PAX and Other Paragraphs

Apr. 4th, 2026 04:45 pm
l33tminion: (Default)
[personal profile] l33tminion
Haven't written for a while, so writing about a variety of things this time:

Last weekend, I went back to PAX East for the first time in a long time. I stopped going some years ago when tickets started selling out almost immediately. That seems to no longer be the case, though the event was still pretty busy day-of. It was fun, but I didn't enjoy it as much as some times in the past. I have little tolerance for standing in line for things. At the Magic booth I played an apples-to-apples-style game with packs of Strixhaven, promotion for the upcoming set returning to that setting. I didn't find a lot of indie video games that really jumped to the top of my play-next list. The demo that I found most striking was for Of the Devil a Phoenix Wright type game of high stakes legal defense with a cyberpunk dystopia setting, Persona-esque aesthetics, and heavy leaning on card games and gambling as inspiration for its mechanics and metaphors. I played a demo (and wound up getting a copy) of Duat, which was a beautiful and interesting little board game. It's one of those games that gets surprising complexity from simple rules, it's quick and pretty fun. The openings are quite constrained, so I wonder if it will continue to hold interest as I play it more, but it definitely seems pretty neat. The craziest tech demo was for immersive-scent peripheral OVR. (Credit for trying, and it works well enough. Who knows, maybe in the future this will be an obvious key component of interactive experiences that produce heretofore unseen depths of emotional resonance and immersion.) Erica played a game of Lanternlight, a simplified tabletop roleplaying system designed to be easy for kids to learn and play, designed by game designer Andrew Harris in collaboration with his daughter, Anika.

I had to take Erica to the doctor for a blood draw this week, and boy oh boy was the pre-suffering much worse than the actual getting the thing done. Proud of her for being able to master herself eventually. The ancestral lizard brain has a long history of keeping humans safe, but it has a real lack of chill and a poor understanding of modern medicine.

We went to my Aunt Milly's house for the first Passover Seder this year. Always nice to see my Boston extended family.

We saw the The Super Mario Galaxy Movie this weekend. Most of the criticism of it that's going around is objectively correct, it's not that connected to the Mario Galaxy games specifically, and it's real simple, thrown-together, and shallow. It kind of feels more like a theme-park-ride than a movie, but I found it fun.

Japan trip is rapidly approaching, and the pre-trip logistics are done but my travel stress is high.

A favorite link from this week: My journey to the microwave alternate timeline - An essay centering on the book Microwave Cooking for One, a bit of history-of-technology, history-of-cooking, culinary-alternate-futurism that makes me (a bit) want to get a Corningwear Pyroceram microwave browning dish.

Alternatives to narrative

Mar. 31st, 2026 10:24 pm
stepnix: Purple shepherd's crook (pastoral)
[personal profile] stepnix

One of my favorite mecha writers shared [this discussion]https://magicalstage.moe/2026/03/17/how-we-got-into-plot-and-how-to-get-out/] of the possibilities that open when we don't let The Plot be the main focus of our experience with a work, and included some further commentary:

I think that if anything this understates its case. Plot must be less essential to animation than image, because you can have animation without plot but you can't have animation without image. In the same way, plot must be less essential to literature than words, because you can have literature without plot but you can't have literature without words.

Many have adopted 'story' as a way to discuss everything—with their horizons for everything narrowing to exclude anything without a story. Everything is 'media', and all instances of media have a story, which we can apparently assess for its characterisation and its pacing. Heaven forbid we might ever wonder whether a brushstroke is well-placed or a metaphor well-chosen.

...which brought to mind for me some discussions that challenge the notion of tabletop role-playing games as (definitionally) a kind of storytelling. The logic is coherent for me: story is formed by giving order and meaning to events, in a lot of TTRPG play that order and meaning is something visible only in hindsight, not consciously shaped or pursued. Anecdotally: I took an oral storytelling class for a few months in the hopes of improving my GMing skills. It didn't help nearly as much as I had expected.

Unfortunately this decoupling of "storytelling" from "ttrpgs" brings to mind flashbacks of the old "storygames aren't real rpgs" flame wars, and remains pretty popular among the bitter losers of said wars. More reputable defenders of the distinction include Jay Dragon, Unboxed Cereal (I suggest reading "art" in this post as "narrative"), and... was this also a C. Thi Nguyen thing? if i make myself check i won't finish this post. sorry.

You can see my pinned post, you can see that I'm fascinated and compelled by games that do ask for meaning and order to be consciously shaped during play. But I find it helpful to remember that this is not an essential quality of TTRPGs; among other things, it gives me a better appreciation for the games that do contain it.

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