Friday, June 10, 2011

Mood and Morality

This is about achieving a mood in a game (or in a movie or book or whatever).

A basic rule of aesthetics is getting one desirable emotional effect generally means letting go of another desirable emotional effect. Like: the epic mood and the zany mood don't usually peacefully coexist--Kermit the Frog is good and Achilles is good but having Kermit show up in the middle of the Iliad would fuck the Iliad up and make it something else. And we're all familiar with the great "Should I allow my player to name his/her PC Jimbob the elf?" question.

Now what we're specifically gonna deal with here is: the moods that are especially accessible by using the fantastic--the nonreal. That is: magical or sci-fi or otherwise surreal elements.

Here's a scale:
So there are 4 categories of mood here lined up from least to most serious.

The basic idea is: during any one specific moment in a work you can get any 2 adjacent emotional effects simultaneously fairly easily and if you're real good you can get 3 adjacent effects in a specific moment. You can't get nonadjacent effects without the one in between. So: no horrific-funny without also weird and no heroic-weird without horrific. You can also loop around and get heroic-funny (generally in the form of "we-like-the-hero-and-root-for-him/her-because-s/he's-funny"--a swashbuckley mood) but heroic-funny-weird and funny-heroic-horrific are stretching it and are pretty hard to pull off all at once. Again, we're talking emotions/moods achievable in a specific moment--like Hellboy comics are sometimes horrific-heroic and sometimes heroic-funny, but no single moment is heroic-funny-horrific all at once because the emotions involved somewhat contradict each other.

In a long work you can get all of them, but it's a challenge. In an actual session of a game you can get all of them comparatively easily (you have hours to fuck around and drift through moods)--but in a game product effectively articulating even one dominant mood is hard--what with the rules and details mundanifying your every step--much less 2 or 3.

The reason for this is because all these moods require a different point of view toward what's going on. "Funny" requires a degree of detachment (or hostility) toward whatever its object is, "heroic" requires investment in its success--attachment to the object (note also that "heroic" doesn't just mean "containing a hero" it means authentically feeling that blood-pumping I-hope-this-guy-wins-and-that-guy-loses emotion), "weird" requires a level of confusion about judgment, and "horrific" requires deciding something's threatening.

In the example I used several ways at looking at the fantastic idea of "part-man/part-bat".

So way over on the left we have the image that pops into our heads when someone makes the familiar observation that "Batman is a guy who goes around dressed like a bat". Like any fantastic conjunction, the idea can be made to sound silly. We are all well aware that anything in D&D can be made to sound goofy if you just say it right: "Elves are like people but with pointy ears and better". The fantastic is incongruity and incongruity can always be made funny.

Now in the middle is simply "weird". Simply weird is hard to achieve, because it means it's genuinely in the middle: an incongruous element which is neither frightening nor funny or is both frightening and funny. The hard part is that different people will see the thing presented as "weird" in different ways. Like that middle picture of the bat with the horn-ears might scare some children but might strike some adults as hilarious and strike others as just, simply, "weird". Weird in its pure form represents a collapse of moral judgment altogether--if we are sure we can just laugh (funny), we know it's harmless, if we are sure we should just run (horrific), we know it's harmful.

The vast majority of things in the world of entertainment which are described as "weird" end up sliding off toward also being "funny" or "horrific". When they do neither it's impressive (classic Surrealism occasionally achieves this) and when they do both it's impressive. For a master class on the emotional multivalency of "weird" see the films of David Lynch--though which parts are funny and which are scary and which balance perfectly being neither but still weird will vary from viewer to viewer.

It's an aesthetic disaster when something intended to funny-weird just comes out scary-weird (see: clowns and small children) or vice versa (see: low-budget horror movies or the Fiend Folio). The important point is just as how--when considered from a historical point of view--"weird" represents a fulcrum between fantasy and sci-fi--when considered from a mood point of view "weird" represents a fulcrum between "so out-of-place-it's-funny" and "so-out-of-place-it's-scary".

Now we get over into horror, and the horrific is not funny. Mating a human with a bat is definitely a scary idea. (And most incongruities can be made scary--maybe even rabbits with unicorn horns). Horror movies can be funny sometimes, but the moment of horror--if that emotion is to be maximized--cannot be at all funny in that moment. If you are going full-on for as-scary-as-scary-can-be, then levity has to be banished. The funniness (on reflection) of the talking rabbit-head in Donnie Darko or the guy in the bear suit in The Shining can't be in our minds during their scenes or else the effect is ruined--we need to be so emotionally close that the detachment necessary to see how essentially funny these things are is short-circuited. A good sign you are really scaring people is that all jokes made fall flat and seem weak. Black humor can work with horror, with weirdness as the translator, creating a vertiginous, giddy, creepy funny that probably won't send you running from the theater, but might give you nightmares--see: Eraserhead. This is more the realm of the disturbing than the shocking.

Now at the far end of the seriousness scale is the heroic. A man with characteristics of a bat is more than a human, is able to achieve what other humans can't. The heroic mode is even more serious than the horrific because, basically, the humorous undercuts and limits the heroic to a huge degree. The jokes have to be very specific: If the jokes are at the expense of the hero then the hero is no longer sympathetic, if the jokes are on the villain then it no longer seems like a credible obstacle for the hero and if the jokes are on the world then it risks seeming like a place not important enough to save. As said above, almost the only way to effectively have heroic-humorous is if it's the hero telling the jokes, which puts you in a pretty specific genre quickly (Spider-Man/Pirates of Caribbean/Ghostbusters territory--"lite") which makes it hard to get to the weird.

If a heroic story tries to go the long way around and tries to meet the weird by going through funny either the weirdness or heroicness has to be sacrificed. Like the timewarp Bill Murray faces in Groundhog Day never really feels emotionally "weird" and the adventures of Barbarella never seem emotionally "heroic" (you might like her but you don't really root for her). Either the weird part makes you more interested in seeing crazy stuff happen (regardless of what it means) and so not become invested in the heroism or the heroic part makes you more invested in judging the rightness and wrongness of things through the haze of humor to feel the eerie burn of weirdness.

Agent Cooper and Pee Wee Herman both achieved a certain level of funny-heroic-weird--if we like them and want them to win, it's because they're charmingly funny and weird. And when we experience this charm, we are unafraid--when Agent Cooper is credibly threatened by horror, he narrows down to simply heroic. And when people say Pee Wee was scary--well, they weren't talking about horror movie scary.

Also, the heroic can't blend with the "simply weird" without going through the horrific. Why? Because the heroic requires moral certitude--a hero (as opposed to a mere protagonist) in this sense is someone we can get behind and what they're doing is something we believe in doing and most importantly--the emotional "high" of seeing heroism (rather than simply knowing a character is the "hero" and going along with it because it's in front of us and we want to see some action) requires the audience to share this moral certitude. We cannot thrill to the slaying of The Emperor if we like the emperor. The aesthetic effect of the "simply weird" is, on the other hand, achieved by it purposefully not telling us what to think. Horror is the translator. We can only root for Dr Strange when he faces Shuma Gorath if his weirdness is frightening. If it's not, we'll just sort of be baffled by the situation and not emotionally sure enough to want Strange to defeat him.

When totally achieved the feeling of weird-horrific-heroic is (and should be) fundamentally emotionally unsettling. We are rooting for the hero to destroy something s/he and we do not totally understand. When Jeffrey defeats Frank in Blue Velvet it doesn't feel exactly right--it's like he's destroying part of himself, when Elric kills a freakish monster we aren't totally sure he has any more right to live than it does, when Lovecraft's protagonists escape the terrors in his stories we kind of don't care--the terrors are more interesting than the characters.

Which is all to say the certainty of the truly heroic and the uncertainty of the truly weird coexist as uneasily as the attachment required for the heroic and the detachment required for the humorous.

A good example of how this all works together in games is the mythos of the original Warhammer: It hung out largely in horror-heroic, but could migrate over to horror-weird (Realms of Chaos) and over to funny (orks--and the general black humor throughout) but funny-heroic just couldn't authentically happen. When the orks fought the space marines, either you have to feel like the space marines are the butt of the joke (no longer convincingly heroic--emotionally speaking) or the orks are just one more inhuman abomination (the Space Marines not getting any of their jokes). Another example: sometimes the Joker is funny--but as soon as Batman comes around, he isn't any more (though he is often, in these moments, weird and horrific) and if he is, then Batman suddenly looks impotent. You can have all these "notes" but not at the same time, and not without considerable effort.

Which is all to say: Morality and mood are tied together. Certain effects become almost impossible in the presence of others and so, as always, you have to realize that people who want one are going to have to make less of a big deal of the other. Deal.

Thursday, June 9, 2011

Hire This Guy To Illustrate Your Thing





Justin Bartlett: perfect balance of stylish creepy metalness and culty "I-just-drew-this-just-now-and-am-giving-it-to-you-because-it's-really-important-that-you-see-this-goat-skull-I-just-thought-up" earnestness.

Tuesday, June 7, 2011

Simple Cubey Trick Room


The PCs will ordinarily enter from through the "Near Wall". The entire wall slides away on rusty rails at a touch.

What they see when the wall pulls away is a room with walls made of different colored material and a pit with spikes in it where the floor should be . (Pit has slippery walls and it's an intimidating drop. The spikes are too close set to allow climbing down there and passing through normally.)

The black wall has a square opening big enough for a human to fit through in the center. Touching the black wall causes the room to rotate counterclockwise 90 degrees--the black and white walls maintain their position relative to each other but the spiky pit becomes the right-hand wall, the white wall becomes the floor, etc. Touching it again will rotate it 90 degrees again, making the grey wall the floor, etc. etc..

Touching the white wall/floor causes it to move quickly toward the metal wall and mash anything on in the room against it.

Touching the grey wall/floor causes it to move quickly toward the spikes and shove anything in the room onto them.

The metal wall/floor is inert.

This is the simplest cubey trick room. (Connie and KK successfully navigated it last night, but only after using a loyal wardog as a guinea pig.) They get more complicated later.

Sunday, June 5, 2011

Lazy Links About Comic Books Sunday

You know about this, right? The complete text of Alan Moore's unpublished pitch to pull a Dark Knight Returns on the entire DC Universe--in the form of a letter to the higher-ups at DC.

This guy goes through all the DC Who's Who and all the Official Handbook To The Marvel Universe and also is an angry genius.

These guys manage to keep me enthralled for an hour every other week talking about comics I will never read.

And if you're ever like "Wait, who?" you can usually look somebody up here. I can read the "comments" sections under each entry for hours. It contains such gems as:

"The Sacred Ball has no known connections to

  • Bouncing Ball of Doom - weapon built by Mad Thinker @ Strange Tales I#131
  • Shalla Bal - Zenn-Lavian, former lover of Norrin Radd @ Silver Surfer I#1
  • Speedball - AKA Robert Baldwin, superhero @ Speedball#1
  • or any other "Sacred" or "Bal-" characters/items"
Stuff about Green Lanterns. All of them.

This is Patton Oswalt and an Alan Rickman soundalike giving us a glimpse into what General Zod's meeting with his court-appointed defender was like. It contains both the phrases "Weaponers of Qward" and "Never fuck Asians".

Friday, June 3, 2011

Fiend Folio Fixes: K

Still trucking through the Fiend Folio and redecorating...

A Kamadan is what you get when you take a displacer beast and you replace the panther part with a leopard and the tentacles with some snakes. Why would you do that? Why would anyone do that? Just be impressed with yourself that you got an idea as harebrained as a tentacled puma with built-in stealth technology to actually kind of work and move on, crazy lily-gilding geneticist/wizards.

So, anyway I took the snake thing and leopard thing and did this...
...which I like a lot but really this is just another one of those lazy, heart-of-darkness-dwelling creepy-wisdom-dispensing you-come-to-me Colonel-Kurtz monsters because seriously no way is that thing chasing anybody except maybe in some Mayan carving and/or DMT trip.

Kelpie is a dumb name for anything that isn't a Korean novelty dessert but the basic idea of some creepy seaweed-maiden that goes all hagged and horrid and Room-237-scene-from-the-Shining on you is fine.
Kenku: a bird guy. I have already cracked wise on the Friar Tuck budgie-man Kenku in the Folio. He is hereby replaced. What is scary about birds is the clockwork vapidity of their eyes. Give the bird personality--as they did in the original picture--and it all goes awry.
The Khargra (a kind of fish/xorn from the Earth Elemental dimension) is a monster that I have never ever heard anybody talk about ever, despite the fact that it has a pleasingly freakshow picture......and is just weirdstupid enough that someone, somewhere might actually take a shine to it. That someone is not me. Much as I would like to see it fight a sharkticon, a fish that flies or tunnels (I refuse to look it up) through walls is just not what I need in my D&D game. I have decided Khargra is instead a weird Xorn god that is sort of, to the Xorn, what Charon is to us, and sort of greets them or otherwise facilitates their visits to our Prime Material Plane. Because I do need that. I guess. Hey, I said I was going to do every monster, right?
The Kilmoulis is the Fiend Folio's dumb elephant-nosed version of a species of Irish or Scottish or English brownie or fairy or whatever that--hey guess what?-is mischievous and/or sometimes helpful. The only thing that really distinguishes it from the entire rest of the Midsummer Nights Dream posse is it hangs out in mills. Which, as monster-distinguishing-characteristics goes, is not exactly up there on the excite-o-meter with snakes-for-hair. This sort of thing is all fine and good if you're thinking up tonguetwisty names of things to keep kids from tromping the dales or romping off the ockle or whatever it is bad children do on the other side of the Atlantic but if I'm going to give something stats I need to have something more to go on.

So anyway, this is Kilmoulis. He appears one morning where one of your thumbs should be and does his evil bad-fairy stuff from there.
Kuo-Toa: Yeah yeah, I know "Shadow Over Innsmouth", Module D2, blah blah I hate them anyway on account of they look like footballs with fins in diapers. Fuck them. Lovecraft's Deep Ones were disturbing because they were genetically mixed in with regular people and that was gross but these guys are just one more grunty humanoid race. Plus they wear sandals, which is entirely unacceptable.

Basically when I need bipedial icthyoids, I'm going to use the fishwife. Illustrated below is the fishgroom, which is what you become if you marry one.

Thursday, June 2, 2011

I Made This Chart Tracking Female Superheroes from 1960-2010...

...why? Don't know, really.
It tops out at 40% over there on the right, mostly on account of the X-Men now being 60% female mostly due to Grant Morrison.

Wednesday, June 1, 2011

100 More Things About 100 More Villains

1 Clothing of woven bone
2 Followed by horrible musicians
3 False and deceiving, but only half the time
4 Unconquered but insecure
5 Innovative but consumed with despair
6 Nihilistic to a degree as-yet-inexplicable
7 Denies applications for loan extensions
8 Can hear sobbing from miles away, likes it
9 Frog army/Toad lord
10 Cannibal horde
11 Torn by choices
12 Haunted by vices
13 Undulating obscenely
14 Nictates, lactates, postulates hypotheticals
15 Heretical
16 Dog-like in posture
17 Impostor
18 Glowing grey
19 Headless yet with a mouth
20 Cropped ear. Aura of fear.
21 Always near
22 Seer
23 Sincere when drinking beer
24 Narrow-shouldered
25 Sits on a boulder
26 Thrusts meaningless demands from his mouth like torches into the sea
27 Found dying in the desert
28 Unmeasurable
29 Seeks pleasure in the least likely places
30 Forked fist
31 Served by blue slaves
32 Crass and fine-boned
33 Underappreciated but well-respected in a field heretofore unknown to you
34 Psychonaut
35 Thin-wires trail from her which, if followed, reveal her to be a puppet
36 Isolated by his or her hideousness
37 Inexplicably lucky
38 Throws pieces of fallen foes
39 Covered in crows
40 Aura--Slows
41 Has an aquarium of devilfish
42 Pork magnate
43 Pork addict
44 Half-pig
45 Stinging touch, terribly shy
46 Ordinary words can be twisted by this fiend into weapons of unspeakable violence
47 Aura of silence
48 Thri-kreen jester or served by one
49 Stunningly beautiful but nervous around sharpened steel
50 Devours fruits
51 Has heads on pikes and these are useful in some way
52 Openly gay
53 Demands that you pray
54 Demands that you pay
55 Demands that you stay
56 Demands a story, it should be gory
57 Fist full of wasps
58 Teeth leave face, roam, bite of their own accord
59 Surrounded by prostitutes of every description
60 Indulges a vice for skin treatments requiring rare ingredients
61 Knows you from back in the day
62 Knows the names of trees, plants and exotic grasses but does not love them
63 Hollow and hopeless
64 Kicked in the face and left for dead and back for revenge
65 Ardent lover of lizardman theater
66 Only doing what s/he's been told
67 Covered in mold
68 Suffers from migraines and seeks a cure
69 Rewards the wicked and punishes the pure
70 Gorgon's child
71 Feared by the very air
72 Ninety-nine barbers styling its hair
73 Fair
74 Oafish, ugly and orb-shaped
75 Serves the tortoise god
76 Baker
77 Heartbreaker
78 Requires constant injections
79 In love, fears rejection
80 Trapped in a cycle of sausage and pain
81 Despicable in all ways but one: and this one virtue is hidden until nightfall
82 Ballsy
83 Mad as a hatter and fast as a hare
84 Chained to this spot by beings of infinite mercy
85 Lord of all s/he surveys, and nothing s/he does not
86 Clown eater
87 Conscience hidden deep beneath the earth, in an urn of zinc and red glass
88 Microlends minions money for spreading villainy, horror and chaos
89 Plastered on sundays
90 Knife collector, recent defector
91 Older than her own mother on account of sorcery
92 Dances
93 Dozens of cousins, clothed in red
94 Rules from a bed
95 Once was flesh but is now liquid instead
96 Impeded by the law
97 No jaw
98 Obeyed by mutant offspring
99 Seeks scrimshaw
00 Monomanically dedicated to building a precise 1/238 scale model of the entire world