Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

Thursday, 29 January 2015

Think of the Former Children

Thankfully most examples of people saying "Childhood ... ruined" are in a jokey, double-entendre-finding, Captain Pugwash kind of vein.

But there are enough people who say it with a tone of outrage (usually about remakes) to get College Humor to produce a point-stretching, heavy-handed video about the phenomenon.

Travis Pitts: Childhood ... improved, actually

As someone who studies moralization I often ask myself why and how the hell people pour outrage into fiction, movies, music or games. I think I can explain this one.

"Think of the children" is the emotional trump card in moral arguments, right? Now, you can't plausibly say that the remakes and reboots and prequels are ruining a generation that never knew the original and may even prefer the new stuff. So by some convoluted twist of psychology and time, you argue that this entertainment product retroactively harms the child that you once were.

I don't know. Maybe you have to accept your own love of imaginative works, here and now, in order to start taking your juvenile enjoyments seriously and critically? In order to break them out of the shrinkwrapped exile where you might consign childhood to eternal nostalgia?

Because if you accept that as an adult you can still enjoy some of the things you enjoyed as a child, you should also give your maturity its due, and accept that you might no longer enjoy some of those things, and value coming to understand why.

UFO stands the test of time (plot and character, not costumes, natch).


The Planet of the Apes cartoon does not.


So I can take remakes on their merits (for example, the current Apes arc, which updates everything nicely while keeping just enough of the preposterousness and Heavy Lessons of the original). I'm happy to have parts of my "childhood ruined," if that means that I can have other parts of it validated.

Monday, 21 July 2014

Checklist For a Middlebrow Media Piece on D&D in 2014

HOW TO START

[  ] Receive Wizards of the Coast press release from editor, noting "40th anniversary" and "New Edition."

[  ] Write keystone paragraph on this basis, consulting universal trend story template 44B, "Hip to Be Square."

IN SOME ORDER, INCLUDE MOST OF THESE

[  ] Recall either: A: dim memories of your own high school campaign;  B: those weird kids playing in the corner of the student center

[  ] Note nerd stigma

[  ] YET! IT IS NOW HIP TO BE SQUARE: mention two or more trends from list: Peter Jackson films, World of Warcraft, "Game of Thrones", Community 

[  ] Note satanic panic

[  ] Disseminate, without exactly dispelling, one further stigma from list: no girls play; mental instability; steam tunnel high jinks; table play in costume; game revolves around killing and stealing

[  ] Recite cool and successful people who have played, including at least three of: Vin Diesel, Stephen Colbert, Junot Diaz, any big name SF/fantasy author, anyone from D&D With Porn Stars

[  ] Google "history of D&D", follow link to Amazon, read two pages of Playing At The World, glaze over, fill in facts from Wikipedia instead

[  ] Describe play, including funny dice/DM control/player freedom, complex rules/wild imagination, obsession with achievement/no way to win; point out paradoxes if writing high-middlebrow

[  ] Illustrate with dice, figures, nerds, game art in some combination

[  ] Cite/invent benefits of playing including creativity, literacy, numeracy, problem solving, preparation for an increasingly surreal "real" world predicated on escapism and self-invention, favorable comparison to video games

[  ] Find parent teaching their kid to play, or be that parent; makes good "face to the future" closer

Friday, 20 December 2013

Hey, It's Metafilter

So I got aggregated. So, yeah ....

It's the home of the fantasy heartbreaker that has attained self-awareness.



D&D is fundamentally uncool. Viva Quijote!


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, 26 June 2012

D&D Unified

In a place
where edition
wars against edition
one thing
can unite us:
the certain knowledge
that this
is going to suck.
Badly.


Monday, 27 February 2012

He Speaks!

FOR SO IT IS ORDAINED



EVERY DUNGEON MASTER



MUST TALK IN A SILLY

 
ANGLO-AMERICAN*




DINNER THEATER ACCENT

* or Anglo-Australian

Tuesday, 28 September 2010

D&D in The New Yorker

There's a short story by Sam Lipsyte in this week's New Yorker that takes as its setting a dysfunctional high school D&D campaign sometime in the Old School Era. You can also read a short interview with the author (he's not much of a gamer these days.)

There will now be a short pause so you can read the story.
Well, that was certainly one way to work D&D into the perennial theme of American literature: success and failure according to the American dream.

The Varelli kid is a dick DM, a killer DM. His campaign is brutal, his mental health questionable, and he verbally abuses his players. But his players also bring failure on themselves again and again, doomed by their greed or overconfidence or inability to cooperate or undeserved hope they'll get a break. Given the chance to play in a more placid and rewarding campaign, the narrator feels like he doesn't really fit in, and has this wistful reflection:
We fly dragons, battle giants, build castles, raise armies and families and crops. But something is missing. No goblin child will shank you for your coin pouch. You’ll never die from a bad potato.

Out of context, sure, you might take this as evidence that Lipsyte gets the appeal of high-risk, high-grit old-school gaming. But the real message is more bleak: that style of game is preparing all its players and its DM, accurately, for their predestined and self-inflicted life (or death) as losers. In fact, strike one against the story is its cliched epilogue, where "loser" translates literally to "flipping burgers" and "crazy loser" translates, a la Dark Dungeons, to "death by hanging." Strike two (working backwards) is the ham-handed way Lipsyte muffs the climax, dead baby sister and all. We'll call it a foul that HAY THE GUY WHO PLAYS AN INCOMPETENT THIEF IS IN REAL LIFE AN INCOMPETENT THIEF.

But in spite of all this, the story reaches a base on balls for its accurate portrait of a bad D&D campaign, and its matter-of-fact approach to the game as something that is not necessarily seriously screwed-up - it's just more interesting to write about a group that is.

Even more entertaining is the metafilter comments thread, where blogger Malcolm Sheppard (mobunited) weighs in on his old-school campaign, edition wars creep in like the inevitable green slime, and we're treated to an account of how ex-Crips do roleplaying games. (As it turns out, with a strong sense of teamwork learned from their gang experience.)

While we're in this literary mood, please do visit the Huge Ruined Pile and get in on the ground floor of Scott's gargantuan, year-long fantasy author elimination cagematch.