Showing posts with label africa. Show all posts
Showing posts with label africa. Show all posts

Tuesday, 1 October 2013

There's Cool, And Then There's Cool

When I say D&D is fundamentally uncool, what do I mean anyway? The word "cool" has shifted around so much that it's hard to know. It needs explanation.

A key text here is Robert Farris Thompson's article An Aesthetic of the Cool, from 1973, the journal African Arts. What is cool to the Gola of Liberia? Thompson quotes Warren D'Azevedo:
Ability to be nonchalant at the right moment ... to reveal no emotion in situations where emotion and sentimentality are acceptable - in other words, to act as if one's mind were in another world.
You may protest that transportation through fiction, fandom or gaming is just that, putting one's mind in another world, but this misses the point. Cool implies that the other world is a calmer, less emotional place. To travel to another world in order to excite the passions is the opposite of cool. "Coolness" by Thompson's definition is a poised posture, a place without conflict. By removing expression outward, you remove the possibility of interruption or ridicule inward.

Other writers on the aesthetics of cool among African Americans and its general percolation out to the world culture - such Mintz, Billson, and Pountain & Robins - have remarked on its potential as resistance. For Black men in America, cool has been a way to negate the clownish features laid on them  by racist iconography, to mentally check out from an environment unresponsive to their dignity and needs. The appropriation of cool, in the service of musical and other aesthetic trends, is laid forth in Pountain & Robins' 2000 book, auguring in the hipster era. Ultimately for them, cool is a "permanent state of private rebellion," a state that vanishes once it calls attention to its own coolness.

This reminds us that D&D is "uncool" in a more superficial sense, that of the well-known American high school hierarchy with its "cool kids" and "uncool kids." But in any high school there are two kinds of cool kids. You have the popular kids who show their passions for socially approved costumes, games, and fields of expertise like cheerleading, school spirit and sports. Another kind, though, set their sights outside the high school walls. They are cool toward school but this form of resistance masks their passions, aimed elsewhere: alternative cinema, drama, music, art. In high school and college I played RPGs almost as much with a set of punk rockers as with the more overtly enthusiastic nerd crew. They were socially uncool and yet - in the anthropological sense - truly cool.

In McLuhan's well-known distinction, roleplaying is one of the hottest of media, requiring hard mental and imaginative work to achieve the immersion that is its goal. Contrast this to "cool" media like television which ask for only open eyes. People who grow self-conscious or dissatisfied about roleplaying's hotness reach for the bottle of cool to cut it down.

By a nice coincidence, I recently returned to the RPG Site forum after some days absence to find an argument brewing, relevant to all these points. The initiating question was whether anyone enjoys playing RPGs in costume. As I pointed out last post, this activity is the quintessence of the FUDD (Fundamental Uncoolness of D&D) and so not surprisingly sparked off heated protestations. Many posters spoke of their desire not to look like even more a geek than they already were, under the watchful eyes of sarcastic co-workers or Bible Belt society.

But in an age of ubiquitous popularity of the Lord of the Rings films or Game of Thrones show, the uncool thing is not liking fantasy, but liking it in ... that way. That hot, immersive way that puts you at risk of disappearing entirely into the fantasy world, of regressing into childhood. That play-acting, masquerading, feasting and wassailing that Puritans have always sought to ban, that sensible people indulge in only at certain times of the year and in certain cities of the nation.

Bad enough you read the books instead of consuming media (getting hotter ... look what happened to poor Quijote). Bad enough you play a game where you take the role of a character (getting hotter ... look what happened to poor Black Leaf). But to run around wearing the costumes? To unselfconsciously declaim in a funny accent, your lineage as a noble dwarf? You're hot as hell and most people can't take the heat. They have to turn up the cool - in one of several ways.

Next: "We're Normal, Honest!"

Tuesday, 12 June 2012

Nigerian Hyena Keepers Are Definitely Weirder Than You Think

While researching hyenas I came across an amazing photo essay on a troupe of animal handlers in modern-day northern Nigeria.



The Gadawan Kura are street entertainers and peddlers of traditional medicines and amulets, which they use to capture and tame the hyenas, baboons and rock pythons they use in their act. Minus the athletic gear, but keeping the bright piebald kilts of their trade, they would make a great set of NPCs in a fantasy game.

One version of the troupe:
Hyena handlers Usman (rogue-3) and Danjuma (rogue-1), both men in their early 30s, with 2 female hyenas and 1 subordinate male
Baboon whisperer and drummer Jalil (0 level), a young man around 20, with 2 baboons
Snake charmer Khamisa (magic-user/witch-5), an old woman of 65 or so, with a large constrictor rock python and a small poisonous asp
Girl, age 6, Zainab

Their treasure is about 300$ in a sack, plus their drums, medicine and herbal stash, but they have 2000$ - a family fortune accumulated over many generations - buried in a field somewhere closer to home.

They can be:

NEUTRAL: They have learned how to make potions, powders and amulets of animal warding and control, and other uses (healing, for example). They sell these substances at the market rate, demonstrating their effectiveness with the animals. In every respect they are wandering opportunists, with no higher aim except to make money and see the world.

VILLAINS: They are actually the shared operational arm of two sets of demon cultists; the baboons and snakes are familiars of Demogorgon while the hyenas are familiars of Yeenoghu, all with low cunning and the ability to speak human language. The baboons are used for thievery and burglary, having relevant skills at 5th level; the snakes for assassination; the hyenas for security, intimidation, and bone-crunching corpse disposal. The traveling medicine show is just a front, the potions fraudulent.

HEROES: Usman is an exiled prince with supernatural talents of animal friendship, which he inherited from his mother Khamisa, and which brother Jalil and daughter Zainab share. Danjuma was the court astrologer, the only one to remain loyal after the coup.  The troupe may help the party, compete with them in an adventure, or hire them as mercenaries when Usman decides it's time to start the revolution back home. The use of potions and powders is a pretense to cover up the troupe's true abilities.


Wednesday, 25 May 2011

The Greatest Afro-Grindhouse RPG Never Made

   


Not small-press module covers, these are hand-painted posters on flour sack canvas, advertising the offerings of mobile VCR-cinema entrepeneurs in the hinterlands of Ghana. There are hundreds of them in this gallery; I've drawn on Nigerian horror but there are also renditions of Hollywood, Bollywood, and Hong Kong classics - Krull, Beastmaster, and Red Sonja among them. The most disturbing are not for the faint hearted (or work); END OF THE WICKED in particular.
  
Cartilage Heads!
The audience is not guaranteed to understand English, so that may account for all the fantasy and horror titles, with their visual spectacle. Anyway, most of these posters are so amazing you get the sense that seeing the actual movie would be kind of a letdown.