Showing posts with label movement. Show all posts
Showing posts with label movement. Show all posts

Wednesday, April 1, 2009

Coming Home

I left off yesterday with the question: where do you find the storyjamming equivalent of re-incorporation and the hero's return? This forms a crucial part of the journey; the separation meets us in the ordinary daily life we inhabit, and then breaks us away from it to enter the liminal space where we participate in the raw power of ambiguity and plenipotential—where "anything is possible." But then, all too often, our stories stop. Instead of an ending that brings us back into the ordinary world, enriched by our experience, we cut the story off right there. Freytag's classic pyramid of dramatic structure seems lopsided against time: we spend nearly all of our time with rising tension, then hit our climax, and fall precipitously towards the end. If a story has a denouement at all, it happens quickly, like an epilogue. Many writers say that falling action has an inherently boring quality. But a meaningful story—a story worth telling—leads you along a journey. What does it say if it picks you up for a ride, shows you incredible things, and then abandons you in an unfamiliar neighborhood at the end of the night?

I think we have trouble with the re-incorporation phase of stories in our tradition because we come from a people who have spent the past 10,000 years homeless and rootless. In his book, Against the Grain, Richard Manning outlines the history of agriculture and its ancient unsustainability. As Derrick Jensen put it, "Forests precede us and deserts dog our heels." The center of Western civilization keeps moving west as the consequences of our actions chase us around the world, and we move west to find some place that we haven't yet turned into lifeless desert. We have told our children for generations now, at an increasing pace, that fortune and opportunity lie not at home, but over the western horizon. It has turned us into rootless wanderers, so our myths and legends honor rootlessness and wandering. Our classic heroes come, like Beowulf, from somewhere else, and when they have solved our problems, like the the classic hero of Western films and books, he rides off into the sunset—into the west.

We romanticize our pathology. Because of our experience of rootlessness, the theme of coming home holds little allure for us. We don't know what it means. I think that goes a long way to explaining why we have allowed this crucial part of our art to atrophy so severely. In a very real way, we've gotten to the very root of rewilding here—how to perform this grand group therapy to heal this wound and reconcile our abused Land and our dysfunctional Family. To become native means to come home. If we knew a good story about how to come home, we could follow it—and come home.

The Fifth World tries to tell a story about coming home from start to finish. Its strong bioregional focus keeps tying the way we live and the stories we tell back into the landscape. I have no excuse to neglect re-incorporation. Warm-up games seem comparatively easy—they move us towards the liminal storyjamming space we want to go. But a good re-incorporation moves us in the opposite direction, back towards our daily lives. In Soul Hunters, Willerslev describes storytelling itself as the re-incorporation of returned Yukaghir hunters. The return to human language re-humanizes them, and putting their experiences into human terms allows them to synthesize what has happened, and bring it back with them into the human community. From this perspective, the entire game seems like an act of re-incorporation; but even if it does work that way, we still have a complete journey sub-set into that re-incorporation, which still requires some re-incorporation of its own.

Willem has suggested a few techniques that provide some excellent starting ground for our explorations. Like warm-up games, you can think of re-incorporation in terms of the "cool-down" needed after exercising your other muscles. Willem also suggested using the ORID debrief method:
  • Observe. What happened for you? What happened for the group? What critical moments did you experience? What did you learn from success and failure?
  • Reflect. How did what happened compare with your expectations? With stories you had heard? With your interests? What personal "a ha" moments did you experience? Work group "a ha" moments?
  • Interpret. What in this applies to your daily life? What defined this experience for you? For the group? What got in the way?
  • Decide. Do you want to do some things differently in your daily life as a result of this?

As Willem points out, this weaves the story back into our real lives, and brings it home. I think most gaming groups already do something like this, sticking around to discuss their game experience for some time after it has finished. But I also think that most gaming groups could get a lot more from that discussion with a framework like this. Just like we've had to find clever ways to weave warm-up games into the game itself, so that we don't feel like we haven't started the real game yet, or that we can cut this part, it will also take some clever design work to weave this part, too, into the game experience, so that players don't just throw it aside as good advice at best.

This pattern sets some clear design challenges, but I've done a lot of theorizing now. Tomorrow, I'll get down to some game ideas, and what kind of clever, elegant techniques we might come up with to make this work.

Thursday, February 26, 2009

One Map

At GASPcon and Dreamation, I used a pre-generated region for the playtests, in order to get into regular play as quickly as possible. I do subscribe to the philosophy of Fred Hicks that character creation should play like a game unto itself, but for the purposes of conventions, sometimes compromises become necessary. Since I had a pre-generated region, I produced a map with all the information printed directly on it, invested some time into making it look nice, and had it printed at FedEx Office (the copier chain formerly known as Kinko's). At both cons, the map seemed like a big hit. It happened at Dreamation, too; plenty of people remarked on how unique and evocative they found the map.

In native cultures, that "native" part plays a big role. E. Richard Sorenson describes the sense of space in "preconquest consciousness", saying, "Geographic sensibility was simply affect relationships thrust out onto surroundings. Such geography was haphazard and rarely uniform. It fluctuated over time, from place-toplace and from individual-to-individual." (Sorenson, 1998)

In indigenous societies such as the Native Americans and also the Australian Aborigines, great importance attaches to the relatedness of a person to a particular named place. Such a person might introduce themselves by saying: "I am from this place, and my father's family comes from these mountains, and my mother's from this river." It is only after describing in some detail their relationship to that place, that land, that they can proceed with the business at hand. In Euro-American society, we are much more likely to introduce ourselves and friends by saying "what they do," their profession, accomplishments, and the like. We don't know where we are "from" very often; even if we own a house somewhere, we might not really be "inhabiting" that place with consciousness, or feel at home and rooted there. The Indo-European tribes have always been nomads, wanderers, emigrants and invaders. They invaded Europe, conquering and dominating the aboriginal civilization known as Old Europe, thousands of years before they set sail for the so-called "New World." It has been aptly said, that as the Euro-American descendants of the European invaders and colonizers begin to understand the true story of what happened, perhaps the time for the real discovery of America has now come. (Metzner, 1999).



That "real discovery of America" lies at the heart of the Fifth World. David Abram (1997) also writes powerfully about the centrality of place in the native sense of self, going so far as to claim that "[t]he local earth is, for them, the very matrix of discursive meaning; to force them from their native ecology (for whatever political or economic purpose) is to render them speechless—or to render their speech meaningless—to dislodge them from the very ground of coherence. It is, quite simply, to force them out of their mind."

Naturally, with sentiments like that, a map of the setting has to play a major part in the Fifth World. But the v0.6.0 game that I ran at Dreamation has other maps, as well. The character sheet really presents a relationship map in disguise (I use the term "relationship map" here in its most generic sense, not in the same sense as, say, Ron Edward's Sorcerer). You have a character built up from relationships, so your character sheet really just shows you one nexus in a relationship map. Putting all the character sheets together, you could draw a single map for the story.

I also took an initial step towards another dimension of the setting map in v0.6.0, an admittedly weak step, but an attempt to define each place as an affect, as Sorenson describes it. Abram (1997), Ingold (2005) and Sheridan & Longboat (2006) all discuss the differing assumptions about where imagination comes from. While we assume that imagination comes solely from the human brain, native cultures experience imagination as an ecological function, something that belongs to a place, and they get to participate in it while at that place. In other words, they do not make up stories; they discover them in the landscape.

I wanted this to become an important part of the Fifth World; by defining places with themes, a story moves across a landscape of not just geographical changes, but changes in tone and emotion. I don't think v0.6.0 accomplished that very well, but the movement across the map could still become a movement through the story. In fact, that kind of mirroring of internal and external seems to strike precisely the magical realist tone the game needs.

Biologically, you don't go too far wrong to call an animal a bit of soil ecology that wraps itself up in a skin so it can go for a walk. And when you die, you go right back to living as soil ecology. So, the setting map has places connected by paths; the relationship map has characters connected by relationships; and then you can have a theme map, with themes connected by transitions. In the modern viewpoint, these all need to have their own maps; people don't map to places, and neither map to themes. In the native viewpoint, people exist as places, which express their theme.

So, why not have everything on one map?

You don't need a character sheet—everything you would have on your character sheet already exists on the map. When your relationship with your sister sours, the path connecting your place to hers becomes difficult—which again, strikes precisely the magical/animist realist tone the game needs. Themes arise from the place, and apply to a character like issues in Primetime Adventures. The issue map could also help generate the story. In a collaborative game, you may not want to throw trouble in the way of other players, but blocked paths and conflicting issues on the map can do that for you.

In v0.7.0, I think I can work out the whole game on one map. I don't know if any other game could do this, but because of the native perspective that the Fifth World aims to recreate, I might have a chance at it after all. Ambitious? Definitely. But I don't think this particular game will settle for anything less.

Do you have any ideas, advice, encouragement or feedback? I'd love to hear from you—please comment!

Saturday, March 22, 2008

A Game of Movement

What do we mean when we call something "alive"? The very word biology means, in Greek, "the study of life," yet despite significant efforts, biologists have never managed to come up with a solid, scientific definition for life. The attempts invariably focus on the criteria for life, and the best shot so far points to homeostasis, organization, metabolism, growth, adaptation, response to stimuli and reproduction. Perhaps the pursuit has so far failed because it fundamentally looks in the wrong direction--in seeing the universe as a collection of objects, each defined by its unique characteristics--if "life" indicates not an object but a process, might we have some better luck at figuring out what we mean by it? We could not say "that is alive," but we could say, "that lives."

In Ojibwa, the word "bema.diziwa.d" comes closest to our phrase, "living things," and translates literally as "those who continue in the state of being alive," though we might more accurately gloss it as "those who have power." (Black, 1977) That really just moves the question, though, to what we mean by "power."

Since we talk about roleplaying games here, I should begin with mana. Before it signified a wizard's pool of magical potency in games, it existed as a term in Oceania, and few terms in the world have ever suffered as much abuse. Anthropologists forced it into a linear model of cultural evolution, casting it as an impersonal magical force that pervaded the world, and that magicians could manipulate. They saw this as the most primitive type of religion, eventually giving way to polytheism that concentrated that magical potency in a pantheon of gods, then monotheism which concentrated that power in a single god, and finally, at the apex of cultural evolution, the enlightened, scientific atheist, who understood the truth that the world operated according to impersonal forces. But that theory had more to do with the imagination of Western anthropologists than what Oceanian peoples meant by the term. To them, mana meant potency, or "power." They would describe a skilled craftsman, a capable chief, or a talented hunter as mana-ful. Mana meant something more along the lines of skill, potential, power, or capacity, than anything as mystical or supernatural as the ethnographers dreamed. Certainly, I, too, have greatly abbreviated the full discussion here, and the native concept has many nuances and complications, but I think, in general, I can stand by the statement that mana, in its original sense, has much more to do with the kind of power you'd find in your muscles than the kind of power your level blood elf taps in World of Warcraft.

Closer to home, the concept of "orenda" has a similar history, having at one point seen use almost as often as mana and for much the same purpose. J.N.B. Hewitt's influential 1902 article in American Anthropologist, "Orenda and a Definition of Religion" (Vol. 4, No. 1 (Jan. - Mar., 1902), pp. 33-46) offered the word and its reference to a mystical, impersonal force pervading the world. But Hewitt offers a mistranslation at best; the better term, uki, exists in tension withutkon (sometimes also spelled utgon in English). Hewitt's elevation of "orenda" over utkon fundamentally breaks the traditional Haudenosaunee perspective, which put the two in equal tension. Uki benefitted life, while utkon described the impacts of the Trickster. Too often, when Westerners have noticed both concepts, they have simplified them into a Manichaean good/evil dichotomy. My own understanding seems to put them more in relation as things that promote ecological succession, and things that cut it back. A world of only uki would become a stagnant forest of nothing but towering old trees, while a world of only utkon would look, well, distressingly similar to the world civilization has left us. But a healthy world emerges from the interplay of both forces. Seneca forestry, for instance, often used fire to clear out fields, in a clear wielding of utkon, yet that created forests with varied successional stages, which maximized edge and thus maximized biodiversity.

But I see one process running through Oceanic mana and Haudenosaunee uki and utkon: change. We asked before, what do we mean by "power"? I think this short analysis points us towards a clear answer: the power to change, or the power to move. Oceanic mana seems to take a unitary view of change, while the Haudenosaunee concept of uki and utkon specifies change in one of two directions. No doubt other traditions would see change along other axes; might the Lakota medicine wheel chart change going out to one of the four cardinal directions, for instance? But we fundamentally, always mean change, regardless of the direction of that change. "Those who remain in the state of being alive" means "those who keep changing." To live means to change, constantly, to engage a changing world, to open yourself for the world to change you, and for you to change the world.

Before, I asked about The Fifth World as a game of awareness, but now I see that awareness just means one kind of movement (Noë, 2005; Ingold, 2005). Dan Moonhawk Alford described native modes of perception by pointing to "watching the dancing rather than the dancers — the dancers fade back- into the background as you just describe the rhythms and the motions of what is." Or, according to Alford's account of a conference with American Indians and quantum physicists:

After listening to the physicists and American Indians talk for a few days, it struck me that the way physicists use the term potential, or quantum potential, is nearly identical to the way Native Americans use the term spirit. They all agreed there was something similar going on.



Potential, spirit, life means change and movement. When we stop changing, we stop living. It has such an elegant beauty to it, and it really refocuses my efforts. The Fifth World should focus to become a game of movement.


  • Black, M.B. (1977). Ojibwa power belief system. In Fogelson, R.D. & Adams, R.N. (Eds.) The anthropology of power: ethnographic studies from Asia, Oceania and the New World. New York: Academic Press, pp. 141-151

  • Ingold, T. (2005). Stop, look and listen! Vision, hearing and human movement. In Ingold, T. The perception of the environment: essays on livelihood, dwelling and skill. New York: Routledge, pp. 241-287

  • Noë, A. Action in perception. Cambridge: MIT Press.