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Design Notes: Seven-Part Pact and Queering

🕑 Added 2024-07-27 16:57:35 +0000 UTC

Comments

Jay Dragon

Absolutely! I think that's thankfully coming through more in the new draft. The hard part is that like ... patriarchy is arbitrary, and so I'm reluctant to create rules that mechanically enforce it, but also if you replace the pact with women you just end up with Margaret Thatcher utilizing girl power to commit war crimes, yknow? I think reinforcing the ways people can use it to justify aggression against other characters, or the way powerful people can use it to justify aggression against you, is a good way to model that that I hope will come through more with the Warlock.

Mina McJanda

I vibed a lot with the enforced maleness in play! It guided a lot of my roleplaying, in thinking about how my wizard was skirting around this enforced constraint, trying to do it enough to meet social obligations without sacrificing their personal identity. I think what I would have liked more of is... consequences for not meeting that social obligation? Like can wizards bring suits against each other for not being male enough? Will the society disrespect a non-male wizard, and what are the consequences of that? Will magic, even, refuse to grant the requests of a femme wizard (if the librarian decides that's a truth, perhaps)? So yeah, I'd love to see this kept and your reasons here for keeping it are great! (Also sorry to hear about Possum Creek's problems – I hope you have a good GenCon nevertheless)

Sand2Stone

Queering as a verb is a powerful force. Even taken out of gender to grander schemes of power, to queer means to understand some vital force within a power and learn to bend it either away or towards one's own ideas. A friction existing between identity and media is where art (that which comforts the disturbed and disturbs the comfortable) inherently exists. To observe or consume art means to participate in the conversation it has started. Is its argument agreeable? Disagreeable? Idealistic? Abhorrent? Or is it baiting a reaction at first blush that will be refuted on closer examination to make its actual point? Let's say someone has a history of bringing down false pillars with sledgehammers and axes to reveal how much weight they truly support. They start building a house of cards, elaborately gated with a fence of dominoes leading directly to the cards at the base. Others may say, but why did you build such a flawed structure? Why build what you oppose without even a single tool to bring this down too? Think of the lessons people will learn! People will see you endorsing these things and place their weight upon its foundation! Or know you as a hypocrite! Surely it's irresponsible! But we don't build the structure for them. That house of cards is built for us to watch it fall. For everyone who has had to stand on such pillars unsure of how much of themselves it can support. Anxious and alone on a crumbling wall. The queering is in the relief of knowing that a flimsy structure must fall. Knowing that watching one card fall changes nothing but building a spectacle that can't survive a strong breath will be all the argument we need. We are the ones that use art to survive, not just to shake off boredom. You have demonstrated care and wisdom in your designs. Do not worry that others will fail to see your heart's work. Those that need it will know it.

Pix Jackson

This is my jam. To paraphrase a Tumblr quote from user catmask: To find an RPG fulfilling you must first stop looking at it as an escape from reality but a mechanism through which to process it. I can definitely envision friction between players looking for an escape from reality and players wanting to process it. And I get it, I played RPGs to escape from reality for 40 years. Need some way to communicate expectations to new players.

Lex

it certainly rings true to my experience of having maleness forced upon me whenever I leave the house, regardless of what i’m wearing. at my last job where I spent 7 years, it never felt worth it to come out; I just had to accept maleness while I worked. ever since you told me about all wizards needing to be men in this game, i’ve thought about it every so often. it’s a choice that rings of truth, harsh as it may be. i’m also often torn between game as art object and game as marketable product. HEXFALL is a meditation on suicidal ideation masquerading as a multiplayer hexcrawl. there are options for the players to make a choice that would hurt their character. when I pitched it, I was told it felt like I hadn’t tested it when in fact i’d seen players hurt their characters for the narrative many times. for this project I decided I wouldn’t make it easier to digest in that respect. it’s a harder choice to make though when people work for you and marketability does impact them. also, i’ve been slowly reading the necromancer playbook and i’m loving it. keep going


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