++++ 1/12/2023 ++++ Noodling around in gopher-land, I have noticed a lot of different people have writing about table-top RPGs (or computer implementations of games in that style). Well, like a great many things I write about here, I have a relatively recently acquired [1] and surface-level understanding of what others know, but often see a niche to write about that is different from the existing discussion. I want to start what will probably be a phlog series by writing about an odd little book I read this year called *Top 10 Games You Can Play In Your Head, By Yourself,* which is supposedly by J. Theophrastus Bartholomew and only edited by Sam Gorski and D.F Lovett, but ... that part is a joke, as is much of the book (although many reviewers don't seem to get the joke). I don't want to get too bogged down on the tone, but I think the book could take itself a tiny bit more seriously, as many people really do need a manual for reclaiming the imagination. I know I did. Here's some ad copy for the book: | Top 10 Games You Can Play in Your Head, by Yourself is a | collection of visionary author J.Theophrastus Bartholomew's | most cherished mind games, edited and updated by filmmaker | and storyteller Sam Gorski and author D.F. Lovett. No | peripherals needed. No controllers. No pens. No dice or | boards. With the header of: | Your mind is now the ultimate gaming engine. So what are the details of the making the mind into a gaming engine? And can it really lead to dynamic game play? The best explanation I can give is to explain the book's opening activity, which is to imagine walking through a field and seeing your shadow. Next, come to a place, a place of your choice, an ideal place for you... a Sanctuary. You leave your shadow, who now is your Shadow Self outside and explore/build your Sanctuary. It should be "mostly how you imagined it would be before you arrived but when some differences." Take as long as you want to know the place, "but remember that your Shadow Self waits outside and it grows impatient." You are to leave, and when you do the Shadow Self will have a turn to rearrange the place, subtly or not, and try to steal an object, and in a way that you do not notice. It is your ("your") turn to wait outside while this happens... When the Shadow returns you are to go in and investigate, and figure out what item was stolen. Quoting the book again: | Only when you have found what it was -- found which object is | now missing -- because you stole it without letting yourself | know this -- there in the building you built, can you | consider the game complete. I honestly couldn't do the exercise the first time [2]. But the book speaks to that: | If you had a hard time with the game above, try playing it | again! And again! It's not going anywhere -- just like your | own fractured self. In essence the book is a series of prompts for sustained daydreaming. It should be approached by someone wanting to prioritize the image part of imagination over depth of game play because in practice, at least my practice, fragmenting the self only goes so far as a gaming engine. (But have you tried Nethack? Holy shit is that some great depth of game play... I refer again to note [1])... Curiosity struck while typing that, so after a duckduckgo search ('nethack depth of game play'), I have the quote from Erik Reckase: | The depth of gameplay in NetHack is nothing short of | miraculous, a standing testament to what can be accomplished | by a community of gamers working towards a common goal. And the website? www.thegreatestgameyouwilleverplay.com (!!) Life is kinda neat sometimes... You cannot make this stuff up. I didn't know where else to fit this in, but thinking about fragmenting the self reminds me of just about the most interesting stray thought a student ever shared with me. He wondered how come when you are dreaming you can't read the thoughts of the other people -- after all, it's your brain thinking them up at the moment. Other than that being a cool thought, it illustrates that fragmenting yourself is a pretty natural thing, and the characters you imagine can very easily end up taking on a life of their own, if you let them. = [1] In this case, it was very recently. I played NetHack some last month as I tried to get through the last soul-crushing weeks, days, hours, minutes of my previous job. I mostly just mucked around and only used the extensive wiki when curiosity struck, which was usually after I died. I was trying to use the game as additional imagination fuel, not get a grad-level understanding of item analysis and inventory management... Not at this time, at least. Too much inventory management becomes a subset of too much calculation -- which (at least in us normies) is the enemy of imagination. [2] I had to play through this exercise twice before I felt ready to go. I'm probably limiting this too much to quirks of my psychology by revealing that the first time, I made too small of a space, really just a tiny hut. I have always had a fascination with minimalism and really small spaces. Anyway, the Shadow did surprise me at least ... the place ended up with all kinds of pastel paints and streamers... Not really in the spirit of the exercise, but I was at least amused. My Sanctuary now is a tower with two levels and a garden on the roof (but still places where archers can duck behind after they fire. Yes, it does look like a rook). = This work is hereby in the public domain. Do what you want with it.