Dungeons, Dragons, The Internet, Simplicity

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

I’d like to discuss Dungeons and Dragons and the internet, and not just in the many incredibly nerdy ways I could. Dungeons and Dragons gives us an idea of the mechanics that could help make the internet useful again, as opposed to a bastion of advertising and bad comments.

Trust me on this.

So let’s talk Dungeons and Dragons, that game that pretty much launched Role-Playing Games as A Big Thing. It’s popular,and let us be honest, it’s terribly overcomplicated as befits something that originated in war games. I was there playing it in the 80s, and the critique has always been accurate.

Also I remember when a Paladin could roll a horse that was smarter than them.

A funny thing is Dungeons and Dragons and what it inspired also inspired wonderfully streamlined game systems. My favorite are the open-sourced Forged In The Dark system. The foundation Blades In the Dark showcases a streamlined system for a dark steampunk fantasy. The space adventure game Scum and Villainy combined various tropes, and made the inevitable starship a character. The game Wicked Ones inverted generic fantasy so people play monsters, and did everything from making a simple magic system to envisioning the messy idea of “followers” as “secondary characters.”

Forged In The Dark and it’s children got to the basics of what an RPG was, what people wanted, and made straightforward, playable games. If you haven’t checked out the system, do!

The thing is these streamlined, effective, precise games probably wouldn’t have existed without Dungeons and Dragons and its spinoffs. You needed complicated spell systems to realize “maybe this could be easier.” Complicated piles of various dice seem fun, but also lead one to wondering “could it just be six-sided dice?” Maybe you need levels, skills, saving throws, and so on to get the Forged In The Dark concept where characters are defined by “Actions” – general abilities like “Finesse” or “Science.”

Now the internet itself is terribly over complicated – and deliberately so to extract more income for various companies. It’s a simple thing that evolved to have layer and layer and layer on it, leaving us now in a world that’s called “Web 3.0.” But out of this overdone world maybe there’s a clue to what we actually want – we can learn from the pile of what we don’t want.

Mastodon is nice, and I am all for federation, but maybe Twitter was needed to give us ideas of what to do – and not do.. There’s a lovely Fediverse book review sharing program and video sharing, and so on. People are rediscovering RSS and even think of new ways to use it as the web drowns in crap. The excess gives us ideas, sometimes the idea is “maybe we shouldn’t have done that” – I mean there’s a reason I still send out a cut-and-paste-addresses email newsletter.

So for all the horrible stuff we’re dealing with, we can also ask what worked and what we wanted – and what we didn’t. We probably needed to ask that about ten years ago as a society, but at least we can do what we can now. We ask what we want, how to get it simply, and how to make it work for everyone.

It’s a bigger game to play, but we can find the best rules – and we can drop what we don’t need.

Steven Savage

Stacking Stories To The Stars

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Lately, I’ve been playing Wildermyth, an RPG game about emergent storytelling. Playing a set of characters (and maybe guest stars) one adventures around, while choices, semi-random events, and so on come together. Characters become unique, complex individuals, small moments building to broad strokes – and may even become a “guest star” in later games.

I will probably write more on the game later, but I want to focus on how this game reflects good writing.

In Wildermyth, characters have a set of personality traits and abilities. As you play, these traits and other opportunities come together to give you narrative choices. These tiny moments create a grand epic – though there are “campaigns with plots,” you can also just play randomized games and let your own story emerge.

As I played the game, I realized this reminded me of good writing. Writing is about stacking stories atop stories to make a bigger story:

  • A book is a story.
  • The chapters of a book can (and should be) their own tiny tales.
  • A good scene is also a story, albeit one in context.
  • A single paragraph, done right, is a small story, leading from point A to point B.
  • I could even argue, in the right mood, a sentence is its own story. But I might not be sober.

It’s stories all the way down – and all the way up. I would say good authors realize most of this, and excellent authors understand this completely.

Think of how a truly delicious tale feels. Every part of it makes sense and is engaging, from a bit of backstory to a “just like them” piece of character quippery. Epic motions of the world make as much sense as the tiny pebble-starts-the-avalanche moments.

Less satisfying works lack this element, among others. Scenes exist without reason (and, “hey, cool backstory is a reason.”). Cause and effect have given up on a committed relationship. It’s a Frankenstory, without the spark of life.

The lesson I take from this is to remember the stack of stories that make up any one tale. Pay attention to the parts and the whole because you can’t separate them.

If you want a good example, well, I have a game to recommend . . .

Steven Savage

Further Thoughts on Social Media

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

I was discussing the Facebook security issues (the 2018 ones, if you’re keeping track), with my friend Serdar. Serdar is skeptical of many social media companies much the same way I’m made of carbon. But one of his comments got me thinking when he referred to “a one-armed bandit of gamified social gambling.”

At that point suddenly, a few things came together for me about social media problems and how they’re the same as another technological problem we’re currently fighting.

Social Media As Gambling

Yes we use social media to keep track of friends, schedule events, etc. But buried within far too much social media interaction is the attempt to get a payoff. We want a story to go viral. We want to reach a new audience. We want to see some new meme.

Thus we keep pulling the lever. Or reloading. Or posting. We might not calculate the cost/benefit because it’s fun, because it’s social – and because it is a lot like gambling.

Trust me, I’ve been here with everything from attempting to market my books

That’s when I realized it. Know what Social Media has become for too many of us.

LOOT BOXES.

Yeah. I went there. I just compared a lot of social media usage to one of the most controversial and hated things in gaming – and *I* have PAID for Overwatch Loot Boxes. Don’t get me started on my TF2 days.

But yes, too much social media has become loot boxes:

  1. Repeated usage.
  2. Hoping for a payoff.
  3. That is of limited value.
  4. Or very unlikely.
  5. And we’re compelled by chance and social pressure.

I’m still processing this realization. It’s rare I have thoughts that completely grind other thoughts to a halt, and as I write this (late the 21st) I’ve not grappled with it.

I do see one way forward though. Much as gambling isn’t reliable (if fun), we need to treat our social media and time as something more reliable – an investment. Sure some gambling is fun, but ask ourselves what risk and reward are, what the long-term benefits are, what the returns (not payoff) is.

Think about social media that way. Invest over gamble.

– Steve