Jeffro Johnson Profile picture
May 7, 2021 20 tweets 11 min read Read on X
Around 1980 or so, pop culture ceased to be an expression of culture, but instead because a SUBSTITUTE for culture. With each succeeding decade, it has become more infiltrated, more subverted, and more demoralizing. It's past time to unplug and start over.
@aaron_clarey bemoans the destruction of ballroom dance by freaks that have decided to arbitrarily repudiate sexual dimorphism. If you want to perpetuate this element of culture, you literally have to start your own dance and gatekeep out the weirdos. EVERYTHING IS LIKE THIS NOW.
The average fantasy consoomer that grew up up the the 1980s or later in America almost universally assumes that Lewis and Tolkien more or less invented fantasy, that everyone after them builds on and/or reacts against these two men. This is not the case.
This narrative didn't just happen. It is a byproduct of the memory holing of pre-1940 science fiction and fantasy. This earlier phase of the genre was produced by a varied group of authors hailing from such diverse regions as New England, the South, Texas, and the Prairie.
Once upon a time, creators were not selected by a small clique in NYC. No matter where you were from in the US, there was a major influential author from YOUR REGION. And he wrote characters that were like YOU and that reinforced the culture and values of YOUR PEOPLE.
If you have heard about these authors at all, it will typically be second hand through the SNEERING criticism of GROSS MUTANTS, hateful outsiders that slandered better men. Pulp writing may be synonymous with bad writing today, but it objectively better than that of its critics.
When science fiction and fantasy were merely popular stories read by people of all ages for enjoyment, there was no need for fandom. The genre immediately became niche when it was first subverted, weaponized against legitimate culture. THEN the weird, cultish following developed.
It's not a coincidence that nearly all narrative-endorsed authors from 1940-1980 aggressively pushed incest in their stories. One of their most celebrated stories features a leftist utopia powered by a child molestation which none dared to challenge. Bizarre.
Fantasy and sci-fi blew up in the 80's due to D&D and Star Wars, no thanks to "fandom". But pop culture means something entirely different to a generation that is uprooted, disconnected from extended family, suffering through the blast effect of widespread divorce and abortion.
The ranks of the culturally denuded swelled in the nineties. And then somebody somewhere figured out how to turn some of these big media brands into a de facto replacement for identity and religion. "Fandom" returned, but at a scale that would have been unimaginable previously.
This is how you get to Star Wars themed weddings, of course. Your extended family means as much as to you as your faith. You are from nowhere. You live... anywhere. But hey, at least you grasp that the original trilogy (sans enhancements) has enduring cultural significance!
How can you know it was ever any different today? Well, there are moments where the narrative breaks down; sometimes spectacularly. The genesis of the rpg hobby in the 1970s is one of those things, a recapitulation of the representative and geographically distributed pulp era.
The primary literary inspirations for Traveller weren't Asimov, Heinlein, and Clarke. They were E. C. Tubb, Poul Anderson, and H. Beam Piper. The supposed "golden age" of science fiction held little to no sway over the definitive science fiction role-playing game.
The primary literary inspirations for Gamma World weren't Asimov, Heinlein, and Clarke. They were Brian Aldiss, Andre Norton, and Sterling Lanier. The supposed "golden age" of science fiction held little to no sway over the definitive science fantasy role-playing game.
The science fiction authors singled out by Gary Gygax in the now notorious Appendix N of the Advanced Dungeon Masters Guide? Stanley Weinbaum, Jack Williamson, Fredric Brown, and (the biggest of all) Edgar Rice Burroughs.
Incidentally, Gary Gygax writes in the DMG about taking his players to adventure on another planet, it was one created by Jack Vance that dominated his campaign's play. Further, when Marc Miller needed inspiration for the Scout career, he consulted this same book and author.
So when these guys in the 1970s sat down to forge the games that would allow them to play out the space adventures that fired their imaginations, the SF authors that your magazines, articles, and local branch librarian told you were important figured very little in their schemes!
Further, the young people that would take up these games in the years following their development would lack the kinds of literary resources and fluency that the games' creators would take for granted. There was a tremendous cultural gap between these two generations.
Of course, anyone curious about why the older games were so much richer and more intriguing than later derivatives wouldn't have to delve to deep in order to unearth a TREASURE TROVE of the best fantasy and adventure fiction ever written. Positively mind blowing stuff!
One thing that will shock you is how many GOOD authors there were, how many SOLID stories were packed into the better magazines. You were told that "90% of everything was crap." But that dictum only applies to the more "serious" magazines that you are "supposed" to like.

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More from @JohnsonJeffro

Jan 27
This thread was 50 years in the making.

@blacklodgegames remarked the other day that the Elusive Shift establishes that all of our arguments about rpgs were already had within a couple years of D&D's release, but this turns out not to be the case.
It is the case that Science Fiction and Fantasy fandom seized D&D, repurposed it, redefined it, and ultimately set the course for what we now call "conventional play." It's surprising how fast that happened, too.

But there is also something very big that DIDN'T happen back then.
There was no back and forth between the wargaming and fantasy camps about the nature of "real" D&D campaigns. That is not for lack of trying, tho. The AD&D rules represented a very strong effort on Gygax's part to clear things up.

But he was unable to comminicate across the gap.
Read 6 tweets
Oct 30, 2023
The main place where James goes off the rails here is (a) he prepped a dungeon and then (b) the players actually went to the place he prepped. Which is to say, he goes off the rails because his players don't. Go off the rails that is.
Nobody in the brosr is doing Dyson Logos type drawings of their hand-crafted adventure locations. They also don't use computers to generate mazes. Standard procedure is the "crappy one page dungeon." It is ugly. It is sloppy. It is amateurish. And it is enough.
I think about all the places the players never went: the underwater dungeon environment many levels under Trollopulous. The space ship controls on the other side of the blue rock trap. The town where the women were all kidnapped. All of it mapped out and stocked.
Read 19 tweets
Mar 4, 2022
When you roll up a new character, don't forget to determine your age and also check for attribute bonuses for being young, mature, etc. Your character's birthdate is the day you created him. Image
Splash damage for flaming oil is not automatic. Those that are within the burst radius only take damage if they fail to save versus poison. This rule is obviously VERY IMPORTANT for anyone throwing vials of holy water, poison, acid, etc. Image
The question comes up, just what kind of sword is this magic sword, anyway? Gygax does have a rule for that tucked away among the magic item tables. NOW you can know if the assassin got that magic short sword or not. Image
Read 30 tweets
Jan 22, 2022
Running an rpg without 20 level megadungeon generators, countless detailed monster writeups, wilderness travel rules, extensive wilderness encounter tables, independent high level characters, and domain scale warfare is not just boring, it is a huge strain on the DM.
The thing about all those tools and systems is they are what allow you to wing it no matter what is happening. Without them, everything is pretty well up to referee fiat. I mean EVERYTHING. There is less to explore. The game is not much else besides the DM making stuff up.
If you make it work for a DM to wing it, then he probably won't. But the capacity to confidently wing it no matter what is happening is what allows for total player autonomy. And without total player autonomy, you have neither a game nor a functioning campaign.
Read 6 tweets
Jan 17, 2022
Someone once tried to session 0 their way into Trollopulous. They kept asking things about their character that they were getting carried away with and kept saying that he really needs to check in with the other players because we won't know what they need until they need it.
Their next move was to then try to persuade me that everyone does session zero things even if they say they don't. I disagreed and said he really needs to spend time with the group and he will get a sense of where he can fit into things.
The players have their own hierarchy. In a player driven game with consistently high stakes, they tend to break down into about 50/50 leaders and non-leaders, at least in my game. Much of game strategy is the leaders walking a line between cooperation and horror at their peers.
Read 6 tweets
Jan 9, 2022
Why is it that Weird Tales authors had such a propensity to nab the cover story when they did decide to dip in to the burgeoning science fiction scene?

BECAUSE THEY WERE ORDERS OF MAGNITUDE BETTER THAN THE ARCHETYPAL SCIENCE FICTION AUTHOR OF THE DAY.
"The City of the Singing Flame" opens with a Burroughs style "I found this journal and it might be true" framing device... but goes the full Lovecraft shortly thereafter. Thankfully, the terseness of Hemingway has no sway on the poet Clark Ashton Smith. So good!
I mean just read it.
Read 6 tweets

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