Certain games from the Old School Renaissance connote a class sensibility by moving beyond the sometimes-cosy constraints of modern fantasy and into what critic John Clute calls the “armamentarium” of fantastika – an imaginative space that interrogates the impact of human-occupied processes such as ruins, industrialisation and imperialism.
This sort of roleplaying game very often puts its players in the position of being the looters of treasures, the bearers of new technologies or the foot-soldiers of a colonial power. Fond as I am of those “story games” that seek to correct the European attitudes that have played such a large part in devastating the planet – often by taking the part of protagonists who have been brutalised, or by playing people of different ethnicities or genders, or by de-centralising the authority in the game – I think it is sometimes instructive, as well as fun, to play as one of the aggressors. It is easy to forget that they are as poor and desperate as the rest of us.
Portal Rats (2017) by Tore Nielsen and Neal Stidham – “rats are riff-raff… hardscrabble ne’er-do-well[s] from a tough background found anywhere there is a portal that allows escape from hardship, oppression, a dead-end life…” – is based on The Black Hack by David Black and describes via random tables comprised of pithy and easy-to-combine prompts the kind of high-octane space fantasy found in Thor: Ragnarok (2017) or the Planescape campaign setting for Advanced Dungeons and Dragons (1977; rev 1989).
Into the Odd (2015) by Chris McDowall rewrites the industrial hubris of the Western world as a game of survival horror: the precision and brevity of the writing makes it all the more suggestive of a fallen world hollowed-out by human appetites. Bastion Ein Sof (2017) by Joe Banner – “you are a hunter, deemed fit (or expendable) enough to serve the greater cause” – functions as a kind of operating system for Into the Odd by extending the implication of the game’s demiurgical theme into a literal evocation of the terrestrial desolation described in the Book of Enoch, a form of mythology utilised in works of fantastika by authors such as John Milton (1608-1674) and Doris Lessing (1919-2013). Giants and Angels rule a post-apocalyptic earth in which humans must do the bidding of global developments they barely understand.
The aesthetic of Into the Odd brings to mind Pandæmonium (1985; rev 2012), a compendium of first-hand accounts of the machine age between the years 1660 and 1886 that conveys both the heroic promise and the dehumanizing waste of industrialisation. Games like this describe the world we live in rather than the world we want and are all the more effective for using the codes of escapism to do so.
It’s easy to criticise the war-party style of play for its simulated violence: I’ve done this myself on a few occasions. I don’t think the behaviour this style of game describes is a lie, however; rather, a difficult truth that we must face in order to overcome. These are the people too poor to hide away at home while someone less fortunate does the fighting for them.
And… what would you do in their shoes? I speak as a wannabe pacifist who has punched Nazis and committed acts of violence to protect those he loves. “When is it necessary to kill?” asks a victim-aggressor in José Saramago’s masterpiece Blindness (1995; trans Giovanni Pontiero and Margaret Jull Costa, 1997), before answering her own question: “When what is alive is already dead.” “Of all the preposterous assumptions of humanity over humanity,” wrote Herman Melville (1819-1891), “nothing exceeds most of the criticisms made on the habits of the poor by the well-housed, well-warmed, and well-fed.”