The Force Does Not Throw Dice: Emotional Roleplaying

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Hello and welcome again to The Force Does Not Throw Dice, the ETE feature devoted to tabletop roleplaying games in the galaxy far, far away. This time we are going to be tackling the topic that won a poll I conducted on Twitter months ago: emotions in roleplaying games. We are going to be chatting about how to go beyond the usual hack-n-slashing fare and construct an emotionally satisfying experience.

So first I’m going to define what I mean with emotional roleplaying. I’m not just talking about good roleplaying, about the ability that good GMs and players have to have their character fake emotions (although this is a prerequisite, as we’ll see below) but about the ability to evoke an emotional reaction from the players themselves, just like a novelist tries to evoke emotions from their readers. Emotion is very important to storytelling and RPGs are, after all, shared storytelling.

This is honestly not an easy topic to tackle and I’ve been reluctant to write a piece about it, because in my opinion there are few things as personal as emotion. For all the speeches that exalt emotion as a universal experience—that can even be a bit ableist, to be honest—the truth is that whatever my personal definition of “love” or “sadness” is, it probably has little to do with yours. We are getting into the realm of the abstract so we gotta tread very carefully: the best we can do is try to make our games more evocative, more resonant, more emotionally rich, but we have to remember that a game table is not a novel: trying to force the players’ emotional response is either going to make us fall into the insidious trap of railroading or create the most melodramatic, clichéd grub. And we are better than that! Hopefully!

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The Downtrodden and The Oppressed: Social Class and Canto Bight

—this piece contains major spoilers from The Last Jedi

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Deep in the Corporate Sector lies the world of Cantonica. A desert wasteland of a planet where the rich and the powerful have managed to create a paradise for those able to afford it, a city called Canto Bight. A cocktail that’s equal parts Monte Carlo, Casablanca, and Dubai. A place where the bright lights hide a layer of pain and sorrow, a pit from where the new hope for the galaxy might end up emerging.

Class struggle is a concept that’s always been pretty much foreign to Star Wars. We’ve seen it used as flavor in a few galactic settings, like Anakin’s (pretty comfortable) slavery at the hands of Watto or the Naboo’s elitist disdain for the Gungan ethnic minority, equals part speciesism and classism. The supplementary material, both in Legends and in canon, has taken a closer look and how the rich and poor live in the galaxy and how they interact with each other, but it’s never been something to take much prominence. The conflict between the Republic and the Trade Federation, although later on explored as having its roots on a long conflict between a rich Core and a poor Rim, is never portrayed in the movie as anything other than a clash between two monolithic powers, a corporation and the government, over taxation.

But we’ve rarely seen the oppressed of the galaxy.

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Burden of Empire: The Complex Relationship Between Star Wars and Fascism

hux-blackseriesOur fandom is rarely without some kind of controversy. It’s been like this since the times of message board wars and it feels like social media has only exacerbated this tendency towards grabbing pitchforks and torches that we often show. Sometimes these controversies become full-blown online wars (just look “Reylo” up on Google), sometimes they just fizzle down after a couple of annoyed grunts, and sometimes they actually become polite discussions. A couple of weeks ago one of the latter happened when Florian from Jedi-Bibliothek revealed that then-upcoming book Leia: Princess of Alderaan (since then positively reviewed by Jay and Sarah in this website) had a very disconcerting scene: at one point, Leia happily speaks of an old Alderaanian proverb, strength through joy. For those not in the know, Strength Through Joy (Kraft durch Freude) was the name of a Nazi leisure organization; our friends at Jedi-Bib, a German fan site, were understandably puzzled, so were I and many others, especially European fans (I wonder why!). The fan reactions were multiple if muted, from the fans that suspected that it was intended to be a sarcastic commentary on the reach of the Empire to the fans that thought that it was not that big of a deal because to American readers it was an obscure reference, to even a few that said “STJ was just a tour operator, not a big deal, get over it.” I personally thought that the obscurity of the reference was what made the reference complicated, as it meant that in practice it worked like a dog whistle. Anyway, the strife lasted just one day: author Claudia Gray was horrified when she found out about the phrase’s origins, explaining it was just a coincidence, and everyone seemed to accept it and move on (although word is still out on what’s going to happen with future reprints and especially with the upcoming German translation). It was obvious from the start that it was most likely just an unintended reference: if George Harrison can accidentally copy one full song, the chances that Claudia Gray had referenced Strength Through Joy without knowing of its very dark origins were not small.

Yet the reaction of some fans who were just unwilling to contemplate the possibility that a Star Wars book could somehow have an intentional Nazi reference—while understandable because the author is well-liked and the book is really good—highlighted the sometimes complicated relationship that fandom has with both the representation of fascism in the Star Wars saga and the influence that fascism itself has had on it. I’ve mentioned before that I personally find the commodification of Imperial chic to be slightly disturbing, but this time I’d like to dig a bit deeper and to talk about the very tortuous relationship that Star Wars has always had with the concept of fascism itself. Is Star Wars a fascist dream? Is Star Wars actually anti-fascist? Read More

Let’s Game Like It’s 1999 — Running a Prequel to Your RPG Campaign

It's time for the people back there to take over!
It’s time for the people back there to take over!

Welcome again to The Force Does Not Throw Dice, our section about the wonderful world of running tabletop roleplaying games set in the Galaxy Far Far Away. No, this piece is not about gaming in what is known as “the prequel trilogy era”. What we are going to be talking about is how to set up a prequel campaign to your existing campaign. So dust off your Jar Jar sipping cup, find your old Y2K survival kit, play your least-hated Limp Bizkit CD… and let’s game like it’s 1999!

First of all: I’m perfectly aware that, out of the many words that are likely to elicit strong reactions from the fans, the two most powerful ones are probably “canon” and “prequels”, but this article is not going to get into whether the idea of Star Wars prequels was pure genius or a regrettable mistake. I have my own personal thoughts on the matter, of course, but it’s completely undeniable that the existence of prequels has become one of the most important or at least one of the most popular facets of Star Wars storytelling. So, if one of our objectives as GMs is presenting a faithful “Star Wars experience” in our RPG, why not bringing this to the table? So let’s work together and see how we can make our own prequel game.

Before taking a look at how to run a prequel, I’m going to make a few assumptions here. First of all, I’m assuming that you’ve had a “source campaign” running for a while and that you’ve created enough lore and characters to draw from: to be able to create a prequel, you need some kind of original work first! Second, I’m also assuming that we are talking about a “prequel” purely in the manner of the Star Wars prequel trilogy: we are not talking about a series focused on the childhood of the current characters or about a distant prequel set in the Old Republic or even before that, but a prequel set one or two generations before the current series. Third: in an effort to make this article as useful as possible, I’m assuming that the prequel campaign is going to be either a one-shot game or a short campaign, but there’s nothing stopping it from turning into a long campaign or even completely supplanting your original game: it happened to me, and it actually was the best Star Wars campaign I’ve ever directed. But I’m being realistic: it’s hard enough to get a campaign running, so I’m assuming you will be more likely to run a one-shot between adventures. Most experienced GMs are not really going to need any of this advice, but I still hope that they will find a few useful ideas in here! Read More

The Force Does Not Throw Dice: Oops We Killed Darth Vader

vips-vaderHello and welcome again to The Force Does Not Throw Dice, the very irregular ETE feature devoted to tabletop roleplaying games in the galaxy far, far away. It’s been a long time since my last piece but, after seeing the warm reception that my Star Wars RPG tweets usually get, I’m going to try to change things around and turn this into a more regular feature. So expect more RPG rants in the near future!

Last month we asked Twitter for suggestions for future features, and the topic of this month’s piece was inspired by Mario Escamilla’s question on the use of VIPs in the game. So first let’s define a VIP as any canonical non-player character, from a main character like Luke Skywalker to a secondary character like Officer Thanoth. Using canonical characters in your game is, to many gaming groups, intrinsic to roleplaying in the Star Wars galaxy. If we used the jargon from the old GSN Theory classification method, we could classify Star Wars RPG as a “setting simulation” system: although there can be a variety of approaches and many divergent campaigns can be played, one of the most common objectives is to make the game feel like it’s set in the Star Wars universe. Some Game Masters find that, alongside using known worlds and technology, one of the easiest ways to make sure that the game is unequivocally set in the galaxy far, far away is to have an established character guest star in it.

Yet using VIPs in your Star Wars game is not as simple as it sounds, and can bring some unexpected headaches if not thought through. Although all published settings come with their own canonical characters, be it the wizard Elminster from Forgotten Realms or the various corporate chairmen from Shadowrun, few can claim to have any characters as ingrained in popular culture as Han Solo or Darth Vader. So let’s take a look at some common challenges and mistakes when it comes to using VIPs. Let’s ask ourselves a few questions.

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