Back to the Mud: Putting some Grit in Cortex Prime, Part I: Damage and Injury

Readers who’ve followed the blog for some time have likely picked up two things with regards to my favored approaches to roleplaying games. First, I prefer narratively-structured games, like Fate and Cortex Plus/Prime. Second, I like my settings gritty.

At first, these things may seem contradictory; both Fate and Cortex involve capable characters from the get-go with fairly high chances of success in their actions. They give players Fate or Plot Points to shift the narrative in their favor from time to time. I’m of the mind that this is a false dichotomy. To me, having low-powered characters with correspondingly-low chances of success is not gritty; it’s either frustrating or comical. This has been my experience with low-level characters in D&D and especially in the Warhammer (both Fantasy and 40K) percentile systems (especially when the GM thinks of unmodified roles as “easy” ones instead of following the rules guidelines that “easy” rolls should give bonuses–this is easy to forget in the thick of the game). To me, a gritty setting is one in which the characters are capable, but even skilled characters can get unlucky and suffer extreme consequences. It doesn’t happen often, but even an untrained peasant with a pitchfork can kill an armored knight when the chips fall just so. This is where, as with real life, skill alone is not always enough to prevail.

Philosophy of gaming (were that an established academic field!) aside, this post is going to be about adding some mechanical elements to Cortex Prime to increase the grittiness of the system. As one last note within this preamble, I want to point out that no mechanical changes are strictly necessary to run a gritty game of Cortex Prime–simply narrating the action to fit the feel of the game can accomplish this. But, for those who want to go further, to adapt Cortex Prime from a “generic” system to one that can be tailored to genre and tone, here we go.

In this post, we’ll talk about some ways to use the rules mods given in the Cortex Prime Handbook (sometimes with small changes) to adjust grittiness. In the next, I’ll offer some ideas that diverge more significantly from the mods contained in the Cortex Prime Handbook.

Being Taken Out
On my first readthrough of the rulebook, it struck me that the Stress and Trauma system suits a gritty setting best. Subsequent thought revealed that I may just be partial to that system because it feels a little more like “traditional” RPGs without going fully to the “Ablative Hit Points” mod. Reflection has led me to the thought that the basic rules for being taken out (spend a Plot Point to not be taken out of the scene) may be used to bring heightened tension to conflict that matches with a gritty feel. The key here is in addressing the consequence here suffered upon being taken out. For more cinematic games, the Consequence suffered for avoiding being taken out can be narratively (but not mechanically) lower–getting winded, winged by a bullet or otherwise put in a position that complicates things without being in real physical jeopardy. Conversely, these Consequences can be made more narratively significant without modifying the mechanics: if the character suffers a Consequence because of a gunshot, then the Consequence could be Sucking Chest Wound d10 or Gutshot d8. Even if no mechanics are altered, this will certainly put players on edge more than Flesh Wound d8. Of course, I’m not just going to suggest narrative changes here. My main point here is that, with regard to the base system for conflict, staying in the fight creates an additional pull on resources (in the form of Plot Points). Tough choices regarding resources is a core of mechanically-gritty systems–this naturally increases the dramatic and tactical strain on both characters and their players. Consider using the “core” system for being taken out with other rules systems to drive home risk and a need for resource conservation.

Stress and Trauma to Lethal and Non-lethal Damage
One alternative to the core system for being taken out of a conflict presented in Cortex Prime is the system for Stress and Trauma. Under that system, a character first takes Stress as a Complication to an attribute when losing a test in a confrontation. If the character has d12 Stress, this is converted into Trauma, which has the same mechanical complication as a Stress Complication but which is more slowly recovered. A character who takes “damage” that would push Trauma beyond d12 is removed from the game, probably because the character dies in the case of Physical Trauma (or is mortally wounded, put in a coma, etc.).

One simple shift in thinking here is to draw upon the World of Darkness/Storyteller damage system, thinking not in terms of Stress and Trauma but lethal and non-lethal damage. To be specific, replace Stress with Non-Lethal Damage and Trauma with Lethal Damage as with the original system, once Non-Lethal Damage is at d12, further Non-Lethal steps of damage are added to Lethal Damage. But where circumstances indicate the damage received would be life-threatening (the use of weapons, a fall from a height, fire, electricity, etc.), apply the damage to the Lethal Damage die, skipping over the Non-Lethal Damage die altogether. This would work well in systems where brawls (fisticuffs being treated as Non-Lethal Damage under the logic that punches and kicks can be deadly, but it usually takes more than, say, hitting someone with a hammer, to push from bruises to serious injury) are more common than deadly fights, or where the consequence of producing a weapon should be dramatically significant. This can easily be combined with the core Being Taken Out system to make conflict (especially physical conflict) an extremely serious event rather than a common and expected aspect of the game, suiting this especially to investigative or political genres.

A further question to be answered if using this system is how to apply the Complications of Non-lethal and Lethal damage. Do you apply both dice to the opposition test, only the higher of the two, or use some other method to determine effect on rolls?

For an additional complexity, you can allow appropriate armor to convert Lethal damage into Non-Lethal damage based on the armor’s step/rating. This gives characters some added protection without armor having the ability to completely nullify the effects of an injury.

Recovery Times
As the Dungeon Master’s Guide attempts to do in D&D, making things feel gritter may be a matter of increasing recovery times. As the various implementations of extended rest rules in D&D indicate, however, extending recovery times fails if it is the sole method of making a game “gritty.” If injured characters can still meaningfully participate in the style of game being played as they recover, then extended recovery rules may work well. If they only make it necessary to “fast forward” for weeks or months as characters recover, this doesn’t really provide you with any benefit.

If it fits–say one of the features of your particular game is that the characters’ situation gradually worsens until they manage to snatch victory from the jaws of defeat at the very last moment (which, if you believe the gaming philosophy espoused by John Wick in his Play Dirty books–controversies about his behavior as a person and RPG developer aside–is what players really want), then you might be served by extending recovery times. Unless truly necessary, though, it’s probably best to continue keeping recovery abstract without adding too many additional recovery rules. Consider having Stress (or its equivalent) recover between each session and Trauma (again, or its equivalent) recover between adventures. This provides dramatic increase in the tolls taken on characters as a story progresses without bogging things down. Combine with a Doom or Crisis Pool mechanic and you end up with a serious spiral of stakes.

To my mind, as a matter of game design, the best place for extended (or “realistic”) recovery times is in settings where some form of “miraculous” healing exists to circumvent normal recovery times, whether magical or technological. This bears in mind the realism of injuries while allowing characters to return to full status in a more player-satisfactory time frame. The only time the rule really matters, then, is when the players do not have access to such super-healing, allowing for an occasional point of higher stakes and drama if used sparingly.

“Ablative Hit Points” and the Condition Monitor
Above, I mentioned drawing inspiration from the WoD/Storyteller system for rethinking Stress and Trauma. Here, I’ll make reference to Shadowrun‘s “Condition Monitor” as a way for modifying the “Ablative Hit Points” system given in Cortex Prime.

Shadowrun calculates damage in “boxes” inflicted on a character’s “Condition Monitor.” A character has two Condition Monitors, really–one for “Stun” damage and one for “Lethal” damage. Each track typically has ten boxes, but this may be modified by a characters attributes, cyberware and other traits. As with Stress and Trauma in Cortex, “Stun” spills into Trauma when the Stun track is full. Where the Condition Monitor approach provides inspiration for Cortex is that it spaces out the mechanical penalties suffered for injury along the track (in more recent editions, cyberware or other factors can modify exactly where on the tracks these penalties are situated).

We can add a similar idea to Ablative Hit Points, assigning Consequence Dice to various segments of the Ablative Hit Points total. If you start with 10 “Hit Points,” perhaps a d6 Consequence is suffered when your remaining total reaches 7 Hit Points. This combines the “pacing” mechanic of Hit Points with more discrete and immediate effects. As with Shadowrun, and the Lethal/Non-Lethal damage system above, you could maintain two tracks, with excess “Stun” or non-lethal damage spilling into the Lethal category as it does in Shadowrun. If you use two tracks, you again need to decide whether penalties from the two tracks stack (or if only the Lethal track has penalties at all, which might allow a middle-ground between the cinematic and realistic).

To combine ideas from Shadowrun and World of Darkness, you could use a single track for both Non-Lethal and Lethal damage. To do this, Non-Lethal and Lethal damage are notated differently on the track (WoD used “/” and “X” to fill boxes). If the track is full and additional Non-Lethal damage is received, any Non-Lethal damage marked on the track is converted to Lethal damage before any points “overflow” into the condition that occurs (whatever that may be) when damage is received beyond a full track.

The number of Hit Points a character has is an important consideration. Thinking in terms of Dice Steps to numbers (see Rob Donoghue’s post on Evil Hat Games) mapping onto a 1-5 system (as in Fate), if you’re using an Effect Die, a maximum of 5 Hit Points of damage may be done with a single attack, perhaps one or two more if you use heroic successes for stepping up. The major consideration here is whether you want the possibility that a (player) character can be killed in one attack (depending on what having 0 Hit Points means). Additional considerations include how much damage can characters suffer overall and what is the hit point recovery rate.

If you want the additional mechanics, or a shift more toward the “traditional” RPG feel, you can add damage values for weapons (which should be a factor in determining the length of your damage tracks). Likewise, you can have armor prevent damage altogether, convert lethal damage to non-lethal damage, or some combination thereof. This shifts away from the core philosophy of Cortex Prime by moving toward a stricter accounting for gear and equipment, but if such a move suits your game, why worry about that at all?

Let’s Talk About Midnight Mass

[THERE ARE SPOILERS BELOW! IF YOU CARE ABOUT THAT SORT OF THING, STOP NOW. YOU’VE BEEN WARNED!]

K and I recently finished Midnight Mass on Netflix. I enjoyed it–this time of year I’m always in the mood for some horror fiction and there’s a lot out there that just isn’t good (I also recently watched Gretel & Hansel, which was mildly interesting but really just doesn’t merit a post).

Much has already been said about the series’ approach to religion, but rather than respond to the thoughts of others (many of which I’ve found cogent and insightful even where I may not agree with them), I thought I’d write my own instead.

Communion and Vampirism

Let’s first address the elephant in the room, shall we? Midnight Mass is certainly not the only piece of fiction to have made an association between vampirism and Communion. The Vampire: The Masquerade roleplaying game played with this idea and Biblical legend has perhaps always played a part in the various cultural ideas of vampirism–after all, if you have a Christian worldview and also believe in the existence of vampires (as was somewhat broadly the case almost to the 20th century and still has its holdouts) you have to figure out how the two ideas mesh. Various possibilities have been put forth in religious folklore–Cain, Lilith, etc.

The accusation that the “love feasts” of early Christians involved the literal eating of flesh was made by the Romans (probably either in cynical propaganda or credulous misunderstandings of the new religion’s rites), but Christianity doesn’t stand alone in this regard–the “blood libel” against the Jews throughout the medieval period represents a much more serious and lasting accusation than that against Christians. If you’re unfamiliar, the “blood libel” is a long-running tradition of belief that Jews were actually eating Christian babies and children, or at least killing them and using their blood. It shouldn’t need to be said but: this was an outright anti-Semitic lie perpetuated out of a cultural need for a culpable “other” and justification for pogroms against and the exile of Jews that had financial motivations as much as socio-religious ones.

For purposes of this post, though, I’m less interested in historical beliefs and more interested in the seemingly-natural association humans seem to draw between Communion and vampirism. In other words: what does it mean to “eat the body of Christ” and “drink the blood of Christ?” This will not be a thorough discussion of the theologies of Communion, but rather some general thoughts on the matter.

The first question raised, of course, is whether the terms are intended to be literal or figurative. The Catholic doctrine of transubstantiation takes the meaning literally–and this, of course, is part of the reason that Midnight Mass works with Catholic liturgy and theology in a way that just wouldn’t track the same for a Protestant theology holding that the meaning of Communion is symbolic and commemorative.

The doctrine of transubstantiation is a difficult one at best. On the one hand, that means a direct confrontation with the belief that you are literally eating your Savior (and the necessary follow-up question of “why?”). On the other, this creates the additional problem of what happens to the body of Christ once you’ve ingested it, requiring a doctrine of “untransubstantiation,” because it would be improper to defecate your Lord and Savior. Yes, that’s funny, and I giggle, too, but it’s the sort of corner that theology can back itself into sometimes. I am less inclined to believe that this is a matter of the foolishness of early theologians and more inclined to believe that it simply a matter of the limitations of the human mind as it struggles with divine mystery. There’s just really no way to definitively determine the question of transubstantiation, so doctrine on the subject must be based on other theological assumptions rather than logic applied to the question itself.

As a Methodist, I belong to a tradition that denies transubstantiation and views it as a sacrament, but one that serves as reminder for grace and divine action rather than a regular miracle. Maybe that sits well with me because of my own skepticism (where, of course, skepticism is the exercise of intellectual analysis before coming to a conclusion rather than taking an answer entirely on faith–or, conversely, denying a possibility outright). This is because I think that the metaphor of Communion is two-fold: on the side of the supplicant, the metaphor is one of spiritual sustenance embodied in reference to literal sustenance. Jesus states in the Gospels that he is the source of the living water, and that he is the bread of life, but we do not take these statements to mean, literally, that Jesus was made of water or of bread. Nevertheless, the meaning is clear–God is sustainer of all things, whether that’s the coherence of reality itself or the strength of the individual soul.

The metaphor on Christ’s side–body and blood–serves as a metaphor for sacrifice. “No greater love has a man than this: that he lay down his life for his friends.”

Does that qualify as a mixed metaphor? Maybe, but I’d chalk it up to Chesterton’s argument that Christianity overcomes “problems” of contradiction by “combining furious opposites, keeping them both, and keeping them furious.” Hence, perhaps, the love of some Christian theologians for “both/and” as the answer to apparent contradictions.

If we view Communion in this light, the comparison to vampirism breaks down immediately. There is no predation or consumption on or of one party by the other, but two different ways of looking at the meaning of the same event, both of which are simultaneously true if not directly compatible. For me, personally, this is where I find the argument for a commemorative Communion more convincing than the argument for transubstantiation; not in the rejection of the possibility of miracle but in preference of the meaning that most fits with my understanding of Christianity as a whole.

None of this is to discount the possibility of a personal, existential and mystical encounter with God through the act and ritual of Communion, regardless of your theological view of the sacrament.

Critique of Religion

Much has been made of the character of Bev Keane as vehicle for much critique of religion in general and Christianity in particular. Rightly so, she is the main villain and a truly horrible person. But, I’d argue (as others have done) that the critique demonstrated by her character is not a critique of religion itself, but of the use of religion–and equally applicable to the misuse of any philosophy or system of belief adhered to without any doubt or humility. That could just as easily be aggressive atheism, materialist science, the social-Darwinism tenets of neo-capitalism, political beliefs or, in a slightly less dangerous and much more amusing version, fandom.

It is not the substantive belief (i.e. Christianity) that makes Bev Keane evil. The story provides Christian characters antithetical to such a reading. Think in particular of Annie Flynn, who first offers a verbal rebuke (from the lens of Christianity) to Bev Keane and then lays down her life for the benefit of others in that ultimate expression of love meant to counterbalance the evil Keane has worked. If you want to argue that the fact that Annie doesn’t actually die undercuts her sacrifice, I have two responses. First, there are some consequences that are worse than death–especially to a Christian who believes in the promise of eternal life. Becoming whatever she became after she transitioned into undeath would not have been a welcome prospect. Second, that does not undo the terror that must be overcome to willingly slit one’s own throat and experience what followed.

Instead, there are two possibilities for explaining Bev Keane’s evil, and both are both infuriating and ubiquitous in humanity. The first possibility is that her position and the use of her faith serves only to fulfill those petty desires of the small-minded: something to control, something to feel superior to, something to set you apart for special praise. The second is that she has allowed her convictions to stand in the way of her compassion. This is the behavior that causes Jesus to rebuke the Pharisees so many times in the Gospels, to call them “white-washed sepulchers.”

I would argue that all genuine faith (regardless of creed or theology) must begin from a place of humility and an acceptance of love for others as the deciding factor in all moral questions. It is humility that keeps us from the surety and pride in our own ideas that allows them to justify hurting others in the interests of “purity of doctrine.” It is love that guides us not to hurt others for our own gain. That Jesus demonstrates these points time and time again is one of the most convincing aspects of Christianity to me, personally. At the same time, regardless of doctrine, I cannot conceive of a good God who would not appreciate a person who follows these practices, regardless of the specifics of their theology.

Erin Greene’s Speech

Here’s the problem that I have with the narrative and the arguments it makes: Erin Greene’s “I am that I am” death speech. Now, to be complete forthright and honest, I’m biased against the argument made by this speech in the first place, so take it as you will (which may be not at all). Here’s a transcript of the monologue so that it is fresh before you:

“Speaking for myself? Myself. My self. That’s the problem. That’s the whole problem with the whole thing. That word: self. That’s not the word, that’s not right, that isn’t — that isn’t. How did I forget that? When did I forget that? The body stops a cell at a time, but the brain keeps firing those neurons. Little lightning bolts, like fireworks inside, and I thought I’d despair or feel afraid, but I don’t feel any of that. None of it. Because I’m too busy. I’m too busy in this moment. Remembering. Of course. I remember that every atom in my body was forged in a star. This matter, this body, is mostly just empty space after all, and solid matter?

It’s just energy vibrating very slowly and there is no me. There never was. The electrons of my body mingle and dance with the electrons of the ground below me and the air I’m no longer breathing. And I remember there is no point where any of that ends and I begin. I remember I am energy. Not memory. Not self. My name, my personality, my choices, all came after me. I was before them and I will be after, and everything else is pictures picked up along the way. Fleeting little dreamlets printed on the tissue of my dying brain.

And I am the lightning that jumps between. I am the energy fighting the neurons. And I’m returning. Just by remembering, I’m returning home. It’s like a drop of water falling back into the ocean, of which it’s always been a part. All things, a part. All of us, a part. You, me, and my little girl, and my mother, and my father, everyone who’s ever been. Every plant, every animal, every atom, every star, every galaxy, all of it. More galaxies in the universe than grains of sand on the beach.

That’s what we’re talking about when we say God. The one. The cosmos, and its infinite dreams. We are the cosmos dreaming of itself. It’s simply a dream that I think is my life, every time. But I’ll forget this. I always do. I always forget my dreams. But now, in this split second, in the moment I remember, the instant I remember, I comprehend everything at once. There is no time. There is no death. Life is a dream. It’s a wish. Made again and again and again and again and again and again and on into eternity. And I am all of it. I am everything. I am all. I am that I am.”

The first thing I take issue with is that the speech exists at all. If you’re going to spend an entire series deconstructing religion and the problems that arise within it, I find it disingenuous to substitute your own argument for cosmological truth in the final act–it just makes everything that came before a strawman for knocking down, a rhetorical sleight-of-hand to lend strength to a belief about fundamental reality just as unprovable as the ones you’ve spent the rest of the story questioning. Given that the rest of the narrative raises questions about how we judge the leaps of faith we willingly make–or are called to make by others–trying to answer the question only cheapens it. The more honest approach is to leave the question open: we don’t know for sure what ultimate reality is or what happens when we die, no matter how deeply we believe in the answer provided by one faith or another, so let’s start from a place of compassion towards others and humility in our understanding of self.

For this same reason, this speech is entirely unnecessary and overreaches. The only satisfying answer that we find in the questions raised by the story lie within our lived lives, not our expectations of the afterlife. How our faith causes is to treat people in the here and now is the primary focus of any theological argument made by the show, so why suddenly go beyond that?

[Aside: I’d also note that this is the same focus that Jesus takes in the Gospels–he spends much less time (but not none) discussing the nature of the afterlife or resurrection, because (I think) however God has (or has not) structured any life to come, anything more than the hope of it is a distraction from the lives we lead now. Jesus has much more to say on how we ought to conduct ourselves in our present lives; I’d argue the central theme of his teachings is a revelation of how creation operates (or should operate) so that we can use that knowledge now.]

Here’s where, if the approach taken by Erin’s speech appeals to you, you may really want to leave off. I think it’s only fair to deconstruct that argument about the nature of reality in the same way the show does for other religious ideas. Here we go.

The speech begins with a denial that the self exists, but continues to speak in the first person. This is a problem that I have with any theological argument that asserts that denial of the self and re-assimilation to an undifferentiated whole is the purpose or end of existence. First, because this is, effectively, death. If you do not believe in an afterlife, that’s fine, this concept will work for you. But it is incompatible with the idea that we continue to exist after the assimilating event, you are, by necessity, a self.

More important, if you are arguing that the self is only an illusion (as does Greene in her monologue, as do some forms of Buddhism), who is making the argument? You have no internal consistency when you argue that there is no true thing as self and then make a bunch of statements as assertions made by yourself. This is the same problem with the materialist arguments that “there is no self, there is only the illusion of self because consciousness is an unfunctioning byproduct of firing neurons” (something that Green alludes to herself) or that we lack free will because “we’re just bags of chemicals.”

Erin’s cosmology leads to nothing morally superior to Christianity or any other philosophy or theology–it is not exempt from being misused. If I am everything and everything is me, I can justify doing whatever I want for my own power, because it’s all me anyway. If my actions only hurt myself, there is no one but me who can truly complain about anything I do, even if it seems to hurt part of me–I have the right to hurt myself as an autonomous being. Bev Keane could find ways to work with this kind of solipsism with no more difficulty than she justifies herself through Christianity.

I’m going to sidestep the hubris of decided that one is God, not to mention the absurdity of denying the existence self and then claiming such an expansive definition of self.

That said, I do believe that this philosophy is particularly apt for a horror story…if the point of the philosophy is existential terror. Really think about what Erin is arguing about her existence–she continually “forgets” and believes that she’s a self, has experiences, comes to find out she’s not a self and it has only been a “dream,” then forgets that dream and goes through the process ad infinitum. This is a cycle of believing that there is meaning in existence and then finding that there is none. It is a masturbatory universe playing with itself because there’s nothing else to do. Without variety, without self, without memory, without relationship, where can meaning be found?

Between Riley Flynn and Erin, what I really see motivating their beliefs is a desire for oblivion, a desire for the end of suffering. That’s understandable from a certain perspective; given enough suffering, the will to continue to exist in the face of pain and despair will eventually abate. I’d like to say I think of the Book of Job when I think of this, but really I think of the narrator in Fight Club: “On a long enough time line, the survival rate for everyone drops to zero.” This is a desire for escape, a desire simply to stop suffering. Given Riley and Erin’s experiences in life, I see why such a belief would be appealing. And maybe that’s all we get at the end of life, a ceasing to exist that alleviates all pain–but that also denies any of the joys of existence. I have only my faith to say otherwise.

But that is, in fact, part of why I have faith. I want to believe that there is an ultimate meaning to existence, that we exist in the creation of an omnipotent and beneficent God who wants the highest joy for each of us when all is said and done in this world. No joy that ends can be the highest joy, so it stands to reason that eternal life is necessary (though not sufficient) to the abundant life Jesus promises us. Instead of having a hope to one day escape the bad, I would rather have something more–a hope for being complete in the good.

That faith and hope makes me a better person. Yes, it helps me to suffer more patiently. Yes, it helps me to be generally happier. But it also helps me to strive to create meaning, in both life and art. It helps me to love others and to push for that abundant life here and now (what, after all, is eternity but an unending “now?”). It helps me to do good. This kind of faith isn’t a crutch; it’s a ladder.

It’s possible that Erin’s explanation of reality is the correct one; I lack the knowledge and experience to say anything conclusive on the matter. But I also see no reason, theological or practical, to live one’s life with such a belief. I, for one, will continue to set my faith on something higher.

Conclusions

If you watched this show and felt that it singled out Christianity for special treatment (I think there’s an argument that it went softer on Islam, but it’s also true that that may only be a matter of space in the story and the fact that it is Monsignor Pruitt and his church that is the focus), I’d ask you to ask why you think that is. There is, as I’ve mentioned above, the strange relationship between Communion and vampirism. But I’d argue that that’s not it. Instead, I’d argue that this is a matter of the times in which we find ourselves and of the nature of American Christianity (painted unfairly in the broadest possible brush, of course).

In the past few years, we’ve had conservative Christians call Obama the antichrist, act as if Trump were the Second Coming (a thought so antithetical to me that I have a physical reaction upon writing it), call the Covid-19 vaccine a sign of the End Times, use their faith as an excuse for not showing compassion to their fellow man (again with the vaccine, and I’ve written previously about the use of faith as an excuse given by child placing agencies to discriminate within the Texas foster and adoptive care systems) to support fascism undercurrents and spread lies about our government, to make arguments against equality, and so on and so on. The litany of offenses would be a long one indeed, and this is nothing new.

Given these stances and their affect on believers and non-believers alike, they should be subject to scrutiny and criticism. It should be a matter for every honest believer, regardless of their specific beliefs, to introspectively question the rightness of their theological positions as a matter of a desire to truly live faithfully–entrenched tradition and interpretations of doctrine originating in very different historical contexts should be especially subject to this process. Not because we have changed for the better, necessarily, but because the interpretations that arose in one context may be influenced by that context just as ours affects our interpretation. The argument that progressive Christians are trying to “change the Bible” because of changes in culture is a willful ignorance that all interpretation is subject to human limitation and the influence of culture on the mind. By having a greater diversity of interpretations, we may be able to make comparisons and weigh arguments to find something closer to the truth.

Those who’ve read my blog for a while know that one of the primary focuses in my religious writing is to argue against the fundamentalist and conservative interpretations of Christianity that I believe grossly miss the meaning of the faith–and create barriers to others in considering what true Christianity is about by creating an image of the faith that is repulsive to those who feel that compassion and love, not fear and hatred, is the message of a good God, regardless of the specific faith. In that sense, Midnight Mass makes a strong and valuable point–we have a moral obligation to consider whether our religious beliefs lead to good things or bad, lead us to make the world better or to make it worse. When it’s the latter, is it really fair to resort to divine mandate theory–that because God said it it’s true and moral? Or should we believe in a God that does not ask us to hurt others for vainglory?

UbiWorld (a “kind-of” Far Cry 6 Review)

In the midst of some (sporadic) writing, running a Brancalonia/D&D game, and preparing to open back up for another foster placement, I’ve been playing Far Cry 6. I have completed the main story and done most, but not all, of the side missions.

I’m a fan of the series, having played them since 2. But it’s a guilty pleasure, really–I don’t particularly see the setting or story of the games as particularly enthralling (despite Giancarlo Esposito playing his signature bad-guy role in 6, I think the story of 5 was more compelling–probably because it played upon personal interests (the morbid fascination with cults) and fears (the increasingly dangerous idea of what constitutes “patriotism” in the U.S.). For Far Cry 6, I’ve mostly been enjoying the mindless fun of the gameplay, the beauty of the environments, and the exploration element.

As I’ve done so, a realization has started to sink in–Ubisoft’s really only been making one game for a while. Far Cry 6 is most similar (I’d argue) to Ghost Recon: Wildlands (which I loved), but the latest Ghost Recon entries, Far Cry games, and Assassin’s Creed games are basically the same thing with some minor gameplay differences and some reskins for setting.

I understand that that’s a good business move–all of these franchises perform well financially, consumers pretty much know exactly what they’re going to get with a new version in any of those franchises, and going back to the same well of systems and mechanics certainly lowers production costs (or at least so I’d assume).

Being a person who loves RPGs (which there is some of in these games), tactical shooters (in the non-Assassin’s Creed lines), and game-world exploration (at the core of all of them), I do look forward to new entries in each genre. But I think that the narrative efforts in each new game come out much like any copy of a copy of a copy: always a little less clear, always a little less useful, always just “less” than the one before. Ghost Recon: Breakpoint, while a really interesting idea for a setting, was simply less compelling than Wildlands, Far Cry 6’s narrative certainly pulls less emotional weight than 5’s.

Something else both Breakpoint and Far Cry 6 have in common is their use of famous actors for the main villains (Jon Bernthal and the aforementioned Giancarlo Esposito, respectively, both actors I really like). The problem has nothing to do with the actors themselves–it’s that the use of the actors seems to have been an excuse for not creating more interesting and vibrant villains in the first place.

This has me on two tangent thoughts. First, what would an Ubisoft game that drew on the best elements of each of these related games look like? From Ghost Recon, I’d take the realistic weapons (in designs and performance), the plausible tech (drones, NVGs, thermals). From Far Cry, capturing bases and strategic points, side missions about fleshing out characters and narrative rather than mechanics, treasure hunts, takedown systems (for both people and vehicles). I think I’d rather keep a skill-based character development over a gear-based one like Far Cry 6. If I remember correctly, Far Cry 2 had weapon jams–I’d bring that back. Suppressor overheating is a cool idea for a game, but the way it’s treated by Far Cry 6 is really only as realistic as the “Hollywood quiet” suppressors in just about any video game.

On this note, there was some very interesting commentary (way back) on video game weapon design from on of the developers of Rainbow 6: Vegas (also an Ubisoft game). The designer giving the commentary explained that they first developed the weapons to be as realistic as possible, but then modified them from that starting place to conform more with popular conceptions of weapons–the knockdown of a shotgun blast, the quiet of a suppressor, etc.

But the second, more important thought, is about what the next evolution of these types of games should be. The gameplay is fun; I’m partial to shooters and to open worlds. While there could be some additional improvements to gameplay (as described above), the place we need some real improvement on this games to feel like they’re not just reskinned rehashes of the same old, same old, is the narrative.

Here, I have two subpoints. The first is that we need more interesting narratives. Far Cry 6, like the other games, has its moments of emotional pull. It is a revolution after all, and the true cost of a revolution, so far as I can tell (never having been part of one) is in the lives it takes or otherwise changes irrevocably. We need more personal stories. I’ve grown bored with the weird and quirky, but ultimately shallow, characters. Mr. Esposito does a fine job with his role until the very end, but the writers could have given him so much more to work with. And, while some may care for the crazy companions in Far Cry 6, I do not. As is my want in just about all of my fiction, I want more nuance, more complexity. And along with that complexity, I want some agency.

What the UbiWorld games really need is to be removed from a “playground” experience where you merely ride the rides and placed into a participatory narrative. You should have to make choices that have tough consequences, should have multiple opportunities to change the story in a major way (what if Dani joined with Castillo?), and the way that missions are approached should have a consequence as well. Getting extra resources for taking over a base without setting off an alarm just doesn’t cut it anymore.

While we’re at it, let’s through in some random events in each playthrough and some systems that combine to make for emergent gameplay. I am convinced that a great part of the success of Sea of Thieves is the emergent nature of its gameplay. My friends with whom I play that game don’t talk about the Tall Tale missions, they talk about that time where something incredible and unexpected happened through a combination of interactions with other human beings and the (random) procedural generation of the game.

I’m not saying that UbiWorld games should be massively multiplayer (though it’s a thought worth experimenting with, I suppose), but the ability of a game to generate unique (or at least particularlized) experiences for different players should become a regular aspect of electronic games.

My overall experience with Far Cry 6 is that, if you like Far Cry games specifically, or UbiWorld games in general, you’re probably going to enjoy the time you spend with it. But for me, what it left me with was a desire for something more, for true evolution in the style of games that are coming out that builds upon this strong foundation and makes it into something truly amazing.

The Ecstasy of Gold

I’ve been struggling for some time to understand how conservative Christians are able to maintain such dogged adherence to the ideas of ultra-capitalism without seeing a conflict with their faith. Ultimately, I think the only way to hold the two beliefs together is by not asking too many questions or examining very closely the assumptions required by the beliefs (either ultra-capitalism or their brand of Christian theology). This is my criticism of most conservative theologies–they start from incorrect assumptions and hold incorrect goals, resulting in theology that is doomed from the start, having never really grasped what God is about in the first place.

Still, I think I have discovered some of the unspoken underpinnings that allow for ultra-capitalism to thrive within the ideologies of (political) conservatives, and that an examination of these ideas compared to theological ones may be instructive.

Ultra-Capitalism

We should start with a definition. By “ultra-capitalism” I mean a modern approach to capitalism that: sees market competition as social Darwinism; this social Darwinism as the natural (and thus best) arbiter of success and social standing; self-interest and the profit motive as the defining characteristics of the human individual (and as moral prerogatives); as a corollary, associates economic poverty with moral weakness; assumes that those who have become rich have proven themselves both intellectually and morally fit to rule; holds personal property rights sacred over all other things; and bears a fear of and revulsion to social programs as allowing weakness to thrive, thus undermining the moral and social fabric of a society–and this in particular at the expense of those who have “rightfully acquired” their wealth through natural and all-encompassing superiority. It is in many ways Nietzschean and nihilistic, eschewing compassion for power. It is, in short, the economic version of “might makes right.”

First and foremost, it is the dogmatic belief in the “profit-motive” as the most defining characteristic of humanity. Thus, all people are seen as acting for selfish reasons to acquire money as best they can, with a division between moral methods of acquisition of wealth based upon ideas of “work” and “dessert,” and those methods of acquiring wealth that do not result from an adequate amount of work as immoral. Thus, the thief acquires money immorally, because he takes something earned by “honest labor” through the employment of “easier” means of acquisition. That the Ten Commandments dictate that “thou shalt not steal” coincides with this moral tenet, we need not look at the analysis that brings God (and us) to this conclusion, even if the rationale is different from the capitalist one. There is, then, the added result that the idea of thievery under the capitalist’s definition then extends to those who are on social welfare programs. Those who need food stamps, or Social Security Disability, or who would benefit from socialized medicine are getting material benefits for less work than is morally required of them to deserve economic gain, making social programs nothing more than government-sanctioned thievery. I imagine that, if you’ve read this far, you already understand that social welfare programs (like socialized medicine, even) is not the same as socialism. As an economic system, socialism means the collective ownership by the workers of the means of production, not the provision by the government of safety nets for all of its people–a method of providing for the “general welfare” that is a core element of the legitimacy of a government under “social contract” theory–though admittedly so is the protection of property rights, so we are left here with a dispute over what exactly the social contract is, how competing priorities under the social contract should be balanced, and, ultimately, who gets to set the contract’s terms.

From this starting place, the sovereignty of the profit-motive goes further. If there are those who leech of the system through providing the least amount of work possible, then my pursuit of self-interest and the selfish accumulation of wealth cannot be blamed, because no one is acting outside of self-interest and I am earning my wealth. This rationale justifies a moral insistence that my property rights are sacrosanct, that taking from me (through taxes, perhaps) for the basic needs of others who will not (cannot is seldom considered) earn for themselves is a fundamental injustice, both a moral failing and an insidious idea that will cause a nation to lose its overarching economic power and thus its place in the world. The belief here is that America is the best nation in the world because of its capitalism. Both the cause and the effect should be questioned.

Let’s look now at some objections typically raised by ultra-capitalists against criticisms:

One of the statements I often hear is: “I believe that the needy should be taken care of, but I believe that that’s the church’s role, not the government’s.”

This statement greatly amuses me as a student of history. Until the Christian reformation, the church did fulfill this function in western European society–but it did so by requiring tithes, indulgences, beneficences, the donation of land to save one’s soul and other forms of coerced re-allocation of property. In other words: taxes. At the time the Reformation occurred, the early modern economy was also developing. Guilds were transitioning into private corporations and “venture companies” designed to share risk between multiple investors (the predecessor of modern business entities), the obligations of traditional feudalism had already been replaced by a system of payments rather than personal service (so-called “bastard feudalism,” which, by the time of the Reformation, was converting even more to a system where wealth and nobility had been divested from one another instead of being tightly bound, because land ownership continually lost footing to new ways of generating wealth), and “middle class” (including the “New Men” of Tudor England) was rising. The modern idea of nations, centralized enough, organized enough to actually provide for the general welfare, was nascent, and though they remained mired at the time in arguments over the divine right of kings, the power was shifting from those with hereditary right to those with wealth earned by the sweat of their brow and the cleverness of their business designs, those who could afford to send their sons to the universities and the courts of law, not to become churchmen, but to become bureaucrats and wielders of political power in the name of those whose only entitlement was the fortune of birth

The misuse by the Catholic Church of its wealth provided an impetus to the Reformation (the extravagant lifestyles of those higher in church hierarchy coupled with a general negligence toward their spiritual duties and the reduction of penance to an economic transaction through the sale of indulgences), it also resulted in a diverse approach to economics by Protestant groups. By the 17th century, you had in England on the one hand the Diggers, who attempted to set up settlements with communal property and a focus on the ecologic interrelationship between humans and the earth; on the other, you had the Puritans: Calvinists (particularly of the Reformed tradition) who largely believed that the demonstration of a good “work ethic” and the accumulation of wealth were signs of status among the Elect, those whom God had predestined for salvation. There is much, I believe, in the Puritan legacy in the United States that resulted in the modern theologies that allow the marriage of ultra-capitalism with Christianity.

While religious organizations would conduct the majority of charitable works for centuries to come, religious ideas of the time intermingled with the rise of new economic realities to create a heritage we largely follow today–even for those who have forgotten the origin of such beliefs in post-Reformation theologies.

To step back into the present, the major problem with the assertion above about the “role of the Church” in social programs is that it really represents a desire of control over one’s wealth: “I don’t want the government to make me help just anyone; I want to get to decide who is worthy of helping.” This idea both maintains the ego-driven idea of comparative dessert while maintaining social power in the hands of those with money.

The second objection is that “no one will ever accomplish anything for society unless rewarded with wealth for doing so.” In other words, the ambition for economic gain is the only instigating factor for innovation, growth or achievement in human society. This idea is flawed for two reasons:

First, the pursuit of wealth in exchange for achievement does not promote the common good. The pharmaceutical and medical research industries (again, particularly in America) are a prime example of this. If we want to look at an egregious case, we need only read the history of OxyContin and Perdue Pharma, where the pursuit of profit led to the opioid epidemic. But there are many more examples to examine, because the very premise of allowing the profit-motive to control pharmaceutical development results in intentional harm to individuals. This is codified through the system of patents that protects new drugs. The argument goes that, if the developing pharmaceutical company is unable to make a profit on a new drug, they’ll never develop it, so we need to protect their discovery by giving them a temporary (but long-lived) monopoly on their discovery so that they can profit from it. This in turn results in life-saving medications that only some can afford, while we let the rest suffer or die. If we adhere to the ideas of social Darwinism and wealth means worth and morality that are endemic to ultra-capitalism, then we should have no moral qualms about this.

Take the Covid vaccines as an example. If those vaccines had been made “open source” so that they could be synthesized by any lab with the ability to do so without having to pay Pfizer, Moderna or Johnson & Johnson for the privilege of doing so, would more people be vaccinated right now (particularly in places where people are not prey to misinformation about them but, for economic reasons, cannot procure them)? I think so.

The more insidious–but perhaps equally reprehensible–aspect of this system is that research projects are selected only with profit in mind. If there aren’t enough sufferers of a condition to make the development of therapeutic techniques or medications profitable, no research will be conducted into the condition, and doctors remain forced to tell patients, “we just don’t know enough about this disease/disorder to have an effective treatment plan.” While I’m not absolutely sure that the pharmaceutical industry actively pursues the development of treatments of symptoms over ways to cure disease, the aspects of the industry I am sure about make that a likely prospect.

The second problem with this argument is that it reduces human beings to economic units by assuming profit is the only human motivation. We can but look around and see that this is not true–we all know someone who has taken a lower-paying job to work in the non-profit sector because they believe in doing good, and many of us know people who have left one job for another that pays less because it allows them to have a better quality of life. Some of us ourselves have turned down good-paying jobs out of a distaste for the effect the particular company or type of industry has on the world at large. The profit motive is, in fact, a social construct rather than an inherent human quality, pervasive as it may be.

It is a curious thing that Puritan ideas (in general, there was theological diversity even within Puritanical groups) seem to have some coincidence with the ultra-capitalist approach to economics and politics, and not just because of the “Puritan Work Ethic.” The “five essential points” of Calvinism are often summarized with the TULIP acronym (for: Total Depravity, Unconditional Election, Limited Atonement, Irresistible Grace and the Perseverance of the Saints). The idea of Total Depravity pairs well with the idea of the profit-motive being the natural state of man, and the idea that those who achieve their wealth through hard work are likely the Elect (and thus inherently more moral) and those who do not are not. The ideas of justification by faith alone and irresistible grace, in theory and perhaps in an antinomian way, take some responsibility off of the choices of humans, because humans cannot affect their salvation.

I should note that my own United Methodist Church doctrine also espouses the belief in justification by faith alone as a matter of salvation. As I’ve argued elsewhere, it’s my own belief that God has made salvation easy but sanctification difficult and, having heard a sermon by K this morning discussing the role of action in our faith (reconciling the ideas of the Letter of James with the doctrine of salvation by grace through faith) I ought to admit in fairness that the belief in justification by faith alone does not, in and of itself, result in antinomianism or a rejection of the need for moral action. There are plenty of people of Calvinist doctrine (as there are of any religious faith or no religious faith at all) who are committed to moral ideals we’d likely all agree upon.

A Note About Happiness

As a quick aside, a few comments about the relationship of money and happiness. There is a study by Nobel Prize winners Angus Deaton and Daniel Kahneman that is often cited for the precept that “happiness does not increase for people making over $75,000 dollars a year.” That’s not what the study says. Deaton and Kahneman measured two things in their study, neither of which was happiness. They measured “emotional well-being,” referring to day-to-day feelings and experience, and “life evaluation,” whether people thought positively or negatively about their life as a whole. They found that emotional well-being did not increase for people making more than $75,000 a year, but life evaluation did increase with higher incomes. So, increased income resulted in fewer negative (and more positive) feelings day-to-day to a cap of $75,000 a year, but life evaluation continued to increase beyond that. To nuance this, subjective experience related to life and money seems to cap at $75,000, but people continued to more positively rate the achievements in their life if they made more. In a nation where we see income as directly related to achievement and worth, the latter is not at all surprising–but I also wouldn’t equate it with happiness. Emotional well-being, on the other hand, seems to be a more valuable thing (though I’m sure many scholars and psychologists have investigated or are investigating how life evaluation relates to emotional well-being). We should be weary of using this study (or any other single study) to make categorical statements about reality, but I think that, anecdotally, at least, we’d agree that money and happiness don’t necessary corollate directly. Certainly, Scripture tells us that repeatedly.

On the other hand, rankings of the “happiest countries” in the world tend to perennially place Northern European (particularly Scandinavian) countries at the top of the list. These are countries with high taxes, many social programs, and smaller wealth disparities between those with the most and those with the least. To my mind, they are a strong argument that taxation and social support do not result in the degradation of a society. On the other hand, these nations are also strongly secular, so an argument might be made on that front.

At the end of the day, while we should be striving to find emotional stability and contentment, and should be treasuring and seeking out those things that make us happy, the scope of our lives is much larger than that. We must consider what makes us happy and why, and whether that explanation is a moral one. We must also consider the value of our lives apart from our own personal happiness. If we are called to self-sacrifice for the good of others, as Christ beckons us, then we must believe that personal happiness is not the prime metric by which to consider our success in life.

A Note on Privilege

I came from a background of privilege. Less than some, but more than most. My parents were both highly educated, driven and upwardly mobile. We lived in large houses in the suburbs and I wanted for nothing. I attended public schools, but I went to the best public schools available. I was encouraged to be curious and academically curious from a young age, with frequent trips to the library, tons of books at home, and a number of trips abroad when I was young to broaden my experience of the world. There was never a discussion about whether I would go to college; it was a given, and my parents ensured that it cost me nothing to earn my bachelor’s degree. Though I choose a more precarious path out of law school by immediately establishing a practice of my own, I was able to do so with somewhat less fear than I might have had because I knew I had a safety net in my family should I fail. Indeed, the expected disappointment of family if I failed wore heavier on me than any worry about where I would live or how I’d get by if my business failed.

And so, I realize that the achievements I’ve had in my life, whatever they may be, are not simply a result of my own intelligence and personal will. I had parents who paved a way for me through their own hard work, but, perhaps more important, I had the fortune to be born into a family that had enjoyed some amount of wealth and opportunity for generations. It would be foolish of me to consider my success to this point in my life to be only a matter of what I “deserve” or have “earned.”

And so it is with many of those who currently enjoy wealth, power, status and privilege. To endorse ultra-capitalism and asset one’s dessert of property as a matter only of hard work and dedication lacks introspection, a view of the interconnectedness of all things, and short-sightedness. How can one say in a worship service that “all good things are gifts from God,” while secretly believing that every good things one has has been earned by individual effort alone?

Scripture (in Constrast)

Jesus gives us many warnings and hard sayings about money. “Again I tell you, it is easier for a camel to go through the eye of a needle than for someone who is rich to enter the kingdom of God” (Matthew 19:24). “No one can serve two masters. Either you will hate the one and love the other, or you will be devoted to the one and despise the other. You cannot serve both God and money” (Luke 16:13; see also Matthew 6:24).

I have argued elsewhere in this blog that participation in the “kingdom of God” is an existential matter of sanctification, of coming to understand the way that God sees things, to see the rightful relationships between all things (see, for example, the post “Salvation and Sanctification“). Read this way, Jesus’s statement in Matthew 19:24 is not to be a statement about salvation, but about sanctification–those who love money above all else are that much less likely to bring themselves to adopt the priorities God has created for the world. The second statement is like the first (for another look at material wealth as an obstacle to spiritual freedom, see “Dukkha in Christianity.”) Even so, the warning is dire, and there are more like it.

But the point goes far beyond the effect of wealth on personal spiritual growth. It’s the reason that is that case. Put simply, worrying more about protecting what’s yours than helping others is antithetical to the Christian ethic. The second-greatest commandment is to love our neighbors as ourselves (Matthew 22:39). To allow the exploitation of others to amass personal wealth, as is the status quo in American business, is not loving others as oneself. To believe in the justice of a system that protects one’s own wealth at the expense of leaving others without access to healthcare, an economic safety net, or other basic aspects of the moral good and human dignity, is foolish at best, but more likely: it’s sin.

We are repeatedly called to protect the poor, the infirm, the widow, the orphan: the least and the lost. The exhortations to do so are not subjected to caveats or exceptions–especially not those that involve cost to those called to provide for them.

This is not to say that there is something inherently wrong with personal property rights, with owning property, or with gaining wealth (though the early church described in Acts did hold everything in common, we’re told). It is the prioritization of one’s own status and wealth at the expense of others that we are most warned against. It is the amassing of wealth through unjust means–which includes exploitative economic systems–that is suspect. As Chaucer’s Pardoner ironically recites from St. Jerome’s Vulgate version of 1 Timothy 6:10: radix malorum cupiditas est.

For the Christian, this should not be a political question. Christ requires us to make sacrifices of our own as we are able to care for those without the resources and privileges that we have. The only argument for Christians to have on the subject is how to best fulfill the obligations to which we are called. Maybe social programs run by the government are not the best way to accomplish this but, if not, we ought to be stepping up to fill in the gaps without judging who is “deserving” of help. First and foremost, we must oppose a society so mired in the ultra-capitalist ideal as to continue to increase wealth disparity and economic injustice in the world.

The Mysticism of Metaphor

It’s been a hot minute, n’est pas? As usual lately, I feel like I have to open with apology for having become so sporadic in posting. I’ll continue to work on that. I promise that writing is going on behind the scenes!

Apologies aside, I want to return to a topic I’ve touched upon before. Consider this a random, “And another thing!” as I walk back into the room.

In my early series, Ambiguity in Scripture, I talked about the usefulness of metaphor in Scripture–that it allows multiple things to be said in fewer words, that it forces you to consider and confront alternatives, that it begs for interpretation rather than rote recitation. I want to drill down deeper on the power of metaphor in Scripture. In particular, I’d like to argue that metaphor is a microcosm of mystic existential experience. This is self-serving, of course, being that my own formulated Christian theology takes a (semi-)mystical and (wholly-)existential approach. That said, I don’t think that fact provides any counter-argument in and of itself.

For clarity’s sake, let’s start with some definitions. A metaphor is a rhetorical device that asks the audience to compare one thing to another by (non-literal) reference. For instance, Shakespeare’s “But soft! What light through yonder window breaks? It is the east, and Juliet the sun.”

A simile is a subtype of metaphor using “like” or “as” for the means of comparison. Another example from Romeo and Juliet: “Is love a tender thing? It is too rough, too rude, too boisterous, and it pricks like thorn.”

While I’m going to focus on metaphor, it might be worth giving a quick nod to its cousin, analogy. Like metaphor, analogy is a comparison of two things. Unlike metaphor, analogy usually has a more direct and explanatory relationship between the objects compared rather than leaving the comparison open for interpretation.

And now we get into it. Why is metaphor mystical? It is a minor synchronicity, requiring an act of engagement and experience more than intellectual decoding. In apologetics, and in particular in the context of whether a person “knows” Jesus, a statement is often made comparing intellectual knowledge (I can tell you facts about Jesus as presented in the Gospels) and more personal/experiential knowledge (I am familiar with the person of Jesus; I have experienced him). Such comparison is usually followed by pointing to the different words used in Romance languages to differentiate these types of knowledge–saber and conocer in Spanish, savoir and connaitre in French, etc.

This idea is writ both large and small in the use of metaphor. Intellectual knowledge only provides the barest of foundations for understanding a metaphor–for Romeo’s declaration about Juliet, I must know what a sun is for me to be able to understand what he means. But while that intellectual knowledge is necessary, it is vastly insufficient. Instead, I must consider the properties of the sun, its phenomena, if you will, to build a bridge between the ideas being compared. There are several consequences of this:

First, this requires direct engagement. There is no passive reception of meaning in a metaphor until we meet it head on, turn it over in our hands, place it in relationship to everything we understand. The best metaphors will allow different individuals to come to similar associations with regard to meaning, though I’d venture to say that each person’s meaning and insight are slightly (sometimes greatly) different in their focus. Were that not the case, there’d be no point in discussing metaphor as high school classes are forced to do and literature students force others to do. If the edges of the meaning of a metaphor aren’t rough, we’d just state the facts and move on, no need to talk about our feelings.

Which leads to the next point: the differences in the meanings we assign to a metaphor are deeply personal; they are borne out of the sum total of our experience, personality and inner life. They arise out of our very essence. In that way, the precise “feel” of a metaphor, those subtle differences in emotive reaction to them, cannot be fully communicated from one person to another. Language fails in a semiotic mess, because what I mean by the words I use to describe a metaphor likely overlap with but do not occupy the exact same meaning you ascribe to those same words. Metaphor itself, then, is deeply personal.

The very same slippage in words and meaning give metaphor its power. By divorcing our description from language and turning our attention to the direct comparison of objects in relationship to one another, we are freed from the constraints of normal language in finding meaning. It is this ability to reach toward, if not capture, ineffable thought that makes metaphor a truly poetic device.

This, too, is the heart of mysticism. Take for instance this definitions of the word from Merriam Webster’s online dictionary: “2: the belief that direct knowledge of God, spiritual truth, or ultimate reality can be attained through subjective experience (such as intuition or insight); 3b: a theory postulating the possibility of direct and intuitive acquisition of ineffable knowledge or power.”

Every time we use a metaphor, it is a personal, existential engagement of mind and idea. I think it fair to call that mystical, without any need to resort to religious doctrine or belief. But this is a post about religion and theology, after all, so we cannot stop there.

Scripture is filled with the use of metaphor, from the fleshy: “Your breasts are like two fawns, twins of a gazelle, that graze among the lilies,” (Song of Solomon 4:5) to the more profound statements of Jesus. Let’s walk through some examples:

“I am the way and the truth and the life. No one comes to the Father except through me” (John 14:6). While often quoted for the assertion that only Christians gain salvation, the metaphor makes things far more complex. How is Jesus the way? What does it mean that Jesus is truth? What does it mean that Jesus is “the life.” The second statement must be interpreted in light of the metaphors in the first. Rather than provide you with my own interpretation, I’ll argue that the introspection forced by the metaphors here is the point. The believer in Jesus does not struggle with the truth of the words–this requires faith not intellect, a point underscored by the circular logic implied by questioning the truthfulness of Jesus’ assertion that he is truth. No, the introspection is one far more difficult–and far more necessary–to the honestly seeking Christian: what does all of this mean for me and how I should conduct myself? The use of metaphor moves us toward internal struggle rather than providing an easy criterion for the judgment of others.

As I’ve said in previous posts, it’s this “poetic truth,” this carefully-constructed but subtle message in the linguistic structures of Scripture, where I find the inspiration (with a capital “I,” if you wish) of the Bible–not in arbitrary authority ascribed to a narrow view of the text. But those are thoughts for another time.

Think of all of some of the other metaphors Jesus uses: “the vine and the branches,” “living water,” “the bread of life.” How about the similes used to speak of the “kingdom of God?” The kingdom of heaven is like: “a mustard seed,” “a man who sowed good seed in his field,” “leaven,” “treasure hidden in a field,” “a dragnet cast into the sea,” “a householder who brings out of his treasure things new and old,” etc., etc.

By removing these truths from cold intellectual lectures and placing them within earthy extended metaphors using ideas that would be common to any of his listeners, Jesus provides a certain equality to his message. Rather than restricting understanding to scholars and academics, the use of metaphor makes understanding available to anyone with experience of the world to draw upon. Other than the ability to think abstractly, there is no special training required to glean meaning from a metaphor; the fisherman or subsistence farmer has equal access as the doctor or lawyer. I have on multiple occasions been humbled by the interpretations of Scripture by those I would not consider “intellectual” (for whatever good such a label is) who nevertheless–through the application of their experience and intuitive knowledge of “how things are”–provide understandings of Scriptural meaning far more profound than anything I’d thought up with my fancy tools of “textual” or “comparative” analysis.

There is, of course, a danger in this equality, for it destroys all authority outside of God. If we each have equal access to the truth expressed in metaphor, what right have I to lord over you, or to not start from a place of humility? That is undoubtedly terrifying to those who prefer order to relationship, easy answers to depth of feeling and experience.

But, the statement that the metaphor gives equal access to authority in spiritual understanding is not the same as saying that anything goes ie that we cannot know anything. As I’ve written in other posts, even when we may be unable to fully define the truth and mark out its sharp edges, we have tools to approximate as best we can. We can compare the internal consistency of theological argument, the way that it squares with Scripture, science and other sources of understanding our existence, and our own experience. My Methodist readers will see here Albert Outler’s “Weslayan Quadrilateral,” though the principle is not confined to any one denomination or expression of Christian faith.

Metaphor, both in the general sense and with particular regard to Scripture and theology, begins with experience and then transcends it, bringing forth from experience and creative comparison a liberation from the constraints of language and a passage into the freedom of abstract thought and intuition, where we may seek understandings concealed from us in the use of our more logical and formal thought. That is mysticism. It may not be the ecstatic mysticism of the unio mystica purportedly achieved by a handful of saints, but it is far more available to we less-disciplined souls. It is a mysticism that everyone can practice. Regularly, subtly, and yet not without profundity. And, of course, there’s the symmetry that this method of escaping linguistic thought is derived from analysis of the uses of language and rhetoric.

i invite you to reread Jesus’s parables and revel in their metaphors. See where they lead you in the search for understanding that surpasses mere words. Consider it an alternative form of lectio divina, if you like.

Brancalonia: D&D Meets a Lighter-Hearted Blades in the Dark

Those of you who’ve been with me for a while know that I’m not a big fan of the systems used for D&D. The older and wiser I get, and the more I come to understand game design, the more I see the justification for the choices the system makes. It seems that a lot of times, my upset with the design choices are amplified by traditional (mis-)interpretations of the intent of those systems. At the end of the day, D&D is a game people love, and there’s nothing wrong with preferring that system over others. For me, though, I prefer my games a little harsher and grittier, and while I think D&D should best be considered a toolkit along the lines of Fate or Cortex (certainly not marketed that way but treated that way by DMs by long tradition), I find that it would take as much or more work to kitbash D&D into something approximating what I want as to design a system particular to my tastes. In fact, a few weeks ago I got some of my gaming friends together in our first post-vaccination meet-up to discuss putting together a fantasy game using highly-modified D&D rules (for all my complaints about the system, I listen to actual play podcasts and get a desire to play all the same). Instead of spending a lot of time discussing changes and systems, as I’d expected, we relatively quickly came to the decision that they’d (and I don’t disagree) that I devote my time to setting and system for Avar Narn and that they help playtest rules.

That’s a long walk to the real beginning of this post, mostly to explain that I don’t usually review or spend a lot of time on D&D-related books or systems as part of the blog. Brancalonia, though, is just that captivating.

Brancalonia is a setting (with rules modules) for 5e D&D, taking place in a “spaghetti fantasy” version of late-medieval/early modern Italy. Those of you who know my background understand that my interest is immediately piqued. Even without my deep love for the Renaissance in Italy, a mashup of fantasy and the spaghetti western genres sounds like two great tastes that taste great together. In execution, the “western” influence gives way more to the Renaissance themes of misrule, the Commedia Dell’Arte, and the best parts of early-modern humor. The fantasy is low without being gritty (think of a greasier, sleazier, ne’er-do-well with a heart of gold sort of vibe).

The mechanics of the system accomplish this in several ways. First, the restriction of characters to level 6 (a common change to evoke “low” fantasy in D&D without much fuss), though there are character advances that may continue to occur after hitting maximum level. Second, the inclusion of subclasses that evoke the feel of the setting without requiring massive overhauls of the core D&D classes. Third, a bevy of rules additions (more than modifications) that reinforce the feeling of Brancalonia. Short rests are changed to a full night and long rests to a week in line with the suggested rules modification in the Dungeon Master’s Guide. The long rest is then incorporated into a downtime “Rollick” system.

Other rules include a system for Brawls (a non-lethal combat type indicative of both semi-good-natured contests between rivals and conflicts between criminals who know that drawing steel changes the context of the fight into something of interest to the authorities–to say nothing of lethality), methods for tracking characters’ bounties for their misdeeds (and the potential consequences thereof), the aforementioned “Rollick” system and rules for relationships to the characters’ band and company as well as an upgradable hideout. The standard D&D economy is changed not by complex changes to numbers in costs but by the vast lowering of the amount of gold characters are likely to have at any given time, limitations on magic items, a system for squandering winnings (reminiscent of Barbarians of Lemuria) and rules for “shoddy” equipment–what the characters will most often be using.

I make mention of Blades in the Dark in the title of this review not simply because it’s the previous game I reviewed, but because the systems in Brancalonia remind me of a (lighter) version of Blades in the Dark crew rules. Rather than managing the relationships between rival gangs as in BitD, the Knaves of Brancalonia are “Bounty Brothers” more often than deadly rivals. But the game does follow the same sort of job–downtime–job cycle as BitD, with a simple but perhaps more formalized system for managing the group’s hideout and its available amenities (described as Grandluxuries). The jobs set to a group of Knaves is implied to be a little more varied, both in context and geography, than the heists of Doskvol.

Also like BitD, characters regularly engage in their vices during downtime in Brancalonia, though the results in the latter are more often amusingly complicating than the self-destruction of the former. The best summary of the relationship between the two, I think is that Brancalonia takes itself less seriously, creating a picaresque tale of rowdy louts rather than a depressing story about desperate criminals.

Some notes about the writing itself: the game was originally written in Italian, and I get the feeling (or make the assumption) that part of the mastery of the feel of the setting is the immersion of the writers in both Italian culture and European history in ways that a Yank like myself can only dream of. The translation into English leaves a text that is clear and easy-to-understand–as well as very well-written. The book could have used some more editing, but the issues I find are typically minor mispellings and particularly the omission of certain letters in words (including within chapter titles!). Still, I found nothing that endangered comprehension or that reasonably compared with the first released draft of the latest Shadowrun rules.

I really can’t over-emphasize how well-written the setting material is. Not only from the standpoint of well-constructed and stylistically-impressive sentences, but also of language that evokes the feel the setting aspires to. I imagine both the original writers (the team of Epic Party Games) and the translator (Sarah Jane Webb) are to be commended for this feat. To boot, the artwork is amazing and highly evocative. I daresay that it’s worth the price of admission alone.

I must admit a certain forlorn agreement with all of the “What our party thinks it is/What our party actually is” memes when I see them, and herein lies another strength of Brancalonia–its tone is that sort of light-hearted foolishness often achieved by players of fantasy RPGs to begin with, so what may be considered a falling-short of the transcendent heights of “great roleplaying” in other conditions is right in with the theme and style of the game in Brancalonia. This alone is a huge strength.

If you’re a less-experienced GM looking for the style of BitD in an easy-to-run system, or a group who couldn’t care less about roleplaying as “Art” so long as everyone is having fun (always the first principle of committing free time to an RPG, I think, even if you want to make “Art” as well), a group looking for a grittier but light-hearted D&D setting, a new gamer wanting to learn to play RPGs, an aspiring designer looking for an excellent example of setting writing (rather than excellent worldbuilding–it may be that, too, but there’s so much material to draw on to create the setting that I’m not sure that it deserves that categorization), or a veteran gamer looking to do something decidedly fun and different, Bracalonia is definitely worth checking out.

Is it just me, or are we in something of a golden age for Italian game designers? I think of The One Ring as well and expect we’ll see more games of note from this group of designers as well.

Blades in the Dark: A Different Kind of Fiddly

As I’d mentioned before, I’ve been, off and on, playing in a campaign of Blades in the Dark over the past few months. I’ve played or run several other iterations of the Powered by the Apocalypse system, but this has been my first foray into actual play of a Forged in the Dark Game. Rather than give a traditional review–as so many have already done this capably–I’m going to leave some remarks about specific “issues” with the game (read “nuances” rather than “deficiencies”). Most of the things I’ll talk about are really aspects of the same issue: BitD requires a very skilled GM to run well.

All Improv, All the Time

That may be an overstatement, but, as with PbtA games, the “freeform” and “narrative” focus of the BitD system puts a lot of pressure on the GM and requires a lot more from them. Every roll requires some level of interpretation, and there is less scaffolding for that interpretation or how to work out the consequences of certain actions as with other, rules-heavier games. There is, of course, an upside to this; otherwise, John Harper’s game would not have become such a successful system being adapted to so many other games.

The benefits mostly accrue to the players, however, at least in practice as I have experienced it. In D&D, for instance, the existence of certain feats and class abilities implies restrictions on characters who do not have those abilities. Not a rogue? You can’t Backstab, so you’re not as likely to choose to sneak up on someone and stab them in the back. Yes, BitD does have “classes” and “abilities” in the playbooks, but these tend to give added bonuses to certain actions without depriving others of meaningfully taking those actions that a more tactical game does not. I’m always telling players, “don’t look at the rules; tell me what you want to do and we’ll figure out how to use the rules to do it.” PbtA and BitD naturally push in that direction. But that also means that the GM has to be ready for anything and can’t be too committed to any particular expectations.

With the game’s mechanics focused on creating “success at cost” results, the GM is constantly forced to, on the fly, come up with reasonable costs and reasonable degrees of success under the circumstances. Likewise, the importance of “positioning” within the game, somehow both a rule and a complete abstraction, gives the GM a shove into the deep end of GMing. Clocks can make for excellent pacing tools and representations of certain obstacles, but if they’re not used regularly and with consistency between uses, they serve only as a doodle representing GM fiat.

I want to be clear here: BitD doesn’t make it hard to run a game. Quite the opposite. It does, however, put a lot of extra responsibility on the GM to make the game go well, and if the GM doesn’t either have a virtuoso intuition for such things, or a good deal of experience with games that have more support for interpreting results, things can go sideways very quickly. When things go well, though, the player freedom and the pace of the narrative created by the system makes for excellent gaming.

So Many Rulings

This is, perhaps, only a specific instance of the general issue of the above, but here it is: There needs to be a discussion of what “success at a cost” means and consistency in the application of that very common result. Starting characters in BitD start with only a few dice in a smattering of skills. While there are very well-designed resources that allow characters to push past their normal limits, the resource-management of which underscores the desperate feel of the setting, the skewing of results toward success at a cost means that the GM has great power (and, thus, of course, great responsibility) for how capable the characters seem to their players. If costs for successes are relatively low, the characters feel capable, triumphing in the face of overwhelming odds. If costs are always made significant, the characters feel like imbeciles, way out of their element and having no business trying to pull heists in Doskvol. This quickly becomes frustrating to the players, and not much fun.

This is, I think where “positioning” comes in. A “properly” paced heist in BitD begins with small costs for success but allows those costs to add up over time until new and significant complications arise. Likewise, there should be an “aim small, miss small,” mentality, where cost is directly proportional to the risk of the action undertaken. The rules explain this, and do a pretty good job of doing so, but the devil is in the details, and when the GM is worried about coming up with a new cost for that unexpected action, keeping track of all this pacing, tension-building, and consistent rulings begins to feel like juggling chainsaws (at least, if you feel that your players are as volatile as chainsaws).

There are a few techniques that may help here. First, of course, is practice. Second is maintaining the “conversation” of the game with the players–it’s completely okay for there to be some back-and-forth between GM and players to establish consequences and costs of an action before the player makes the final decision to take it. This is a game about calculated risks more than overwhelming surprises; so using the “conversational” form of narrative roleplaying is, I think, exactly what is intended here. For bonus points, get the players to make suggestions about results. “I want my character to try to climb the building. I know its raining and dangerous, but the storm also masks his movements. How about a clear success is climbing without issue, the cost is knocking free a loose brick that makes the guards that much more suspicious, and failure means a fall?” If everyone is participating like this, the game becomes (a) much easier to run and (b) more interesting in the telling.

I’ll admit that, even as someone very interested in narrative style games, my background in more “traditional” GM roles sometimes makes it difficult to switch into that other style.

Seduction by Mechanics

Here’s something that hit me quite unexpectedly in playing BitD. The rules for managing your crew, its relationships, holdings, and lackeys is very cool. But there’s an issue with having mechanics for these systems that seems more defined than those for playing through character scenes: it’s easy to fall into the trap that the rules are the sum total of Crew management. Go on a heist, calculate results, make decisions according to the rules, plan next heist. That’s clearly not what’s intended; the crew rules are there to facilitate story, to bring to mind more plotlines and character arcs aside from playing heist after heist after heist. BitD should have a fair amount of Gangs of New York or Peaky Blinders in it–dealing with the shit your lackeys get into and the beef you start with rivals should form a substantial part of play of the game beyond the processes, mechanics and selections that facilitate the crew section. While BitD does have an innovative approach to running heists (or at least a very cogent and elegant iteration cobbled together from the ideas of previous games), it’s not just about the heist. This is evident in the fiction and examples interspersed with the rules, but leaving many of the details of Doskvol to mere implication may subconsciously reinforce the tendency toward a focus on heists rather than other interactions with the world. Again, added weight on the GM. Maybe not unlooked for; worldbuilding (even fleshing out the framework of a provided world) can be an extremely satisfying aspect of GMing in the first place.

Conclusion

All of this is to say that BitD is probably not the sort of game to cut your chops as a GM on. Unless you’re very confident in your ability to run the game well, it wouldn’t be at the top of my list to introduce new players with, either. Running the game well requires a working knowledge of the GM’s narrative and practical toolbox; some familiarity with story structure, tension-building and drama; good improvisational skills and adaptability; and more theorycraft of roleplaying games than most competitors require. But, for some thing, you only get what you give.

Brief Notes on Texas Annual Conference 2021

This was our second year to conduct the Texas Annual Conference of the United Methodist Church via Zoom. I miss the time spent between meetings eating and talking with dear friends, but I must admit that the business of the conference itself proceeds much more smoothly via Zoom than in person–and the dress code is much more relaxed.

As might be expected, it was a relatively quiet year for the Conference. Here are some notes on the salient points (at least in my mind):

Conference Business

(1) A committee had been formed to examine and make recommendations for whether to hold or sell some of the properties owned by the conference. Most important among these was the central Conference office on North Main in downtown Houston, especially as there had been some discussion of moving Conference headquarters northward. This, along with everything else going on with the UMC to date, led to fears of decisions being made based on politics or factional goals rather than for the good of the whole conference. Fortunately, the committee came back with a well-reasoned recommendation that the property should be kept, at least for now.

(2) Two petitions to the conference passed quite easily, and they are related. The first was a petition to form a committee to look at how financial and property matters could be reasonably untangled should churches want to leave the Conference and/or the denomination once things (finally) shake out at the General Conference, whenever that happens to be. The committee would make recommendations but have no decision-making power. It’s a step toward as amicable a separation as might reasonably made, and separation now seems all but inevitable with the formation of the Global Methodist Church (the GMC for short). From analysis both legal and theological, I think it’s imperative that we manage to go our separate ways with as little fighting over material wealth as possible.

The second petition was in a similar vein to the first; the gist was to commit the Conference to holding at least three information sessions in each district of the Conference to provide as complete a view as possible of the consequences of decisions made at the Conference level or by individual churches to leave the Conference or denomination (or to stay if the Conference votes to leave the UMC). All of the interested factions will have a chance to be heard, and the process is scheduled to take no less than three months and no more than six. The idea is to prevent a hasty decision from being made or for anyone to simply capture short-lived momentum to push votes through before those voting fully understand what the votes will mean.

(3) A third petition, with which I fully agreed, was submitted by Rev. Diane McGehee at Bering Memorial. The adoption of the petition would be a resolution requesting that the Bishop refrain from disciplinary actions (i.e. church trials) against persons performing same-sex weddings until General Conference is able to sort out the final resolution to the human sexuality issue at a denominational level. A number of other bishops have agreed to this moratorium, but not ours.

As always, Rev. McGehee made a logical and impassioned argument in support of her position. She argued that it is past time for the UMC to stop the harm that we are doing with the “official” position regarding homosexuality (and, to a less-talked-about degree, gender issues). Far more than words were behind this argument–that morning Rev. McGehee had surrendered her credentials as UMC clergy and the church she leads, Bering Memorial Church, was approved to leave the UMC. It has joined the United Church of Christ.

Rev. McGehee has been one of the staunchest advocates for full inclusion and a more Christ-centered theology in the Texas Annual Conference, and I, like many others, will miss her presence both for her own personality and wisdom and for the great ally she has been to the cause. At the same time, I fully understand and respect the decision that she and Bering Memorial have made: it is what is best for their congregation. I only wish that the attitudes currently prevailing in the Texas Annual Conference had not made such action necessary.

There was only one argument against her petition from the laity, and it underlined her point exactly. The speaker first made the argument that “evil triumphs when good men do nothing,” apparently asserting that there is something evil about homosexuality. He then spent several minutes complaining (irrelevantly) about the liberalism of the recent Catholic Popes before returning to that malicious and misguided slur that homosexuality and pedophilia somehow exist in proximity. It was excruciating, offensive, and, quite frankly, deeply embarrassing for me as a member of the UMC.

Despite no one wanting to give voice to their opposition to the petition after the first remarks, the petition failed the vote.

Summary

The whole of the United Methodist Church is waiting for the General Conference to meet (the timing of the “2020” GC is, of course, still unknown) so that issues can be resolved at the highest level and that conferences and individuals can sort themselves out in light of where the UMC will be headed after decisions are made. But cracks are forming in the staid expressions of patience. Many progressives, right in the argument that “justice delayed is justice denied,” are beginning to wonder whether its worth waiting for the UMC to make its decisions. With the formation of the GMC, conservatives already have one foot out of the door. We’ll see what happens.

The Best News

The best thing to happen at Conference is that, on Tuesday evening, K was fully ordained into the Order of Deacons, the culmination of a seven-year process from her initial call to service as clergy to the conveyance of authority by the Bishop. I could not be prouder of her, and I can’t wait to see what more her spiritual service brings to the faithful!

“Fluff,” Lore and Mechanics

“What, drawn, and talk of peace! I hate the word as I hate hell, all Montagues, and thee, [fluff]!”

I absolutely hate the word “fluff” as it is applied to gaming worlds. If I understand correctly, the term was first used by wargamers to discuss the information given about the world in which their chosen wargame takes place (for me, it was first used in “Warhammer 40k fluff.” The word is, of course, derisive, with the connotation that “fluff” is not necessary, but only a nice addition to have. I understand why some wargamers might have coined and still use the term if they only carry about the actual game they’re playing itself (they want to know which options make for the best Tyranid warriors but don’t give a fig about Tyranid biology, for instance), and the word makes this plainly evident.

Even in the wargaming realm, though, I think the word does a disservice. Maybe I’m just not as competitive a wargamer as others (or maybe I think I’m not until I sit down to a game and take it overly seriously!), but the narrative of an unfolding combat is just as or more interesting than all of the rules themselves. Games overly based on the army you bring and the synergies between unit selections quickly bore me over games where on-the-field decision making and use of resources takes center stage. I want to know a reason the forces are fighting for me to be interested in outcomes more than winning and losing. I think that’s a more fun approach, too, as you can celebrate the sudden reversals in fortune for your opponent with them instead of lamenting as “unfair” every time the dice turn against you.

As a curious aside, I find in interesting that some fictitious settings get “lore” or a “legendarium” while others have only “fluff.” I’m not quite sure where the distinction lies, but I’d love to locate the line. It’s not simply that games have fluff and speculative fiction has “lore”–the Elder Scrolls and Dragon Age worlds are often spoken of in terms of “lore” and not “fluff.” Maybe some of this is just a matter of how seriously a particular person takes a particular settings; almost certainly some of it is a matter of semiotic fluidity and carelessness with words.

But I do think it matters. Over the past fifty years, roleplaying games (and games based on fantasy and speculative fiction in general) have increased both in popular appeal and in the seriousness with which the writing of gamebooks and the playing of the game are taken as artistic and literary pursuits. Academia is studying and writing about roleplaying games more and more, and I think that’s an amazing thing; there may be more to learn about how humans examine and work through their own existence in the roleplaying game than in the solitary virtuoso’s classic novel.

When it comes to roleplaying games, I absolutely detest the word, “fluff.” I like a good set of mechanics for a game and I have a great interest in analyzing, modifying and creating RPG mechanics, as some of the posts on this blog demonstrate. I don’t want to fall into the trap of proclaiming the “one true way of roleplaying,” so take my opinions for just that: opinions. But I believe that the setting in which a roleplaying game takes place is not only just as (or more important than) the hard-coded rules, but that the setting and lore surrounding the game are part of the rules.

Those of you who read my RPG-related posts with some frequency know that I gravitate toward narratively-focused games, and especially Fate. But my posts on character-building for Shadowrun are probably the most-read posts on the entire site, so I’m not averse to rules-heavy games either. Still, the games I favor tend to explicitly incorporate setting as mechanics. Fate uses Aspects as a mechanism for those things that are narratively important to affect the dice resolutions, Cortex Plus and Prime do the same thing in a slightly different way. These rules are both focused on providing flexible mechanical systems to handle those points of narrative where randomness and insecurity of outcome is beneficial to the game, while keeping the narrative at the forefront. There are not rules for every case, nor do these rules get too bogged down in exceptions, combos, etc., leaving both Fate and Cortex as RPG toolkits for those gamemasters who like to tinker with and personalize their rules without having to start from scratch.

Forged in the Dark and Powered by the Apocalypse take a different, maybe even more direct, approach to setting as mechanics. They call this narrative or fictional “positioning,” and they don’t need hardcoded rules to do it. The premise is simple–when deciding how successful and effective an action is, we look at the context of the action to make the determination rather than resorting to a “margin of success” or other explicit rules. In a gunfight with a knife and you’ve out-rolled the opponent? Maybe you’re able to get a good slash on the opponent and disarm him. Had you been using a gun of your own, maybe the result would have been a John Wick-style headshot, since you’d have had a much better fictional possession relative to your opponent.

Both systems can use the “hardness” of a GM response, cost of success or degree of success or how many pieces of a clock are filled in for a more specific tracking system.

But neither of these system is necessary to use the “setting and situation as rules” approach. In fact, I think it’s fair to argue that all games to this to a greater or lesser extent. Even Dungeons and Dragons, where you might have a discrete dice roll for damage or to determine whether a condition is suffered, many tests (especially skill tests) are wide open to interpretation of result by the GM. Genre, setting and situation can be drawn upon to determine results in such cases.

A few notes on this:
(1) I think that this is part of what OSR gamers are looking for–greater acknowledgment of setting and situation for resolution rather than specific rules for every action authorizing what can and cannot be done. There’s an opportunity cost for writing rules for specific actions, one most evident in feats and abilities for characters, I think. If there’s a “Great Leap” ability that allows for a jump attack, there’s, at the very least, an implication that characters without this ability can never make (Brad Pitt as Achilles in Troy-style) badass jumping attacks.
(2) Also with reference to D&D, the opposite situation–when mechanics are treated as the physics of the setting, even when that doesn’t make rational sense–occurs. I think that this is part of what drives me away from the D&D system as a whole (among other things). I think of Jake Norwood, writing in the preface of his awesome game The Riddle of Steel, when he states that part of the impetus for creating his game was a D&D experience where his character stood on the edge of a cliff, a horde of orcs rushing towards him, and he realized he’d take less damage jumping off the cliff than fighting the orcs. It’s okay to say, “if your character does this, he will die”–even if the rules say otherwise. Unless you’re trying to play a goofy slapstick game (power to you if that’s how you roll), everyone at the table should understand that logic trumps rules when they’re in conflict. A good example, I think, was how the Serenity RPG handled being thrown into space without protection. The rules state (in paraphrase): “The character dies. If you really need to, roll all the dice on the table and apply that much damage.” Note that I’m not saying that it’s inappropriate for a game to have a mechanism for resolving falling damage, only that that mechanism should give way to the fiat of death (perhaps modified by whatever “barely escape from death” points the system has) when it is logically appropriate.
(3) No rules system can cover all situations, nor can it possibly account for all of the minute variables that might factor into a resolution roll, so by necessity we resort to using setting and situation (as our form of internal consistency and logic) to structure resolution rolls in the first place. Is this a one-die penalty for difficulty or two?

And, of course, the lore of a setting tells us what types of things are likely to happen in that setting, what things are extremely unlikely, and how actions or events are likely to play out. You can, and sometimes should, homebrew and modify rules to reflect those realities, but the truth is that you don’t necessarily need to if the setting itself provides the North Star in guiding the structure and interpretation of rolls.

For all of these reasons, I’d argue that setting is a much a part of mechanics (or at least should be considered such) as everything that falls within the “rules” section of the books. When that’s the case, there’s no such thing as “fluff,” there’s only information about the setting that helps us understand how to position the mechanics we use when playing in that setting.

I Want to Believe

[Warning: There are spoilers in this post, particularly for Netflix’s Crime Scene: Disappearance at the Cecil Hotel.]

I’m a big fan of paranormal stuff. I love the X-Files and listening to paranormal podcasts (Astonishing Legends, Lore and the Cryptonaut Podcast being my favorites in the genre).

But I’m also a big skeptic. What draws my interest to the paranormal is not really a belief in the existence of most of the things that are described, but a love of the stories themselves. I’m often listening for the seeds of something to include in worldbuilding or fiction, where the “reality” of an event or phenomenon doesn’t really matter. If you’d like some examples of my skepticism, I’ve placed some of my personal conclusions on popularly-discussed topics below.1

I’m inclined to disbelieve the supernatural (or extraterrestrial/”ultraterrestrial”) nature of such phenomena. I’m fascinated by the propensity of humans to misinterpret, misremember and create narrative out of unrelated details, as well as the ideas and “memes” that gain widespread cultural traction. And, of course, the stories.

A great example: the disappearance and tragic death of Elisa Lam at the Cecil Hotel (as recently documented on Netflix). I remember seeing the video of Ms. Lam in the elevator on the internet, pitched as evidence of something (never quite defined) that was “supernatural,” and remember it being cited in the description of a “Bloody Mary”-like game played with an elevator (this may have been Astonishing Legends or Cryptonaut, if memory serves). Just some of hundreds of ways that video (which seemed eerier because the police had slowed it down in hopes that that would make it easier to recognize the person in it before they released it to the public) was pointed to as “evidence” of the supernatural. But it wasn’t: it was a recording of someone with very real mental health issues in the throes of a delusional break that tragically led to her death.

But part of me wants to believe: the world would be more interesting if we were being visited by extraterrestrials and dimensional-traveling bigfoots and mothmen, being regularly haunted by the spirits of the deceased and influenced by supernatural forces that interact with us in unseen ways. If I’m mostly Scully, I’m a little Mulder, too.

And, given my general epistemological skepticism, I’m willing to leave the possibilities open. Even as I vehemently disagree with ancient alien theories as based in racism and a lack of understanding that humans 4,000 years ago were just as intelligent as humans today (if lacking the benefit of the additional millennia of experimentation and gathered knowledge we enjoy), I do admit the possibility that Earth has at some time been visited by intelligent life from other planets. At the end of the day, I wasn’t there and I cannot be sure what actually happened. I realize that and admit that; while I defer to skeptical assessments, I’m not so arrogant as to assume my suppositions couldn’t be incorrect.

Alright, what the hell is all of this about, really? In listening to these podcasts and watching these shows, I’ve been thinking a lot about how my religious faith differs (or doesn’t) from the fervent belief of many in the supernatural nature of these phenomena. I’m reminded of a Dan Bern song, “Talkin Alien Abduction Blues,” which includes the lyrics: “But once a week I meet with twelve/Other folks who’ve been abducted too/I tell my story/They tell theirs/I don’t believe them, though.”2

Funny because it’s true, maybe. My faith in Christianity, ultimately, is a belief in the supernatural. Is it different from belief in more “folkloric” topics I’ve described above? The knee-jerk Christian reaction is: “Of course, it is; how dare you!” The knee-jerk atheist reaction is: “Of course it’s not; just one more delusion.” If you’ve been reading this blog for long (or have heard my wife speak about me), you know that “it’s a bit more nuanced then that” would be my motto, if I had one.

But what, if anything, makes them different? I’m going to lay out my own thoughts (perhaps arguments) here, but they are for you to agree with or deny as you will. Go ahead; I won’t know the difference.

How are the subjects alike?

Belief, Lack of Evidence, Personal Experience
The very thing that raises the question at all is the combination that: (1) there are people who believe in either the paranormal or religion, and (2) there is insufficient evidence–and, when it comes down to it, no real methodology–for proving the objective existence of either.2 And yet, there are people whose personal experiences (myself included) have led to a staunch belief in one or the other (or both).

But we know that experiences may be deceiving. Our perceptions sometimes lie, we often see what we want to see, and memories can be problematic (we see this most often in inconsistent bystander accounts of the same event, but a far more dramatic demonstration is the false memories “recovered” from children during the Satanic Panic of the 80’s).

Proof Remains a Possibility
At the same time, the possibility of one day having undeniable proof of the truth of these beliefs remains open. It is possible that, someday, someone will catch a sasquatch, or capture an alien or their craft, that the Ark of the Covenant will be discovered, or that Jesus will come again. This possibility lends a weight to beliefs that leads people to focus on seeking that proof over understanding the meaning of the beliefs. In the case of the paranormal, the former may be the proper focus; in the case of the latter, I’ve argued (and will continue to) that the meaning of the beliefs is more important than proving them.

Reliant on Core Assumptions
Another way that these ideas share a background for comparison is that they both tend to rely on assumptions about the way existence works. In the case of Christianity, there is a foundational belief that there is a spiritual reality and purpose to the world we experience. Without that belief, there is no need to examine whether Christianity might accurately describe reality. Likewise, without a belief that some part of a human being survives death, there’s no need to investigate ghosts or EVPs.

How Might We Separate the Types of Belief?

Objective Reality
If we’re going to believe in the existence of any objective truth to existential realities (which I do), then there is, perhaps, a simple answer: something is true or not regardless of whether I (or anyone else) believe. So, then, it is possible for one thing to be true (“Black-Eyed Kids” for example) and the other (Christ’s resurrection) to be false. As stated above, the issue is not one of the truth, but of our inability to demonstrably demonstrate the truth. We are, at the end of the day, left with choosing to believe in one or the other based on experience, logical thought and what (fragmentary) objective evidence we have.

As an aside on this topic, some aspects of the supernatural may be falsifiable in the local event because they are revealed to have been a hoax. For example, the table rappings and Spiritualist performances of the Fox sisters. But such revealed hoaxes don’t answer questions about the phenomenon as a whole–disproving the Fox sisters doesn’t disprove the ideas of Spiritualism. Of course, as hoaxes mount in a particular field, we are, probably rightfully, more and more inclined not to believe in the claims and assertions of that specific field or idea.

Internal Consistency
Without an ability to test the objective truth of our beliefs, or to truly share those experiences we might have had that convict us of our beliefs, one of the remaining tools to test these sorts of ideas (whether religious or paranormal) is the internal consistency of the details of the idea. The more speculation a narrative requires to answer the questions of “why is this happening” or “why is this happening this way?”, the less believable it is. This is true of both fiction and stories purported to be truthful. Where supposition about the nature of reality is necessary to fill these gaps, faith and belief in the paranormal are similar. Where a lot of gap-filling is necessary to make the story make sense as a cohesive narrative, we have an even greater issue. This happens quite a bit in alien encounters, where the story often involves a lot of “why would they [the aliens] do that, or need to do that”, “why would the aliens be confused by X when they have technology that allows them to safely and [presumably] quickly traverse the cosmos?”, “what’s the point of that encounter at all?”

As a set of disparate individual stories, cobbled together to form some sort of cohesion in the lore of Ufology, there is, naturally, a good deal of confusion and contradiction between the ideas themselves–making for, at least, a lot of passionate and fascinating argument about what “is really going on.”

I’ve argued elsewhere that Christianity, taken as a whole, presents a very coherent argument about the nature and meaning of reality. Yes, there are contradictions in the scriptures. Yes, they were also created in different times and places by different people. But together, we are given a cogent depiction of a creator God who is interested in love, goodness, and relationship over black and white rules, and who is willing to sacrifice and to stand with creation in the pursuit of those things. Even if on a narrative and intuitive level, the thrust of Christianity as a set of beliefs just seems to have much more substance than most paranormal “theories.” To me, this is the result of Christian scriptures being “God-breathed,” not a demand for dogged literalism.

And, yes, there are (myself included!) lots of people arguing about Christianity. The difference from most paranormal arguments, though, is that arguments between believers are less focused on “what is going on”–which is largely a settled matter of the faith–and more on, “what does it mean?”

Meaning and Purpose
Here is where paranormal beliefs and religious ones differ most greatly, and we should, I think, separate paranormal beliefs into two camps here for fair comparison.

In the first camp are those beliefs that seek to tell us something about the world around us, that are attempts at observation and description of immediate reality in a manner loosely approximating “scientific.” Ufology usually falls into this camp (but can blend with the other), as does the search for cryptids. These types of belief can be readily separated from religious ideologies as being fundamentally oriented toward a different goal and subject.

In the second camp are those that seek to describe something about greater or ultimate reality–beliefs in demons, ghosts, malevolent and beneficent spirits, ESP and psychic abilities. These beliefs are closer to being religious in nature–in some cases should rightly be considered religious ideas. Nevertheless, they usually lack guidance for the living of one’s life (save perhaps for warnings against certain kinds of behavior) or the kind of theological depth of explanatory power for the broader meaning of existence.

To be certain, Christianity makes assertions about the (supernatural) nature of ultimate reality. But it is less interested, actually, in describing in detail the cosmic structure of things and more interested in providing a source of meaning and guidance on how to live a meaningful, fulfilling, and joyful life in the here and now. Jesus sometimes speaks of the “world to come,” and of ultimate judgment, and of the eternal life of the person. But he is more focused in his ministry in answering the question, “How, then, should we live?” There is the fundamental difference between paranormal beliefs that attempt mostly to describe some asserted aspect of reality and religious belief, which is more interested in providing both practical and cosmically meaningful guidance on dealing with our existence and lives–both in senses quotidian and ultimate.

Conclusion

Maybe it just comes down to this: similar issues of epistemology, existential and objective truth, and our own desires and emotional needs exist for both belief in the paranormal and in religious faith. I tell my story, and they tell theirs. I don’t believe them, though.


1 (1) The Dyatlov Pass Incident: Based on my understanding of the known facts, I think it is highly likely that the Soviet military was testing aerial mines in the area, causing the injuries and panic that led to the deaths of the skiers. Not as sexy as infrasound or mythical beasts, but much more grounded in the probabilities.
(2) The Ourang Medan: A myth; the ship never existed.
(3) Most places where applicable: The Great Horned Owl. C.f. the Mothman, the Jersey Devil and Kelly Hopkinsville.
(4) “Black-Eyed Kids” and a number of similar phenomena: an urban legend perpetuated by societal anxieties and the popularity of “creepypasta” stories. See the “Zozo” legend, especially.
(5) Shadow people: errors in human perception (with pareidolia and personification) in some cases, night terrors in others.
(6) EVPs: pareidolia combined with (intentionally) low-grade equipment susceptible to electromagnetic interference and picking up stray radio signals.
2 If you take nothing else away from this post, look up Dan Bern. He’s an underappreciated genius of music, having written hundreds of songs in a multitude of styles, all of them witty, thoughtful and highly entertaining. I recommend starting with “Jerusalem”, “Marilyn”, “I’m Not the Guy”, “Eva” and, of course “Talkin’ Alien Abduction Blues.”
3 As I’ve argued elsewhere, science–while it tells us much of value about the world we live in, from evolution to germ theory, tectonics to particle physics–cannot comment on the existence of the supernatural, whether faith-based or based in folklore, because it cannot create falsifiable theories and experiments based upon hypotheses in line with the scientific method. A refusal to accept the limitations of science quickly makes a religion out of science that then falls subject to the same issues we’re discussing. It is my belief that the rational person should both accept what science can tell us about our existence (preferring science to literal readings of scriptures when discussing the physical world) and what it cannot (preferring metaphysics, contemplation, mystic experience and religion or spirituality to tell us about the meaning of it all).