"Ned Flanders, who was originally depicted as a friendly, generous Christian neighbor and a model father, husband and citizen ... became increasingly obsessively religious to the point where he embodied almost every negative stereotype of the god-fearing, bible-thumping American Christian evangelist."
Sunday, August 1, 2021
Writing
Friday, July 30, 2021
Monday, July 26, 2021
All the Blasted Details
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| There is much to be said for Halsey's Teeth. |
Saturday, July 24, 2021
Company
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| "The fame thing isn't really real, you know." |
Friday, July 23, 2021
Thursday, July 22, 2021
The Higher Goals
Monday, July 19, 2021
The Task
The psychological theory of "flow" proposes that there is a tension between skill and challenge that affects our state of mind. If a task is too easy, we get bored and distracted. Too hard and we get frustrated and give up. If however, the task at hand challenges our physical skill while still being potentially doable — we can experience the "flow state" ... you can be hyperfocused on the project, lose track of time, and experience a rush of self-efficacy — "Look at this, I CAN build it!"
Locked into this hyperfocused state of mind, we become aware of everything. As I am drawing some probably useless map of Spitsbergen, these are not just lines and colours for me, they are my choice to achieve an appearance, a harmony that is beauty, to make the shapes match a lifetime of staring at maps and reading about faraway places — of which Spitsbergen is only one. While a viewer looks at the map and may experience a scale between indifference or admiration, my experience is a vague recollection of my spending hours once upon a time fitting together pieces of coastline, sea and land together. I did it, obviously; but I don't closely remember doing it. It is as though I were someone else as I did it. The experience is odd, disjointed and utterly as though my finger reached out and found God's waiting.
And so when I said earlier that no part of my sandbox is intrinsically "better" than any other part, it is THIS experience that applies. The project of working at my world, and all the parts of it, have been done at a level where I do not cease advancing my execution until I have reached my point of failure, as John Ruskin put it. That execution is still advancing.
Applying myself in this manner, asking me to give more concern about the party visiting Paris or the party visiting Spitsbergen is akin to asking if I prefer my body cell 45,896,564,003,981 more than cell 45,896,564,003,982. It is all part of a single composite whole. There cannot be one part without the other ... and every part serves its function as it is meant to serve its function ... in an incomprehensible way that denies me any power to feel prejudiced about either. Want to go here? Sure. Want to go there? Cool. They seem equally fascinating to me. They were fascinating when I drew them; they've lost none of that fascination with passing time.
I believe that the act of working fully and completely on the game world — and especially if the presence of the game world is the end goal, and NOT what the game world is used for — produces that artistic gestation we associate with giving birth. There is a change that is wrought on the mind of the maker. We learn what our world is and experience what it might potentially be — yet not only that. It becomes a part of us and we a part of it. The work, the flow that engaged us, makes the world an extension of ourselves, like an additional arm or set of memories. Each line of river carves into the world its boats, its waterbearers, its croplands and its bearing away of soil to the sea. Each border sets forces of power in motion, stirs the minds of occupants to thoughts of war and conquest, while building resentment for "the other" who lives on the other side. Each city is a center of plague and culture; a refuse pile; a place of glorious endeavour; the clink of coins, the glorious odour of cooking wafting through the streets. The initiative of drawing the world is an act of spilling out beings, rivalries, histories and germination, like pouring a gargantuan bucket of complex, pixel-sized lego upon an infinitely sized table, then happily spending decades piecing it together.
The fool who does not do this because he or she thinks it's unnecessary "for the game" deserves pity.
And not players.
A Ghastly Mess
Saturday, July 17, 2021
Gardening
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| My actual flower-growing ability |
"It requires a crap-ton of energy on the DM's part to keep the campaign world living/breathing/evolving/resolving as the PCs podunk around the imaginary countryside."
Coincidentally, JB's been writing a series of posts on imagination this week, which lend a meaningful nuance to the use of the term "imaginary" in this quote. Presuming that JB's instincts have accurately endured for these past ten years, he's not talking here of merely "making shit up." Here, the deeper, traditional meaning of imagination is in play, the sort that led C.S. Lewis, L. Frank Baum, Lewis Carroll and J.R.R. Tolkein to build complex, structured realms that presented as real to the mind's eye.
Plainly, this overtone is lost on the vanilla-some discharge we can expect from James Maliszewski, who writes,
"Really? Maybe I'm weird, but I've found just the opposite. A sandbox campaign demands a lot less energy on my part than do other styles of campaigns. It's true I have to be able to think on my feet and improvise when necessary, but that's what having lots of random tables at the ready is for! I don't why sandboxes are so often portrayed as so difficult and time-consuming to run, because they're not. I'm lazy by nature; if they demanded as much of me as some suggest, I wouldn't run my campaign as a sandbox."
Gosh darn, I'm just going to say it. If there's one thing Maliszewski can do, it's plant flowers in dirt. He's unsurpassed in such skill sets.
ChicagoWiz's take more or less agrees; and with ten years of research and writing, he's managed to produce some truly boring helpful guides for DMs who want to do things super-simply. Unlike, say, any of the writers mentioned above who spent a "crap-ton of energy" producing massive volumes of work that are utterly, unquestionably significant. For those who feel their game worlds "improve" with less work or emphasis on design, I direct them to the empty shelves displaying the genius work of a would-be writers who disliked the time needed to research or edit their own work.
'Course, JB gives no indication that he intends to give that energy; his post is more about why he doesn't need to, or want to, or that he's not particularly good at it. In 10 years of reading JB, he's tried to encourage himself otherwise, but it's fair to say he's not there ... yet.
My chief contention with this argument is the word "energy." The word implies negativity, as in, "I haven't the energy for that." It speaks of forcing ourselves to do something, which maybe we recognize needs to be done but which we rather not do now, or which we'd prefer someone else did. It's a strange way to speak about one's passion ... usually, as I described at the top of this post, we can't restrain ourselves from doing things we love. It's a beautiful morning and we rush through the household chores so we can hurl ourselves into the garden with shears and soil knives, delighting in the opportunity to get dirty and become intoxicated among roses and orchids. To an outsider, sure, it looks like "energy" ... but to the absorbed floriculturalist, the time spent is a drug, an experience that obliterates one's sense of time.
Many's a time I sank into a project with my first cup of coffee in the morning, only to notice by-and-by that the sun had set. If ChicagoWiz, Maliszewski or JB were in the room with me, looking over my shoulder, no doubt they'd have been astounded at the unrelieved colourlessness of the work they watched me do in designing my game, puzzled at why anyone would plunge such dreary effort into something that can be done "on their feet."
Of course, the results can't be done on their feet. I dare any of them to produce an 80-item menu of carefully described treats and intriguing dishes in a few minutes of game-time; or to recieve any real interest after the fact of them doing it, since the results would have next to no impact on the players. As DMs, we do concoct moments of interest by the seat of our pants. I do it all the time, at least half a dozen times a session. But I also have a bag of holding deep enough to swallow the party anytime I want to slip the drawstring ... in case I want to invent a moment the players will remember the rest of their lives.
To come 'round again to having the game setting give way or push back against the player's designs, IF we try to do this by the seat of our pants, we will fuck it up. This is the fundamental bedrock of JB's position on the whole matter, one that's utterly misunderstood by ChicagoWiz and others ... but understood perfectly by one commentor, The Bane. As he says,
I wanted a chronological plot of time - an epic continuios story. I thought the only way to get that was through a well developed setting and predefined plot. Then I began studying on sandboxes. When I /thought/ I had it, I tried it out as prescribed. Epic failure. I studied some more and off I went, armed with guidance. Epic fail. This went on until I got tired of losing players, which is painful in this day and age to find more, and went back to, "No shit, here you are and this is what you have to do..." tactics.
DMs try for what I'm saying I do normally (and I haven't said yet what that is), learning their lesson. They learn to go back to the modules. They think initially they can do it. They see what their neighbour can do with roses and zinnias, so they buy plants, they set out neat rows, they purchase all the best tools and they work very hard all summer long ... and the results are AWFUL. So they learn their lesson. "I'm not a gardener," they say. "I'm not cut out for it." And they're right. Oh, not for the reasons they think. The results are bad because they don't know what they're doing. They don't know anything about flowers or soil, or very little. All they can think of is the result they want; whereas actual gardeners are thinking about how much they love gardening.
Designing my world, I'm not thinking about what the players will think! Who gives a crap if they want to go to Spitsbergen? My game has steaming jungles, barren plains, people crushed together on narrow streets, spectacular palaces, offal dumps. I don't give a damn where the players want to go. There's no particular place I think is better than any other place. I just want to run the fucking game.
Because I love it all, when I'm thinking, "How is the world going to give way or push back against this idea of the players?" — I have nothing invested in whether they win or lose. I don't care either way. If the idea makes use of the game's rules, the design of the various bits and pieces I've built into the world's structure, in a manner that reflects how a similar idea would actually work in the real world, I consider what dice should be rolled, what the probability on those dice ought to be, and decide while taking a walk or during a soak in the tub what labels belong on the world's roulette wheel to the extent of my imagination. Then I roll, or wait to do it in front of the players, often telling them in advance what the results might be prior to the dice hitting the table ... and then I run the version the dice pick.
This gets pretty damn complicated. And we'll get into that, with an example, in the next post. I felt this post was needed to hammer out some principles of "sandbox" that I follow:
1) no part of the sandbox is intrinsically "better" or "more important" than any other part.
2) my first challenge as a DM is to be inventive with all the scenarios that MIGHT be, and then indifferent to the scenario that actually occurs.
3) my second challenge is to provide such depth of texture, intricacy and tension that's humanly possible, once I know which scenario I'm running.
I rise to these challenges because I have not spent one summer trying to garden like the floriculturalist up the street for one summer. I've done this for all the summers.
Friday, July 16, 2021
Thursday, July 15, 2021
Insets












