The Best of Intentions

Today I’m caught at the crossroads where Project A, a novella, Project B, a table-top role-playing game, and Project C, a short story prospect that’s caught me somewhat by surprise, all meet. Project A is currently at a pause because I’m trying to decide just how grody I want it to be. Significantly, that grodiness has to hinge on the journey of the protagonist, who is not just a good person but a very good person, but who will be driven to introduce grodiness into the life of a particularly noxious antagonist. I have to decide how far that antagonist would need to go in order to spur our heroine into doing what I’ve imagined she’ll do. The TTRPG is on the docket du jour, as it will undergo a bit of alpha-testing this Wednesday in a class I’m taking on The Art of Gamecrafting with Eloy Lasanta of Third-Eye Games (an opportunity I’d highly recommend, and which I think will be on offer again next year). I’ve got a draft of a pretty expansive list of game skills in the folder for a game I’m designing, and I’ll need to trim it down and finalize it in order to round the next corner. The newer project, Project C, is one of those blindside delights, a short story inspired by a call for urban stories in the horror and dark fantasy genres. I’ve got the location and the premise already locked in, but the aboutness of the piece is still a little wriggly.

Though I routinely teach about the intentional fallacy in a few variations of our Intro to Lit class, the basic understanding that what a writer wants you to get out of a work of art doesn’t necessarily bind the reading or gaming experience, I think it’s still pretty important to have some sense of intention penciled in before one begins. If I’m going to guide a reader across a landscape reddened with blood, I want them to have some way of making sense of that expedition. I’m thinking about this keenly today, as this evening (while my partner is going to a play with friends) will likely involve the screening of a horror movie. I’m thinking about watching a movie from my backlog of educational viewing, probably Terrifier (2011) or something like it.

Broadly speaking, Terrifier isn’t my usual cup of tea. Though I have seen more than my fair share of gory flicks, I generally won’t watch movies where the aboutness of what occurs onscreen eludes me. This is at this juncture purely speculative on my part, though I’ve seen a glimpse of Terrifier‘s villain, Art the Clown, already in an anthology movie called All Hallow’s Eve. I had the same suspicion about Wolf Creek back in the day, and my guess was spot on in that case. The villain in that movie is a feller named Mick, who commits ghastly acts of violence for reasons I couldn’t entirely fathom. Back in that stretch of the 2000’s we had a spate of movies in that vein, though in many of them I could guess at some vestige of intention. In the case of Hostel, for example, there’s a dark critique of class privilege with some sidelong ironies about the mad rush to make films inexpensively in Central Europe. In Wolf Creek the point eluded me. There’s of course always a chance to pin down a transgression yields punishment motif in plenty of horror movies, but in the case of Wolf Creek it seemed a little more nihilistic. What I’ve seen of Art the Clown make me believe he might be a villain cut from the same cloth. The clips I’ve seen of the various Terrifiers depict Art as a kind of committed but frequently exasperated sadist, someone who inflicts torture on his victims and becomes increasingly frustrated as he runs out of ideas to make them suffer as much as possible before they perish. It makes for spectacular brutality and a chance to showcase some genuinely grisly special effects, as you might imagine, but I can’t quite pin down the purpose of it all. This tribute to Art the Clown in some ways pins down what I mean. The commentator explores an “Art the Clown as a modernized Michael Myers” analogy, but at about the 5:40 mark he offers us a quick gloss on the meanings of the various Halloween movies that center on the character of Michael–they are meditations on evil, on dreams and nightmares, on avoidance, and on intergenerational trauma. Perhaps with a bit of historical context I’ll be able to get a better feel for Art the Clown, but right now he just occurs to me as “a delivery system for hyper-violence,” as the commentator calls him. I’m genre-aware enough to get that that simplicity might be the point, that Art might be a commentary on our cultural need for simulation or excess and our futile fumblings for a sense of purpose behind acts of violence, but if that’s the case, the movies are still probably not for me.

I tend to think of horror as an especially ethical (if not always moral) genre, broadly speaking, one that has a great deal to say about the world we live in and about the things we do with and for and to one another. That’s how I usually try to write it, at any rate. But on some counts I’ll defer to my intuition, which currently tells me that there are some films I don’t actually have to watch (I’m looking at you, Cannibal Holocaust) to suss out the underlying intentions.

The Play’s the Thing

Friday night is Game Night, and Game Day found me bogged down in meetings until about 4:00pm. When I came home, after making sure my partner had energy enough for games after her own hectic day, I sat down to put us together a couple of characters from That System. She wanted to make a goblin thief, so I made her a goblin thief in the span about twenty minutes, making sure that it more or less satisfied her succinct vision of what a thief ought to be. Then we had dinner and I took a shower, with left me with about fifteen minutes to design an all-purpose priest. (Notably, one player who was not entirely prepared for the game due to Life and Such arrived and had a functional warrior generated for her by another player in about 10-15 minutes.) We’re all gaming vets, and we are prone to play plenty of one-shot diversions, so we’re well-versed in getting underway in a hurry.

At one level, that speed of character generation is a virtue, though I should note that part of the reason we were able to create folks on paper so efficiently is because we’ve used That System plenty of times before. At another level, however, a couple of us came away with prototypical, somewhat generic characters. We didn’t go out of our way to optimize, but the contours of establishment and development seemed to be pretty clear-cut for most of the known flavors. In the case of my priest, for example, taking default settings at every stage was a perfectly viable approach. I didn’t need much imagination to get going (a benefit and a drawback, for all the usual reasons). Of particular interest to me in the framing of my critter was the stage at which I had to pick basic spells. As much as I wanted to adopt some exotic and flavorful options, to design a feller who was esoterically zesty, I found myself leaning toward the more serviceable, versatile ones again and again. The same held true for most peeps at the table, who are practiced and skillful enough to make the sorts of choices that make a group gel and, conveniently, enhance its chances of surviving the session. Assuming folks are even vaguely social, it’s a course of empire most of us are prone to follow.

The setup and play–aided, abetted, and complicated by my own game design thoughts, which I’ll speak of in a moment–brought to mind my first experience with a game called Invisible Sun. I had more lead time going in to game prep, so I was able to mull my character ideas over for a bit, and I was also new to the mechanics, which can get fairly fiddly. What emerged as a result was a distinctive critter–distinct in my imagination, at least, as I’m never entirely sure how much characterization I actually bring to the table. It helped that I had only an uncertain sense of what was actually possible within the game framework, but it was a much more invested sense of establishment and a much less predictable arc of development. (For one player I think the experience of character creation and play was even more transformative, helping them to appreciate their own life in illuminating and indicative ways.) I think there’s a buttery zone somewhere in between both kinds of design: a mode that lets you get things underway in a hurry, and a mode that makes you feel deeply invested and productively uncertain–but that also makes you feel hopeful and curious to see what happens.

Peeling away the layers of a game experience is always a touch-and-go process, but I think at day’s end these reflections on play (improved by some questions about game mechanics I posed to my folk over the weekend) helped me to pin down a few of the essential motives that bring folk to the table. Foremost among them, all matters of mechanics aside is the desire to have creative, meaningful fun. Both the noun and the adjectives are a little loaded there, and part of me feels like that looks a little trite on the screen. All told, however, I think they capture the tensions there worth exploring in terms of game design. It’s hard to be creative without some measure of scaffolding (an infinite field of possibility can actually get in the way of creativity); it’s hard for players to create when they don’t know what’s viable. At the same time, it’s easy to get bogged down in mechanics and branchings, and it’s easy to feel as though many developmental options are functionally foreclosed. Meaning is an even more slippery critter, in that it’s a broad concept that has to cover countless points on the compass. For some folks gaming is utterly transformative, and every game is a vehicle that lets them try on personalities and possibilities, test visions and ambitions, attitudes and values. But for many folk any game that lets us escape from the drudgery of life for a few hours is all the meaning we need. And fun is the most elusive concept, one of those know-it-when-you-feel-it phenomena. It requires an almost spiritual commitment to the game, a readiness to find delight even when your character meets with reversal after reversal, even when the dice seem to be aligned against you. I don’t think it’s possible for a game simply to engineer those experiences, to deliver creativity, or meaning, or fun reliably, but I think a nicely-made game can yield conditions that allow them to happen, an openness that creates the space in which they become possible.

The game I hope to design started in an entirely unrelated intuition, a sense that it involved a structural something I hadn’t seen before, but before I get all the mental machinery up and running I feel like I need to refine my Why while I take out the How for a few test drives. As is the case with most journeys, there are countless ways of setting out, but the reasons for going at all, when we could just hide out in our hobbit-holes and read our books, is well worth pinning down.