Showing posts with label cool. Show all posts
Showing posts with label cool. Show all posts

Monday, 7 October 2013

Irony and Gamer Uncool

The second great coping mechanism to stave off the Fundamental Uncoolness of D&D is irony. Forget hipster mustaches and Alanis, this sense of irony is closer to the literary sense, or the kind of "romantic irony" discussed by such writers as Schlegel.  Ironic literature is conscious of the ways in which it is art and not reality. One way to handle this, then, is joking about the gap between a lofty representation and its base material.

As soon as literature became aware of itself, it became aware of this rift, with the earliest expression being Don Quijote. I keep coming back to Cervantes because the Quijote staked out an early and commanding position at the tangled cloverleaf intersection of fiction, fandom, fantasy and moral panic. In spite of the increasingly baroque proliferation of fantasism in popular culture across the past fifty years, nobody has even tried to wrest an American Quijote out of the rich source material - wielding a bat'leth, perhaps, and defying a couple of gangbangers. Perhaps it's because the new Quijotes have a posse, a Facebook group, a con. They no longer tower in solitude over the Castilian plain, and whereas before the curate and Sancho Panza might have staged an intervention, nowadays they just shrug and go to watch The Big Bang Theory.

Three ways irony can enter a game, and reduce the self-consciousness of becoming one's character ...

1. At its least threatening, gamer irony-lite mixes the fantasy world with references from outside. Every dwarf named Shakira, every Holy Grail gag, every "joke" dungeon level tries to water down the FUDD in the same way that National Lampoon undercut the earnestness of Tolkien with Bored of the Rings. Some of these jokes have become so reflexive that they have themselves become uncool, contaminated with the residue of gamer earnestness - see Holy Grail, above.

2. At the same time more sophisticated and more nerdy, there's ironic distance to be had in the discrepancy between the fantasy world of the game and the rules used to simulate it. Two of the most successful RPG comic strips have played with this concept - Knights of the Dinner Table showing what a group of rules-lawyering players look like, Order of the Stick showing what a fantasy world looks like when awareness and semi-awareness of the rules absurdities pops through. These jokes require the most inside knowledge to pull off, but they also work against absorption in the game by showing the artifice by which it's upheld.

3. It's also an old source of ironic amusement to hold an unflattering mirror up to the self-same daydreamer, from Quijote to Walter Mitty. The ironizer of roleplaying has the same strategy at hand, but almost always it's the other guy who inhabits an unflattering reality in contrast to the high-flown fantasy world. Thus we get the alpha-nerd stance, with its one-two of "We know enough about this game ... to make fun of the losers who play it." As self-hating and hypocritical as this attitude is, there's no shortage of it around, as witnessed by Fear of Girls, Zero Charisma, and so on. A particular twist of the knife is to interpret role-playing as inadequacy compensation, so the weakling plays a barbarian, the socially challenged plays a smooth lover man and so on.

I should also mention the rare times when irony works in favor of fictional immersion - the irony when game play fails to fulfill the expectations of fiction. The villain makes her first appearance ... and the heroes manage to find a way to kill her dead then and there. The quest of the long lost McGuffin ... turns out to have been a false rumor all along.All the same, somehow, this kind of irony also works against the self-inflicted stigma of immersion because it makes the players feel like they are taking part in something real and messy and mature, not something out of storybook land.

Next, finally: Being immersed and staying cool.

Wednesday, 2 October 2013

It's Not Uncool, It's Normal!

One of the ways to deny the fundamental uncoolness of D&D is to strenuously insist that it's cool. This fuels a perennial struggle to find ways to bend role-playing games into this fiction. And this struggle has gotten harder over time.

I mean, there was a brief time at the start, before it got out in the mass media, when they could make like D&D was some kind of edgy activity that all the beautiful people were doing - something like Fletcher Pratt's or Norman Bel Geddes' chic Manhattan wargames:


And then ... nope, nope, nope...

Floundering ever since the stigma descended on roleplaying games in the 1980's, two escape routes have generally been tried. One is to fight against the shallower definition of "uncool," to try and purge away the fantasy content from a role-playing game. "This game is cool because it's about real things" - or about socially acceptable forms of escapism, anyway. At this task, roleplaying murder mysteries succeed; roleplaying games about rock bands fail (because only 11 year olds imagine themselves as members of a cool rock band); and some other attempts just merit a stunned silence.

Even in the art of roleplaying games we can see the struggle between the desire to go full-on socially uncool and pimp out your game like the ultimate stoner van or Manowar album cover, or to be "mature" and "restrained" and bring it in like a Blue Note sleeve. DCC RPG, in other words, versus Old School Hack or mine own 52 Pages. This may even apply to game mechanics, wherein lengthy tables and baroque calculations represent a certain disregard for the novice, while stripped-down and simple play holds out the hope that you might get Aunt Tillie to play with you yet.

The second escape route is to accept the fantasy scenario but to deny the truly "uncool" thing about roleplaying, the immersion and identification with character. So, we get the comparisons to chess or to improvisational theater. The former implies that it's just a game of strategy played with funny pieces, the latter implies that all the play-acting is not self-indulgent or self-threatening but done with professional control for an enraptured audience.

"We're storytelling!" No you're not. You're collaborating on a story through role-taking and the closest normal-people analogy is when a bunch of drama show writers get together in a room and work out what happens next ... but each of them takes on a part from the show ... and these parts continue year on year ... Really, the only truthful answer is:

"There is nothing else like it."

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!"

Sunday, 29 September 2013

The Fundamental Uncoolness of D&D

Having availed myself of the free download of Gygax and Mentzer's Temple of Elemental Evil last week, I was immediately stopped dead in my tracks by this ... well ... astounding opening salvo:

By any standard of modern game writing this looks overwrought, paid-by-the-word, hamfisted. There's the stumbling glee to get that awful, awful simile out, the blustering admonitions to players and the DM. Fluff phrases abound - "in the near future, and in the far as well"; "a very small part indeed"; "such is a role playing game." Oh boy, do we really need to be told that the module does not need to be played through all in one sitting? Or to "turn now" to a section on the same page?

But after the initial surge of mockery I stopped. Where have we heard this kind of voice before? Let's see...

In the notorious video that came packaged in TSR's Dragonstrike boardgame...


And wherever people lovingly, or not-so-lovingly, mock the D&D experience ...



Indeed, there is magic in the incantatory repetition of stock phrases - a magic that, from the outside, looks like utter tomfoolery. But a sure sign of total commitment to some world-within-a-world is that you feel free to make these literary gaffes, unselfconsciously, encouraging the listener or reader to join you in immersion. 

Think about the kinds of statements that sportscasters make in the heat of the moment, the kind of verbal fluff they put in there to fill time and keep interest going but that don't stand up too well on reconsideration: "The game will be won by the side that scores the most points" and so forth. 

There's even a term for this kind of material in storytelling: the oral-formulaic, epithets and stock phrases intended to keep bards in preliterate societies on point and on the beat. It has a transporting effect when recited as poetry, but put it on the printed page and it seems redundant and quaint, as Miguel de Cervantes observed in Don Quixote:
And of them all he considered none so good as the words of the famous Feliciano de Silva. For his brilliant style and those complicated sentences seemed to him very pearls, especially when he came upon those love-passages and challenges frequently written in the manner of: 'The reason for the unreason with which you treat my reason, so weakens my reason that with reason I complain of your beauty'; and also when he read: 'The high heavens that with their stars divinely fortify you in your divinity and make you deserving of the desert that your greatness deserves.'
The danger in this kind of language and this kind of transportation is of being uncool - losing self-possession and becoming lost in the fantasy world, looking a fool to someone who is not in on the game.

With this in hand we can understand why the Dragonstrike video is there in the game to begin. After all, it teaches no rules; it does not set the atmosphere for the story, so much as tell a version of it. If it exists to promote the game, packaging it inside the box is surely a bad move. No, it is there to advertise the fundamental uncoolness of D&D: the FUDD. Because losing your cool, one way or another, can be intensely fun.

The hammy acting and amateurish effects in that video are not just products of a budget limitation. The High Gygaxian prose is not just a stylistic affectation in need of an editor. Both serve to advertise the FUDD, much as Corman Henley has observed that the risible features of e-mail scams work to deter attention from people who would not fall for them anyway.

Once you understand and accept the FUDD, then many of the arguments and stylistic poses in modern roleplaying take on new meaning. Like pearl around an irritant, a thick layer of defenses has grown around the raw, pulsing shame of the FUDD, often becoming themselves tainted and identified with the uncoolness of the game. Otherwise reasonable people are driven to make statements like "D&D is not a roleplaying game" or dress up their games in cooled-down mid-20th century iconic graphics in their desperation to stave off the FUDD. I'll unpack these defenses more, in the coming days.

"D&D is uncool" - it's a statement as obvious as the nose on your face, yet like your nose, you're rarely aware of it. But what is uncool, or cool for that matter? Dare you follow along, as I spin a tale of how cool evolved - how, over the long years, it made the transformation from a tool of resistance to a tool of repression? For alas, the tale is long and I have not the time or space to tell it all in one go. Instead, gentle reader, stay your impatience until the next installation of our faithful web-log, and time indeed will tell whether or not the tale convinces you!

Excelsior!