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	<title>The 20&#039; by 20&#039; Room</title>
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	<description>Because roleplaying games are interesting</description>
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		<title>Commitment and Dungeons and Dragons</title>
		<link>http://www.20by20room.com/2012/01/commitment-and-dungeons-and-dragons/</link>
		<comments>http://www.20by20room.com/2012/01/commitment-and-dungeons-and-dragons/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 09:43:20 +0000</pubDate>
		<dc:creator>Amy Sutedja</dc:creator>
				<category><![CDATA[Critical Analysis]]></category>
		<category><![CDATA[d&d]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1207</guid>
		<description><![CDATA[<p>You probably have heard the news about <a href="https://twitter.com/#!/search/%23dndnext">#dndnext</a> by now &#8212; the impending Fifth Edition of Dungeons and Dragons.</p> <p>Of course, there are all sorts of rumors flying around, but probably the most interesting thing that&#8217;s come out of the media hubbub is <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120116">this bit from Monte Cook</a>:</p> <p>&#8230;imagine a game where one [...]]]></description>
			<content:encoded><![CDATA[<p>You probably have heard the news about <a href="https://twitter.com/#!/search/%23dndnext">#dndnext</a> by now &#8212; the impending Fifth Edition of Dungeons and Dragons.</p>
<p>Of course, there are all sorts of rumors flying around, but probably the most interesting thing that&#8217;s come out of the media hubbub is <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120116">this bit from Monte Cook</a>:</p>
<blockquote><p>&#8230;imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced.  Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn&#8217;t want or need. Or vice versa. It&#8217;s all up to you to decide.</p></blockquote>
<p>If they can pull this off, I think, this has the potential to be one of the most engaging iterations of D&amp;D yet, but not exactly for the reason described.  Mr. Cook couches this in terms of supporting differences in complexity, but I think that a better lens to view this through is <em>differing levels of engagement</em>.</p>
<p>Here is a story:</p>
<p>When I was in college, I ran a game of Dungeons and Dragons in the Eberron Campaign Setting, which is heavily informed by pulp adventure and film noir &#8212; it&#8217;s the kind of setting in which nobody&#8217;s true motives are fully apparent, and fights and scenes are meant to be cinematic.  By far it was one of the best games I have ever GM&#8217;d, or at least, that is what my players said.  But like many games, through the compounding interest of procrastination and busyness, it came to an end.</p>
<p>A few years later, I ran a sequel to that game, with a One Year Later, <em>Lupin the Third</em>-like jumpstart in which the PCs of old got together for &#8220;Just one more adventure,&#8221; teaming up with some new PCs (and their players).  Once again, it was great &#8212; as if the previous campaign had never ended &#8212; and I felt at the time at every session that we were just <em>on</em> the whole way through.</p>
<p>So it was a surprise to me when, after half a year of sessions, I learned the following:</p>
<ol>
<li>Many of my players felt that it was one of the best campaigns I&#8217;ve ever run.</li>
<li>A few players either disliked or were uninvested in the campaign, but did not want to be vocal about it.</li>
<li>The opinion of the latter group was not apparent to the former group for several months, yet it was not hugely disruptive to the game.</li>
</ol>
<p>It took me awhile to work out what happened here exactly, but if you think about it, what the actual at-the-table play of D&amp;D asks of you, minimally, is pretty basic:</p>
<ul>
<li>Pick some actions.</li>
<li>Roll some dice.</li>
<li>Track consumed resources.</li>
</ul>
<p>All the other stuff, the <em>interesting</em> stuff &#8212; the politics and NPCs and arguments in our shared world &#8212; were, you know, nice to interact with, but if you at least did the above, then you were committed <em>enough</em> to the game that the system just kept chugging along.  Nothing broke or stopped working, as long as you could roll some dice and occasionally determine if you were dead.</p>
<p>When I think about several of the other game systems I&#8217;ve run, I realize that for many of them, I have thought: <em>You know, if someone doesn&#8217;t pull their weight in this system, the whole thing falls apart</em>.  And this makes me think that a key facet of the longevity of D&amp;D as a game is that the default mode of play supports people of different commitment levels at the table &#8212; Writes Ten Pages Of Backstory Girl and Too Busy To Make His Own Character Guy can both sit at a table and almost be playing different games, but their experiences are compatible via the core of the game.</p>
<p>The next edition of D&amp;D appears to have taken this lesson one step further, allowing different commitment levels <em>away</em> from the table as well: If one person can create and manage their character in thirty minutes, and another can spend hours customizing, then all of a sudden the accessibility of the game increases dramatically.</p>
<p>This perhaps doesn&#8217;t sound all that revolutionary, but I must admit that if more games were wielding this sort of technology, my busy and time-strapped gaming group would be able to squeeze in a lot more games.</p>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>My Life and Roleplaying* &#8211; A Not-So-Secret Origin</title>
		<link>http://www.20by20room.com/2012/01/my-life-and-roleplaying-a-not-so-secret-origin/</link>
		<comments>http://www.20by20room.com/2012/01/my-life-and-roleplaying-a-not-so-secret-origin/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 05:04:09 +0000</pubDate>
		<dc:creator>Jim Henley</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1234</guid>
		<description><![CDATA[<p><a href="https://www.facebook.com/permalink.php?story_fbid=227726423969911&#38;id=219164021492818">I was so unhappy</a>.</p> <p>Also angry, anxious, ashamed, lonely and other tonalities and harmonics of the negative aspects of <a href="http://mybrainnotes.com/fear-rage-panic.html">Panksepp&#8217;s primal circuits</a>. If I try to hear the very beginnings of that song of woe and bother, it probably starts some time around second grade, as just a quiet noodling melody like the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="https://www.facebook.com/permalink.php?story_fbid=227726423969911&amp;id=219164021492818">I was so unhappy</a>.</p>
<p>Also angry, anxious, ashamed, lonely and other tonalities and harmonics of the negative aspects of <a href="http://mybrainnotes.com/fear-rage-panic.html">Panksepp&#8217;s primal circuits</a>. If I try to hear the very beginnings of that song of woe and bother, it probably starts some time around second grade, as just a quiet noodling melody like the beginning (anachronistically) of a Nirvana song. Some of this was down to my father&#8217;s alcoholism and my parents&#8217; resulting divorce, some of it was undiagnosed ADHD, some of it was being born a geek into a culture that wasn&#8217;t quite ready for us yet, by the time our story begins not a little of it was as unromantic as really bad acne, and some of it was just &#8211; well, how I turned out. By the time I graduated high school and wrapped up my first undistinguished semester at an extremely distinguished university, it was a full-band, amplified concert of sadness, rage and self-pity. Like the <em>middle</em> of a Nirvana song. In fact, the world had to invent punk rock and new wave just for me, which was awfully nice of the world, though I&#8217;d have settled for getting laid.</p>
<p>This is not going to be one of those happy-fun stereotype-shattering &#8220;How I got into RPGs&#8221; posts. (<a href="http://debela.livejournal.com/298497.html">Deborah Donoghue has one of those,</a> and it&#8217;s delightful.) And yet, gaming was often fun, and I was sometimes happy.</p>
<p><strong>What was your first roleplaying experience? Who introduced you to it?</strong></p>
<p>It is 1979. I am just over one quarter of the way to flunking out of MIT. That overstates! I am one quarter of the way from simultaneously: going on academic probation; taking &#8220;time away from MIT.&#8221; That&#8217;s the exact phrasing of the official document on leaves of absence. Said time away continues even as I write this post!</p>
<p>My longest-serving friend (to this day), MB, is two years older than I, and my fraternity brother. We met in high school when I was in 9th grade and he was in 11th grade, and ended up in the same frat. He swore he did not pull strings. On this winter night, either January of February, he invites me to try this new game, <em>Dungeons &amp; Dragons</em>, that they&#8217;ve begun playing at the drug apartment.</p>
<p>The drug apartment is one of three satellite facilities that augments the main dwelling on Manchester Road in Brookline. Each apartment sleeps 6-10 brothers, often in singles. By rule, the drug apartment is the only one of the four fraternity locations where it is permitted to do illegal drugs. Once a semester, the drug house throws a party for the entire frat, with delicious food, plenty of weed, a tank of nitrous oxide in the front of the apartment and a bag of coke at the back. I remind you, reader, <em>it is 1979</em>.</p>
<p>No lie: a dozen years later I ran into one of my classmates, who was one of the drug-house&#8217;s most legendary and permanent residents. (Many brothers rotated in and out of the drug house on a semester-by-semester basis. A few were <em>dedicated</em>.) He was doing great. He&#8217;d graduated med school, was finishing up his residency, and was about to start his professional practice. <em>As an anesthesiologist</em>. <a href="http://www.amazon.com/gp/product/0374522898/ref=as_li_ss_tl?ie=UTF8&amp;tag=unqualifiedof-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0374522898">As Seamus Heaney wearing the mask of Sophocles wrote</a>, sometimes hope and history rhyme.</p>
<p>Off we go to the drug apartment so I can try <em>Dungeons &amp; Dragons</em>.</p>
<p><em>Dungeons &amp; Dragons</em> is bizarre! In a good way. It&#8217;s these three little brown, saddle-stapled books in a little white box with some godawful line art and a text that seems less like it&#8217;s trying to explain something than like it thinks it&#8217;s just reminding you of stuff you already know. <em>We&#8217;ve been over this.</em> It reads like notes you wrote yourself while overestimating how much you&#8217;d remember later. This causes some confusion among the brothers, and it&#8217;s not just the drugs. In fact, and what would Pat Pulling and Rona Jaffe have made of this?, I don&#8217;t recall any of the brothers playing D&amp;D while stoned &#8211; D&amp;D was something you did straight. Maybe, something you did <em>instead</em> of getting stoned. Me, I&#8217;m a lifelong sobersides who has never done drugs, alcohol neither. I&#8217;m not bragging; unvarying sobriety is one more dimension of my alienation from my peers &#8211; like I said, <em>it was 1979</em>. But a family history of alcoholism will do that to you.</p>
<p>I suppose roleplaying games became my drug. Kind of. But I&#8217;m getting ahead of myself.</p>
<p>Sometime between the last pre-me D&amp;D session and this one, they acquired a new little brown book to try to dispel the confusion. It&#8217;s called <em>Greyhawk</em> and has purple lettering on the cover. In a dozen years I&#8217;ll publish poems in journals that look just like these things, and be secretly amused. Tonight, though, we are playing this game. <em>Dungeons &amp; Dragons</em>. With <em>Greyhawk</em>.</p>
<p>My first character is a Magic-User. Most of my early characters are. Drug-apartment resident NM, who was my Big Brother at the frat initially, is the Dungeon Master. I learn that he has made the official map of the dungeon we&#8217;re going to explore. We have a designated map-maker and a caller. We kibitz freely. Shaw, a close friend of MB&#8217;s and as much a friend of mine as any of these strange college people, keeps asking if he can play a dragon. The fictive content is . . . rudimentary. I don&#8217;t think any of us have given our character&#8217;s names, let alone personalities. The focus of play is substantially tactical &#8211; what&#8217;s the marching order? who will push on the door? when should you throw your flask of oil? is it time to use my one spell? can anyone get Shaw&#8217;s fighter out of the front line before he dies? (Hell, my own superhero wish-fulfillment fantasies &#8211; in college, as I recall, I am on a Green Lantern kick &#8211; have more sophistication of character development and narrative flow; I even give myself subplots!) This being MIT, we are prone to anachronism: someone is always wanting to invent gunpowder or otherwise smuggle real-world technical knowledge into the dungeon. The game betrays what we will come to call &#8220;the hobby&#8217;s wargaming roots.&#8221;</p>
<p>And yet, it is not much like a wargame at all. Not like the wargames I know, anyway, the SPI and Avalon Hill boardgames that MB introduced me to in high school. (I&#8217;m a couple of years from first-hand experience of the club-based miniatures gaming that evolved into RPGs.) <em>There is something there</em>. The very lack of a sophisticated fictional surround makes the fantasy of it, the otherworldliness, the <em>I&#8217;ve a feeling we&#8217;re not in Brookline any more</em> paradoxically salient on that evening and the evenings to come over the next several weeks. It is, dammit, primal. Archetypal.</p>
<p>There is a fountain on the second level with Nixies. (We learn what Nixies are.) They charm away one of the PCs forever. This is not old hat. This is wondrous and strange and <em>frightening</em>. We ended up on the second level by mistake. I can&#8217;t remember whether we survivors killed them all after losing our teammate, or retreated.</p>
<p>There is a huge pool of water on the first level, with a concrete apron along the far side and massive, bronze double doors. <em>Bronze</em>. MB can barely contain his excitement. Perhaps because of side conversations with NM, he is convinced that on the far side of those doors we will find <a href="http://www.maicar.com/GML/Talos1.html">Talos</a>, the brazen warrior of Crete. He has to explain Talos to me because I know embarrassingly little of the classics or real literature. Heck, I don&#8217;t even know <em>fantasy</em> literature. Science-fiction, yes. Since I was 12. And read my first Heinlein juvenile. (See! Such people exist!) I&#8217;ll be following a path <em>from</em> RPGs <em>to</em> Tolkein and Moorcock and Howard and Leiber and Zelazny. But you don&#8217;t have to know a ton about the classics to <em>get</em> the thrill of a giant bronze automaton with but a single weakness.</p>
<p>And always, push on the door. Even, weirdly, cooler: listen at the door. On the other side of that door was something eerie and dangerous. And always, check the map. <em>Make sure you know where you are</em>.</p>
<p>Raymond Chandler tried once to <a href="http://books.google.com/books?id=TrGxX4kZNLIC&amp;pg=PT3&amp;lpg=PT3&amp;dq=raymond+chandler+antiquarian+rather+special+type&amp;source=bl&amp;ots=TjAdChxfFQ&amp;sig=YYGqTP-QiCcp9RcEh0aZU-iifMk&amp;hl=en&amp;sa=X&amp;ei=xHQCT_TGEcXd0QGW5qWRAg&amp;sqi=2&amp;ved=0CCAQ6AEwAA#v=onepage&amp;q&amp;f=false">explain the appeal of the pulp magazines</a> where he published his early work in the 1930s:</p>
<blockquote><p>And it takes a very open mind indeed to look beyond the unnecessarily gaudy covers, trashy titles and barely acceptable advertisements and recognize the authentic power of a kind of writing that, even at its most mannered and artificial, made most of the fiction of the time taste like a cup of luke-warm consommé at a spinsterish tea room.</p>
<p>I don’t think this power was entirely a matter of violence, although far too many people got killed in these stories and their passing was celebrated with a rather too loving attention to detail. It certainly was not a matter of fine writing, since any attempt at that would have been ruthlessly blue-penciled by the editorial staff. Nor was it because of any great originality of plot or character. Most of the plots were rather ordinary and most of the characters rather primitive types of people. Possibly it was the smell of fear which these stories managed to generate.</p></blockquote>
<p>The smell of fear! That was part of it, as ridiculous as it is to contemplate.  Quick pen scratches on graph paper; dudes playing pretend with other dudes they knew; eventually little painted figurines (though these went some way toward ruining the effect). And yet: <em>monsters</em>. Loathsome trolls (&#8220;thin and rubbery&#8221;). Goblins and hobgoblins. (&#8220;The hobgoblin king fights as an ogre.&#8221; All Gygax and Arneson meant was that you should pull his stats from the Ogre entry if your players should happen to run into the hobgoblin king, but I love that sentence to this day.) Skeletons! Ghouls! Giant versions of everything: rats, spiders, crabs, weasels. Underground pools, rotting bureaus, slime and loose stones.</p>
<p>Understand that for the most part we didn&#8217;t even have video games yet, not even in the arcades. (Galaga; Space Invaders; Missile Command &#8211; awesome games but not exactly virtual reality.) And there was Star Wars, but no big-budget fantasy to speak of, not even mediocre scripts indifferently acted. No <em>Ladyhawke</em>; no <em>Conan the Barbarian</em>. Reader, if you can believe such a thing, there was not even <em>Indiana Jones</em>. We furnished our mental gaming landscapes with castoffs from the collective unconscious. We hiked twenty miles to the dungeon through the snow, uphill both ways, <em>and we liked it</em>.</p>
<p>Not that your music is just noise, you kids with your Walls of Warcraft and your Magical Gathering cards. It was compelling and primal and a pure vision of the strange, and we wanted more. Therefore, many of my cohort set about taking over the world, and now commercials use MMORPGs to sell trucks and a body can strike up a conversation with regular people about whether she likes the X-Men better, or Spider-Man, and I&#8217;d say, &#8220;You&#8217;re welcome, young geeks of today,&#8221; except I, personally, didn&#8217;t do any of that stuff. I just kind of drifted along, playing D&amp;D and Traveller at college, and a couple dozen different games since.</p>
<p><em><a href="http://www.lebowskifest.com/">What does any of this have to do with fucking Vietnam, Walter</a>?</em></p>
<p>Hey, <a href="http://www.20by20room.com/2009/05/fantasy-vietnam/">Bryant covered that two y</a> &#8211; oh. You meant that metaphorically, as in, &#8220;Jim, why can&#8217;t or won&#8217;t you separate your discovery of roleplaying games from your youthful history of sadness and failure?&#8221; and I&#8217;m still not sure why. <em>Poorly socialized young white man takes solace in RPGs</em> lacks novelty, as stories go. But I keep picking at that coincidence of place and mood, years ago in poetry, lately in the draft of a novel (but that is a post of its own). I know that in after years I&#8217;ve figured MIT itself, with its famously extensive hallway system, including the legendary <a href="http://web.mit.edu/planning/www/mithenge.html">Infinite Corridor</a>, as a kind of dungeon. Or say, my experience of it. It matters that, after those early sessions at the drug apartment, fraternity gaming relocated to a small room in the basement of our main building. Student gaming happens at all hours, sometimes in a row. We&#8217;d be simultaneously exhausted and wired, descending steps into the near-silence of small hours: random pops and clicks as the building settled; sudden roaring from the furnace and sudden cessation of that roaring; the low red light down the hall from the coke machine.</p>
<p>It&#8217;s accurate if unfair (to the hobby) to note that my time spent roleplaying correlated inversely with my time spent doing problem sets. I didn&#8217;t have the word &#8220;<a href="http://www.additudemag.com/adhd/article/612.html">hyperfocusing</a>&#8221; then, but I had the experience. The glib and possibly even correct thing to say is that if it hadn&#8217;t been gaming, it would have been something else. I am uncomfortable pushing that claim too hard. It&#8217;s too much like those &#8220;defenses&#8221; of free speech that rest on the assumption that speech is <em>harmless</em>, without power. (&#8220;No little girl was ever ruined by a book.&#8221;) But if speech &#8211; the free communication of ideas &#8211; were truly inconsequential, it wouldn&#8217;t be <em>worth</em> defending. We value speech because it has enormous power, and power always comes with danger. Roleplaying games, as I hope I&#8217;ve shown, are powerful stuff. Creators I love and admire have nigh beggared themselves for the sake of them.</p>
<p><strong>How did that introduction shape the gamer you’ve become?</strong></p>
<p>I kind of hoped I&#8217;d have an answer by the time I got here. By many measures, that early gaming bears little resemblance to the kind of gaming I enjoy now &#8211; your artsy-fartsy pretentious gaming, thank you very much. Last year I had the most fun playing <em>Fiasco</em> and <em>Nobilis</em>. I flirted with taking up &#8220;old-school gaming,&#8221; specifically <em>Lamentations of the Flame Princess</em>, but didn&#8217;t because I decided I probably wouldn&#8217;t like it. I played nothing but <em>Amber DRPG</em> for about five years.</p>
<p>But I still love <em>mimesis</em> in gaming. Back then, the rules were so sketchy you had to interact directly with the fictional material on the level of the fiction. Today, I prize games like <em>Fiasco</em> that help me do that. I still love the experience of a small group co-creating for nobody but themselves, the power and the pity of that. (The pity is what makes &#8220;let me tell you about my character&#8221; so painful.) If I&#8217;m honest about it, I tend to play characters who <em>could</em> have many things but are afraid to choose any subset of those things for fear of losing out on the rest. Since RPGs really are, among other things, wish-fulfillment fantasies, these characters tend to eventually conquer their fear and choose.</p>
<p>But that last has nothing to do with my gaming back then. That was his life.</p>
<p>NOTES:</p>
<p>* Title stolen from the classic column in <a href="http://www.diffworlds.com/different_worlds.htm">Different Worlds </a>magazine.</p>
<p><a href="http://www.facebook.com/pages/Reverb-Gamers/219164021492818">Reverb Gamers</a> and the January <a href="http://www.atlas-games.com/pdf_storage/ReverbGamers2012MasterList.pdf">master list</a> are a production of <a href="http://profbanks.com/">Jessica Banks</a> and Michelle Nephew, on behalf of <a href="http://blog.atlas-games.com/">Atlas Games</a>.</p>
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		<title>Our Business of Art</title>
		<link>http://www.20by20room.com/2011/09/our-business-of-art/</link>
		<comments>http://www.20by20room.com/2011/09/our-business-of-art/#comments</comments>
		<pubDate>Thu, 22 Sep 2011 03:17:10 +0000</pubDate>
		<dc:creator>Amy Sutedja</dc:creator>
				<category><![CDATA[Industry Analysis]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1168</guid>
		<description><![CDATA[<p>I heard somewhere &#8212; I forget exactly where, so I am sure this account is somewhat mangled &#8212; that once someone sold an online PDF entitled How to Start Your Own Tabletop Games Business.  It was a lavishly pure-white single-page document that said, in large, friendly letters: DON&#8217;T.</p> <p>Frankly, after reading Robert J. Schwalb&#8217;s <a [...]]]></description>
			<content:encoded><![CDATA[<p>I heard somewhere &#8212; I forget exactly where, so I am sure this account is somewhat mangled &#8212; that once someone sold an online PDF entitled <em>How to Start Your Own Tabletop Games Business</em>.  It was a lavishly pure-white single-page document that said, in large, friendly letters: <strong>DON&#8217;T</strong>.</p>
<p>Frankly, after reading Robert J. Schwalb&#8217;s <a href="http://www.robertjschwalb.com/2011/06/crapping-on-your-dream-freelancing-101/">Crapping on your Dream</a> and having some discussions with <a href="http://bossythecow.com/hdwt/">Keith Baker</a>, I am surprised that anybody makes a living from the gaming business at all.  Indeed, my takeaway had been that you <em>can&#8217;t</em> make a living from the gaming business at all, unless you&#8217;re on the payroll of one of the mainstream gaming companies.</p>
<p>This was pretty much the frame of mind that I had when I attended the innocuously named panel &#8220;Designing and Publishing a Tabletop Roleplaying Game&#8221; during Penny Arcade Expo 2011, which turned out secretly to be about <em>you personally</em> designing and publishing a game, i.e. it had a very strong indie focus.  This was backed up by such esteemed panelists as:</p>
<div>
<ul>
<li><a href="http://anotherfeministblog.wordpress.com/">Nora Last</a>, the moderator</li>
<li><a href="http://www.tao-games.com/">Ben Lehman</a></li>
<li><a href="http://www.lumpley.com/">Vincent Baker</a></li>
<li><a href="http://mightyatom.blogspot.com/">John Harper</a></li>
<li><a href="http://atarashigames.wordpress.com/">Jake Richmond</a></li>
</ul>
</div>
<p>To whom I am thankful for explaining to me the one thing that has always bewildered me about the indie RPG revolution: How, exactly, do you guys make any money?</p>
<p>The core of the answer to this turned out to be a lot simpler than I thought, if a lot more complex in execution.  On some level it is similar to the Jonathan Coulton model of self-marketing, which is to find an online community that already is interested in the kind of stuff that you are planning to write.  (<a href="http://www.indie-rpgs.com/forge/index.php">The Forge</a> is the premier example of this, of course.)  After you have an actual game, you bootstrap your way up to profitability by the key tenet of <em>never spending any of your own money</em>.  You start with PDF sales; then, you use the money to create a small print run; then, you use that money to create a large print run.</p>
<p>Perhaps someone asks you for a book early on: you simply go to the printer, ask them to print one (1) copy of your book, and sell it to the early adopter, pocketing the margin.</p>
<p>Perhaps you don&#8217;t have an actual storefront: you simply set up a website with Paypal.</p>
<p>Perhaps you get enough capital to finance a print run: you start mailing the books from your own living room!</p>
<p>The key tenet is, again, <em>never spending any of your own money</em>.  When you also don&#8217;t have to deal with middlemen, it turns out, you also get a significantly larger cut of the profit.  Vincent Baker, at the panel, suggested that his profit margins were enough to put him at a similar level as a third-tier games publisher, but without the overhead.  Which certainly sounds very impressive!</p>
<p>After the panel, I caught up with Jake Richmond, since I had written a post (on this very blog!) about his game G X B, which gave me a non-awkward way to introduce myself.*  (I am terrible at saying hello to people I like and admire.)</p>
<p>We talked a bit more about the business side of indie RPGs, which I outlined above, but then Jake went on to say that he also had a third important tenet.</p>
<p>&#8220;Um,&#8221; he said.</p>
<p>&#8220;Hang on,&#8221; he said.</p>
<p>I waited a bit.</p>
<p>&#8220;You know, I have no idea why I can&#8217;t remember this.  It&#8217;s one of my key principles,&#8221; he said.</p>
<p>I waited a bit more.</p>
<p>&#8220;Ah!  It&#8217;s this.  <em>Don&#8217;t sell to roleplayers.</em>&#8221;</p>
<p>&#8220;You mean don&#8217;t sell to people who typically roleplay?&#8221; I said.</p>
<p>&#8220;Yeah,&#8221; he said.  &#8221;We are living in a period where there are a ton of untapped genres that haven&#8217;t had RPGs made about them.  That&#8217;s a built-in audience for your game that doesn&#8217;t know it yet.&#8221;</p>
<p>&#8220;That&#8217;s like the Wii,&#8221; I noted.  &#8221;The Blue Ocean strategy.  You create a new piece of the market for gaming, which means you&#8217;re the first one there and you make things better for the market as a whole by expanding the consumer base.&#8221;</p>
<p>&#8220;Right, exactly,&#8221; he said.</p>
<p>The takeaway I got from all this was that the RPG market, at least so far, is pretty wide-open in terms of things to say.  Which is to say: There&#8217;s room for a lot more voices in the market, because there are a lot of people out there who would be terribly interested in buying the game that is <em>just right for them</em>.</p>
<p>There is, it turns out, a bit of money in that.</p>
<p>* Later I found out that one of my coworkers from upstate New York apparently knows Vincent Baker in a vague Kevin Bacon-y sense.</p>
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		<title>Geeking Out and Speaking Out</title>
		<link>http://www.20by20room.com/2011/09/geeking-out-and-speaking-out/</link>
		<comments>http://www.20by20room.com/2011/09/geeking-out-and-speaking-out/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 04:53:12 +0000</pubDate>
		<dc:creator>Jim Henley</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Geek culture]]></category>
		<category><![CDATA[Social Context]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1171</guid>
		<description><![CDATA[<p>It&#8217;s <a href="http://www.speakoutwithyourgeekout.com/">Speak Out With Your Geek Out</a> week! I have some thoughts.</p> <p>First, awesome! All for it. Something close to ten years ago now, I read a really good piece about presenting your roleplaying hobby to non-gamers without fear, guilt or shame and the various socially dysfunctional behaviors that go with those emotions. That [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s <a href="http://www.speakoutwithyourgeekout.com/">Speak Out With Your Geek Out</a> week! I have some thoughts.</p>
<p>First, awesome! All for it. Something close to ten years ago now, I read a really good piece about presenting your roleplaying hobby to non-gamers without fear, guilt or shame and the various socially dysfunctional behaviors that go with those emotions. That is, normalizing it as an enthusiasm. The post was by, yes, Ron Edwards, and appeared on, yes, the Forge. It did me an enormous amount of good over the years, so when I play the word association game with &#8220;Ron Edwards&#8221; I think of that piece well before I think of <a href="http://www.google.com/search?aq=f&amp;gcx=c&amp;sourceid=chrome&amp;ie=UTF-8&amp;q=ron+edwards+brain+damage">B**** D*****</a>.</p>
<p>The core of Ron&#8217;s treatment was that he (had learned to?) discuss gaming with people the exact same way he discussed his martial arts studies. If you study martial arts, you don&#8217;t <em>assume</em> people are going to look down on you for it. You aren&#8217;t afraid to be known as a martial arts student, so you&#8217;re not unconsciously adopting appeasement behaviors or preemptive disdain before you even start speaking. You know martial arts is interesting, and you think other people will have some degree of openness or not to hearing about it, but you also don&#8217;t assume they want to know <em>every goddam thing</em> about it. (&#8220;Let me tell you about my <em>kata</em> . . . &#8220;)</p>
<p>This would be a much better post if I took the time to find that link, huh?</p>
<p>Anyway. I have managed to adopt this as my way of being a gamer in the world. I&#8217;ve found it has helped my life. I can&#8217;t, in good conscience, promise it will do the same for you &#8211; we should talk about that &#8211; but it might.</p>
<p>What this means in practical terms:</p>
<ul>
<li> I don&#8217;t go out of my way to work roleplaying games into random conversations</li>
<li>But I don&#8217;t avoid the subject or talk around them either</li>
<li>In a mixed group &#8211; with at least one other gamer and non-gamers &#8211; I won&#8217;t leave the gamer to <em>twist in the wind</em> if talk turns to gaming</li>
<li>I don&#8217;t take any crap about it</li>
<li>I don&#8217;t assume any crap I get is other than &#8220;the usual crap&#8221;</li>
</ul>
<div>Let&#8217;s unpack that a bit:</div>
<div><em>Not avoiding the subject but not going out of the way to insert it</em>. If someone asks if I can make an improv rehearsal on my gaming night, I say, &#8220;Can&#8217;t. It&#8217;s my gaming night.&#8221; If someone at work asks what I did over the weekend and I gamed, I say, along with whatever else I may have done, &#8220;I gamed.&#8221; If they want more details, I&#8217;ll explain that it was  this roleplaying game or that minicon. If they want still more details, I do my best. If they don&#8217;t want more details, I let it rest. I don&#8217;t necessarily want to hear about their golf games either.</div>
<div><em>Not letting other gamers &#8220;twist in the wind.&#8221;</em> Very occasionally, I&#8217;ll be in a social situation where someone else outs themselves as a gamer or gets outed in a group of mostly non-gamers. And sometimes, because we all have histories, that person will be expressing some shade of fear, guilt or shame. I will always, always, add a &#8220;cool, me too&#8221; early in the conversation. I&#8217;ve seen occasional confessions by someone who let another gamer struggle in a social situation to avoid getting &#8220;the geek stink&#8221; on themselves. I will be a lot of crummy things and commit my share of shameful acts, but I won&#8217;t be that guy.</div>
<div><em>&#8220;Not taking crap&#8221; vs. &#8220;It&#8217;s just the usual crap.&#8221;</em> I&#8217;m a middle-aged white man who has, in the words of the classic Monster.com commercial, &#8220;clawed my way up to middle management.&#8221; My SES and industry do not lack for other middle-aged, or younger, white men, and men generally. And men give each other shit. I have lived my life with more than my share of masculine anxiety, but at some point I noticed that, dudes will needle you about whatever. <em>I have caught myself doing this myself</em>. (I&#8217;ve worked really hard to do less of it, with mixed success.)</div>
<div>Point being, on those surprisingly rare occasions when some &#8211; dammit, I have struggled to avoid using this word all post and it&#8217;s <em>too much work!</em> &#8211; mundane* decides to bust my chops a little bit, I remind myself that this is not necessarily some unique affliction gaming brings on. The same guy could as easily be dogging me about almost anything.</div>
<div>It&#8217;s not that &#8220;it doesn&#8217;t mean anything.&#8221; Male-male jibing is a cultural practice <em>pregnant</em> with meaning. (Ha ha! See what I did there?) But central to its meaning is several different tests. And the way you pass those tests is by neither knuckling under nor going nuclear. The simple statement, &#8220;I have a lot of fun gaming,&#8221; spoken like I imagine Ron Edwards would speak it, has handled every such situation that has actually come up.</div>
<div>Should it fail, I will karate-chop them like I imagine Ron Edwards would karate-chop them.</div>
<div>Things this way of life has taught me.</div>
<div><em>Number One With A Bullet</em> &#8211; Nobody has any idea what &#8220;roleplaying games&#8221; are! This is an underrated reason why people aren&#8217;t going to make fun of you for playing RPGs. Even after they find out you play them, they don&#8217;t know what you do.</div>
<div>Here, by the way, is where I fail at perfect adherence to the above principles. I&#8217;ve always accepted that the easiest way to explain &#8220;what that is&#8221; once we&#8217;ve gotten that far in the conversation is to remind them that D&amp;D exists. Most people have heard of D&amp;D, though you&#8217;d be surprised how many people haven&#8217;t. But owing to various circumstances, I don&#8217;t really play D&amp;D myself. I&#8217;ve been in three sessions of some version of D&amp;D in the last six years or so. So I feel compelled to then add that &#8220;While D&amp;D is the most famous RPG, I personally . . . &#8221; &#8211; and at this point, I have my choice of unbecoming ways to over-explain.</div>
<div><strong>The hipster option</strong> &#8211; &#8221; . . . play more obscure RPGs. You probably haven&#8217;t heard of them.&#8221;</div>
<div><strong>The snooty option</strong> &#8211; &#8221;  . . . play games with more focus on story/character/numinositousness.&#8221;</div>
<div><strong>The TMI option</strong> &#8211; &#8221; . . . play games primarily in other genres like [enumerated list with N items] because the hobby has games that cover practically any genre you could imagine <a href="http://index.rpg.net/display-entry.phtml?mainid=5061">including 19th-Century novels</a> and I should probably have stuck a period in there somewhere, shouldn&#8217;t I have?&#8221;</div>
<div>This involves second-guessing myself on the fly. (&#8220;Jim, is this about making sure these people know you don&#8217;t play <em>D&amp;D?</em> Huh?&#8221;) Lately I&#8217;ve been trying out the anachronistic alternative of comparing it to video games, &#8220;but in person.&#8221; (&#8220;It&#8217;s like Mass Effect or Dragon Age, but with erasers!&#8221;)</div>
<div>If someone&#8217;s still interested, I just talk about what I like about the hobby. And after all, <em>I like it a lot</em>. This starts with something like <a href="http://polytropos.wordpress.com/">Nate Bruinooge</a>&#8216;s simple, beautiful formulation, &#8220;I love playing games, and I love spending time with my friends, and this let&#8217;s me do both at once&#8221; and ranges, in one memorable conversation with an improv troupe-mate, to a pretty detailed example of &#8220;how the decisions people make advance the story.&#8221;</div>
<div>In general, I take advantage of and reinforce the cultural dynamic that, these days, lots of people are into lots of obscure stuff, and people are simultaneously all a little self-conscious about it and also more affirming of other people&#8217;s oddball enthusiasms than they used be, in the days of my youth before Gary Gygax and Stan Lee finished remaking the world for me.</div>
<div>* Some of my favorite people are mundanes. Yes, it&#8217;s a terrible term &#8211; a two-syllable protective-reaction strike. I would like a substitute that isn&#8217;t it&#8217;s mirror-twin, &#8220;normal,&#8221; or anachronistic like &#8220;mainstream.&#8221;</div>
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		<title>Keeping PBEMs moving: Posting requirements</title>
		<link>http://www.20by20room.com/2011/09/keeping-pbems-moving-posting-requirements/</link>
		<comments>http://www.20by20room.com/2011/09/keeping-pbems-moving-posting-requirements/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 15:34:31 +0000</pubDate>
		<dc:creator>Ginger Stampley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[PBEM]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1164</guid>
		<description><![CDATA[<p>This post is excerpted from an email we recently sent to the out-of-character list for our play-by-email game. Credit where credit is due: I wrote most of it, but my spouse and co-GM wrote the rest and revised my writing. We developed the system for when and how to talk to people about posting as [...]]]></description>
			<content:encoded><![CDATA[<p>This post is excerpted from an email we recently sent to the out-of-character list for our play-by-email game. Credit where credit is due: I wrote most of it, but my spouse and co-GM wrote the rest and revised my writing. We developed the system for when and how to talk to people about posting as we settled on a posting rate, which took us a year or two to work out. One of the things that this email doesn&#8217;t address is how we handle players who have to be pressed for posts repeatedly. That&#8217;s a drag for the GMs and ultimately those players tend to leave one way or another, but we handle those problems on a case-by-case basis.</p>
<p>We expect players to post about every other day (3x weekly). Everybody misses a posting round due to holidays, emergencies, work, etc. now and then; that&#8217;s understandable. It&#8217;s only when players miss a lot of posts without letting us know something is up that we worry.</p>
<p>Normally if a player doesn&#8217;t respond to a thread in a week (3 posting rounds), we send a note in case the mail has gotten lost or is sitting in the outbox or a reply was sent to another player in the thread and not to the list (all things that have happened!). Also, if we haven&#8217;t heard from people in a week, we&#8217;re probably a little worried.</p>
<p>Sometimes, circumstances in a post end up blocking a number of other players and we may query earlier or move a player out of the way. This is usually the case if someone was asked a direct question and hasn&#8217;t responded or in similar circumstances. We&#8217;re not trying to be pushy in that case, but to allow the other players to work around the delay.</p>
<p>If we don&#8217;t hear back from the missing player in a second week, we put the player on hiatus and wrap up the current thread(s) with other players so the other characters involved can move on. We don&#8217;t do this because we&#8217;re upset; we just need to be able to move along if a player is offline/out of contact for an extended period of time.</p>
<p>We&#8217;re generally pretty easy about not counting holiday weekends when people are likely to travel against players who miss posting rounds. It&#8217;s a lot easier when players tell us and the OOC list in advance they can&#8217;t post while they&#8217;re camping or under a deadline. We appreciate the help.</p>
<p>For the record, players who have been put on involuntary hiatus are always welcome to return, but we do ask for an explanation of what happened so we can avoid the same problem again. We much prefer it when players tell us in advance that work/school/whatever is going to limit posting so we can work around it. We&#8217;re also willing to put characters on long-term hiatus so players can move/take boards/etc. and come back when whatever&#8217;s keeping them busy is over.</p>
<p>We do track who has answered what thread when, although we&#8217;ve had to revise our system recently with our great mail client change. It&#8217;s not perfect, but we&#8217;re getting a handle on when we need to ask players about threads.</p>
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		<title>Link Salad</title>
		<link>http://www.20by20room.com/2011/09/link-salad/</link>
		<comments>http://www.20by20room.com/2011/09/link-salad/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 23:31:44 +0000</pubDate>
		<dc:creator>Ginger Stampley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1160</guid>
		<description><![CDATA[<p>Another &#8220;three things make a post&#8221; post.</p> <p>Levi Kornelson has a great public post on Google+ about <a class="vt-p" href="https://plus.google.com/106374477644864180661/posts/9b55994RJcu">how to get better gaming</a>. A lot of this is common-sense advice (share your toys and treat people nice) but it&#8217;s always worth reading and considering it again.</p> <p>Gamera Spinning asks <a class="vt-p" href="http://gamera-spinning.livejournal.com/2209421.html">what tabletop games [...]]]></description>
			<content:encoded><![CDATA[<p>Another &#8220;three things make a post&#8221; post.</p>
<p>Levi Kornelson has a great public post on Google+ about <a class="vt-p" href="https://plus.google.com/106374477644864180661/posts/9b55994RJcu">how to get better gaming</a>. A lot of this is common-sense advice (share your toys and treat people nice) but it&#8217;s always worth reading and considering it again.</p>
<p>Gamera Spinning asks <a class="vt-p" href="http://gamera-spinning.livejournal.com/2209421.html">what tabletop games can learn from consoles and computer RPGs</a>. I consider what I can learn from tabletop and apply to PBEM/PBP/PBJ all the time, so it&#8217;s an interesting question to me even though I don&#8217;t have an answer. I agree with the comment in the linked post that computer and console games can track a lot of data easily; the type of games that can probably absorb the most from CRPGs are resource-intensive or rule-intensive.</p>
<p>My Google+ buddy Skwid linked this post about <a class="vt-p" href="http://aliettedebodard.com/2011/08/31/on-the-prevalence-of-us-tropes-in-storytelling/">American tropes in storytelling</a>. The author&#8217;s primarily talking about Hollywood blockbuster tropes, but it made me think about some of my experiences roleplaying over the internet with folks from outside the US and the kinds of interesting things they brought to the (metaphorical) table. Sometimes I&#8217;ve felt like I&#8217;ve missed signals with players and GMs because we weren&#8217;t working from similar tropes; that it was cultural differences in tropes themselves hadn&#8217;t occurred to me.</p>
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		<title>Gaming with your parents</title>
		<link>http://www.20by20room.com/2011/08/gaming-with-your-parents/</link>
		<comments>http://www.20by20room.com/2011/08/gaming-with-your-parents/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 07:07:18 +0000</pubDate>
		<dc:creator>Madeline Ferwerda</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[70s games]]></category>
		<category><![CDATA[physical context]]></category>
		<category><![CDATA[Social Context]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1154</guid>
		<description><![CDATA[<p>Doyce Testerman, who I know from the internetz and gamed with a few times when I lived in Colorado, posted awhile back a <a href="http://random-average.com/index.php/2011/08/actual-play-of-do-pilgrims-of-the-flying-temple-with-my-family/">sweet story</a> of finally getting his mom and family to play a roleplaying game with him:<br /> Still, it’s always been a bit of a sticking point with me; a sour [...]]]></description>
			<content:encoded><![CDATA[<p>Doyce Testerman, who I know from the internetz and gamed with a few times when I lived in Colorado, posted awhile back a <a href="http://random-average.com/index.php/2011/08/actual-play-of-do-pilgrims-of-the-flying-temple-with-my-family/">sweet story</a> of finally getting his mom and family to play a roleplaying game with him:<br />
<blockquote>Still, it’s always been a bit of a sticking point with me; a sour note, if you will. It’s one thing (and a good thing) for your parents and extended family to “leave you be” to pursue your own interests, but it’s another thing entirely for them to join you from time to time in this thing that you really enjoy. I certainly knew what that kind of thing felt like, thanks to my time in band, and sports, and theatre productions, but I’d never got my family to sit down with me and help me slay a dragon.</p></blockquote>
<p>He levered the enthusiasm of his 12-year-old nephew into a game of &#8220;Do: Pilgrims of the Flying Temple&#8221; by Daniel Solis, and it went well:<br />
<blockquote>My mom and I had another conversation about the game (and Gaming) the next day, during which she was full of questions about how I and my friends scheduled regular game sessions, how we decided what to play, how we knew when we were “done” for the night, and things like that — it was the most interest she’s shown in my hobby… probably ever, and – for me – that made the late evening totally worth it.</p></blockquote>
<p>Got me to thinking about family and gaming.  I haven&#8217;t tried to game with my family.  I keep them in the loop: I chat with them sometimes about the general ideas of campaigns that I&#8217;m in (it&#8217;s the modern world, but there are wizards who don&#8217;t generally advertise, and we&#8217;re almost all playing teenaged girls), or high-level reports of things that delighted me in various sessions (we had hours-long discussions of honor!), or the social things going on amongst the group (sometimes we have to stop so that the GM can bounce and sing to the baby).  I arranged for the family to vacation at the resort/hotel in Portland where I&#8217;ve been going to an <a href="http://www.amberconnw.org/">Amber convention</a> for the past 11 years, in part so that they would have some more context for things important to me.</p>
<p>I wouldn&#8217;t even have to be the missionary of gaming:  back in the late 70s my dad picked up the Basic D&amp;D box set, and &#8220;Empire of the Petal Throne&#8221;, and &#8220;Traveller&#8221;&#8230;  Those were all lurking in the family basement for me to find as a young teenager.  Traveller and Empire were daunting; but it was dead simple to roll up an elf in D&amp;D, and think about how he would adventure.  Nice low-stress way of being introduced to the hobby.</p>
<p>So far as I know, though, the only exposure my family has gotten to actual gaming in the past few decades was the one session I tried to run for friends in that same basement.  Ah, embarassingly awkward early attempts at GMing&#8230;  Good times (not so much).  It wasn&#8217;t a good space for gaming, socially or physically.  Socially, I was in high school, and my parents and sister had barely met my gamer friends, who were all themselves keeping an eye on not freaking my family out, while I was panicked at the prospect of not running a good game.  Physically, the room was just off a staircase that was the main path between parental offices and the rest of the house&#8230;  With cut-out windows on the stairs so that people moving from one place to another could peer in on the unfortunate gamers in their transplanted habitat.  After a couple-three unenthusiastic hours, we thankfully bagged on it and decamped to Denny&#8217;s.  I&#8217;m not sure if the whole schlmiel left a bad impression on my family, or hopefully, no impression at all.</p>
<p>I could see someday running a game for at least my sister and dad; but it might make sense to wait for someone truly brimming with interest to come along.  Doyce&#8217;s nephew and Doyce himself sound like the two sticks necessary to rub together to get a fire.  For my part, I might be just as happy to do the usual chatting or poker.</p>
<p>What about you guys?  Have you played any RPGs with your parents or siblings?  Do they &#8220;get it&#8221;, whether you have or haven&#8217;t?</p>
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		<title>If We Tell Ourselves Stories In Order to Live&#8230;</title>
		<link>http://www.20by20room.com/2011/08/if-we-tell-ourselves-stories-in-order-to-live/</link>
		<comments>http://www.20by20room.com/2011/08/if-we-tell-ourselves-stories-in-order-to-live/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 01:07:04 +0000</pubDate>
		<dc:creator>Jim Henley</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Feminism]]></category>
		<category><![CDATA[Geek culture]]></category>
		<category><![CDATA[Social Context]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1150</guid>
		<description><![CDATA[<p>There isn&#8217;t an explicit gaming angle, but Alyssa Rosenberg&#8217;s &#8220;<a href="http://thinkprogress.org/alyssa/2011/08/29/305723/feminist-media-criticism-george-r-r-martins-a-song-of-ice-and-fire-and-that-sady-doyle-piece/">Feminist Media Criticism, George R.R. Martin’s A Song Of Ice And Fire, And That Sady Doyle Piece</a>&#8221; seems to have applications for all of us &#8220;who want the nerdosphere to be a more progressive place.&#8221; I know Rosenberg plays video games, but I&#8217;m still efforting [...]]]></description>
			<content:encoded><![CDATA[<p>There isn&#8217;t an explicit gaming angle, but Alyssa Rosenberg&#8217;s &#8220;<a href="http://thinkprogress.org/alyssa/2011/08/29/305723/feminist-media-criticism-george-r-r-martins-a-song-of-ice-and-fire-and-that-sady-doyle-piece/">Feminist Media Criticism, George R.R. Martin’s A Song Of Ice And Fire, And That Sady Doyle Piece</a>&#8221; seems to have applications for all of us &#8220;who want the nerdosphere to be a more progressive place.&#8221; I know Rosenberg plays video games, but I&#8217;m still efforting the question of how much, if any, RPG experience she has. Developing!</p>
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		<title>Neat Gaming: The Book of Glorious Joy, by Jamie Revell</title>
		<link>http://www.20by20room.com/2011/08/neat-gaming-the-book-of-glorious-joy-by-jamie-revell/</link>
		<comments>http://www.20by20room.com/2011/08/neat-gaming-the-book-of-glorious-joy-by-jamie-revell/#comments</comments>
		<pubDate>Sat, 27 Aug 2011 07:09:58 +0000</pubDate>
		<dc:creator>Bruce Baugh</dc:creator>
				<category><![CDATA[Games and Supplements]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Neat Gaming]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1145</guid>
		<description><![CDATA[<p>The truth is that allergies and heat are still being very unkind to the rare Ballard Spotted Bruce, but I have something in hand I want to enthuse about anyway: The Book of Glorious Joy, written by Jamie Revell. I&#8217;ve had this in proof form for a while now, and am delighted that it&#8217;s finally [...]]]></description>
			<content:encoded><![CDATA[<p>The truth is that allergies and heat are still being very unkind to the rare Ballard Spotted Bruce, but I have something in hand I want to enthuse about anyway: <strong>The Book of Glorious Joy</strong>, written by Jamie Revell. I&#8217;ve had this in proof form for a while now, and am delighted that it&#8217;s finally for sale; 176 pages long, <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=92454">$15 US at Drive Thru</a>.</p>
<p>This is a book about the Malkioni kingdoms at the west end of Genertela, in the world of Glorantha. It&#8217;s the same continent as <em><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=68924">Sartar: Kingdom of Heroes</a></em> and many books and sundry rules before this, but a really different kind of culture. Nothing passes into Glorantha unchanged from its terrestrial inspirations, but you can think of the Malkioni lands as what would happen if European feudalism and chivalry were fused with Hellenistic philosophy instead of Christianity.</p>
<p>All the Western lands agree that that there is a single true God, invisible and utterly beyond human comprehension, who alone is worthy of worship. They believe things like this:</p>
<div>
<div>
<div>
<blockquote>
<ul>
<li>Makan is the name for God when He performed the First Action and separated matter from energy, thus bringing the universe into being. Makan is the One Mind, omniscient and perfectly logical. The Abiding Book was the first to teach of the means to contact and venerate this primal form of God. Today, the Rokari are the largest sect to offer Makan direct veneration. Many other sects, while acknowledging this as the purest understanding of God, regard it as too remote and powerful to be truly understood by mortals, and that those who venerate it will therefore inevitably fall into Error, as the God Learners did.</li>
<li>Ferbrith is the name for God when He performed the Second Action, when He separated shapes from principles, and thus gave form to the runes and created the Saint Plane. Hrestol was the first to teach of how to contact the Saint Plane and gain magic from this understanding of God. The Orthodox Hrestoli Church, of the Castle Coast in Seshnela, is the largest surviving sect to venerate this aspect of God above all others. It acknowledges a large number of saints, and teaches their magic.</li>
<li>God was called Kiona when He performed the Third Action, multiplying the runes to create the elements and powers, to create the Adept Plane and initiate the Green Age. It is from this understanding that wizards gain most of their power, for it is the source of the grimoires and spells that they use. The largest Churches to focus primarily on this understanding of God are found beyond Genertela, such as the Sedalpist Church of Umathela.</li>
<li>As Ordelvis, God performed the Fourth Action and completed the creation of the physical world, populating it with humans, animals, plants, geographical features, and everything else which we see around us today. This began the Golden Age during which everything was perfect and idyllic. Ordelvis is the source of at least some of the folk magic of the West, and thus is venerated through the various folk religions of the region.</li>
<li>The Fifth Action is decay, disintegration and doom. Through this action, Hell was created and the Darkness began. At this time, many Churches claim that Malkion the Prophet was an emanation of the mind of the God made flesh. Others, such as the Rokari, claim that he was a mortal human divinely inspired to bring His message to the world.</li>
</ul>
</blockquote>
</div>
<div>
<p> More practically, they also believe that there are four social categories that encompass everything that&#8217;s right for people to do: commoner, knight, wizard, and noble. And this is where it gets fun.</p>
<p>The Rokari branch of the faith teaches this in the way you&#8217;d expect, as a rigorous caste system vigorously enforced. You are what your parents were, and that&#8217;s the end of it. (Well, almost the end of it. Wizards are celibate, so they go scour the countryside every so often for children of the other castes with magical aptitude.) It&#8217;s the society many gamers imagine all of medieval Europe to have been, with the higher castes having absolute power over the lower ones, tight restraints on what each caste can eat, wear, do for work, etc., harshly sexist restrictions on women in all castes, and so on.</p>
<p>But then there&#8217;s the Idealist Hrestoli Church. They place some special emphasis on the Second Action described above, for starters:</p>
<div>
<blockquote><p>Joy of the Heart is a personal experience of the love of God. Whereas the regular religious services practiced since before the Dawn allow worshippers to experience the majesty and power of Kiona, the God of the Third Action, Joy reaches further, and connects with Ferbrith, the highest form of God of which humans can have direct experience. The experience is indescribable to those who have not felt it, a sense of rapturous bliss and of the all-encompassing love that God has for his creation. Once felt, it is never truly forgotten, and brings the worshipper into a new harmony with Creation.</p>
<p>Joy does not require the intercession of a clergyman, although clergy can ease the path towards Joy, helping to bridge the wide gap between the mortal world and the Second Action. In practice, therefore, most Idealists experience Joy during their religious services, or at the culmination of major heroquests. However, those who have closed their hearts to the possibility of personal communion with God are unable to experience Joy of the Heart, so that the Know Joy blessing has no effect upon them.</p>
<p>And they approach the social classes differently: everybody starts at the bottom and has to earn their way up. Yes, the Kingdom of Loskalm is a century into a visionary experiment that&#8217;s actually working pretty well.</p></blockquote>
<p>Children of all classes grow up with their parents until age 12. Commoners are free to stay as they are, and have a lot of formal and actual protection:</p>
<div>
<blockquote><p>In return for their loyalty, hard work, and payment of taxes, commoners share the same privileges as any other Loskalmi citizen, including the right to government representation, and a fair trial. Many commoners also spend a small proportion of their time training with the local militia, which is mobilized only in defense of the nation.</p>
<p>Most commoners never choose to leave their class. They can become powerful and surprisingly influential as merchants, liturgists, guildmasters, or any of a number of other roles. The knights protect them, and barring a national emergency, they will never have to fight &#8211; and possibly die &#8211; in battle. For those that wish to advance to knighthood themselves, however, there is only one route: they must serve in the military.</p></blockquote>
<p>And from there on up it&#8217;s a matter of service in the class below:</p>
<blockquote><p>All knights are promoted from the ranks on the basis of merit, although even eighty years of Siglat’s Dream have not quite destroyed the upper class ideals of the officer’s corps, so that a candidate whose own parents were knights, and who is knowledgeable about the proper forms of etiquette and behavior, may find promotion somewhat easier.</p></blockquote>
<p>and</p>
<div>
<blockquote><p>The majority of the wizards in Loskalm serve as religious functionaries, who sustain the spiritual needs of the nation by acting as religious guides and teachers. Most of these wizards work at cathedrals, universities, and smaller places of worship, but a number serve as administrators in the Loskalmi government, supporting the nobility in the day to day running of the nation. A number of wizards fulfill quite a different role, as the Wizard-knights of the Royal Loskalmi Army, highly trained in both magic and combat.</p>
<p>Only exemplary examples of Hrestoli knighthood are able to become wizards. Knights compete at tournaments of chivalry for the right to be ordained as wizards, and must demonstrate basic competency at the various academic skills that will be required in their new profession. The Church, Army, or government provides for wizards’ upkeep in a style appropriate to their high station.</p></blockquote>
<p>and finally</p>
<div>
<blockquote><p>Nobles form the highest class in Loskalmi society, and are more severely restricted in number than members of lower classes, for each has a specific function within the nation’s hierarchy. Nobles are of three types: the Lords Military act as the commanders and generals in the Royal Loskalmi Army, the Lords Spiritual as leaders within the Church, and the Lords Temporal hold the highest offices of the secular government. Each lord has a specific liege to whom he swears personal loyalty, although the good of the nation should outweigh all other considerations in his mind.</p>
<p>The investiture of a new noble is an event of considerable pomp and ceremony, and a cause for celebration throughout the newly assigned domain. Tax revenues pay for the homes, goods, and regalia of the nobility, which are always of the highest standard available. Promotion through the ranks of the nobility is in the hands of the Watchdog Council, and is usually a slow process.</p></blockquote>
<p>Jamie&#8217;s done a really good job here balancing utopian and practical concerns. This is all pretty idealistic, but it comes back by good thought about what sorts of civil service you&#8217;d need to administer it, what the factions that inevitably form around major social issues do for and against the existing order, and on and on. A good example of this is in the way he handles the situation of Loskalmi women:</p>
<div>
<blockquote><p>Traditionally, like other Malkioni, the Loskalmi believed that women were more refined and perfect creations than men, and so spared them the rigors of crude labor and the perils of combat. But, since the dawning of Siglat’s Dream, many have recognized that some women, at least, can best serve their country as warriors, or in similar roles. The current situation blends elements of both the old traditions and the newer egalitarian beliefs.</p>
<p>While women born to commoners live alongside their brothers, high class parents do not send their daughters to work in the fields, but raise them as honorary members of their own class. When a woman eventually marries, she takes the social class of her husband, but otherwise, she retains that of her parents. In either case, this is a titular rank carrying few responsibilities beyond acting in a manner appropriate to her station.</p>
<p>However, many Loskalmi women enlist in the army and start on the road to social advancement through their own merit. Ironically, this is often easier for the daughters of farmers, who have had plenty of opportunity to learn the requisite commoner class skills, than it is for more sheltered upper class women. In practice, most women who serve in the army do so as healers, or in similar non-combatant support roles, but this is by no means mandatory, and a number of female foot soldiers do exist. Such women can attain any rank or social class to which their ability entitles them. The husband of such a woman gains honorary rank as a member of her social class if it is higher than his own, but must still pass through all the requisite stages to gain promotion in his own right. For instance, if a commoner marries a female knight, he must still earn his way through the soldier and knight classes if he wishes to become a wizard.</p></blockquote>
<p>It works—for me, at least—precisely because it&#8217;s not perfect, just pretty good. The artwork back it up, showing women as alert and prepared for whatever it is they&#8217;re doing as the men, confident and clearly not just hanging around being wank fodder. The gazetteer part of the book has women and men in about equal numbers, some of the women in relatively conventional roles, others up to the kind of individualistic weirdness that epic hero questers get into, some in between these poles.</p>
<p>What it boils down to is this: <strong>The Kingdom of Loskalm is a fun, appealing place, not perfect, full of things that heroes should and could improve, and full of opportunity for them to do so. </strong>I have a feeling this is going to become my new starting point for thinking about fantasy settings when I don&#8217;t have anything more specific/other in mind.</p>
<p>This book is also very much worth a look for readers interested in how <em>HeroQuest</em> can handle magic in styles closer to fantasy gaming norms than Orlanthi shamanism and all. It&#8217;s compact, but clear and useful, a mix of abilities covering individual spells and rituals and ones covering whole categories of working, and neat handling of grimoires as matters of both liturgy and scholarship, since priesthood and magic are inseparable for the followers of Malkion&#8217;s revelations. There are example cults for a bunch of saints and doctrinal divisions, and really good guidelines on making more to suit a particular campaign.</p>
<p>I will probably come back to this after I&#8217;ve had a chance to use it more. (I&#8217;m thinking about using it as character background for an experiment combining <em>HeroQuest</em> and the Mythic GM Emulator.) But as I hope this burbling conveys, I love this book and recommend it very highly.</p>
<p>&nbsp;</p>
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		<title>Neat Gaming: Fursona II, by Chris A. Field</title>
		<link>http://www.20by20room.com/2011/08/neat-gaming-fursona-ii-by-chris-a-field/</link>
		<comments>http://www.20by20room.com/2011/08/neat-gaming-fursona-ii-by-chris-a-field/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 02:19:19 +0000</pubDate>
		<dc:creator>Bruce Baugh</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.20by20room.com/?p=1137</guid>
		<description><![CDATA[<p>I&#8217;m covering another book by Chris A. Field tonight, and there&#8217;s one more in the queue after this. (I was originally going to cover both here, but found I wanted to share enough of this one to justify splitting the post.) Fursona II: New Options for Anthropomorphic Heroes is 20 pages long and is <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=93387">$2.99 US [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m covering another book by Chris A. Field tonight, and there&#8217;s one more in the queue after this. (I was originally going to cover both here, but found I wanted to share enough of this one to justify splitting the post.) <strong>Fursona II: New Options for Anthropomorphic Heroes</strong> is 20 pages long and is <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=93387">$2.99 US at DriveThru</a>. Like <em>Fursona</em>, <a href="http://www.20by20room.com/2011/08/neat-gaming-fursona-by-chris-a-field/">which I burbled about previously</a>,this is an OGL book, written with <em>D&amp;D</em> 3.x and <em>Pathfinder</em> in mind.</p>
<p>I&#8217;m approaching them as fodder for games with player-created qualities for characters and general inspirational resources, I should note, and am not at all competent to assess D&amp;D mechanical details. If someone reading this is, chime in! I&#8217;m curious.</p>
<p><em>Fursona II</em> isn&#8217;t intended to stand alone; it&#8217;s a collection of extra options for <em>Fursona</em>. It adds a number of &#8220;orders&#8221;, continuing the theme of sometimes using actual biological orders and sometimes going for distinct conceptual units that may be a lot smaller or not play within real-world boundaries. The first one, for instance, is Artiodactyla, or giraffes. As Chris writes, &#8220;sure you could build a giraffe anthro using Order Equis and adding the Long Necked racial trait, but where’s the fun in that?&#8221; &#8220;Now who can argue with that?&#8221; as Jonathan Winters says in <em>Blazing Saddles</em>. This is a project very much focused on the having fun.</p>
<p>Also represented here are songbirds, turtles and mollusks, jellyfish, large fish, and a wonderful invented order, Giesellis. These are Dr. Seuss creatures:</p>
<div>
<blockquote><p>Named for their discoverer, a quixotic bard who specialized in surreal but morally instructive tales, Giesellis anthros are the brighter cousin to Lovecraftia monsters. These colorful and strange anthros have animal traits, but are recognizable as no animal from this dimension. Instead, they take their forms from the animals native to dimension of chaos and color.</p>
<p>Giesellis anthros embody everything positive about chaos- the drive for self improvement, the spontaneous urge to right wrongs and protect the weak. Though governed by often inscrutable laws of behavior and unique taboos, these odd looking anthros are as honorable in their own way, as any law-bound paladin. The vast majority of the species are Chaotic Good, though a few are a selfish, immature form of Chaotic Neutral. Bards, sorcerer and oracles are common among Giesellis anthros.</p>
<div>
<div>
<p><strong>Appearance:</strong> Giesellis anthros often have plump, oval bodies supported on stalk-thin legs and arms. Their proportions are unique, even to a specific family or bloodline of the species: no two Giesellis anthros have the same silhouette. Their bodies are intensely colorful, and both male and females alike are decorative to the point of gaudiness. Giesellis anthros often have manes of colorful flowers frilling their necks and joints; others might have rainbow spotted patterns that shift and change with their mood or incredible displays of antlers or lacy antenna. Most have pinched faces with short snouts and delicate, expressive features.</p>
</div>
</div>
</blockquote>
<p>This entry was, for me at least, well worth the price of the book all by itself. But then so was the Medusazoa entry:</p>
<div>
<blockquote><p>Jellyfish anthros prowl the seas, silent, enigmatic and cold. Eyeless, boneless, jellyfish anthros are driven by cold intellect and dispassionate, predatory logic. This strange order can be used to create other invertebrate sea life, such as sea slugs, urchins and even amoeboid monstrosities.</p>
<p>Jellyfish anthros do not perceive the world in the same way that mammals do, but they perceive it keenly and see connections, possibilities and dangers that ordinary creatures do not. Many display an aptitude for magic, favoring spells that kill from a distance: jellyfish wizards often specialize in necromancy or transmutation, referring to all such deadly spells as ‘venom’, a natural evolution of the gifts nature blessed them with. Jellyfish warriors often use the term “venom” to refer to any particularly effective tactic, whether speaking of their natural toxins, other poisons, spells, ranged attacks or simply striking from ambush. To them, the word venom has only one meaning: victory.</p>
<p><strong>Appearance:</strong> These rail-thin anthros have translucent, hairless bodies. The transformation into a man-like form has given these invertebrate creatures a supple, rubbery skeleton made of thickened layers of fiber. Their internal organs are simplistic and undifferentiated, just masses of slightly darker tissue within their glass-like bodies. Jellyfish anthros usually lack eyes and perceive the world through a combination of scent cues, electromagnetic impulses and heat traces.</p>
<p>Rather than conventional spellbooks, jellyfish wizards mix tiny vials of pungent toxins. Each vial of deadly perfume is a single spell, and by sampling a tiny amount each dawn, the eyeless, sightless anthro can prepare spells.</p></blockquote>
<p>To me, this kind of thing fulfills a big chunk of the promise in early D&amp;D stuff, perhaps culminating in the extravaganza that was Arduin, where exotic races flourished but were seldom treated as something more than a joke <em>and</em> as something that should take overall be a cool set of opportunities ratter than burdens dragging a character down so as not to threaten the status and rankings of the more normal ones. Here&#8217;s the extravagance, but here&#8217;s attention to making them viable and distinctive and not crocked to hell &#8216;n&#8217; back.</p>
<p>There are some new feats, and as with <em>Fursona</em> we see what I tend to think of as the well-developed furry fan&#8217;s mindset at work, finding a whole bunch of different possibilities all intriguing:</p>
<div>
<blockquote><p><strong>Flexible Gifts (Anthro)</strong></p>
<p>You adapt to your environment and the threats facing you, and can draw upon all the many gifts off the animal kingdom.</p>
<p><strong>Prerequisites:</strong> Anthro characters only</p>
<p>Each day, upon awakening, you may reassign your Build Points, enabling you to select entirely new major and minor racial traits. Your Order’s favored trait listing provide a discount on racially favored abilities during this purchase, exactly as during initial character generation.</p>
<p><strong>Paragon of the Order (Anthro)</strong></p>
<p>You have many of the abilities your Order is best known for.</p>
<p><strong>Prerequisites:</strong> Anthro character only</p>
<p><strong>Benefit:</strong> You receive three (3) bonus Build Points which can only be spent on racial traits favored by your Order.</p></blockquote>
<p>These and others all lead in quite different directions, and, well, darned if I don&#8217;t want to play a bunch of them.</p>
<p>New racial traits include alchemical digestion (concentrate and your guts synthesize the equivalent of a low-level potion), hollow bones for flight advantage, sprinting enhancement, and having natural weapons that suppress targets&#8217; regeneration, among others. You know. The usual.</p>
<p>New templates&#8230;wow. Okay, there&#8217;s Domesticated, which includes the features that are an asset for companion life with humanoids, and it&#8217;s well done. Then there are the others, which made my mind sputter in happy surprise.</p>
<div>
<blockquote><p>Some anthros are representatives of unknown orders, and are the final and most evolved form of creatures for which no real evidence exists. Cryptids are creatures of the deepest, most shadowed part of the forest, of the darkest ocean trenches, of the fog-shrouded evening. They are mysterious and subtle, only glimpsed out of the corner of the eye.</p>
<p><strong>Acquiring the Template:</strong> This inherited template may be added to any anthro at birth.</p>
<p><strong>Appearance: </strong>Cryptids tend to have wild, shaggy hair or lice- flecked feathers. They are rarely beautiful, but fortunately they are often sheathed in shadows and mist. They shun bright lights and open spaces, preferring dim lighting and tight corners with plenty of escape routes. Most cryptids tend to paranoia and isolationism, and many naturally gravitate towards the thief’s path.</p></blockquote>
</div>
</div>
</div>
</div>
<p>And</p>
<div>
<blockquote><p>You were baked to life in a magical oven, your skin made from bread, your eyes from candy and your soul crafted by a powerful wizard-chef.</p>
<p><strong>Acquiring the Template:</strong> This inherited template may be added to any anthro character during character generation.</p>
<p><strong>Appearance:</strong> Anthros with this template resemble golems made from fragrant cookie dough, baked into a roughly humanoid appearance. Their eyes are gum drops or chocolate dollops, which somehow gleam with thought and intelligence. The anthro’s fur or mane is made from colorful icing. Their appearance is that of a delicious caricature.</p></blockquote>
<p>And</p>
<div>
<blockquote><p>You are a legendary creature, pursued by all who know of you, because the magic that gave you life and thought gives you control over reality itself.</p>
<p><strong>Acquiring the Template:</strong> This inherited template may be added to any anthro character with a Charisma score of 13 or more.</p>
<p><strong>Appearance:</strong> Wishing Beasts are colorful and beautiful to the point of being unearthly. Their fur, feathers or scales have a golden tint, and their deep green eyes sparkle with arcane radiance. Their hair, mane or decorative frills are wreathed in heat-less golden flames. Most Wishing Beasts do not truly touch the earth, instead their paws tread a half inch above the dirt.</p></blockquote>
<p>Now come on, Gentle Reader. Tell me you wouldn&#8217;t want to see characters like those up against the usual dungeon crawl.</p>
<p>There are some great spells, too, like a hack on Mirror Image to make it summon a jumble of angry weasels, and one to alter a room&#8217;s furnishings to comfortably accommodate the targeted anthro. There are also a bunch of enchantments for use with gastroliths!</p>
<p>What great fun this was to read, and how I hope to be able to use a lot of it, in time. <img src='http://www.20by20room.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&nbsp;</p>
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