Saturday, January 27, 2007

Interesting Times

This is the "Letter of Intent" that I submitted to the Department of Political Science at Florida Atlantic University.

You’re on CNN. The show that leads into me is puppets making crank phone calls! What is wrong with you?” -----Jon Stewart

At first glance it seems incongruous that I want to get my Master’s degree in political science at Florida Atlantic University, since my primary interests are in political theory (especially ideology) and American politics and I take a qualitative approach, while FAU’s political science department emphasizes international relations and comparative politics, and quantitative methodology, but the incongruity is perhaps more apparent than real.
Based on my experiences so far, I believe graduate work at FAU offers me an opportunity to learn the most in those areas where I am weakest while still pursuing my primary specialties, particularly through independent study. In addition, I appreciate FAU’s balance of emphasis between research and teaching, since I enjoy doing both of these equally. (I also intend to pursue a Ph.D. in political science; my first choice is the University of Chicago.)
But my interest in political science is far more than strictly academic, if you will pardon the pun. I want to have a major positive impact on the world. With all due respect to research and teaching, my aspiration is become a “public intellectual” -- my role-models are Thomas Friedman, James Fallows, George Lakoff, Matthew Miller, Charles Murray, and Bruce Ackerman: people who write popular columns, host political discussion shows, or write books such as Moral Politics and Don’t Think of an Elephant, Losing Ground and In Our Hands, and The Stakeholder Society and Before the Next Attack. These are bold visions of radical change. Like Robert Kennedy (and George Bernard Shaw) I don’t just want to see things as they are and simply ask why; I want to see things that never were and ask “Why not?”
We live in “interesting times,“ to quote the ancient Chinese witticism. The “public intellectuals” Ph.D. program is a recognition of the fact that an article in Atlantic, Harper’s, or The New Republic will have more influence on policy than will one in a peer-reviewed academic journal; I’m not sure if it recognizes the fact that more people get their news from The Daily Show and The Colbert Report than from The New York Times or any broadcast network, or the political influence of fiction such as South Park and Borat. Even the government’s own threat-assessors are “channeling Tom Clancy.”
FAU is the only university in North America which offers a graduate degree in English with a specialization in science fiction and fantasy literature, and I intend to pursue that degree as well as one in political science. But speculative fiction has been used to address political issues since long before H. G. Wells worked with the Fabians; depending on how one defines it, the tradition of political science fiction and fantasy goes back to either Thomas More’s Utopia or to Plato's philosophical fables of Atlantis and the Ring of Gyges. When truth becomes stranger than fiction, shouldn’t fiction return the favor?

References

Ackerman, Bruce A. 2006. Before The Next Attack: Preserving Civil Liberties in an Age of Terrorism. New Haven: Yale.
Ackerman, Bruce A., and Anne Alstott. 2000. The Stakeholder Society. New Haven: Yale.
Anderson, Brian C. 2005. South Park Conservatives: The Revolt Against Liberal Media Bias. Washington, D.C.: Regnery.
Anderson, Brian C. 2005. “South Park Republicans,” The Dallas Morning News, 17 April. http://www.manhattan-institute.org/html/_dmn_southpark_reps.htm
CNN Crossfire. 2004. “Jon Stewart’s America.” 15 October.
Katz, Marisa. 2006. “Novel Approach: Terrorism as Pulp,” The New Republic. 06 November. <http://www.tnr.com/doc.mhtml?i=20061106&s=katz110606>
Lakoff, George. 2004. Don’t Think of an Elephant: Know Your Values and Frame the Debate -- The Essential Handbook for Progressives. New York: Chelsea Green.
Lakoff, George. 2002. Moral Politics: How Liberals and Conservatives Think. Chicago: University Press.
Lakoff, George. 2006. Whose Freedom?: The Battle Over America’s Most Important Idea. New York: Farrar.
Murray, Charles. 2006. In Our Hands: A Plan to Replace the Welfare State. Washington, D.C.: AEI.
Murray, Charles. 1986. Losing Ground: American Social Policy, 1950-1980. New York: Basic Books.
Miller, Matthew. 2003. The Two Percent Solution: Fixing America’s Problems in Ways Liberals and Conservatives Can Love. New York: Public Affairs.
Pinker, Steven. 2006. "Block that Metaphor!" The New Republic. 09 October. <http://www.tnr.com/doc.mhtml?i=20061009&s=pinker100906>
Satin, Mark. 2004. Radical Middle: The Politics We Need Now. Boulder: Westview.
WorldNetDaily. 2006. “No Joke: ’Daily Show’ Substantive as Network News.” 5 October.


Friday, January 26, 2007

Thesis to Pieces

I notice that a lot of other graduate students blog about their schoolwork, so I'm going to do the same. Right now I'm working on an overdue paper for ENG 5018 (Literary Criticism I, Professor Martin) analyzing roleplaying games -- real roleplaying games, not video or computer games that *call* themselves roleplaying games but really aren't -- as a form of improvisational theater. (I don't think this counts, for the opposite reason: it's roleplaying but not a game.)

I. Introduction

Literary theory and criticism is conventionally assumed to deal with the written word, i.e., with stories, novels, and poems; but it also deals with other forms of literature including theater. In fact, the earliest examples of literary criticism, Plato's _Ion_ and _Republic_ and Aristotle's _Poetics_, deal with theater, the famous "classical Greek drama." In addition, contemporary literary theory and criticism deals with other media such as films, radio, television, performance art, and now even the Internet.

Roleplaying games are a new art form and a new medium. Therefore it is appropriate to apply literary theory to roleplaying games. Conventionally, roleplaying games are generally classified as a form of fantasy literature; in essence, they are lumped in with standard stories and novels. To quote an early article from Different Worlds magazine, the assumption is that "If someone wrote down everything that happened in one of our Dungeons & Dragons games, it would make a pretty good fantasy story." A standard definition (courtesy of White Wolf Game Studio) describes roleplaying games as "collaborative storytelling."

My thesis is that, because of the interactive, multi-player nature of the games it is more useful to treat them as a form of collaborative improvisational theater. This is true for standard "tabletop" roleplaying games as well as live-action roleplaying games (LARPs). A roleplaying game can be defined, quite simply, as a form of collaborative improvisational theater in which each actor (player) plays a single character, while the gamemaster/referee/dungeonmaster plays all the other characters. (27=1 p.)

In this paper I intend to follow this theory by attempting to analyze roleplaying games as theater, using classical literary theory (Plato and Aristotle) as well as Tolkien's "On Fairy Stories" and Lewis' "On Science Fiction." If I have time, I also intend to use Michael Moorcock's book Wizardry and Wild Romance and Ursula LeGuin's The Language of the Night. Finally, I will look at some of the new critical theories that have been developed specifically to deal with roleplaying games, including the Fourfold Way and GNS Theory.

There have been other attempts to study roleplaying games using critical theory; some examples include Role Playing Games As Culture and The Roleplaying Game: A New Performing Art as well as Man, Play, and Games which deals with games in general as well as "social simulation games" in particular; but as far as I know it is the only attempt which is done using literary theory, as opposed to some other form of critical theory.

II. Roleplaying Games as Theatre

Andrew Rilstone provides a concise definition of roleplaying games: "A role-playing game is a formalized verbal interaction between a referee and a player or players, with the intention of producing a narrative."

Perhaps the best way to understand roleplaying games is to define them as improvisational theater, much like the commedia cell'arte. Each of the participants plays the part of a single major character, except for the gamemaster (also known as a “referee” or “storyteller” or occasionally other terms based on the specific game – for example, West End Games’ Tales From the Crypt calls the gamemaster the “Crypt-Keeper”) who plays all the other characters as well as describing the scenery and directing the overall plot. (Some roleplaying games vary this in trivial ways; for example, players may be allowed to portray more than one character at a time, or the gamemaster may be assisted by one or more assistants who help portray the non-protagonist characters). (The difference between a conventional "tabletop" roleplaying game and a live-action roleplaying game [LARP] is that in the former, the actions of the characters are described rather than acted-out -- like the difference between radio theater and conventional theater.)

What distinguishes roleplaying games from other forms of improvisation, and forms part of their essential definition, is that the improvisations are performed within the limits set by the rules or “game mechanics” of the particular game. These rules, like the rules of any conventional game, are used to resolve disputes. For example, if two characters are in physical combat, the rules determine which one is victorious; if a player declares that his character undertakes some non-trivial action such as jumping over a chasm, picking someone’s pocket, or disarming a bomb, the rules determine the outcome – how far he can jump, whether his crime is detected, whether the bomb is disarmed or detonates.

III. Classical Greek Theories of Drama

Aristotle defines poetry (including theater) and other arts in terms of their medium, mode, and object; Under the category of object, Aristotle lists three of the components of tragedy: plot (the representation of the actions of the characters), character (the representation of the personalities of the characters), and thought (the representation of the intellectual processes of the characters as well as the values and beliefs articulated in the play.

The medium of a role-playing game is primarily speech, varying between “in-character” (spoken directly by the characters) and “out-of-character” (narration of the character’s actions, or other exposition); but many roleplaying games also include either physical activity miming or acting out a character’s behavior, or small-scale miniature figures to depict the scene.

The mode is delivery by the individual participants; stereotypically the gamemaster describes the scene and each player describes the reaction of their character, generally in turn according to the character’s speed or “initiative” according to the rules; at the end of the turn the cycle repeats. This directly corresponds to Aristotle’s comparison of telling a story with a single voice, reciting the Iliad in several voices, and having several actors.

The object of roleplaying games can be any protagonist, but generally they are much as China Mieville described them in Perdido Street Station: "They were immediately and absolutely recognisable as adventurers[...]They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever or whatever came. They were inspired by dubious virtues.[...]They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occassionally impressive exploits."

The correspondences with classical theater continue; for example, the gamemaster’s portrayal of the non-protagonist characters (NPCs) in the game corresponds exactly to the role of the chorus. Other features (courtesy of Wikipedia) include:
* Deus ex machina, a crane that gave the impression of a flying actor
* Trap doors, or similar openings in the ground to lift people onto the stage
* Pinakes, pictures hung into the scene to show a scene's scenery.
* Thyromata, more complex pictures built into the second-level scene (3rd level from ground)
Each of these has a clear corresponding element in roleplaying games.

Plato said that poets are dangerous to society; and exactly the same criticisms apply to roleplaying games -- and in fact have been applied, by groups such as B.A.D.D. (Bothered About Dungeons & Dragons)! According to Plato poets are disorderly and chaotic because they are inspired by the Muses (rather than being governed by conscious logic), are emotional in their performances, and thereby inspire dangerous emotions in their audience; according to B.A.D.D., some roleplayers are so obsessed or overwhelmed by the game that they commit suicide when it goes badly for them. Plato also claimed that poets encourage disrespect for authority by depicting rulers and gods as having flaws, or even as figures of fun; certainly the same occurs quite often in roleplaying games. (One example from a roleplaying game of my own is the Governor of Sensak, who is based on the vigilante Judge Roy Bean.)

Plato also said that poetry encourages bad behavior by depicting vice and/or "persons of low character" which gives the audience ideas about imitating their deeds, especially when they are depicted as heroes. Roleplaying games are filled with characters who are rogues, criminals, cowards, and tomb robbers; in fact, one of the "core" or primary character types in Dungeons & Dragons is the "rogue" or "thief" character class, and it is even possible to play a professional assassin! Of course, B.A.D.D. has claimed several different cases in which teenagers were supposedly inspired to commit crimes because they played Dungeons & Dragons and wanted to "act out" these deeds, just like children (at least according to urban legend) once jumped off rooftops with bath towels as capes, in imitation of Superman.

Finally, to Plato, poets and dramatists are merely third-hand imitators, as opposed to real craftsmen, such as those who make chariots; and fantasists are even worse -- they are liars because their stories are false, and in some cases impossible. Similarly, Ursula LeGuin has pointed out in "Why Are Americans Afraid of Dragons?" contemporary fantasists are also pilloried because their works are "impractical" (i.e., not about success in business) and "unrealistic" (because they deal with ideals, and a better world than our own); and the same sort of criticisms are often levied about roleplaying games and those who play them. And just as Plato wished to see poetry banned from the Republic, there was also a movement to prohibit roleplaying games.

Aristotle disagreed with Plato on all of these points, and his defense of poetry and classical Greek theater can also be applied directly to roleplaying games.

(1) D&D games (and other literature) can be socially useful because they produce catharsis, so the players and audience don't need to get those emotions from real actions/events;
(2) they can inspire virtue by depicting heroism and nobility in a positive light;
(3) they can prevent vice by depicting it and "persons of inferior character" in a negative light, either seriously showing the problems caused by such behavior or by using comedy to mock such persons so everyone will want to avoid emulating them (thus providing a stick to the carrot of point #2);
(4) they are actually closer to the Mind of God (or the Platonic forms) by acting _in imitatio Dei_ to create something superior to the fallen (real) world;
(5) they may be false in the particulars, but can demonstrate important "higher truths" of human nature or other concepts. (+130=5pp)

IV. 20th-Century Theories of Fantasy


In "On Fairy Stories," J. R. R. Tolkien discusses fantasy fiction. This essay is of course a classic, and its principles can be applied to the analysis of other media besides the written story and the oral folk tale; for example, to fantasy films, theater, and to roleplaying games.

In the essay, Professor Tolkien defines fairy stories as stories about the adventures of mortal men in -- that is, their interaction and relationship with -- the "perilous realm" of faerie, i.e. the supernatural. He also sketches the principles behind the concept of world-building -- what Tolkien calls "sub-creation" -- which certainly apply to the creation of settings for roleplaying games!

Again to quote Tolkien, "a 'fairy-story' is one which touches on or uses Faerie," a term which in turn "may perhaps be most nearly translated by Magic--but it is magic of a peculiar mood and power, at the furthest pole from the vulgar devices of the laborious, scientific magician." This is in stark contrast with the practical thaumaturgy of most characters in most _Dungeons & Dragons_ games! These player-characters are generally examples of the "greed for self-centered power which is the mark of the mere Magician" rather than the enchanter (storyteller or dungeon-master).

In Tolkien's opinion, the world depicted, although it has supernatural elements -- perhaps even because of this (quote about how Magic must not be satirized) -- must be consistent and rational. This sort of logic and consistency allows "Secondary Belief" or "willing suspension of disbelief" in the Secondary World, which is absolutely necessary for enchantment.

"Faerie contains many things besides elves and fays, and besides dwarfs, witches, trolls, giants, or dragons: it holds the seas, the sun, the moon, the sky; and the earth, and all things that are in it: tree and bird, water and stone, wine and bread, and ourselves, mortal men, when we are enchanted."

This allows us to see aspects of our own world with a different perspective: "It was in fairy-stories that I first divined the potency of the words, and the wonder of things, such as stone, and wood, and iron; tree and grass; house and fire; bread and wine."

This enchantment is the true purpose of the fantasy story: "The magic of Faerie is not an end in itself; its virtue is in its operations; among these are the satisfaction of certain primordial human desires. One of these desires is to survey the depths of space and time. Another is (as will be seen) to hold communion with other living things." "To the Elvish craft, Enchantment, Fantasy aspires, and when it is successful of all forms of human art most nearly approaches."

Tolkien also, following Aristotle, discusses the practical psychological benefits of fantasy fiction -- specifically, the creation of the psychological states of "Recovery," "Consolation," and "Escape."

V. Theories Developed Explicitly for Gaming

The two most prominent theories developed specifically to analyze roleplaying games are known as "The Fourfold Way" and "GNS Theory." There have been several other theories developed, but all are either less-prominent, less-well-developed, or simply derivative variations of one of these two primary theories.

Wednesday, January 10, 2007

Witness *This*

Yesterday while I was on campus at FAU (where I am a graduate student) I noticed someone preaching in the quad. He had attracted a crowd of students, many of whom were heckling him, and I noticed he was wearing a sandwich board that said (among other things) "GOD HATES SIN" in big letters.

As a fellow-Christian, I think a better approach would have been to wear something that said "GOD LOVES YOU" in big letters, as the primary message. We already have enough trouble reaching people, thanx to nuts like Fred Phelps (who will most definitely go to Hell when he dies, or at best to purgatory).

Saturday, December 16, 2006

WHY I'M TRYING COSTCO AND LEAVING SAM'S CLUB, AT LEAST TEMPORARILY

I've used Sam's Club for four years now, and generally been extremely satisfied with them. In particular, I love the way I can order groceries online so they are waiting for me when I come to pick them up. It's like something out of the future as predicted in the 1970's!

Unfortunately, they are having some absolutely awful problems with their website, both the pages on the site and the registration/account system. Here is the email I sent them about why I'm reluctantly and unhappily leaving Sam's Club and trying Costco until they fix those problems:

To: mserve@samsclub.com

Subject:
WHY ARE YOU MAKING IT SO HARD FOR PEOPLE TO GIVE YOU MONEY?

I always used Sam's Club until now, but due to the severe problems (which I
reported on the phone) with your website and also with my registration, I plan
to try Costco until these problems are resolved.

I also plan to put this information -- including the details of the problems and
my decision to try Costco -- on my blog.

I hope that you can fix the problems with your website and also with my
registration.

As a reminder, these problems are:

1. Every product is listed as unavailable in Club #8140.

2. In "Shop By Category," in every category, the top three rows of
sub-categories (which are the ones that got covered by those annoying pop-up
advertisements) are not clickable, even after the pop-up advertisement finally
goes away.

3. When I got a replacement card (because my old card was lost), the website
forced me to re-register AND choose a new email address AND it no longer has
access to my click-and-pull lists.

These are the sort of problems I expect from webpages done by
high school students who have not mastered HTML.

I know that Sam's Club is not a cheap fly-by-night organization
that can't afford to hire competent people as webmasters, so
I assume there is some other reason why your webmasters are
apparently so incompetent. I'm just *really* curious what that
explanation could be.

John Fast

P.S.: When I tried to send this using the "E-mail Sam's Club" feature
on your website I got a "severe error" message, so I'm sending this by regular
email. It just keeps getting deeper and deeper, doesn't it?

Thursday, November 23, 2006

From "What RPG Player (Not Character) Type Are You?"



"You scored as Storyteller.

The Storyteller is in it for the plot: the sense of mystery and the fun of participating in a narrative that has the satisfying arc of a good book or movie. He enjoys interacting with well-defined NPCs, even preferring antagonists who have genuine motivations and personality to mere monsters. To the Storyteller, the greatest reward of the game is participating in a compelling story with interesting and unpredictable plot threads, in which his actions and those of his fellow characters determine the resolution. With apologies to Robin Laws.

Storyteller 90%
Tactician 85%
Specialist 85%
Character Player 55%
Casual Gamer 50%
Power Gamer 15%
Weekend Warrior 10%"

Courtesy of CharlesRyan who created the quiz,
Rob Laws who created the system of classification,
Hank Harwell who mentioned it on the
Christian Gamers' Guild (in their Yahoogroup),
and the late Glenn Blacow, the greatest gamemaster
in the world, who first came up with the idea of
classifying games and players, may he rest in peace.

BTW, more information on player styles, using Rob's
classification, is in the Dungeon Master's Guide II
and in Dungeon Master (sic) for Dummies.

Saturday, September 02, 2006

Real War for Real Men

Why a real war on terrorism brings out the best in us. By Robert Wright - Slate Magazine

I've been in love with Robert Wright's brilliance ever since I read his article on sociobiology, "Why Men Are Such Beasts," in my favorite neoliberal mag, The New Republic. This series is an excellent idea for strategy for a *real* war on terrorism, not the counterproductive fiasco that the Dubya administration is trying to pass off as one. (For the record, I supported the invasion of AghanIraq, but not the occupation.)

Friday, March 11, 2005

An Ugly (Tomato) Story

"Florida Growers Stifle an Ugly but Tasty Tomato"
<http://www.kansascity.com/mld/kansascity/news/politics/11093168.htm>

I can understand why the Florida Tomato Growers' Guild or whatever they call themselves :-D (actually it's the Florida Tomato Committee <http://www.floridatomatoes.org/> <info@floridatomatoes.org> samantha@floridatomatoes.org ) might want to keep scary-looking tomatoes off the market, because it might lower the standard of having *Florida* tomatoes.

I can also understand why they might want to keep successful competitors off the market.

And I can understand why people might want to have tasty tomatoes, even when they're ugly.

The point is, when there's more than one side to an issue, and it's really a subjective judgement call, i.e. based on personal taste or personal moral values, NO ONE HAS THE RIGHT TO IMPOSE THEIR PERSONAL TASTES OR VALUES ON OTHERS WHO DON'T SHARE THEM.

So, yes, I agree with Senators Specter and Santorum -- representing the extreme left and right wings of the Republican Party, while I consider myself a moderate -- and support their call for the US Department of Agriculture to intervene.

According to the story, "J. Luis Rodriguez, trade adviser for Florida Farmers Inc., a major producer based in Lake Worth, said 'Pennsylvania did not deliver for the president. We delivered twice."'

Maybe that's true.

And maybe Procacci Brothers will remember who their friends are during the next election cycle. And tell their customers.

And maybe the G.O.P. should remember who are NOT their friends, i.e. rich Florida corporate agriculture, and take a good hard look at subsidies to them . . . and eliminate these corporate welfare payments for big agribusiness!
<http://www.cato.org/pubs/handbook/hb109/hb_109-31.pdf>

Cutting agricultural subsidies is not just good ethics and good common sense, it's also good politics. As Grover Norquist points out, agricultural subsidies cause farmers to take leave of their senses, or rather of their morals, and vote Democratic. But "without subsidies, farmers are nothing but heavily-armed small businessmen."