Sunday, July 5, 2009

Revolutions, Roleplaying, Reverse-psychology

A belated Happy Independence Day to those of you celebrating it. Here's my day-after sketch, whilst thinking in the backyard about revolutions:














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A bit I'm incorporating into diluvium from the smartest role-playing game ever devised, Nobilis. Most RPGs have what's called flavor text, wherein the quantitative component of the game is expressed in more qualitative terms. For something like Dungeons & Dragons, you'd get something like: "Rekzor advanced and smote the goblin on the head with his glowing mace (critical hit with mace +1). Nobilis has flavor text like this:

Once, a man was so well-liked that he set the fields ablaze and the peasants didn't mind.

Then he killed all the animals, gave his folk dust to eat, and they didn't mind.

Then he dirtied the water with blood from his wars, and they didn't mind.

Then they tortured him slowly to death on the Stone Wheel, and when his heirs asked the peasants why, they said, "We thought he liked that sort of thing."


Or, the lines I'm putting into diluvium:

8. Lady Urvasi and Lady Iya stood at the entrance to Hell. "I am strong," said Urvasi. "I can survive the worst torments of this place."

9. Lady Iya said, "You are strong; but is that strength an asset, here?"


How often do you get a game that lets you argue serious philosophical points not as a sidebar, but as one of the primary goals of the experience? It's like a living Sandman comic.

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Lines from my spoken-word/performance piece "Zahir," which will end up on the same page as the hell bit from Nobilis:

Don't think of a tiger.
Don't picture the black and orange stripes undulating through tall grass.
Don't image the huge pads silent as the new moon, the low rumble of thunder in the lungs, the electricity in the sinews that precedes the rush and clutch, the chaotic tumble, the crunch of a dead deer's vertebrae.

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