Thinking about: The Fantasy of Fascism

This was originally posted on Cohost April 8th, 2024.


With the Helldivers 2 community hitting a major in-game milestone today—the total defeat of the robot enemy faction—I'm seeing the Discourse on fascist satire pop up ever-closer to my personal circle. So, hey, let's put down my 2p and see what happens. Putting it under a cut as a pseudo-CW for folks, 'cuz like, yeah, this can get exhausting. No tags 'cuz I'd rather this be discovered by people with close-to-my beliefs than have it hot dropped into the Discourse directly.

Thinking About: Doing Menial Bullshit As Games

This was originally posted on Cohost December 21st, 2022.


I'm too lazy to find the post right now, but I remember at one point someone on here posted about how they never understood the appeal of Klondike (the classic, most-recognized solitaire card game) because players frequently have no control over whether or not they win. And... I dunno, I recognize and respect the complaint, but it's stuck with me that like, this complaint was only leveled at Klondike when I know many more games like that. Frankly, I actually quite like them. These are games where the whole point is not necessarily winning or losing, just going through the process of playing to kill time, be doing something with your hands, or have a mindless "third thing" to focus on while you have a conversation. A brief dig didn't find any formal discussion or term for these games, so I'm going to call them "processive games," highlighting that the point of play is the process, not the result (with further discussion later). With that established, let me take you on a tour of some of the processive card games I play routinely. I am... regrettably too lazy to take pictures of all these games as played, so I apologize in advance if my descriptions are confusing.

Thinking About: The Definition of Normal

This was originally posted on Cohost December 12th, 2022.


(Inspired by a scientific paper quote in this article about autism traits in ADHD, "structural abnormalities in the brains’ white matter nerve bundles were associated with more severe symptoms of both ADHD and ASD.")

First, a brief introduction to experimental design. In biological (and especially biomedical) research, our experimental questions often boil down to "what changes when we do X?" X can be a new drug we're testing, a deletion of a gene, an exercise regime, really just about anything. There's a lot being hidden inside the phrase "what changes," of course: what do you measure; how do you measure it; when do you measure it; when do you decide what, how, and when to measure in the first place. That's not the point of this morning (well, now early afternoon) ramble, though. I want to focus specifically on "changes," themself. Let's walk through a hypothetical situation.

Thinking About: Solving the WIZARD PROBLEM

This was originally posted on Cohost November 24, 2022 as part of a conversation about the WIZARD PROBLEM started by @mammonmachine. To briefly summarize the discussion, the WIZARD PROBLEM is two-fold. First, "what can a spell (and by extension a wizard) do" is a way less constrained question, both mechanically and imaginatively, than "what can a weapon (and by extension a fighter or similar) do." Second, when confronting an infinite possibility space of what can happen because of roleplaying, the person who can respond to the most possible situations is inevitably more powerful, even if their responses are generally weaker. By the time I posted, others had already mentioned that spell slots/preparation was an attempt to limit this effect, while Slay the Spire and Magic: the Gathering dodged the problem by penalizing inefficient retrieval of the right tools out of a randomized deck.


The struggle I always have with the WIZARD PROBLEM is that it's... very hard to undermine it without ruining the fun. The Wizard can't do something as well as another player, so you push hard into that thing – but then what's the Wizard supposed to do? The Wizard can't last forever, so you stretch out the breaks between uninterrupted rests – but then why are you forcing the rest of the party to have such extended sustain? The Wizard can only prepare for a limited set of circumstances, so you construct scenarios they didn't prepare for – but then why are you denying the Wizard their very purpose for existence?

The WIZARD PROBLEM obviously originates with D&D Wizards, but it's also an issue in other places, e.g. the higher levels of Lancer where a squad can put together tools for just about any situation. As was mentioned above, versatility on its own is very powerful, and as a result the only real solution is to make the few weaknesses of such a character SO debilitating that they become glass cannons. Put that into a setting or story where people want to have long-running characters and plenty of character action, though... There comes a point where the WIZARD PROBLEM forces a GM to either become a true master of the system to balance encounters & rest breaks on a knife edge, or decide: do I care more about threatening encounters or continuing the story?

It's worth recognizing though that the WIZARD PROBLEM is at its strongest when A) the use of magic is risk-free and B) the story is broken into a collection of mechanical barriers, rather than a collection of narrative beats. Wild Magic-style mechanics are supposed to challenge part A by turning spellcasting into a risky endeavor – you never know when something might go wrong with a spell, so why not solve this problem conventionally? Depending on people's past experiences, though, this can quickly become "I will never cast a spell, just in case" or "gods dammit, this stupid magic system kicked in at the worst possible time and ruined everything when it should've been fine." Maybe it works for some groups where they get consistent luck, or the players just like the goofiness of random hazards springing out of their spells, but personally this sort of system on its own is rarely to my taste.

Part B just straight-up cannot be addressed in a system like D&D, because the game is simulationist & mechanics-oriented. All actions are pumped through the framework of d20 pass-fail dice rolls, modifiers, and narrow understandings of cause & effect. However... *puts on my "I don't like D&D and will always advocate for narrative" hat* Powered by the Apocalypse systems (and their derivatives, e.g. Forged in the Dark or Belonging Outside Belonging systems) are all about turning mechanical realities into narrative beats. With those systems, magic might instantly solve any problem, but the limited charges are geared towards keeping you using other abilities, or there's a risk of something else going wrong in the process. With such systems, it's much easier to say "great, you solved the problem-as-written, now let's talk about the new problems you introduced as a result..." After all, if a Wizard is picking a door lock with a spell, there's a lot more that can happen than "the spell succeeds or fails;" narrative-focused systems highlight those secondary factors.

Anyways the bolded line above is probably the biggest takeaway for most folks since I know changing systems (both in the "let's add new rules" sense and the "let's try a whole new framework" sense) is hard. There are more ways to introduce risk to magic than Random Bad Times (e.g. the inefficiencies of Slay the Spire mentioned above), but generally speaking if you're gonna have an "optimal" Wizard-type you're gonna have the WIZARD PROBLEM. End of the day: it's all in the social contract between GM & players about character power, roles, and desired experience.

Thinking About: "No Future" and The Unsinkable Ship of Fools

It's interesting to me how much I identify myself as a punk, but have no real history with the phrase "no future." In some respects this is a generational divide; "no future" is v much an old school punk phrase rooted in nihilism, while new school punk has coalesced much more around queer leftism. At the same time, the queer leftist scene is derived from the prior nihilist iteration, and I feel like it goes missed in a lotta circles.

I'm thinking of this 'cuz I read Jonas Goonface's The Unsinkable Ship of Fools today, a porn comic about a bunch of vagrant carnies cursed to ride a magic train to nowhere. The philosophy of the book feels like it's straddling this generational divide; on the one hand, the incredibly diverse carnies murdered the original ringmaster and keep each other afloat, while on the other hand, they are stuck on the train 'til death do them part. No gods no masters, sure, but also no future – only each other.

It's this exulting in community—even and especially among the castoffs of society—that draws the line from early punk nihilism to modern punk leftism. If there's nothing but the now, then you gotta be there to help you & yours get as much "now" as y'all can get. Whether through drugs or food, sex or smooches, get while the getting's good, 'cuz there ain't gonna be an "after" for you. Cops, bosses, and politicians are all tryin' to shrink your "now," so band together and tell 'em to get fucked as long as you can. A better world won't exist – but you still gotta believe in it so you know what's worth fighting for & fighting about.

Anyways I wanna hang out with pretty much all o' the folks from the Ship of Fools (I am absolutely a sucker for Sidney x_x) and that made it hard to get really horny about the porn tbh. "No future" is an interesting phrase that I dunno that I can fully live, given my frankly solidly moneyed upbringing & current position, but I try to keep it in mind when looking beyond myself. There's definitely a class of online leftists that needs to take a dose of old punk nihilism, and another class of online leftists that needs to learn how to hope despite it. This has been: Niko thinking.

Thinking About: Campaign Writing for Sealed Pacts

One day soon, hopefully, I'll do a write-up of where all my TTRPG projects are at & what I'm doing with them, but that's not this post. Today, I just wanna talk about how I'm thinking about providing tools for GMs to support a handful of "intended" campaign types with Sealed Pacts. It's something I want to be mindful of – while Sealed Pacts has a core concept about queer coming of age and climate grief, many people will probably stop reading the elevator pitch at "magical girl but it's mecha" and try to use the game accordingly. I don't just want to hand people a box of tools for running the one kind of game I'm holding in mind, I also want to support people working in other directions. So, what kinds of stuff am I considering writing into the rulebook?