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By James Haughton
(Note:- Text that is in italics is quoted from
the original article).
Step 1: The Theme Of The Game Is The Character
You Play
Ok. "Commie"
Step 2: Call It "Something: The Something
Else"
Commie: The Party
Step 3: Set It In A World Almost Like Our
Own
Crucial step this. Your NAMG will not be set
in a fantasy or
future-fantasy setting. It will be set on
Earth, either in the present day, or in the near-future.
Anything else would be a bourgeois fantasy
designed to be the opiate
of the masses and sap the revolutionary spirit of the working class.
Except that it's not quite like our Earth.
It's close enough that
the players will have some familiarity
with the setting, but different enough that they will still have to
buy "guidebooks" you publish for each
geographical area.
E.g.: Das Kapital; What is To Be Done; The
thoughts of Chairman Mao;
The Zapatista Manifesto; etc.
On the surface, it is our world,
a characteristically bourgeois statement, only
the decadent
capitalists think of this world as something
that they can "own" as "theirs"
but below it, hidden from the normal
people
the proletariat have always had the truth hidden
from them!
(that's basically everyone who isn't one of
the "something") is a
parallel society.
and only The Party's understanding of
Revolutionary theory enables
them to penetrate the false
consciousness created by the oppressors!
This society has its own rules, its own rulers
and its own
places.
of course, discipline, adherence to the teachings
of Marx and the
orders of the Secretariat, and the
creation of secure facilities for the revolutionary struggle are
crucial.
The members of that society (e.g. the
"something") know the real
truth of the world. The rest haven't got a fucking clue.
For they have had their exploitation hidden from
them by the
self-serving economic theories of the
Capitalists!
Step 4: Have Some Overall "Purpose"
The Revolution, Comrade!
You can't make this too over the top. The
players must believe
that the characters they are playing are really, really important.
The more ludicrous and preposterous the premise, the better. And if
you can tie it into existing myth or religion, possibly in some kind
of distorted manner, that's even better.
The Party, and only the Party, is in the
revolutionary vanguard of
the force of history and the intellectual leaders of the oppressed
masses! In the beginning, before property relations were
established, all men lived in a state of primitive communism. The
proletariat have been systematically
deceived by the purveyors of religion into believing they fell from
this state through "sin", but in fact
it was stolen from them when their surplus labour was expropriated by
the imperialist bourgeois and their priestly lackeys.
Step 4a: Contradict The Purpose
Later on, you should bring out other games
that are set within the
same universe, but whose purpose contradicts the purpose in the
original game. (E.g. if the characters in one game are correct in
their view of the whys of the universe, then characters in the other
game must be wrong).
Feminist: the Liberation
The Party has colluded in the oppression of women
by focussing solely
on the forces and relationships of production and not of
reproduction. Smash the Masculinist "People's" State!
Step 5: Powerful Nemesis
Linked in with the overall purpose, should be
a people or race or
entity who are striving against whatever the purpose is.
The capitalist plutocrats and their running-dog
mercenaries are
merciless in their persecution of the
Revolutionaries, but ultimately they cannot stand against the force
of history!
Step 6: Have Groups / Tribes / Clans / Sects /
Guilds Etc.
You should create a number of groupings within
the setting, with
each character belonging to a single group. The choice of group
influences not only the character's role within the setting, but also
the personality, abilities and objectives of the character.
Stalinists: The Purgers
Stalinists are the bureaucrats and ideological
guardians of the
Party. They can be recognised by
their grey suits and ugly moustaches.
Trotskyists: The Permanent Revolutionaries
Trotskyists are the intellectual class warriors
of the party, ever
extending the boundaries of theory and
creating new points of resistance to the Multinational Capitalist
World Order. Because of their
individuality, they are often enemies of the Stalinists
Guaveras: The Hippies
The role of the Guaveras is to act as the youth
vanguard of the party
by making the Party "look cool".
They attract party members with charisma, dress sense, and good
contacts for dope.
Maoists: The Guerrillas
The role of the Maoists is to be the fists and
feet of the party and
to spread the party's doctrine far and wide, particularly in
non-urban areas.
Pol Pot/Shining Path: The Psychopaths
The role of this important wing of the
revolutionary struggle is to
kill anyone and anything, and claim it
was in the service or the revolution (We may as well build in a
character class for the munchkins since
we'll get them no matter what: See White Wolf First Generation Law)
Step 6a: The Dead Group
There should always be a group who no longer
exist, and are now
shrouded in myth and legend.
Dubcekists, Allendeists, Gorbachovites: the
humanists
This legendary group, or groups, apparently
demanded something called
"socialism with a human face" but were viciously destroyed by the
counter-revolutionary bourgeoisie (though it is rumoured that some of
these groups actually consisted of counter-revolutionary bourgeoisie
- but many things are said of the Humanists)
Step 6b: The Evil Group
There should always be a group (in our example
a "lifestyle") who
are actively working against the
"purpose" described in step 4. (Preferably, they should be working
for the enemies described in step
5).
The counter-revolutionary "intelligence" forces
of the fascist
capitalist states should never be
underestimated in their capacity for subversion and oppression of the
Party. Eternal Vigilance!
Step 7: Extra Powers
The characters - who are after all members of
the special race or
people - should have more and better abilities than normal people.
Basically you want munchkins to be able to just ignore all the
"angst" and "purpose" and "moral conflict" built into the setting,
and instead power-build combat-monsters.
Bomb-throwing, Marxist theory, rousing the
revolutionary spirits of
the masses, liquidating the
bourgouis...
Step 8: No Advantages Or Disadvantages
OK, not done
Step 10: Use Archaic Terminology
When you are writing your rules, the last
thing you must do is
call a spade a spade. The thesaurus is your friend.
If you want to have an attribute which
measures strength, do not
call it strength. Instead, find an
obscure word, not used in everyday conversation since the 17th
century, and use that instead.
The forces and relationships of production
determine whether the
Revolutionary is in the vanguard of
scientific history as a member of a class for itself, or merely of
itself; and this transition will only be
achieved through an understanding of the fetishization of property
relations under the neo-colonialist
system... etc...
Step 11: Don't Call The Party, The "Party"
Never call the party, the "party". Think of a
posh name to use
instead.
The People's Revolutionary Democratic Front. or
"The Cell" or "The
Cadre"
Step 12: Catchy Phrases
Come up with some catchy phrases to describe
the game, something
poetical, possibly from the Keats era.
Workers of The World, Unite! You have nothing to
lose but your
chains!
Step 13: LARP
At some point release an LARP version
The struggle must not be theoretical but must be
carried to the
Workers!
using Paper Scissors Stone...
umm...
and proceed through an in-depth understanding of
working-class
culture and recreation!
Step 14: The T-Shirts
Don't forget to release T-shirts with obscure
images from the main
book, which by second edition will have the dodgy (but possibly
grittier) graphics in it removed and the marketable ones
inserted.
The message of the party must be brought to the
forefront of the
attention of the proletariat through
bypassing the means of information controlled by the plutocratic
leeches!
Step 15: The Second Edition
And finally, the second edition. Make sure
that the first edition
includes enough mistakes and limitations that you are able to produce
a second edition just a few years after the first.
I will strive to uphold the resolutions of the
second... third...
fourth... twenty-sixth party congess...
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Text copyright � 2002 James Haughton
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