Pinned toot

Heyo! I've been tooting from @edheil, and I'm experimenting with setting up my own instance. I may or may not keep it around, it's an experimental thing for the moment. If I've followed you here, chances are it's because I followed you there.

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But I'm never not there. I believe that system matters. The narratives you know were injected into you by money and spectacle and marketing. My games are a guerilla initiative against systemic power that's colonized all of us. I'm absolutely there with you.

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The games I make might not feel like the same kind of joyous fun as creating narratives like the ones you already know, because they don't trigger those same kinds of feelings of success.

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And sometimes I make a game like Circling Each Other just to see what narratives people might make with certain inputs.

paulczege.itch.io/circling-eac

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... to make your storytelling interesting to the other players, so Bacchanal sometimes makes it hard by telling you again and again, "escalate the debauchery," or by forcing you to inject an act of violence into an erotic story.

halfmeme.com/bacchanal.html

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So, yes, as a designer, I know that I can expect players to create narratives in certain ways, and I play with it for fun. I know that if you're sitting in a group you'll try...

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The Clay That Woke thinks leadership works differently than the media narrative of how it works. You discover what it thinks in play. I am not "not there" when you play the game.

halfmeme.com/clay.html

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Or, because this is all systemic adversity, you can put yourself into the different systemic context of a RPG or storygame designed to help you create alternative narratives.

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Whenever you hear some news story, or read a novel, be ruthless in asking yourself, "Who benefits if I believe this narrative?" Do that over and over, with everything someone tells you.

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... such thing as lone heroes. Learn how collective action works to create cultural change.

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You can do a whole bunch of work deprogramming yourself of culturally driven narratives. Read the life experiences of people who aren't like you. Do the work of seeking them out, because they're not in your national news. Learn how there's no...

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Given some incongruous elements, the stories we make reflect narratives that hold us back.

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Given some incongruous elements, we create stories where people with certain characteristics have happy endings, and those with other characteristics don't.

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... cultural change happens in certain ways, that the courts work in certain ways.

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So given some incongruous elements, we create lone hero narratives. We create romance narratives that tell us our soulmate is someone who intuitively understands our inner turmoil without us ever having communicated it. We tell ourselves that money works a certain way, that...

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... myths. We tell ourselves how relationships work, what's important in life, how the world works.

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The problem is the feeling of success we use to judge our storymaking comes to us from how well a story fits and echoes the narratives we already know. And the stories we know have been injected into us against our interests by corporate entertainment and news media.

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I wouldn't be designing RPGs and storygames if I believed "the designer isn't there" and if people weren't being held back by the stories they tell themselves.
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RT @infinite_mao@twitter.com
so lets imagine a game that does something different, that doesnt proceduralize narrative, but trusts instead that players will make a narrative out of whatever nonsense the game presents them with. narrative is what happens when players enter a…
twitter.com/infinite_mao/statu

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