Geek tropes suck
Sunday, June 12, 2005
Warning, this is not a theory article so much as a rant.
The reason that RPGs have been languishing in the geek ghetto is not just because they are geeky, it is because they are cowardly. Malcolm Sheppard once said something to the effect of “Writers deal with Nazis because they want to say something about fascism and the human condition, RPGers do it because they want to put swastikas on mecha.” I’ll extend that even farther, and say “they want to put swastikas on mecha so that they can avoid actually saying anything about themselves or the world they live in.”
We all know that fantasy, mega-tech, and super powers can be used to increase the tension of a story. Good comic books do this all the time. They draw elements of real world concerns out and magnify them to the level of gigantism – but never forget the things that are being addressed. Take, for example, the way that the Punisher comics originally came out of the New York of Serpico, where people were facing real issues of corruption in city hall, the police, and a growing feeling of anger, helplessness, and alienation from their government. From this mix of rage and helplessness comes the murdering vigilante who deals out vengeance in a hail of bullets. Ditto Superman and the world of North American cities in the 30’s, moving through helplessness towards a sense of nation based around a very mixed up ideal combining the superman/noble and the democratic ideation of the common man. If you want a close up of the way this works in a fictional account, read “The Amazing Adventures of Kavalier and Clay.”
We also all know about how badly these things can go wrong when the powers become the point, when the story becomes a trope. The Punisher movie of the 2000’s being a good example, pushing buttons that no longer have cultural emphasis and then cringing away from its own message in mid stride because it’s become an excuse rather than a reason. The Superman that turns into a geranium when confronted with aquamarine kryptonite has become his own joke, moved so far away from the North American reaction to Nietzsche and the shadows of the great wars that he no longer has any more weight than a balloon.
Unfortunately it seems that a lot of RPG design focuses around the trope, around the power, as the purpose and meaning. In Kavalier and Clay the protagonists came to the stunning realization of “It doesn’t matter what the hero can do, what matters is the why.” But RPGs are often bound and determined to do just the opposite. We have books of superheroes and villains with massively detailed powers that have all the personality of Styrofoam peanuts. That alone is annoying enough, showing a fixation on adolescent power fantasy that is going to put any number of people off, but it gets even worse when people don’t just not deal with the why, but actively discourage doing so.
How many games can you think of in which the heroes are able to mow through hordes of faceless mooks, and yet do not ever stop to look at what that actually says about the characters or the world? How many actively discourage it in the name of “fun?” In a recent thread on RPG.net someone came on and asked if it would be social-contract breaking to have an Exalted game in which it was revealed to the PCs that the mooks they had slain were real people with real lives that were crushed because of the PCs actions. It gave me a minor moment of hope that most people thought that doing so was a good idea, which was soon crushed when there was oft added a variation on “just so long as it doesn’t happen all the time.” And just the fact that the question got asked shows something about the mindset of a lot of RPGs and RPGers.
When confronted with the fact that they are condoning murder, fascism, or whatever other nasty is dwelling in the refusal to engage with the why of the swastika on the mecha, one of the inevitable responses is “well that’s the genre.” It isn’t my fault that I killed an entire town of peasants who were just trying to keep their children from starving to death, because that’s the genre. I don’t need to think about the consequences of using violence to solve problems, because that’s the genre.
Well, I hate to be the one to break this, but it isn’t the genre. It’s the part of the genre that is shit. Even most genre books and movies have some awareness of what they are doing. It is only the most cowardly shit that abdicates responsibility in the name of blowing up more cars. Why must we go for that part of the genre? Why chose geranium Superman rather than anti-Nietzsche Superman?
When you get an answer to that question, I think you’ll start to get an answer to the question of why more adults don’t play RPGs, and why they don’t spread beyond the genre ghetto when movies like Spiderman 2 and Lord of the Rings have made it obvious that “geek” interests can spread. It’s because we’re not aiming at Spiderman 2, we’re trying really desperately hard to be Batman 3.
Now there is a movement to get away from this. Guys like Ron Edwards and Mat Snyder have talked about making games in which there are no supernatural elements, no geek tropes at all. I even talked a little about that in this article about a Sorcerer character that wouldn’t work. I think this is one way to go in order to escape the putrid trenches of the genre ghetto, and it is one that holds a lot of interest to me. However, it may also be over-reactionary (or it may just be about damn time).
There is no need to get out of the comic book in order to not be a coward. All that’s needed to do that is a little courage… and a lot of study of how the form actually works and what makes it touch people. I will hold up “With Great Power” as a good developing example of this in regards to superheroes. You know why most non-comic fans I’ve talked to like Spiderman 2? Because Peter had to lose everything in order to be a hero. Until you have been hurt you cannot be great, says the movie, and even then all you might get is more pain. People feel that in their gut way more than they will ever care about how much he can bench press. With Great Power gets onto that track, by giving the import of a character’s powers to how much they have been pushed. There are real game benefits to having a character that gets screwed, and if you want to win the game you have to push your character to the edge, to hurt them and make them care again. That’s some good design right there.
So the question I face as I look at designing my next game is this: what it is about transhumanist stories that makes me shudder, that makes me care? And not just on a technical or speculative level, but on a gut level that forces me to react? (Or, if I go the other way, what is it about the Pullman strike that pulls me back over and over? It isn’t the World’s Fair going up in flames, so what is it?) Unless I know what the things that make the genre work as something other than a cowardly reality dodge, the game will not work. It is possible to make a game with Nazis and mecha that isn’t shit – but only if you know what Nazis and mecha mean, and what the game will say (or what the game will interrogate) about them.