Posted by: Jonathan Walton | 2008 May 15

The Middle Ground

I know I gave up forums, but there’s a relative new one called Cultures of Play that Ryan Macklin started. Like the Forge, Story Games, and Knife Fight, it seems really exciting in the beginning, and hopefully it will continue to be so for a while. I think I will try to restrain myself from posting too much, because that’s one of the proven ways to ruin a forum. This is cross-posted from there, though.

Ryan’s been talking about this “Middle Ground” term that he and Leonard Balsera have been discussing. This is me unpacking what that term means to me, because I’m probably coming from somewhere else.

“Middle Ground” is a loaded term for me because of the work of cultural historian Richard White, who uses it in a very specific way in his award-winning 1991 book, The Middle Ground: Indians, Empires, and Republics in the Great Lakes Region, 1650-1815. This book was really significant in changing the way I thought about interpersonal and intercultural communication, though Richard White himself warns that many aspects of the Middle Ground he described are unique to the period he was talking about and may not be accurate when applied universally to other situations.

White’s book is about Native American and European interactions during a specific period of French colonialism in the Great Lakes region. His central argument is that — because neither side had the power to dictate the rules of how the relationship between them could be conducted — they created their own system of interaction through a process of trial and error, a pidgin in-between culture founded on misunderstanding the intentions of the other. For example, the French would do one thing, hoping for a certain kind of reaction from the native peoples, and the native peoples would do something else, maybe in response, maybe totally unrelated, and, over time, this formed a set of rituals, rituals that weren’t things native people or French people would ever normally do, but rituals that only had meaning when certain French and Native American people performed them together. Otherwise, they were meaningless. These rituals were both an artifact of intercultural communication and a method of communicating between the cultures. So, basically, before they could communicate, both sides had to collectively create a system for communicating, basically through misinterpreting what the other side was doing.

(Sounds a lot like roleplaying theory, huh?)

Nicolas Standaert, a Belgian scholar of Chinese Christianity (yeah, I read a lot of weird stuff), also wrote a short booklet on this subject, called Methodology in View of Contact Between Cultures: The China Case in the 17th Century. In it, Standaert talks about the various ways scholars have thought about intercultural communication and how it happens. His first three models are:

1. Focusing on how Western cultures transmit traditions to non-Western cultures.
2. Focusing on how non-Western cultures misinterpret and adapt Western traditions.
3. Focusing on how, in the process of transmitting culture, Western cultures also transmit their false understandings of non-Western cultures (Said’s Orientalism being the classic example of this kind of model).

Standaert’s fourth model is something like Richard White’s “middle ground.” He says that this last model focuses on how different cultures come together to create something new as a result of their interactions, something neither of them could have created on their own.

Speaking more generally, not about White or Standaert’s specific thoughts, I think this way of thinking about intercultural communication has many direct ties to what happens in roleplaying, the communication between players that creates something new, often through a process of misunderstanding. It’s also interesting that White’s model specifically posits that this only happens when one side cannot dictate the rules for interaction or overwhelm the other. It only happens when there is a negotiation that occurs because of relative parity. There’s more than a few lessons there, I think, speaking to some of what’s underlying the “player empowerment” that’s often mentioned in relation to small press games.

Posted by: Jonathan Walton | 2008 May 14

Keep Both Hands on the Wheel

I don’t know if anyone’s noticed, but many of the things I’ve been thinking about for Blacktop Slip make it a glorified Agon-hack, probably because I’ve been playing a fair bit of Agon at SGBoston lately. I’m definitely thinking about the positioning rules and the range strip when I imagine cars struggling to outmaneuver each other during a race or chase scene.

I’m also thinking about the evocative way Agon ties the hands of the players to the hands of their characters, having attack dice rolled in your sword hand and defense dice rolled in your shield hand. Clearly this works well for car chases too.

- You can drive with both hands, maximizing your control.
- You can drive with one hand and shift gears with the other.
- You can drive with one hand and shoot a gun with the other.
- You can take both hands off the wheel and shift while shooting.
- You can take both hands off the wheel and shoot with both hands.

Likewise, you also have one foot (assuming you’re the driver).

- You can maintain speed.
- You can slow down slightly.
- You can slow down a lot.
- You can increase speed slightly.
- You can increase speed a lot.

Ideally, there’d be optimum speeds to keep your car at while in certain gears, similar to the optimum range for weapons in Agon. If optimum for Third Gear is 25-50 mph, if you’re going 70 (or 15) in Third Gear, you’ll definitely be facing penalties to driving or possibly even suffer damage to your car.

I was also thinking that gear may determine how many cards a vehicle moves forward in a single turn (since, as the last post described, tracks are measured in playing cards), but that movement happens at the end of a turn, after all the things happening in a turn have been determined. This way, when all cars are moved, players can describe what happens to them, including them rolling over and exploding, or how they pulled an amazing drift around a sharp turn, etc.

Posted by: Jonathan Walton | 2008 May 14

Building the Track

I was playing with my Hot Wheels cars a bit this morning and I noticed that playing cards, when laid horizontally, are the perfect width to represent a 2-lane highway relative to the size of the cars. Bingo, now we have a way of creating tracks, laying down cards beside each other and angling them to create curves and overpasses and whatnot. And cards also provide a way to measure positioning. A car can either be on the same card as another car (racing side by side) or a number of cards ahead or behind it.

I also just discovered an old French card game about racing called Mille Bornes, which has neat mechanics for encountering obstacles. Hmm…

Dammit, now I actually have to go see Speed Racer.

Posted by: Jonathan Walton | 2008 May 13

To Do List

* review Joe MacDonald’s Bleeding Omaha
* layout Brennan Taylor’s ashcan of How We Came to Live Here
* post the remaining articles from Push 1 on Bleeding Play
* revise my ashcan of Geiger Counter for final pre-GenCon playtest
* polish the rules for Warhammer 1K1 and playtest again before GenCon

Posted by: Jonathan Walton | 2008 May 9

Fifth Attempt

March of the penguins.

This one’s mainly me getting the gradients like I want them to be. The bottom half is simply for amusement. It won’t be sticking around for the final version.

Posted by: Jonathan Walton | 2008 May 8

Fourth Attempt

Anthropology textbook meets the new Penguin paperbacks.

A bit too cheeky?

Posted by: Jonathan Walton | 2008 May 8

Third Attempt

Maybe getting closer?

Posted by: Jonathan Walton | 2008 May 8

Taking a Break from Forums

Over at Story Games, Luke rightly called me out for complaining that Burning Wheel isn’t what I want it to be. I feel even shittier because it was in a thread where people were getting excited about his new BW-based Mouse Guard RPG, which I’m pretty excited about. Fuck.

So I’m taking an indefinite break from online forums, just to clear my head a bit and realize what really matters. As a consequences, I’ll probably end up posting more here, at the Firmament Project, and at Bleeding Play. Hopefully, this will be an opportunity to make a positive contribution, instead of being needlessly negative.

Posted by: Jonathan Walton | 2008 May 7

Second Attempt

Here’s another attempt at the How We Came to Live Here cover, based on feedback from Jason Morningstar and John Harper. I tried to keep all my original elements (ladder, kokopelli, text elements), but build a simpler and more unified design while keeping that “anthropology fieldwork report” look that Brennan wanted. For references to the latter, check out this one and that one.

More feedback is always welcome.

Posted by: Jonathan Walton | 2008 May 6

Kokopelli is Very Excited for this Game

Brennan asked me to do layout for the ashcan version of How We Came to Live Here, his game of mythic adventures in the ancient Southwest. I’m going to be posting some samples as I get them done, and feedback is very welcome.

Brennan’s also doing his part to bring more penis into roleplaying. First there was the excellent Jennifer Rodgers art for Mortal Coil. This time, I sent him a cover sketch for HWCTLH and he said, “That’s great, but we should use the real kokopelli… the one with a massive hard-on.” So there you have it.

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