The Three Hs of Gaming
(To skip the introductory tomfoolery, scroll down to beneath the Zod picture.)
Hello and welcome all.
Beware of falling debris as I figure out a good design for this blog! You’ve
been warned- explore at your own risk! Beware of dog! Take everything with a
grain of salt! (But not too much; it’s bad for your health!) We CANNOT be held
liable for any damages that might occur from exploring this blog.
Now with disclaimers out of the way, you may be saying to
yourself, WHAT?!? ANOTHER GAMING BLOG?!? WHY?!? Well, you can blame the guy
behind Chainsaw Chirurgeon for this. He pushed me into it- insisting he have a place to link to
my 5e character backgrounds from his 5e D&D Homebrew Creation Index. (quite useful, go check
it out!). Go whine, moan, and complain about the existence of Yet Another Gaming Blog(tm) to him.
But now I’m here in Blogland, I’ve realized this is my
chance to go on a soapbox.
I HAVE THE POWER! REAL ULTIMATE POWER!
Er, sorry about that, power sometimes brings on theatrics. Now, you’re probably wondering, what’s up with
the title of this blog? What are the Three Hs? What do they have to do with
gaming?
Well- you’ve heard of the Three Rs in school, right? Basic
stuff like reading, writing, arithmetic?
Well, the Three Hs are my equivalent of basics for gaming.
Heroism
Heroism, accomplishing (or at least the potential for
accomplishing) great things. The
opportunity to win the day (for themselves, for other people, or for a cause.) Making tough decisions and having those
decisions matter. Player agency- giving
them some degree of influence on the action.
In short, allowing participants in the game the opportunity to feel
accomplishment and general bad-assery (given that it is due). Note that whereas
heroism often has an altruistic or otherwise ideologically intrinsic motivation.
Horror
The encountering of that which is threatening, vile,
disturbing, depressing, frightening, or otherwise just generally creepy. There is something that offends the player
characters’ (and ideally, the players’) sensibilities of what they want and
what they should be. Most often this
takes place in the form of a threat or obstruction to something they want or
hold dear, and most often this involves (or implies) a threat to their
lives. But this doesn’t necessarily have
to be the case- in many instances a more internally felt threat by a player is
not something that threatens her character’s entire being but instead just a
shrivel of the character’s identity. And
sometimes that which is horrific does not have to even be a true threat to the
party at all- sometimes a thing (or worse, a person) can be disturbing by
simply exemplifying what could, what
should not be.
Humor
Absurdity, oddball antics, strange and eccentric characters,
farcical situations. Irony. Basically,
anything that gives us an emotional release in the form of laughter. Often the most spontaneous (and therefore
most disparaged) element of a game. It
gets an unfairly bad rap.
Heroism, horror, and humor are elements of rpgs (and fantasy
in general) that are often held in opposition to each other. It is many a gamemaster who bemoans his
players for not taking the game seriously or feeling true fear, or conversely are
so panicky they won’t drink a pint of ale without casting detect poison on it first.
From the players side, boredom can arise when the game feels like too
much of a cake walk or not serious enough, or conversely frustration and dread
when they are not given enough of a chance to have some measure of success. Truly, different games, different campaigns,
different individuals will all have their own preferences for the balance of
the Three Hs.
For me at least, although said balance may be different from
case to case and even from moment to moment, many successful games will allow
for some degree of heroism, humor, and horror.
The Three Hs need not stand in opposition to each other. In fact, under the right circumstances, they
can have complementary roles, even augment each other.
Consider the following example. A person’s favorite food is
Twinkies, and said Twinkie lover only eats Twinkies but never anything else. Eventually
the eating of said Twinkies would lose its former appeal. The Twinkie eating
experience becomes old hat, taken for granted.
In short, if a person experiences too much of one thing, it loses its
former luster and can become boring or even draining. So I’ve found it is with the Three Hs. If I experience only accomplishment and great
things, then it may become stale and cause me to lose interest. If I must continually look over my character’s
shoulder with no hope of emotional release, then without hope my fear may
become despair and eventually apathy.
And with only humor in my diet, I may lose the situational context and
unpredictability that allows for humor to be experienced at its best.
The Three Hs can not only allow for contrast from each other
but also can give emotional and experiential catharsis from each other.
Basically that’s fancy-pants talk for allowing a person to catch his figurative
breath in between moments of heroic, horrific, or humorous action. The trouble comes in when to elicit such moments
and when to spontaneously follow them.
That requires tact and wisdom- elements more of execution more than
philosophy.
On the occasions when this blog will get
(pseudo)philosophical, you might see some ponderous pontifications on
paradox. Specifically, the paradox of
how seemingly contradictory fantastic elements and themes can work well to highlight
and function together in a greater whole.
But that’s a subject of a future diatribe. For now, I’ll be putting up 5E
Backgrounds. HAPPY NOW, CHAINSAW CHIURGEON?!?
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