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		<title>Gender in Apocalypse World</title>
		<link>http://ludosofy.wordpress.com/2011/10/25/gender-in-apocalypse-world/</link>
		<comments>http://ludosofy.wordpress.com/2011/10/25/gender-in-apocalypse-world/#comments</comments>
		<pubDate>Tue, 25 Oct 2011 14:59:08 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[role-playing]]></category>
		<category><![CDATA[apocalypse world]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[lumpley games]]></category>

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		<description><![CDATA[I&#8217;ve recently been playing Apocalypse World in our weekly playing session. It is a generally good game, at least if you prefer the style: violent, apocalyptic, sexy (certainly the first two, not necessarily the last one). It is also interesting when it comes to issues of gender. And it is definitely gender, not sex, that [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=250&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently been playing <a title="Apocalypse World by D. Vincent Baker" href="http://apocalypse-world.com/" target="_blank">Apocalypse World</a> in our weekly playing session. It is a generally good game, at least if you prefer the style: violent, apocalyptic, sexy (certainly the first two, not necessarily the last one).</p>
<p>It is also interesting when it comes to issues of gender. And it is definitely gender, not sex, that is in question. Let me elaborate by describing the character creation process:</p>
<p>You choose a name for the character from a list of names provided. Most of them are simply absurd enough to be gender neutral &#8211; like objects from a time past, with purpose long forgotten. I&#8217;m also told Baker plays around a bit with this in his writing, playing around with gender assumptions. I chose the name last in creating a character, but opted for &#8220;Man&#8221;, adding &#8220;the&#8221; to it after consulting the other players.</p>
<p>A bit later in the character creation you choose what your character looks like. This is also where gender is defined, so it is simply cast as a question of appearance. This is highlighted by the choices available:</p>
<p>Most characters can choose from three of the most common ones: man, woman and transgressive. Some have additional options of concealed and ambiguous, and one the character types can also choose androgynous. This is a surprisingly wide variety to choose from. I chose &#8220;woman&#8221;, wanting to see how a strong female character would fare in a world gone bad. I have a weakness for irony, so this is also why I chose the name.</p>
<p>Apocalypse World has rules dealing with sex &#8211; not the act itself, but for the game mechanical consequences. Usually this is a simple (but well thought out) benefit to one or both of the characters, usable later in the game. The game is also neutral with issues of sexuality: there is no <a title="Wikipedia: heteronormativity" href="http://en.wikipedia.org/wiki/Heteronormativity" target="_blank">heteronormative</a> bias to be found. Sex is a free-for-all.</p>
<p>But the game is hardly free of gender-related issues. One of the character classes players can choose is battlebabe. While you can choose a male battlebabe, it is clearly created as female stereotype (after all, it is battleBABE). As an example of their abilities: battlebabes get more armor the less clothes they wear. It is not the only character type that uses sexuality as a tool, but it is the one that is most clearly gender-stereotyped.</p>
<p>It is not very subtly done, but then again, Baker isn&#8217;t known for his subtlety. I&#8217;m sure he didn&#8217;t set out to create a more gender-balanced game than rpg&#8217;s usually are, but the results are generally not that bad.</p>
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		<title>Dungeons &amp; Discourse</title>
		<link>http://ludosofy.wordpress.com/2011/09/23/dungeons-discourse/</link>
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		<pubDate>Fri, 23 Sep 2011 16:00:58 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[role-playing]]></category>
		<category><![CDATA[actual play]]></category>
		<category><![CDATA[dungeons & discourse]]></category>
		<category><![CDATA[play report]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=252</guid>
		<description><![CDATA[I&#8217;ve had a play report on a Dungeons &#38; Discourse game we played last year lying around on my computer for over an year now. I thought I might finally post it online. Unfortunately, it is in Finnish. More info after the cut. Luolia ja Diskursseja Dungeons &#38; Discourse esiintyy nettisarjakuva Dresden Kodakissa. Siinä filosofian [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=252&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve had a play report on a Dungeons &amp; Discourse game we played last year lying around on my computer for over an year now. I thought I might finally post it online. Unfortunately, it is in Finnish. More info after the cut.</p>
<p><span id="more-252"></span></p>
<p><span style="font-family:Arial,sans-serif;"><span style="font-size:medium;">Luolia ja Diskursseja</span></span></p>
<p>Dungeons &amp; Discourse esiintyy nettisarjakuva Dresden Kodakissa. Siinä filosofian ja tieteen teorialla varustetut sankarit seikkailevat korkealentoisissa ympäristöissä, joissa lohikäärmeet korvataan p-zombeilla, solipsisteilla ja neoluddiiteilla. Tarina kuvaa roolipeliä, mutta ei perustu mihinkään todelliseen peliin. Ropecon 2010 tarjosi tilaisuuden kääntää tilanne toisin päin ja pelata roolipeliä luolien ja diskurssien maailmassa. Peliin käytettiin Donjonin systeemiä, jotta kaikki pelaajien villit ajatukset pääsisivät oikeuksiinsa: Donjonissa pelaajat saavat varsin paljon kerrontavaltaa.</p>
<p>Pelaajat valitsivat valmiista hahmoista pelattavakseen <strong>Albert Plancktonin</strong>, kvanttimanserin ja teoreettisen fysiikan mestarin; <strong>René von Helsingin</strong>, p-zombin tappajan ja kartesiolaisen dualismin harjoittajan; <strong>Siegfried Youngin</strong>, egomanserin ja psykoanalyytikon; ja <strong>Karl Trotskyn</strong>, proletaarin sankarin ja marxilaisen retoriikan taitajan.</p>
<p>Seikkailun lähtökohta oli perinteinen: Scientian valtakunta oli vaarassa, sillä kammottava velho <strong>Der Rida</strong> piti hallussaan Virheiden Lähdettä. Lähteen avulla hänen pahat postmodernistinsa saattoivat kaiken tieteellisen tutkimuksen vaaraan. Seikkailijoille myytiin varusteita ja sitten heidät jo potkittiin pois kaupungista Der Ridaa voittamaan.</p>
<p>Ensimmäinen askel Der Ridaa vastaan otettiin pian vastaan tulleessa post-apokalyptisessa kaupungissa. Sen ainoa ehjä rakennus oli postmodernistien täyttämä Starbucks. Siegfried käytti ovelasti heihin psykoanalyyttisia taitojaan ja postmodernistit alkoivat kaivata takaisin symboliseen kohtuun, eli Der Ridan luolaan.</p>
<p>Seikkailijat seurasivat postmodernisteja, kunnes nämä katosivat freudilaiseen sienimetsään. Postmodernistit katosivat näkyvistä, mutta tattien ja kumpujen seasta löytyi tupakkaa polttavia keijuja ja heitä ahdistelevia kreationisteja. Kreationistit protestoivat keijujen edessä ja polttivat paheellisen näköisiä sieniä. He kantoivat kylttejä, joissa luki iskulauseita, kuten ”God Hates Fairies!”, ”God Hates Fags!” ja ”1 Moos. 9:20-21”.</p>
<p>Uskonnollinen kirjallisuus osoittautui vaaralliseksi, sillä kreationistit yrittivät takoa seikkailijoihin järkeä raskailla raamatuillaan. Heidät kuitenkin lannistettiin: Albert kiskoi etävaikuttamisella kyltin keijuja uhanneen kreationistin käsistä. Samalla Siegfried osoitti yhdelle kreationisteista, miten Raamattu edustaa hänelle miehisen falloksen valtaa, saaden kreationistin luopumaan inhoten raamatustaan. Kun Karl vielä järjesti keijuille luxemburgilaisen seksuaalivallankumouksen, vapauttaen heidät kreationistien uhasta, jäivät kreationistit metsän siimeksiin marssineiden keijujen jalkoihin.</p>
<p>Seikkailijat jatkoivat matkaa ja sienimetsä muuttui merkitykseltään epämääräisiksi aroiksi. Aroilla kuului etäistä koirien haukuntaa ja kellojen kilinää, mutta toistaiseksi Pavlovin koirat pysyivät loitolla. Aroilta löytyi symbolisesti murtunut torni, jonka kautta kulki reitti Virheiden Lähteelle.</p>
<p>Torni ei kuitenkaan ollut tyhjä, vaan siellä vaani p-zombeja. P-zombit kaatoivat kirjahyllyjä tornin sisäänkäyntien eteen, jotta seikkailijat eivät pääsisi pakoon. Psykoanalyyttinen teoria kuitenkin pelasti seikkailijat: zombit alkoivat aivojen sijaan himoita jäätelöä ja rynnivät itse kaatamiensa kirjahyllyjen läpi etsimään sitä.</p>
<p>Seikkailijat avasivat tornin lattiassa olevan luukun ja paljastivat kellarissa odottavan kauheuden: itse epäkuollut <strong>Pavlov</strong> kalisutti suurta kelloa, kutsuen koiriaan. René kuitenkin toimi nopeasti ja käytti kartesiolaista dualismiaan, yhdistäen Pavlovin sielun takaisin hänen ruumiiseensa. Karl käytti tilaisuutta hyväkseen ja osoitti marxilaisella retoriikallaan Pavloville, miten hänen omaisuutensa tulee paremmin käytetyksi, jos se on yhteistä. Pavlov jakoi omaisuutensa seikkailijoille.</p>
<p>Yksi Pavlovilta löytyneistä esineistä oli <em>Unien tulkinta</em>. Se osoittautui myöhemmin hyödylliseksi, kun Siegfried käytti sitä selvittääkseen pidemmälle jatkuneen luolan eri käytävien päätepisteitä. Hän tulkitsi luolan suunnittelijan alitajuntaa ja sai selville, miten Der Ridan löytää.</p>
<p>Der Rida istui keskellä luolaa työpöytänsä ääressä ja kirjoitti postikortteja. Seikkailijat nähdessään hän muuntautui lohikäärmeeksi, kommentoiden samalla kuivasti lohikäärmeiden roolia länsimaisen fiktion antagonisteina. Varjoista astui esiin postmodernisteja. Der Ridan takana Virheiden lähde valui lattialle ristiriitaisia matemaattisia symboleja.</p>
<p>Taistelu Der Ridaa ja postmodernisteja vastaan oli tiukka. Postmodernistit vahvistivat joukkoaan tekemällä kirjallisuusviittauksia toisiinsa. René ampui Der Ridaa hänen symboliseen akilleenkantapäähänsä. Samaan aikaan postmodernistit vahingoittivat häntä purevalla sarkasmillaan. Albert kuitenkin latisti sarkasmin kaksiulotteiseksi. Siegfried hyökkäsi Der Ridan kimppuun feminismillä, mutta Der Rida esti hyökkäyksen fallogosentrismillään.</p>
<p>Albert heitti Der Ridaa singulariteettikranaatilla, mutta se lensi ohi ja laskeutui Der Ridan työpöydälle. Singulariteettiräjähdys yhdisti kaikki Der Ridan teokset, synnyttäen <em>Platonin différance postikorteista grammatologiaan</em>. Sillä aikaa Siegfried poimi repustaan painepesurin ja suuntasi sen Virheiden lähteeseen lannistaen sen fallisella vesisuihkulla. Der Ridan voima tuntui heikentyvän. Albert suuntasi Virheiden lähteeseen invarianssikentän.</p>
<p>Karl lähestyi heikentynyttä Der Ridaa ja osoitti kansan tahdon lyömällä Der Ridaa lapiolla otsaan. Der Rida ja postmodernistit talttuivat ja varjoista laahusti p-zombeja syömään heidän aivonsa. Virheiden lähde ehtyi lopullisesti ja seikkailijat palasivat Könisbergiin keräämään mainetta, kunniaa ja nimekkäitä julkaisuja.</p>
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		<title>Post-Mortem: Tyhjyys joka meidät yhdistää (The emptiness that binds us)</title>
		<link>http://ludosofy.wordpress.com/2011/09/18/post-mortem-tyhjyys-joka-meidat-yhdistaa-the-emptiness-that-binds-us/</link>
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		<pubDate>Sun, 18 Sep 2011 12:18:47 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[actual play]]></category>
		<category><![CDATA[role-playing]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[heimot]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=222</guid>
		<description><![CDATA[Recently, a two-year long campaign ended. With 53 evenings spent playing, it is the longest game I&#8217;ve been involved in. We played Heimot, a Finnish science fiction game (it would be &#8216;Tribes&#8217; in English, but that name is already taken). With a strong game master influence and a narrative focus it is a traditional game in [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=222&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Recently, a two-year long campaign ended. With 53 evenings spent playing, it is the longest game I&#8217;ve been involved in. We played <a title="Homepage of Heimot, in Finnish" href="http://rinki.net/heimot/" target="_blank">Heimot</a>, a Finnish science fiction game (it would be &#8216;Tribes&#8217; in English, but that name is already taken).</p>
<p>With a strong game master influence and a narrative focus it is a traditional game in many senses. Even the rules used in Heimot tend towards the old-school. They are also contradictory and unsatisfying in many cases, so we made some adjustments and hand-waving as we played.</p>
<p>I was the game master, so I spent significantly more than the once-a-week session thinking about the game. With two years of narrative baggage it started feeling like work towards the end. It wasn&#8217;t easy trying to make everything fit together so that the ending would be satisfactory. The ending (or the game in general) wasn&#8217;t perfect, but I&#8217;m mostly satisfied with it. The themes in the game came from both my interests and player input. I&#8217;m too biased to evaluate in what ratio this happened, but I tried to take into account my players&#8217; wishes.</p>
<p>I think the main themes in the game were religion, transhumanism (cloning, nanotechnology) and the threat of the unknown. Religion was part of the game through one of the characters, who was deeply religious. There was also stuff about prophecies, a messiah and one of the alien races in the game played the role of guardian angels (and Deus ex Machina, in a couple of cases).</p>
<p>Nanoviruses were a recurring threat in the game. There was also a clone army, and one the characters was an original prototype of those clones. He was also resurrected with advanced technology. Another character was created from millenia old DNA by the guardian aliens and later become a messiah-type character, binding the two themes of technology and religion together.</p>
<p>Apart from the nanoviruses, the threat of the Swarm was a constant source of conflict. The Swarm is a Starship Troopers type of a insect-race that had almost wiped away humanity in the games mythical history. In our campaign they returned, and from small personal combat against the PC&#8217;s to the wiping away of most of humanity, they were the main antagonist. They were also mostly unknown: nobody knew what they wanted, where they were and what were they going to do. Their motives were never made clear &#8211; they were more like a force of nature or a monster of a horror story, simply killing.</p>
<p>One of the ways I tried to create continuity in the game was reintroducing the same NPC&#8217;s again in different roles and situations. They developed  as the PC&#8217;s grew. Some that ended being the friends of the PC&#8217;s were very important people at the end of the game. They were also far from perfect, having weaknesses and personal, selfish objectives. There were some NPC&#8217;s that were simply against the PC&#8217;s but these were rare. Some were both enemies and allies at times. Most just wanted to achieve their own goals and were willing to work with the PC&#8217;s when it was convenient.</p>
<p>At times this attempt at narrative continuity strained the limits of credibility: there are only so many times you can meet the same person while traveling the endless space. But I decided that this was an acceptable prize to pay, since this is how stories are built: with fortunate and unfortunate coincidences.</p>
<p>There was no story when we started playing. I simply took what the players did and asked me to include in the game and combined it with what I wanted to see in the game. Slowly the pieces came together in a mostly consistent way and we had a story that was built piece by piece, usually a game-session or two beforehand.</p>
<p>There were three seasons of the game, with small pauses in between, usually both in- and offgame. As the game progressed, the PC&#8217;s became more important, their allies (and enemies) rose in the ranks of their respective organizations and the conflicts became more far-reaching. In the beginning the PC&#8217;s tried to figure out how to make enough business to pay for the gas for their space ship; in the end they decided how humanity faced an impending genocide.</p>
<p>This also affected the way conflicts were framed. In the beginning they were personal and close: bargaining for profits, shooting at space robbers and such, but in the end of the campaign they become political and far-reaching. This also meant that most conflict in the end of the campaign was social, handled through dialogue. Some times we rolled dice for this, often we did not, depending which seemed better.</p>
<p>A transcript of the game will soon be available, after some editing from me and my players. Unfortunately it is available only in Finnish, because that&#8217;s how I wrote things down and there is too much of it for me to translate.</p>
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			<media:title type="html">ludosofy</media:title>
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		<title>About Randomness in Role-Playing Games</title>
		<link>http://ludosofy.wordpress.com/2011/08/26/about-randomness-in-role-playing-games/</link>
		<comments>http://ludosofy.wordpress.com/2011/08/26/about-randomness-in-role-playing-games/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 08:52:57 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[role-playing]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[contingency]]></category>
		<category><![CDATA[randomness]]></category>
		<category><![CDATA[role-playing games]]></category>
		<category><![CDATA[stochastic]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=210</guid>
		<description><![CDATA[When randomness in role-playing games is discussed, it usually means analysis of specific dice-mechanics. And since most rpg&#8217;s employ dice, it is a useful pursuit to try to understand the interplay of the mechanics and how they affect role-playing. But dice are not the only source of randomness, nor are the usual substitutions for them [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=210&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When randomness in role-playing games is discussed, it usually means analysis of specific dice-mechanics. And since most rpg&#8217;s employ dice, it is a useful pursuit to try to understand the interplay of the mechanics and how they affect role-playing. But dice are not the only source of randomness, nor are the usual substitutions for them &#8211; cards or such.</p>
<p>In fact, there are four types of randomness in role-playing games:</p>
<ol>
<li>Stochastic</li>
<li>Performative</li>
<li>Social</li>
<li>Semiotic</li>
</ol>
<p>Dice and cards go in the first category of <a title="Wikipedia: Stochastic" href="http://en.wikipedia.org/wiki/Stochastic" target="_blank"><strong>stochastic</strong> </a>randomness, meaning randomness created by non-deterministic processes. The exact definition is unimportant, in this context it refers mostly to dice and related objects. Most games employ these mechanics, because they create uncertainty and thrill. Dice are usually outside the domain of the game master, and so even if the game includes one, s/he can enjoy the uncertainty created by these mechanics. Stochastic randomness can be analysed using probability.</p>
<p><strong>Performative</strong> randomness is the one most familiar from sports. In rpg&#8217;s it is mostly used in live-action role-playing. Performative randomness is best portrayed by the question: Can you succeed in it this time? Even world-class athletes don&#8217;t always succeed perfectly, and this gap between optimal performance and actual performance creates the uncertainty discussed here, performative randomness. Performative randomness is created by the uncertainty of human actors in performing constantly at their peak. An example that used performative randomness in table-top role-playing is <a title="Stalker, in Finnish" href="http://www.burgergames.com/stalker/" target="_blank"><em>Stalker</em></a>, a Finnish science-fiction role-playing game. It has a system where the game master estimates the probability of success based on the capabilities of the character and the description/strategy of the player. The latter part could be seen as performative, with better player performance rewarded by the system. Some forms of reward mechanics in table-top rpg&#8217;s can also be seen as being part of this category: people don&#8217;t constantly play at their peak ability (or effort), so rewarding what is considered good play (whatever this is to the players involved) measures performance.</p>
<p>Role-playing games are a social activity and this social interactions creates <strong>social</strong> randomness. Even games with no stochastic randomness can be quite unpredictable in practice when there are several human players involved. Examples include <a title="Nobilis" href="http://eos-sama.com/nobilis/index.html" target="_blank"><em>Nobilis</em></a>, which is one of the most unpredictable games I have played, yet having no dice or other forms of stochastic randomness. The characters played are very potent forces in the world, so the choices made by the players affect others in great measures. (Don&#8217;t like <em>that mountain</em>? Throw it away. The concept of racism offends you? Obliterate it.) In any game with more than one player, there is social randomness created by the players&#8217; interaction. This is one of the greatest sources of fun in rpg&#8217;s.</p>
<p><a title="Wikipedia: Semiotics" href="http://en.wikipedia.org/wiki/Semiotics" target="_blank"><strong>Semiotic</strong></a> randomness is theoretically very interesting, yet most games do away with it, and players try to eliminate it from their games. It is created by the uncertainty of interpretation. A statement about the game can be usually interpreted in several different ways. Players use the context the figure out what was meant by some statement, but this is not always perfect. Different interpretations persist until they come into clash, and they are negotiated so that the game can continue. For example, someone may state that the way to another place in the game  is long. What that means is ambivalent, but possibly obvious from the context. If it simply means that the <em>way is too long to travel </em>then it is irrelevant how long it actually is. But if at some point it suddenly becomes necessary to travel that journey it must be decided just how long the way is.</p>
<p>Because semiotic randomness is so rare, it is interesting when it is actually employed as a game mechanic. The <a title="Home of Vi åker jeep and jeepform" href="http://jeepen.org/" target="_blank">jeepform</a> game <a title="jeepen.org, No Sign of Alex" href="http://jeepen.org/games/alex/" target="_blank">No Sign of Alex</a> uses &#8220;different perspectives, truth, misunderstandings, (mis)interpretations, mis- and disrememberings&#8221; to create interesting play. There are not set truths to figure out. Instead, the game focuses on how things are remembered, and since the past is created in-game, how things are interpreted. No Sign of Alex is a rare example; using semiotic randomness in games is hard. But it can still be a tool to create interesting play.</p>
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		<title>Crowded gaming</title>
		<link>http://ludosofy.wordpress.com/2011/08/24/crowded-gaming/</link>
		<comments>http://ludosofy.wordpress.com/2011/08/24/crowded-gaming/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 12:09:14 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[role-playing]]></category>
		<category><![CDATA[kvat]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=204</guid>
		<description><![CDATA[One of the pillars of our role-playing hobby has been the space provided by the student village. We have been able to use increasingly larger rooms as the amount of players has increased over the years. Recently, we lost our best rooms yet to a kindergarten, or more accurately, to money. They were able to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=204&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One of the pillars of our role-playing hobby has been the space provided by the student village. We have been able to use increasingly larger rooms as the amount of players has increased over the years. Recently, we lost our best rooms yet to a kindergarten, or more accurately, to money. They were able to pay rent, we can&#8217;t. Therefore, we were downgraded to a smaller space, ill-suited for our purposes. The timing is doubly unfortunate, since this is the time of the year new students usually find their way to us, increasing our numbers still. This year, we may be forced to turn some players away, since we simply don&#8217;t have space.</p>
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		<title>Ropecon and a new Finnish fantasy role-playing game</title>
		<link>http://ludosofy.wordpress.com/2011/08/01/ropecon-and-a-new-finnish-fantasy-role-playing-game/</link>
		<comments>http://ludosofy.wordpress.com/2011/08/01/ropecon-and-a-new-finnish-fantasy-role-playing-game/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 19:50:14 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[role-playing]]></category>
		<category><![CDATA[bliaron]]></category>
		<category><![CDATA[ropecon]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=201</guid>
		<description><![CDATA[Ropecon was just last weekend and a friend of mine, the writer of Cafe Lax, published a role-playing game there: Bliaron. Apparently it sold quite well. It is written in Finnish and the book looks really good. The setting is a bronze-age fantasy land, with a strong emphasis on magic. There are also political undertones [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=201&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a title="Ropecon 2011" href="http://www.ropecon.fi/pmwiki/index.php/2011/2011" target="_blank">Ropecon</a> was just last weekend and a friend of mine, the writer of <a title="Cafe Lax" href="http://cafelax.wordpress.com/" target="_blank">Cafe Lax</a>, published a role-playing game there: <a title="Bliaron" href="http://www.northernrealms.net/blogi/pelit/bliaron/" target="_blank">Bliaron</a>. Apparently it sold quite well.</p>
<p>It is written in Finnish and the book looks really good. The setting is a bronze-age fantasy land, with a strong emphasis on magic. There are also political undertones about who gets to use it. The world is also animistic, with everything consisting of spirits that the mages then try to influence.</p>
<p>The game is very rules light, while being very traditional in style, with a game master and the rest playing characters each. The game is probably particularly suitable for new players, but if it sounded interesting I suggest you pick it up and give it a try.</p>
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		<title>Games in galleries</title>
		<link>http://ludosofy.wordpress.com/2011/05/09/games-in-galleries/</link>
		<comments>http://ludosofy.wordpress.com/2011/05/09/games-in-galleries/#comments</comments>
		<pubDate>Mon, 09 May 2011 08:10:17 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[no quarter]]></category>
		<category><![CDATA[nyu game center]]></category>
		<category><![CDATA[smithsonian]]></category>
		<category><![CDATA[the art of video games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=197</guid>
		<description><![CDATA[Galleries aren&#8217;t waiting for games to be accepted as art by critics, but seem to have made the choice themselves already. For example, The Smithsonian American Art Museum is hosting The Art of Video Games. Also, the NYU Game Center is holding the second annual exhibition of games No Quarter. Unfortunately not very close to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=197&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Galleries aren&#8217;t waiting for games to be accepted as art by critics, but seem to have made the choice themselves already. For example, The Smithsonian American Art Museum is hosting <a title="the art of video games" href="http://americanart.si.edu/exhibitions/archive/2012/games/#games" target="_blank">The Art of Video Games.</a> Also, the NYU Game Center is holding the second annual exhibition of games <a title="no quarter" href="http://gamecenter.nyu.edu/2011/02/announcing-2nd-annual-no-quarter-exhibition-of-games" target="_blank">No Quarter</a>.</p>
<p>Unfortunately not very close to me.</p>
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			<media:title type="html">ludosofy</media:title>
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		<title>IJRP issue 2</title>
		<link>http://ludosofy.wordpress.com/2011/04/20/ijrp-issue-2/</link>
		<comments>http://ludosofy.wordpress.com/2011/04/20/ijrp-issue-2/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 08:56:39 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[philosophy]]></category>
		<category><![CDATA[role-playing]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[ijrp]]></category>
		<category><![CDATA[rpg-theory]]></category>

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		<description><![CDATA[Managed to publish my first article in role-playing theory, in the second issue of International Journal of Role-Playing. The article is about how role-playing games are, can and should be defined. There is a bunch of great articles in the journal. Suggested reading for anyone interested in (academic) role-playing game theory.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=194&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Managed to publish my first article in role-playing theory, in the <a title="IJRP issue 2" href="http://www.journalofroleplaying.org/" target="_blank">second issue of International Journal of Role-Playing</a>. The article is about how role-playing games are, can and should be defined. There is a bunch of great articles in the journal. Suggested reading for anyone interested in (academic) role-playing game theory.</p>
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		<title>Pervasive Games</title>
		<link>http://ludosofy.wordpress.com/2011/03/31/184/</link>
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		<pubDate>Thu, 31 Mar 2011 13:48:31 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[assassin]]></category>
		<category><![CDATA[ilovebees]]></category>
		<category><![CDATA[magic circle]]></category>
		<category><![CDATA[momentum]]></category>

		<guid isPermaLink="false">http://ludosofy.wordpress.com/?p=184</guid>
		<description><![CDATA[I recently gave a lecture on pervasive games. In preparing that lecture I took some notes that were almost an introduction to the subject itself. It seemed a pity not to use that text, so here is a short introduction to pervasive gaming. Pervasive Games Pervasive games are not an entirely new phenomenon, but the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=184&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:justify;">I recently gave a lecture on pervasive games. In preparing that lecture I took some notes that were almost an introduction to the subject itself. It seemed a pity not to use that text, so here is a short introduction to pervasive gaming.</p>
<h1 style="text-align:justify;">Pervasive Games</h1>
<p style="text-align:justify;">Pervasive  games are not an entirely new phenomenon, but the research done on them  is quite new. We’ll define what pervasive games are in a minute. First,  lets look at an example and see if it enlightens what type of games are  in question.</p>
<p style="text-align:justify;"><em><a href="http://www.ilovebees.com/">I Love Bees</a></em> is our first example. It was produced by <a href="http://www.42entertainment.com/default.html">42 Entertainment</a>,  which has produced similar products for other games, movie <em>The Dark  Knight</em> and the <em>Nine Inch Nails</em> album <em>Year Zero</em>. The website  ilovebees.com seemed to be about – not surprisingly – bees and  beekeeping. But the person the page belonged to had a problem: a rogue  AI seemed to have taken over her web page. She complained about the  problems she was having on the blog that was reachable through the page.  Some people looked deeper and helped her solve the problem with the AI.  This was done mostly by following clues on the website, through the web  in general and by answering certain payphones at certain times. All of  this was figured out more or less collectively by the thousands of  people participating. The plot was tied in with the plot of <em>Halo 2</em>.  Those that followed the plot to the end received a chance to play <em>Halo 2</em> in advance. And they got some stuff. It was an ARG (Alternative Reality  Game); it was viral marketing; it was also pervasive gaming.</p>
<h2 style="text-align:justify;">Magic Circle</h2>
<p style="text-align:justify;">We’ll define pervasive games by looking at what they are not. In order to do this, we need to introduce the concept of magic circle.  Magic circle is where the game takes place. It is a theoretical  construct, but often there are also concrete boundaries to games. Think  of a hockey ring, a football arena, but also of the playground. The  boundaries are not absolute, and they are not set – but they are there.  You can test this out in practice: try going on the ice during an  ice-hockey match.</p>
<p style="text-align:justify;">The  magic circle as a concept does not refer to just games. Johan Huizinga,  a Dutch historian, writes that the ritual circle, the playground and  the playing field are basically the same thing. They are all surrounded  by boundaries that set them apart from the ordinary life, from the  normal. Within these boundaries, the rules of reality are different.<br />
How are they different in games? Bernard Suits, a philosopher of games, calls it the lusory attitude. It’s basically like this: players  accept the limitations of rules because of the pleasure a game can  offer. They think that “it’s just a game so I can act like this and  enjoy it”. It also means that players adopt worse rather than better  means for reaching an end.</p>
<p style="text-align:justify;">Suits uses golf as an example:<br />
If  I want to get a small ball into a hole in the ground, it is not very  efficient to do it with a crooked metal stick from hundreds of meters  away. And as if this is not enough, I make sure that there are lots of  obstacles on my way when I start hitting the small ball. But it’s  expected of you, if you want to play golf. No one would take you  seriously, if you went on the golf field, took the ball into your hand  and placed it in the hole. That’s not what you do in golf. That’s the  lusory attitude. To say to yourself ”I’m playing a game, so what is  normally idiotic becomes expected, and what is normally expected is  idiotic”. We accept rules, because of the possibility of enjoying a game  that those rules create.</p>
<p style="text-align:justify;">Now  that we know what the magic circle is, we know what pervasive games are  not. Pervasive games are games that expand the magic circle. They don&#8217;t  happen inside easily marked boundaries, but rather they spill over  these boundaries and become part of the normal, of the ordinary. This  makes them interesting, engaging and also potentially risky. They are  games, but they can&#8217;t be neatly and safely summarised by saying that  ”its just a game”.<br />
Next,  we’re going to look at three different ways of how pervasive games  expand the magic circle: spatially, temporally and socially.</p>
<h2 style="text-align:justify;">Spatial Expansion</h2>
<p style="text-align:justify;">Spatial  expansion is the simplest. It means that there are no distinct   boundaries between the area of play and the world in general. The game  can happen anywhere, or at several places at the same time.</p>
<p style="text-align:justify;"><em><a href="http://www.pacmanhattan.com/index.php">Pac-Manhattan</a></em> is an example of this. As the name suggests, it is – or was – played in  Manhattan. There are boundaries in the game, but the area of play is  huge. There is one Pac-man running around the streets, with the Ghosts  following. Each has a controller, sitting behind a computer screen,  updating each runner of the position of the others. First, it was  supposed to use GPS, but since that didn’t work very well in the city,  they ended up using cell phones and verbally communicating about the  positions. The game is delimited to a certain area, but that area is  within the real world, with the streets of Manhattan as the playground.</p>
<h2 style="text-align:justify;">Temporal Expansion</h2>
<p style="text-align:justify;">Temporal  expansion means that there are no strict time limits for the game, or  that the game may happen over a long period of time with periods of play  and non-play overlapping each other.</p>
<p style="text-align:justify;">The game <em><a href="http://en.wikipedia.org/wiki/Assassin_%28game%29">Assassin </a></em>– also known as <em><a href="http://index.rpg.net/display-entry.phtml?mainid=6456">Killer </a></em>–  has a start and an ending, but the time between these may be weeks.  Within this time, the players are expected to live their lives as usual,  but also to assassinate other players. Players may be assassinated on  their way to work, during lunch or in a bar. The tools of the trade are  water pistols, Tabasco sauce in your beer or props like a box with the  word ”bomb” written on the bottom. An important part of why this game is  exciting is that you never know when something is going to happen.</p>
<h2 style="text-align:justify;">Social Expansion</h2>
<p style="text-align:justify;">Social  expansion means that it is not entirely certain who is, and who is not  playing. The players may not know each other. There may also be  bystanders that affect how the game is played, even if they don&#8217;t know  it. Outsiders may meet people playing the game without realizing it.</p>
<p style="text-align:justify;">This is true in the case of <em>Assassin </em>– and it may lead to problems. <a href="http://www.wjla.com/news/stories/0308/501939.html">Universities have banned <em>Assassin</em></a> from their campuses after incidents where <a href="http://www.myfoxboston.com/dpp/news/local/051209_Assassin_game_drawspolice_response">water pistols have been mistaken for real guns</a> and fake bombs with real explosives.<br />
But next, we will look at<em> <a href="http://momentum.sics.se/index.html">Prosopopoeia Bardo 2: Momentum</a></em>, for several reasons.</p>
<ol style="text-align:justify;">
<li>it blurs the boundaries of game and real more intensely than other games.</li>
<li>it was funded by the European Union, as part of the <a href="http://www.pervasive-gaming.org/index.php">Integrated Project on Pervasive Gaming</a>.</li>
<li>while expanding the magic circle socially, it also expands the circle spatially and temporally.</li>
</ol>
<p style="text-align:justify;"><em>Momentum </em>was a larp – live-action role-playing game – that went on for 36 days  in and around Stockholm. During that time 30 players played in it. To  make it possible, almost a hundred people worked to create it during  that time. It was the second game of the <em>Prosopopeia</em> series, the first  prototype being <em>Där vi föll</em>. <em>Momentum </em>had an ending, but during the  time it was played it was continuous, with some periods of more and some  of less activity. The game also had a political message: ”we live in  the world we perceive, and changing that perception changes the world”.</p>
<p style="text-align:justify;">The beginning of the game is telling, so I’ll explain it shortly:<br />
The  game started when the game masters invited the players to a seminar. At  the last-minute the players were told that the seminar was cancelled,  were sent to a basement in central Stockholm and told that IPerG had  cancelled the project. The game masters then told them that the system  they were going to use in the game to contact the dead actually worked,  and that the game was actually based on transmissions from the other  side. The players were asked if they wanted to – instead of playing a  game – participate in this project of bringing the dead spirits back  through themselves. All of the players agreed.</p>
<p style="text-align:justify;">In  a sense, the players played themselves, but themselves possessed by  dead revolutionaries. These people were chosen from real historical  rebels, so players could find more about them by simply googling. This  was also a way of keeping the game from disturbing their ordinary lives:  the spirits tried to stay hidden, so they could act ”normal” whenever  necessary. But still, once they had begun, the players were part of the  game-world – not just as characters, but as themselves. There was a  safeword for emergencies, but it was rarely used.</p>
<p style="text-align:justify;">Incidentally, <em> Momentum </em>also answers the age-old hysteria of ”can role-players get  stuck in character?” The answer seems to be: no. <em>Momentum </em>used every  trick in the book to get players inside the game world, and still the  players had no trouble leaving it when the game ended.</p>
<p style="text-align:justify;">The  game happened in the real world, which in this case means Stockholm. It  used indexicality as a design principle: everything represents itself.  This had some consequences:</p>
<ol style="text-align:justify;">
<li>The  game used techno-occult devices. The technological limitations of these  devices had to be explained within the game world, and if there was a  problem with them, they had to be repaired within the game.</li>
<li>There could be no violence within the game, as it would also be violence in the real world &#8211; with real consequences.</li>
</ol>
<p style="text-align:justify;">In  a sense, everyone the players met was playing in the game. The game  ended with a public demonstration, with police officers watching over  dead revolutionaries without knowing it.</p>
<h2 style="text-align:justify;">Ludic Society</h2>
<p style="text-align:justify;">But  it is not only pervasive larps such as <em>Momentum </em>that blur the lines  between play and reality. Pervasive games of more everyday type are  becoming common because of mobile phones. Games like <em><a href="http://journey.mopius.com/">The Journey</a></em> require that the user moves in real space in order to travel in the fictional space. In <em><a href="http://www.wired.com/gadgets/wireless/news/2002/02/50205">Botfighters </a></em>the other players are enemies that can be combated through your mobile phone. <a href="http://www.geocaching.com/">Geocaching </a>has  been popular since GPS has been opened for personal and commercial use.  These are all part of games that happen in public spaces, in the  ordinary life and not just inside the magic circle.</p>
<p style="text-align:justify;">Mobile  games are not the only signs of playfulness escaping the limits of the  magic circle usually surrounding gaming consoles and PCs tightly. <a href="http://www.zombiewalk.com/">Zombiewalks </a>continue to draw crowds (even here in <a href="http://zwhelsinki.blogspot.com/">Finland</a>). The streets are used as stages for gaming-inspired street-art, like with <a href="http://www.qj.net/qjnet/nintendo-ds/homemade-super-mario-question-mark-boxes-bring-in-bomb-squad.html">Mario Question Marks</a>,  an example that also shows how society can also react negatively to  such attempts, with the innocent yellow boxes seen as a potential bomb  threat.</p>
<p style="text-align:justify;">Games are changing the society around us, but they have also been intentionally harnessed for this purpose. <em><a href="http://www.urgentevoke.com/">Evoke</a></em> claims to be a “crash course in changing the world”. And even  corporations have seen the implicit potential in this as is shown by <em><a href="http://conversations.nokia.com/2010/07/06/conspiracy-for-good-update/">Conspiracy for Good</a></em>, a game by Nokia.</p>
<p style="text-align:justify;">In  a sense, we’re already living in a ludic society &#8211; a society of games.  It remains to be seen what that will mean in the future.</p>
<hr />
<h2 style="text-align:justify;">More info:</h2>
<p style="text-align:justify;">Most of the information in this text is from <em>Pervasive Games</em> (2009) by Montola, Stenros and Waern. For more information, see their <a href="http://pervasivegames.wordpress.com/">blog</a>.</p>
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		<title>Art history of games</title>
		<link>http://ludosofy.wordpress.com/2010/09/07/art-history-of-games/</link>
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		<pubDate>Tue, 07 Sep 2010 14:44:52 +0000</pubDate>
		<dc:creator>ludosofy</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[art]]></category>

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		<description><![CDATA[I wrote about games as art before, so I should mention that Georgia Tech University has held a conference called Art History of Games. The talks are fortunately available on Youtube. Certainly worth a glance.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ludosofy.wordpress.com&amp;blog=6741213&amp;post=180&amp;subd=ludosofy&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I wrote about games as art before, so I should mention that Georgia Tech University has held a conference called <a href="http://www.arthistoryofgames.com/" target="_blank">Art History of Games</a>. The talks are fortunately available on <a href="http://www.youtube.com/user/GeorgiaTech#p/c/A117E9FF1B8C375D" target="_blank">Youtube</a>. Certainly worth a glance.</p>
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