Showing posts with label mental health. Show all posts
Showing posts with label mental health. Show all posts

Sunday, July 29, 2018

The other half of the equation: Traumas (Design Domingo #6)

In addition, your character has five Traumas, each of which has a Hardened score from 0-10 and a Failed score from 0-5. These measure how close you are to going crazy, freaking out, freezing like a frightened deer, falling on your sword, or running into the night howling like a wolf. These things happen when you start talking with demons, melting your face to win friends, and exorcising the supernatural resonance of a sex crime. It’s tough stuff, and the medieval world offers little to stand between you and going completely gonzo batshit. But why go crazy if you already live there? If you’ve had some heavy trauma in your life (which is depressingly common), you can go ahead and put up to three points, total, into any of your character’s Failed Traumas. For each one you add, you can also put a point in a Hardened Trauma as well. They don’t have to be in the same Traumas ~ if you’re going to be crazy, be your own special kind of crazy. And if you want more than three of each, talk to your GM. Remember to wear clothes.

You’re going to face a lot of threats and do a lot of things out there, and not all of them are physical. You’re going to be exposed to stresses that are beyond the normal, experiences that challenge your mind’s ability to fit them into your view of how the world works. These stresses are measured by the Traumas. As mentioned before, there are five scores that measure how resilient or susceptible you are to different mental stress: Violence, the Unnatural, Helplessness, Isolation, and Self. It’s quite possible to be very casual about, say, Violence, while being a basket case when it comes to the Unnatural.

Each Trauma has two scores. Hardened Traumas represent stresses you’ve endured, and they are scored 1–10. Failed Traumas represent stresses that have broken you even just a little bit, and they are numbered 1–5. It’s common to have nonzero scores in both versions of a single Trauma. Someone who’s deep in both directions on Isolation probably has a highly ambivalent attitude towards being alone, which is perfectly in character for people who have been repeatedly exposed to that mental stress. Someone with the same situation for Violence feels little or nothing when exposed to most forms of bloodshed, but when something is so shocking that it gets through the hardened barrier, the result is devastating.

Remember that the following descriptions include examples of rolls that each Trauma is often used to make, but that these are suggestions and indicators of frequency. Once again, a character’s reasons and emotional realities determine which trait is used for any given roll; talent, ability, training, and more esoteric things in that category are described with skill ranks and feats.

Violence Trauma
You have an instinctive revulsion towards actual violence. It’s stressful to hurt others, to watch others get hurt, and to get hurt. This Trauma also covers the fear of death that everyone suffers from in varying degrees.

Though it is relatively easy to imagine situations for every Trauma to contribute to any given kind of roll, both Hardened and Failed Violence are probably the most common to use when making attack rolls. They are both often used to make Perception and Knowledge (dungeoneering) rolls and also Craft rolls that produce arms, armor, and the like. Like Valorous/Cowardly, both are also often used to make Climb, Swim, and Sense Motive rolls. Failed Violence is involved in calculating your character’s Armor Class (AC) whereas Hardened Violence is involved in calculating hit points. Hardened Violence also adds to damage rolls, like Cruel and Vengeful and is also often used to make Appraise rolls to appraise arms, armor, and the like. It’s sometimes used to make Will, Heal, Survival, and Intimidate rolls.

The Effects of Various Levels of Failed Violence (FV) Trauma on Personality
1 ~ At this level, you’re superficially fine. Perhaps you’re a little edgy whenever a knife in the room happens to be pointing your direction.
2 ~ You are very aware of violence, both as it exists and as it is depicted. It strikes you as somewhat odd that so many people don’t realize that the violence in the stories and songs of troubadours is very different from real violence.
3 ~ You get alert or uneasy every time you see blood, even badly faked blood in a play (or even a puppet show) or when someone cuts a rare steak. Sometimes you have nightmares about violence you’ve witnessed.
4 ~ You instinctively take a defensive posture whenever there’s a loud noise or raised voice nearby. Your nightmares are frequent, and you have a hard time looking at anyone without imagining (if briefly) what you would do at that moment if they attacked you.

The Effects of Various Levels of Hardened Violence (HV) Trauma on Personality
1–3 ~ Superficially, you’re much like everyone else.
4–5 ~ Your attitude towards violence shows on your face when the subject comes up in conversation, unless you work to keep it hidden. It might be intensity, or nervousness, or just a grim silence, depending on how you cope.
6–7 ~ Violence is a common feature of your mental landscape. Unlike less-hardened people, you show little reaction at all when it is discussed or depicted in fiction.
8–9 ~ Your callousness shows in your every word and expression unless you make a continuous effort to suppress it. Again, the exact tone is up to you: it could be bitter and harsh, feverish and vehement, or icy cold.
10 ~ It’s not hard for people to realize that the deepest horrors of torture and brutality have become commonplace to you, unless you work very, very hard to keep it hidden—which means you come off as tense and guarded all the time. The death of others, or yourself, has no intrinsic significance. You might prefer to stay alive, but it’s only a matter of personal taste. Life, in the abstract, doesn’t mean anything.

Sunday, June 24, 2018

Introducing Middens & Morals {Design Domingo #1}

“I must Create a System, or be enslav'd by another Man's;
I will not Reason and Compare: my business is to Create.”
--William Blake, Jerusalem: the Emanation of the Giant Albion, chapter 1, plate 10, lines 20-21, The Words of Los

Welcome to Design Domingo!

Yeah, I know, but I couldn't think of a good word to describe creating my own game system that alliterated without using the Spanish word for Sunday.  And I, like Tolkien and the Anglo-Saxon skalds he flattered with imitation, enjoy alliteration.  *shrug* It's a thing.

Welcome to my long-running Fantasy Heartbreaker project, currently named Middens and Morals.  I seem to mean something slightly different than Ron Edwards and many people by the term “Fantasy Heartbreaker”.  I tend to mean by it a homebrew RPG system that someone tinkers with on and off for years or decades, trying to get it just right.  Fantasy Heartbreakers are generally attempts to do “D&D but better” or (more rarely) “Exalted but better”; there are also a number of Sci-Fi Heartbreakers (“Traveller but better”), Cyberpunk Heartbreakers (“Cyberpunk 2020 or Shadowrun but better”), Gothic Heartbreakers (“World of Darkness but better”), and arguably every superhero game is some level of Supers Heartbreaker (sometimes they’re trying to improve on a better game, but just as often they’re starting from scratch).  They don't break hearts cuz of an old nickname of the Christian God or a much-newer Pat Benatar song (*sigh* Oh, Pat ~ I will always love you); they break hearts because they never quite capture what their creators are trying to capture with the elegance of design that is required of RPG mechanic design.  But, of course, that's not really the point, is it?  We ask ourselves questions that have no elegant answers in order to whet the blade of our thoughts, to shape the cup of our mind, so that when we do ask questions that have elegant answers we can speedily reach those heights that are higher than they could be if such was our first attempt at elegance.  They are sandboxes, where we can play and put things together and not have to worry whether the sand coheres into adobe that will last the centuries.

It's also, well, like that Japanese company that figured out that everyone's shit has tiny, tiny, miniscule amounts of gold in it (we already know what Freud would say, by the way) and that building a factory to separate out this gold from the stinky remains of Tokyo living which hid it from prying eyes would not only be economically feasible, but quite profitable.  This series of posts is the shit that has come about from all the RPGs I've consumed over the last two and a half decades or so of my life (since I was about 10 or 11) ~ I can only hope the gold is relatively easy to see among it.  And that the smell is the rich, earthy, fertile smell of a truly satisfying shit, and not the putrescence that flows from the SAD (Standard American Diet ~ no, literally, this is an acronym used by actual scientists and policymakers).

Man was made for joy and woe,
And when this we rightly know
Through the world we safely go.
Joy and woe are woven fine,
A clothing for the soul divine.
--William Blake, Auguries of Innocence

There’s a tension inherent in what we call the European Dark Ages or the (different) period we call Middle that fascinates me.  {I’m talking here about the general mishmash of memes in all of our heads, not the actual thousand years or so between the Fall of Rome and the onset of Early Modernity.}  It's a world beyond alien to us modern folk.  Basically none of the things we consider vital for mental health were present and available to the large mass of people.  Work was often constant and backbreaking and, although alienation of labor hadn't yet set in, taxes were high enough in crops, money, and men that we might consider a similar fruitlessness of one's labors to have pertained.  Nutrition was poor, flavors bland, and diet unvaried.  Feudalism is a system of rests on everyone in the social hierarchy lacking control of their destiny, and, in any view of the time period with even the slightest pinch of grimdark added, being subject to constant tests of loyalty and abusive manipulations by what we would now call warlords or gang leaders.  Disease was a constant companion, even without the Armageddon of plague.  You know how toothaches carry with them just the most intensely depressing emotional load in addition to their owie factor?  Not only would toothaches (and other such pains) be more common thanks to the undeveloped state of medicine, painkillers would have been unavailable or much weaker than we have today.  Transportation being much slower and recreational time being more limited (vacation?  What’s that?), seeing someone who lived even two miles away could happen but a few times a week, and long stretches of time were spent alone or in small groupings.  And therapy?  What’s that?

And yet, despite all of this ~ or maybe because of it ~ the cultures of the time were fascinated with rising up out of the muck, ascending into a Heavenly bliss.  Stories filled the pages and the ears with the quests of shining paragons of virtue and their striving to achieve and (harder still) maintain that exalted state.  Priests preached an honor that was an exacting discipline, and every effort was taken to maintain the image of the ruling classes fulfilling them.  Popular entertainment ~ books, poems, street entertainment, and theatrical plays ~ centered on questions of virtue in deed and in attitude, inventing the genres of the “morality play” and the “passion play”.  Characters in these plays often lacked identity beyond their role and/or moral status, with names like “Everyman”, “Pilgrim”, “Temptation”, and “Prudence”.  Religion was much more suffused into everyday life than it is now, a constant gaze above the clouds and past the Pearly Gates.  Careful attention was paid to one’s behaviors, thoughts, and ways of being to refine them in an alchemy whose methods ranged from the explicit and arcane (that is to say, alchemy itself) to the mundane and banal, but always to the goal of forging your soul into gold worthy of keeping company with angels.  Chivalry grew, ensconcing further the reign of the feudal warlords but attempting to bend it towards a Godly purpose to match its divine right of kings; Romance developed, in part, as what we might call Zeroth Wave feminism, lending a measure of agency to women in the grinding processes of what would eventually become heterosexuality.  Even (many of the) countercultures of the time approached things from this yearning for an angelic life ~ utopian movements even back then were explicitly attempting to build the Kingdom of Heaven on Earth.  The Diggers, for example, (ancestors of us anarchists, socialists, and communists) explicitly based their belief in economic equality in a passage from the Bible.  The same effect carries over to the self-consciously antinomian movements of the day ~ those Gnostic sects in this category were striving to achieve the glory of the Pleroma by breaking the rules of this earthly prison; even Sin could be found to be Virtue!  This is the time the Grail chose to be findable.

“I hold a beast, an angel, and a madman in me, and my enquiry is as to their working, and my problem is their subjugation and victory, down throw and upheaval, and my effort is their self-expression.”
--Dylan Thomas

I am fascinated by this contradiction.  All that is best in life and all that is worst in life all mixed up and blended together in Dung Ages stage strewn with the midden trash of what passed for civilization at the time.  This is humanity in its most distilled essence, the truest nature of what it is to be us.  So, I thought, why don't I try to recreate D&D in its image, mixing in all the lovely off-the-wall fantastic elements I can?