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Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Tuesday, November 15, 2011

Teaching Hate #2

When given the chance to shape a society or a group, kids almost always choose to create oppressive theocracies with rigid caste systems and perpetual conflicts on all borders. This is curious because the same kids, when responsible for themselves alone, are the very manifestation of gallant gentlemen. At the same time, their countries have inquisitions, death squads, unreasonable taxation and complete and utter disregard for sentient life. They are engaged in countless "holy wars" against non-believers, at the hands of whom they usually meet their just punishment.

When questioned about their external aggression and internal oppression, kids feign surprise. They offer these idiots the privilege of serving a PC and the yahoos refuse, does it not qualify them as evil? Also - we raid dungeons when we're a dozen or so, so why not rate kingdoms when we are several thousands?

I bet you didn't expect that, did you?

Last week I asked some higher level kids to create a hierarchy of classes. Two examples were especially curious, but all re-affirmed this tendency for semi-fascist theocracy. Below are excerpts from the states I liked the best, translated from the Hebrew by yours truly.

The Sons of Death
Clerics are the the most respected members of society. They are the babies who died at birth. A baby who was born dead is resurrected by a senior warlock. It grows up and on the age of 18 sticks a knife into its heart. For a year and a day, its body lies in a holy place. After a year and a day, the body is resurrected. The cleric is not allowed to tell what he’d experienced in this time. Warlocks are those who were born with such a strong magic spark that it only had to be harnessed. Wizards are those who developed the spark of magic until it became strong. During this time, it is believed that it meets with death and learns from it. Assassins are the most respected members of society after clerics and warlocks because even though they almost never use magic, they are still the servants of death. Next come the paladins, known as the knights of death. They are carefully chosen, it is forbidden for there to be clerics or warlocks in their families. In the acceptance ceremony they must kill a family member – preferably by torturing him. Only an absolute believer may become paladin.

I, for once, welcome our new snake overlords.


The Snake Holy State
Clerics are on top because they are chosen by Zehir and can tell everyone his will. After them comes the King who runs the kingdom according to the laws of Zehir. Then come the warrior who are mostly rangers and paladins. After them come wealthy and respected citizens - to become respected you must kill in the name of Zehir at least once. Then come the second class citizens who never killed - merchants, workers, healers and so forth. Then come the peasants and below them are only slaves, who are occasionally sacrificed to Zehir.

Sunday, October 2, 2011

Dinosaurs in Israel

The wise and noble rulers of Modi'in, in their exalted wisdom and unbridled kindness, had elected to place life-sized dinosaur models in the parks of their city.

My co-DM making a peace offering to the newcomers.

This is SO awesome!

Okay. Let me elaborate. You obviously do not grasp the profundity of the awesomisity we're dealing with. The sheer epic win inherent to this situation. The triumph of geek delights over the banality of bourgeois urbanization.

I mean for crying out loud (and I am crying out loud right now) this is the city that officially encouraged D&D in schools as beneficial to the learning process. That urged us, the strange people who tell strange stories, to organize a fantasy parade in the streets of their city with full municipal backing.

This is better than Sparta.

THIS IS MODI'IN!

And to the little ones too..

Saturday, September 17, 2011

Just another post...

Some people told me they were very eager to hear about the curious results of my bigotry experiment. Keeping this in mind, I decided to wait some time before I publish them (yeah, I'm kind of a bastard, although my parents are legally married).

Instead, I'll remind you that I have a very cool FB page full of funny table talk and not enough funny people and a new G+ account (Uri Kurlianchik) dedicated almost exclusively to gaming talks. Would love to see you in both.

Anyhow, so that you won't completely bummed, I'll post a picture from the RPG I'm working on. A mutant Rat!

Art by Stav, master of Rats and a damn good artist!

Thursday, September 8, 2011

Release the girls from the Dungeon! #1.5

Surprisingly civil and fruitful discussion over G+, Twitter and Facebook had followed my previous post. For future reference, I’d much rather see it concentrated here instead of scattered all over the net. I think it's more productive this way and helps good people meet and share good ideas (evil and chaotic people are welcome too, btw). Also, I want you all present in the same place, a place under my control, so that I could-- well, never mind. Back to the quest to get young players to play...


Girl Gamers - maybe it's all the attention that scares them away?

This is a brief summary of the points raised today:

Name: Change the name of the activity from “Dungeons and Dragons” to something which including “fantasy” and implies “teamwork.” I strongly support this idea. However, the new name should be one that wouldn’t scare away boys. Any suggestions?
Flyers: When handing flyers describing the activity, have them portray a male and a female character. The female should be a nature-related character, possibly some sort of a feline humanoid. It seems most young girls favor this sort of characters and those who do not are not hostile toward them.
Girl Groups: Promote “male” D&D and “female” D&D separately to defuse the potential social pressure applied on girls not to participate in male activities. Girl game should be promoted and ran by female DMs and stress the theatrical and dramatic aspects of the game over its military aspect. While I'm not a fan of segregation of the sexes, my personal exprience shows that boys do seem to out-scream girls (at this age at least...) and that the two sexes generally get along very poor, so perhaps there is merit to this idea. Next year, we'll probably give it a shot.
Horses: One suggestion I value very highly since it was the only one actually made by a young gir: horses. There should be horses on the flyers. Horses are cool. I'm all for it because I like horses too. I like donkeys even more, but that is only because I'm an ass.

Female DMs signalling their Venus overlords

This is just an intermediate post, I’m still researching and experimenting in this field. So far with little success; today I promoted D&D in a local school. Twenty-two kids came from nine classes – all boys. Girls looked excited and interested during my visit, many had asked for flyers, many even spoke about characters they’d like to play... but not one girl came to the introductory game.

Oh well, back to the drawing table.

At the end of the day, from high above, we all look the same.

Tuesday, September 6, 2011

Release the girls from the Dungeon! #1

A thought had occurred to me today. A thought which I believe might be of value to educators interested in getting young girls to play Dungeons and Dragons, a task we all know is quite formidable

I don't think there are any biological, historical or even cultural reasons why girls should be averse to D&D - these games are not physically violent and not overly competitive. Quite the opposite, they are highly cooperative, social and fantastic, the latter appealing to girls even more than to boys, who always look disappointed when I explain to them that no, their character can’t have a machine gun and drive a tank. Girls on the other hand are less keen on steel and petrol. One girl, who was only mildly interested in the game, became quite passionate once I told her paladin can have a magnificent white horse one day.

Furthermore, the inherent connection of tabletop gaming to fantasy literature, a field that girls are more interested in than boys would suggest that D&D should appeal to girls even more than to boys. And yet, in every class I visit to promote our afterschool program, I hear young girls saying, "This thing isn't for girls," ignoring all my attempts to interest them in the game.

A girl having a fantastic encounter. Not in picture: blood, gloom and chain bikini.
Art by Lucas Pandolfelli

Perhaps it all boils down to the name of the game - Dungeons and Dragons. Dungeons are not sympathetic places, and dragons are not sympathetic creatures. Even the trochaic name sounds aggressive and belligerent, like the beating of a drum, DUN-geons AND dra-GONS, or DEE-an-DEE. It is a name that screams a challenge at the listener, a warlike and harsh name that promises blood, pain and aggression, a barbaric quest ending with epic violence. This message is conveyed both on a conscious level and on a subconscious level. Yes, it is very appealing to the competitive and aggressive nature of young boys, but it is also antagonistic for most girls, who would love to go on an adventure, but not one based on crawling through filth and old bones and ending with the spilling of entrails in a damp and dark cave.

It is also something of a misnomer. D&D is also about exploration of fantastic terra incognita, about talking with people, about claiming treasures and buying cool stuff in the market, about meeting memorable NPCs and uncovering mysteries. It is about making friends among the denizens of the forest and thinking of ways to save your town from a plague. It is not an FPS but a grand adventure, offering all the diversity and richness of life, peppered with fantasy and the freedom to be whatever you want to be minus the paralyzing fear of failure.

So, the question which is now obvious is how the game should be called to be more appealing to girls. Let us rub brains and think...

Facebook!

Did you know that DNDkids has a Facebook page where you can find the latest funny table talk, brief updates and-- oh you know. Then why on earth are you not liking it?!

Hmmm... this post is too short. I guess I'll have to make a real one tonight. Meanwhile, roll high and spot far, ye gamers!

Tuesday, August 23, 2011

Facebook Dreams #2

Last week I asked how to turn Facebook from a nightmare of spoilers and things no mortal should see into an awesome element of the game. Tonight I supply the answer. Read it carefully, for it is potent and likely to drive you insane.

Dream City
Lovecraft had the right idea. All dreamers go to the same realm when they're asleep, but some enter it like staggering idiots while others retain their faculties and can explore it just like any dungeon or mysterious continent. The PCs are hopefully dreamwalkers of the second sort.
The Facebook page is that city. In it adventurers from all over the land - from the hills of Modi'in to the forests of Shoham, from the sprawling city of Rishon to the rural charm of Be'er Tuviah - can meet and discuss their adventures. They can exchange information (page discussion), read news from around the world (wall posts), enjoy a hearty chat (FB chat) or a gallery of fine fantasy art (album) - but they can't fight. It's a dream, if you get too mad you just wake up, no harm done.
The last problem is trade. I mean, no one had ever gone to bed with a magic sword and woke up with it replaced by 5,000 gold coins. This is too outlandish even for a fantasy game.

Kids engaging in friendly barter, also known as "intimidate check."

Here the Dream Trading Company comes in with happy music and delightful smiles. These arcanes will gladly deliver goods and payments between interested parties in return for a small commission or a secret revealed. Should PCs threaten or harass them, they will just disappear in a puff of perfumed smoke, leaving the bully unable to dream-trade ever again.

So, what do you think of this solution. Do you see any possible problems with it? If you do, lemme know because the pilot begins in less than a month.

Friday, August 19, 2011

Facebook Dreams #1

Many of my students wanted to befriend me on Facebbok last year.

Now, my page is laden with profanities and death threats to random people, full of bad and, quite frankly, not that funny jokes and lists all my vulnerabilities. Worst, it contains spoilers to the kids' adventures. Worst still, it is written in a language they can't understand.

Instead, I created a new page just for the kids. It is written in a language that you can't understand... but google can. To my surprise, more often than not, the kids commented on pictures and posts in-character. Soon, the page became a buzzing market for rumors and information, something which I felt ambiguously about. On the one hand, it created an inter-city gaming community, enriched the games and encouraged creativity and self-expression (finally, a crowd that will listen and comment!). On the other hand it didn't make any sense inside the game world; how can a fighter hiding in a cellar in Menzoberranzan request directions from a vagabond sleeping on a bench in Urik, and why on earth does this vagabond have wikipedia...?

My boys created a map of their realm and were quick
to share it on the FB page with the cute caption, "join or die..."

By the end of the year, they wanted to trade items and even join forces to take on bigger monsters. Here, I just had to insist on the wall between the real world and fantasy world remaining intact. But this wall (pardon the pun) was already covered in graffiti on both sides and battered to the point of near collapse. Not to mention, I didn't care for this wall too much myself. But how to remove it, without removing the realism of the game with it?


This year, I think I found a solution!