Skip to main content

Rule of Who?

Recently, Blind Mapmaker put up a fair and thoughtful review of my most recent DF book. In it, he says:

While the book is rules-oriented it is less so than you might expect from a DF book.

This, I think, is true. A great deal of it is descriptive detail: coin shapes, largely mundane fabric types, a list of colors, and a big-ass table of decorative motifs. Very little of this gives us the pluses we so dearly love (as alluded to in the intro section, "What's The Bonus for Shiny?"). There's a reason for that, which gets into something which doesn't get discussed in much detail in places I frequent.

One of the phrases which keeps coming up is "the Rule of Cool," the idea of conflating successful/effective with cool/awesome/impressive. I'm down with that, of course, but the question is, what's cool? How do we get there? How do we build cool?

Consider this INCREDIBLY FREAKING AWESOME sequence which open's John Woo's Hard Boiled (go ahead, I'll wait; in fact, Imma watch it again myself):



Considered game-mechanically, most of this is probably fairly dull. There's a vast number of missed to-hit rolls, successful dodges (some of which might be considered acrobatic or dodge and retreat), a weapon with a high ROF predictably not hitting its intended target with most of its shots, and many of the shots which do hit don't do a lot of damage as one would expect from low-caliber bullets mostly missing vital spots. The only rules-remarkable bits, really, are Mr. Chow's slide down the banister half-way through and roll over the flour-covered table at the end to end up in close combat range.

I would argue that makes it cool--and it is undeniably cool (watching it again...OK, I'm back)--is the details. At the start of the fight, Chow KICKS open the fallen cage to bring out the guns. He LEAPS BACK WHILE FIRING BOTH PISTOLS (missing with most bullets, but damn it looks good). One of the cops ROLLS OUT OF THE WAY LEAVING A HAIL OF GUNFIRE IN HIS WAKE. We get an impressive dolly shot plowing through a bunch of waiters getting gunned down as though the camera itself it taking them out. Furniture splinters and plates and cups explode and the submachine gun fills the air with bullets. And at the very end, he doesn't just roll over the table. He comes through a gout of fire (from a missed shot harmlessly hitting a propane tank or something in the kitchen) and cloud of dust to come out covered in white, the color of death.

So, class, what have we learned here? A lot depends not on what happens, but how you spin it. This combat is full of failure, and yet it's amazing. What makes it cool is that things never stop happening. It's not a dodge, it's a rolling spin keeping the intended target a fraction of an inch ahead of a stream of bullets. It's not a missed shot, it's an exploding window or a flock of frightened starlings fleeing a shattered cage. But in order to make the scene awesome, you have to look at more than just the basic actions, but the scene as a whole, so the motion never stops. I'd also note that cool doesn't necessarily mean successful. It is its own reward in many ways, though the banister trick and the I-am-become-Death roll probably qualify for cool = more effective.

Which brings us to Glittering Prizes. Blind Mapmaker is absolutely correct that there's less rules than one might expect from a DF book. What I'm working towards instead is building up a vocabulary for cool. Just as a shot that blows a waiter out a window to fall on the roof of a police car screeching to a halt in front of the building where the shootout is happening takes a miss and makes it awesome, I like to think that the details I'm adding may not make a gold piece or a garment necessarily more valuable or otherwise utilitarian, but do give it the awesome of deep description.

One of the things I hope I'm bringing to gaming from my background in archaeology is that things carry stories with them. Items are produced in historic and cultural contexts and are shadowed by their ghosts. The details of this or that item can be suggestive of a broader world, partaking of the grandeur of this faintly remembered empire, that elegant and stylish monarch, or the horror and tragedy of the other extradimensional breach bringing Things That Man Was Not Meant To Know into our world to be repelled at great cost. So one gold piece may not buy more in town than the next, but for those who look beyond what they can be traded in for, there's awesome aplenty.

Comments

Peter D said…
Worst gunfight in the whole movie!

But I'll pay you the best compliment I possibly can about your book: I'm using stuff from it in my game.

Popular posts from this blog

More Nattering About Writing Historical RPGs

omeone made the mistake of asking me to expand on some things I'd said about writing historical rpg material, so you all must suffer for it. I write a lot of historical rpg stuff as well as entirely fictional setting material. So why make historically themed games rather than just making stuff up? Well, because it's an effective way of achieving the purpose of writing settings and adventures in general. The purpose of settings and adventures, I would aver, is to give players things to do in a convincing context. Convincing context doesn't necessarily mean realism. Players have different levels of understanding of what's "realistic" in different situations and are more or less sensitive to how closely those situations adhere to reality. For example, I'm a history and culture guy. Put me in SF campaigns (which happens with some regularity) and the specifics of how reaction drives, orbital mechanics, and subatomic physics work entirely escape me. I don't,...

Briefly, How To Play GURPS

For a long time, I’ve maintained that GURPS, despite its reputation for complexity, is actually pretty simple in play. I was thinking recently that I should see if I can express the fundamentals of playing GURPS in a short, easily digested form, and so here I am.   This does not address a more general “how to play rpgs” for those who know nothing on the topic. How to approach GURPS, at that level, isn’t necessarily a lot different from how to approach D&D or TFT or any other RPG system. It doesn’t get into optional and campaign-specific sets of rules or equipment. Rather, this is stuff applicable to playing GURPS no matter what the campaign is. It also doesn’t address how to build GURPS characters, which is a vastly more complicated topic. Rather, this is about how to engage GURPS rules when you’ve already got your character sheet and are sitting at the table to play. It’s a trifle over 1000 words, which I think isn’t too bad.   How To Play GURPS Most of what you’ll need t...

Stuff I Wouldn't Do With Purchased Minis

One of the great things about the advent of 3d printing, when it comes to gaming, is that it allows me to take more risks and try stuff I wouldn't do otherwise. Take, for example, experimenting with painting techniques. Maybe I want to see what an unusual color scheme would look like or try doing an odd way of achieving an effect. Factory-made miniatures are expensive. Too expensive for me to risk it. Which, as someone who's not very good at painting minis and needs lots of practice, is one reason I've never gotten into them. I don't feel like I can afford the implied expense of getting better. Enter 3d printing. With the right files, I can print as many minis as I can like and mess around with them to my heart's content. Mess one up? That's fine. Resin isn't cheap , but it doesn't cost nearly as much as pre-made molded plastic. I can take it as a learning experience and move on. Which brings me to messing around with some Car Wars minis. I'd been m...