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Forty years ago, when the war between the Earth Federation and the System States Alliance ended, the Federation hastily abandoned their staging base on the planet Poictesme. Ever since, the people of the planet have made do by salvaging old military equipment and earning meagre profits on locally-produced brandy and tobacco. Local legend tells of a military supercomputer named Merlin that had once existed on the planet, and though nobody has ever found a trace of its existence, the rumors have grown to a near religious level of fervour.
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I wasn't particularly interested in Murata Sayaka until last week, when I read this New Yorker profile on her that spends a good deal of time positioning her work in relation to the super-genre of science fiction. Previously I'd assumed that she was just another Quirky Alienated Japanese Woman (something that I think even Murata plays with, titling her stories things like “Breastfeeding” and “Boyfriends”) that the Anglophone litfic establishment seems to enjoy so much; but Batuman paints a picture of someone far more interesting and far more deranged.
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Jack Vance's To Live Forever (1956) takes place in a world where life extension technology offers immortality, but in order to forestall problems of overpopulation, it's only made available as a reward to those who have made significant contributions to society. Everyone is guaranteed an average natural lifespan of 82 years; any more involves opting in to a system of meritocractic judgement, with those showing promise being rewarded a step up to the next, increasingly exclusive tier, and twenty more years to work towards immortality. Fall behind and the Assassins are dispatched to retire you (remember, this is voluntary and you've already lived the natural average lifespan and then some).
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I thought that Space Viking by H. Beam Piper (1963) was going to be a pulpy, paint-by-numbers space opera. I was wrong, and quite delighted by what I got instead: a contemplative look at the nature of civilizations and the arbitrariness of human social organization.
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Future Wanderer Guldeen volume 1, Hiura Koh, 1986

A fairly standard 1980s giant robot fare in a rather non-standard package for its time (a novel, rather than an anime). Hiura Koh is a comic writer (that is to say, he writes comedy—not comics, although he's written a few of those as well), and despite the general thrust of the plot (an action-driven revenge story), the overall tone is held in check by regular injections of irony and simple gags. If one were to construct a "gag mecha" spectrum, Guldeen would probably fall somewhere between ZZ Gundam and Xabungle, rather than exhibiting the forceful irreverence of something like Ramune & 40 or the cartoonish levity of Time Bokan.
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(This is the third part of a three-part entry; read Part One here and Part Two here)

A Spirited Defense of Metagaming


An astute reader may have noticed that this entire post is flirting with one of the gravest and most unforgivable sins in roleplaying: thinking about the game from a mechanics-first perspective, or what is sometimes known by the pejorative of "metagaming." And yet here, it not only works (in my most humbled of opinions), but the game arguably functions better when players are thinking about the game mechanics and how best to use them as tools to achieve the goals of play.
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(This is the second part of a three-part entry; read Part One Here)

Ambush Machine Go Brrr


So, how does our character actually function in play? Of course, our first concern is the long-game play of setting up Jealous Wolf. Our early moves are going to be similar to most characters in a typical game of Shinobigami: tentative relationship-building and feeling out the positions of the other characters. Forming bonds is important because of information exchange (when someone with whom you have a bond learns a piece of information, you also learn that piece of information); getting the most out of Jealous Wolf means knowing which of the other characters we're most likely to find ourselves at odds with, and characters' secrets and alliances are important to making that determination. Being able to swap around a skill mid-game also makes for a powerful defensive option, as attacks are defended against using the same skill that the attacker uses: if we know whom our primary target is going to be, we can tweak our skill list to make their attacks easier to dodge (this is in addition to the open-ended tactical question of being able to gain an entirely new ninpo as well).
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"[I]n order to give a positive meaning to the idea of a 'presentiment' of what does not yet exist, it is necessary to demonstrate that what does not yet exist is already in action, in a different form than that of its existence." -Gilles Deleuze and Felix Guattari, A Thousand Plateaus

This article is going to talk about is the process of creating an RPG character. In this case I'm going to be using Shinobigami as the game in question, for a couple of reasons:
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[Preface: This essay by Mimura Mii originally appeared in Japanese as part of "The Arslan Senki Reader", a companion volume to to novel series that was published in April of 2000 between the 10th and 11th volumes of the series, and which contains an assortment of essays, a glossary, an original short story by Tanaka Yoshiki, etc...It is reproduced here in English without permission. Shh!]

Arslan Senki was first published in August 1986 as part of Kadokawa Shoten's "Fantasy Fair," a promotion for new works. While Tanaka Yoshiki's Legend of Galactic Heroes had already become a bestseller, his newest opus was not another space opera, but a piece of high fantasy set in—of all places—Persia.

Nowadays the word “fantasy” is commonplace, found in a plethora of books and games, but at the time its use was limited to only a small niche of readers. Kadokawa's first Fantasy Fair displayed only a handful of works that could truly be considered part of the fantasy genre. But among them, Tanaka Yoshiki's Arslan Senki distinguishes in a number of ways.

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Nov. 27th, 2023 01:31 am
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I once saw somebody describe combat in Tunnels and Trolls thusly (more or less):
Each side gathers up a bunch of dice, rolls them, and compares them to each other. After a couple rounds of this, hopefully you see the monsters' side is taking damage; their dice pool is decreasing, the advantage is comfortably on your side, everything is good. But if the monsters aren't taking hits, that's a sign that you need to be doing more. Start busting out the fictional positioning, start spitting out those stunts, etc... That's when combat gets nervous and tactical, or maybe you even decide to retreat.

Essentially, the highly abstract nature of T&T combat allows it to provide more immediately understandable feedback.Read more... )
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I played a fair amount of 2nd Edition AD&D when I was in high school. AD&D is a bit of an odd creature; while it retained many of the "core" features that made (and still make) D&D fairly unique compared to many other RPGs, it was also also bowing to the pressure exerted on it by the inexorable forward march of "trad". In particular it ended up implementing this half-formed skill system in the form of Non-Weapon Proficiencies (NWPs), but it was one that was rarely (if ever) fundamental to the procedural functioning of the game in the way that trad skill systems are (arguably by definition, but I don't really want to litigate "trad" here).
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(copied from a reply I made to someone somewhere)

Historically the classical European languages (like Greek and Latin) have been taught (and since they're effectively dead languages, preserved) using a textual grammar-translation approach, and the texts that are usually highlighted have "proper" understandings that are in many cases tied strongly to systems of power that don't want people coming up with alternate interpretations. Translating the text the same as other people have translated it is used as a sign to confirm that you understand the language (and the important ideas of the text) properly. The historical value attributed to those texts is based in large part on a rigid and repeated understanding of what they mean; I've seen some people try to break with this tradition, but they're pushing back against centuries of people for whom rote repetition was literally the point.

Genji, by contrast, is mostly important for its aesthetics, and even modern Japanese has dozens(?) of translations that have taken different approaches to the text. That's not to say that it's not also political; in many ways Genji is tied to nebulous concepts about Japanese national identity, for example, but it's precisely because those ideas are nebulous and changing (and probably also because of the nature and our understanding of the Heian court language it was written in) that it is necessarily more open to interpretation than The Republic or whatever. Imagine a world where the ancient Greek or Roman states continued for centuries longer, and how that might have impacted their transmission and our understanding of their texts. Works like Genji and The Journey West are still part of living textual traditions and the bequeathal of cultures that are constantly changing and which possess a need to reincorporate their pasts into the narratives they create to explain their presents.
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Before I can talk about Saturday Night Shadows, I need to talk about Satasupe.

Satasupe, short for "Saturday Night Special", is a scenario-driven procedural sandbox RPG designed by Kawashima Touichirou and Hayami Rasenjin and about a dozen other people. Inspired by Iwai Shunji's 1996 film Swallowtail specifically, and by an entire zeitgeist of late 20th century Asian crimesploitation dramas more generally, players take on the role of "Asianpunks," petty criminals who band together and do what they can to get by in the slums of a multi-ethnic, alternate-history Osaka.

So what is Saturday Night Shadows, then? If you haven't already guessed, it's a port of Shadowrun's setting over to Satasupe's ruleset. There are two main reasons (plus one, special, hidden reason!) why I would want to do such a thing, and like basically every attempt ever to play Shadowrun using anything other than one of Shadowrun's seven different official rules editions, it's because of a fundamental dissatisfaction with those rules.Read more... )
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A discord interlocutor asked for some help the other day understanding Michael Saler's concept of "ironic imagination," a kind of process that occurred in the late 19th and early 20th centuries where the forms of modern, scientific literature were used to lend credence to fantastical and supernatural ideas: think books like Doyle's "The Lost World" and Lovecraft's "At the Mountains of Madness", which ape the travelogues of researcher-explorers like Charles Darwin, or the linguistic/historic worldbuilding of Tolkien.

It dawned on me that recently I've seen something similar in the books I've been reading by authors like Lu Qiucha and Kusano Gengen, speculative fiction authors who occasionally include "reference" sections at the end of their stories with lists of books or scientific articles that, one would assume, were influential on the stories themselves.

Before, I just found these lists a bit quirky, but after discovering Saler's theory, it's hard not to read them in the same "ironic" vein. I'm not sure contemporary readers need ironic imagination to pierce the hardened shell of modernist thinking that prevents them from contacting the fantastic (I doubt it was actually necessary a century ago either); in fact, I don't know what the concrete "effect" of thinking about these works in this way even is. But it's a little wild how a theory that I learned about yesterday, through skimming an essay to summarise it for someone else, is now inevitably going to shape the way I read.
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This is a rhetorical question about the extent to which one media paradigm's assemblage of various traits into identifiable patterns is ever going to map comfortably onto a different media paradigm, and how the attempts to do so can potentially reveal unexamined assumptions about less obvious aspects of how we orient ourselves towards that medium in the first place. And also, I'm going to answer the rhetorical question anyway.

I mean, all four Xs do appear in one part of the game's major procedural structures or another. But even a lot of relatively popular ways of playing D&D contain some degree of at least three of the four Xs, and yet I doubt many people would jump to claiming that D&D has much in common with, for example, Masters of Orion.

Which is to say, I suspect that very few people really interact with games on a psychological level directly vis a vis the fictional activities we engage in while playing (this is also a backhanded critique of the supposed "Three Pillars" of D&D play, but that's a whole different rant). The way we view those activities is heavily influenced by the rhetorical interface of the game; for example, the role of "overseer" that we generally play in 4X games, compared to the rhetorical interface of the individual actor common to most RPGs.

But that's what makes the label of "4X" potentially more applicable to Meikyuu Kingdom than it is to other tabletop RPGs where the players/characters explore, exploit, expand, and/or exterminate. The core gimmick of Meikyuu Kingdom is the eponymous Kingdom, a communal character played by all of the players (and to which their individual characters belong), and which provides the necessary "overseer" framework that conceptualises the activities the individual characters take part in as part of the traditional 4X "loop."Read more... )
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