#140: What Kind Of Critic Are You Anyway

The long-delayed answer to why I’m doing this newsletter.

I. Dear Reader,

I think I like the idea of being a critic. It feels like a role that comes with respect, maybe even power. But when I think of this critic, I’m imagining a taste-maker, someone who is an arbiter of value. Someone who decides what is good and what is bad. But just one deep breath later: wow, that sounds like a terrible idea. It feels like a terrible idea to want to be that person. Especially when it comes to the invisible art of tabletop roleplaying games.

When I imagine the critic I don’t want to be, I imagine The Contrarian. The Contrarian is a romantic figure – a lonesome, brave voice refusing to be swept along by the masses. But the RPG Contrarian is less romantic. Take the simple statement: “D&D 5e is a bad game.” This is a statement that is simultaneously a contrarian opinion and a conformist one. D&D is the most popular RPG in the world. Thus, criticising it goes against mainstream wisdom, and is therefore, by definition, contrarian. But in indie game circles, there is no horse, living or dead, that has been more beaten. Within that minority group, it is a majority opinion. 

This is not caused by social media but it’s definitely exaggerated by it. On twitter, it’s very possible for someone who loves D&D to feel like “the people who hate D&D” are everywhere. It’s objectively not true but the architectures of social media allow for this situation. Maybe they were even designed for it. There are innumerable contexts – vital contexts – in which being the Contrarian is essential. I’m just not sure RPGs need another one. And if they did, I’m happy to let someone else have the spot.

Now the hard question: If that’s what I don’t want to be, what do I want to be?

Like the Contrarian is a kind of simplified archetype, there are other kinds of critics. We could embark on some elaborate taxonomy, some review of criticism through the ages, and if I was being paid for this article by the word, I might’ve done that. But I’m not. So I won’t.

Instead I’ll skip straight to the words of Anatole France, a fascinating writer and political figure from the 19th/early 20th century. He won a Nobel Prize for literature – I think they were just handing them out in those days. In his opinion, the critic is someone who “relates the adventures of their soul among masterpieces.” 

I think that should resonate with all of us. I mean, after all, it has the word “adventures” in it. It definitely resonates with me. Instead of focusing on whether something is good or bad, it feels like a healthier deployment of my energy to focus on “this is why this wonderful thing is wonderful”. And this is not only because, unlike a professional reviewer, I can choose what I write about. It’s not only because social media slaps us in the face with other people’s opinions all the time when we never asked for it. 

It’s also because, to me, it’s the only honest way to talk about RPGs. 

RPGs are, as the designer Paul Czege describes them, “fragile social constructs”. In a twitter thread that I read every year, Czege writes:

They’re dependent on hitting a certain, difficult chord of combined creativity, and group inspiration, and mechanical engagement, and thematic engagement, so that the best of them are hardly different than the worst in failing to deliver on their envisioned play experience for group after group after group.

And so critique after critique of game after game across the hobby are the same – “We were pretty excited about this game; here’s the ways it let us down” … And I don’t really accept the argument that designers need this kind of critique … Because even say it works, my next game is still going to fail for group after group after group, because of the nature and challenges of social architectures, and will still warrant a “here’s the ways it let us down” critique.

Now, at first blush, this might seem pessimistic. But it’s not saying, “It’s a miracle that TTRPGs work at all. By default, the alchemy of fleshy human, written rules, and complex social interaction should result in failure”. It’s saying that because there are so many factors that contribute to how a game session plays out, it’s not a surprise when they don’t meet our expectations.

Basically, if I spent my energy articulating why every game session didn’t meet my envisioned ideal game session, I’d have a lot to write about and be very angry. Wait a minute, this might just explain RPG forums, I might’ve just cracked the whole internet discussion case wide open.

Anyway, jokes aside, France and Czege both end up in similar places: one of the most valuable things you can say about something is how to get the most out of it. By doing this, you attract people to the hobby. You create spaces for existing people to come together and discuss and make sense of their own experiences with games. You move the default narrative away from all the ways the hobby fails – which saps enthusiasm from everyone involved –  and instead mount a deep, generous, passionate defense of the hobby as something worth engaging with.

Yours critically,

Thomas

PS.  This is far from the “toxic positivity” that can sometimes creep up on hobby spaces. Because it’s not positivity that’s the problem. It’s the refusal to engage in anything other than superficial qualities. It’s very hard for genuine engagement with a topic to be saccharine-ly positive.


Please consider joining 40+ other patrons and support the newsletter on patreon to help keep me writing articles like this!


II. Media of the Week

  • Girl by Moonlight, the long awaited magical girl game from Evil Hat, is coming soon. And Good Enough Games has a nice interview with the designer, Andrew Gillis.

  • The Inside The table podcast discusses various things every episode. This particular one has some good stuff about the various ways games create bonds and connections between characters.

  • Over on the Yes Indie’d Podcast, I speak to Tan Shao Han, a game designer from Singapore who has worked on Pathfinder, Blades in the Dark’s Dagger Isles supplement, and more. There’s a great story about Shao Han learning D&D from photocopied manuals of old Dragonlance videogames.



III. Links of the Week

  • On the Black Armada Games blog (publisher of Lovecraftesque and Bite Marks, amongst others), a nice article about being a cooperative player: “I personally think that cooperation is the apex skill for roleplayers.”

  • An interview that teases some of the design of Guns Blazing, Basheer Ghouse’s game of anti-colonial dieselpunk action.

  • On the Mythoi newsletter, a spooky post about Crybaby Bridges: “It’s the witching hour, and you’re standing on a bridge. In theory, disused bridges are a great place to loiter after dark. You feel safe knowing you’d be able to see anyone approaching from either direction… Then, as you stare out into the inky blackness of the night water, you hear a noise.”

  • Neat article about using “racing clocks” for a climactic battle i.e. one clock that the players want to fill and one clock they don’t want to fill. Which will fill first – the good clock or the bad clock?

  • Kieron Gillen teases apart the design of Trophy Gold in their latest newsletter.

    • The newsletter is primarily about Gillen’s comics (Wicked +Divine, among lots of other good stuff) but has a lot of RPG stuff recently, especially about the DIE RPG (which I am playing a campaign of right now).

    • But apparently, every time RPGs are even mentioned, people unsubscribe! Which is a travesty! Please remedy!


IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

  • Mitosis is a Mothership pamphlet adventure and in-universe board game. Back now on Kickstarter to get your own copy of the “family friendly” game of biological warfare.

  • This Mortal Coil, a standalone necromantic space horror setting for Liminal Horror, is 50% off while in public beta. 136 pages of necromantic fun await!

This newsletter is currently sponsored by the Bundle of Holding.


Hello, dear readers. This newsletter is written by me, Thomas Manuel. If you’d like to support this newsletter, share it with a friend or buy one of my games from my itch store. If you’d like to say something to me, you can reply to this email or click below!

13 responses to “#140: What Kind Of Critic Are You Anyway”

  1. aseigo Avatar
    aseigo

    It’s the refusal to engage in anything other than superficial qualities.

    This, not the amount of positive or negative, is the real issue, in my opinion. Social media, online forums, etc. have given everyone a voice, but not everyone is able to peel back the superficial and look beneath it. Which is completely, absolutely, 100% fair.

    And that is the role of the critic, a person who can do that. It means they are able to step back and examine something with consideration and understanding.

    For most people in the hobby, it’s an experience they enjoy and spend (perhaps, a lot of) time doing .. but that doesn’t always translate into a deeper appreciation for the “why this works, or doesn’t”.

    I don’t feel the problem is one of missing positivism, or too much negativity, but simply a dearth of insight.

    “relates the adventures of their soul among masterpieces.”

    I’m not sure I agree with your conclusion from this (terrific!) quote. France was making the point (and made it more than once) that criticism is autobiographical. Not that it should be a reflection of great adventure, let alone positive adventure (not all adventures go well …), but that it is a reflection of the critic’s own self in relation to the work. It isn’t the work itself, but their own experience, that is captured in the critic’s response.

    As for Czege’s quote, it highlights something that a lot of RPG content tends to overlook, skip over, and do poorly with: defining their audience. We have various descriptors for types of audience in the hobby as well as types of games; together they may form a large set of taxonomic tuples (“trad storytelling”, “OC high fantasy”, “rules-light surrealism for classic play”…). How many RPGs come out and say where the author is aiming, though? Is it any wonder that someone looking for X who tries not-X is not satisfied? How else can they find their way to something that has a good chance of working for them unless they know what works for them and there is a way to identify RPGs that might fulfill that?

    And that is, at least in my view, one of the primary roles of a media critic. To help us understand what we may expect from a given work, to help form (or temper) our expectations, etc.

    You move the default narrative away from all the ways the hobby fails – which saps enthusiasm from
    everyone involved –

    It can (and probably does, currently), when the critique is shallow and non-constructive. It can (and probably does) when creators only respond to the encouragement of praise and find no value or opportunity in others noting problems or weak points.

    So many of the improvements I’ve made in my own games have come from listening to the critics of others and leaning into the positives and addressing the concerns expressed. Both are opportunities, and the overcoming of problems (or just being able to explain why they are that way better, which is a form of growth in understanding) is just as rewarding as the pat on the back once all is said and done.

    I do feel a lot of creators in the space are creating things they hope are good and are not overly interested in improving it as a craft; the act being more one of expression performance and not creative endeavor.

    By way of analogy: Telling someone on the dancefloor at a nightclub how they could improve their dancing would be pretty uncalled for and horrible; we’re all just there to have fun and move a bit! But it’s valuable, expected, and appropriate for a dancer performing on stage to receive review and critcism … which, especially during the practices before the show, will often have both the positive as well as thoughts for correction and improvement. It’s how they get better.

    When offering critique of other people’s RPG creations, I try to keep in mind whether they are a nightclub-dancer or attempting to perform on stage, so to speak. For the nighclub-dancer, I pretty well take approach you advocate here. For the performer, I’m more interested in a more exhaustive critic (mine or others).

    and instead mount a deep, generous, passionate defense of the hobby as
    something worth engaging with.

    There are lots of truly great works out there that are deserving of this. (I got one in the post just the other day and am so happy with it! 🙂 ) But there’s no reason to “deeply defend” a product that is likely to disappoint. That doesn’t bring people into the hobby, it lays booby-traps for them to walk into.

    It is also what helps prevent people from getting anything but a superficial understanding of why what works.

    With that said, I do agree that being negative just to be “a critic”, not highlighting the positives with equal (if not more!) verve as one does the flaws, and slapping things down because of at best tangential personal viewpoints (“5e sucks, so I’m going to approach any 5e adventures with less generosity and more venom than I would <insert preferred system/style/genre here.”) is not useful or productive at all. In that, I suppose, we probably agree 🙂

    Like

    1. Thomas M Avatar
      Thomas M

      We definitely agree! Thank you for your comment. I think the focus for me in that France quote is “masterpieces”. If I stick to relaying my adventures among the masterpieces, I think that will be time well-spent. 😀

      Like

  2. William F. Edwards Avatar
    William F. Edwards

    The quote from France makes me think of a section on my own substack I have dedicated to talking about something I like. Not a review, just me using the space to ramble about why exactly I like it. The Czege quote made me think about how reviewing RPGs must be hard with how difficult getting even casual play of them is.

    Like

  3. Matt Thompson Avatar
    Matt Thompson

    I’ve given more thought to rock music criticism than RPG criticism. I often have a need for pragmatic benefit from RPG materials that I don’t expect to receive from other art forms like music. I think you and @aseigo each provided more insight into RPG criticism than I ever could, and I appreciate the education you both provided. I’ve had a longstanding love/hate relationship with rock criticism, which is why I chose to structure my Critical Hit Parader RPG zine as both an homage and satire of vintage rock music magazines.

    Like

    1. Thomas M Avatar
      Thomas M

      I don’t know a lot about rock magazines but I think I know what you mean! I remember feeling extremely angry at reviews when I was younger because there seemed to be two kinds: reviews by people who hated the thing (why are they allowed to review it?) and reviews by people who were friends with the creator (why are they allowed to review?). Neither was very satisfying!

      Like

  4. Kieron Gillen Avatar
    Kieron Gillen

    Thanks for the plug as well! Hilariously, the new follows have actually pushed me up over the pricing tier for my provider, it’s costing me money 🙂

    Like

    1. Thomas M Avatar
      Thomas M

      Aw, shucks. I’ll tell them to unsubscribe in the next issue! 😁

      Like

      1. Kieron Gillen Avatar
        Kieron Gillen

        Don’t worry, I’ll write about RPGs again and make it dip myself 🙂

        Like

  5. dan Avatar
    dan

    Thanks again for your newsletter. What you write is very valuable and it makes me so happy to read this and know that many people will read you and think about the notion of constructive & positive criticism and the importance of testimonials. Every positive voice has its importance, even in the meanders of internet!

    Like

    1. Thomas M Avatar
      Thomas M

      Thank you! I appreciate your support!

      Like

  6. Ryan Harris Avatar
    Ryan Harris

    Thank you for sharing this twitter thread and your approach to indie games.

    over in the DIE RPG discord, this led to me cheering on the team behind making this gorgeous game:

    Me (quoting the thread):

    TTRPGs […] warrant their own, alternative tradition of critique, one that gives them the energy
    they deserve, rather than detailing them for their disappointments.
    ex:
    Tony Dowler on Misery Bubblegum by Tony Lower-Basch:
    […] “I like this game; here’s how to understand its unclarities; and here’s my advice on how to
    find and have its fun.”

    I thanked Kieron & Stephanie, and Grant & all the folx at RRD for the DIE RPG.

    The core of this game, DIE Rituals, is a marvel of game design. Trimmed down to a single chapter that gives clear and direct instructions on how to build this particular Social Construct: a game of DIE.

    Building a game of DIE hits all of these components:

    combined creativity, and group inspiration, and mechanical engagement, and thematic engagement
    all while avoiding the pitfalls and inherent challenges of constructing collaborative social architectures.

    I mean, talk about sticking the landing.

    The first time I played DIE, it was still in beta, and our game was run by a delightful person who had basically never played an RPG before DIE, let alone run one. It was his first TTRPG full stop.
    (our game was the second time he had run DIE)

    The fact that a newb so new the shiny hadn’t even worn off yet could pick up & run DIE, for players of widely varying experience playing RPGs, and hit a homerun on that first session (the only thing all of us players wanted from that session was “more!”) speaks to the clarity of the directions given.

    A cool aspect of the DIE RPG:
    It’s entirely explicit about the GM being another player.
    That part built into the fiction in DIE explicitly laying out that the GM gets to make their own character with a Persona & Paragon does a lot of heavy lifting in at least a couple different ways.

    Firstly it makes sure everybody at the table (even the GM) knows the GM is a player, too.
    Secondly it gives the GM All the character interaction buttons that their character (& the GM) can press, directly.

    I feel like it may be doing some other, more subtle things, too.

    The DIE RPG does a good job of getting everybody on board and hip deep in the fiction, and really quickly.

    Like

  7. Prep Preferences & Interpretive Labour – Indie RPG Newsletter Avatar

    […] someone I’ve admired for a long time so it was nice to chat. His approach to games is key to how I talk about games […]

    Like

  8. Kat Avatar
    Kat

    You linked to this newsletter issue from the most recent one, and I am so glad you did. Because everything you describe here about how you want to be a critic is exactly why I enjoy reading this newsletter so much. So, mission very successful, I would say. Thank you for all of it!

    Liked by 1 person

Leave a reply to William F. Edwards Cancel reply