Play Make Write Think

SQ7: The puns with “Knight” should be post-pawn-ed

REFLECTION

I chose a chess peice because my dog, Banjo, wanted to send me off to college with a reminder of home. That is, I don’t have a full chess set, as I am missing a chewed up white-pawn. Consequentially, when this assignment came around, I had no option but to utilize it for my own benefit and sanity. Thus, I tried to find the best pawn piece I could, and one that would be structurally sound enough for a dog’s teeth; should it come to that.

I found the file through TinkerCad. A bunch of the pawns and other designs were fairly cool; however, I don’t think they would be a succesful print. I’ve had some experience with 3D printing and AutoCad during high school, and I’m aware about how finicky printers can be regarding plate temperature, plastic melting, or mistakes while printing. I tried to choose the easiest piece to print that would be of the correct size and shape to fit into my board set.

Here’s a photo of my dog I took (I miss him):

#sq7

What a Fiasco

Morris Johnston (Me), mayor of Main Street, is found in a pool of his own brains in an abandoned road house. Testimonies flood in, uncovering the corrupt nature of his leadership. Johnston had been engaging in underground sports gambling, as well as selling class A drugs with the help of his close friend and collegue, Commisioner Jordon (Jessica). The mayor had also been linked to the death of a baby. A drugs customer of his, Shiela (Will), was unconsious in Johnston’s house, having tested out a sample of his new shipment of Ketamine. While under the influence, she rolled over and smothered the baby of her ex-husband, Nate (Kimberly). Shiela was not a parent of the baby but had kidnapped it in an attempt at revenge at her ex-spouse. Since his passing, the Mayor’s family have receieved countless death threats and their homes have been graffitied relentlessly. Johnston’s grave has been dug up 4 times since his death. It’s fair to say the people of Main Street are doing the best they can to get their revenge at the corrupt politician for what he did to their beloved town.

The passage above is a brief retelling of my groups Fiasco story, centered around my character, Morris Johnston. The initial phase was a lot of fun, the combination of creative freedom when formulating one’s character and the restriction of only being able to use each rolled dice once leads to a really unique and natural story set up.

The scenario telling portion had a bit of a bumpy start. Our group was tempted to create a large portion of the storyline before acting out a single scenario. Maybe this was because there was an unaddressed anxiety about having to improv scenes (at least there was for me). As David stated in class in reference to the Fiasco Tabletop episode, they are all trained actors while we, emphatically, are not. For me, this aversion to improv acting faded as the game went on but was never fully eradicated. The group’s confidence certainly grew as the game progressed; because of this, I think if we were to play another round of Fiasco it would be an even more fun experience.

Before playing Fiasco, I had played through, in my head, how I expected the game to go. One aspect I hadn’t considered is the almost competitive nature of it. There was a real temptation to get one’s own character to ‘win’. None of the characters existed 15 minutes previously, yet we all genuinely cared about them and how they were perceived by the others. We all had an idea of how the story was going to go for our own character, and we would do what we could to achieve that vision. I recognised that the story could only really go well for one or maybe two of the characters, so around midway through the story I decided to revel in the disaster that was unfolding for Morris Johnston instead of resisting it. This was a difficult decision and required swallowing some of my pride. It is a testament to the power of RPGs that I was so fully immersed in the mind of Mayor Johnston that I almost forgot that I was playing with other people and that the overall playing experience is more important than my characters ending. This game is about telling a story about a group of people and their relationships, not a way to manifest one person’s need for success. Thankfully, I think I may have been the only person in the group that felt this way because nobody acted in the selfish way which enticed me so much.

They say that you overcome fears through exposure; that seemed to be the case for Fiasco. I am terrified of acting, yet it definitely became easier as the game went on. Fiasco also helped me look introspectively. Stepping outside yourself and playing through the facade of a made up character makes it easier to spot patterns in your behaviour. As Daniel Kahneman states in his amazing book Thinking Fast and Slow, it is much easier to spot biases and patterns in others than in ourselves. This is what caused me to notice the overly competititve and selfish style of play I was tempted by, and do something about it. RPGs are an incredibly powerful tool, whether you use them for fun, mental exercise, relaxation or self realisation.

The Town Take-down

Five people convene at the abandoned roadhouse on Main Street. There is a Mayor Johnston who sells drugs on the side to a woman (Sheela) who recently divorced a man (Nate), now left with a newborn baby, whose cousin (Zee) is the bookie for the Commissioner Jordan with a gambling addiction who works with the mayor. We crafted this game based on the die in front of us. Our goal: to get even with this town for what it turned each of us into. This is a story of revenge

I am the Commissioner. I chose to be a 40-year-old man with a position of power – something typically given to middle-aged white men. However, my character, Commissioner Jordan, had a weakness: gambling. He cannot control his urge to make money. While he has been Commissioner for many years, he is still power hungry and making money through the underground crime hub at the abandoned roadhouse, makes him feel powerful.

I developed a relationship as an elected official with the drug-selling mayor on my left. He and I were both corrupt, but the town made us that way. At the abandoned roadhouse, I meet with my bookie who is the person to my right. We had the first scene. It felt weird to all of the sudden snap out of reality and improvise as a bizarre character. My bookie and I did not quite know what the relationship between a bookie and a gambler was like. This is where the rest of the team offered their input at the beginning of our scene.

The five of us worked collaboratively to make our story. We broadly decided the most interesting objects that the die were willing to give us: a newborn baby and a stash of porn with sex gear. Our brains each creatively worked out ways to imagine how this story would unfold. These objects, along with the need to get rich from a misplaced suitcase full of cash, drove our original decisions. I found the suitcase and chose to call the mayor who was my ‘partner in crime.’ This spawned the need for the drug addict to call her ex-husband who went psycho trying to protect his own baby.

The tilt in our story is when we decided to make things as interesting in dramatic as possible. Ultimately, it didn’t change how predictable our story was once we established the main conflict. The couple who split up each still had lingering feelings for each other. Since the ex-husband knew that his wife, Sheela, spent a lot of time with the mayor, I fostered his suspicions of them hooking up. The mayor invited Sheela with full intentions of using his stash of porn and sex gear.

The twist: Sheela had stolen Nate’s newborn baby and brought it with her to the mayor’s house. Once Nate found out, everything blew up. Guns became involved especially with a vengeful cousin determined to bring down Mayor Johnston and Commissioner Jordan. I found as the role-playing game continued, the more you lean into your character and the acting that surround it, the more interesting your story gets. People get more passionate about something when you show you are passionate about it.

Playing Fiasco really pushed me out of my comfort zone. I quickly had to bond with people and reach a level with them that made me comfortable enough to act differently and abnormally around them. You can connect this type of gameplay to the human relationships and networking you do in everyday life. Everybody has something they are passionate about and sometimes our passions are not revealed until you are put in the weird situation of playing a role-playing game with essentially five strangers.

Fiasco Reflection

I played the main street game set in Fiasco and was Keita’s father, gambler with Ruohan and professional/employer with Kathy. The game theme combined crime, murder with betrayals. Characters that had conflicts with other characters are willing to kill each other in exchange of monetary interest.

The story started with Kathy getting into jail for stealing after her thief friend Wenyi left her at the crime scene. The suitcase they stole turned out to be extreme valuable and everyone in town wanted to have it. Me and Ruohan decided to meet with someone who claimed to have the case at a secret gambling table behind a Mexican restaurant and won this case with our gambling skills. Next day, I went to visit Kathy in jail since she was my client and had no intention to bail her out until she threatened me to report hidden drugs in my gravel store. Hearing about the secret of suitcase from Kathy with more details and names, I called Ruohan that the suitcase was in someone else’s hand, my son’s former spouse Wenyi. I never liked her and the fact that she threatened to kill my son recently exacerbated my resentment. This became a great chance for me to make her disappear. Ruohan was willing to kill Wenyi for the case but only willing to give me 30% of the share for the suitcase. I wasn’t satisfied and contacted Wenyi in secret about Ruohan’s assassination plan in exchange for 50% of the share. Meanwhile, I also reminded Kathy about Wenyi’s betrayal and told her about Wenyi’s show-up location next day, promising her mother’s life insurance in exchange for the assassination. Next day, Ruohan was killed by Wenyi, who was killed by Kathy soon after. I took a photograph of Kathy at the crime scene to silence Kathy then took the suitcase by myself. Unexpectedly, Wenyi put a poisonous snake in the case and killed me as soon as I opened the case.

The story line is determined largely by the group decision about whether the ones having conversations would be able to achieve the object/goal he/she wanted to, which can be difficult for the story to unfold the way each player imagined. I planned the plot based on the conversations and background information established as the story unfolds and tried to use the conflict for the characters to turn them against each other and achieve my goal of getting the secret suitcase. The role playing in real person is definitely more immersive and interactive than video games and planning my next moves as I hear more about the other players brings more variabilities and uncertainties to this game. I enjoyed setting other players against each other without them knowing my real motive and became the villain in the game. The aftermath is something I cannot choose and my ending of dying when others brought the new challenge of fitting the plot into that ending. Overall, this is a really interesting and interactive experience.

One strategy I frequently used in this game is convincing people to do something that benefits themselves and me without giving out my true intention. That also makes the game more mysterious and adds more turning points as the story unfolds. I became much more aware of what the other players are saying and understood they wanted in return. This game encourages me to become a better listener and mind reader in order to be better. In true writing projects, especially novels that needs character creation and descriptions. This kind of skill is extremely important for the writer to create a vivid, complete, and human-like character in the book. Predicting what each character’s thought process and decision making is the first step towards making a unique and great character in books. By putting my mind in other character’s mindset and simulate their thinking and decision making, Fiasco gives me a glimpse of what I need to do in order to create a character in books.

Fucktopus

I had been searching Thingiverse for what seemed an eternity, I was beginning to lose hope. ‘Maybe I’ll have to settle for something boring like a chess piece or die’, I dispaired. It was then that I was struck by this masterpiece, designed by the man, myth and legend that is MasterFX a.k.a. Timmo. It’s difficult to articulate why this 3D model appeals to me so much, I just knew it was the one the second I laid eyes on it. My fucktopus will forever be a feature on my desk.

On a slight side note, the TechLab was incredible. I feel so lucky to be at a college with such amazing facilities. I will definitely be taking advantage of it in the future.

Fiasco: Off the rails, but on track

My group’s game session of Fiasco was an entertaining, creative, and thought-provoking experience. My name in the story was Edward Anderson, Winslow’s was Collin Anderson, and Greg’s was Russell Cooper. The game required us to make many choices that turned out to be the framework of the story. For example, our story was set in the wild west because we chose the Boomtown set. We then formed relationships with each other by rolling dice. I was Collin’s parent and Russell and I were former lovers. We then rolled the rest of the dice and figured out that we needed to get rich through robbing a business using a railroad hand car at boot hill across the tracks. 

The story we told was based off Russell and Collin’s relationship as gambling partners who are being chased for money. The game started slow as we were trying to develop storylines and follow directions properly. My group decided that to get rich, we needed to carry out a heist. This helped guide the plot and we added details and threw in twists in every scene in preparation for the big heist. For example, I was part of the mission to get back with Collin rather than get money. This may seem like a minor detail, but it was noticeable in the second act when sacrifices and choices were made to resolve situations. More details allowed players to understand everyone’s personality, interests, and motives. However, we all put our individual interests aside and worked as a team to prevent a train from going through boot hill and retrieve the $1 million dollars that was on board the train. 

The tilt happened when we were escaping with from police with money. The tilts suggested that everyone dies in the second act except for Edward. This added a new challenge because every player needed to incorporate their tilt at some point, and we did not know when that would happen. This forced resolvers to think on their feet and continue to drive the plot. In the end, Russell was shot on the handcar because he saved Edward, his ex-lover, from getting hit. This left only the father-son duo of Edward and Collin remaining. Collin died from a gunshot wound and Edward killed himself in a shootout with the police because he thought the two people he cared about died. However, Russell was still alive.

Overall, I was expecting the game to be more structured, but I was pleasantly surprised with the flow of the game. We were able to make the game more fun and less stressful because of looser rules. Each of us had moments where we drove the plots forward and sat back and reacted to what others did because of the roles chosen at the beginning of each scene. Our roles varied throughout the game, so everybody contributed by adding details or bringing the story back to our objectives. The learning outcomes that were fulfilled while playing Fiasco were rhetorical composition and collaboration. Fiasco was a new type of game to me because it required us to create our character and story rather than having structured guidelines. In these roles, all players collaborated and communicated clearly with each other to add to the story and work towards our group goal of getting rich. 

I believe the skills and strategies I used during gameplay were effective because I was one of the last characters remaining. Playing Fiasco showed me that I could improve on thinking quickly in an uncertain situation. For example, there were times when it took time to think of a reply. I can improve on this in other games we play this semester and on future assignments by pushing my boundaries and taking extra time to get my creative juices flowing. The more creative I get, the easier it becomes for me to think of a response and improve my reaction skills.

I am proud of the Fiasco story my group created. It took a lot of teamwork and collaboration to form a story that flowed and integrated all our objectives. In my opinion, we successfully did that. This was my first experience playing a role-playing game. The most interesting part of forming the story was trying to resolve each scene after the establisher. It was much more challenging than I anticipated, but it was overall enjoyable and showed me that I am more creative than I give myself credit for. 

Link: https://www.pxfuel.com/en/free-photo-okqix

Many a Little Makes a Mickle

In our Fiasco group, we chose the setting as Main Street, and my alias was Molly who was a former spouse of Yeezy and had my father named Joseph. My key location was a durable paper goods, paper bag manufacturing plant out by the interstate. In our story, we had drug friends, thieves, and gamblers. In the beginning, thieves named Yeezy and Robert were talking about the recent activities. According to Robert, Yeezy had not robbed recently and wanted to quit her job as a robber. Although Robert was upset about her thought, they promised the final project which ended up failing: Yeezy pushed off Robert from the bus and Robert got caught. All the problems started here. Also, the gambling was held in the basement of the Mexican restaurant in the Main Street, and the reward for the victory was a suitcase. No one knew what was in the suitcase, but gamblers and thieves expected something precious inside, but as the story moved on, we found out that Yeezy stole the suitcase, and inside the case, there were two kilos of cocaine. In act 2, other characters other than me got panicked; they tried to become rich. As the rumor about the suitcase spread, everyone tried to steal the suitcase. Interestingly, in the end, Joseph was able to get the suitcase, while Robert, Yeezy, and Kyliej were killed. Although he owned a stone material store which was pretty successful, he still needed to support his son. Inside the suitcase that had kilos of cocaine, there was a poisonous snake inside the suitcase, and Joseph got killed by the snake. We do not know whether this was an assassination plan contrived by Yeezy. In act 3, because of my father’s unexpected death, I obtained the suitcase full of cocaine and became a cocaine addict.

Overall, I thought the story was messed up. The main reason was that we had many irrelevant items that we had to use. In the beginning, we were trying to find out what was going on. For example, we thought that Yeezy was a good character because she said that she was going to quit robbing. However, as the story moved on, she became the worst betrayer. For my part, I could not do anything dirty because I acted like a normal person (although I planned to kill Yeezy who threatened me that she was going to kill me later in the story). Therefore, I could not make my character interesting. As the story moved on, I liked how new items were introduced, which became the key items in the story. For example, the suitcase was the main factor to start the conflict. Somehow, I, who had the least amount of greed, obtained the suitcase. If every story needs a theme, then human greed will destroy his or her life. This is literally fiasco. At the beginning of this paragraph, I said that the story was messed up but this fact does not mean the story itself was terrible. After playing this game, I realized that this world is actually as random as the story we had. The randomness introduced by the subtle differences in plans among the players makes the setting chaotic. In reality, we also have subtle differences in our thoughts, and when those differences accumulate enough, they eventually lead to major conflicts.

Fiasco Reflection

We played the game Fiasco on Sunday. The setting of our game was Main Street. During the phase of setting up, we tried picking relationships and details that are crime-related, such as drug friends, thieves, gamblers, and crushing debt. We tried to brainstorm our big picture and some small details as we sort out dice to choose the details so that, at the very least, our story will make sense. However, as our choices get more and more narrow, we had to pick details that seem completely unrelated to the plot such as a stone material shop and paper plant; in addition, the rule book had some add-ons for a five-player game, in our case, was a poisonous snake. Unexpected add-ons details definitely increased the difficulty of our game, especially when we had our storyline settled along the way, which allows less room for flexibility, but how can this game be fun without some randomness and surprises?

It was definitely difficult for us to start the game because there is not an official “start” of the story; however, after the first scene, which lays out some details and backgrounds for the rest of the players to play around with, everything became easier. The game proceeds in a form of conversation between two players, personally, I tried my best to mimic the tone and word choices my character would have in order to help myself, as well as the rest of the players, to bring themselves into the story. The favorite part of this game for me was that even though all of us were aware of the general direction of the story, we always generate new thoughts and details as the story goes, especially when you hide your intentions from the rest of the player, that’s where things got interesting. My character is both a drug addict and gambler. To push the plot, I incorporated an item that was not on the detail list but can be important–a suitcase. Since I’m a drug addict and a gambler, my original idea was that I will partner up with my gambler friend, Joseph, head to a underground Casino located in a Mexican restaurant in Chinatown, and Joseph can use his terrific gambling tricks to help me win the suitcase from a guy called O’Brien (a character I made up), and things can go from there.

After the establishment of this new item, it somehow became the center of the whole story, everyone was going for the suitcase, especially when Yeezy (another character who is a thief) established a scene with her thief friend, telling her she somehow stole the suitcase from O’Brien, which completely changed the plans I had in mind–I had to brainstorm and think of what to do next in order to adapt to the new situation.

I think the heart of this game is the unexpectedness and randomness, such as the ability for different players to alter the storyline during their turns and the Tilt in the middle of the game, that is when I started putting myself into my character, and think about what I will actually do if I was the character who is in the situation. The fun part of this game is that everyone turned into someone else, and just “play” the character in a totally dynamic, corrupted situation; everyone tried to reveal as much as their “dark side” possible by purposely incorporating sinister elements and foreshadowing the incoming traumatic events. In short, no body wanted anything good to happen to anyone except for themselves. At the end, we purposely created a tragic ending by having almost everyone died, except for one person who became a drug addict, which, in our case, was the best ending possible.

Despite how disastrous the plot was, Fiasco was indeed a better form of stimulating creativity than traditional writing: the interaction among player, the various thoughts and opinions, and most importantly, the synchronization between the players and the characters they created, generates an effect in creativity that traditional writing cannot achieve.

Random Thoughts

The experience of playing Fiasco brings the memories of Beginning Theater classes back to me. The improvisation games are much simpler then, of course. Every student in the class says one word to a one-minute dialogue, depending on the rules, and together the whole class tells a story. No matter the number of words a student gets to say or the size of the class, the goal remains to keep the story flowing. Those games were much more lighthearted than Fiasco, but the mechanisms of the two resemble each other. The winner in Fiasco does not have to be only the ones who survive and get away with the prize. The entire group of players could win when it narrates a logical and intriguing story together. 

The discussion part of Fiasco makes the storytelling collaborative, so it becomes every player’s duty to consider whether the story flows smoothly. It tends to be challenging to accurately portray a character, especially when he/she is of a different gender. In addition, to truly be able to think and act as another person takes much longer than half an hour. Questions from where did the character grow up to the character’s favorite song could be considered to bring him/her to life. Limited time means players may not have perfectly adapted to the character, so discussion becomes crucial. When a player plans something completely out of character, others could suggest a more logical action. 

In addition to discussion, the acting, or improvised dialogues scenes, are collaborative. As in improvisation theater, “Yes! And?” serves as an important rule. You do not tell your fellow actor “No, that did not happen,” while they act. In Fiasco, you can disagree during the discussion or add in new information to twist the story, so long as it fits in logically. When a player makes a decision during the act, however, the rest of the group follows. They could discuss before the decision is made, but once it sets, it sets. Although the players adopt characters (deterministic laws), each of the players (five in my case) can still act unexpectedly (randomness). You don’t know what other players have in mind. They can give you a dice of the opposite color to the one you had in mind, or add in information that leaves you in an unanticipated situation. Sometimes a decision might subvert the whole plot; yet, if other players halts the course of acting by saying “no,” part of the fun in the game is lost. Also, the design of Fiasco doesn’t ensure a good ending, or winning, of a character even if he/she remains alive at the end of Act II. A dice roll could still lead to a bad ending. 

During our gameplay, I was the one that attempted to subvert the plot. At the beginning of the game, Robert (Kathy) and Easi (that’s me) planned to steal some cargo (2 kilograms of high-tier cocaine) from a source. Then, after the rest of my group planned on obtaining a case with unknown, valuable content from a Mexican restaurant, I revealed that the case they were after was the one already stolen by me the night before. The other players decided to follow my narration, and I became targeted by three players immediately. As the plot unravels, four players began calculating each other to gain the lion’s share of the cocaine. We made plans, and the tilt happened. Surprisingly, it fitted well into the narration. Someone panicked, and someone died. After discussion, we decided that Robert was the most likely to panic, as he was under stress from his family (his mother going through chemotherapy), a debt coming due, haunting memories and hatred towards his thief partner Easi. Joseph (Alan) catalyzed the process by revealing that his goal amidst the chaos was to protect his son Molly (Keita), get rich, while staying clean. This way, him leaking his employee Robert and partner Kylie’s (Ruohan) plan to their target Easi was justified. In the end, Kylie, Easi and Robert all died, and the case with cocaine fell into Joseph’s hands. However, a poisonous snake was set up in the case for whoever took the case from Easi, so the snake killed Joseph, too. 

It is fun to stay alive in Fiasco. However, the equally entertaining part is to tell an engaging and logical story. As in classic noir films, some characters are destined to die. The protagonists are designed incapable of resisting the charm of the femme fatale and the lure of social mobility, while the femme fatale plays to her own downfall. A film may be successful with the protagonist and antagonist both dead, as Fiasco could tell a successful story with no individual victory.

Smite

In this episode, we will be analyzing Smite, and its portrayal of mythological deities as playable characters within the game. How dedicated has the game been thus far in accurately representing cultural gods and goddesses? Have they held true to the original lore and depiction in ancient artwork? Does this contribute to the gaming experience? Listen to today’s podcast to hear our thoughts!

Producer: Austin Carter

Assistant Producer: Rachel Vellanikaran

Line Producer: Zamirah Martin

Special thanks to Dr. Katrina Dickson

Sources

Bastet,“ Egyptian Myths.

Bastet,” Encyclopedia Britannica.

Skylla,” Theoi.

Kali,” Ancient History Encyclopedia.

Hindus Upset At Online Video Game Using Kali And Other Gods As Combat Tools,” Eurasia Review.

Music

Village Consort” by Kevin MacLeod

Plain Loafer” by Kevin MacLeod

SMITE – Official Cinematic Reveal Trailer | Heimdallr, The Vigilant

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