I have had my own bloody relationship with Nixon for many years, but I am not worried about it landing me in hell with him. I have already been there with that bastard, and I am a better person for it. Nixon had the unique ability to make his enemies seem honorable, and we developed a keen sense of fraternity. Some of my best friends have hated Nixon all their lives. My mother hates Nixon, my son hates Nixon, I hate Nixon, and this hatred has brought us together.
Nixon laughed when I told him this. “Don’t worry,” he said, “I, too, am a family man, and we feel the same way about you.”
It was Richard Nixon who got me into politics, and now that he’s gone, I feel lonely. He was a giant in his way. As long as Nixon was politically alive – and he was, all the way to the end – we could always be sure of finding the enemy on the Low Road. There was no need to look anywhere else for the evil bastard. He had the fighting instincts of a badger trapped by hounds. The badger will roll over on its back and emit a smell of death, which confuses the dogs and lures them in for the traditional ripping and tearing action. But it is usually the badger who does the ripping and tearing. It is a beast that fights best on its back: rolling under the throat of the enemy and seizing it by the head with all four claws.
That was Nixon’s style – and if you forgot, he would kill you as a lesson to the others. Badgers don’t fight fair, bubba. That’s why God made dachshunds.
Like its hero “Iron Man” takes false steps, stumbles, and even occasionally crashes, yet quickly recovers its footing.
The reason it’s so nimble is that director Jon Favreau (“Elf,” “Zathura”) and his fleet crew of actors grasp the action-fantasy premise and treat it with the looseness and sharpness of improvisational comedy. (Favreau himself has worked out with The Groundlings troupe in Los Angeles from time to time.) It’s difficult to tell how much of what they’re doing is taken directly from the script (credited to four writers, and who knows how many others labored behind the scenes), but even when they’re reciting somber dialog-bubble exposition, they treat it the way an improv actor would: smoothly feeding information into the scene, building a foundation on which everybody can work, and play.
“Alas,” said the mouse, “the world gets smaller every day. At first it was so wide that I ran along and was happy to see walls appearing to my right and left, but these high walls converged so quickly that I’m already in the last room, and there in the corner is the trap into which I must run.”
“But you’ve only got to run the other way,” said the cat, and ate it.
Character sheets [g+ backpost]
Shelving away a bunch of character sheets from the dungeon crawl we had in spare evening in India. I have quite a few character sheets from the last few years that I’ve hung onto. It makes me think of two things:
Firstly, I’d like it if more games that are aimed at one-shots did away with the character sheet. and explored more elegant ways to provide that function. This is both for the in-game vibe, and also to produce a single memento of the single shared experience, rather than a dog’s dinner of half a dozen identically printed sheets with minimal personalisation. I can point to The Quiet Year as a great example of success here, as we walk away with a single map which epitomises the collective session of play. Meaningful and potent.
Secondly, I’m ready again to play a game for long enough that a character sheet does have meaning; equipment aggregated and refined, character changes encoded, nicknames, mottos, pieces of history and reminders of ambitions dotting up the Notes page. I want to get sentimental about a character sheet. Somehow it feels that I can only get sentimental about the sheet if the play extends over many sessions, making the sheet the artifact of play that ensures continuity, that brings us back into the ritualised space.
The Foxden Project Episode 3
In which Alex and I struggle with Indian culture, the cult of factuality and substandard audio equipment. Forgive the occasional garbling and enjoy our Indian intellectual adventure! Oh, and also I rant about The Hobbit for about 20 minutes…
It’s hell writing and it’s hell not writing. The only tolerable state is having just written.
When we talk about the brain, we have to choose between one of two models. When we describe or try to understand anything whatsoever, we do it by likening it to something else we think we already understand better. There are only two models available for the brain: the machine and the person. In the end we don’t have a language specifically for hemispheres. We only have the language we developed for people or for machines. Using the machine model is an approximation: so is the person model. A single hemisphere is capable of sustaining human life – and therefore being involved in the processes of ‘wanting’, ‘aiming’, ‘desiring’, ‘liking’, having ‘values’ – this is no more of a distortion than pretending it is simply a machine. When we see two hemispheres in the same person treating things quite differently – clearly valuing and favouring some things more than others – as can be seen in split-brain subjects, for example, it is almost perverse not to allow one to speak of the hemisphere as at least having some of the qualities of the person that relies on it. The fact is that we don’t know what sort of thing the brain is – or even what a single neurone is. The neurone is often modelled as a wire or a chip: however it is a vastly complex self-regulating partially autonomous system, with tens of thousands of channels and ports interacting with one another and the whole context of the body in which it lies, manufacturing, transmitting – it isn’t fully modelled as a wire or chip. Much is left out. Still less is the whole brain fully modelled as a machine.
‘Plenty of things that are certain are mutually contradictory; plenty of things that are false contain no inconsistency. Contradiction is not a sign of falsehood, nor the lack of contradiction a sign of truth.’
I have some sympathy with McGilchrist’s claim that there is a growing tendency to decontextualise knowledge, to think of the parts as more important than the whole, which is often regarded as no more than the sum of the parts, to substitute information for knowledge. But this is only one side of the story. Another trend, equally important, is the downgrading of reason, the celebration of tradition, intuition and myth, the glorification of the holistic, the organic and the local. If we are forced to use McGilchrist’s terminology and imagery, we might say that the problem is not that the left hemisphere has control over the right but that there has been a tendency to develop both ‘left hemispheric thinking’ and ‘right hemispheric thinking’ in isolation and that both are, in isolation, equally troublesome. Or to put it anther way, the problem is increasingly that reason has become mechanistic, contextualisation anti-rational.
Game report: The Quiet Year [g+ backdrop]
I’m in Goa on an intensive tai chi course. And I mean intensive! The practice is dragging up pieces of people’s buried past, awakening spine-archived lsd to engender days in an acid haze, generally reconnecting people with weird energy flows and uncomfortable truths. All by waving your arms around in circles and paying attention to your body. Crazy.
So of course, I decide to introduce a story game to unwind. Specifically The Quiet Year, which seems apropos because a significant portion of the course are going on to build a retreat in Guatemala where they will live, and that a general “critique of civilisation” vibe abides. We played it outdoors in a hippy vegetarian cafe space, and then on the front porch of our pal’s room once we were kicked out at 11pm. We finished the game about half-one am – the latest night out on the course so far! The group was a mix of people with trad gaming experience, no gaming and more new-skool design.
Firstly, the game is excellent. The design is elegant, tight and achieves what it needs to do. The physical elements are beautiful and fit the tone of the game perfectly, and the instructions are straightforward and accessible. We had some issues with the game, but they were purely of our own making.
The game was set in a tropical coastal setting not unlike our current surroundings. We aimed to increase the realism and impact of the game by doing so, but in retrospect the ‘mysterious jungle’ quality of it may have begun the road towards gonzo strangeness and mystery. You’ll see how that goes presently. I’m going to focus on the issues we had with the game, and skim over the game content (you had to be there), but these are no slight on the game. I think it might be useful for others to hear about.
What we got right:
-lots of use of the map, which became very rich.
-identifying and speaking for different factions
-extensive use of contempt, signifying our feeling for the community
What we got wrong
–trying to bite off too much within actions: discoveries, and also group discussions. It seemed to take a long while for some members to get that discussion was just to share an opinion, not to introduce facts or determine outcomes. I don’t know why this was, I had to re-explain it nearly a dozen times. Perhaps I’m just bad at explaining. Anyway it’s fundamentally a restraint issue, which the text does point to, but we still had issues with. Never with projects, perhaps because people were aware of the collective time demands consensus needed.
–table talk. I made a bad call at the start of the game: Six people were around the dinner table, all wanted to play. I offered to step out as facilitator, but one couple were keen to be playing as a pair, and another guy thought he might leave early and suggested pairing with me, so that’s what we did – two pairs and two singletons. It turned out to be a bad idea, as it made debate, especially in the other pair, inevitable, with that debate inevitably churning up speculative facts and reactions to other actions that the game is designed to address in other ways.
–overcomplicated following-story approach – a prophecy, something happening on this particular day with that particular person. From my point of view, there was a certain amount of ‘forcing’ the game to be about features that one player/pair found interesting, not maliciously but through enthusiasm/commitment.
–slow gos – related to all of the above. At one point late in the game virtually froze, with one member of the other couple unwilling to take their turn because they wanted to get it right. We basically sat there for 10 minutes, and every encouragement of “there’s no wrong move” “better to do anything than nothing” and “we need to keep this rolling, guys” was met by an affirmation and then back to perusing the mat.
– your standard absurdity curve – the supernatural dial just kept creeping up, and in fact it wasn’t so much supernatural as increasingly cartoonish. I think the instructions warn the facilitator to jump on this, but I didn’t; it was hard to detect the saltational steps (although the possessed possible ‘chosen one’ somehow guzzling the communities year’s supply of jungle honey, swelling to house size as he did so, was probably the moment!)
Even though the session suffered from these factors, we all enjoyed the game a lot, and several players are keen to play it again soon, maybe multiple times. Some are amateur game designers (more in the board/card field) whose minds were blown by the types of mechanics involved. Happy days, and kudos to Joe.
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Oh, and I have a specific contempt question that I took to storygames