First, I’m going to start off by saying this essay is a direct response to a conversation going on in the larp community right now, started by a few other essays including one by Ericka Skirpan regarding Playing To Win at larp. This article stirred up some controversy recently because of the stated thesis that should a player approach larps with the aim of ‘winning’ as a solitary goal, then perhaps larping isn’t for that player. The article states:
“If you are in LARP to play solo-Nerdball [a term originating in an article by Matthew Webb regarding inherently selfish, individualistic style play], LARP is not the right hobby for you. If a player’s pure and only enjoyment in a game comes out of the fact that they need the most points, stats, or mechanical advantages over other players, then LARP is not the gaming medium that person should be devoting their energy to playing.”
This in itself, in my opinion, is not as controversial a declaration as some might think. The notion of viewing one’s own empowerment and achievement in a shared environment as more important than the fun and achievement of others is a problematic one at best because it recognizes the selfish goal of self-fulfillment over the needs and wants of others. However, is there a way to strive for your own goals in a game while still recognizing the needs of others and even go so far as to help the other achieve their goal? All the while still allowing for the drama and potential excitement of antagonistic play?
The fundamental answer, I believe, lies in a single question, one often thrown around by actors everywhere: what’s my motivation?
Who Doesn’t Want To Win?
Before we get into the solutions, let’s take a look at how we got here a little bit. I’m going to throw on my Game Studies brain for a second, and thank the NYU Game Center Masters program for making me learn all this game history. Strap in, folks, here we go.
The notion of Play To Win, with its origins in competitive gaming culture, has its roots in the early simulationist styles of play which historically predicated much of what we’d call modern gaming. Many early games, from chess to old Kriegsspiel(or war games), were conflict or competition simulations, intended to replicate states of power struggles between armies or oppositional groups. They replicated standard power structures we expect out of our world: people or groups strive against one another, winners beat losers, the game ends.
H.G. Wells playing “Little Wars” in 1913 (Wikipedia)
Tabletop roleplaying games and video games copied these same models for much of games history, providing goals for the players which involve striving against a competing power structure to achieve their goals. They need to overcome obstacles, slay the foe, even outthink an opponent. Some games even perpetuate a culture of considering the game system itself (be it the video game and its designers, or the tabletop GM) to be a force they strive against for victory. This gave rise, in my opinion, to the notion of the game master or game designer as the enemy, the obstacle to be outmaneuvered and conquered to achieve victory.
This perpetual state of striving against an oppressive force, battling for power against an oppositional system, is baked into even the most story-driven game. By nature, dramatic action is created by striving against something to attain a goal. Even in the more recent evolution of games which accommodate more narrativist thinking copy these power dynamics in many (if not all?) their narrative choices. It’s the tale as old as time. Beowolf strives against a monster and its Mommy Dearest. David against Goliath. Oppositional forces create tension. Without Sauron to fight against, Lord of the Rings would just be about a brisk jaunt to see a very pretty volcano. Without Panem’s oppressive government, Katniss’s story in The Hunger Games would be about a girl getting her chance to be on television. And while those stories can be fun (pastoral narratives can be very pretty), dramatic storytelling – and therefore in games oppositional design creating dramatic and exciting play – are driven by competition.
“We’re just off for a lovely walk. Don’t mind the weapons!”
If that is the case, then I believe expecting competitive attitudes to be absent or diminished in live action games is, inherently, expecting people to embrace a massive shift in their expectations about dramatic structure. We as players and consumers of narrative content have been hardwired to expect our characters to have to strive against power structures and opposition. How then do we expect characters and larpers to not identify other characters and their players as oppositional forces to be overcome?
How can we deny that these ideas have been baked into our game culture so long so as to become second nature? And how can we expect players to ignore actions taken by others in opposition to their goals, when even the narratives we create in cooperative story environments are predicated on the idea of striving against forces in competition for our own prefered win state?
In short: we have been telling stories about competing since the dawn of time. Then we’re putting our players in situations where they must strive in their narratives against forces put in place by the game designers. If they’re recognizing the game as having competitive forces anyway, why wouldn’t they see their fellow players as antagonists? Plenty of other things in the dramatic structure are their opposition already!
With this giant structural framework already in place encouraging competition for resources in our players and their characters, the question becomes: how do we aim to de-incentivize Playing To Win for individual goals so we can have the cooperative space for play we want?
And my answer is: you don’t. You don’t deconstruct the instinct to Play to Win. Instead, you harness it by refocusing just what Winning means, looking past viewing goal based achievement as a win state, and instead creating shared win conditions based on recognized motivations in opposing characters.
Simply put: we look not at the goal, but the WHY behind the goal. Because in recognizing WHY characters compete and identifying just what they’re competing for, we can not only construct a framework for combating toxic Play to Win play strategy, we can encourage cooperative play and reframe the dialogue about what winning truly means.
“Part fools! / Put up your swords. You know not what you do.”
This quote from Romeo and Juliet, delivered so well in my opinion in the 90’s Baz Luhrmann retelling, is the quote that comes to mind when I think of the motivations behind play styles in larps. When players enter a play space, embodying their characters for a play session, often times there isn’t a lot of time for examining a character’s motivations. The immediacy of larps, much like the immediacy of events in real life, requires players to react much faster than, say, a player might when playing a tabletop roleplaying game. There, players may break character to discuss their options more freely (although many playgroups cut down on that sort of behavior to simulate that said immediacy). It is far easier to examine the motivations behind a character’s actions when you have the chance to break character and really have a good think.
In larp, the actions one takes are often quick, driven by the mindset a player has taken on for the duration of character play. This embodiment of the character simulates in many ways the immediacy needed to engage in improv acting. One must react spontaneously, driven only by the way a player understands their character. When reacting, a player in a larp may engage in actions that are driven by the fundamental needs their character has as they understand them in the moment. And when presented with obstacles to overcome, challenges to their goals or their authority, or simple antagonism, a player may respond as their character would – with the knee-jerk one would expect in a real-life antagonistic situation – rather than sitting back to examine the full motivations behind why the scene has become antagonistic.
It is this why I believe lies at the heart of how we can tackle the issue of truly antagonistic situations in larp, and address why Play To Win can be a toxic mindset – and how it doesn’t have to be.
When engaging in a struggle between two characters over a goal, a player is recognizing only their own goals as valid in the situation, and view the other character involved in that struggle as an oppositional force rather than a cooperative element in their play. They push aside the needs of the other, often times not taking the time to consider why the other character has become said obstacle. Yet should lines of communication be opened between players during play, both players may find by understanding each other’s motivations rather than relying on a knee-jerk reaction, they can find ways to achieve both goals in a satisfactory manner.
This adjustment to a player’s mindset does not mean the players require long negotiations to make sure the antagonistic situation just ends and has a happy ending for everyone involved. Antagonistic action has a place in narrative, as we’ve pointed out above. However, instead of recognizing only their character’s motivations and actions as valid, understanding the other character’s needs and motivations can allow the players involved to course correct in their own playstyle. This correction makes room for both to reach a fulfilling end to their antagonism rather than focusing on only one successful outcome: an outcome which leaves one the winner and one the loser.
An Example: Susan and Edward’s Characters And The Fiefdom Fight
I’ll provide an example:
Susan and Edward are playing two characters who are fighting over the same fiefdom in a medieval fantasy game. Susan’s character is driven by the motivation that she must take the fiefdom so she can bring its armies to bear against her brother’s kidnapper. Her character is driven by the need to save her brother, not by the need for power and glory. Meanwhile, Edward’s character’s goal is to gain the fiefdom to attain personal power, because he is driven by the need to control the chaos of the world around him and provide what he perceives as order. He is driven by his own view of the world and what he believes is serving the greater good.
Susan and Edward’s characters are striving against one another for this fiefdom. Without understanding the reasons behind the others’ character motivations, their reactions in game would be uninformed by what the other player needs to get out of the circumstance to achieve a satisfactory result in their play. As Susan makes moves to get the fiefdom for her character before Edward’s character can, Edward can become increasingly frustrated because his play is not reaching a fulfilling goal, his character’s motivations (and therefore a core tenant of his character’s mindset) going unfulfilled.
To avoid that unfulfillment creating tension between Susan and Edward, when the two recognize their characters have entered an antagonistic situation, they share a conversation regarding just what their characters want in the game. Not simply what their goals are, because that has become obvious. But what MOTIVATES those character’s actions. They begin to understand the psychology behind the other character’s actions, outside of the player’s own need to fulfill those character’s goals.
Susan and Edward then reenter play, now understanding the needs of the other. They can then shape their play accordingly, understanding also that the other player is not there to ruin their time, but is informed about what the other would want as part of their resolution. Susan’s character isn’t interested in the fiefdom, for example – she just wants her brother back. Edward can then steer his character towards recognizing Susan’s character’s need and find a way to achieve a solution that works for both of them. They continue their competition, but if Edward wins, he pledges to help Susan’s character get her brother back. While if Susan wins, she brings on Edward’s character to help achieve order in the fiefdom, satisfying his need as well.
So What’s The Catch?
Now, this strategy for cooperative play requires several accepted rules, better explicitly shared rather than implicitly expected, going into the game. These social contracts must be laid out as part of the play culture of the game for this motivation-based Play To Win style to work.
Players must accept that antagonism is only in character and not motivated by player antagonism (CvC versus PvP).
Players must assume positive intent when entering into this style of play. This is a fundamental social contract which I believe should be expected as part of larping in general to create a cooperative narrative environment, but it is explicitly required when sharing motivational-driven play.
Players must consider each other’s character goals as just as valid as their own, to be respected as co-evolving story threads rather than simple oppositions to be destroyed in the pursuit of their own character’s success.
Players must embrace a level of trust, that the other player – once they understand the other character’s motivations – will consider a blended ending to the competition which allows even the ‘loser’ to achieve a satisfactory stepping stone to their own story’s goal achievement. The losing character may not win their initial goal, but the winning character’s player will help steer the outcome towards a next-step for their co-player to achieve their aims.
Players must maintain out of character communication (as laid out in Craig Page’s response essay entitled “How Playing To Win Can Work”) to make sure the players can check in with one another should the level of antagonism begin to bleed into the out of character realm.
Sounds complicated, with a lot of caveats? I never said this style of gaming cooperation would be entirely easy. Yet this kind of paradigm shift, I believe, can open up a whole new way of looking at what Winning really means in our games. Winning becomes a state of motivational recognition and fulfillment rather than goal-oriented success. For the ‘losers’ in a competition in character can then know they may have lost initially, but their striving to win will have satisfactory opportunities just around the corner, facilitated by their co-players.
So after all that, here’s my suggestion: let’s try to look at one another’s characters not as obstacles, or another player as an opposing force, but simply as a force with separate motivations to be respected as you play to fulfill your own character’s motivations. Together, by respecting what drives both characters (and therefore what drives a player’s actions in-game) we can better understand how to make us all win in the end, together.
First, I’ll start off this article by stating a simple fact: I saw Black Panther on opening night, and since then, I’ve wanted to write this post. I walked out of that film with so many ideas to talk about, I was nigh bursting. However, I waited this long to post anything about Black Panther for a simple reason – there are other voices than mine which should take precedent in a conversation about a film so strongly impacting people of color right now. There are so many writers of color putting out thoughtful, insightful articles about Black Panther that I felt it was important for me, as a white woman, to sit back and listen without stepping in and having my say.
Then, I saw this image pop up online asking why more white women weren’t speaking up about the feminism in Black Panther when so many are touting Wonder Woman as such a feminist film. So I figured it was time to write this then, to do my speaking up.
Because folks, I’m going to agree: Black Panther is a more feminist film than Wonder Woman. And I’m going to show you how.
[[Note: Major spoilers for Black Panther below.]]
Feminism As An Integrated Force
Previously, I’ve written extensively about the incredible job the creators of the recent Wonder Woman film did translate Themyscira and the Amazons onto film. Sure there were some issues along the way, but overall I believe director Patty Jenkins did a phenomenal job telling Diana’s story on the big screen. However, there has always been a part of the Wonder Woman story that rubbed me the wrong way.
As a little girl, when I saw misogyny growing up in the world around me, I longed for a place where I could escape, a society of women who were not only strong but intelligent, thoughtful, creative, and loving. Themyscira truly was Paradise Island, where a woman could be everything she ever imagined, without the influence of patriarchy on her growth.
Yet now, as a grown woman, I can see a fundamental flaw in this idea. Though the thought of a world without men is seductive when faced with the dangers of toxic masculinity on all society, I’ve come to believe removing one’s self from “man’s world” to only focus on a woman-based culture devoid of men is to ignore a larger part of society. Toxic masculinity, in fact, effects men in a “man’s world” just as bad as it does women, if only in other ways. I believe that to ignore those effects and abandon the rest of the world to its own devices is to truly ignore the promise of feminism’s positive impact on the world. By separating themselves away from men, the Amazon’s evolved into a utopian society to the detriment of the rest of the world. Their influence could have changed the world if only they’d emerged from their hiding sooner.
By contrast, we have Wakanda. Though Wakanda is an isolationist society much like Themyscira in regards to the rest of the world (a subject for much debate elsewhere and addressed directly in the Black Panther film), it is also a well-balanced, nearly utopian society, growing technologically and societally with every passing generation while still holding onto its ancient traditions. Yet unlike other societies, Wakanda does not focus on patriarchal ideology, despite its male-dominated leadership (Wakanda has a history of only kings on the throne until, spoiler alert, Shuri becomes the first woman leader in the comics). Instead, Wakanda has fully integrated the idea of women as equals, creating a society where women are not only respected but accepted without surprise when in positions of power.
There are powerful examples of this integration all across the film. Shuri is the princess of Wakanda and yet, as a super genius serves as the driving force behind Wakanda’s technological evolution. Okoye is the leader of the Dora Milaje, a fighting force of women drawn from every tribe of Wakanda to be its most dangerous protectors. As the bodyguards of the royal family, the Dora Milaje are never questioned as warriors but instead accepted not only as equals but as superiors in combat. Even King T’Challa knows he is meant to be deferential in many ways to Okoye, who has more experience as a warrior and general than he does. Let me say that a little louder: never once does the king of the sovereign, advanced nation of Wakanda speak down to or diminish the power of the women warriors and creators all around him. He humbly recognizes women as equals, worthy of respect as a matter of commonplace course.
[A brief note: The film makes an interesting adjustment to the story of the Dora Milaje that sets it apart from the comic book version. In the comics, the Dora Milaje are indeed chosen to become elite warriors to protect T’Challa and the royal family. However, they are also meant to be taken from every tribe so eventually T’Challa will choose a bride from one of their ranks. This idea was stripped from the film, a choice that mirrors a more progressive ideology being embraced by the film’s creators. The Dora Milaje were always badasses, but they’ve now become more than just badass prospective consorts as they were originally written.]
Never is T’Challa’s acceptance of the influence of women more apparent than in his relationship with his ultimate spy, Nakia. Nakia left Wakanda to embed herself in other societies for the purpose of saving people (especially women) endangered in the turbulent outside world, flying directly in the face of Wakandan tradition and T’Challa’s own interests. T’Challa sought out Nakia as a love interest and yet respected her choice to leave, even when he disagreed. When he finds her once again at the beginning of the film, he is struck nearly dumb at the sight of her, a king lost for a moment in the sight of the woman he obviously still cares about, much to Okoye’s snarky delight. Yet with every interaction between Nakia and T’Challa, we see a man not only besotted with the spymistress, but a man who does not treat her as a sexual or romantic object. Instead, he values her experience, her opinion, and her power, accepting her choices without real complaint and listening to her advice so much she influences his entire foreign policy.
Queen Ramonda (played by Angela Bassett)
From Queen Ramonda (played by the unbelievable Angela Bassett) to every one of the Dora Milaje, from Okoye and Nakia and Shuri and the councilwomen who serve as representatives of their tribes, the powerful leading women of the Black Panther film are not presented to the audience as exceptions to the rule in Wakanda. Instead, they stand as examples of how Wakanda has evolved as a society which allows women to flourish to their full potential equal to men in all ways, with no question or compromise. In Wakanda, women and men live lives of nearly unvarying potential with no need to withdraw or hide.But beyond their own integration and acceptance in society, the women of Wakanda seem to have brought a very important influence as well on the men around them.
The Divestiture of Toxic Masculinity In Black Panther
When watching Wonder Woman, the message of Diana’s journey into “man’s world” is hammered home over and over. As representative and in fact the idealization of all the Amazon’s believes, Diana is acting as an ambassador from her world of women’s idyllic perfection to the patriarchal outside world. She is, as she states, becoming “a bridge to the world of men” so as to bring the Amazon’s message of peace and understanding to a world ripped apart by strife. She wants to present the idea of feminine equality to the rest of the world, where it has been so long repressed, suppressed or destroyed in so many cultures. She is the exceptional woman, out to influence the men around her with her clarion call of justice, truth, and love. And while this is a beautiful idea, a truly feminist ideology in many ways, it rings a little hollow when you look at Diana as the exceptional outsider.
Diana enters the world outside an innocent, ready to bring her ideas to someone else’s culture without any idea of their real history, their issues, or the ingrained ideas she’ll be facing. She believes she can change men’s minds just by bringing them a better way from the outside of their society, from a clearly “superior” place. In a strange way, she is a cultural tourist, if a well-meaning one, presenting her feminism into a world which is in many ways unprepared for a radical cultural shift and unwilling to change so quickly just because they’re told about “superior” feminist ideology from an outsider. It’s for that reason Diana struggles so hard to influence “man’s world” – she is not a part of it, but an alien influence presenting a new form of thinking to a world with thousands of years of ingrained thinking to undo.
It’s no wonder then that the men around Diana remain, in large part, still entrenched in their toxic masculine ideas. Though Wonder Woman earns the respect of many of her male colleagues both in the comics and in the recent film, her ideas are still considered foreign to most men around her. In fact, most do not divest themselves of their ideology to embrace a way of living outside the influence of toxic masculinity. They instead bend to Diana’s ideas only when they are the most needed, flexing back to their ingrained patriarchal thinking often right after she’s not around. Steve Trevor is an example, as in the film he spends the entire time attempting to influence Diana to his way of thinking instead of the other way around, using his patriarchal thinking to drag her halfway across Europe and blocking her action with what is clearly his male privilege. A male privilege which is obviously lacking in Wakanda.
From the very beginning of the Black Panther film, I felt something odd when watching Chadwick Boseman in his portrayal of King T’Challa. While T’Challa is the royal leader of his country and therefore, presumably, the representation of the pinnacle of its masculine representation in the narrative, he doesn’t exude many of the typical traits you’d see of a film’s leading male character. T’Challa is both powerful and sensitive, thoughtful and respectful. He is from the beginning willing to not only express his emotions in front of others but especially to and in front of women, who surround him as his closest family and advisors. T’Challa never disrespects or tries to strong-arm the women around him, even when he disagrees with their choices, but praises and welcomes their input, agreeing to disagree and offering support where he can.
T’Challa also has powerful emotional connections to the men around him, including Zuri the priest and especially his father, the late King T’Chaka. When he is put into the trance during his test to assume the throne, he speaks to his father and falls crying against his side, showing a level of emotion often considered anathema to a male protagonist. He doesn’t brood but instead shows his inner conflicts over his right to be king with quiet consideration and a willingness to take criticism and advice without anger or retaliation. He, to be plain, showcases all the hallmarks of a male protagonist stripped of the signposts of toxic masculinity influence, as do the other male characters in Wakanda.
With T’Challa as the pinnacle example of Wakanda and the other male characters expressing similar emotional signs during the film, we can then surmise T’Challa is not the exception to the rule but instead a typical example of how Wakanda has evolved as a more emotionally open society, stripped of toxic masculine influences. And that, matched with the equal treatment of women, leads me to surmise the cultural acceptance of those women have helped Wakanda evolve as a place where patriarchal influences did not rise up to quash men’s emotional expression and their chances to grow outside of what we’d see as “normal” masculine archetypes.
Wakandan men are not bound by the western idea of what it is to be a “man” but have grown instead with the comfortable acceptance of what western culture might see as “feminine” behavior. It is the influence of Wakandan women as equals that have brought a truly feminist idea forward: the defeat of toxic masculinity not only for the damage it does to women but the damage it brings to men as well.
Never is the Wakandan ideal of the sensitive, more “feminized” man so contrasted as when looking at the villain Killmonger. Left out in the outside world to grow up in a dangerous life, Killmonger does not have the influence of Wakanda’s more sensitive society to smooth down his rough edges. He does not live in a place where his rage over his father’s death might have been cooled or at least channeled in a different way. Instead, Killmonger represents the harsh, toxic masculinity of the outside world, where his somewhat thoughtful (and even partially correct) ideas about the unfairness of Wakanda’s isolationist policies are twisted into hateful, angry actions.
Killmonger shows all the brash hallmarks of a man trapping his pain away in rage, using violence to solve his problems rather than embracing his emotions to give way to catharsis and resolution. His disconnection to women is also apparent in the film, as he is followed by a woman of color who barely has any speaking lines or so much as a name (I had to look it up, it’s Linda). In every scene, this woman is treated as the token girlfriend/henchwoman, and then killed by Killmonger when Ulysses Klaw uses her as a hostage. She is the ultimate expression of Killmonger’s embroilment in the toxic masculine culture. Even Killmonger’s influence on others brings patriarchal influence and damage to Wakandan culture, as he twists Okoye’s beloved W’Kabi away from his loyalty to T’Challa and turns his entire tribe against the throne with promises of revenge and violence.
Yet even in Killmonger’s scenes, we see a spark of that Wakandan emotional connection, when he goes into the trance and speaks once more to his father. Killmonger’s father clearly expresses the same emotional complexity and sensitivity showcased by other Wakandan men when he tries to connect to his son, but despairs at the rage and closed off pain he sees in the man his son has become. It’s only through T’Challa’s attempts to reconcile with Killmonger that we see a little of the emotional sensitivity of Wakanda rubbing off on the furious villain. But still, the outside world has trapped Killmonger so badly into the patriarchal cycle that, even in his end when T’Challa offers him peace and solace in his final moments, he is unable to be anything but angry in his own sorrow.
If we step away from speaking about men again for a minute, we can look at the women of Wakanda in the Black Panther film for what they are: exceptional without being exceptional at all.
The Non-Exceptional Exceptional Woman
As stated above, Wonder Woman is the exceptional woman in a world of men, the ambassador and outsider who shirks her own society’s xenophobic tendencies to save the outside world from itself. She is the one in a thousand, one in a million, the beautiful and infinitely powerful immortal goddess on earth who brings her special brand of love and ass-kicking to both the battlefield and her personal relationships. When you read her comics and watch the film, the narrative makes one thing clear: there is no one truly like Diana, and she is the ultimate of her kind. And when we look at her sister Amazons, they all are expressed with similar, if less powerful, expressions of the same archetype of idealized feminism and utopian female ideology. Together, they are an often uniform face of the Exceptional Feminist, set apart and ready to impress with their evolved ideas.
By contrast, the powerful women of Wakanda are not only exceptional in their power but nuanced in their presentation in the narrative. Their equality and power are not packed into a single package of ass-kicking and peace and love, but instead, each woman is her own nuanced expression of a fully realized woman.
Where Shuri is brash and feisty and in many ways a typical teenager, her mother is regal and loving, the complicated mother figure transitioning from a queen into the queen mother she has become. And though Okoye and Nakia are both ass-kicking women who take to the streets at T’Challa’s side, both are very different women with their own thoughts, ideals, skill sets, and struggles. Okoye spends the film trying to decide where her loyalties lie, to the throne or to what is right, while Nakia follows her heart no matter the danger to her position in Wakandan society. Each lives their own stories as complex as any male protagonist, weaving their narratives around that of T’Challa and his conflict with Killmonger.
In Black Panther, the women of Wakanda are complicated and different from one another, telling the story of the different archetypes women can represent, while in fact evolving those archetypes beyond to represent the complexity of real women. They are not the tropes we so usually accept from the Girlfriend, the Woman Warrior, the Mother, or the Sister. They are women all their own, and they are brilliant.
In Conclusion
I could continue to break down the narrative even further by speaking about the power of all these women and their representation as women of color, but as I said there are POC out there far better equipped to handling that conversation. In the matter of that topic, I step back and want to speak less and listen more. But in contrasting Wonder Woman and its feminist ideology alongside that of Black Panther, I can only conclude that while Wonder Woman brings us a kind of exceptionalist feminism, Black Panther brings us a vision of what a truly gender-equal society can accomplish, breaking down the barriers of gender stereotypes to present opportunity for anyone to be anything they wish in their full complexity and freedom of choice.
Thankfully, the world of comics and films has room for both kinds of feminist representation. In fact, it’d be amazing to see multiple complex versions of feminist representation flood media so we can have more women-empowering films and television and books so we can have countless conversations and essays to foster more discussion.
Yet in the meanwhile, when contrasting these two films as our present examples, I conclude Black Panther presents us with a more hopeful vision of feminism, a world where men and women can embrace what they wish without persecution or protestation. And maybe we could use a little more of that kind of feminist representation in our lives.
Recently, I gave a lecture at the first ever World of Darkness convention in Berlin, run by the fantastic people at Participatory Design and the team behind World of Darkness. And I was fortunate enough to be featured in a post on White Wolf’s Facebook feed with a couple of my slides. Since then a lot of folks have contacted me wanting to know if my talk was recorded. Sadly, the answer is no. However, I decided to not only make my slides available online, but to do a post here outlining the talk a little more. So, without further ado, a little post on what I call Integrating History In Your Game With Respect. ( You can download and follow along with the slides here.) Enjoy!
Back in 2004, I joined the New York Larp community. Until then, I’d only done roleplaying online, where I’d participated in online chat RPG games since as early as 1994. And like most RPGs, there was an element of incorporating historical events into the history of those games and characters. I’d played vampires who lived through the American revolution, or else explored steampunk settings with plenty of historical baggage (a favorite was the Hindenburg explosion). But it wasn’t until after 9-11 that I encountered a personally difficult historical event that intersected directly with my own background.
In The Shadow of 9-11
Before 9-11, a lot of the larps in New York City used a location called the Winter Garden, which sits just across the street from what used to be the Twin Towers. It was a beautiful building with a glass atrium that gave fantastic views of both the waterfront on one side and the World Trade on the other. But, like many buildings, it sustained heavy damage when the towers fell. In the wake of the terror attacks, the larp community of New York not only had to face the psychic and emotional trauma of a heinous terrorist attack on their city, but on a smaller level had to face losing a larp space they considered welcoming, available, and safe.
This almost symbolic violation of the Winter Garden represented an equally difficult question facing the gamers of New York, who often used the city as a backdrop for their games: how do they incorporate a major current event like 9-11 into the settings of their games? And more importantly, should they?
As I said above, I didn’t join the larp community in NYC until three years later. Yet even then the ripples of 9-11 were felt. Every game I joined had made the same decision: 9-11 was not to be made the focus of the game, and the event itself was not to be considered a supernatural event in its origins. Though there were repercussions to, for example, Changelings in the New York area due to psychic trauma, the event itself was respectfully left to be an example of very human monstrosity and inhumanity.
More than years later, I recently checked in with a friend of mine regarding games being run in the area, only to be told that 9-11 was a major part of the plot line of a local game starting up. And they were including 9-11 as a plot point, supernaturally motivated and part of a greater conspiracy of monstrous darkness. I made it a point to say I’d never go to that game, no matter what.
Today, the Winter Garden has been rebuilt and I’ve visited to run scenes there when I ran larps in New York City. But only once. The place stands in the shadow now of the Freedom Tower, but its proximity to the 9-11 memorial and the ground where so much pain happened in September 2001 leaves a scar I, as a New Yorker, can’t face on a regular basis. And that same scar haunts any game I know that includes 9-11 as a plot point. For me, there is not enough distance, not enough time. I don’t know if there ever will be.
It’s this situation that made me consider the historical events of the past and the ways in which we include them in our games. There is an inherent question to fictionalizing events that challenges us as creators and writers: how do we respect the immensity of tragedies gone by, of wars and genocides and monumental losses across history, enough to include them in our work while still giving weight to their historical importance? We can’t tiptoe through art, but how do we avoid using history as a convenient plot point, without acknowledging the very real scars these events have carved through history?
History As Set Piece, Plot Point, And Setting
There’s no question art and specifically fiction has been made about historical time periods forever. Shakespeare wrote pieces set in the time of previous monarchs. Folklore is chock full of retellings of wars long past, starting as early as the stories of Troy. Art has been as much about capturing sentiment and idea as it has about recording the events going on in our cultures. When writing, history is the backdrop of the stories we want to create, whether serving as the framework for a period piece or acting as inciting incidents to other stories. We fictionalize historical events to explore them further, to put them in new contexts, and to give them new life in our memories.
When including historical events in games, however, we are taking that fictionalization one step further. We’re asking our players to inhabit those time periods, or to directly reflect on the historical events in question as they relate to the characters they’ll be inhabiting for a time. Using the example of World of Darkness games, immortal monsters like the vampires in Vampire: the Masquerade and the New WoD Vampire: the Requiem have existed for hundreds of years and bore witness to countless horrific, cruel events. Some of them, the game books posit, were even influenced and made worse due to the machinations of these inhuman beings. Even the slightly brighter settings of Mage: the Ascension and Changeling: the Dreaming have deep historical ties, reframing historic events like the first nuclear tests or the moon landing as part of a tapestry of events influencing the game setting as a whole and player characters on a microcosm.
While including those historical events is a very typical artistic and game design choice, a difficult problem occurs when facing the enormity of context in connecting to a historical time period and its events.
For example, three games in the White Wolf catalogue are setting books directly framed by historical time periods with deeply troubling events going on within. Games like Vampire: Dark Ages, Werewolf: The Wild West, and Victorian Age Vampire provide settings with rich, engaging, and honestly just fun time periods to explore. I mean, who wouldn’t want to play a werewolf in the Wild West, or a vampire sweeping through the salons of England during the Victorian era? But each of those time periods carries with it burdens of difficult historical context, some of which lies outside of what many deign to include in their retellings of the past.
A setting like Vampire: Dark Ages carries with it not only the historical complexity of Dark Ages Europe, but the weight of hundreds of years of mass religious persecution and violence. Werewolf: the Wild West exists in the shadow of American expansion and the genocide of the native populations of North America. And let’s not even get started on the horrors of colonialism, sexual and gender repression, and economic disparity often ignored when exploring the ‘glorious’ time of Queen Victoria.
It’s easy to gloss over hard truths about what went on in a time period in favor of just engaging with the fun parts for our games. But in doing so we are washing away the trauma for watered-down, stereotypical, lionized history. There is no separating the hard truths about the past without making a tacit choice to ignore them in favor of your fun. And while that may be a choice you as a designer and a player, it is just that: a choice. And every choice has implications, and says something about the ethos you’re backing with your design.
How To Integrate With Context
So looking at this enormous question, how does one integrate historical events with respect?
The first step, in my eyes, has already been mentioned: provide context. When creating your game setting or your game, acknowledge the difficult historical events and societal troubles, explore the complexity of them from more angles than just the dominant narrative, and reflect on how those tragedies affect people not only in the setting but perhaps even around your game table.
I’m a particular fan of using examples for things, so let’s explore one of my favorite time periods to pick on…
Look at our columned buildings! Come play your games here! We’re all cool and stuff.
…ancient Rome!
Now, as a setting, ancient Rome is a pretty cool place to set any piece of fiction and especially games. I mean, you get to explore some fun material. There’s Politics! Intrigue! Polytheism! Conquest! Sexual politics! Cool robes! Murder on the senate floor! Caligula! (I mean who doesn’t love Caligula?) There’s so many things to draw players into rich, complicated stories in an exotic and appealing time period and locale.
But historically, Rome was also kind of a shitty, horrible place.
Hey dude, cool toga. Also, nice genocide there.
Rome as an empire was built on the back of the conquest and near extermination of so many other cultures. The Romans rolled into other countries, slaughtered thousands, murdered religious leaders, raped and pillaged, and then subjugated the conquered people to be ruled and controlled by them. They systematically interrupted the course of cultural evolution of entire civilizations to expand their empire. Because really, that’s kind of how empires work and have worked since maybe the dawn of time. This stands true for the Mongolians, the British, and the ancient Egyptians. Check out non-fictional stories about those time periods any time and you see, beyond the glitz of the beautiful centers of power, you get the story of the categorical destruction of millions of people’s lives.
Now one might say ancient Rome is far enough back in history, you’re certainly not going to run across someone who was directly involved in the horrors of ancient Rome enough to be offended or hurt by the white-washing of the follies of the Roman Empire. (Unless you have a real immortal at your table, in which case my next advice is even more important). But what you might have at your table is someone whose family and culture was directly influenced by the slaughter the Roman’s perpetrated during their marauding conquests. While many can look at the Romans and laud them for their efficiency in bringing new evolutions to society as a whole, others are descendants of those whose people were massacred in the name of that progress, who still have stories passed down about the losses their people suffered. And the history of those events is still deeply felt.
A good example, honestly, comes from Jewish history. While lots of people think the Romans are pretty cool, Jews have an entirely different context for Romans. For anyone who hasn’t read Jewish history or watched Ben Hur, The Passion of the Christ, or Jesus Christ Superstar, the Romans were utter dicks to the Jews. They occupied and ruled Judea from the sacking of Jerusalem in 63 BCE all the way thru the reported life and death of Jesus until about 313 CE. The Romans sacked Jerusalem, destroyed the Jewish Temple, the center of Jewish spiritual and political life, and massacred not only huge parts of the population, but systematically tortured the greatest thinkers and leaders as an example to the population to make sure they wouldn’t revolt. For nearly four hundred years, the Romans committed atrocities to suppress the population and put down revolts, many of whose stories are now largely ignored. And Judea was only one of the many provinces conquered. Countless cultures, religions, and countries had their histories forever negatively impacted by the Romans. But when have you explored all this in your tabletop or larp campaign?
Remember: one person’s ‘cool setting’ is another person’s ancestral horror story. And sensitivity to that fact provides a cornerstone of looking at respectful representation in your game’s narrative design.
How Hollywood Is Just Messing With Us
Another great example is the fun parts of Roman society people love to lionize. Specifically…
Are you not entertained (by my blog post)?!
…gladiators!
What isn’t fun about gladiators? You’ve got tough guys in armor fighting each other for the evil leaders of Rome, all decked out in armor, facing the chance of death for the glory of the crowd and the slim chance of surviving long enough to be freed. It’s glitzy, sexy. It’s full of half-naked people running around, chopping off heads. It’s basically a sexier version of a dungeon crawl in D&D, only with the kind of raucous audiences that’d make today’s WWE fans look like polite little lambs. It’s dueling with a ten drink minimum and a TV-MA rating. Basically, to look at it in modern media, it’s hella sexy and fun. And whatever parts of it are considered wrong are framed in the typical two-dimensional good-and-evil questions. The rich Romans are WRONG, the gladiators are GOOD, and that’s about it. There is no complexity involved.
In other words, even the more complicated stories about gladiators (such as the Spartacus revolt) often get washed down to their most basic, uncomplicated components. Which often look a whole lot like this…
RAAAR! We’re sweaty and good looking! RAAAAAR!
Yet below the surface, gladiatorial combat in Rome was part of the systematic oppression of marginalized and conquered people from across the Empire. Slavery was in fact a major part of Roman life, and along with servitude, forced military service, and systematic sexual coercion, violence as a means of entertainment was a way for the Romans to require slaves to integrate violent behavior into their lives while turning their anger and aggression at their enslavement towards one another instead of at their captors. It was a brutal, horrifying practice, used to at once pacify both the slave population and the larger ‘free’ people of the Empire, keeping them distracted from the inequity and corruption of the higher classes on the backs of the lower. (Man, sounds familiar, huh…?)
It’s too easy to include gladiators in a game as a fun, sexy setting event by focusing only on their most well-known portrayals from the media. When including historical context in your games, you run the risk of relying on the Hollywood History Treatment, where the events of history are retold through the streamlined, white-washed narrative developed for ease of filmmaking and in the name of good television.
(A fun note: the above photo is from the Spartacus TV series from Starz. And while it is effectively a visual orgy of blood, violence and, well, orgies, the show also has a surprisingly nuanced take on the complexities of slave life. It takes great pains to show the horrors of sexual violence, lack of consent, slavery, and coerced violence that existed as part of Roman life. While it includes a stunning amount of sex and some of the most glamorized gore I’ve seen in a show, it has a surprising amount of heart. Just take its historical accuracy with a grain of salt. This is Hollywood History at its most over-the-top).
A great example of this is the Wild West, which as a time period has perhaps suffered the most in terms of being reshaped in public perception thanks to Hollywood’s influence.
Thanks to Hollywood, the Wild West has gone from looking like this…
Real cowboys, looking awkward in a photo.
…to this.
That’s right, pilgram. I’m the real cowboy round these parts. Thanks to my charm and a little Hollywood magic.
A recent episode of Adam Ruins Everything was dedicated to debunking many of the ‘facts’ people know about the Wild West. Apparently, most of what we actually think of as fact about this time period is just what we’ve been programmed to think by Hollywood’s representation. And man, a lot of that representation just glosses over a lot of things, like the financial strength many women had in western towns, the complexity of native life before, during, and after the invasion of white settlers, and the damage done by white encroachment to immigrants such as the Chinese, or locals like the native Mexican populations. The West has been rewritten as the domain of the rugged white man, the lone cowboy or law man who rides into town and rescues the poor settlers, besieged by lawlessness and terror. Sounds like a great game setting! Too bad much of it is wrong, paving over the real difficulties and complexities of a fraught time period.
So when integrating historical events into your game settings, it’s key to recognize and communicate whether you’ve provided your players (or consumers) with the Hollywood History or a well-researched version of history. What research have you done? Does your experience with the time period only involve films, not documentaries? (It’s important to recognize also that many documentaries have very specific slants they put on historical events too, so be careful for bias even in non-fictional accounts).
Bear in mind, the Hollywood History of a time period can be a fun way to set a game. It’s just important to remember that much of that Hollywood-izing (a new term!) is very two-dimensional and can be disrespectful in terms of portraying difficult issues of the time. If you intend to use it as the basis of your game, it might be helpful to be up front about the kind of history you’re going to use. Listing the sources for your game up front can help let players know just how accurate you’re going to be to the time period versus utilizing Hollywood History instead. A great example of this is Vikings. If you were to use the TV show Vikings as the influence for a game, you’ll get a very different experience than if you do actual research. And, as many of my larper friends from Sweden, Denmark, Norway and Finland will tell you, nothing makes many of them grind their teeth more than the conflation of Hollywood Vikings with the real history of Vikings from their cultures.
But hey, some things can be sacrificed on the altar of fun… right?
Historical Figures In Games (or, No More Hitler Please)
Another place where games can run into difficult territory is the integration of historical figures as part of the game’s history or narrative. While many folks won’t have too much of a problem should you use a two-dimensional portrayal of the guy playing the violin while the Titanic sank (though that story is largely considered apocryphal by the way, sorry to burst THAT bubble), other historical people carry far more weight by their actions and legacies. Many games include mention or inclusion of some of histories greatest monsters as antagonists, contacts, or just cool little side bits. And while they can be great adversaries and evocative figures in your game, consider the real historical toll these folks had on real human lives when integrating them into your game.
Figures like Charles Manson, Jim Jones, tons of Roman historical rulers (sorry, can’t help picking on the Romans) all committed heinous acts that destroyed real people’s lives. Their inhumanity can provide a very tactile, grim narrative element to your games, given further weight by the fact that they actually committed these crimes. They are real nightmares for your players to face, not made-up villains with fictitious crimes. Yet it’s for that reason we ought to make sure to play out their involvement in fictional stories with the most respect as possible. Because in the end, they murdered and terrorized and tormented real people, whose memory we’re messing with in our fictional worlds.
A good example of characters with terrifying historical backgrounds is one of America’s very first serial killers, Albert Fish. Hamilton Howard “Albert” Fish lived from 1870 to 1936 and during his time he committed some of the worst murders this country has ever seen, specifically targeting little boys for assault, murder, and eventual cannibalism. Reports speculate Fish killed anywhere from five to one hundred children in his lifetime before he was caught. When asked why he committed the unspeakable crimes, he is allegedly reported to have said…
Probably one of the epitomes of holyshitwhatthehelldude in history.
It takes a special level of horrifying to imagine a man like Albert Fish for inclusion in your fictional stories, but history has provided you the blueprint for that horror in a real man, who committed real crimes against real children. Including a figure like Fish, or any number of other human criminals who perpetrated acts of depravity and slaughter, means recognizing these are people who harmed a real someone’s family member or child, not just a fictionalized person. And the historical weight of their crimes then becomes the backdrop for your game’s exploration.
To be respectful when including these historical figures, an important question to ask yourself is why. Why is it important to use this historical figure? What do they add to your story that a fictional character cannot? Are they integral to the plot or are they being utilized for the name recognition and shock value their crimes provide? If it’s the latter, then perhaps a long, hard look should be given towards why your game needs such a sensationalized pop provided by these figures. And if they are included, a strong eye should be put towards how these characters are being portrayed.
The universal example of this is Adolf Hitler. Hitler has appeared in so many media representations from Marvel Comics where he was punched out by Captain America (and recently by the maybe more awesome America Chavez) to his comedic performance in satirical shows like Look Who’s Back. While many use media representations of Hitler to jeer at and lampoon the genocidal dictator, the games world seems obsessed with including the Nazis and their leader as the ultimate bad guys, a two-dimensional representation of the ultimate evil. Yet most of those very games never address the real complex horrors of the atrocities committed, instead focusing their energy on the angry little man behind the awful mustache. Adolf Hitler’s very presence creates a titular evil to face without providing the human story of the suffering he created. He is the figurehead, an unexplained nightmare from our collective consciousness, a shorthand for Evil with a capital E.
For people like me, however, with a huge history of family members suffering in the Holocaust, the constant inclusion of Hitler and Nazis in games is a grating reminder of family tragedies not long passed. The same could be said for the inclusion of people like Osama Bin Laden, Joseph McCarthy, or Joseph Stalin in a game either as a figure. In a way, the historical figure question is almost a catch 22. When creating a game set in history, to exclude these figures would be to perpetrate the very white-washing I’m speaking against. But we shouldn’t be afraid to look at how much room and prominence these figures are being given, and how they are being represented.
But Shoshana, It’s Just A Game
While having these conversations, I inevitably run up against the same response from a section of people. “But Shoshana, it’s just a game. We’re just out to have a little fun. Don’t be such a party pooper. I like beating up Nazis without having a deep conversations about the Holocaust around the table. That sounds like the opposite of fun for my characters.” And yeah, I’d say it sure does. Players are coming to your table to enjoy themselves, not get into a deeply damaging exploration of the horrors of the Holocaust. They want to punch Nazis and feel satisfied by punching the worst evil humanity can imagine. Right? Sure.
But there are ways to acknowledge the evil done while still providing the experience you’re looking for in a fun game. A narrative can frame the context of events to take into account the difficulties, horrors, and complex social/cultural/religious issues by acknowledging their existence, and then place the game, its characters and its players on their path in contrast to and contextual relationship with these complicated events. One can still explore play the Inglorious Basterds going off to take Nazi scalps while acknowledging in the narrative the horrors that drove these Jewish soldiers to feel the need to fly all the way into Axis territory and commit some serious violence.
A Deeply Personal Favorite Example
It’s hard to consider the following example as a favorite of mine without acknowledging how difficult it is for me to even look at or read this book. When I heard White Wolf was putting out a book about the Holocaust as a sourcebook for their game Wraith: the Oblivion, I remember being outraged on a deep level in the first place. I thought there was no way anyone could have gotten a game book set during the Holocaust, not just World War II overall but the genocide of the Holocaust, correct in any meaningful way.
Then, I read Shoah: Charnel Houses of Europe.
If any book had a two-drink minimum, it’s this one.
Published under White Wolf’s Black Dog mature material label, Charnel Houses of Europe is a well-researched, thoughtful, respectful portrayal of the Holocaust in a game. I remember picking it up, ready to be angry, and instead read the book in shocked silence. I knew reading the book that the creators got it. They understood the enormity of the subject they were tackling and put back into their work their immense feelings in the shadow of such a horrifying tragedy. I remember coming across a single piece of art that cemented this feeling for me too.
Never Again.
In one picture, this book was sealed into my memory as the one of the best portrayal of the Holocaust in art that I’d ever seen. And as always, my hat’s off to the creative team.
This book highlights the importance of creating a good game as an element of being respectful. Many of the worst examples of disrespectful representation of difficult subject matter comes down to the fact that the material produce is just BAD. And by the inability of the artist or writer to do a good job tackling the enormity of a subject, their bad portrayal becomes disrespectful simply by clumsy handling. So when tackling rough issues in your work, it’s important to make sure you can jump the hurdle of being good too so your work has the chops to represent the material with the complexity needed.
Reflecting On Lost History
The last element of respectful representation lies in reflecting on the dominant narrative presented by both history and the Hollywood History provided by media, and delving deep into how that representation is either accurate or not. This is especially important when considering issues of marginalized populations or non-western cultures. For better or worse, western narratives have dominated the media landscape, and western bias has twisted the retelling of history in everything from academic research to our education systems. Yet we know from important research going on that history is far more complicated in terms of the lives of those outside the dominant narrative than previously provided to mainstream audiences.
Common statements that come up due to dominant narrative bias include:
“But women didn’t have jobs in _______ era!”
“But there were no people of color in _________!”
“But there were no queer people out of the closet in _______!”
These are all byproducts of dominant narrative bias, as told thru the lens of history controlled by hetero-cis-white-male patriarchal views. Fact is, history is always way more interesting than we think and full of surprises for those who think women didn’t have freedom before the suffragette movement, or who believe there were no Jews or prominent people of color in Europe before the twentieth century.
With just a little Google-fu you can come up with examples of prominent people of color all across Europe and the United States, moving through white society in defiance of expectation. We see queer relationships reflected in historical figures, such as Alexander the Great, who conquered what many saw as the ‘known world’ at the time (another super western-centric idea back during Greek times) with his spouse and multiple lovers of multiple genders at his side. And I won’t even get started on where Jews have lived and what they’ve done, because to paraphrase the song, we’ve been everywhere, man, from China to Africa, across Middle Eastern countries to the wild west. And thanks to amazing people doing fantastic research these days, we don’t have to just rely on the dominant narrative or biased educational institutions to teach us how things really were. We have the internet to give us more information.
(Of course one ought to check their sources to make sure they’re reliable. There are way too many ‘alternative facts’ out there to just accept things without verification. Always check to make sure your sources are reliable or risk spreading the virus of rewritten history).
In short, do not just swallow the dominant narrative and regurgitate it into your games. History is way more interesting than you might think. And by doing a little research, you can provide a more realistic portrayal of not only dominant groups, but marginalized groups as well, such as women, queer people, people of color, disabled people, and people of different genders, ethnicities, religious and cultural groups.
Why Is All This Important?
So after all this exploring of respectful history representation we come down to the last and maybe most important question: why is this important? Why is it important to represent history well in your games? There’s a few simple answers.
By providing a respectful historical context for your game, you acknowledge the enormity of historical tragedies and events gone by.
You acknowledge and respect the fact that those historical events might have a serious impact on people playing your game based on their own background or else just sensitivity to the subject matter.
You explore more complicated historical narratives and help bring forth those lost narratives into the media eye by representing them in your stories.
You provide richer narrative portrayals of characters for your players to inhabit, giving room for different stories especially for marginalized people in the game space.
But if you want to put aside all of this, here’s the one major reason to keep in mind:
You’ll just tell better stories.
If you spend all your time retreading the same historical ground done by the two-dimensional historic representations of the dominant narrative, your game will be limited to only those standard representations. By expanding the field of your representation of history, and by exploring the complexity of history in a more contextualized and nuanced light, you’ll be able to tell new and richer stories with your games and set yourself on a path to making better art in the long run.
So in closing, go make better art thanks to proper historical context. It might open up worlds of stories you never expected.
[[Spoilers ahead for Captain America: Steve Rogers #1]]
So apparently, Captain America is a HYDRA agent now. And everyone seems intent on telling me how I should or shouldn’t feel about it.
If you’re not sure what I’m talking about, let me fill you in. Captain America, the star-spangled hero that’s graced the comics since the 1940’s, has had a rough time of it in recent years. First, Cap got aged to an older man thanks to some shenanigans, and had to retire from being Cap. Steve Rogers handed the shield to his friend Sam Wilson aka Falcon. For a time he became the head of SHIELD and even went on to still try to be cap, even in his elder years. But events in the comics recently gave him back his vitality and youth, and he took the name Captain America again to kick some Hydra ass.
Except it turns out, thanks to the new comic Captain America: Steve Rogers, that Cap isn’t the Hydra ass kicker we thought. You see, according to the first issue written by Nick Spencer, Captain America is apparently a Hydra agent.
“There’s also no Santa Claus.”
Now, I know what you’re going to say. “But it’s a comic book! There’s clearly some mind control going on, or reality changing, or whatever nonsense is going on. This is a gimmick, a ploy to sell first issues!” And yes, all these things may be true. Cap’s youth was returned by an incarnated cosmic cube named Kubiq, and that may account for the odd changes to Cap. But it isn’t just the modern Cap that’s apparently jumped on the squid-faced bandwagon. No, Captain America #1 has a flashback sequence through the book that shows little Steve Rogers with his mother when she’s rescued from her drunk, abusive husband by a woman who radicalizes her into Hydra. The indication then is that not only is Cap a Hydra agent, but he has been for a very, very long time.
The first issue of this Spencer run landed on shelves with a proverbial bang in a week when Marvel needed to score serious press attention. DC was launching the rebrand of their entire company through their event Rebirth and might have otherwise dominated the news cycle. But thanks to this huge heel turn, Marvel drowned out DC’s launch in a big way. And of course they did. Because the hero of America has become the vehicle of a fascist organization, a tool of everything he ever fought against. So, the internet went nuts.
The fan response has been, to my eyes, almost completely negative. A great example of the responses I’ve seen comes from TC Curly, a friend of mine, who said:
I wouldn’t mind a marvel character heel turn, but having cap join hydra is like having aqua man join the Aryan nation. It’s bizarre, It’s drastic, and it just feels really dirty.
Even Chris Evans, the Marvel Cinematic Universe’s Captain America himself, got in on the concern about the recent reversal, stating on Twitter:
There’s been quite a lot of articles about how this is a desecration of everything that Captain America stands for. Plenty more are talking about how this is a gimmick that will just be reversed, although Time magazine’s interview with Cap’s creative team basically says it’s not. Still others point out, rightly so, that having Cap turn into an agent of an organization that were associated heavily and born in the comics from the Nazis is spitting in the face of the origins of the character. Specifically, Captain America was written by two Jewish men, Jack Kirby and Joe Simon. And now, he’s being retroactively written as being a tool of the regime that supported Hitler’s Nazi regime.
And this is where the conversation online has taken an interesting turn. Because while there are thoughtful articles pointing out the problem with associating Cap with Nazis, other articles have taken the time to distance Hydra as an organization from the Nazis and their activities. Specifically, they point to the origins of Hydra in fascism across the globe rather than in the Nazis in specific. And it’s this attempt to bend over backwards to save face for the Spencer storyline that’s got me frustrated and a little angry.
Like this new storyline or not, the Spencer storyline has given people a chance to discuss a really difficult situation: the use of Nazis in a major plot arch through Marvel comics. Like it or not, Hydra was introduced as a major fascist bad guy faction that had its start associated heavily with the Nazis. One only needs to think hard about the very first major HYDRA bad guys and the first one that probably pops to mind would be The Red Skull. Who, in the comics, looked early on a lot like this:
Yup, that’s pretty blatant there. Swastika and all. Nazi.
That armband ain’t just a fashion accessory.
Then there’s Baron Von Strucker, a major Aryan ‘purity of races’ kind of guy who was a major part of HYDRA for years. While comics tried to back-track away from Von Strucker’s Nazi associations too over the years and dropped a bunch of his white-power motivations, the guy still sported the ol’ red armband for a long while.
Over the years, Hydra did branch out to back other fascist regimes worldwide in the comics, but a huge part of their past remains with the Nazis. Red Skull remained that swastika wearing presence in the comics, a constant reminder of the genocidal birthplace of the group in comics. Later writers tried to back Hydra away from the Nazis too, but the presence of them in Hydra’s past remains. And while the Marvel Cinematic Universe worked hard follow that distancing tactic, going as far as having Hugo Weaving’s Red Skull give a diatribe about how Hydra was only using the Nazis in Captain America: The First Avenger, that cannot divorce the history of the Nazi’s fictionalized presence in the comic book organization.
[[On another note, the MCU doesn’t always separate the Nazis from HYDRA so much. Agents of SHIELD bad guy Daniel Whitehall actually was a Nazi scientist named Rinehart who experimented and dissected people on the show. All while looking like this.
“I just got this Iron Cross from a re-enactment event weekend. Really!”
Still questioning whether Hydra is associated with Nazis? No? Me neither.]]
Apparently people can try. Because articles are taking their time now to do so, making it very clear that Hydra is more than just Nazis. But why now? Why have this in-depth discussion about how these genocidal, world-dominating, fascist-supporting aren’t really Nazis now? Because Captain America is now being associated with Nazis. And if they can’t deny the storyline is happening, then at least they’ll deny that the organization is that bad.
It’s this hair-splitting that is leaving a bad taste in my mouth. Guys, Hydra were Nazis. Red Skull was this guy for years. This guy. Right here.
And instead of just accepting that Marvel is associating our star-spangled hero with the Nazis, people are bending over backwards to explain how its not that bad and mincing whether or not Hydra itself is Nazis. That might be even more insulting to me than what’s going on with Cap. People are having legitimate emotional responses to seeing their beloved hero becoming a Hydra agent. Some of those reactions have to do with the horror of seeing Captain America be associated with the Nazis. For Jews especially, it smacks of an emotional ignorance about the hero Cap was to those who look back at WWII and see the specter of the Nazi holocaust overshadowing their families.
Plenty of folks are having legitimate emotional reactions and saying no, it’s not okay. Instead of acknowledging that emotional response and how it might be insensitive to Jewish readers, people are in a rush to say “They aren’t Nazis! You’re over-conflating it!” It’s comic-splaining at its best and bordering on gaslighting. “You’re seeing Nazis where they aren’t!”
Ahem. Really? So that swastika is just a tibetan good luck symbol on Red Skull there, huh?
This response smacks of so many cases of people white-washing and ignoring the legitimate concerns of Jews over representation and insensitive treatment that it infuriates me. While I don’t necessarily think the situation is anti-semetic exactly, it feels careless in its consideration of how this plotline might impact those for whom Nazis have a more personal hatred.
I remember showing my grandmother, a Holocaust survivor, Captain America in the comics when I was younger. I told her in the comics that he first showed up punching Hitler in the face. I remember her laughing and shaking her head at it, in this kind of bitter way. I wonder if she thought how funny wish fulfillment art is, though I never asked her how it made her feel. I wonder now how this comic would make her feel, seeing Cap turned to the dark side. Mostly, I wonder how all these “well, actually…” articles about Hydra would make her feel. “Well, actually they’re not Nazis. They just wore swastikas and supported Hitler’s actions in World War II before moving on to be fascists elsewhere. But they’re totally not Nazis themselves. Really!”
Yup. No Nazis here.
My grandmother passed away when I was sixteen, so she’s not here to ask how she feels. But I know how I feel about the Captain America thing. I’m going to keep reading so I can see where Nick Spencer and the Cap team is going with this plot. But mainly, I know how I feel about these articles trying to drive away any feelings of discomfort by Jewish readers by comic-splaining away the Nazis. As opposed to listening to those fans’ feelings with compassion and understanding, people would rather we shut up and stop associating Cap with one of the most genocidal groups of all time.
Funny, I would like to stop associating him with them too. Only now, thanks to the comics, I can’t. So let me have my feelings, thanks, without explaining to me why I should sit down and be quiet about it. My comic nerd rage is valid too, especially when it’s fueled by personal history and real-world religious bigotries.
Hello blog readers! It’s your old friend Shoshana Kessock returned to her website from a long hiatus away from blog writing. I’ve had a lot of projects on my plate keeping me away (which I’ll cover in another post) but right now I’m debuting this brand new idea I’ve had for organizing the thoughts that I toss out there into the internet-world.
A while back I came up with a heading system for the blog, with a series of posts called Not Ready To Make Nice about issues I wanted to speak about. Well, here’s the second heading, called LARP Traveller Diaries. Here I’ll toss out some ideas about LARPing and experiences I’ve had at conventions and games wherever I find them. I’ll share thoughts on individual games, experiences, and larp theory that comes up in my head.
We’re going to start right off the bat with my first post of the series. Let’s dive in!
“I can schedule a freak-out five days from Sunday.”
I have a crazy looking calendar. These days with a lot going on, I schedule my life down to the hour sometimes. 8AM wake-up, groan for ten minutes about waking up, medication self-care time, up to breakfast, on to work, etc. As someone who used to be very willy-nilly about their time management, I learned the uses of scheduling and it’s improved my appreciation for my time and everyone else’s. Scheduling taught me the value of a little preparation giving me the jump on all the things I want to do in my life.
So it’s a little surprising even to me that when it comes to going to LARP events, I like to approach things completely the opposite.
I enjoy going to big event LARPs, the Nordic or Nordic-inspired LARPs that provide big budget experiences for one weekend. They’re the equivalent to me of going to a five-star restaurant as opposed to going to a favorite joint or cooking at home. With these big-budget LARPs costing a pretty penny, most people will only go to one or two in a long while, and the LARP becomes a major experience. It becomes an event that I look forward to on my calendar, the weekend when I go and immerse myself in a weekend of BIG LARP FUN. And of course, other folks start to get excited too. Months in advance people online are talking about the game, getting hype for the fun we’ll have.
And then… then for me comes the anxiety. See, for me, hype can go over the line from fun to anxiety.
I recently signed up to play New World Magischola, the wizards-and-wands Harry Potter-inspired American LARP created after the monumental success of College of Wizardry in Europe. The company behind NWM, Learn LARP, has worked diligently to create a hell of an experience, and for months in advance there’s been Facebook groups, applications to fill out, and character connections to make. There’s not a single day I’m not waking up to a new message about the event on Facebook, especially as the game date approaches. At first, the messages helped build up excitement in me. Everyone else is so into this, I said, it’s going to be great! I saw players I knew from LARP communities around the world were signed up for my weekend, and I started to read more about the setting, the costumes. I got picked to play a professor, and I was jazzed to bring my brand of Magical Ethics class to the unsuspecting students, mwahahahaha.
Not this evil. I promise. Really. Don’t be afraid.
But as time went on, and there were more and more posts, I found myself falling behind. I’d recently got a new job with John Wick Presents writing full-time and I was working on a myriad of other creative projects including my own LARPs. I cut down on the time I spent on Facebook and focused on work and friends. Then, when I had time, I’d check in on the NWM prep, only to find so much information I’d already missed. People were playing scenes online, plotting previous character relationships that lasted years. I started to get a creeping feeling in my stomach: was I going to be unprepared for game? Was I going to come in at a disadvantage?
I started to feel like I was actually a kid heading to a new school for the first time.
Nobody wants to be the kid who forgets their homework, or the kid who doesn’t have a place to sit at lunch because everyone’s already with their friends. And nobody wants to be the LARPer who travels to a brand new game only to find everyone’s already buddies and you’re on the outside, looking in at the fun. As time went on, the New LARP Butterflies started to kick in.
It’s about then that I instituted my handy-dandy anxiety-busting New LARP rule list.
Was I excited about the game? Yes.
Did I like the premise? Yes.
Did I have any concerns about the safety of the game? No.
Was the game accessible to me? Yes.
Did I have any other conflicts that would make me concerned about my experience? No.
With these questions answered, I instituted Emergency Anti-Larp-Anxieties Answer #1:
Just Fly.
The quote comes from the first Christopher Reeves movie, when Superman catches a distressed plane in his very first heroic act. The co-pilot is freaking out trying to figure out what’s going on, how they’re not crashing, wants to know all the details. The pilot, who spotted Superman under the wing, can barely believe what’s going on. But he’s not going to look a gift flying-man in the mouth and tells the co-pilot, “Fly. Just… fly.”
Repeat after me: I do not have to be a perfect LARPer person.
LARP anxiety, especially in new groups, I believe is rooted in the old performance anxiety with a dash of first day at a new school-itis. You don’t know what to expect, not only from the game setting and mechanics or from your own roleplay, but you don’t know how you’ll interact with those around you. Will they accept me? Will I have a good time in this new place? Is it going to be worth all the work I’ve put in? Will I be disappointed?
It’s been my experience that disappointment usually occurs when reality and expectations don’t meet. When the hopes I’ve had about a LARP experience don’t mesh with what actually goes on in game, I walk out with a sense that something was missing. Except perhaps there was nothing missing at all! Maybe I just wanted one thing and got something that was equally awesome, but I was so busy worrying about what I wanted that I didn’t embrace what I had. Planning before a LARP for me then becomes a series of ways to set expectations which then distract me from what happens, right then, in the moment. It makes the game about what will be, instead of what is during play.
I had this issue during College of Wizardry and I wrote a lot about it in my article about how LARP can turn you into an asshole. A lot of my difficulty with College of Wizardry is because the adventure of the weekend didn’t meet my rosy-cheeked optimism of playing in a Harry Potter world. I wanted to be the plucky heroine, and ended up playing the kid who got picked last for dodgeball. Instead of embracing the play right then, I got stuck on what I’d prepared for and thought of and worked for before game. I questioned whether if I’d prepped more, played more scenes with others, built more relationships, if I wouldn’t have had a better time. In the end, I recognized that it was expectation that had soured my experience, and that’s where my rules of New LARP were born.
It’s understandable. I mean, admit it: we all want to be Harry Potter. Above: The minute you realize you are not the LARP protagonist.
I’m going to New World Magischola with just enough prep in place to be comfortable. I have to prep lesson plans, sure, because I’m faculty. I’m going to talk to a few people about how we know one another in advance. But that’s about it. I’m going to read the game document. I’m going to chat online a little. But otherwise I’m approaching play with a “Just Fly” attitude. I’m shucking any comparisons to College of Wizardry because this game is its own creature, and I don’t want to set false expectations by equating the two falsely.
I’m just going to go to New World Magischola and be Thessaly Kane, professor. I’ll show up and I have no idea what’s going to happen. None at all!
And that’s okay. In fact, that’s great for me.
Because otherwise, I turn into THIS.
Except maybe a little less put together.
Now for some people, the “Just Fly” attitude makes them anxious. Showing up this way makes them feel unprepared and nervous, so prep helps them. That’s cool. As a friend says, you do you, boo. As long as there’s room for both our prep styles, we can both have a kickass time at the game. As long as there’s no expectation that you HAVE TO prepare so much in advance. That one is better than the other. And nowhere have I encountered anyone saying you have to do tons of preparation for New World Magischola. When we arrive game day, we’re all equal in the eyes of the LARP gods, ready to have a kickass weekend.
New World Magischola is coming up in June, and I’m ready to fly. But in the meantime, I got other stuff to do. I’ll pack my bags maybe a day before I get in the car. I ordered a couple of new props and read the rules. And I’m chatting online a little. But otherwise, game will happen for me at game. I’ll come in a blank slate, ready for whatever comes. And that’s what makes me a happy LARPer. Everyone else should do what makes them happy LARPers too, and it’s going to be a great game. As long as we all remember: nobody’s way is better. We all prep for our fun in different ways.
Besides, we all have one worry we can all agree on anyway: how am I going to pack all this stuff for game?!
“Just one more bag, guys, I promise!”
Ah well, some LARP worries can’t be solved by cool movie quotes. But one problem at a time.
My GenCon wrap-up post has been delayed once more to bring you this late breaking bulletin:
It’s still not okay to cosplay as a Nazi.
In case you forgot. Just checking in.
You’d think a girl wouldn’t have to put this up a second year. I had a post up last year about how it was impossible to miss the presence of Nazi memorabilia being sold at GenCon. How there were cosplayers who thought it was cool to walk down the street wearing their Nazi gear. Over the year that issue remained relevant as such instances of Nazi cosplay and memorabilia being sold were reported at other conventions, such as NYCC. Apparently, it wasn’t just a GenCon thing.
“Selling Nazi gear right across from Cap hoodies? Not cool!”
Last year’s article then got reposted in A.A. George’s post about race issues at GenCon and so the issue has come up with a huge number of people talking about it. And y’know what I’m hearing a lot of? Apologizing. I’m hearing apologizing and excuses made FOR THE PEOPLE WHO WANT TO WEAR NAZI GEAR. And not in the context of, y’know, historical reenactment where they’re going to get punched in the face by the Allies, like Captain America did to Hitler.
Some of these apologies are in two posts that have gone up in response to A.A. George’s article, found here and here. I’ll save you reading through the entire things because, frankly, they’re not all that impressive to begin with. They rely on Fisking their way thru George’s piece, going line by line to dissect terms rather than actually addressing the issue with courtesy and respect. So I’ll hone in on the salient points to THIS conversation, namely where they talk about my article.
The first article lies here and here’s a screenshot. The quoted part is the original article by A.A. George while the second half is the opinion of the article’s author:
No, but pinup girls in Nazi uniforms are. And last year there was Nazi military stuff. This year at the same booth there was vintage anti-Japanese propaganda posters. Are these really necessary to make games about bad guys at cons? Are these somehow necessary to display Nazis as the villain of some pieces? Or are they a contextless representation of racist crap, being sold to people right across from where folks are buying cool t-shirts? It’s someone using the GenCon space to financially profit from selling hateful memorabilia with ZERO context to a game. The same would be cosplayers who are walking around the con. There being zero context for their costumes in some cases, we’re looking at folks doing their shopping or playing their Pathfinder games, and looking up to see a dude sporting the old ‘fetishized militaria’ costumes.
That’s my response to THAT article. A conversation then came up on Google+ where someone defended the very fact that making Nazis a taboo subject would… create Nazis. Hang on for a ride here, folks, this is what we’re up to: (Names filed off this quote for anonymity of the poster)
Anytime you make it taboo, you plump it up, invigorate it, make it more virile. Anytime you make it off-limits, you make it off-limits to mock, you make it off-limits to parody, you make it off-limits to deconstruct, to integrate, to drain the power from it into a wider form of expression. Every time you say “no Nazi imagery is acceptable,” you reinforce the idea that just the appearance of a thing, just the visual stimulation of a thing, is so powerful that rational people must reject it for fear that they become tainted merely by association.
Congratulations, you’ve just built your own enemy and fêted on your own blood. You’re kind of an idiot.
There are very few more dangerous statements, ideas, or strings of expressions than, “that part of history is too close to home for freedom of expression.” Freedom of expression is how you contextualize history. Freedom of expression is how you get beyond history. Freedom of expression is how you make new history. So long as Austria and Germany have strict and constant vigilance against the threat presented by Nazis, they will always have Nazis. They build Nazis. They make Nazis. They have least themselves to the very idea that the Nazi has power over them, so much so that the very whiff of National Socialism is outside the purview of what can be discussed or represented.
You want Nazis? Because that’s how you get Nazis.”
First, whoa there tiger. You create Nazis by not allowing people to be Nazis? No, last I checked, people become Nazis because they choose to personally associate with the symbols, beliefs, and ideas of a hate-based party. Countries that have strict laws against the presence of Nazis, neo-Nazis, and fascists of the like are, last I checked, trying to check the creation of hate groups within their country. Which in my eyes is not a bad thing.
“But wait! What about freedom of expression! If we’re not careful, soon we’ll be treating Nazis like You-Know-Who in Harry Potter! We’ll be censored! Oh no!” Oh we could do a dance about what freedom of expression really means, and the fact that freedom of expression is in fact NOT universal no matter what we think (cannot shout fire in a crowded room, ect.) and also does not take away from the fact that when you express, you must be responsible and accountable for the repercussions of said expression. Which includes people saying you’re offensive and even potentially harmful at an event when wearing and exhibiting Nazi paraphernalia.
What’s so sad is I agree on one point: freedom of expression allows people to address difficult subject matter. It’s what makes us able to explore it. But there is such a thing as exploring it in a manner that is respectful for the nightmare that it caused. It’s all about context, as is so many things. And where, for example, games like Achtung! Cthulhu or Weird World War engage with Nazi material, as does many games that touch upon WWII, it’s the context of “UR MER GERD, NAZIS ER COOL!” that is blatantly problematic. This isn’t a question of white-washing them out of history, of a chance of us forgetting that Nazis are one of the worst evils around. I don’t feel that by saying that you can’t cosplay as a character that we’re risking future generations not knowing about the evils of Nazi Europe. It’s about creating a space in which people don’t walk into a convention hall, or past a booth, and overhear some dudes going “wow, look at this cool Nazi gear! It’ll look great in my collection!”
Which is exactly the context by which I ran into that booth the year before. I went into that booth to buy patches for my zombie-fighting LARP armor and ran smack into Nazi imagery, paraphernalia, and a couple of guys talking about adding some of it to ‘their collection.’ I fled that booth as fast as my legs would go. I wanted to be nowhere near it. Too bad it was right across from the booth of a friend of mine. I had to pass it every damn time I came to visit them. This year? It was right across from a booth I normally visit to buy t-shirts. I didn’t go anywhere near that t-shirt booth or any of those around it. That’s my business gone, my dollars not spent at any of the booths in the vicinity of the nazi gear. And maybe that’s just me. But that’s a financial repercussion: I voted with my wheelchair wheels and got the hell away from that booth for the second uncomfortable year.
This conversation, having been brought up by the Tor.com article, has highlighted some nasty, uncomfortable parts of the gaming world that seemingly think it’s benign to wear these things, to display them. That some sort of freedom of expression will be indelibly damaged by a rule against Nazi cosplay and the selling of Nazi paraphernalia at conventions. Sure, you have the right to wear these things thru freedom of expression. But there’s a big difference between you CAN wear something and you SHOULD.
Once again, I reiterate a previous stance I have: gaming spaces are shared spaces. And the impact displaying hate-associated imagery in that larger convention space, especially without the context of ‘Nazis-as-despicable-villains’ is harmful to those for whom historical Nazis are a personal nightmare. The display of such callous disregard for the feelings of others on the matter in the face of “BUT I WANNA COSPLAY!” is crude and tasteless at best and harmful and cruel at worst.
And you know what’s the worst part? I said all of this last year! Most of this post is almost verbatim what I said in last year’s post after engaging with the booth and first their sexist stuff and then their Nazi gear. This comes up again, and again. And again. And what worries me is that it isn’t going to be addressed. People who are afraid of their precious ‘freedom of expression’ being violated by so-called ‘social justice warriors’ are going to scream at the heavens when I mention that contextless Nazi cosplay and paraphernalia for sale is uncomfortable. They’ll slap that old “Oh this is just those crazy Social Justice Warriors” again on it and ignore.
Y’know what? You can’t say that you’re all about engaging with arguments when you ignore their content for the sake of saying that it’s just something brought up by social justice warriors. I loathe that term so much. It is the most reductive, diversionary tactic by those who are too lazy to actually engage with issues and want to hand wave away the credibility of anyone bringing these topics up. But for those who want to avoid talking about issues, who just want to have things their way and not consider the comfort of others, then the answer will always be “Get a thicker skin.”
Well my skin’s pretty thick. That’s how I got into this fight in the first place. To speak up for something that I find repugnant against a cacophony of apologists and excusers. And I’ll bring it up again, next year, if the topic comes up again. Which, considering our luck so far, it almost assuredly will.
First, I’d like to congratulate you on your album, called I believe The Brooklyn. It’s really hard to break into and build success in any creative industry and I’m sure you worked very hard to get there, so kudos to you! I read about your rise from a busker playing the ukelele on the subway platforms to a music star. Very inspirational stuff, and I am glad for your success. However, I have recently watched your first single called Brooklyn Girls and I’m a little perplexed as to what borough you might believe you are representing in both your lyrics and your video.
You see, Catey, I grew up in Brooklyn. I’ve been here thirty-one years of my life. And in those thirty one years, I have seen a great bit of this amazing borough I call home. So when I watched your video, I was excited to have a song dedicated to representing the diverse, beautiful, historic borough that I call home. Specifically, I was hoping to see a myriad of different Brooklyn women represented from all of the different cultures that call Brooklyn their home. (And Catey, yes, I know the song is called Brooklyn Girls, but I have an issue with calling full-grown women girls. It’s a little infantilizing, don’t you think?)
Unfortunately, Catey, instead of a video celebrating the capable, creative, brilliant women of Brooklyn, it seems you may have only decided to shoot your video in a Bushwick block party and left it at that. That’s cool, of course. That’s your privilege. As a musician and a creative person, you get the choice and the opportunity to put anything you want into your music and your videos. Freedom of creation, freedom of speech, of course. However if I might offer a suggestion, there is a lot of Brooklyn you seemingly forgot to include in your song in a rush to represent women of the whole borough.
Welcome to Brooklyn – not just the trendy parts.
See, Catey, having grown up here I’m aware of the different parts of Brooklyn, aware enough to know that I haven’t even scratched the surface in exploring the nuanced, complicated place I call home. But my neighborhood of Midwood alone represents dozens of groups of people from all over the world. I grew up in an apartment building where you could hear people talking in ten different languages, cooking foods from everywhere. In my neighborhood alone you could get takeout from four different continents. The buildings in your video, unfortunately, seemed to a lack that diversity that helps make Brooklyn the multicultural center it is. And if I might say so, Catey, your video was a little whitewashed too. But hey, that’s cool, if that’s the neighborhood you live in when you migrated to Brooklyn from Virginia Beach, that’s cool.
But it’s not Brooklyn.
Brooklyn is a wide place, Catey, and much bigger than the newly gentrified Bushwick and Williamsburg. Those areas, newly ‘cleaned up’ with their microbreweries (delicious as they are) and adorable cafes, are only a small part of the Brooklyn I know. Those areas, in fact, are what I like to call the most sanitized parts of Brooklyn, long since decimated of the organic neighborhoods that once grew there in favor of making room for younger transplants from out of town who are willing to pay any rent (even the most exorbitant) to be near the Big Apple. But they are your home, so that’s cool. You are representing your Brooklyn experience, and that’s awesome.
But it’s not my Brooklyn.
At least it’s not Fuggedaboutit
My Brooklyn is Coney Island to Downtown, Bushwick to Greenpoint to Bay Ridge. Perhaps a nostalgic point of view, but my Brooklyn is an inclusive one, with even room for those overpriced, upscaled, rent-inflated areas that are considered hip and trendy. It’s got room for your view of the city, Catey. It’s just pretty sad that your video doesn’t have room for mine.
So once your album is out and you’re done touring, Catey, I encourage you to skip the L train into Manhattan for a little while, and explore the rest of the borough your song title says you represent. And meet some of the other Brooklyn Girls (Women) out there, in their neighborhoods. I’m sure they’ve got more to talk about then all those times they hung out on the top of brownstones, or the times they got it on in the bathroom stalls. I’m sure you can then explain to them how tough and gritty you are, and you can explain why you think all the fly girls reside in your very select view of Brooklyn. You’ll have a great time, Catey, I’m sure.
So thanks for listening, Catey, from one Brooklyn Woman to a Brooklyn Girl.
(Warning: I am delving into a discussion of diversity, politics, anti-semetism, and more. I do so with only the intent of exploring my complicated feelings on the subject, in light of a lot of activities going on lately in the world. Please take this as a meditation on the subject and no manifesto, a thought in progress with no intent to insult, but instead to create consideration. I try to understand how to speak about diversity and acknowledge that I trip and fall in the holes of my own ignorance more often than I succeed. Let’s see if I can get this out without finding a pit hole again).
These days, everyone is talking about diversity: how it’s important, how it needs to be a part of our world, how it should be handled in our work and what’s the best language to use. I myself have talked about it, written about it, sat on panels about it (when it comes to geekdom and gaming) and more. There are battles going on about social justice both in the real world and especially across the internet. From people speaking out about the harassment of women in the comic book world to discussions about Ru-Paul using the transphobic term ‘she-male’ on the popular Ru-Paul’s Drag Race, we have been having more conversations than ever regarding how to bridge the gaps between what is considered ‘normal’ in our cultures and those who have been struggling with bigotry and intolerance for years. While the internet rages over the appropriation of words and how to best handle online harassment of activists, one particular part of the argument has stuck with me over the last few months.
When discussions of diversity and fighting for equality has come up, one of the popular responses I’ve heard from people is: “Well, I’m not part of the problem, I don’t see race/religion/ethnicity/sexuality/gender. I see people.” The implication here is that by seeing past these things to treat everyone as individuals, as people rather than a collection of identifiers, then the entire issue of bigotry has been sidestepped in favor of a utopian melting pot of empathy. In it’s purest form, I love this idea. I love it so much I can’t tell you. The idea that we can look at one another with empathy and respect and see and accept one another for the person we are rather than a pile of identifiers is amazing.
It’s also dangerous.
The dream of the Melting Pot, where cultures will merge into one another and we will all become one big culture, isn’t entirely a dream anymore. People from across the world are coming together, sharing communities, building creative endeavors, working together, falling in love, making babies, and growing old together. Today we share our cultures, our cuisine, our holidays, our music, our futures and our hopes with people whose ancestors and ours might never have interacted. Or worse, whose ancestors and our ancestors might not have exactly been buddies. Things are changing and the face of our world, especially in the US, is rapidly shifting. So then why is it so dangerous, so worrisome, to say that differences no longer exist?
Because fact of the matter is… they do. And to ignore them is to ignore the reality of those who are different from you, and the way that those differences are treated by the rest of the non-melting pot society.
Fact: People who are different than the ‘norm’ have different life experiences, different needs, different wants. Hell, everyone has different wants and needs in this world, and trying to wash them all into a single group is to deny individuality, the experiences, and the trials and tribulations faced by others. Saying you do not see people by the factors that make them up is denying a part of their heritage and experience in favor of your comfort, in an effort to minimize the issue.
Fact: Bigotry still exists around the world. And just because an individual chooses not to notice differences, doesn’t mean that discrimination isn’t still happening from elsewhere.
It’s this particular part of the problem of white-washing, or ‘normalizing’ all people, that I want to focus on.
I’ll use an example that is close to my heart. Anti-semetism.
Just last week, have saw an instance of a shooting at a Jewish Community Center and then a rest home for the aged in Kansas. (And can I get up on my box for a moment and say A REST HOME?! What in the cowardly HELL?) The 73-year-old shooter was identified as a former leader of the Klu-Klux-Klan in the area, and there were questions for a bit about whether or not the shooting was going to be labeled a hate crime. The shooter was reported to have shouted ‘Heil Hitler!’ when he got into the cop car.
Ahem. Moving on.
The flyer circulated in Donetzke Ukraine, telling Jews to register with the government or risk deportation and seizure of property.
Today we have reports that in the town of Donetzk in the Ukraine, Jews exited their synagogue on Passover to men in masks handing out flyers saying that Jews will have to report to the government who they are or face deportment and loss of their assets. The flyers were supposedly from the local government, though now there are indications that they may have been faked in an effort to create destabilization and propaganda against the local government. Who the hell knows what’s going on in the Ukraine right now, and who is doing what, but one thing is for certain. Jews in an Eastern European city came out of their synagogue and were handed flyers that told them they were going to need to register themselves with the government. This of course less than a hundred years after the LAST time a government asked Jews to identify themselves publicly – and we remember how well that went.
(And yes – I went there. I referenced the Holocaust. Because you can’t get away with this issue today without that ghost haunting every headline).
These are two extreme realities of anti-semetism in the world today, one in the US and one in the Ukraine. But every day there are incidents of neo-nazi activity, of anti-semetic behavior, of micro-aggressions. A friend of mine was on the subway recently in New York City when a woman got on and started screaming about killing all the Jews. My friend was sitting next to an Orthodox girl, who started shaking in fear, so my friend grabbed the girl’s hand and assured her that she was safe, she was going to be protected. On the Orthodox girl’s far side another pair of women grabbed her other free hand. The woman ranted, raved, and eventually left the train without incident. This story, while awful in pointing out how in the heart of liberal America (New York) we have instances of anti-semetism right out in the open, also highlights how folks are willing to do something to fight this bigotry. People stand against these things. Outrage is lobbed across the internet when we hear about these things. Anti-fascist activists get out in the street, protest, stand up, even get hurt – as in the case of neo-nazis knifing feminist activists in Malmo, Sweden. But mostly, when these things happen, we hear disbelief. “I can’t believe this is happening, in today’s day and age!”
Why? Why are we surprised? People have always scapegoated and mistreated those that are other. Those of us who consider ourselves liberal, or open-minded, or progressive, or whatever you want to call it believe that this can be cured with time, with evolution of mankind. And I hope that we’re right. But in the meanwhile, we have to also understand and accept that not everyone feels this way. To pretend that they do, to pretend that everyone agrees with this view of a unified mankind into one homogeneous population at peace with one another is to deny not only the beautiful diversity that we’re trying to celebrate, but to woefully underestimate the bigotry that still exists and festers in this world. It is the ugly side to recognizing differences. And the more that we try and pretend that these differences don’t exist, that we strip those differences back to indicate a person is just ‘a human being’, the more we underestimate the hatred born of people who aren’t so interested in accepting the melting pot world. We forget that there are those out there who are still dedicated to a hatred so unfathomable to me as to be monstrous.
There’s a saying I like to employ about the people in my life, when people ask me about how I’m friends with someone who has a problem, or a personality issue that gets on their nerves. “But Shoshana,” they ask, “that person is a dick! They do such annoying things!” And my response is always: “I get that. But I try to embrace my friends with their flaws, not despite them.” While I would never consider the differences between people as flaws, the structure of the idea there is still sound. To state that I embrace a friend without acknowledging their flaws would be wrong: you’ll always be treating that person unfairly, as you are picking and choosing what personality traits of theirs you appreciate and which you’ll ignore until they become a problem for you. In cases of diversity, I would change the saying and say: “I embrace my friends for all that they are, not just for the parts I find acceptable.” Because it is the height of disrespect to a person in my eyes to say that you appreciate them as a person without appreciating the parts of themselves that you might find distasteful, but that remain parts of their identity and life experience.
Differences exist. But we honor them. We respect them. We do not make them the lever upon which we grind our ax. We do not use that difference as a way to push our pain off on others. And we certainly don’t try and pretend those differences don’t exist, because to do so is to deny the fundamental freedom of choice and independent thought that we so celebrate as part of the human condition. We have the right to be different. Let’s not pretend for a minute that we aren’t in a race to be more PC.
C’mon, human race. I believe we’re better than this. We have to be.
Every time I feel like I have to say ‘it’s been a while’ when I start a blog post here. Fact is, I fell out of the practice of posting at least once a week because of the amount of work I’ve been doing lately. I don’t mind saying it’s been a lot, so posting on my own blog about what’s up has fallen by the wayside. I want that to change, even if it’s just some basic updates.
So, what have I been working on? Let’s talk about it all. Let’s talk about all of the things.
Living Games Conference
The Living Games Conference is my graduate thesis project at the NYU Game Center. It is a live action role-play academic conference being hosted at the Magnet Center in Brooklyn March 14-16th. We are the very first Tickets are on sale as the event is one month away. We are looking to have talks and workshops by designers from around the world come together in NYC to talk about the future of LARP and innovation in the field. The schedule includes keynotes from Lizzie Stark and Aaron Vanek with our third keynote soon to be announced (hint: it may be on the poster already, but shhhh)! Plus, we’ll be hosting a showcase of games on Saturday night that will let people get a look at the kind of games there are out in the world.
Part of doing this conference has involved getting funding together for various things, including and especially documentation of the panels. For that reason we’ve reached out on IndieGoGo to help with getting equipment and such. If you can, we’d appreciate any donations you might be able to make – every little bit helps. Plus there are some fun perks.
It has been a real pleasure working on this conference. I’ve learned a lot about event organization as well as the things I believe are most vital to the LARP community going forward. You’ll hear more about the conference as we approach the date in the next few weeks, but meanwhile check out the website for more info, buy tickets here, donate or follow us on Twitter @LivingGamesNYC.
Dangers Untold: The Kickstarter
Dangers Untold is a project I am so happy I got to work on, and now it’s live on Kickstarter! The game is a freeform LARP out to give folks a chance to tell the stories of the Heroine’s Journey. Like Labyrinth or Alice in Wonderland? Ever wanted to fall down the rabbit hole and explore adventures as a heroine out with her friends, Dorothy on the road through Oz? This game is for you. The goal was to create a game that could be played with people 12 and up, a game parents could play with their kids and kids could play with their friends. I designed the LARP based on my experiences with alternative, mechanics-light games with the intent on it being accessible to non-LARPers and seasoned vets alike. Mostly, I just kept in mind an experience I had running my LARP with the pre-teen daughter of a friend. I remember watching her eyes light up at the experience and realized not many games are accessible for younger audiences. Plus, how many times in games do you get to play with a girl protagonist squarely in mind? That was the aim of this game.
Produced by Josh Jordan and Ginger Goat Games based on Josh’s fantastic tabletop game Heroine, we’re looking to produce a beautiful book with photos by J.R. Blackwell and layout by Daniel Solis. The Kickstarter is up and running so come by and give us some love and help us make this great game possible.
Bundle of Holding – American Freeform
It has arrived! Bundle of Holding has put together a collection of fantastic freeform games and I am so honored to have my first freeform, SERVICE, available among them! My game is alongside work by fantastic folks like Jason Morningstar, Lizzie Stark, Evan Torner, Meguey Baker, Emily Care Boss and more. These games are amazing introductions to LARP for those who want to give the form a try but were concerned about long, complicated rules or ongoing campaigns that require a lot of gear. Freeform gives you a chance to create experiences that are personal, smaller, and easier to jump right into.
This is the first time that SERVICE is available to the public since it was produced initially earlier this year, and I’m excited to see it played elsewhere. Meanwhile, you’ve got a week to get your hands on this fantastic Bundle of Holding!
Whew, told you I was busy! Between that and some other projects, it’s been a busy winter so far. I’ll also be talking in another post about places you’re going to see me working with others on some fantastic LARPs and panels soon, including IndieCade East which is this weekend! So stay tuned to more about the work going on and check out the IndieGoGo, Kickstarter, and Bundle of Holding above!
Warning: The following article involves spoilers for Knights of Badassdom.
The minute I heard about Knights of Badassdom, I was excited. Forget for a moment that this was going to be a movie about LARP. This movie had Peter Dinklege in it, in armor, fighting at a LARP! It had Ryan Kwanden of True Blood fame, one of the only reasons I still WATCH that show, as our hero. And Summer Glau, fresh off of being badass in fandoms everywhere, was going to play the female lead. Plus there was going to be LARP! (Okay, now we’re back to that point) This was going to be a movie that not only spoke to my interests but had a great cast! How could things go wrong?
Easily. Oh so very easily.
It’s no secret that Knights of Badassdom, directed by Joe Lynch, went through production hell. The film was shot and then disappeared for a long while. The creator lost control of it to someone else, a producer who supposedly recut the entire thing before it was finally released into the wild through limited engagement showings across the country. The movie cashed in on a new system of ‘sponsored’ movie screenings, hosted locally in communities to drum up attendance. KoB was marketed to LARP communities to come out and support, to make showings available so that this movie could come to their area with it’s awesomeness. I was one of those people who applied to host a showing. As someone who loves seeing LARPers come together at events, I thought this would be a perfect community event – we’d all get together and watch some big stars pretend to do what we do! But before I would do it, I went to see an earlier screening, just to see what I was getting.
I’m so very glad I did. The moment the movie was over, I walked out and emailed Tugg, the service that was hosting the events. I told my liaison at Tugg that, “Frankly, I attended this film this week just to see what I would be hosting, and it is so bad that I don’t think I want my name associated. Kindly cancel my application.”
Knights of Badassdom is everything that bothers me about LARP films.
The Review
Let’s not start with talking about Knights of Badassdom as a LARP film. Instead, how does it rank as a film? Well, in the land of comedies, it ranks just above Sharkanedo in making sense plot-wise. There is no coherence in the flow of the movie after the characters GET to the LARP, when it devolves into a messy pastiche of horror film tropes banged together to create some kind of narrative. Once you’re halfway into the movie, you wonder why the director bothered to get such impressive actors as Dinklage, Jimmi Simpson and Kevin Zahn when they’re going to underuse them or, in Dinklage’s case, murder them off before they can do anything cool. The dialogue is some of the worst I’d ever heard in a movie, and as the film went on, more jokes fell flat than actually landed. By the time the movie went into ‘save the day’ mode, I was scratching my head at he mess of silly horror movie references tossed in, the ridiculously out of place hill-billy cops plot line that was jammed onto the rest of the film, and the plan the heroes supposedly put together to rescue the game from the horrible demon.
And once you get to the ending and the climactic showdown, I was so busy shaking my head at the lack of cohesion of ideas and the obvious plot holes that I’d forgotten I was watching a movie set at a LARP. It seemed more like a badly staged theater production entitled “How Not To Save The Day By Make Ryan Kwanten Pretend To Sing Fake Metal At A Bad CG Demon.” By the time the credits rolled, I was looking for as many synonyms for ‘disappointing’ as I could come up with.
Not Just Disappointing…
I sat after the film and thought about what I’d heard about the film. About how it had been hacked up in editing by the producer that got their hands on the film. Surely that was what made this film so bad? Anyone watching could have seen however that the movie would probably have sucked no matter the editing (there is only so much editing can do to awful dialogue). Still, I realized something about this movie was making me aggravated, and it wasn’t just being poorly done.
And that’s when I finally got it- expectation. This movie had not been what I expected. The movie in its treatment of the characters was saying something about LARP that wasn’t what was advertised. This wasn’t a movie about a LARP where horrible supernatural things happened. This was a movie about a normal guy getting shanghaied to a land of weird folks who bring down something terrible on themselves and pay the price. In this case, they get killed for the transgression of being LARPers.
Stop me if you’ve heard this one. Horror movie villains from the big budget murder spree films always have underlying themes they feed into in society. The movie Scream went through them in great detail: don’t drink, don’t have sex, don’t do drugs, don’t go off on your own and be different. Those things will get you killed in a horror movie faster than you can say ‘I’ll be right back.’ And why? Because they reenforce the stereotypes of society. Teens having sex is bad, and bad things happen to kids who go off and get high and drink and wander outside of the safe zones. That’s Horror Movie 101, the basics of the social messages behind all those massacres in the Freddy or Jason movies. Horror movies are all about the dangers of the unknown, and how it’s safer to be normal.
All of those tropes exist within Knights of Badassdom. Except they slapped the label on that ‘it’s just a joke’ that comedy gets away with as an excuse. The fact is, real comedy also uses its power to reflect a message back at the audience. Even Sharkanedo was saying ‘guys, your fear of sharks is so ridiculous because YOU ARE ON LAND MOST OF THE TIME SO CHILL.’ It makes a person look at their own assumptions and fears and laugh because they see a reflection of the absurd in themselves. Real comedy, like horror, tells you a lot about the community and people it’s talking to with the movie.
Who Is The Audience Of This Film?
So who is Knights of Badassdom talking to? It promised to be a movie for LARPers in it’s promotion. But after watching it, my conclusion is that it really isn’t. This movie wasn’t for LARPers, the way that Big Bang Theory isn’t for nerds. Knights of Badassdom is written for folks on the outside of a community looking in to point their finger and laugh.
They made a serious Lightning Bolt reference. Seriously, guys? Really?
You can tell who the audience is aimed at by looking at how the movie is set up. KoB is full of same tired tropes about LARPers trotted out to represent LARP as a strange hobby full of maladjusted people. The main character is the Everyday Joe (that’s literally his name, Joe), an under-employed metal musician with girlfriend problems, who regards what his friends do as weird and usual. He only attends the LARP because he is kidnapped by his roommates, who represent the stereotypes of LARPers: the rich kid with too much time on his hands and a need to escape reality, and the druggy who is otherwise kind of cool but way into the nerdy stuff. (The second being Peter Dinklege’s character, who might have had a chance to shine if he hadn’t been wasted on bad writing). Then let’s not forget about the game master, the horribly overdramatic and snotty guy who abuses his power and treats everyone like something you scrape off your shoe. That is, when he’s not hitting on the hottest girl there to ‘be his assistant storyteller.’
“I don’t even want to be here!”
Ah yes, Summer Glau’s character, Gwen. Gwen is beautiful, sweet, and a good fighter, a character we should be able to root for. When described by other characters, who get descriptions like ‘wily’ and ‘great fighter’, she is described as possessing a “+3 ass of awesome” or some such nonsense. She’s presented as the beautiful object of everyone’s attention (cue the closeup on her fishnet covered legs), including the game organizer, who skeeves on her in her very first scene. But fear not! She’s protected by her hulking cousin, who never breaks character – even in real life! Gwen is designated as her cousin’s babysitter at the LARP because he’s a danger to others due to his inability to separate fantasy from reality (ahem, LARPer trope ahoy!) Ah, now it all becomes clear! The beautiful female lead doesn’t even really want to be there, but she’s got to be there for family. Because why would a beautiful girl want to come to a LARP without an excuse? Heaven forbid she should actually want to participate in the game herself. In the LARP community I came up in, there was a derogatory term for girls who were brought by relatives/significant others who didn’t want to be there but just ‘played along’: a backpack. The movie backpacked Summer Glau and did it without so much as a cringe at their gender stereotyping.
“We kidnapped our friend to a game – yay!”
But why should it cringe? Because that’s all this movie is – a load of stereotypes dumped on top of some not very funny jokes. LARPers watching might look at the absurdity of the over-the-top performance and say ‘Look, they’re making jokes with us about the silliness of parts of our community.’ But if that was the case, the framing of the film is all wrong. The movie isn’t about a LARPer poking fun at his own community – it’s about a man on the outside coming in, judging everything he sees as absurd, and then saving the day before wandering off to go be cool again away from all the weirdoes.
It was that ending that got me, the epilogue, that convinced me that the film wasn’t really for LARPers at all. The ‘this is what happened to the characters post-massacre’ that is the tried and true show of an amateur filmmaker who doesn’t know how to end their film. Ryan Kwanten’s character Joe and his new main squeeze Gwen ride off into the sunset together to form a metal band. And they never LARP again. Why would they? After all, they survived the night of terror in a place they never wanted to go to in the first place! They were the ‘normal ones’ who would go off to jam on guitars and be cool and happy together. And all those LARPers and hillbillies died in that field, weird and odd and killed off by a demon, paid for the transgression of being different, while the cool lead characters survive because, well, they just weren’t into the weirdness to begin with.
We Need Better LARP Movies
“I signed on to be drugged out and then dead. What is this crap?”
It’s then that I realized why this movie not only was awful, but it was insidious in its offering. It wasn’t presenting the movie as a collection of in-jokes told from a place of fun. It was holding up a mirror as comedy often does and saying, through Ryan Kwanten’s Normal Everyday Joe, “See what your weirdness brings? You and those hillbillies who died are just the same – backwards and weird and disconnected from reality.” He as much as says so in dialogue when they discover Peter Dinklage’s body. At the screening I attended, there was a notable hiss from the audience when Ryan Kwanten’s character goes off on a mini-tirade about how the murders must have been committed by someone who had taken LARP authenticity too far and used a real weapon in game. Because, of course, that is what LARPers are from the outside- people too wrapped up in their fantasy NOT to commit actual homicide. This is an idea carried in the earnest horror film The Wild Hunt too and perpetuates the same tropes – LARPers are escapists with a potentially unhinged connection to reality – that has dogged every media representation of LARP from big screen to small.
It’s that perception of LARP that has been a self-perpetuating cycle for years. The more LARP has been presented to those who don’t participate as an odd and weird hobby, the more the stereotype is called up again for movies like these. That then perpetuates the stereotypes further and the cycle goes on. Where Knights of Badassdom had a chance to break that trend, it doesn’t break so much as take that trend underground in a sly, backhanded, unsaid way. And for that, it seems like just ‘good ol’ fun.’
After seeing the movie, I pulled my support from the showing I was going to host for a number of reasons. One, I just didn’t want to have to sit through that mess one more time, nor was I going to work to bring a piece of bad filmmaking to other folks who would pay their money to see it. More than that however, I have this dream that there might be movies that represent LARPing in a positive light and not in that snide, backhanded, finger-pointing kind of way. Maybe that’s asking for a lot from Hollywood, a place that survives off the stereotyping shortcuts that populate many scripts. But it’s my choice not to support something that I feel represents a hobby I love poorly, especially a hobby that is much maligned already.
I won’t embrace a movie just because it shows SOME representation of LARP, even if it’s bad. I won’t forgive badly done movies about the hobby just because hey look, that looks like something I love on screen! I won’t default support a movie for having LARP in it if it just feeds the stereotype machine. Because folks, we in the LARP community deserve a better class of representation. And this movie just doesn’t do it.