Canon Puncture 70: Your Game Says Something
By Mick Bradley on Jun 8, 2009 in Featured, The Canon Puncture Show

China Mieville
Rich and Mick are joined once again by Judd Karlman for the 70th installment of CPS, and of course that means lots of interesting conversation ensues about Fight On! magazine, giving characters depth, alternatives to experience points, and the ups and downs of the notion of escapism in fiction and roleplaying - and if ya stick around ya just might learn somethin’!
Read the notes after the cut.
Show Notes:
- Keeping Up the Fight! – from The Society of Torch, Pole and Rope
- You’re Deep as a Puddle: Making More Lively Characters – from Gnome Stew
- Rewards Beyond Experience – from Dungeon’s Master
- Question-based Setting Creation – from RPGnet (OP by Judd)
- Question-based Setting Creation – from RPGnet (OP by Judd)
- No Revolutionary Socialism, Please. I’m an Escapist – from Monsters and Manuals
- Extra – Campaign Website: Canon Puncture’s S7S: Firedrake Saga
Podcast: Play in new window | Download (Duration: 38:23 — 52.7MB)






Re: “No Revolutionary Socialism, Please. I’m an Escapist” one might add to Mick and Judd’s comments “The unexamined [fantasy] life is not worth living” — Socrates [sort of]. I think the fundamental act of escapism is the willful numbing of the mind to implications. In other words, you know you are probably saying something about yourself, your tastes, your life, but you don’t give a flying ‘pickles’ in the moment what that statement is. You pursue play on an instinctual level without a censor on your shoulder. In that respect it’s a bit like autonomic exercises or free association. It is the creative spirit unhindered by rational inspection or meta-thinking. Even analyzing the event after the fact doesn’t change that you were being “escapist” in the moment.
Doc Holaday | Jun 9, 2009 | Reply
Doc, that aligns with how I most enjoy playing: not trying to make a statement, just turning off the filter and playing in the moment. Afterward, I do play armchair quarterback to try and pick apart my own brain on *why* I did/said what I did/said during the game, but that’s only to understand what’s going on in my head.
EX: The first time I played with Ryan Macklin a couple years ago we really didn’t know each other. We decided via a couple emails back and forth on playing a game of Don’t Rest Your Head set within but branching off of a character in the TV show The Shield. As I ran the game, I started pushing boundaries, describing events that I would never have described for someone I *knew* and somehow, I knew I wasn’t pushing his limits, that it was fun for him. It was over Skype, I had no non-verbal cues to speak of, no common history to grab from, it just felt right. I escaped to the story that felt appropriate right then and there without regard for anything else.
In fact, I had completely different notes for I thought the game was going to be and chucked them out the window when the game started humming.
Does that apply to escapism in this context? I’m not entirely sure, but I do know that was an awesome night of gaming.
Orklord | Jun 9, 2009 | Reply
Since you brought up Macklin AND Swashbucklers of the Seven Skies (in your episode), I should point out that anyone interested in S7S should listen to the most recent Master Plan Podcast. It’s a great interview with Chad Underkoffler, who says some really spot-on things (IMO) about setting design.
BTW, I am extremely jealous of your S7S game with Mick et al! Rock on.
Doc Holaday | Jun 9, 2009 | Reply
I think I look for themes behind games MORE when I GM. Like I made a pitch to Judd awhile back, using Starblazer Adventures.
1) We are both on a sword and sorcery kick.
2) I like Starblazer Adventures as a game system A LOT.
3) We are in a very good solo game at the moment, hitting on some of the tropes we want to. So something is already existing in play space.
So, my pitch was this: I want to do Sword and Planet, where the PCs are Star Patrol or Merchant marines or Pirates… but having a space ship, from a sophisticated science fiction society. And they crashland onto a planet that they are NOT getting off easily. Because I wanted (and here is the theme) to explore the ideas of Sword and Sorcery tropes but from the viewpoint of “modern” perspective.
Like, what does having a wrist computer, a ray gun in the hands of a capable soul among the dino-riders of Perx?!?!
This is a real common exploration for Sword and Planet of yesteryear… ERB’s Mars series… Leigh Brackett’s Ginger Star series for her Eric John Stark character… Harry Harrison’s Death World. C’mon, Flash Gordon is a perfect example.
So, yeah, the game is about swashbuckly fun. And still doing some of the same kinds of adventures that one would have in the typical fantasy game. But I think an anachronistic take on those adventures, would push the game in interesting directions. Who knows, maybe Judd’s PC declares himself King of the Dino-riders of Perx.
Storn | Jun 11, 2009 | Reply
John Harper once taught me this awesome GM technique where you ask a bunch of leading questions after character creating as a warm up.
Who’s the leader?
Who’s really the leader?
Why do those guys argue about who’s the leader all the time?
Stuff like that. What’s cool is it’s more for the players to think about than the Gm.
Ogre | Jun 11, 2009 | Reply
I just listened to the first chapter of the audiobook for Perdido Street Station.
My mind is completely scarred. I feel icky inside from reading it. I cannot get the images of Lin and Isaac out of my mind. I am completely disgusted by the city and the characters and China’s descriptions… I want to know more. I have never “read” anything like this.
Orklord | Jun 13, 2009 | Reply
so, repulsive attraction, eh?
Yep. I grok.
The Scar is a less shocking ingress into Bas Lag, if you ask me.
Mick Bradley | Jun 13, 2009 | Reply
I listened to your show today after following the trackback– I suspect you’ll like my article tomorrow, since it continues Deep as a Puddle, expanding on questions.
Scott Martin | Jun 18, 2009 | Reply
woot, Scott! I am reading it now.
Thanks for mentioning us on the comments section.
Orklord | Jun 19, 2009 | Reply