Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Tuesday, February 12, 2019

The JimFear138 Podcast Ep.99 - Critical Role & DM Advice



I know I've been gone for a while but I'm back now! This episode I talk about the show Critical Role and D&D as a game and a hobby, and also direct you guys to a few good places where you can get some decent advice on how to be a good referee/game master. I'm not dead yet so this train will keep a'rolling!

MP3 Download of this episode: 
https://ia800408.us.archive.org/25/items/jimfear_audio_productions/ep99.mp3

The Sandbox vs The Railroad by Matt Colville: https://www.youtube.com/watch?v=EkXMxiAGUWg&t=915s

Dungeons & Dragons is NOT for Making Stories: The Historical Debate by RPGPundit: https://www.youtube.com/watch?v=owtZ2TThmWI

DimensionBucket Magazine #1: https://gumroad.com/l/gjMJq

Matthew Colville: https://www.youtube.com/user/mcolville

Interview A DM: Jim Murphy by Matt Colville: https://www.youtube.com/watch?v=uzEVAMIvJG8&t=5s

Jim Murphy/Game Methuselah: https://www.youtube.com/channel/UCdMl19aDv5e_2l_AeJRXp2g

Taking 20: https://www.youtube.com/channel/UCly0Thn_yZouwdJtg7Am62A

The Animated Spellbook: https://www.youtube.com/user/zeebashew




Social Media Dump:

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Itunes: https://itunes.apple.com/us/podcast/jimfear138/id1107844659?mt=2

Twitter: https://twitter.com/LichJim

Tumblr: https://jimthedefiant.tumblr.com

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Blogspot: http://jimfear138.blogspot.com/

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Gab: https://gab.ai/JimFear138

Minds: https://www.minds.com/JimFear138

Dailymotion: http://www.dailymotion.com/jimfear138

Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Sunday, August 5, 2018

The JimFear138 Podcast Ep.93 ft. J.D. Cowan



Hello everyone and welcome to another episode of the podcast! This week I talk to J.D. Cowan about several articles he posted to his website, his book, writing, anime, music, and a host of other topics! Be sure to check out his website and his book, Grey Cat Blues, linked below! Hope y'all enjoy!

MP3 download of this episode: 
https://ia600408.us.archive.org/25/items/jimfear_audio_productions/Ep93Actual.mp3

J.D.'s Links:

Website: http://wastelandandsky.blogspot.com

Novel: https://www.amazon.com/gp/product/B077X5G9DN/ref=as_li_tl?ie=UTF8&tag=jimfear138-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=B077X5G9DN&linkId=d592d6214ff7c1a72b2ad09e22cab3c0

Twitter: https://twitter.com/wastelandJD


Social Media Dump:

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Ko-Fi: http://ko-fi.com/jimfear

Steemit: https://steemit.com/@jimfear138

Itunes: https://itunes.apple.com/us/podcast/jimfear138/id1107844659?mt=2

Twitter: https://twitter.com/LichJim

Tumblr: https://jimthedefiant.tumblr.com

YouTube: https://www.youtube.com/user/JimFear138

Blogspot: http://jimfear138.blogspot.com/

Wordpress: https://jimfear138.wordpress.com/

Bandcamp: https://jimfear138.bandcamp.com/

Gab: https://gab.ai/JimFear138

Minds: https://www.minds.com/JimFear138

Dailymotion: http://www.dailymotion.com/jimfear138

Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Closing Music:
Crunk Knight by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1400044
Crunk Knight Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Saturday, June 30, 2018

Playing The Game Wrong: Inspiration



Continuing in the vein of bitching about D&D because it's been on my mind a lot lately, recently I found out about the FERAL rpg. This one's in development, but it looks really cool for what's there in the playtest. From what I've been told it's basically a mashup of the old Teenage Mutant Ninja Turtles ttrpg from the 80s (now known as After The Bomb because licensing is a beyotch) and D&D 5e.

You can probably see where this is going.

So in an effort to understand FERAL I had to, out of necessity, get ahold of the 5e Player's Guide, which I did. The things I put up with, I tell ya. I figure the best way to understand character creation so I can explain it to other people is to go ahead and make a bunch of characters. This I did, and I found out some incredibly head-scratchy and disturbing things about the design of 5e that, coming as I am off of about a year of OSR and B/X high, made me very confused. And given that this blog is my place to bitch about things that annoy me, that's what I'm gonna do!

The first of these things that viscerally repelled me on a spiritual level, like a Catholic watching a streetwalker do unspeakable things with a Eucharist wafer, was this little thing called Inspiration. What is Inspiration, you ask? Well, I'm glad you did because now I get to show you this abomination from the 5e guide so you can feel my pain right along with me because misery loves company.


Now I shouldn't have to explain why this is bad and wrong but I'm gonna anyway. This must be something they took from 4e or created specifically for 5e or dredged up from the pits of girl D&D hell specifically to torment people like me who are used to rolling with the punches in our tabletop games. As I explained in my last post the dice in a tabletop game that uses them (diceless systems exist, they're just not all that common in my experience), the dice are meant to represent and embody the "luck" component of any encounter.

For example, B/X D&D has three major mechanics governing encounters which are The Alignment System, The Monster Reaction Table, and the Retainer Reaction Table. If you wish to truly give yourself up to the whim of the Gods of Random Chance as Gygax intended, you let the dice do the talking at the tabletop. You choose your Alignment in character creation or roll a d3 (there's only Lawful, Neutral, and Chaotic, and none of those are inherently evil or good), and that's supposed to govern how your character reacts to stimuli in the world.

So a Chaotic character might stick with the party for a while, but if an encounter goes badly they might just run off out the back with as much loot as they can carry while the rest of the group dies horribly to unknowingly facilitate them saving their own skin. 

The monster reaction table is meant to decide how monsters in the dungeon react to the players showing up and wrecking face. It ranges from "Instant Attack" to "Enthusiastic Friendship", and is rolled on a 2d6. There's more chance the monsters will actually talk to the characters to find out what they're doing down here, because almost everything except for dumb animals in the dungeons are chaotic and they'll betray their masters in a heartbeat for a shiny new dime and a glass of soda.

If the dice are on your side, that is. 

The retainer reaction table is much like the monster reaction table, only it's meant to govern how well or badly hirelings take to your offer of shinies and dangerous adventure. It's also a 2d6, and ranges from "Offer refused and every other potential retainer is adjusted by -1" to "Offer accepted and they get +1 to morale". Once again, letting the dice decide things like this is a big part of the fun of the game, because thanks to the luck and chance components you never really know what's gonna happen.

So the reason I explained all that crap to you is this: You're supposed to rely on the dice. They are your guides through the valley of the shadow of death, your saviors in time of trouble. They're also the sadistic little bastards that just let you get eaten by a wolf even though you're wearing full plate armor. Even when my misguided self was playing 3.5 back in high school (don't be too harsh, it was the only ttrpg I knew existed and quite literally the only game in town), half the fun of the game was rolling those knucklebones and seeing what came up. 

This applies even more when we're talking about the things that this 5e mechanic of Inspiration governs: Attacks, Saving Throws, and Ability Checks. These are the meat and potatoes of a D&D campaign, it's what you'll probably spend the most time rolling over, and as I said half the fun is seeing what happens when you roll those dice and dealing with the consequences, good or bad.

For those unfamiliar, attacks are pretty self explanatory, but saving throws are when something really bad happens to you and you need to see if it affected you or not. This can be getting hit by poison, a spell, a magic wand, or even dragon's breath. You have a chance to roll to escape it, and getting to re-roll that is just playing like a sissy.

There's no other way to put it. This is straight bitch-made, right here. 

In the older versions of the game you dealt with what the dice gave you. Like I said in my last post, character death is supposed to be a thing, and while you have a chance to survive this stuff, you have a chance to not survive it as well. The tension and suspense of rolling the dice and seeing what happens is a fundamental part of the game. 

Ability checks are less deadly (usually) but still pretty important. Less so in B/X unless you're a thief, but any character can try to do a thing and roll to see if they're successful. Trying to climb a wall, jump a cavern, do a little dance, make a little love, get down tonight, all of them can be tied to an ability the character has and can be checked against a roll on a d20 (or various other dice, depending). 

The way Inspiration seems to work from that small explanation (the only one in the rulebook, by the by, but maybe the DMG has other info on it, I haven't cracked that tome of horrors yet), is basically if the player is a good role-player, or comes up with a clever solution to a problem, or does a good in a fight, they gain a point of inspiration to be used to re-roll a dice throw that came up in the negative for them. This is, primarily it seems, meant to encourage the narrative play that people like Pundy, Bradford, and myself have been shouting into the desert about lately.

And I took a bit of heat from Misha Burnett over that last post because I am contending that there is a right and wrong way to play D&D, so I should say this right here: Having a narrative in your D&D game is not an inherently bad thing. There's a narrative in The Temple of Elemental Evil, for god's sake (the module I'm currently running). Granted, it's mostly about getting into the Temple and cracking The Skulls of Elemental Evil, but there are extensive parts of that module dealing with Hommlet and Nulb and the various people in them. Every named NPC has a backstory, and can be called upon to influence the game in various ways to the aid or detriment of the players. 

So I'm not saying having narrative is bad, and I'm not saying role-playing is bad. Could've fooled you, right? What I'm saying is that letting those take over the game to the exclusion of all else is bad and Not Fun™. Trust me, I've been there. I actually prefer a little role-playing in my games. It leads to interesting and fun moments that get laughs and groans from everybody at the table and adds to the overall fun of the game. What's bad is letting the role-play and the Way The DM Thinks The Story Is Supposed To Go™ take over.

I should also mention there are plenty of narrative games out there I have no issue with. They're purely meant to facilitate role-playing, and good for them. No, serious as a heart attack, good for them. Different strokes for different folks, I'm a libertarian at heart, and I'm not going to show up at your table and tell you to your face that you're playing the game wrong. If I'm a player I'll probably just quietly see myself out, if I'm not involved well then I'm just glad you're having a good time because it doesn't effect me at all how you play your D&D sessions.

However I am entitled to my opinion, and my opinion is that there is a right and wrong way to play the game, and inspiration is most definitely wrong. If you missed your roll trying to attack the Big Bad Evil Guy, sack up and deal with it and pray to the Dice Gods for a more favorable roll next time. Likewise for saving throws and ability checks. Failure is part of the game, and indeed without it the fun, in my opinion, doesn't exist. 

Don't get me wrong, I like to get absolutely fucking shitfaced hammered and play a first-person shooter on easy mode and just godhand every single measly motherfucker with the bad luck to be in my crosshairs just like any red blooded American. But unless I'm so drunk I literally can't see straight, there's no challenge in that, and the challenge is where the fun of games like FPS's and ttrpg's lies. That knowledge that the next encounter could be the last is what makes the game exciting and memorable. 

The narrative-above-all-else style of gaming that mechanics like Inspiration encourage is just an inferior style of game. If that's your thing, then go for it and good luck, but you're essentially cheating the dice just like if you loaded them. You're stacking the odds in your favor so that fewer bad things have the chance to happen to you.

That last part is in italics for a reason. It's not that those bad things will absolutely happen if you don't use an Inspiration-style mechanic in your game, it's that they have a chance of happening, just like you have a chance to fudge that second roll. But what a mechanic like Inspiration does is effectively put the player characters one or two steps closer to being invincible, and as One Punch Man has shown us, winning every encounter with little to no challenge is just plain boring.

What a mechanic like Inspiration says to me is that the players are too sissified to be able to deal with the consequences of their own dice rolls without getting to shout, "Do over!" like a child on the playground who missed the pitch in a stickball game. It's a fundamental disrespect to the people who are playing the game, along with the DM. Kids in the 80's loved and reveled in games like B/X where you dealt with your dice rolls like a man and came back swinging next round. Kids in the 2000's dealt with it too, although 3.5 was already sliding down the winding slope that led to this game basically spitting in your face like this. 

A friend of mine on twitter (I believe it was J.D. Alden, but I apologize if I'm misremembering) also foresaw that this could start actual no-shit fights at the tabletop and ruin gaming sessions. Now I don't know how true that is, I've never heard stories about that happening, but I could see it happening. Some player who's really up in themselves about the role-playing thinks they're entitled to a point of inspiration because they're playing a chaotic evil tiefling and they just act like an absolute cock to everyone. But, like I said, I've never heard of this happening, I just admit that it's a possibility.

But anyway, I think I've come to why this is bothering me enough to write this long-ass screed about it. This is insulting to everyone who picks this book up expecting a good game. They're effectively saying that you can't handle what children four+ decades ago could. I, for one, don't put up with that kind of crap from anybody, let alone a WOTC drone who insults potential customers on social media. 

So really the choice comes down to this: Are you going to play a game that spits in your face and treats you like an infant, while at the same time playing the game wrong considering what type of game it actually is?

Or are you going to see the light and come over to the Proper Way To Play™?








If you enjoyed this post, you can find more like it on my website or my steemit page. I also have free action and adventure short fiction available from my Original Fiction page, as well as in the anthology Darkest of Dreams from DimensionBucket Media. Feel free to check out my weekly podcast too, as well as audiobooks I've produced, and if you feel so inclined you can throw me a tip at Ko-fi.

Thursday, June 28, 2018

D&D Is Not Final Fantasy: Let Characters Die

Final Fantasy IX, otherwise known as The Best One™

So Pundy (or The RPGPundit, as he's commonly known) has a new video about player backstories, and I gotta say I agree with him wholeheartedly. Hat tip to Bradford C. Walker for posting it on his blog and then further posting that to twitter so I could see it while I was making my coffee today. Go subscribe to both of these gentlemen and pop their blogs into your rss feed. 

Now I'm not going to belabor the points made by Bradford & Pundy, but I am going to add onto them here. There's something that's implicit in all this talk of player backstories and why they're bullshit that's being left unsaid, I think. And I dunno if those two just overlooked it or if they were purposefully leaving it unsaid, but as we all know I'm a little thick and sometimes I need to spell things out for myself. Maybe someone else will get the benefit of my anti-wisdom. 

Anyway. The real reason your players don't need backstories are because they should be allowed to die. None of the other stuff really matters as long as the players and the DM understand that:

A: This is a game and
B: Player character death is apart of it


So far as I'm concerned after that understanding has been reached the players can do whatever the blue fuck they want with their characters, because they're their characters not mine. Give that guy a backstory if you want, I'll even make minor concessions in the game world over it. Like in my current game (Temple of Elemental Evil run through B/X rules) one of my players is a cleric, and he went and did a ton of research about the Temple of Saint Cuthbert, made up a whole other branch, and decided that his character was a part of it and their job was to kick evil square in the dick.

And I don't mind that. It's actually been kind of funny. But the main thing is that he has the understanding that, unless he plays smart (which he does), every single time they go into the Temple could be the last time his character does anything. This is an understanding that every DM should have with all of their players.

Players like to do dumb shit occasionally. Sometimes that dumb shit comes with serious fucking consequences. The DM shouldn't be afraid to let the players suffer those consequences.

Because Bradford's right when he says:

the revealed pattern of behavior is that backstories are used to shoehorn narrative trope bullshit into what is not a medium of narrative storytelling, but rather a medium of liminal wargaming.

That's what D&D is. It's a wargame on a very small scale, meant to represent and put the players into a fictional world that reacts to their decisions via the avatars of the characters they play. D&D has its roots in wargaming, quite literally, & it's a lot more fun when that is kept in mind by the players and the DM. I can promise you that.

I've brought this up before but my last Pathfinder game before I started DM'ing myself was narrative bs. I put very little effort into my character's backstory. He was evil, a cleric, probably an orphan, and a tiefling because I was being an edgelord. I wanted to be able to just fuck with people as hard as I could and there's few better ways to do that than by actually playing a fucking monster. However, there was no risk to that game, and I got bored quick and stopped taking it seriously after about six or eight sessions. 

Every character had a backstory, we had entire sessions that were literally nothing but roleplay when I was looking to get into the dungeon, kick people in the balls, take they stuff, and get back out alive. The only "real" fight we had was all a dream so the DM could test how we would do (at level 8 or so) against the enemies he'd homebrewed, and we got fucking wiped. 

I think my guy might've survived because I banished one of the engines of death back to its native plane. That was the most fun session that entire game, and once I realized that I just couldn't go back to narrative bullshit anymore. I got a taste of a real fight, I watched my friends' characters die, and I almost ate it myself, and after feeling that tiny, diluted hit of what D&D was supposed to be, I just couldn't do "girl D&D" anymore. 

D&D is based in wargaming, and it shows in the language we use in the hobby itself. The reason a string of adventures is called a "campaign" is because it's based on the military campaigns that tabletop wargaming recreates. Much like the influence of Appendix N and the pulps, that's something they'll never scrub out of the hobby no matter how hard they try. Like H.P. Lovecraft's writing, its power is beyond their ability to deface. 

But what happens in a military campaign?

People fucking die. It's a necessary consequence of the very act of campaigning. When you have supposedly slightly extraordinary people (you're not peasants, but you're not great heroes of legend either) going into an incredibly dangerous situation almost literally every single day of their lives, the likelihood that something will kill them is increased exponentially. This is why dungeons are full of monsters, traps, evil humans, portals to other dimensions, and all kinds of other shit. The point of the dungeon is to kill the players, and the point of the players is to navigate it without dying. 

So what does Final Fantasy have to do with this?

Tabletop RPG's ARE NOT VIDEO GAMES. 

In a video game like Final Fantasy, you have the One True Party™. These are a group of people whose stories the dev team has chosen to tell, like Cloud, Barrett, and Tifa in 7 or Zidane & Co. in 9. They have their ups and downs, and apart from a scripted loss here and there they literally beat the dogshit out of everybody they encounter. Oh, you can run into shit that's too heavy for you, but if your party gets wiped in the process it's game over and you have to go back to your last save point and click through all that dialogue again.

In D&D there is no One True Party™. The characters are expendable and can easily (or should be able to be easily) replaced. For example, another personal anecdote because I'm sure y'all aren't tired of those yet.

In the Temple of Elemental Evil our Dwarf who'd somehow survived like 16 sessions and had been there since the beginning (he was about lvl 5 or so) had acquired a lightning spear. This thing was basically a magical weapon of mass destruction. It did 1d6+20 damage in a 150 foot radius. Barring incredibly high HD creatures (like over 4 or 5 or so) it'll kill just about anything it hits, if it hits them. Well they come up on some Elementals in the Temple, as you do, and he throws the spear.

He misses. The elementals start stomping towards them, right over where the spear had landed. So I figure I'll have him roll to see if one of these giant mounds of dirt and boulders steps on it and breaks it, unleashing the magical energy within. Because I'm a dick like that. 

He rolls his d6 and it comes up on 1. Well slap my ass and call me Sally, B/X is a roll-under system and low rolls means the thing happens. The elemental stepped on the spear, broke it, lightning went everywhere, and it fried that dwarf like bacon. Dead character, no more dwarf. The other characters proceeded to slit his throat and use his blood to banish the other elementals that were still coming towards them.

Hey, he didn't need the blood anymore. Far as I'm concerned that's efficient use of resources at hand. Player's fine, he rolled up a thief and he's back in the game next session. It sucks, but that's the way the dice rolled. Never trust a computerized random number generator. 

This, incidentally, is why you hear me talk so much unrepentant shit about 5e's character creation system. It's horrible because it's too involved. There was no way the guy would've been able to have a character built by the end of the session like that (we were pretty close to heading back to town anyway) if we'd been playing 5e. Simple rule sets encourage this kind of frivolity with character's lives that's really at the heart of the way D&D is supposed to be played. 

The party characters are just people, they're not special, they don't have any great destiny ahead of them, and their backstory doesn't matter. What matters is the emergent story that comes from them interacting with the virtual world they're placed in and how it reacts to them. These characters have to forge their destiny, not have it spelled out for them in a nice, safe garden path they can traipse down at leisure with no worries about big mean monsters coming to ruin their dainty little fingernails they just had manicured. 

The characters are supposed to be people like Northwest Smith, Conan, Adam Reith, Cugel the Clever, and Fafhrd & The Gray Mouser. Slightly extraordinary men in extraordinary situations that built their own destinies from square one. There were multiple times in all their stories that they almost died, and would have were it not for their luck, fighting prowess, and brains. So it is with player characters in D&D.

If they live, it was because the player fought smart, played it safe, used every advantage they had, and had luck on their side represented by the dice. If they died, it was because they didn't. Plain and simple. This isn't Final Fantasy, it's tabletop rpg's. They're two completely different mediums, and one is about storytelling while the other is about kicking monsters in the dick and taking they stuff. 

Failed novelists have no place at the table in D&D. Go write your book if you're so enthusiastic about it you'll try to railroad the players (or the rest of the players and DM) into going along with your supposed destiny. It's really easy to do. Pop open an OpenOffice text document and start typing. But when you come to the tabletop, you're supposed to be there to game, not tell a story. 

Unless you're playing something like Hillfolk, I suppose, but we're talking about D&D and games like it. Which, once again, is fundamentally what these ttrpg's are. They're games. Even in the One True Party™ Land of Final Fantasy, failure is part of the game. You can run into that one thing that's too strong for you, or just fuck up planning for a fight, or screw up on your strategy for a certain boss and just get your ass completely wiped the fuck out. 

The difference is in D&D character death is supposed to be permanent. So my advice, to build off what Bradford and Pundy are talking about, is firstly to DM's: Don't be afraid to kill off your players' characters when they do something stupid and the dice don't come up in their favor. And then to Players: Don't sweat a character dying, because it's really not that big of a deal anyway. If you had a destiny planned out for them, that wasn't really their destiny. Their destiny was actually to get squished by an Elemental. 

If you inject some actual stakes back into your game, such as players getting pasted by big mean monsters, it'll be a much more fun experience for everyone involved. Even the guys whose characters die. If that wasn't the case then our thief player who died in session one wouldn't have rolled up another and come back next week. Our current female fighter would've quit after session 2 when her elf got her throat torn out by a wolf.

Dangerous liberty is far more fun than comfortable security, especially at the tabletop. 

Wednesday, March 21, 2018

The JimFear138 Podcast Ep.82 ft. Not John Daker



Hello everyone, and welcome to another episode of the podcast! This week I have my buddy Not John Daker on again, and boy is this a doozy of a conversation. Not quite as long as my last guest podcast, but getting there. Hopefully next time we'll be able to keep the length manageable. In the meantime, enjoy this conversation that meanders from tabletop games, rpg's, monster girls, feminism, mgtow, and more! Hope y'all enjoy!


MP3 Download of this episode

NotJohnDaker On Twitter

NotJohnDaker On Steemit

NotJohnDaker On Gab



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Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/


Thursday, February 22, 2018

The JimFear138 Podcast Ep. 80 ft. J. E. Bennett



Hello everyone and welcome to another episode of the podcast! Sorry this one took so long but I think you'll realize why when you look at the length. This is officially my longest podcast to date! It's an absolute marathon with my friend J. E. Bennett, currently working on his own ttrpg called "The Pulp Trip", wherein we go over everything from tabletop rpg's, to the pulps, to Robert E. Howard, to H. P. Lovecraft, to dice, to Steemit, and god only knows what other topics! If you can get all the way through this one, you've earned something. I'm not sure what it is, but something at the very least! Thanks again to J.E. for coming on the show, and as usual he is welcome back any time!

Hope y'all enjoy!

MP3 Download of this episode:
https://ia600408.us.archive.org/25/items/jimfear_audio_productions/ep80.mp3



J.E. on Twitter: https://twitter.com/jebennett

J.E.'s website: http://thespacewizard.com



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Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

http://creativecommons.org/licenses/by/3.0/

Wednesday, February 7, 2018

The JimFear138 Podcast Ep.78 - RPG Ramble



Hello everyone, and welcome to another episode of the podcast! This time I spend quite a while rambling about RPG's, along with a few other topics. I would've gone over the "Release The Memo" insanity, but I've been busy with other projects, and this was recorded last week. So we'll go over a bit of that next time, and we'll be back on proper track with the podcast this weekend, because we got off to a rocky start so far as sticking to schedule. 

MP3 Download of this episode: https://ia800408.us.archive.org/25/items/jimfear_audio_productions/ep78.mp3

Everyday Should Be Tuesday: https://everydayshouldbetuesday.wordpress.com/

Legionnaire by Nick Cole & Jason Anspach: https://www.amazon.com/gp/product/1548258261/ref=as_li_tl?ie=UTF8&tag=jimfear138-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=1548258261&linkId=7e77bb25ade209619e3660b41885bec9

Children of the Sandler by Dawn Somewhere: https://www.youtube.com/watch?v=-mGI_jgym1w&list=PLx1CGE8468-Vq_Sc92IvzYhtKFwZqcEus


Social Media Dump:

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Gab: https://gab.ai/JimFear138

Minds: https://www.minds.com/JimFear138

Dailymotion: http://www.dailymotion.com/jimfear138

Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Monday, January 22, 2018

The Myth of the Exclusionary Nerd



I'm sure you've all heard the stories. You can probably quote them by rote at this point. After all, they get shoved in our face so very often, and yet one thing they all have in common is this: Zero Evidence. For those of you wondering what I'm talking about, it's this myth that's circulated in feminist circles about how men are supposedly exclusionary to women. That we guys are gatekeeping our own hobbies, and trying to keep women out. From the stories we hear this happens everywhere in the nerd hobbies. Comics, tabletop, video games, you name it. All of these hobbies and more are supposedly just infested with awful men that hate women and don't want them to have any fun.

This is, of course, retarded on its face.

I've been sitting on this post for a while, but finally decided to write it when I saw this on Twitter today.


[archive link to the tweet in question]

This utterly ludicrous statement was made by the creative director of Dungeons & Dragons. The whole entire franchise. He also co-created the bloated abomination that is 5th ed., so now we all know who to thank for that. But before I get into this I'd just like to make sure that he understands one thing, should he ever read this post.

Much like a TV show can't decide who does or doesn't tune in, you don't get to decide who does or doesn't buy your product. You have no power in this situation. I can go to any number of online stores and buy a copy of 5th ed. and be playing it with my friends tomorrow, and there's quite literally nothing you could do to stop me. I won't, because as I said 5th ed. is a bloated monstrosity, and I also don't believe in encouraging people who want to put actual serious barriers to entry (such as a series of books you require to play the game all priced at $40 each), or giving money to people who so obviously hate me. I'll go play Moldvay, or AD&D, or GURPS, or ACKS, or Traveller, or Gamma World, or Hero System, or Vampire The Masquerade, or even Children of the Sun. There are about 500 or so other systems I could be playing besides 5th ed., and I would encourage others to look into those instead of giving Wizards of the Coast and Mike Mearls your money. But he needs to understand that he can't fire customers, and attempting to attack his customer base will only shrink the amount of people willing to put food on his table and pay his bills via buying his products, and if I were running WOTC right now he would issue a very public apology, delete that tweet, and watch his ass because it would be grass should that ever happen again. You don't insult your customers. That is a firing offense in literally every other industry. 

There's also the tiny little matter of WOTC actually passively protecting pedophiles in their Magic: The Gathering judge community until the fan outrage became so loud they were forced to respond and institute background checks on judges and refuse to work with any organization that actively hired sex criminals, but hey, that's fiddly little bullshit, right?

Stop giving WOTC your money. I'm deadly serious.

But anyway, my personal hate-boner for WOTC aside, let's get on with this post here. According to this fucking moron, the narrative repeats. The thing that really gets me is the inherent sexism in his statement. Apparently, according to Fuckstick up there, complex rules and lore are exclusionary, and women can't understand them. Therefore he has to fix the game by dumbing it down to women's level, and the guys who are mad about the dilution of their game aren't mad because everything they liked about the game is changed, they're mad because they hate women.

Obviously.

Remember, this is all according to this idiot. Now, on the other hand, and what I think is more likely, is that all of this is made up. I'd put the number of made up accounts at 99.95%. It's not outside the realm of possibility that this has happened a few times, but with nowhere near the frequency that these people claim. Remember, as the "Feminist 40K" mods have stated themselves, flat out admitting to it on more than one occasion, they assume there is a problem rather than looking to see if the problem is actually there or not. And given that there are women out there who can and have lied about being raped to get out of cab fare (no, I'm not bullshitting you), it's perfectly reasonable to assume that the vast majority of these complaints are either made up from whole cloth, or come from out-of-context or misinterpreted social interactions. 

Unfortunately, and this really, truly is unfortunate, we don't have any data to prove anything. There have been no studies done on this by reputable organizations such as Pew, and whenever these people bring these complaints and stories, they never, ever have evidence of such. You'd think they would at least have audio, if not audio and video, given that damn near everyone has a high-definition camera and microphone in their pockets. But no, they expect you to just "Listen & Believe". Take what they say on faith.

Social justice is, after all, a religion to these people. They take so much on faith, they cannot comprehend a world where someone would actually want them to prove the bullshit they spew rather than just believing them outright. I mean, there are wammen to respek! We don't have time for things like methodological study, due process, or critical thinking! Just believe them, and then we'll start burning witches and tearing down everything you hold dear! Don't you want that? Because you're a misogynist if you don't!


Well, in lieu of actual evidence, all we really have to go on is what these people call "lived experiences". This basically means we listen to people who have been there, because they exist in that hobby/fandom/job/whatever and therefore are more qualified than average Joe off the street to speak incredibly broadly about it for some reason. Well, I've been here since I was a child, so my lived experience must add up to a shit ton of authority at this point. Tabletop is more recent, but about twelve or fifteen years of being in that hobby should count for something. 

I've met a lot of nerds in my day. I am one, they are my people. They're the people I almost exclusively hang out with because I find the discussions there more interesting. I don't hang out with people who talk sports because I find sports incredibly boring, but if those people are talking scifi, fantasy, tabletop, comics, video games, etc. I'll be right at home among them, because they're speaking my language and talking about things I'm interested in. I must have met or been tangentially acquainted with about a thousand nerds over the course of my life. 

Post-puberty, not a single one was even mildly hostile to women because they were women.

In fact, we actively tried to interest women in our hobbies, and the ones who were interested were treated like queens. They were invited to D&D games (and some even showed up), to get loaded and watch movies or anime, whatever nerd shit we were doing, the more women that were interested in it, the better. Nowadays I don't care so much, but when you're a horny teenager swimming in hormones who gets weird looks because he's reading D&D manuals at the lunch table, the approval of the opposite sex means a lot. So finding women who were interested in things like D&D was like wandering through the forest and stumbling upon a unicorn out of nowhere.

It's no surprise to anyone that women just generally aren't interested in games where you go into dungeons and bash goblins around for their meager gold coins. Or wargames like Warhammer 40K. Most of Dungeons & Dragons, or 40K, or Warhammer Fantasy, or other wargames and TTRPG's, is rolling dice until monsters fall down and die. Of course there are also other aspects to the game like shopping and roleplaying interactions with non-player characters, but the meat of the game is generally wandering through dungeons and slaughtering monsters. More so with wargames than with RPG's, but the point still stands. The name of the game that started all this is Dungeons & Dragons, after all. Sort of implies that there will be a fair amount of dungeoneering and dragon fighting in this game. And those are things that women tend not to be very interested in.

And it has nothing to do with sexism. As I said, women who want in on these things have always, in my lived experience, been welcomed with open arms and encouraged by the male players who were already there. I have been to comic shops, game stores, GW stores, and more all across my long years of being a nerd, and not once in my life have I seen some guy give some chick shit because she had a vagina. 

Not once.

Matter of fact, the exact opposite always happens. If a woman shows interest, the guys treat her just like they'd treat a guy who showed interest. They show her the game, what she'd need to get started, how the rules work, and offer to play a starter game with her to show how the mechanics work in practice. Whether it's Magic, D&D, or 40K, this is how it goes every time, because the people who exist in these hobbies understand that while they may be fairly popular, they're also pretty niche, so having more people interested who know what they're doing means having more people to play with, which means more fun for everyone. And for guys who are historically and stereotypically as bad with the opposite sex as nerds, it is completely counter-intuitive for them to treat women who actually want to be around them like shit. Most of these guys couldn't be mean to a woman if they wanted to.

A good personal example of this I have is from my time in college. Turned out there was a GW store a few miles from the school, and they were open on the days I had classes, so I would go to class, then drag my backpack full of models, paint, and brushes into the Games Workshop store and hang out for hours at a time and paint my armies. The manager at the time was a five-foot-nothing Asian woman, and she knew more about the lore and rules than most of the guys. She was treated perfectly fine by all of the regulars who knew this game and its lore inside out. She was also fucking obsessed with Orks. The big green fungus monkeys that reproduce via space spores and eat each others' heads off. Of course she, like everyone else including myself, lamented that the Sisters of Battle get no love from GW, but she didn't want to play them. She wanted to play Orks, and what's more she wanted to make an entire Halloween-themed orange and black army of the bastards. She could also fuck you up on the tabletop.

Now I don't know if you've ever taken a look inside a 40K rulebook, but I have, several times. Lemme give you a quick and dirty. If you buy one of the beginner boxes it comes with two small armies from different factions, a general rulebook, and a book with the different scenarios you can play to tell the story of what happens in that box (they're usually structured around some kind of story that adds to the lore of the game). The rulebook is single-spaced, double (sometimes triple) columned, with incredibly small print. It's 156 pages long. Of course there are plenty of pictures and diagrams, but the majority of this book is taken up by tiny text, and depending on how you play you need to be generally familiar with all of it. Furthermore, there are special rules for each faction (Orks, Space Marines, Imperial Guard, Eldar, etc) that each have their own books, and you need to be familiar with those as well. 

That manager damn near had the entire book memorized, and could rattle off rules from the top of her head. She was well respected, and put her heart and soul into running that store as efficiently as possible to bring in new customers. It was a fun time. 

But very rarely, at least while I was frequenting the place, did we have women come into the store. When it did happen they were usually with male friends, or their boyfriends or husbands, or they would be little girls with their parents shopping for Christmas presents and the like. When they were interested at all, they would be interested in the Lord of the Rings models, rather than the hardened militarism of the Guard or the Space Marines, or the tentacle-faced horrors of Chaos, or the gribbly nonsense of the Tyranids, or the soccer-hooligan-esque antics of the Orks. 40K is literally a game about neverending, grimdark warfare where nobody is in the right, and the only ones that are good by human standards are completely immoral space nazis that want to genocide all the aliens, because the aliens want to genocide all of them. 

It's just not something that a lot of chicks are into. The male players aren't keeping them out, I can attest to that personally. Hell, the guys in the store acted as unpaid salesmen to potential female customers more than once while I was painting my models or thumbing through a rulebook. There was only one GW employee there at a time most days, and occasionally it got pretty busy. They were mostly trying to just keep the people in the store until the manager could get to them, asking them if they had any experience, talking shop, discussing lore, the books, all that stuff, but the guys in the store helped her make more than one sale (I know this because I was one of those "more than one" sales). 

Anyway, point is, women are perfectly capable of understanding complex rules and lore, and the rules and lore don't need to be changed to accommodate women at the expense of the men who already like it the way it is. We've proven that the "Wider Audience Appeal™" is a complete myth. It does not exist. Marvel tried this for over 5 years. They hired a bunch of diverse people to write diverse comics to appeal to a "Wider Audience™" and managed to run their company so thoroughly into the ground that they've almost taken the US comics industry with them. The people they were marketing towards were simply not a sustainable market, because they were not interested and weren't showing up to buy comics. And the comics were on the shelves, we know this from testimonials from shop owners who had to throw them away or bargain bin them and take a loss because they weren't selling. The "Wider Audience™" is as much a myth as the Exclusionary Nerd™. Literally nobody was stopping these people from buying these comics. They just didn't want to.

The women that are into 40K are already playing and collecting, and the women who would get into it but don't know will find their way around one way or another. Changing the hobby to be more "inclusive" of women is just going to kill it, and if anyone is pushing this as an objective that GW should be pursuing it should be assumed that killing the hobby is their goal. We have objective proof at this point that appealing to social justice principles does not work, it alienates your regulars and it doesn't pull in the people you're condescending to. Sorry to say, but a new Sister of Battle codex and model lineup won't bring them in, nor will changing the lore. This will kill the hobby dead. I don't mean a new Sisters Codex. Honestly that would probably make GW some cash and get people buying the Sisters models again (especially if they made some tentative explorations into giving them plastic). But changing the lore and rules absolutely will kill the hobby, which is probably why GW doesn't do it. They may be one of the physical manifestations of corporate evil on planet earth, but they're also not stupid. 

So having observed this pattern in certain women wherein they will lie for attention and victim points, I think it is safe to say that this simply does not happen outside of a few isolated incidents, and the people those isolated incidents happen to need to find better friends and game shops. What I think is actually happening is that these guys are trying to figure out where these gals are with regards to lore and rules knowledge, so they can fill in any gaps that might exist in order to better facilitate gameplay or enjoyment of the medium in question. Comics, card games, tabletop, whatever. It's no secret that primarily men built these industries and hobbies, and they're to this day primarily enjoyed by men.

Given this, as well as the fact that stereotypes exist for a reason, unless a woman shows up with a full deck(s), a fleshed out character sheet and the rulebooks, or her own painted army, they're going to assume she's some level of newbie. And there's nothing wrong with that, because 9.95 times out of ten, they're doing this because if she is a newbie, they want to help her become adept as soon as possible. As I said earlier, the more people playing, the more fun everyone has, and the vast majority of nerds agree with this.

The problem comes in when these women expect to be treated deferentially, they expect everything to be changed for them, they expect everyone to worship the ground they walk on. This is, quite simply, not how things work. In these hobbies you show your ability to hang by knowledge about the setting or system. If you're playing Magic: The Gathering, and you're sufficiently able to manipulate the rules such that you completely fucking destroy anyone of any deck style that you go up against, you're going to get more respect than the guy who gets wrecked every game but is happy because he's just playing to have fun. Simply having a vagina, sorry to say ladies, does not qualify you to be respected in nerd circles, nor does the fawning adoration of sweaty virgins give you lease to start changing things to suit you. 

You need to learn your place, just like the rest of us did. I knew dick all about the 40K game when I walked into that GW shop. I listened to the friendly, more experienced people and they helped me understand the mechanics, why there were so many dice I had to roll, and the advantages and disadvantages to each army and system generation. So really what I think is happening here is that these guys are trying to be helpful and the women assume that they're treating her like she's stupid.

It's either a complete fabrication or a misinterpretation of the social dynamics of an unfamiliar place and group. This actually happens fairly frequently across all kinds of social groups, and the technical term for it is called a "faux-pas". Just a silly mistake someone made because they don't understand the group they're trying to gain entry to. There's nothing wrong with making a faux-pas or two so long as you actively work to become better versed in the thing you're trying to understand and be apart of. Nerds who dig comics and tabletop are also far more friendly about faux-pas if they know that you don't know a lot about the subject matter. 

"Fake it till you make it" doesn't apply here, because you can't fake knowing a rule set that you've never encountered before. You absolutely can not fake damn near 40 years of lore (or more, depending on the thing in question). The best approach is to just be okay with making mistakes, and listen when someone corrects you. Nobody knows all the rules, nobody knows all the lore. Just be cool, and everyone around you will be as well.

Of course I should mention that this applies to an incredibly small subset of women. The vast majority of women into nerdy stuff I've met in my life have been totally cool about everything, and usually they're just as into it as the guys are. But we're talking about a subset of a subset of a subset of a population. Allow me to get sociological for a moment.

You have all women. Then you have women who might be interested in nerd shit. Then you have the women who might be interested in nerd shit that actually go out and get into nerd shit. Then you have the women who stick around. Then you have the women who stick around and don't act cool, but instead try to turn it into their own little kingdom where they can do whatever they want. Given the numbers that we're working with (mostly unknown, but we can make educated guesses in certain directions EXTREMELY TENTATIVELY), this means that the amount of women into nerd shit who are actually shrill harpies with daddy issues is relatively small. We're talking maybe 2 or 3 out of 40, if I had to make an extremely tentative guess. I've been apart of a bunch of groups into a lot of shit and have only met one personally. This is over about 20 or so years.

However, one of the things about social media is that it allows these people to congregate, as well as garner a misguided following of thirsty orbiters. Often these people are not involved in these hobbies, or if they are it is in the most tangential fashion. They don't buy comics, they don't buy models, they don't paint, they rarely if ever game, they barely understand how D&D words as a system, they might've watched some Marvel movies and Star Wars back in the day. And yet, they think that because a woman claimed something, it must be true, therefore there's this gigantic problem in these communities that they know precisely fuck all about. Their combined presence, as well as their incessant whining, leads people to believe that these people are more numerous and more important than they actually are, which gives them a certain level of power with out-of-touch corporations like WOTC or Marvel. This happens because the people actually enjoying the thing are just quietly enjoying it like they always have been. So these people look like an even larger contingent of the customer base because nobody is countering their narrative. 

And what's more, with Gamergate, we saw that these people are more than willing to lie to advance that narrative. The FBI itself did an investigation into the movement/hashtag, and found fuck all to do with abusive behavior coming from the GG side of things. Anti-GG, on the other hand, were implicated in a lot of abusive behavior, and since the events of that fateful consumer revolt a lot of the major players have been outed as sex pests if not outright rapists. So in reality what's probably happening here is that old chestnut of, "Accuse the enemy of that which you are guilty." 

As evidenced by Shitnugget's tweet up there, he is very contemptible of women. Women like Morgon Newquist, or that GW manager just don't exist, and if we want to appeal to women and get them into our hobbies, we have to dumb the games down for them. We have to make comics unreadable preachy Chick Tracts so that the stupid blacks and browns can identify with them, because they're obviously too dumb to get white comics. When you really break these people's beliefs down, it honestly sounds like something out of an alt-right screed, doesn't it? They're white supremacists and misogynists with guilty consciences. 

But as I said, given their frequent use of lies and absolute refusal to provide a single shred of proof of these misogynistic, racist, hateful, exclusionary nerds, we can safely assume that they are lying about his as well. This is how the burden of proof works. The one making the claims must provide the proof. So to all of the people claiming that this problem exists, the only thing I can say is this:

Prove it.

Presumably this is happening in public areas. Film it.

If it's happening in skype chats then tape it with a program like OBS. Although you may want to get consent, depending on the laws in your state or country. Some countries/states require both parties to consent to a recording in a non-public setting. 

If this is such a widespread problem, if it happens so often that it's this big of an issue, prove it.

I know you can't, and you won't, because it isn't. But the time is now, because we've listened to you crow about this for too long.

Put up or shut up. 

Prove it, or get the fuck out.