I was talking last time about Paranoia, "the role-playing game of a darkly humorous future", currently returning in a new edition thanks to Kickstarter. I've never played Paranoia and it has about as much appeal for me as a game of soccer (a bit below root canal work, in other words) but it has got me thinking about how to set a role-playing campaign in a dehumanizing world "designed by Kafka, Stalin, Orwell, Huxley, Sartre and the Marx Brothers", to quote the KS page.
Actually, let's leave the Marx Brothers out of it. For me their movies go straight into Room 101. And also forget about Kafka and Sartre, who after all didn't write about the kind of purposefully malevolent state ruled over by a guy like Stalin, for whom death quotas and torture were part of the apparatus of effective government. The torture of existence in a Kafkaesque society comes from running up against people like this.
Okay, so we're talking about truly unrelenting totalitarian regimes. Is there humour to be found there? Any unchallenged political ideology will soon make paranoia the default mental state of the entire populace. To drive home its beliefs against the flow of common sense, the regime is willing and able to twist logic into unrecognizable Escher-shapes. Law becomes corrupt, identity disintegrates, truth is raped and ruined. Living in such a warped society can eventually push anyone to the kind of hysteric laughter where you want to claw your own face off. Satire may thrive, but this article suggests that it's fuelled by an uncomfortable sense of humour with a distinct smack of sweaty fear.
In North Korea, high-ranking officials would dive into the shrubbery when they saw Kim Jong-il coming. Better to risk a grass-stain than to run into the Supreme Leader in a bad mood.. It was a riot as long as he didn’t spot you. Under the bloody rule of the Khmer Rouge, men and women were beaten to death by screaming guards because they were spotted reading the labels on an orange crate, an act of subversion that showed them up to be dangerous intellectuals. See how easily that could become a gag on Mrs Brown's Boys? I don't even want to get on to the excesses of ISIS, wagging a finger in the air on YouTube as they mansplain why sawing people's heads off is a righteous act. The ghastly comedy there is that apparently one under-35 Briton in seven sympathizes with them. Hydra should be out in London recruiting right now.
And there’s an arsenical lacing of humour in novels like Koestler’s Darkness at Noon and Nabokov’s Bend Sinister – even humour of a Milliganesque sort – but that taut grin curdles into a rictus of horror when the characters rebel and the regime exercises its penchant for casual, heart-stopping brutality. It’s Brazil without the comforting zaniness.
So, how to use all this in role-playing? For starters I wouldn't even attempt a sustained campaign, because the players would either have to side with the regime, which will pall pretty quickly, or they oppose it, in which case they will be crushed. (You could allow them to lead a successful revolution, but that would be fake. We all know people like Stalin live to see the good guys buried and then go off to die in their beds.) James Wallis's Alas Vegas provides a good template. There the campaign is planned to run over a set period and to reach a definite conclusion, the way a cable TV drama (say The Shield) aims to tell a given story rather than extend off into infinity like network serials of old (Columbo, etc). The end is going to be bloody, but there are all sorts of ways to die. It's up to the players to find whatever scrap of triumph they can in this scenario.
As for humour, I don't see it as my role to build that into the tone of the game. In fact playing for laughs is the surest way to make the whole experience deeply unfunny. (See reference to Mrs Brown's Boys above.) No, I'd be inclined to run it pared-down and very bleak, like having dinner with Pol Pot when he has a migraine coming on. I'm confident that my players would find humour in the gaps between tragedy and horror - and, arising out of character, that comedy would have the ring of truth. Which is really the whole point of role-playing.
Showing posts with label dystopia. Show all posts
Showing posts with label dystopia. Show all posts
Tuesday, 11 November 2014
Monday, 10 November 2014
Unplug the jackboots
Back in the eighties I used to write a lot of White Dwarf under various pen-names. Scenarios, articles, reviews, columns, you name it. Occasionally there'd be pieces about a role-playing game of the time called Paranoia - "the role-playing game of a darkly humorous future". I didn’t see anything that made me want to play it, but after all if you only glance at the ads you’re going to end up with a vague and probably unreliable sense of what a game is about. (That won’t stop me talking about it, of course.)I am interested in both dystopian and paranoiac literature. I’m having a stab in the dark there, assuming that Paranoia is set in a future totalitarian state, but it seems a fair bet. On surer ground: I know the tone of the game is meant to be humorous because all the ads for it in White Dwarf were written with a big rhetorical wink, like an invitation to a frat party. It says it's humourous in the logline too - always a giveaway, that.
I suspect that Paranoia has less to do with the likes of Stalin, Big Brother and Pol Pot and more of the flavour of an author like Kafka or Gogol. The bureaucratic rat-maze depicted there can be just as crushing to the individual, but it’s madness without personal malice. The mere idiocy of the system. That can be funny, too, though probably to do it justice you need a Sam Beckett rather than an Adam Herz.
You know what they say about Marmite and oysters. I’m never likely to play Paranoia myself, but if you’re a fan then it’s probably the main thing in your gaming life. So why am I holding forth about it from this position of wilful ignorance? Because there is a Kickstarter campaign to bring Paranoia back in an all-new version written by James Wallis.
Full disclosure: James is a very old and dear friend of mine. But that’s not why I would recommend one of his projects. I don’t plug every project that a close friend works on, do I? What’s germane here is that James is an immensely talented writer and game designer. More than talented, in fact: a genius. (A genius and I don’t hate him? That shows you what a nice guy he is.)
Here’s just some of the proof. James co-created the first storytelling card game, Once Upon A Time. He wrote The Extraordinary Adventures of Baron Munchausen, which is both a completely original mash-up of role-playing and parlour games and a very funny read. He masterminded publication of the one-of-a-kind game setting Nobilis and a beautiful new edition of Dragon Warriors. He created Alas Vegas, a reinvention of the RPG within the sort of tight story arc structure we’re now familiar with from cable TV drama. He’s an entrepreneur with more ideas than he has time to develop. He’s a teacher and mentor. He’s at the forefront of creative talent working in that interesting space where narrative meets games. Oh, and he has a killer time-travel love story that, when he can clear the time to turn it into a novel or a script, will be the thing everyone you know is talking about. Yeah, remember that tip.
How I'd like Kickstarter to work is that you'd back the creator, not the concept. As long as it's the latter, there'll be a preponderance of mix-n-match X-meets-Y pitches involving any combination of: Sherlock Holmes, steampunk, zombies, Cthulhu, Dracula. Ho hum. There's only so long that can go on before the greatest hits of the past are completely shagged out. But if the funding went to James Wallis himself to create whatever he was most inspired to work on, we'd get something much more interesting than a rebooted '80s RPG. We might even get that time-travel love story. For that, I'd pledge.
Still, the world is as it is. So if you like the sound of Paranoia rebooted by James Wallis, which is the only sort of Paranoia I'd be likely to play, skip over to Kickstarter and get on board. The campaign is 400% funded already and it’s still got several weeks to run. And thinking about it for this post has got me preparing a scenario for my own players involving Benito Mussolini – there'll be paranoia for sure, but that's the least of their worries. Maybe I'll muse more on that tomorrow.
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