Posts Tagged ‘work’

Annie, Would I Lie to You?

Edition War

Edition War

Yesterday, Mike Mearls made a plea for Dungeons & Dragons players to make peace in our edition wars:

Whether you play the original game published in 1974, AD&D in any of its forms, 3rd Edition and its descendents, or 4th Edition, at the end of the day you’re playing D&D. D&D is what we make of it, and by “we” I mean the DMs, the players, the readers, the bloggers—everyone who has picked up a d20 and ventured into a dungeon…

When we look to the past, we learn that there are far more things that tie us together than tear us apart.

Needless to say, I agree. As far apart as any two things called “Dungeons & Dragons” might be, we, the players, are a single community. We share a soul. A network, as Ryan Dancey might say, with balls-to-the-wall externalities.

There are, however, those who doubt Mike’s sincerity. He’s just making nice for the Pathfinder players, they say, in order to lure them insidiously into his brand-new gingerbread house D&D products. The ones that look like candy, but are soaked in cyanide. And WoWcraft.

That last paragraph was my initial response to the skepticism. “You must be crazy to doubt this guy,” I was thinking. But, you know, you don’t have to be crazy at all. It’s one of those things that looks different when you’re working in the industry.

‘Cause, here’s the thing: you don’t get to have the proud but exceedingly unromantic title “Dungeons & Dragons R&D Group Manager” without being a huge fucking fan of Dungeons & Dragons. How do I know? Because I’ve been there. I am here. When you are asked to take charge of designing new stuff for a beloved-yet-still-valuable intellectual property, it is not because you were the person who thought all eight previous versions sucked, and you can do better.

Those people, by and large? They take other career paths.

When you’re put in charge, you’re the last fan standing. You’re the one who loves the game enough to keep working on it when the entire market is alternately shrinking and filling with pus. You’re the one willing to put up with the corporate bullshit. And don’t kid yourself: once you’re in charge, there is corporate bullshit, no matter how wise or well-run the organization. By the time you get to be in charge of ruining the franchise for a whole new generation of fans, you’ve been through a lot, and still love the game so fucking much that you’re willing to step into the line of fire.

From now on, everything that goes wrong will be laid at your feet. At best, your mistakes will get chalked up to the interference of “suits.” At worst, your successes will become dividing lines in new conflicts between the fans. You will go to bed every night knowing that the future, if not the fate, of the world you love more than anything rests on your shoulders.

In those late, hard hours, when you’re trying to wring every drop of cool out of the twisted rag your employer’s property has become, do you hate the rag? Do you hate those who came before you, with their brown books and their red boxes?

No. You love them even more. You look at your predecessors, and do you see men? No. You see giants. Not the kind that eat people. The kind that are Ultraman. You love the work that came before yours all the more because now, just a little, you see what those greats were up against. You know what it’s like to face a fraction of what they faced.

And so you love them with the fury of a thousand suns. When the fans of your work pile up on the message boards and talk about how great your stuff is and how much the old stuff sucked, you want to jump in and start smiting. Just as much as you want to defend your own work against those who call it a debasement, a soulless corporate abomination that has seized a once-great name.

You see the big picture. Because you can no longer see anything else.

Yes, I’m projecting. But I think I’m right.

You go, mearls.

Interview at RPGamer

I recently did an interview with RPGamer about Bleeding Edge and some other general topics. I talk a bit about personal stuff, a bit about work routine, and a bit about CCP design philosophy.

Mirrorshades

Vampire: The Requiem

Hologram Rose Petals

My sister sent me a video clip, from London or Prague or wherever the hell she is. A woman with a BBC voice is describing a baby seal used to comfort Japanese dementia patients. The seal is synthetic fur covering hundreds of sensors, tiny chips and batteries and joints. It recognizes its name and responds to cuddling.The sheep really are electric.

I work for a company that makes games that incorporate hundreds of thousands of players, teaming, scheming, and falling out. They’re all over the world. Most will never hear each other’s voices, or see each other’s faces. Not because they can’t, but because they don’t care to. They don’t need to.

I have a coworker that says these games are “more meaningful than real life.”

With a dozen keystrokes I can find an apartment, a dog, or an underage Russian prostitute. And if I don’t read the words, if I just look at the backlit gray and the clumsy black type… all three look exactly the same.

One of the biggest information technology companies on the planet has the motto “Don’t Be Evil.” It’s the kind of clear statement of intent that you’d think I could take for granted. That I’d want to take for granted. Instead, though, it’s ironic, detached, even rebellious.

This corporation knows more about me than I can remember at any given time.

Any given day, I talk about the superpowers of the twentieth century in the past tense. They’re quaint, curious. They had the power to destroy the world, and now they’re gags on t-shirts.

The country I live in is fighting a war that could go on forever. There may never be another unidentified body on a battlefield. If I wanted to, if I cared enough, I could know the name of every dead soldier.

The war costs, the war goes on, the war won’t end. It’s fought not just by soldiers but by corporate security forces. Somehow, it doesn’t affect me at all.

The world has changed, it’s strange, it’s completely different. In the face of everything, though, I mostly worry about how I look and who I’m fucking and who they’re fucking and what I’m going to do to keep a roof over my head.

Everything is different, but I’m the same as I always was. Self-righteous. Self-absorbed. Tired.

This is the future I was promised. People older than me ask where their flying cars are. They’re saying science fiction let them down, that they didn’t get their future, that if today is better than yesterday it’s in some way they didn’t notice.

And there’s this project I’m on. The World of Darkness. Cyberpunk. Sure, yeah, razor girls, mirrorshades, coffin hotels.  But also the future. The one I was promised. Which is here, and was really the present all along.

______

(Oh, and a reminder, if you missed the best cyberpunk flash fiction of the year, here it is again.)

Power. Danger. Mystery. Romance.

World of Darkness

For the last few years, alongside developing Vampire: The Requiem, I’ve been working as a content designer on White Wolf’s next generation online game, World of Darkness.

Last night, World of Darkness was announced to White Wolf’s fans at The Grand Masquerade. I’m extremely proud.

This actually isn’t much of a change for me; I’ve already been doing this job for years. I’ll be keepin’ on with it, along with developing Vampire: The Requiem as a tabletop RPG. But now y’all know. And hopefully you’ve got a glimpse of how cool it will be.

Thank you all for taking me this far. The sun’s setting, friends, and we’re going to have a hell of a time together after dark.