Wednesday, July 24, 2024
(Shadowrun) New Seattle
Friday, July 12, 2024
City Works
Thursday, June 27, 2024
(Shadowrun) Corporate Download
Capitalism. We usually think of it as being about money. A select class of people will own the means of production, but that is only a means to an end. The goal is to get rich. To stack wealth on top of wealth so that your big number gets bigger. A self-sustaining cycle of year-over-year ROI, compounding with itself in exponential growth, forever.
The problem with thinking of capitalism like that, though, is that it makes capitalism sound kind of silly. Is that the system we're living in? Are the people in charge really a bunch of out-of-touch weirdos that think a clever enough financialization scheme can outfox the laws of thermodynamics? Is all the environmental destruction, labor suppression, and enshitification of basic services really in the service of a goal that can be compared, unfavorably, to trying to get a video game high score? Is that why it seems like the rich can never have enough - because whatever number you've got, there's always a bigger one?
That can't be all there is to it. It feels like a leftist strawman. And it is . . . kind of. But it's an unintentional one, because the truth is worse. If massive wealth inequality were merely the absurd lovechild of too-narrow optimization and the animalistic part of the brain getting weird about rewards ("ooh, my income for last year was a billion dollars, but if I'd done X,Y, and Z it would have been 1.2 billion dollars - those damned endangered species, labor unions, and ungrateful customers stole 200 million dollars straight out of my pocket!") that's a problem that might be overcome. We could take Bezos gently aside, say, "hey, buddy, your hoarding is starting to be a real problem, you're hurting people unnecessarily - you could let your warehouse guys take breaks AND still earn 11 percent. You don't need that 13 percent if it comes at the price of human suffering."
Because if capitalism were really just about bigger numbers, then you could talk people into accepting smaller numbers. It wouldn't even be that hard. You could argue that two marshmallows is greater incentive than one marshmallow, and even that ten marshmallows is greater incentive than two. But a hundred marshmallows has a disproportionately small motivating effect, and a thousand marshmallows is practically the opposite of an incentive. When it comes to marshmallows or cars or (I learned this the hard way) roleplaying books - "more than you can ever personally use" is only a blessing when you've got friends to share them with. If the value of money were purely a matter of quantity, it would be perceived in exactly the same way.
But there is a horizon beyond which money stops being money. At some nebulous point (and it doesn't necessarily take a lot, it just takes having more), money becomes power. It is the ability to tell people what to do, to direct the collective resources of a community towards the ends you imagine. And that's what capitalism is really about. Its purpose is to shape the character of that transformation - to ensure that the power that comes from money remains hierarchical. That's why the ultra-rich seem so resistant to the power of reason. Because relative quantities are continuous - 11 percent ROI is 84 percent as good as 13 percent ROI - but position in a hierarchy is discrete. You're either at the top or you aren't. And to share the power that comes from being at the top of a hierarchy is to, in fact, undermine the very concept of a hierarchy. You can't be content with less, because there's no less to be had.
And that's why it actually makes a lot of sense when Corporate Download tells us that the megacorporations of 2060 all have private armies.
Well, okay, maybe not perfect sense, but at least a kind of sense. Certainly, enough sense that I shouldn't be wasting my time trying to crunch the numbers on the Red Samurai or the Desert Wars (yeah, of course you're going to get enough PPV income to turn a profit on deploying advanced military units to the most barren and isolated parts of the planet, the novelty of that isn't going to immediately wear off, for sure). The point of having a corporate army isn't to turn a profit, it's to wield the power you gain from having an army. It's the same calculus that changes wealth to capital, but without the deniability.
Although it can still feel like a plot-hole. Despite my cynicism, there's a part of me that thinks the megacorporations exist to make money for their shareholders. That Elon buying Twitter was a bad business deal and not a confirmation that deca-billlions are merely a number on a balance sheet, but the ability to control an entire community, to make people conform to your desires is the entire point of the exercise. On some level, "number get bigger" makes more sense, feels more human.
And realistically, it's probably the case that neither shadowrunning nor counter-shadowrunning security precautions are all that efficient at making the number get bigger. How often is any particular location getting robbed that you can justify having a hellhound budget? How ramshackle is your in-house research that the addition of a single stolen datafile is going to noticeably goose your bottom line? Like, okay, we get it, you're rivals for the same market, now swap stock and sit on each others' boards already. This will-they/won't-they dance is getting old.
Of course, there wouldn't be much of a game if they did that, and despite Corporate Download including a "number get bigger" system ("hey guess what, every six months in-game we're going to roll a dice pool and fill in a 10 x 13 grid in order to model the fluctuations of the fictional stock market," said the setting book for a game about thrilling heist capers) what Shadowrun really wants is to depict the sort of action capitalism where the business you're robbing encourages on-site gunplay instead of a more insurance-friendly "observe and report" policy. That it, in the process, offered a well-observed mask-off depiction of the ultra-wealthy may or may not be coincidence.
I have to assume that it was at least partially intentional, though I'm reluctant to commit 100 percent to the "deliberate satire" theory because the original lineup of 8 canon megacorporations was very clearly not premeditated. Between this book and Blood in the Boardroom, the metaplot's course correction is not subtle. The original Big Eight had a stunning five Japanese corporations, and good luck picking any of them out of a lineup.
Side note - it's actually kind of funny. "If you ask a group of runners to name all ten megacorps, each one would forget about Yamatetsu." "Even the average shadowrunner knows little about Shiawase, possibly less than any other megacorporation." "Apart from near-constant rumors of its Yakuza connections . . . little has been said about Mistuhama." You can actually see the gears turning. We are right in the middle of a campaign to give these guys more of a personality than "is Japanese."
I'm going to call it a work in progress. The Big Ten featured in this book are more distinct and diverse than the original Big Eight, but a lot of the niche-carving takes the form of personal drama between canon NPCs. We can call this a point for the "capitalism is about the personal power of the ownership class" theory, but there is only so much I can care about Lucien Cross's and Leonard Aurelius's feud with Damien Knight. And Richard Villiers could be a compelling villain in the "finance bro without a conscience" vein, but Novatech is bland at every level (that's probably why it did not survive to see the current edition).
Overall, I'd say Corporate Download is perched awkwardly between being a setting book and being an enemy book. It definitely tells us more about the world of Shadowrun, c. 2060, but the story is split between a high-level overview of boardroom politics and an outsider's view of what it's like to steal from the corporations or commit crimes on their behalf. There's a large excluded middle of just the average day-to-day experiences of employees and customers. And maybe that's okay, because it's hardly exciting rpg content, but the lore nerd in me is slightly disappointed. Don't just tell me Aztechnology owns Stuffer Shack, help me imagine the experience of going into a Stuffer Shack. The outliers are going to be a lot more meaningful when I understand what they're diverging from.
Don't call that a ding, though. Shadowrun is hardly unique in its preference for high-stakes action adventure over mundane worldbuilding minutiae, and honestly the only reason I'm so interested in the first place is because it's done such a good job getting me invested.
Ukss Contribution: Zurich Orbital Gemeinschaft Bank. There's something about the world's most powerful financiers being literally disconnected from earthly concerns that strikes me as a perfect metaphor.
Thursday, June 20, 2024
Dynasties and Demagogues
Saturday, June 15, 2024
(Shadowrun 3rd Edition) Renraku Arcology Shutdown
A lot of Shadowrun supplements are fiction-focused, presenting a story and then daring you to roleplay an adventure inspired by that story, but even among that august company Renraku Arcology Shutdown (David Hyatt and Brian Schoner) stands out as being particularly story-focused. Nowhere in the first 70 pages of this 88 page book is there anything that even remotely resembles a playable shadowrun. It is 100% NPCs doing NPC things and the most you can really say is "hey, it would be cool to use some of those antagonists, hazards, and locations in an rpg."
But you know, I'm not mad about it because Renraku Arcology Shutdown is actually a pretty good story. It's a chilling bit of horror about a massive building (holds roughly 90,000 permanent occupants who live, shop, and work entirely within its walls) with a security system capable of holding off the UCAS military for months at a time, that gets cut off from the outside world by a merciless AI who subjects the trapped survivors to gruesome scientific experiments.
So despite the fact that there's nothing the PCs can contribute to any of the book's short-story plots, it provides you with plenty of ideas for new stories - helping the resistance rescue the AI's victims, recover lost Renraku assets, attempt to steal the AI's cutting-edge drone designs, etc. I'd say that's a pretty good bargain, especially considering the book was fun to read on its own merits . . .
Well, maybe "fun" isn't the word I'd use. It's horror. Frequently, I'd see something that made me say, "oh no, that's not right." One of the chapters presents itself as a 10-year-old's diary and . . . it does not have an uplifting ending. There are portions that seem to revel in the degradation of the human spirit. And as always when I confront horror, I have to put my feelings under the microscope and ask myself if the reason I feel so uncomfortable is because it's particularly effective horror. It's the one genre where you can't just take for granted that "nope, don't want none of that, thank you" is a bad reaction.
And with that awareness, I think Renraku Arcology Shutdown is actually pretty good. I can easily imagine arcology-based Shadowrun games that really dial up the desperate survival elements, the psychological terror of the AI's mind control experiments (it basically got its start as the arcology's Alexa, so it knows enough about human foibles to have a really high success rate when it comes to brainwashing captives), and the disgusting indifference it shows to basic human dignity. You can face strangely biological robots, drugged-up fanatics with glowing cybereyes, and children-turned-sleeper-agents who carry exploding dolls capable of taking out a whole team of would-be rescuers. It's super fucked-up.
Never mind how weird it is to be in a situation where "it's super fucked-up" is probably a compliment.
Ukss Contribution: I'm afraid I'm going to have to go full "mild-salsa" with this gripping horror yarn and avoid all the scary stuff in favor of just the general concept of an arcology. As a certified Indoor Boy, there's just something about them that appeals to me.
Friday, June 14, 2024
Exalted: 2nd Edition
My 500th book!
Thursday, June 6, 2024
(Shadowrun) Predator and Prey and Critters
Wednesday, June 5, 2024
(d20) Mindshadows
While the Mindshadows setting is inspired by the history and legends of southeast Asia (primarily those of the Indian subcontinent), it is nonetheless a work of fiction. The authors also drew inspiration from the wuxia films of Hong Kong cinema, from anime, and from a variety of standard fantasy venues. In other words, Mindshadows bears about as much a resemblance to actual Indian history, society, and religion as most fantasy settings bear to medieval Europe - which is to say, not much. If you're familiar with India's history and language, you may recognize that various words and concepts are not used in an entirely accurate fashion here. The alterations are intentional and made in the interests of a good story. No disrespect is intended.
Monday, June 3, 2024
(Shadowrun) Blood in the Boardroom
Thursday, May 30, 2024
(d20) Crusades of Valor
So here's the thing about fantasy roleplaying - it's kind of ridiculous. We can say all we want that we're participating in a modern-day version of the ancient tradition of communal storytelling. That we are carrying a torch passed from ancestor to ancestor since the earliest homo sapiens first learned to imagine the world not as it was, but as it could be. That it is a shared experience - of friendship, of creativity, of culture in its purest form.
And it can be that, sometimes. In fact, I'd say that on balance it's more enrching and fulfilling than about 90% of the stuff I do on any given day. But also, we are goofy little nerds who make up silly little bits of fluff and gossamer, stream-of-consciousness-style, with nothing even approaching a polished artistic style (it's why I took to blogging so easily).
Nowhere have I seen this dichotomy more eloquently laid out than in Crusades of Valor (Paul Cockburn). This is a goofy, goofy book inspired by a terrible historical atrocity. The "crusades" mentioned in the title may be off-brand fantasy knockoffs, but the shadow of the real Crusades looms large, both in the writing and in the aesthetics of the art. The cover has armored men on horseback, flying the Polish flag. The afterword rues the victims of September 11th. We are meant to think about the Crusades.
But what the book is about is fantasy religious wars in general. Like maybe one side follows the god of the sun and another follows the goddess of spiders (proper nouns from standard D&D canon are nowhere to be seen, but it wasn't hard to pick up on the winking) and you sort of arbitrarily assign one the role of Christianity and the other the role of Islam.
(Or, at least, I'm willing to meet the book halfway and assume it's arbitrary. Among the sample knightly orders there is a group of evil orc, goblin, and hobgoblin knights who call themselves "the Jihad" and that's not a great look.)
The end result is that you can see both halves of the essential RPGer paradox - the book takes itself extremely seriously, as befits its extremely serious subject matter, but also there are gnomes and shit.
Awhile back I read the AD&D Crusades sourcebook, about the literal historical crusades, and my reaction was essentially, "It's really uncomfortable to roleplay in this particular bit of history, I'd rather not do it, but I appreciate that they went through the trouble of shutting down the 'Deus Vult' crap." By contrast, this book is about nothing real, but its "Deus Vult" energy is off the fucking charts.
Is that okay? There's a part of me that feels like I should be a scold about this and say that it's wrong to cast a silly fantasy story in the shape of a real horror, but there's another part of me that's like, "hey, that's what roleplaying is, isn't it?" Thwarting villainous deeds will inevitably harken back to real crimes because our notions of what is and is not villainous are formed in reality. Even the super-made-up stuff like a necromancer stealing souls and animating the dead can evoke the imagery of serial killers and abusers.
Yet there is a spectrum of uncomfortableness here. Having the PCs fight a dozen goblins who have taken to banitry along the King's Road feels a lot less icky than fighting a dozen goblins marching up the King's Road under the banner of Jihad. I think it's because the former case allows you to gloss over the implicit racial coding. It's not a clash of civilizations, you're just responding to a particular set of circumstances. Except that just about every iteration of D&D has really leaned into the "clash of civilizations" mindset and used that as an explanation for why the unfortunate circumstances with the goblins just keep on happening.
So, in a way, I'd be something of a hypocrite if I didn't like Crusades of Valor.
Hmm. . .
Anyway, there were parts of the book I liked. It's engagingly written and has a good breakdown of how these sorts of identitarian conflicts can gradually escalate. There's some good advice on how to treat the pre-war period as a time of looming dread. The apocalyptic imagery of gods clashing as their respective human followers wage war down below is quite evocative. I'm really impresed with the idea that a fantasy crusade can presage a breakdown of the natural order.
The book's biggest flaw, apart from perhaps its central premise, is that a couple of pages feature these gratuitous and out-of-place pictures of naked women. They weren't particularly offensive, but they did wind up changing the book's whole vibe, and not for the better.
Overall, I thought this book was overly niche. Despite its attempts at abstraction, it really doubles down on treating every D&D religion like it was medieval Catholicism, like, in a way that goes way beyond the usual careless subtext. I can't imagine it would have very much to offer a setting that went out of its way to avoid that trope. You might get some mileage out of the include mass combat system (and the GM advice for running a wartime game is pretty solid), but it's barebones. I think, if you have need of something like this, you could do worse, but I can't imagine myself every having that particular need.
Ukss Contribution: The Order of Glass. They're the knighly crusader order who are sworn to protect the honor of the God of Thieves, which doesn't actually make a lot of sense, but I do like the name.
Monday, May 27, 2024
Coyote & Crow
Coyote & Crow put me in the difficult position of having to compartmentalize my usual nitpicking. I have a long and well-documented habit of reading a sci-fi or fantasy rpg, laser-focusing on one little bit of setting minutae (like lunar waste management or whether or not gnomes can fuck now) and turning it into a whole thing. And if I did that with this book, it would have been perfectly consistent with my established character, but it would also have been highly problematic.
Because more than just about any other book I've read, Coyote & Crow reads as a deeply personal labor of love. This isn't just a science-fantasy rpg about an alternate history where the European colonization of the Americas never happened. It's also an attempt to rebut the ideology of colonialism, both as a general historical and cultural force and as one of the unspoken pillars of the modern fantasy genre.
So I could have my usual fun of getting into the weeds of something like the setting's canonical lack of artillery or weaponized high explosives and the serious implications that would have had for the role of defensive fortifications in the All Tribes War. But that would run the risk of me spinning off into a neck-bearded rant about how, actually, the European way of doing things was inevitable. And I don't want to do that.
Besides, Coyote & Crow isn't really that type of alternate world sci-fi. Properly speaking, a lot of the miraculous technology is powered by unobtanium. Seven hundred years prior to the game's starting date, an event known as The Awis (Darkest Night) occurred. It was a massive meteor strike that led to a disruption of global climate patterns and a dramatic advance of the arctic permafrost. One of the side-effects of this is that all over the world, plants and animals gained purple markings called the Adanadi. With the proper application of advanced biotechnology, the Adanadi can be manipulated to create wondrous effects - superhuman abilities in humans and the antigravity fields that power hovering vehicles.
The result is something that strays pretty far afield from a hard sf premise of "an advanced society that explored a different branch of the tech tree" and into the science fantasy territory of "this macguffin has the exact properties necessary to advance the plot." The hovering yutsu barges carry corn-derived biological feed stock for solar-powered 3D printers over meticulously managed wilderness, and at no point is anything like a road, mine, or factory necessary to this process.
And maybe that sounds like a worldbuilding complaint, but it really isn't. It's more a recognition that the important stuff here is the aesthetic and the ideological. This is a world designed to be conspicuously non-European, to operate on an idealized indigenous mindset. For all its weakness at being alt-history sci-fi, it's actually pretty great utopian sci-fi.
I should probably unpack this a little, because Coyote & Crow takes deliberate pains to point out that its world is not utopian. And that's true if you're using "utopia" to mean "perfect paradise," but it's right in the wheelhouse of utopian sci-fi as a literary genre. The afterward, where Connor Alexander denies creating a utopia, actually does a pretty good job of summing up the difference:
If it feels like a utopia to you, maybe because Cahokia has no homeless, no involuntary unemployment, no people in debt over health care, no minorities being marginalized for their sexuality, no people going hungry, it may be because you’re not asking the right “what if” question. Try this one. What if we didn’t live under centuries of racist colonial capitalism? It doesn’t mean we’d live in a utopia. But it might mean that humans would be free to tackle bigger, more meaningful questions during our brief time on this planet.
Utopian fiction, as a genre, is an exercise in moral imagination. It doesn't have to be a world where all humanity's problems are solved, it just needs to posit a world where a different form of social organization, and its accompanying ideology, allow humanity to avoid problems that, to us, seem intractable. Despite the developer's protestations, the city-state of Cahokia, in particular, is idyllic to the point of outright romanticism.
The source of this idyll just so happens to be the fact that Cahokia is organized along a sort of idealized indigenous social schema - self-sufficient multi-generational households that practice traditional crafts (the 3D printers can create generic parts for most common technologies, but they still must be assembled and customized by the end user) and whose cultural expression favors community engagement over solitary activities. There's no real place for the anonymization of urban life, nor for capitalist alienation and the exploitation of labor. Nowhere is this system critiqued or interrogated. At one point the book says, "a vocal minority claims that The Council and the judges play favorites at best, and are deeply corrupt at worst," but there's nothing to indicate whether or not the minority actually has a point.
That's not a fault, by the way. I'd actually say that on the idealism/cynicism scale, Cahokia probably ranks roughly equivalent to Aldea from Blue Rose - it's a place that's got its shit together, so games are mostly going to focus on preserving and defending the status quo, but it's not actually a problem that threats are largely external and/or rare antisocial aberrations. Not everything has to be punk.
The comparison to Blue Rose does put me in mind of Coyote & Crow's one true weakness, however. I kind of got the feeling that the creators were operating on a shallow reference pool, re: other extant rpgs. It's just a hunch. A couple of times, they'd say something along the lines of "unlike other roleplaying games," while talking about something relatively common and it would feel like they were really saying, "unlike this one specific rpg, you know the one." I appreciate a story-focused game that eschews combat for social interaction, clever solutions, and compromise, but that's not actually as rare as the Storyguide advice seems to think.
Overall, I'd say that Coyote & Crow's system is . . . decent. It's like a streamlined version of the classic storyteller system with dramatically pared-down combat. The most novel part of it is that it uses d12s for its dice pools and the extra dice you get from rolling 12s have their successes scored in kind of a quirky way. I'm not a great fan of rolling variable dice pools against variable target numbers and subtracting one success for every die that shows a 1, but it's functional in practice. Most of the problems with that set-up come from edge cases anyways. It will probably be fine.
My final thoughts - I'm glad that Coyote & Crow exists and I'm happy to have read it. It's rare for me to finish a 450 page core book in 2 days (even accounting for the book's larger-than-usual print size) and that's almost entirely down to the novelty of the world and the boldness of its central idea. It's good to be exposed to a genuinely new perspective and the world of Makasing presents some unique roleplaying opportunities. I could definitely see myself running a game, though I'll admit that I found myself much more drawn to places like Ti'Swaq or the Ezcan Empire, which had more familiar forms of class conflict or imperial aggression.
Ukss Contribution: Little known fact about me - I love elephants. I just find them absolutely fascinating animals that have a lot to teach us about the convergent evolution of intelligence. Which is why there's only one thing that I could possibly choose from Coyote & Crow - Moobi Mosii - i.e. "Grasps With Nose." Intelligent wooly mammoths.
My notes literally say, "ZOMG!"
Saturday, May 25, 2024
Encyclopedia of Angels
You do any job long enough and you're practically guaranteed to see something utterly bizarre, bordering on the inexplicable, that maybe the average civilian wouldn't even think to question, because they have little intuition for the boundaries of the possible. Encyclopedia of Angels is just such a mystery. It's a series of baffling decisions, and I'm not sure how it came to be.
Let's start at the beginning, with the cover.
This cover has nothing to do with anything. And maybe you're chiding me right now, for having an embarrassing lack of cynicism. "Oh, John, we all know why they put a pretty, half-naked lady on the cover. Why are you pretending not to understand this transparently sweaty marketing?"
And I guess the reason for my willful naivete is the fact that the book is called Encyclopedia of Angels. No one who's interested in that title is going to give two shits about a cheesecake cover. In fact, it would be an active detriment, because there's nothing happening on that cover that at all resembles what you hope will happen when you add an angel to your D&D game. And, indeed, the cover is a poor representation of the text, which, with maybe one or two exceptions, is barely sweaty at all (and to the degree that it is, that's more down to the fact that 9 out 10 of these angels are depicted as hot guys with wings).
But it's weird, right? The target audience for this supplement is going to hope that the cover is a lie. And, in fact, the cover is a lie. But it was also a choice. It makes me wonder, did the person who picked this cover have any idea at all what would be in the rest of the book?
It's a question that would occur to me many times throughout the reading.
Like, it was a choice to include monster stats for Ahura Mazda and the Gnostic Demiurge. And if you're screaming at your screen right now, accusing me of making up utter nonsense in lieu of doing real writing - congratulations, you're starting to get how surreal an experience this book has been.
My working theory is that Encyclopedia of Angels has eight credited authors and maybe they all got different memos about what they were trying to do. Some of the angels have very tight d20 stats that seem in line with the Monster Manual celestials, others feel more freeform, where they have a couple of unique traits, but none of the underlying celestial chassis. Sometimes you'd get a long list of spell-like abilities and other times you'd get "casts spells as a 16th level sorcerer." Most confusingly, some of the entries read like they're trying to adapt real angelology for a fantasy setting and some of them seem to assume that your D&D game is going to be set in the real world (Pope Honorius I gets name-dropped in Hochmel's entry). At no point is it clear how you're meant to be using these stats.
But the strangest part of the book, to me, is that it doesn't seem to be lazy, or even careless. Each individual entry shows definite signs of effort, particularly in the realm of research that would have been pretty tough to do in 2003. It's just effort that doesn't seem to be pointed towards any particular end. Like, is it possible to assemble an rpg supplement without doing any sort of designing at all? Because that's what Encyclopedia of Angels feels like - a book assembled by a group of very smart people who nonetheless did not understand the assignment.
Overall, I found this book interesting to read, but I don't think I'd get much use out of it, even if I were running a D&D 3.0 game. Everything in here is highly specific, but not in a way that feels like you could just drop an isolated angel into a random fantasy world. Even the ones that made some effort towards acknowledging the existence of D&D land felt like they were carrying the sort of theological baggage that you'd have to build your setting around. I could see a niche for a book that talked about angels in the abstract and offered advice on how to build a form of fantasy monotheism supported by an elaborate celestial hierarchy. But this book was not that. I could also see the value of a book about gaming in a fantastic version of medieval Earth, where Christianity, Judaism, Islam, and Zoroastrianism explicitly exist and players engage with their major mythological figures. But this book wasn't quite that either. In the end, it's something that you could maybe mine for ideas, but only if you already had strong ideas of your own going into it.
Ukss Contribution: Kadmiel, one of the few female angels, assists people who are giving birth. By itself, it's a little on the nose, but the way she assists is hilarious. "Kadmiel can shrink a baby to enable it to pass from the mother with more ease."
It's blowing my mind a little that I have never once imagined this application for the reduce person spell, despite the fact that it's something every village wizard could easily do and it would have an immense positive effect on a medieval-type world. I have to find some way to work this into Ukss.