calliope

Madame Sosostris had a bad cold

Ph.D. in literary and cultural studies, professor, diviner, writer, trans, nonbinary

Consider keeping my skin from bone or tossing a coin to your witch friend. You could book a tarot reading from me too

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posts from @calliope tagged #ttrpgs

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DeusExBrockina
@DeusExBrockina
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calliope
@calliope

I spent my morning ("morning as in while I had breakfast, not morning as in the actual morning) dwelling on this, so I guess I might as well write something out. Caveats are as follows: I'm not a game designer, even as an amateur. I'm also not a film person. I'm a literature person. However, I'm specifically a genre critic, and one of my little side interests is hardboiled detective fiction. So, yeah, with all that said...

As Brock said, a lot of what we recognize as hardboiled is characters turning on the protagonist, debt, conspiracy, paranoia, and the protagonist getting the shit beaten out of them. Absolutely. We can sort of go back to first principles to see why that is.

Hardboiled detective fiction is, pretty obviously, a form of detective fiction. And detective fiction is a form of the gothic. If you haven't seen my "Gothic Library" series, I've nattered on at length about this previously, so sorry if you have seen it already. But basically, Poe invented detective fiction as we know it, centering on two dudes who live together, only wake up at night, cover their windows, burn candles, and decorate with skulls. One of these two is Dupin, the genius detective of two amazing stories and also a story that's awful. With that, and a few other stories like "The Gold Bug," Poe invented a genre within a genre. And Sherlock Holmes, by Doyle, took the football and ran with it. Wilkie Collins also wrote two excellent detective stories that are just gothic novels with detectives in. In The Moonstone the detective isn't even particularly good. He just talks about roses.

By the time we get to hardboiled fiction, Christie was already writing. So the market had what people now consider "typical" detective fiction, in which the novel has a "solution" and, to a greater or lesser degree, the reader should be able to figure it out.

Hardboiled detective fiction moves against that. You can't figure out the solution to a hardboiled mystery. Often, the detective can't figure it out. To some degree, that's not what they do.

Part of what really makes me love hardboiled fiction is this weird agency-within-powerlessness that the detectives have. They can't do anything. They usually aren't cops, they're not wealthy, they have no influence. If anyone knows them at all, they know them for having a bad reputation. But they're stubborn. So what happens, you see, is that they just keep going from place to place, asking questions, and riling up the perpetrators, until they commit one too many mistakes. The detective has to survive in the meantime, of course.

Most people think of Chandler's Marlowe when they think of hardboiled detectives, but my favorite hardboiled detective novel is actually Red Harvest, by Dashiell Hammett. Published in 1929, and coming from Hammett's earlier work in pulps, particularly Black Mask, this novel sets up a lot of what we think of as hardboiled, but it's still fucking weird.

Here's the beginning:

I first heard Personville called Poisonville by a red-haired mucker named Hickey Dewey in the Big Ship in Butte. He also called his shirt a shoit. I didn’t think anything of what he had done to the city’s name. Later I heard men who could manage their r’s give it the same pronunciation. I still didn’t see anything in it but the meaningless sort of humor that used to make richardsnary the thieves’ word for dictionary. A few years later I went to Personville and learned better.

Using one of the phones in the station, I called the Herald, asked for Donald Willsson, and told him I had arrived.

“Will you come out to my house at ten this evening?” He had a pleasantly crisp voice. “It’s 2101 Mountain Boulevard. Take a Broadway car, get off at Laurel Avenue, and walk two blocks west.”

I promised to do that. Then I rode up to the Great Western Hotel, dumped my bags, and went out to look at the city.

The city wasn’t pretty. Most of its builders had gone in for gaudiness. Maybe they had been successful at first. Since then the smelters whose brick stacks stuck up tall against a gloomy mountain to the south had yellow-smoked everything into uniform dinginess. The result was an ugly city of forty thousand people, set in an ugly notch between two ugly mountains that had been all dirtied up by mining. Spread over this was a grimy sky that looked as if it had come out of the smelters’ stacks.

The first policeman I saw needed a shave. The second had a couple of buttons off his shabby uniform. The third stood in the center of the city’s main intersection—Broadway and Union Street—directing traffic, with a cigar in one corner of his mouth. After that I stopped checking them up.

The style is of course what we tend to notice first; I can only speak for myself, but I think a lot of people have affection for that traditional hardboiled style, which a lot of people probably hear in the voice of Bogart. But look through just this handful of paragraphs and what you see is a decided class war brewing: the narrator gets his information from a mucker, which could be specifically descriptive as a laborer in construction, or more general as just a poor laborer, a regular guy. The cops are untrustworthy. But we notice that one of the biggest streets in the city is Union Avenue. That's not accidental. The entire novel is about union-busting.

As I'm now just talking about Red Harvest, it's worth noting that Hammett worked for the Pinkertons. The Pinkertons are best known now as strike busters. He quit, in fact, to focus on writing full time, because he was disgusted with the things he'd had to do on the job.

Here's some more of Red Harvest from later in the first chapter:

For forty years old Elihu Willsson—father of the man who had been killed this night—had owned Personville, heart, soul, skin and guts. He was president and majority stockholder of the Personville Mining Corporation, ditto of the First National Bank, owner of the Morning Herald and Evening Herald, the city’s only newspapers, and at least part owner of nearly every other enterprise of any importance. Along with these pieces of property he owned a United States senator, a couple of representatives, the governor, the mayor, and most of the state legislature. Elihu Willsson was Personville, and he was almost the whole state.

Back in the war days the I. W. W.—in full bloom then throughout the West—had lined up the Personville Mining Corporation’s help. The help hadn’t been exactly pampered. They used their new strength to demand the things they wanted. Old Elihu gave them what he had to give them, and bided his time.

In 1921 it came. Business was rotten. Old Elihu didn’t care whether he shut down for a while or not. He tore up the agreements he had made with his men and began kicking them back into their pre-war circumstances.

Of course the help yelled for help. Bill Quint was sent out from I. W. W. headquarters in Chicago to give them some action. He was against a strike, an open walk-out. He advised the old sabotage racket, staying on the job and gumming things up from the inside. But that wasn’t active enough for the Personville crew. They wanted to put themselves on the map, make labor history.

They struck.

The strike lasted eight months. Both sides bled plenty. The wobblies had to do their own bleeding. Old Elihu hired gunmen, strike-breakers, national guardsmen and even parts of the regular army, to do his. When the last skull had been cracked, the last rib kicked in, organized labor in Personville was a used firecracker.

But, said Bill Quint, old Elihu didn’t know his Italian history. He won the strike, but he lost his hold on the city and the state. To beat the miners he had to let his hired thugs run wild. When the fight was over he couldn’t get rid of them. He had given his city to them and he wasn’t strong enough to take it away from them. Personville looked good to them and they took it over. They had won his strike for him and they took the city for their spoils. He couldn’t openly break with them. They had too much on him. He was responsible for all they had done during the strike.

The professor with whom I first studied hardboiled fiction, in grad school, made a point once that we shouldn't be looking to Hemingway, Faulkner, or Fitzgerald to identify "the American voice" in literature. It's Hammett and Chandler. The style is directed at being both literary and of the people, from them. This is a real person talking about real shit, even if the narrator and the town don't exist.

I want to reel this back in to actually talk about ttrpgs soon, but the thing to keep in mind about this specific sub-genre is that it's typically underdogs because it's typically about poor people getting mixed up in rich people's bullshit. The cops don't care, because the rich people run their department, run city hall itself. The papers don't care, because their managers number among the rich. But what they do, like all gothic fiction, is peel back layer after layer, demonstrating that, well, the city is poisonville, after all.

The hardboiled novel I've read the most is, somehow, Chandler's The High Window. It's a Marlowe novel, but not one of the notable ones. The entire mystery is how a member of a rich family died by falling out of a window. And no one in the family wants Marlowe to investigate it -- they hire him, but then realize what it will mean to actually have the situation investigated. At one point they try to pay him to stop. He refuses. The narrator of Red Harvest is the same: he instigates a series of events that leads to multiple deaths, firefights, and the destruction of the city itself -- not in an apocalyptic fashion, I just mean a lot of property damage, death, and restructuring of the powers that be -- because he's too stubborn to stop what he's doing. No one wants him to figure things out. The father of the dead man tries to get him to leave. The wife of the dead man tries to stop him.

So that's where I wanted to get to. The thing about hardboiled fiction that's hardest to gather up in our hands, but most important to import into a ttrpg, is that sense of isolation and purpose. The PCs would, I think, need to be doggedly pursuing something that would, by virtue of their insistence, put them at odds with multiple groups.

Think of The Maltese Falcon. By the end, Spade is fighting with the cops, the criminals, and his own client. Everyone in the city seems to be against him, because everyone in the city seems to want the falcon (the premiere and original macguffin, after all). The internal motivations the PCs have for this doggedness will of course be their own. But no one is going to think they're a hero for this. Most people won't even know they exist. And everyone who does know, is going to want them dead.

Marlowe doesn't make friends with poor Black ushers and women of negotiable affection because he's a detecting genius who relies on information from the seedy side of town to make his cases. He does that because he's a poor alcoholic who's probably got ptsd and who can't make friends with anyone else. He's on the wrong side of the tracks, too.

We all love Columbo, but the comparable series, The Rockford Files, establishes immediately that Rockford is an ex-con who struggles to pay his bills, because it's overtly diving into the hardboiled tradition in ways that Columbo plays with instead.

So, how might you mimic this worldview mechanically and thematically in a ttrpg? Well, if you're designing it, you'd have to just say outright that it's going to be very rare for PC backgrounds to be cheery and full of friends -- at least, in the immediate past. I said I'm not a game designer, so I can't really imagine ways to do it mechanically. But your setting would be poor parts of town. GMs would be encouraged to describe bars, hostels, and the gutter in normal terms, but to describe police stations, the homes of the rich, and official offices in strange terms, making them alien spaces.

A thing to do with npcs is to remember that the PCs move through all the realms of good and bad, rich and poor, because they don't have a place of their own. The narrator of Red Harvest is randomly picked up by union men, union busters, moonshine runners, cops, and so on, both because he doesn't have the cultural cache to resist and also because he's a question mark, a person equally at home everywhere -- because he's at home nowhere.

That's what makes the hardboiled detective effective at detecting. They can go everywhere, because they're equally (un)comfortable everywhere.

In a few sentences in chapter three, the narrator of Red Harvest leaves the newspaper office, goes to the bank, then the police station, then the dead man's home, accompanied by the police chief. He doesn't go in disguise, or lie about anything -- though he can and will -- he just asks his questions, blows up any attempt to circumambulate out of embarrassment, and eventually people figure out he's asking questions, so they start meeting him.

So to revert to Brock's act structure, we might say a typical hardboiled narrative begins with the hook in act 1, and acts 1 through 2 are generally occupied by running around asking questions. Act 3 is where the fucking around stops and the finding out begins, with people converging on the PCs to ask just who the hell they are and just why the hell they're asking all these sensitive questions.

Act 4 would be where Brock's "rug pulls" happen, as everyone and their mother figures out that the PCs are either dangerous or poison. This would also be when one of the resources the PCs have is taken away, often by killing one of the few confidantes they had -- or making them turn on the PCs. And then act 5 is when they get enough information together to simultaneously show what happened and also why they shouldn't be killed.

They never get away with their wrangling. They just put everyone in a position from which it's better to let them go.

If you've been curious about why I have continually said "the narrator of Red Harvest instead of giving their name, you might be interested to know they aren't named. They're the narrator of three novels, in fact, and we never learn their name. People typically refer to them as "the Continental Op," as "Continental" is the name Hammett gave his fictional Pinkerton-likes.



mammonmachine
@mammonmachine

Yeah I'm still playing Yu-Gi-Oh master duel and I'm still going to talk about it but first I want to talk about the WIZARD PROBLEM.

YGO is an incredible achievement in card games, in which they fully substituted all game design for swag. There's half a dozen symbols on any given card that mean basically nothing in and of themselves and only have gained meaning as card text refers to them. One of the many examples of this is the card's Attribute, one of six(sometimes seven, why not) elements printed in the top right corner of the card. This attribute describes the card's vibe and has no INHERENT meaning. It only comes up if a card refers to the attribute and does something to cards that have it.

So you'd really think that what's printed in the top of the card could not possibly make the card better or worse, but that would be wrong. This is because the game's designers have tended quite consistently to make the game's strongest monsters LIGHT or DARK attribute. Why? Vibes, obviously. If you have the elements FIRE, WATER, WIND, EARTH and then LIGHT and DARK, you have four elements with very specific expectations related to physical phenomena and then two much more abstract ones. If something seems cool or special or like it doesn't fit in with traditional four elements, it gets thrown in the special categories.

Over time, this ends up meaning that anything that helps DARK or LIGHT cards tends to be better, because design has just gotten in the habit of assigning cool cards those vibes. There's nothing approaching a style guide for this game and since attribute doesn't have any inherent meaning, it is ruled by the imagination of the designers, and so power and versatility tends to accumulate in the categories that have less rules governing what they should do or be.

I call this the WIZARD PROBLEM because it comes up most around wizards, because wizards can do anything and that's the whole problem. When I was very little and made older boys play dungeons and dragons with me, I wanted to be a wizard, because what else would you want to be in a game with magic? There was a page for rogues to pick locks and about 1/3 of the Player's Handbook was devoted to spells you could cast. It turns out that it's hard to imagine meaningful variations on a Fighter hitting someone Very Hard, but extremely easy to imagine a million different magical spells when there's basically no limits to what a wizard can do.

The WIZARD PROBLEM is when game balance is horribly skewed not for any systemic or design reason, but because there are too few constraints and too much room for imagination to run wild. Yet the WIZARD PROBLEM is difficult hard to balance even with intentional pushback and built in systemic constraints because being able to Do More Things is really, really strong even if there's all sorts of limitations around it. Wizards (or things with the same vibe as wizards, it's all the same, that's the point) often end up infringing on the turf of everyone else and even if they've got a limited version of say, picking locks or whatever, they can still do that plus shoot a fireball at someone, which is usually not something anyone can do. Without some very intentional symmetrical design just throwing a restriction on being able to Do Anything isn't enough.

That being said, Wizards rule and game balance sucks. So is the WIZARD PROBLEM really a problem? The unconsciousness of the bias is the part that I think is most genuinely an issue; it's fine to make something stronger and cooler on purpose, but I think being able to Do Anything actually kind of ends up boring. Not just mechanically, it's pretty narratively boring as well; no limitations just lead to Magic and Wizards and when there's no limitations the setting will simply become Magic and Wizards if there aren't any constraints. Any sufficiently unrestricted ability is indistinguishable from magic. That's one thing I love about any given Shounen Jump comic with fighting in it; everyone is using dream logic magic to fight, but having ridiculously specific powers and weaknesses and constraints leads to very dynamic and tense drama. There's stakes and meaning to what's happening, even when it's all made up on the spot.

I think a bong-smoking wizard that shows up to rock everyone's world and vanish in a poof of smoke rocks, but that rules because they're above the rules of the story and the game, not hacking it from the inside. These are my thoughts on the WIZARD PROBLEM follow for more discussion of the WIZARD PROBLEM.


calliope
@calliope

One of the ttrpg solutions to Wizard Problem I've seen is Mutants and Masterminds. And, mind you, I played the second edition, which was broken as all hell, but still. The solution is just that the wizard doesn't have unique wizard abilities, because all the abilities are just Doing Things and you decide if your guy is based on ice or if your lady is shooting flames. They're both "Energy Shot" or whatever the hell it was called.

So the way magic worked was that you'd pump your points into a magic skill keyed onto one ability, just like someone would for ice or fire Shot. So you'd now have Arcane Shot or whatever. Then you could add more points to that, past the max, to purchase a second ability, like Flight or Teleportation or Speak Languages.

The idea was that instead of a ton of abilities in their own unique slots, you had a single ability that did a ton of different things, because your actual ability was casting spells. So if you stop casting the Flight spell and cast the Shoot spell instead, that's still the same ability.

the game would 100% murder you if you switched off flying in midair, so the thing is, you had to declare what ability you were using and then switch off another one to use it.

It's not a perfect solution -- the team tank made a running joke out of looking my character and saying "you can do that too?" So like many other things in the game it was a little broken.

In fact, we were all pretty sure I did the dumbest fucking cool thing on the planet one night. The inspiration points in 2nd M&M allow the player to spend one and use anything attached to one of their abilities even if they didn't spend points on it. So, for instance, if you got Flight but not the speed boost attachment (I'm making this example up), you could blow an inspiration point to have the speed boost for a turn.

Since the magic ability has the technical possibility of having every skill in the game attached, I just said, "so, I can use the teleportation skill as though I bought it with my magic burst, right?"

That is what I would call broken, but on the other hand I don't think we were going to survive the base blowing up any other way lol.