, btw, hint hint.)
Best
Rob
(Yeah, I stole that whole Best signoff from Ron)
Posted by: Rob Muadib at Dec 4, 2005 11:42:11 AM
Oops, sorry about double post, got an error or something. Feel free to delete extra one
Posted by: Rob Muadib at Dec 4, 2005 11:43:56 AM
Hey Rob. Glad to know you're still around and still working on Incarnate or whatever the project's called now, which was the first Indie Game Design thread I got really excited about.
One of the great things about being an indie designer is that time is not your enemy. With no monkey on your back, you are free to work on your game when inspiration strikes. I know I just had a major revelation about my game, Vesperteen, three days ago, which will make the game much better than it would have been if I'd gotten around to finishing it last year. So, often, time can be your friend.
Posted by: Jonathan Walton at Dec 4, 2005 3:53:29 PM
I guess that makes me what, fourth or fifth generation?
From the very beginning, I thought the Forge was very open and friendly, *especially* compared to all other message boards out there. Now, sometimes people get snarky, but in the "stay real and cut out the bullshit" kind of way, which is good. Not always pleasant, but good. The rather strict moderation of the Forge is one of the main reasons for its efficiency.
With regards to the "community," I am in this familiar place of online dichotomy; I feel to a certain degree like I know people, but they don't know me, and they don't even know that I know them. And I don't actually know that much at all about people personally. I think this part is hard to overcome unless you make it to one of the events and actually get to share hands and have verbal chats with people. And now that I think of it, I do hope the birthday forums will still open up :)
Anyway. The Forge has done some great things for my hobby, both in general and for me personally.
- Christian
Posted by: xenopulse at Dec 5, 2005 12:51:44 PM
Nice post, Jonathan. Thanks.
What's cool about this post, for me, is that it highlights the way the intellectual agenda of the Forge, or any community really, cannot easily be separated from the social. Scratch anyone with a strong opinion on the Forge, from the staunchest defenders to those whose hat [sic] knows no bounds, and even though they will probably give the reasons for that opinion in intellectual terms (i can't tell you how many conversations I've had, and not solely with Jeremiah, that start "well, my problem with Forge theory is this..."), my guess is at least part of the story will be the social interactions they've had or haven't had there - and maybe the social interactions they wished they could have.
I know that I find myself reading and posting the Forge most often when I am looking for some kind of social connection related to gaming - at times when I maybe wasn't crazy about where my gaming group was at or when (like now) I don't really have an active group. And that's even though I know that's not what the site is for - they aren't there to be my buddies, that's not the purpose of the forum, and I've never actually managed to click with a cohort there the way Jonathan describes above. (Nobody ever said "Hi Rob, welcome to the Forge," the way they usually do. Sniff.)
We all have opinions on the Big Model and on indie publishing and all that, but I wonder how much of the overheated meta-discussion about the Forge is really just window dressing for "those guys are my friends" vs "why won't you be my friends?" vs "who wants you as a friend anyway?" But we are social creatures and you really can't escape that social context.
Or maybe I'm just over-sensitive.
Posted by: Rob at Dec 5, 2005 5:25:21 PM
