My D&D Character: Barbarian

My name? I do not have a name. I am called The Heinig.

My people were a peaceful tribe living in the mountains. We abhorred violence, but we understood its necessity. That is why I was chosen to carry the wrath of the tribe. When I was old enough, I went with the other children of my tribe to stand before the shaman. I remember it now. A dark night, we sat around the fire and drank what she gave us. We went before the Goddess, and we were tested. When it was done, the Goddess chose me. And I became the wrath of my people. I was given this axe. I would be their protector. So my people would not need to commit the Gravest Sin, I carried this axe.

What is the Gravest Sin? It is murder. Why do you not know this? Why do your people and your gods not teach you this? Is there any sin greater than that?

This is why I am The Heinig. I carry this axe so no other in my tribe needs to.

But I failed them. A horde of humans ran through my village with steel and fire, killing them all. They left me alive. They thought it was a game. They were all dead and their protector is still alive. And that is how they left me: with my axe and my tribe bleeding in the snow.

When I am very quiet, at night, I can see them. Trapped in this world, unable to pass into the next, for their spirits are unavenged. They sing to me. They do not sing me songs of shame, for they are too kind for that. They sing me songs of strength, so that I may carry on. To let me know that I do not carry this shame alone. They are still with me. And when I am weak, they carry me. When I weep, they laugh. When I doubt, they remind me of what I am.

That is why I shaved my head and my beard and that is why I travel the world. Not for riches. Not for magic. All these things are a means to an end.

I hunt those who murdered my people for sport. And when I find them, I will kill them. Because I am The Heinig. The wrath of my people.

And they will be avenged.

Gencon 7th Sea Larp

 

At Gencon this year, I ran a 7th Sea LARP for about 40 people. Afterward, I got a lot of positive feedback and people asking me exactly how it worked, what game design process I went through and a bunch of other questions. Since I’ve gotten so many questions, here are some answers.

Now, just to let you know, this is a behind the curtain essay. If you’re the kind of person who watches a magic trick and doesn’t want to know how it works, I highly suggest not reading after a certain point. I’ll let you know when that is. But first, just a quick summary of how the rules worked for the folks who played the game in Indianapolis. Also, if you’re gonna be at Strategicon in Los Angeles around the end of August, this is the larp I’ll be running, so you may also want to avoid the spoilers listed below. I’ll be making some changes, and the game literally changes at the players’ whims, so don’t expect too much “advantage” from reading ahead. Besides, this is a live action roleplaying game. Who the @#$% tries to win a roleplaying game?

(Psst: vampire larpers.)

Oh, that’s right. Never mind. Forgot I asked.

How the Game Works

I set the game in the city of Five Sails. Now, Five Sails is an independent city-state. It belongs to no Nation. “The City where everyone is a king, but nobody wears a crown.” (I stole that line, by the way.) Now, the city is divided into Districts, each “governed” by one of the Nations. There’s a Vodacce district, a Castille district, a Commonwealth district, etc. Every year, the governors of each district vote on a mayor.

Well, the mayor is gone. Presumed dead. Presumed murdered. And one of the governors is responsible. May not have done it themselves, but one of them has the mayor’s blood on their hands.

The players each represent a faction of Heroes working for one of the governors. In the Indianapolis game, I let the players choose which governor they wanted to work for. (This is the first thing I’m changing for the Los Angeles version: players will get divided randomly by drawing numbers out of a hat.)

First Economy: Traits

The game had a number of economies going on (things the players could use during the game.) The first was Traits.

Each player had an index card sized character sheet. The card had only the five 7th Sea Traits: Brawn, Finesse, Wits, Resolve, and Panache. Heroes had scores of 2-5 in their Traits. I also gave some return players (folks who had played in previous 7th Sea larps and brought the same character) and folks who dressed in costume a bonus ability they could use during the game. I had a half-Sidhe pirate, a Montaigne Porté mage and an Eisen mercenary who all got bonus stuff on their sheets.

Next, I introduced the players to the Clues on the table behind me. Each Clue was in a manilla envelope with a cryptic description. Each envelope also had a number of Trait points the players needed to spend to open the envelope. Brawn: 10, for example. That meant the players needed to get enough players to agree to spend 10 points of Brawn to open that envelope and read the Clue. Some Clues were cheap (Finesse: 5) and some Clues were expensive (All Traits: 5). The value of the Clue corresponded to the number of Traits the players had to spend.

Each Clue read similar to this one:

The Governor of ___________________ District owed the Mayor 10,000 Guilders.

I told the players they could fill in whichever governor they wanted. It could be the Vodacce governor, the Castillian governor, etc. And they didn’t have to fill it in right away. They could keep it, show it to the players representing another governor’s interests, and bargain for a trade of some kind.

The clues were deliberately vague for a purpose: at the end of the game, everyone would vote on which governor was responsible for killing the Governor. More on that in a bit.

Second Economy: Guilders and Improvements

The players also had a number of Guilders (coins) they could use as they saw fit. They could use the Guilders to buy Clues, for example. But each district also had a number of Improvements it wanted built in its part of the city. Montaigne wanted a new opera house, Eisen wanted a new garrison, etc. Each Improvement cost 10 Guilders. Once a player–and it had to be a single player–gave over the 10 Guilders for the Improvement, they got the card. Completing an Improvement was worth one Trait refresh. That is, a player could turn in an Improvement card and completely refresh one Trait (Brawn, Finesse, etc.).

Third Economy: Hero Points

Players also had Hero Points they could use like Style Points in my Houses of the Blooded larp. In short, I offer you a Hero  Point and ask you a question: “Isn’t it true that I beat you in a duel two years ago?” You can either say, “Yes” or “No” to this question. If you say, “Yes,” you get the Hero Point. If you say, “No,” I can offer your more Hero Points or just move on to another player, offering them the Hero Point.

Players can also ask me questions about the city, the mayor, etc., by offering me (the Host) Hero Points. If I say, “Yes,” I add it to a list of truths about the city at the front of the room. If I say, “No,” I can’t be bribed. It’s just one and done with me.

Hero Points give the players the opportunity to create stories and backgrounds between themselves, create rivalries, allies and enemies. You cannot force someone to take a Hero Point. It’s 100% consensual. (Because RPGs are more like sex than most people realize.)

The Artifacts

Finally, there’s the Artifacts. Hidden in the game were four Syrneth Artifacts: relics from a civilization that walked Théah before humans. If a group found an Artifact, they could use it to establish whether a governor was a Hero or a Villain. Of course, this significantly influenced the question of which governor was responsible for killing the mayor.

The Pirates and My Ringer

Oh, and in addition to the city factions, I also had a pirate faction. They were in town and offering their services to help solve the murder. I made up the pirate faction as soon as I saw so many people dressed appropriately. They turned out to be a loud, rowdy group who sang shanties and did their best to cause trouble.

I had Jessica along as a ringer. She was playing the half-Sidhe pirate. Jessica is perfect for this job. She’s helpful, knowledgable and when you give her the ability to do anything, she uses it responsibly. So, I gave her the power to do anything. She is a Sidhe, after all.

How It Played

The players made their character sheets out–a total of two minutes–and listened to the description I gave above, the whole spiel took about ten minutes. That included questions. After that, we were ready to play.

Each group started haltingly, testing the waters. Except the Eisen bunch. They went straight to work.

Two duelists–one a Montaigne and the other a pirate–seemed to start a kind of rivalry. They came to me and asked me how the system would handle a duel. I told them, “Offer each other Hero Points. Whoever accepts gets to say who won the duel.” They apparently decided to spend the game collecting as many Hero Points as possible to offer the other at the end of the game to win the duel. That meant they had to say “Yes” to a lot of things to get those Hero Points. And, at the end of the game, they offered each other a mass of Hero Points and agreed on a winner. But more on that later.

The flow of the game was groups of players trying to work together to get as many people they could together to “find clues.” One by one, they opened them up and decided on how to fill the blanks.

They exchanged Hero Points establishing relationships with each other, creating rivalries and friendships. And they showed the Clues to each other as they opened them, asking rival factions how much they wanted to pay to keep the Clue from pointing at their governor.

And I… did… nothing.

Honestly. I’ve heard so many people tell me how busy a GM is at a larp, and during my larps, I largely walk around and listen or sit down and watch. That’s because with Hero Points (Style Points in Houses of the Blooded and Blood in my little vampire larp), the players make the drama. I don’t need to do anything. I just toss the pitch and let the players hit the ball, and let them field it.

Because every player has Hero Points, they’re all empowered to make decisions. They can see a player they want to engage and can offer them Hero Points to engage them. I give them the power to do it. But more importantly, I give them the permission to do it. Hero Points are abstract, they aren’t just GM encouragement. They’re a mechanic. And because of that, it’s okay for you to spend them any way you want, so long as you can convince someone else to say, “Yes.”

In a matter of an hour, three of the four Artifacts were found. The players decided which governors were Heroes and which were Villains. The fourth was in Jessica’s possession, and I knew she’d have it show up when it was appropriate. One group who found one of the Artifacts asked if they could use it on the captain of the pirate faction. I told them, “You have to get his permission.” So, they went to him, offered him Hero Points, and he agreed to become a Villain.

And speaking of Villains…

These were mine. My friends I met in Italy. They were the representatives of the Vodacce district. I asked if they would play Villains for me, and they jumped at the chance.

I gave them Villain Points instead of Hero Points. And I said, “Tell the players that Villain Points act exactly like Hero Points, but when you spend them, something awful might happen. Be sure to tell John when you spend them.”

They asked me, “What do Villain Points do?”

I told them. And they smiled. But that’s for later.

I also told them, “Your job isn’t to thwart the players. It’s to get thwarted by the players. You are obstacles to overcome. Let them do it.” They agreed.

So, I gave them Villain Points, a bunch of coins to bargain with, and they were off.

(And that’s Jessica grinning in the background.)

How It Ended

The players managed to discover all the Clues and Artifacts and get all the Improvements made. (That tells me I made things too easy for them. I’ll change that for Los Angeles.) Jessica gave out a few faerie gifts and it looked like the Eisen were in a clear lead for “most productive faction.”

The two women (Pirate and Montaigne) who wanted to perform a duel did so. I set it up like the pro wrestling larp my friend Dan and I run: I had them sit in two chairs just out of reach of each other and asked them to narrate the duel to the other players. They offered each other Hero Points to determine the winner and the Pirate came out on top. They narrated the duel with a lot of pantomime and drama and because the other players didn’t know who was going to win, they were cheering and booing the whole way.

After considering all the Clues, each faction voted on who was responsible for the mayor’s death: the Montaigne governor. And then, when it was all over, I had everyone vote on which player would take his place. Then, we all cheered, I closed the game, and we took pictures.

Spoilers: Behind the Scenes

Like I said, a lot of folks asked me to break down how I pulled all this off. It must have seemed like an incredible feat of game design engineering. At least, that’s what I’m told. People asked me how I kept all the players so entertained. “I’ve never been to a larp where I wasn’t bored at least part of the time.”

Well, here’s the big secret, folks. And, like I said, if you don’t want to know any spoilers or see how the trick is done, turn away now. Just stop reading. And now, with no further ado…

 

 

 

 

 

… I made it all up.

Seriously. I just made it all up.

I sat down on the morning of the larp and wrote down 30 Clues. Took me about forty minutes.

Then, I thought about what kind of cool thing the players could do with the Artifacts. I took a shower–the source of all good ideas–and thought about it. I decided, “The Artifacts let the players decide which governors are Heroes and Villains.” That worked.

How many coins did I give each faction? Eh, I made it up. I had a bag of coins and I decided some factions should get more than others. I knew the Montaigne faction was the smallest, so I gave them the most coins. Seemed to make thematic sense. (Also, the Montaigne faction came damn close to winning the election. They were good players.)

And finally, while I was running the game (which was me pretty much walking around and watching), I rewarded players with Hero Points and Kewl Powerz. Like giving some folks a free Trait Refresh. Or giving others bonus Brawn.

But the most important thing I did was trust the players. I gave them the ability to be GMs themselves (with Hero Points) and let them go. And when one of them got a little over-eager with the idea, I reminded them, “This is just a game. There’s no winning or losing. It’s about telling a story.

Now, you may argue that “winning” is figuring out who murdered the mayor. Yeah, sure. I guess. But really, everyone was going to vote on that anyway.

You may say that getting the Artifacts was winning. Yeah, sure. I guess. But it wasn’t zero sum winning. You didn’t win because someone else lost. You wanted to say something true about the governor, and you did. Great! You set a goal and you got it. But that really doesn’t count as “winning,” does it? At least, not at another player’s expense.

The players set their own agendas and had the tools to accomplish them…as long as they got consent from other players. And that’s really how the game runs. That’s the big secret:

 

Give players the power to be the GM and trust they’ll tell stories with it.

 

If you tell players that’s what your game is about–like I did–they’ll generally do it. Didn’t Mr. Miyagi teach us all that? Let me paraphrase: “No such thing as bad player. Only bad game. Game say, player do.” The game says, “Here’s narration rights. Be responsible.” Do that, and players will, generally, do what they’re told.

A bunch of larp people were at the game and they commented on how it seemed there was no system. No formal dueling mechanic, no mechanic for sorcery, no mechanic for mass combat. “Yeah,” I said. “We don’t need it.”

And that’s the truth. In a cooperative storytelling game (like RPGs and larps), what mechanics do you really need? I’ll tell you what you need: a mechanic that encourages people to cooperate and tell stories.

Everything else… it’s just nonsense.

 

 

Oh, and what do Villain Points do?

My Vodacce players know. Ask them. I’m sure they’ll quote you a fair price.

 

My Superman

 

(With acknowledgement to Mike Curry without whom this story wouldn’t exist.)

A bank robbery. Six suspects, all with incredible, inhuman speed and strength. Their eyes glowing an eerie cobalt blue. Fortunately for them, they decided to rob a Metropolis bank and not a Gotham bank. If they had chosen the latter, they’d all have broken bones and possibly brain tissue trauma. Fortunately for them, they chose Metropolis.

About one minute and fifteen seconds after the robbery starts, he shows up. Like a blue and red blur, he moves through the bank, grabbing guns and bending them around the robbers’ bodies. He does this so quickly, cameras can’t catch it.

When he gets to the last robber, the man has a hostage: a man in his sixties who looks like he may fall apart at any moment. The last robber–Reggie Spenser–is a black man with a crew cut. He moves like a professional soldier because he was one. Reggie makes a couple of threats, then finds himself in the same position as his comrades: his gun melted and bent around his body, immobilizing him. Reggie looks up and sees the clear blue eyes and black hair. But what he doesn’t see is malice or hate.

“@#$% you!” he shouts at the Man of Steel. But instead of more violence, the soft baritone asks him a question.

“What led you here?”

Reggie looks confused. “Whuddyou mean?”

“I mean, what led you to the decision to rob a bank? You’re strong. You’re smart. What brought you here, this day, to aim lethal weapons at people and threaten their lives?”

That’s when Reggie realizes that the Last Son of Krypton isn’t just super strong and super fast, but there’s something in his voice that…it isn’t mesmerization. It isn’t anything forceful. It’s just…

Empathy.

Reggie looks into those eyes and hears the voice and realizes, He actually cares. 

“We were Marines. They did something to us. Put us in a box. This blue smoke filled it up and we passed out. And when we woke up, this is what we were. They said we were a mistake and tried to kill us. We’ve been off the grid ever since.”

Reggie hears sirens. And the baritone voice again.

“What’s your name?”

Reggie tells him.

“Reggie, you’re going to face the criminal justice system. More than likely, you’re going to jail. I can’t help you with that. Tell your story to your lawyer. Trust him. I know the woman who runs the Public Defender’s Office. They’re overworked, but they’re good people.”

The sirens get closer and he continues.

“You’re probably going to jail.” He puts his large hand on Reggie’s shoulder. “But when you get out, I’ll be there. And we’ll both make sure you get a fresh start.”

 

Three years later…

 

Reggie Spenser walks out of Metropolis Prison. He’s carrying only what he carried in with him. Standing outside the prison is a tall man in a blue suit with a red cape.

“Hey man,” Reggie says. “Thanks for the visits. I don’t know if I could have made it without ’em.”

The man in the blue suit says, “You’re strong. You would have made it.”

Reggie smiles and says, “Those cookies really come from your mom?”

“They sure did.”

“Tell your mom she makes great cookies.”

The Man of Steel says, “I found the men who did this to you. They’re in custody. The District Attorney says he needs your testimony to finish off his case.”

Reggie thinks for a moment. “Yeah,” he says. “I’ll do that.”

“It’s not going to be easy,” Superman says. “You’ve got a hard road ahead of you. There are people who want you to fail.”

“@#$% them,” Reggie says.

“Not the language I’d use, but I appreciate the sentiment. Come on. I’ll fly you over.”

 

Meanwhile, across the river, Gotham Central Hospital just admitted four bank robbers with cranial fractures. Two of them might make it.

 

* * *

 

Mike Curry and I were talking.I had just watched a documentary on Mr. Rogers and was commenting on how decent a human being he was, all the way through. That got Mike thinking about how to introduce Superman to a group of roleplayers. He said “I have Batman, but I haven’t gotten Superman figured out.”

Then, he said, “What if Superman was like Mr. Rogers?”

And thus, this story.

Thanks, Mike.

 

Unreview: Once Upon a Time… in Hollywood

 

I think it’s safe to say that one of the reasons I love Tarrentino movies is because he always seems to be ahead of me. Catching me off guard.

Start with Reservoir Dogs. A bunch of clearly criminal elements sitting around in a diner talking about Madonna. I did not see that coming. Then, the credits followed with a smash to a backseat full of blood. Nope. Didn’t see that coming.

Pulp Fiction kept me on my toes the whole time. Honeybunny and Pumpkin suddenly jumping up with guns in their hands, “Royale with Cheese,” and exactly how far are Marcellus Wallace’s wife and Vincent Vega going to let this sexual tension go? The non-linear storytelling forced me to think, “Okay, where are we?” The divine intervention and Jules re-thinking Ezekiel 25:17. That last moment, by the way, still gives me chills and sometimes chokes me up.

It seemed every subsequent QT film would take a left-hand turn straight out of the ballpark whenever I got settled in. I never knew when it would happen or how it would happen, but it would happen. My favorite is the stunning climax of Inglorious Basterds with two Jewish-American soldiers pumping rounds in…

… well, I really shouldn’t say anything else, should I? I don’t want to steal that moment from anyone who hasn’t seen the film.

A friend of mine once said the joy of reading a Philip K. Dick book was “that PDK moment when the protagonist becomes absolutely certain that everything around him is a lie.” I’d make the argument that the Quentin Tarrentino moment is when he hits you upside the head with something that was both inevitable and surprising (Aristotle’s key to an effective plot). If anyone can do it, it’s QT. Moreso, I don’t think anyone working in Hollywood does it as well or as consistent as Tarrentino.

Which is why this movie… well…

I’m not going to say I didn’t like it, because I did like it. I think it’s one of my favorite Tarrentino movies. On one hand, it contains everything I love about QT’s movies. Rock solid dialogue. The language of the camera. My favorite directors—like my favorite authors—have a distinct voice. When you’re watching a Tarrentino movie, you know it’s a Tarrentino movie.

But there are other things that seem distinctly different. QT’s characters are cool, sometimes to the point of caricature. They’re all consistent. Even when they are archetypal, he spends enough time so you feel you know the character, so when they make decisions, all those decisions make sense. The advantage of archetypal caricatures is you can use them to move plot forward, and Tarrentino doesn’t do that.

(Recent Marvel movies could take some lessons here.)

But in this film, he spends the entire first two acts taking a deep dive into the lives and thoughts of three characters: Leonardo DiCaprio’s Rick Dalton, Brad Pitt’s Cliff Booth, and Margot Robbie’s  Sharon Tate. We spend nearly two hours with these characters, following them around, watching them as a dark aura of doom creeps over their heads. We learn to love them, and that means we begin to worry about them. Of course, we know what’s going to happen to Sharon Tate, but the doom lurking over the shoulders of Booth and Dalton is just as present. And for the first two hours of the film, that doom remains, but quietly. Waiting for the right moment to strike. The moment we know cannot be avoided.

As I said, I’ve loved QT’s films because I’ve always felt he’s been ahead of me. But this time… not so much. Granted, I don’t think that was his intention with the first two acts. It’s a hang out movie. He’s not trying to keep us on our toes. He wants us to settle in, get to know these people, get to like them, maybe even fall in love with them, because in the third act, something truly awful happens.

(Although, to be fair, there is a moment at the Spahn Ranch that put me right on the edge of my seat, holding my breath. That was the first time in the movie that I felt I was watching a QT movie. I had no idea what was going to happen next and I… yeah, enough about that. You’ll see it.)

So, sitting back, doing what was expected of me, the movie felt like a QT film and didn’t feel like a QT film. I like when directors stretch and try things they’ve never tried before, and that’s what the first two acts felt like to me: Tarrentino saying, “I don’t have to keep pulling rabbits out of my hat. I’m going to do this instead.”

And after getting to know these three characters well enough to care about them, QT set the third act into motion…

 

Okay. Here’s the thing. I respect stories, sometimes more than people. When I say that I won’t talk about spoilers, it isn’t so much out of respect for the storyteller (although there is respect there), it’s more out of respect for the story. And in this case, talking about the third act at all is a spoiler, so I’m not going to talk about it. However, I will talk about my reaction when the film was over.

 

When the film closed, I had mixed feelings. I loved the experience and will probably see the movie a second time. However…

Mr. Tarrentino,

I loved your movie. Sincerely loved it. I agree with you when you say this was your most personal movie. It shows. I fell in love with your characters and I remember the love I used to hold for Los Angeles when I lived there. (I’ve since gotten over it, but I encourage you to never lose it. I miss LA from time to time, the same way you miss an ex-, but then I remember how happy I am with my current love and that reminiscence fades.)

I loved your movie. But there’s this thing about magic tricks. As Penn & Teller say during their cups and balls routine: “The first rule of magic is, never do the same trick twice.”

That’s twice, sir. You don’t get a third time.

 

With admiration and respect,

JW

The Map is Not the Territory

Someone asked me about my Unreview rules recently:

  • I have to pay for it,
  • I have to like it,
  • I do my best to use E-Prime.

Well, here’s why.

 

Imagine someone who reviews movies after only seeing the trailer. Or reviews books after reading the back cover. Or reviews games after only reading the rules.

I know what you’re thinking. Nobody does that. Those people don’t exist. Well, you’d only be partly right. The first two don’t exist. But the last one is actually commonplace. I see it all over the internet.

The fact of the matter is, reviewing a game after only reading the rules is exactly like reviewing a restaurant after only reading the menu. One of my favorite little lessons I learned from studying Zen (stolen from Alan Watts) goes like this:

 

I can give you the recipe for baking the cake.

I can give you the ingredients.

But I can’t tell you good it will smell when it comes out of the oven,

Or how it will taste.

 

Let me give you a couple of examples.

In many editions of the World’s Most Popular RPG, rolling a 20 gives you a critical hit. It’s also an automatic success. That’s a rule. There it is. Look at it.

 

Of course, that doesn’t tell you at all about the emotions rolling around the table when the DM says, “You have to roll a 20 to succeed.”

It doesn’t show you the tense moment before someone rolls that d20.

And it doesn’t show you the cheer that rises from a table when it happens.

 

Those moments cannot be written down in rules. They’re what James Joyce called “sublime moments.” A short period of time that words could only fail to describe. Even now, writing it down, have I really captured that cheer? Has anyone? I can tell you about it. I can even try to show you that moment with lyrical prose, invoking your own memories of that one time you needed to roll a 20 and you did it and saved everyone’s lives.

But does it really capture that moment?

Gaming moments are sublime. That’s why gaming stories are so boring. Okay, for one, they’re usually told by people who don’t know how to tell a good story, but the other part is the moment was so magical…you just had to be there.

I’ll use a video game as an example. I used to play a lot of Left 4 Dead 2. That’s two teams competing for survival. Each round, they take turns playing the survivors and the zombies. The heroes want to move from one safe house to another and the zombies want to stop them from doing it. Pretty simple, right?

Except in the world of L4D, nobody is Master Chief. You need a team of four to make it, all working together, fighting for every damn step you take. It is an intense, brutal and merciless game. And there’s one mechanic that makes it all sing.

When you get knocked down, you need someone else to get you up.

Now, I know this mechanic has been lifted in other games—I’ll talk about one of them in a moment—but this is the point. When you go down in that game, you know there’s a good chance you’ll be…left for dead. Because going back in a game that’s all about going forward means you’re losing. When you play the game as the zombies, the whole point is to keep them from moving forward and pulling people back. So, when you go down, the whole team has to stop and get you back up.

As zombies, whenever you get one of the survivors down, it’s progress. Getting two down…oh, buddy. That’s the end.

So, here’s the situation. I’m playing online with strangers. Just two of us have made our way across the map, fighting for every step, like I said above. There’s just two of us left. The safe house is in sight. We get to the door and…my buddy gets pounced. I have a choice. I could stay in the safe house and score points, or I could go back and get him, and thus, score more points. But if I go back outside, there’s a whole host of baddies waiting to jump me. So, the obvious choice is staying inside.

I don’t take the obvious choice. I use a med pack and heal myself up. I take a shot of adrenaline so all my actions are fast-fast-fast. I grab the grenade launcher.

All the while, I’m saying over the mic to my buddy, “I’m coming back for you.” And my buddy is shouting, “Don’t you come outside! Don’t you come outside!”

I just tell him, “I’m coming back for you.”

I open the door. Fire the grenade launcher to kill the zombie that’s on him. (For fans of the game, it was a hunter.) Then, fast-fast-fast­, I get him back up and fire the grenade launcher again, just in case. And together, we shut the door.

“Holy shit!” the other guy shouts. “You come back outside whenever you goddamn want!”

Another story. I’m currently playing Mass Effect: Andromeda multi-player. Similar deal. Four players against waves of baddies. We have to work together to win. And, like in Left 4 Dead, if you go down, someone else has to get you up.

When you’re playing with friends, chances are, folks will run to pick you up. But when you’re playing with strangers, your odds are 50/50%. So, when you go down and you see someone running across the map to get you…there is nothing in the world like it.

I can show you the mechanic, I cannot tell you how the cake will taste.

Anyone who reviews a game without playing it is missing 90% of the game. And that 90% only happens at the table. I’m not talking about player banter, I’m talking about seeing a mechanic in play and how it affects the table. You can’t tell those kinds of things by only looking at the rules. You have to see them in play.

And until you do that, you’re just reviewing the movie after reading the script. Sure, you may get to see the best lines, but you’ll never see the actors or the special effects or the editing choices.

Or, you’re reviewing the album after looking at the sheet music. I’m sure Leonard Cohen’s Hallelujah looks pretty boring on the page. But hearing it…now that’s something else.

I’m going to Italy later this year. I plan on seeing Michelangelo’s David. Because seeing the pictures doesn’t do it justice.

When I went to Scotland, the thing I wanted to see most was Rosslyn Chapel. Why? Because I had seen pictures and I wanted to see the real thing. Watching your favorite band in concert on video is not the same as being there, watching them live, surrounded by a few thousand other fans who are just as excited to see them as you were.

And saying that someone who saw a concert on video is the same as seeing a band live, well, that’s as silly as…oh, I don’t know… maybe…

…reading the rules and thinking you’d played the game.

[REDACTED] Died For Your Sins: A Reflection on Avengers Endgame

 

I was at a game convention somewhere and a young lady was talking to me about Legend of the Five Rings and 7th Sea. Specifically, she was telling me about characters she loved and how her GM put those characters in their game so she could interact with them. She not only got to do that, but she got to save one of her favorite characters from danger. “That was amazing!” she told me.

“That was the point,” I said. “Make players fall in love with the setting, then put it in jeopardy.”

“But how do you make characters you know the players will fall in love with?” she asked.

I smiled and told her, “Because I fall in love with them.”

It’s a lesson I learned a very long time ago. Way back in the ’70’s when I was still in single digits, my father started watching the Wonder Woman TV show. And that’s when I fell in love for the first time. I didn’t fall in love with Lynda Carter—I have no idea who she is. I’ve never met her. But I did fall in love with Wonder Woman. Like I said, it was 1975 and I was only seven years old, so it wasn’t the fact that she was in that costume or that they put her in slow motion when she ran. I fell in love with Wonder Woman because she cared about people and put herself in danger to protect others. She was fair and just and, most importantly I think, merciful. Just one hour of watching Diana accomplished what my parents had failed to do with Jesus.

What Would Diana Do?

She got me into comic books, and from there, I discovered Spider-Man and Batman and Superman and the X-Men and…man, that’s a lot of men. And over the years, I’ve remained a Wonder Woman fan. I’ve always collected her comics, even when they stink. Fortunately, these days, they don’t stink. Since the movie busted box office records, they’ve put some money behind Diana with talented writers and artists telling her story. And to this day, I’m still a fan. I’m still in love.

But you didn’t come here for her. You want to know what that title is all about. All right, but from here on out, THERE BE SPOILERS. I mean it. I’m going to talk about the movie as if both of us have seen it, so if you haven’t, you’d better beat it. Scram. Get lost. Because I’m talking about the movie in 3…

2…

 

 

 

 

 

 

… and before we get there, let me say this: just because I didn’t like something doesn’t mean you’re wrong for liking it. It doesn’t make me a better person than you, it doesn’t make you a worse person than me. I don’t like asparagus. I know they’re good for me and I know people love them, but I don’t. Doesn’t make me anything other than a person who has different tastes than you. So before you go off on me for not liking something you did, just remember, there’s probably something I adore (Big Trouble in Little China is the Greatest Movie Ever Made) that you think is cheap rubbish. And that’s okay. That’s why there’s 31 flavors of ice cream. This essay is about my feelings, not yours. I’m not telling you whether or not the movie was good or bad or whether you should like it or hate it. That’s up to you. I’m not trying to convince you of anything. This is how feel. Keep that in mind over the next few paragraphs, okay?

Resuming countdown.

2…

1…

 

 

 

 

 

 

…and fuck you, Marvel.

I was having a great goddamn time watching your movie. I mean, a great goddamn time. I did not like Infinity War. Just did not like it. Mainly because I walked out of the theater saying, “Well, the rest of the world is about to discover what comic book fans have known for decades: death means nothing in the Mighty Marvel Universe.”

Quick joke. Jason Todd, the second Robin, dies at the hands of the Joker and heads off to Heaven. There, in front of the pearly gates is St. Peter with his fiery sword and St. Peter says to Jason, “You lived a hero’s life and you died a hero’s death. Welcome, and be at rest.”

And just before Jason walks through, he looks to the side and sees a revolving door. You know, the kind that’s in front of hotels and stores. Jason looks at St. Peter and says, “Hey, what’s that?”

St. Peter sighs. “Oh. That’s for the X-Men.”

(Joke addendum: So Jason Todd goes through the revolving door instead.)

Lots of laughs, the room booms, I take a bow. Tip your waitress.

And in the meantime, fuck you, Marvel.

Another joke.

Hawkeye and Black Widow are on the cliff and the Red Skull says, “You have to make a sacrifice.”

“What kind of sacrifice?” the Widow says.

Red Skull tells her, “You have to sacrifice the token woman in your Marvel franchise.”

Crowd boos. Aw, was that too soon? Yeah, it’s too fucking soon for me, too.

I fell in love with Black Widow back when she was showing up in Daredevil comics, so don’t you fucking tell me “too soon.”

How about this. How about the fact that I was really enjoying the movie. It seemed like a celebration of everything the MCU had accomplished so far. I was loving it. And I mean loving it. I was laughing. I got choked up a couple times. They had me, right there, in the palm of their hand. An incredible job of storytelling. I’m having a blast.

And then, Hawkeye and Widow go looking for the soul stone. And I’m thinking, “Maybe this is where they save Gamora.” And I was excited.

And then, everything stopped. All that celebration and fun just stopped fucking dead in its tracks. Hawkeye and Widow spend a minute or so fighting about who gets to throw themselves off the cliff, making the sacrifice.

And right then and there, I think:

Oh…one of them sacrifices themselves to get the stone! And the Red Skull says, “Nobody’s ever done that before! Here’s the stone and you both get to live!

This is going to be awesome! Because love saves them both! That’s gonna be—

Wanna hear a joke?

That’s not what happens. Widow sacrifices herself while Hawkeye is crying, trying to hold on to her. And she pushes herself off the cliff, and she falls, and there’s a glory shot of her being dead at the bottom of the cliff and Hawkeye wakes up with the soul stone and cries.

That’s the joke. And I’m the butt of it.

Crowd is dead silent. No sound. I’m standing on the stage, looking like an idiot.

From that moment on, it didn’t matter what Marvel did. I hated this movie. Sure, I loved the first act and the first part of the second act, but they fucking killed Natasha when they didn’t have to. When they had an out. A simple, easy out that follows Storytelling 101: Heroes break the rules and that’s how they win.

Let me say that again:

HEROES BREAK THE RULES AND THAT’S HOW THEY WIN.

“Dormammu…I’ve come to bargain.”

Remember that? Remember how awesome that was?

Remember Captain America believing his friendship with Bucky was stronger than Hydra brainwashing?

Remember Star Lord’s dance off?

Heroes break the rules. That’s how they win.

Marvel could have done it. They didn’t. Nope.

And it got worse from there.

Quick story. I was with a party when I saw Captain Marvel. Three women in the party all came out of the movie with the same thought: “I can’t wait to see her kick Thanos’ ass.”

Well, sorry to disappoint you, but that doesn’t happen. In fact, he swats her away like a bug.

Like a bug.

So, that cathartic moment? You don’t get it. Hahah. Neener, neener. I can just imagine all the internet trolls laughing about that moment right there. They’ve probably got it on slow mo, watching it with one hand on the mouse, hitting “rewind.” Assholes.

And don’t get me started on killing Tony Stark. Because that just means I’ll have to come to your house, Marvel, and burn it to the fucking ground.

(Not literally. That’s a metaphor. Or maybe just hyperbole. A hyperbolic metaphor. Yeah. Something like that.)

Tony Stark dying doesn’t mean anything to Tony Stark. He’s dead. It’s his wife and daughter who have to live with that. So, fuck you Marvel for making that little girl who was so awesome an orphan. Because you couldn’t write an ending where Thor and Scarlet Witch and Captain Marvel and Spider-Man and everyone else Thanos killed hold him down, beat the shit out of him, cage him, then make him watch as you return the stones back to their proper time lines while he sits in prison for the rest of his…oh, yeah, immortal life. Can’t have that ending. Instead, we’ll have Tony murder a few thousand people.

And hey, Tony didn’t know that Gamora has a good heart, did he? She’s on Thanos’ side, and he murdered everyone on Thanos’ side, which means TONY STARK MURDERED GAMORA, DIDN’T HE?

Didn’t think about that, didya?

Mass murder isn’t what heroes do. It’s what villains do. And maybe that’s why he had to die. Because in the end, Tony Stark chose murder to solve their problem. Fuck you Marvel.

I loved-loved-loved the first half of this movie. And I hated-hated-hated every bit of the second half.

So, fuck you Marvel. Fuck you for giving me a character to fall in love with, then fuck you for giving her a stupid death that doesn’t make sense with the rules you created.

Unreview: Captain Marvel (No Spoilers)

Unreview Rules:

  1. I have to like it,
  2. I have to pay for it,
  3. I try my best to use E-Prime (avoid using any iteration of the verb “to be”) whenever I talk about the thing.

 

The thing I liked most about Captain Marvel and the thing I liked least are both liked to such a huge spoiler, I can’t talk about it. That means I can’t tell you the main reason why I liked the movie so much and the one thing I felt… Well, dammit. I can’t say that without breaking Rule #3. Let me try that again.

I don’t think the thing doesn’t need to be said—I think it does need to be said—but there’s a moment where the filmmakers lay it on so thick, I think it detracts from the point. And that moment, that tiny moment, pulled me out of the movie.

Again, not because I disagree, but because…eh, I should shut up. Because I really like this movie. I like it so much, I’ve moved it up into my top 5 Marvel movies.

When the trailers started hitting the screens, I must admit, I did not feel it. Oh, don’t get me wrong, I wanted to see this movie. (In fact, according to my latest schedule, I’ll be seeing it two more times before Wednesday.) They just weren’t doing it for me. Trepidation crept into my heart. But once Brie Larson hit the screen, that moment died. The trailers completely failed to capture Brie Larson’s screen presence. That woman could loan you 10 points of Charisma and she’d still have 18+. She held my attention throughout the film; from the first tête-à-tête to the first post-credit scene. (There’s two. You should stay for both.)

And the way Marvel handles her throughout matches up with a few other films I’ve seen over the past year. Films like Bumblebee, Alita: Battle AngelIncredibles 2Ant-Man and the WaspOcean’s 8, and many others. Beautiful women who are not sexualized in any way. Sexy as all Hell, but not sexualized. Makes me feel happy. Makes me feel that maybe, just maybe, Hollywood has figured out how to make films women want to see. Hell, that want to see. I mean, I work in an industry where fetish and fantasy are used as synonyms and I’ve been fighting against that shit since 1995. I’m glad to see others are, too.

Funny story and a bit of a side-step, but trust me, it’ll make sense when we swing back. When I was in high school in Georgia, one of my teachers had pictures of both MLK and Malcolm X on his wall. I told him, “I know who MLK is…but who is this?” He gave me a copy of The Autobiography of Malcolm X to read. When I was done, he asked me what I thought. I told him, “I feel angry. And sad. And confused.”

Later, I went to see Spike Lee’s movie. I lived in Los Angeles at the time and when I went into the theater, I was the only white person there. The only one. I was frightened, but I stayed put. When the movie ended, I looked around. I was certain something was going to happen. And while I watched the film, I realized how few white people were in it. And it was at that moment I realized, “Well shit, this is what it feels like.” That moment when nobody in the theater and nobody up on the screen looks like you.

That walk from the theater to my car in the dark parking lot took a month. But nothing happened to me. Probably because everyone knew what would happen if something did happen to me. That night changed my life forever.

So, back to Captain Marvel. Watching this movie and watching Bumblebee and watching Alita: Battle Angel and watching Widows (why did you not see Widows, people?) showed me something new. All those movies showed me walking, talking examples of “the female eye.” Something I’d heard about before but didn’t understand until I actually saw it. That’s because I’m slow and I need to see things to understand them. When I sat in the theater for Bumblebee and saw young and gorgeous Jorge Lendeborg Jr. taking off his shirt, I suddenly realized: “That’s not for me.” And when the theater responded to him taking off his shirt, I was back in Los Angeles, sitting in a theater of people who didn’t look like me.

AND THAT’S OKAY.

No, wait. That’s not just okay. That’s pretty awesome. Because the people who make movies can make movies that aren’t just about people like me. They can be for someone else. But I still get to enjoy them because they’re great storytelling.

Pay close attention to why Carol Danvers becomes what she is. I can’t say much more without spoilers, but trust me, you’ll want to pay attention here. She isn’t given anything, it’s because of the choices she makes. Because of who she is. This isn’t empowerment, it’s empowering. There’s a difference. Take a Mythology 101 class and learn the difference.

Loved the cat, loved the friend, loved the friend’s daughter, loved Jude Law…

I did not love the Stan Lee thing at the beginning. At the end of it, someone in the theater shouted, “Thank you Stan Lee!”

I shouted, “And Jack Kirby and Steve Ditko!”

That’s all I’m gonna say about that.

Weird Weird West: A Hack of the World’s Most Popular Weird West RPG

Introduction

I turn fifty this year. Wow. Five-Oh.

This weekend, as part of my birthday celebration, I had the opportunity to run Deadlands for Shane Hensley. We were chatting over the internet a couple weeks ago and I said, “I’d really like to play Deadlands.

Shane said, “You should run it. I’d drive up (from Chandler to Phoenix) for that. But it would have to be your own weird take on the system.”

Well, I like the idea of giving away things on my birthday, and I know game designers secretly love seeing what other people do with their own ideas (the good ones do), so I told him I’d run it on my birthday and sure enough, he showed up to play. I threw together a quick system that shared elements with Deadlands, but was certainly not Deadlands. I explained the system to the players and started the game.

As with all game systems, the players and I started making small changes during play. We changed when players could look at their cards. We changed what Jokers meant. I improvised a method of randomly picking characters. And ten minutes after we started playing, I added Flaws (you’ll see them below). After the game was over, we all talked about the game and even more changes we would make.

The system you’re about to read is the system that emerged from that session with a couple of minor tweaks thrown in afterward. It’s fast, efficient and deadly. Really deadly. I think its safe to say that my interpretation of Grit was Shane’s favorite element of the game. For most of the mechanics, he nodded, but when I explained Grit, his eyes lit up.

Special Thanks to the other players at the table: my faithful and awesome regulars Fabien Badilla, Jennifer Todd, and the always handsome Mr. and Mrs. Blessing, Ron and Veronica. And to Jessica, who was making a METRICK $#%@ TON of food for my birthday celebration, listening in, and chuckling.

1: Makin’ Characters

Get yerself a bunch of index cards. This is one of them hipster indie games, after all. Every player gets two: one for a name stand that you fold over and put in front of you, and another for your actual character sheet.

On the character sheet, write down your character’s name.

Then, write down three words or phrases that are important to who your character is. This could be Sheriff, Gunfighter, School Marm, Gambler, Coward of the County, whatever you like. Assign a “1,” “2,” and “3” to your three words or phrases. These are your Traits. The one that’s most important t’ya should be the 3, and then go in descendin’ order.

Next, write down yer character’s Flaw. This is something yer character does in spite o’ their best interests.

Then, get three coins or chips or tokens or whatever to represent yer Grit. This represents yer character’s toughness. Sorta. You’ll see.

Optional Rule: If you feel one of yer Traits, and just one of yer Traits, should earn you an additional Grit, you go ahead and give yerself another Grit token. The House (that’s the GM in this game) has’ta approve yer Trait as givin’ ya a Grit.

Now, write down three things that are true about yer character.

Finally, each of the other players tells you how they know your character. How they met, how they get along, anything like that. And you do that fer each of the other characters, too.

That’s when yer done and it’s time ta play.

2: Playin’ the Game

The standard rule is the House narrates the story. She says what happens.

Whenever a player wants to narrate something, she plays against the House.

First, the House deals a hand of five cards to the player and a number of cards to herself based on how hard the situation may be.

  • If the situation is Normal, she deals 5 cards.
  • If it’s Tough, she deals herself 6 cards.
  • If it’s Harder Than That, she deals 7 cards.
  • If Things Are Damn Grim, she deals 8 cards to herself.

Both the player and House try to make the best poker hand.

The player looks at his hand and can discard 1 card per point in one appropriate Trait. So, if a character wants to gun down a villain, and she has GUNSLINGER 2 on her character sheet, she can toss two cards and the House gives her two more. If she had GUNSLINGER 3 on her sheet, she could ditch three cards and the House deals her three more.

Once the player has her final hand, both the player and House compare hands. Whoever has the best hand gets to narrate the scene.

Grit

Because the House gets to narrate the scene (usually), the House can put all kinds o’ heinous hurtin’ down on the characters. The House can say, “You get a black eye,” or “You sprain your wrist,” or “You twist your ankle,” or any other kinda hurtin’.

When this happens, the player can spend a Grit and say, “It don’t matter none” or some other kinda phrase that indicates their character is too damn tough to be bothered by an insignificant consequence such as that.

Otherwise, the player has to write down the injury on their character sheet. If any such injury comes into play during drawin’ cards, the player has to draw one less card for each appropriate injury.

So, if you got a sprained wrist and you’re tryin’ to palm a card during a poker game, or maybe you’re tryin’ to draw your gun faster than the outlaw who’s about to gun you down, you draw one less card.

Now, there’s one exception to this and that’s guns. Whenever your character gets shot, she dies. That’s it. Dead, dead, dead. On her way up to Boot Hill. You done got yerself a wooden coat. The only way to avoid dyin’ from a gun is to spend Grit, but when you do, you have to describe how the gunshot hurt ya, but didn’t kill ya. And it should be bad. If it ain’t bad enough, the House will let ya know. Just make it bad and don’t put the House in the position o’ havin’ ta correct ya. That’s just rude.

Oh, and once per game, when ya invoke yer Flaw, you get one Grit. Once per game and that’s it.

Magic and Other Weird Stuff

If yer character wants t’have magic or steam powered flyin’ machines or somethin’ else Weird, ya gotta make it one o’yer Traits. When you use it, you do the same thing ya do for any other Trait: ya make a draw with the House. If you get the higher hand, you get ta say how it works. If you don’t, the House does. If the House wins, it don’t mean yer Weird stuff don’t work, it means the House gets ta say how it works. Weird stuff is weird and sometimes it does weird stuff.

Who Goes First?

If there’s ever a question about who goes first, have everybody play high card: just throw out a card to each player and they go in the order of the cards. Or, ya can have the highest hand go first. That includes NPCs, by the way.

When Do I Shuffle?

I shuffle after each draw. I also use two decks shuffled together. You may want to do that or you may not, dependin’ on how much fun countin’ cards is fer you and yer players.

Jokers

If’n ya keep the Jokers in the deck, they’re wild cards.

3: Conclusion

And that’s it. That’s all ya really need. Everything else is just window dressin’. Now go get yer friends and play.

And consider this my birthday present to you. Yer welcome, pard’ner. Happy birthday.

 

Presuppositional Apologetics: An Apology

 

 

“So, those with depression and schizophrenia can just choose to not be depressed and schizophrenic?”

— Me, debating freewill

 

I suffer from depression. All my life. Actually, it’s more than depression. Recently, I was re-diagnosed with bipolar disorder because the older you get, the faster your body breaks down. And that means there are times I’m not completely in charge of my brain. (Actually, nobody is really in charge of their brain, but I don’t want to go down that rabbit hole. Let’s just say that once you discover you have something wrong in your head, you start studying how the brain actually works, and you never like what you find out.) When a bout of depression hits, it doesn’t wear boxing gloves. Or, maybe it does, because you can actually hit people harder with boxing gloves, you know. Which is one of the reasons why MMA is safer than boxing. And…

…yeah. Brains. Funny things.

When I get hit with a bout of depression, I stop doing the things I love. I stop eating. I stop showering. I stop getting out of bed. I stop reading. I stop writing. And I become fixated on stupid things. I start to clean. A lot. I re-organize my comic collection. I move around the book shelves and the books on them. Then, I do those things all over again. You just can’t tell what I’ll obsess over when depression comes a’calling with its haunting siren song.

This time, it was weird. This time, it was presuppositional apologetics. From Wikipedia:

 

Presuppositionalism is a school of Christian apologetics that believes the Christian faith is the only basis for rational thought. It presupposes that the Bible is divine revelation and attempts to expose flaws in other worldviews. It claims that apart from presuppositions, one could not make sense of any human experience, and there can be no set of neutral assumptions from which to reason with a non-Christian.[1] Presuppositionalists claim that a Christian cannot consistently declare his belief in the necessary existence of the God of the Bible and simultaneously argue on the basis of a different set of assumptions that God may not exist and Biblical revelation may not be true.

 

So yeah. I got caught up in that. In fact, I watched hours of Youtube videos. And a couple people really caught my attention. Caught it and wouldn’t let go.

Matt Slick

I watched people like Matt Slick go on and on about his version of the Transcendental Argument for the Existence of God and watched even more hours of people dissecting it and demonstrating its mistakes. And it has huge mistakes. Like, right in the first premise argument killing mistakes. As someone who studied philosophy in college, declared philosophy as a major, tutored philosophy and did student teaching, I took one look at Slick’s TAG and shook my head. If he had turned it in while I was a student teacher, I would have returned it with an “Incomplete” grade. It’s so wrong, it isn’t even wrong. It demonstrates a fundamental lack of understanding of how to build a disjunctive syllogism. What is a disjunctive syllogism, you may ask? I’m happy to answer!

A disjunctive syllogism (modus tollendo ponens) is a valid argument form which is a syllogism having a disjunctive statement for one of its premises. It usually looks like this:

{\displaystyle {\frac {P\lor Q,\neg P}{\therefore Q}}}

Or:

P versus Q.
Not P
Therefore, Q.

A real example for illustration:

This die either has 10 sides or 20 sides
The die has 10 sides
Therefore, it does not have 20 sides

In other words, by affirming the P, you disconfirm the Q.

However, Matt’s lists his syllogism like this:

 

Either God, or not-God.

Not-God cannot account for the laws of logic.

Therefore God can account for the laws of logic.

 

Now, there are so many problems with this that I don’t even know where to begin. Let’s start by stripping away the text and go for the way he structures the argument, which may help us see the most basic problem.

In short, Slick’s argument attempts to use the following form:

 

P or —P

Not —P

Therefore, P

 

The basic problem here is Slick’s formulation is essentially just begging the question. And no, “begging the question” doesn’t mean “raising the question.” It means that you include your conclusion in one of your premises.

He’s also created a false dichotomy, which undermines his disjunctive syllogism. (He also likes to move away from evaluating the form of his argument and get to “the facts,” which demonstrates he knows there’s a problem here.) When I say “This die has 10 sides or 20 sides,” I offer two choices. There are no other choices available in the argument. But by presenting “God” and “not God,” he has not presented a dichotomy. (He likes to say “true dichotomy,” which is a lot like saying “code of bushido” or “ATM machine” or “PIN number.”) He also ignores the fact that “not-God” (which he calls atheism) also includes all world views that do not include the Christian God. That includes Buddism, Hinduism, Platonism, and any other world views we haven’t discovered yet. It also makes a category error of defining “atheism” as a world view, which it clearly is not.

This brief video covers some of the basics here as well as some other really fun objections. There are other videos, but because Rationality Rules invokes Odin and Valhalla, it’s my favorite. Take a peek.

 

 

Darth Dawkins

Darth Dawkins, aka Darwin’s Deity, aka Evolution False, aka a dozen other pseudonyms is the presupper that I could not stop watching. Not because I found any of his arguments intriguing or compelling, but because he really is a train wreck. I mean, a train wreck of highly combustable, radioactive material. Watching a video with “DD” is like watching Godzilla plow his way through a city. And not fun, cool, anti-hero Godzilla…wait. No, not like Godzilla at all. Godzilla is fun. Comparing this guy to Godzilla is an insult to Godzilla, and I must now apologize.

DD’s chief argument works like this:

 

Because atheists cannot justify their presuppositions, their entire world view is irrational. Therefore, they can’t even justify they exist.

 

This is the kind of shit philosophy professors pull on freshmen. It’s invoking the problem of hard solipsism, that nobody can be sure that anything outside their own mind is real. It’s something you learn in Philosophy 101, it freaks you out, you try to find ways around it, discover you can’t, and then, you either live with it and get on with your life, or you have an emotional breakdown and turn to magical thinking to save you. DD believes this little problem—which has been around for centuries—is “news to atheists.” The problem of solipsism has been around since before Socrates and Plato and has been addressed by philosophers ever since. Renee Decarte’s famous “I think therefore I am” directly addresses it. But for some reason, DD thinks it’s some kind of magic trick to convince people to turn to his god.

If you’re really curious, I can explain the problem. If you’re not, skip this paragraph and move on. See, when you ask someone, “How do you know that?” and keep asking them, eventually, they have to say, “That’s what I see and what I think.” Eventually, everyone hits epistemological bottom. You can’t prove Aristotle’s three logical principles (presups like to call these “logical absolutes,” but in no Philosophy class in the world will you hear a professor use this term): the law of identity, the law of non-contradiction, and the law of the excluded middle. We cannot prove these to be true other than experiencing them, and since our senses can deceive us, being 100% certain about anything is impossible. That’s the problem.

Presups like DD like to use the solipsism problem in extremis. In other words, if you can’t be 100% certain about something, YOU CAN’T KNOW ANYTHING!!!11!!!!!! Which is false. While our senses can fool us, that doesn’t mean they always fool us. In fact, we can attribute degrees of certainty to propositions. If I take my glasses off, is my eyesight better or worse? Clearly it is worse, therefore, my eyesight has degrees of certainty. I can still see the eye chart, but not the lower letters. DD also uses the old Sye Ten Bruggencate trick of asking, “How do you know you’re not a brain in a vat?” Well, to begin with, proving a negative is almost impossible, and it’s shifting the burden of proof. It’s also a disingenuous question. That is, asking someone to prove something that you don’t believe. Do you believe we’re all brains in vats? No? Then don’t ask me to prove something neither of us believes. And until you can prove I’m a brain in a vat, I’ll keep believing I’m not.

Presuppositions cannot be proven. They’re an accepted part of philosophy. If you walk into any philosophy department in the world and start making claims such as “You can’t know you’re a brain in a vat!” and “You can’t justify your presuppositions!”, you’ll get laughed out of the building. In philosophy, we all agree presuppositions cannot be justified. That’s what makes them presuppositions.

And so, with that in mind, if a presuppositional apologist uses God as a presupposition, doesn’t that mean they can’t justify the existence of G—

 

SHUT YOUR DIRTY MOUTH, ATHEIST! YOU CAN’T EVEN KNOW YOU’RE NOT A BRAIN IN A VAT!

I DON’T NEED TO TALK TO YOU! 

 

And yes, that’s the typical rhetoric tactic of presups. Screaming insults at anyone who tries to ask them questions. But there’s another tactic presups use. And it’s essentially asking you the question, “When did you stop beating your wife?”

The Presup Red Herring

See, when I was in college, in debate club, we had a rule: no red herrings. A red herring is “a seemingly plausible, though ultimately irrelevant, diversionary tactic” (wikipedia) designed to avoid answering questions. It goes like this:

Me: “If God is one of your presuppositions, how do justify it?”
Presup: “How do you know you’re not a brain in a vat?”
Me: “Sorry, that doesn’t answer my question.”
Presup: “I asked you a question. How do you know you’re not a brain in a vat?”
Me: “Excuse me, I…”
Presup: “If you’re not going to answer my question, we can just stop talking. See, this is a typical tactic for atheists. They refuse to answer questions.”

 

If you think I’m making this shit up, just watch the following video. I assure you, I am not making this shit up.

 

 

Standard tactic. Institute a tone of interrogation with you asking all the questions. Then, when someone asks you a question, ask them a diversionary question in return and get upset when they don’t answer. There are hundreds of hours of this.

And I’ve. Watched. All of it.

Conclusion

This morning, an old friend of mine posted something on Facebook. And like an incantation, it broke my spell.

 

“The primary problem faced by those attempting civil debate is that moral, rational, and scientific arguments don’t work on those with immoral, irrational, and unscientific mindsets.”
— my friend Greg

I sincerely believe both Matt Slick and DD are trolls. They’re not trolls like my friend Ken—who may be a curmudgeon, but he’s a sweet and generous curmudgeon who looks out for other people—but people who aren’t interested in having honest debate.

I debate to learn. Slick and DD debate to win. They aren’t interested in truth or convincing others. They just want to score points.

For those two weeks of depression, I wanted to find out how to contact these people and engage with them. But engaging with them won’t do anyone any good. And if I ever did engage them, I wouldn’t engage their arguments. Instead, I ask the following questions:

 

  1. Can you please show me a Youtube video or podcast where these arguments convinced someone to give up atheism and begin believing in your God?
  2. Have you ever submitted your arguments to a logic or philosophy journal?
  3. Do you agree using rhetorical techniques such as red herrings and other distractions do not benefit a discussion but only cause confusion and frustration?

 

That’s how I’d engage with them. Fortunately, I don’t have to because I don’t want to. Not anymore. Greg’s words lifted the haze off my head. Sometimes, that’s all it takes. A friend giving you a smack in the face (metaphorically, of course) that wakes you up.

And if you ever wanted to know how far my head can go down a rabbit hole, now you know. Sorry about that.

Unreview: WWE 2018 Survivor Series

 

Vince McMahon has committed many sins in his life (And by “sin,” I mean the original meaning of the word: “falling short.”), but this is perhaps the one sin for which a wrestling promoter can never be forgiven: he has lost control of his audience.

Everything you see in a wrestling show leads to a single purpose: to control the audience. Make them cheer, make them boo, make them laugh, make them cry. Wrestlers do this in their matches by structuring the contest in such a way that you feel what they want you to feel. The villain cheats, you shout angry epithets at the ring. The hero makes a comeback, you jump to your feet and cheer. And a wrestling show is constructed in the very same way. Just like plays, movies, books, and TV shows, promoters design their wrestling shows to manipulate the emotions of the audience.

Last night on WWE’s 2018 edition of Survivor Series, after taking a brutal and seemingly endless beating which left Ronda Rousey with a beet red chest, a broken lip, a bleeding ear, criss-cross marks on her arms, and visible open wounds, the crowd boo’d her out of the building. The problem was, the beating she took was designed to make the crowd boo her opponent…who walked out of the arena with cheers and chants of “Thank you!” It was the exact opposite result McMahon and his writers wanted.

Watching Rousey walk the ramp to the back choked me up right to the edge of tears. Yes, wrestling matches are choreographed stunt shows, but you can’t fake gravity and you can’t ignore pain. The beating Rousey went through was real. You can watch it. Just do a Google search and look at what her body looked like.

See those marks on her arm? Those aren’t make up. Those are legit marks from getting hit over and over and over again with a shinai. The woman was in pain. The attack—performed by Ric Flair’s daughter, Charlotte—was one of the cruelest and vicious things I’ve seen in years. And as a wrestling fan, I lived through the Horseman beatings in GCW. I saw the Piper-Valentine strap match. I’ve seen Bruiser Brody and Abdullah the Butcher. And I watched the Mick Foley-Undertaker Hell in a Cell match live, holding my breath the whole time. This was uncomfortable to watch because Charlotte did not pull any punches. It felt real.

And yet, when it was over, Charlotte was the one who was cheered and Rousey’s hometown crowd simply turned on her. The exact opposite effect of what the creators desired.

How could this happen?

Because Vince McMahon has lost control of his audience. And tonight was just a symptom of a much deeper problem: he thinks his fanbase is stupid.

Let me explain using an example from last night. In wrestling, there’s a long tradition of something called “the promoter’s son effect.” That is, whoever happens to be in charge of the wrestling company pushes his (or sometimes her) son above all the other talent. This creates resentment in the locker room as they watch someone without as much talent, charisma, or wrestling skill gets pushed above and beyond everyone else. It was true of the Von Erich boys in World Class, it was true of Greg Gagne in the AWA, it was true of Erik Watts in WCW…the list simply goes on and on.

Last night’s PPV was to pit the two WWE shows against each other: Raw vs Smackdown. And in the end, Raw won 6-out-of-6 matches, giving them a clean sweep. Why was the show written this way? To give Shane McMahon—Vince’s son—a reason to “turn heel.” That is, to become a villain.

That’s right. Vince threw an entire show’s roster under the bus so his son could have an excuse to become a villain. He made everyone on that show look weak and/or foolish for his son. Perhaps the ultimate example of the promoter’s son effect.

And he does this thinking the fanbase won’t notice. But there’s a problem here. Wrestling fans are a lot more media savvy than they were back in the ’70’s and ’80’s. More savvy than they were in the ’90’s, when wrestling had its Modern Golden Age. We’ve been through TV and media that have demanded a lot from us. Shows like LostAmerican Horror StoryGame of ThronesThe Sopranos, and Breaking Bad actually forced its audience to smarten up and watch with a critical eye. Websites devoted to finding easter eggs and foreshadowing in shows have made their audiences keener than they’ve ever been before.

Problem is, the WWE thinks they’re still selling their product to rubes and marks.

Used to be, when a villain cheated to win a match, the crowd would get angry at the villain. They left the sports auditorium thinking, “That dirty Ole Anderson is gonna get it when Dusty gets his hands on him!”

But a modern audience doesn’t think that way anymore. When they’re unhappy with a match’s results, they get mad at the promoter.

Case in point: two years ago was the Year of Daniel Bryan. Bryan is a wrestler with incredible skills, one of the best performers in the world. And at the time, WWE treated him like a joke because he didn’t look like Hulk Hogan, John Cena or Roman Reigns. He was a comedy act. The fans hated this and voiced their displeasure whenever they could. They’d chant his name during his matches. They’d chant his name during other peoples’ matches. And when he lost, they’d boo, even though he was a heel. The fans simply did not care how McMahon treated Bryan, they cheered. Because, at the time, the crowd felt that if they cheered loud enough, Vince would change his mind.

Well, their plan worked. Sort of. Daniel Bryan did become the WWE champion…but his reign would be short-lived. He would be played off as a fluke and lose the title to someone of McMahon’s choosing and the fans would be happy to watch it happen. Circumstances would strip Daniel Bryan of the title early: a lifetime of hard matches convinced the WWE medical staff that wrestling was no longer safe. And for two years, Bryan was a non-wrestling talent in the WWE, serving as a manager.

But Bryan was, like last night’s event, a symptom of that same problem. So were wrestlers such as Sasha Banks, Bayley, Asuka, and Finn Balor. All great talents that the fans were ready to get behind…but Vince remained unconvinced. So, he buried them in the middle of the roster while his hand-picked heroes and villains thrived, despite what the audience wanted.

The crowd believed it could change Vince’s mind. After all, it worked with Daniel Bryan. So, they continued to cheer for their favorites, regardless of what Vince was doing with them. This includes a woman named Becky Lynch.

The fans have decided they love Becky Lynch. And, as a lifetime wrestling fan, I can see why. She’s got talent. She looks fantastic in the ring. She has charisma. And she can put on a damn good show. Everyone loves Becky Lynch…

…so Vince made her a villain.

And the crowd didn’t care. They kept cheering her, no matter what the WWE tried to do.

Last night, Becky was supposed to be on the show. It was supposed to be Becky Lynch vs Ronda Rousey. Unfortunately, one of Vince’s hand picked golden tickets—the Rock’s cousin, Nia Jax—hit Becky in the face, breaking her nose and giving her a concussion. (The latest in a long string of injuries dealt by the severely undertrained Nia Jax.) That meant the WWE needed to replace Becky Lynch. They replaced her with Charlotte Flair.

As soon as the match started, the crowd started chanting Becky’s name. They didn’t want this match. They wanted Becky Lynch. Fortunately, the two women put on one of the best WWE matches I’ve seen in years. And I mean any match, put on by men or women. I was on the edge of my seat.

And then, in the middle of it, Charlotte just decided, “Screw this, I’m disqualifying myself.” In wrestling parlance, it’s called a “F—ck finish.” And when you do one of these, you have to make sure the crowd is with you, or they’ll turn on the match.

And that’s exactly what happened last night. The crowd was so pissed at the “non ending” of the match, they started booing the hero and cheering the villain.

At long last, the crowd has figured out a troubling truth: if they can’t yell at Vince, they’ll yell at the talent.

Last night’s audience turned into an angry mob, and they were going to throw their feces and fire at someone. Vince wasn’t there, so they decided to throw it at Ronda Rousey. The woman who just went through a real beating, had open wounds on her scalp, on her ear, on her arms and legs. And as she walked up the stage, and she heard those people throwing their derision at her, she started to cry.

That’s when I knew I just couldn’t watch the WWE anymore. I just can’t.

I can’t watch Vince McMahon take talent like Asuka, Bayley, Daniel Bryan, Finn Balor, and many, many others and piss their careers down the drain because he doesn’t know how to “get them over” with the crowd.

Sorry, Vince. Your failure of imagination is not my problem. And I’m tired of rewarding it.