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Fan Club “Blog” #21: Shocktober Fest

I celebrated my birthday this week! I am - I think - 400 years old

Let's not linger on such unpleasantness.

I want to tell you about how I celebrated, which was dragging four of my closest friends (all of whom are actually players in my TTRPGs!) to Shocktober Fest. It's Europe's largest haunted house park, and it takes place every year, right outside my city.

The subject of this blog post is ambitious. I want to try and explain how I don't actually see the distinction between tabletop role-playing and haunted houses, and how they're both just tentacles of my octopus-like interest in play.

But I am also hungover, and I have several bruises on my hips and elbows from where I collided with furniture while running away from ghouls. It is not a state in which I'd run for a bus, let alone chase after a high-minded theory on the nature of role-playing.

I may not succeed; I may fail you

Fortunately, I am a professional. I know some tricks. To get me (us) through this challenging time I am sucking on a lollipop like a car crash victim honking on a penthrox whistle, and I have put on some music that helps me to laugh by contrasting my seedy hangover with shiny corporate brightness.

Let's see what I've got in the tank

So basically, my whole career got healthier when I chose to try and stop perceiving different genres of games. I think they are a fake idea. I didn't change anything about how I review games when I went from being a video game critic to a board game critic, or from a board game critic to a TTRPG critic. It's all just the same thing.

In the same way, in recent years I've been trying to psychically dissolve the walls we put up around what a "role-playing game" is, because I don't think they're helping us to grow as an artform. You learn way more when you look outside of your bubble.

You can see this if you look at lots of my work for People Make Games: Governments playing at wars, Californian non-gamers playing that they're in Mad Max, Second Life users playing at being sex workers, Chinese gamers re-inventing role-playing from the ground up, and immersive theatre people building a starship simulator.

Then there was my work for the Blaseball developers as the game's official commentator.

If you missed Blaseball while it was running, it was a fictional baseball league created during the pandemic where a characterful and buggy virtual simulator spat out the results of imaginary baseball matches. For the developers and the community, this sort of started as a satire of baseball, but it quickly stopped being an ironic engagement with the traditions of sports fandom and soon became exactly what sports fandom is- an agreement you make to step into a magic circle by deciding to care about a sports team.

Why do you support the Baltimore Crabs? There's no good reason! It's all totally arbitrary! But once you've made the decision to give a fuck, the magic circle is instantaneously so wide and rich and enchanting and the rewards (excitement, community, distraction, surprise, memes, in-jokes) feel limitless.

So, yeah. I'm not arguing that "sport is role-playing", exactly, but... well, actually, I guess that is what I'm arguing.

Which is how we get to Shocktober Fest. Because while gamers were pretty quick to realise that Blaseball or escape rooms are part of our culture, we have been waaaay slower at realising that the same is true of haunted houses.

If you're into videogames, you can see haunted houses through the lens of level design. The design discipline involves environmental storytelling, moments of light and shade (texturally and also literally), moments of tension and release, you want to set up expectations and subvert them, you want blind corners and chokepoints, you need crowd control, timing and a big finish.

But if you're into role-playing? Haunted houses are just LARPs.

(The entire modern immersive theatre industry is also just LARPing. Rob Morgan, my player that you all know from Play to Find Out, actually works in the immersive sector and gives talks at industry expos about how all of the show-runners there are limiting their skills by not playing TTRPGs for fun.)

Anyway, let me tell you a story from last night.

I've had some phenomenal nights at Shocktober Fest. I'll be a fan of that place until I die. The gameplay loop of "Slam a pint of cider, do a couple of haunts, slam a pint of cider" makes me feel like a giggling, buzzing bloodbag full of adrenaline and endorphines. So last night, I was really excited that I was taking four of my close friends who'd never been before. I could show them something that's close to my heart! What's better than that?

So you can imagine my slow-burn distress when, during the first haunt, I could see on their faces that they weren't experiencing a ton of fear or joy. They were picking through the haunt like cautious ghost-hunters. A little wary, a little nervous, just trying to understand what this was.

After this, I was worried my friends wouldn't "get it", and that the night might be a bit disappointing.

Fast-forward to later on in the night. Our group is literally falling over one another as we exit the sixth haunt (an American thanksgiving-themed nightmare called THE CARVING), our throats sore from screaming and our sides aching from laughing.

My friends were utterly unrecognisable from the inert bystanders they'd been before. Now they were so into it they'd just been shoving one another into the paths of chainsaws just to buy themselves a few seconds to flee! At this point in the evening, my friends were total converts.

"So what changed?" I asked them, lightheaded from relief and also from using my mouth to make noise instead of breathe.

"Oh," Tim answered, "We just had to get into character!"

He then helped me to finish a theory that I've been working on for as long as I've been going to Shocktober Fest.

With haunted houses, you get out of them what you put in. It's actually not enough to just give yourself over to the experience and let it happen to you. You have to play the role you've been assigned. Same as wrestling fans aren't just watching, they are shouting, they are playing the role of believing this is real, in a haunted house you don't just walk and watch, you have to act scared, and you have to show your friends you're scared (and while you're at it, grab them from behind and make them jump)! And so when performers leap out at you with a demonic expression and you scream - if you keep the keyfabe going - you're giving them permission to keep their part of the roleplay going too, and so with teamwork you elevate a small jumpscare into an extended moment of a haunter whispering creepy dialogue in your face and following you out of the room.

Which isn't to say that what we were doing last night is pretending we were scared. It's more beautiful than that. We were finding the fear inside us and blowing on it like an ember until it filled our whole bodies, until the fear isn't manufactured anymore. It's a psychic switcheroo.

And that's exactly what my players and I are trying to conjure at our pen and paper TTRPGs. You're coaxing your body and imagination into a shared hallucination. It's wild! But also, I feel like I'm only just now figuring out how deep this rabbit hole goes.

Pictured above: My friends after haunt #5 and cider #3.

If you want to go to Shocktober Fest, I'll round this post out with some practical advice.

Goodness me. That was altogether too much writing and the beetles in my cider-soaked brain are getting restless. I'm going back to bed

Frightfully yours,

Quinns

Comments

Happy Birthday Quinns. I wish you another 400 years of acting like a kid at a theme park

Jacob LaBruzzo

This makes me curious how a session/campaign would go if it was treated more like classic theater vs improv? What if the GM gave the players the "script" for the sessions or campaign. Not, perhaps, all the details but the broad strokes, situations, and expectations. Would it be easier for the players to embody their characters if they knew what to expect, or would it diminish their enjoyment of the game due to lacking surprise. I wonder if the pre-knowledge would help players better able surprise themselves through more strongly embodying the characters, rather than a sort of external (artificial?) surprise generated by the GM. I posit that committing to the bit, kayfabe, is a sort of generative reciprocal practice that we enjoy because it allows us to produce from within a mode of being that is part of us but not normally exercised. I wonder if that practice is stronger under a theater vs improv group framework. One of the joys of playing a TTRPG seems to be discovery. Discovering something about yourself would be more impactful and engaging than discovering the GMs artifice in setting up a session. Is this self-discovery something that TTRPGs can facilitate, and can the facilitation be improved?

partialRatio

why support the baltimore crabs? don’t, join the ohio worms instead! 🐌 4 lyfe

Cadence (a.k.a. GooCatBirdMaid)

Happy birthday, Quinns!! You've reminded me of when haunted houses really clicked for me too, really leaning into the terrified victim roleplay and having a blast along with the scare actors! I just never really thought of it as roleplay then, just exaggerating my fear until it was fun (and kinda genuine!). Describing that as stoking an ember is just perfect. I used to go to Halloween Horror Nights in Orlando with my family pretty regularly and have many fond memories of running scared or pushing my mom in front of a chainsaw wielding maniac. Cheers and Happy Hallowbirthday! <3

Emma B

Since I reached adulthood, I've walked through haunted houses with an attitude of appreciation rather than theatrical fear or forced stoicism. As a longtime horror fan, to me it's more of an art exhibit that I can admire, pausing occasionally to offer an encouraging grin/thumbs up to the actors that are clearly trying their best. Setting that instinct aside to play the role of the scared, hapless attendee is something I hadn't considered, let alone the notion that all games can be viewed in the same lens, regardless of the medium. I'll be pondering those ideas now. Putting that aside - happy birthday, Quinns! I'm SO glad I stumbled across you and your work. It indirectly led me to your career at SUSD (I've now played a few rounds of Undaunted: Normandy with my WWII-obsessed dad) but Quinn's Quest itself has led my friends and I to experiences we likely never would have had otherwise. A friend of mine is now running Impossible Landscapes with Delta Green (which has proved to be the perfect creative outlet for him) and as a result of your Mythic Bastionland review, I ran my second session of Into the Odd just yesterday, shaking the rust off my improv skills in preparation for eventually running an MB campaign of my own. Listening to a bit of Play to Find Out also gave me some great inspiration for not just running a game, but collaborating with my players to fill out details and cultivate the experience for everyone at the table. Quinn's Quest has reignited my interest in role playing games and I could not be more grateful for you and your infectious enthusiasm. May you have many more birthdays to celebrate for years to come!

Zaranell

Yeah, that's as good as I've heard it described. If you want to be too cool for a thing, you can be. But then you'll not be it.

Josh Rodell

Hey! Happy birthday from Austin, TX! Sounds like you had a fantastic night. Thanks for sharing this and your hangover with us. Oh, and, as always, keep churning out STUFF! You are the Haloween candy we all need. What.

Rob Sothoth

Just recently I’d seen someone relate RPG enthusiasm to being the same as sports enthusiasm (it may have even been in one of the comment sections of this Patreon now that I think about it) and it struck me as being a Very Smart Idea. Makes sense! Happy Halloween everyone!

Jacob

Thank you 🥰

Quinns Quest

Yes! Also ohmigosh, reality TV is such an interesting case study for games. It was my ex-wife's special interest, we discussed the theory and narrative design of those games alllll the time

Quinns Quest

Ha ha right?? But I actually never went to university and academic writing is so antithetical to how I write. It's a world I'll never be part of, except as a visiting guest, I think

Quinns Quest

There was a guy who blocked a doorway holding a knife and wouldn't move until we all sang American Pie. When we got to the line "This will be the day that I die" he screamed super loud and ran at us. Perfect bit.

Quinns Quest

Happy Birthday, Quinns! Reading this reminded me of Viola Spolin. I'm reading through her book "Improvisation for the Theatre". She's big on games as a way to teach actors of all ages and all skill levels. The key ingredient to her games is to always have a focus or a point of concentration, something to be shared with the participants of the game so they can solve it. For example, in the game "Space Walk" players walk around the room engaging with the "Space Substance" around them. This is, on the surface, quite banal and strange. But by giving the focus of "Try to feel the space with your whole body" it becomes a little less alien, gives an objective and a sense of direction. This helps alleviate self-consciousness and frees the actor to fully invest themselves in the game and make new discoveries from the body rather than the mind. Its probably the same when doing a haunted house or role-playing. Perhaps its another way to explain that "psychic switcheroo", a sensation I also undergo whenever I act or play games. Its the most freeing sensation there is, in my opinion.

OssiKone

Fourth thought: Americans probably think you're talking about apple juice

Ads

This was so joyful and cute (in the best way possible) and I loved reading it. Also, as an American I am SO CURIOUS (and confused?) about a Thanksgiving-themed haunted house in the UK.

NinaNobody

Three thoughts: Happy birthday! The ember analogy is wonderful and very relevant to ttrpgs. How the good God have I never been to Shocktoberfest? We took our son to the play park at Tulley's Farm many, many times.

Ads

I’ve never been in a haunted house before, but this makes me want to give it a try!!

TaxiPhish

Very on point!

roguewithwhimsy

Simply "Happy Birthday"!

slashdevnull

I used to work in haunts as a young person. For a long while, the "role" I would be assigned was just as a door person whose costume was just a robe and some bruised face makeup. I was there to open and close doors between areas and point people in the right direction when they got lost. People who are committed to being scared are scared of the random door guy. Those people are clearly having an elevated experience above the guys who are there to show how cool and stoic they can be. When you think that both types of people paid the same amount of money to get in, the arms crossed "this is stupid" folks seem pretty ridiculous compared to the "scared of the door guy" people. As a person who constantly fears embarrassment, I feel like I can accidentally be arms crossed guy at the game table. This post really inspires me to translate this to my next game and to play scared of the door guy - or at least attempt it.

Andrew Delaney

Almost fake it until you make it. Great insights.

Maciej Tauer

Lovely, thoughtful blog post that also happened to make me want cider. I think I would adore haunted houses. It is really a shame that my body is very committed to the fight response to being startled. I am a complete pacifist who is also a real threat to hard-working actors and performers, which would be funny if it wasn't so embarrassing. So no haunted houses for me!

Kurt Refling

The concept of play you are talking about extends so far into our culture. See reality TV (especially dating shows in the US) where audience buy in and player buy in are key parts in enjoying these shows and in the shows being good. Are they REALLY there to find a spouse? Maybe sometimes, but the truth is, they are there to perform. Removing too much of a game aspect means requiring more heightening of player personalities. Game shows are easiest to see the play in as they are actually games you watch people play. Then you get to something where the game is a mask the show wears to give the people a stage to play with each other. Traitors is an incredible way to see this break down. Yes, it's a game of werewolf with reality tv stars and that alone is worth watching at the surface level. I think that's not what MAKES the show. The show is seeing people of various reality TV disciplines use their roleplaying skills to interact and earn screen time. Watching a Survivor veteran get outmaneuvered by a Bachelor contestant because they underestimated the power of the Real Housewives all while a "Villain" from one of these shows is playing good guy detective or trying to backstab a long time friend on international television is the show. The best players (read best as the ones who make the show more interesting than just a game of werewolf) are the ones who see the game, see the roles other players could fall into outside of the werewolf game(Villain, Stooge, Hero, Fool, etc), and then buy into that and heighten those aspects of each other through interactions. The safety of the magic circle is imperative in these shows and you can tell when producers overstep. Whenever you hear about the latest season of X being boring, it's usually because the season before, production dragged a player hard, making future contestants more wary of playing reality tv as anything but straight faced.

Jacob Bassil

Happy birthday Quinns! The framing of Wrestling as a LARP is kinda of perfect, I've never thought of it that way but the Kayfabe and suspension of disbelief is perfect for getting into TTRPGs and LARPs

Aneagleslament

Despite my deathly fear of horror experiences, this has been the closest one to convincing me to give them a shot. Happy birthday Quinns! I'm very glad you exist.

Charles Berries

I swear at some point we're going to get a QQ post that just says "Might be fewer posts here for a bit, I'm doing a PHD on my theories about interactive play experiences now"

Sienna Miller

Happy Birthday Q-man! While I've thought that sports fans are the same as other game fans, I've never thought about haunted houses. Now I don't like being scared and don't care for horror films but I can see the benefit of using this as an exercise in being a better role player. I also think this post leans on your philosophy/desire to have less "nerdy" themed roleplaying games and more diverse themes to have as many people play as possible.

Paden Bedlion

I really love your insights on the immersive sector. I was literally boring (lovingly) my wife last night about this, haha. I trained as a theatre director (even got my Master's in it, which is a whole other story) but left the industry because of the soul crushing relentless pace required and subpar work that results from it. Years later, discovering ttrpgs is just being a theatre director all over again. As a director, you spend months working alone with the script, breaking it apart and theorizing how it all fits together. You segment and create a loose rehearsal plan. Once rehearsals begin, you're working in collaboration with the actors to help achieve a cohesive final vision. I always loved the rehearsal part more than the actual performances. The rehearsals were where emotional discoveries were made and performances were really just the business of trying to make that repeatable for an audience. Being a GM now, I'm getting to basically do all of that once again without the pressures of a performance. In fact, it's reunited me with my pals who acted in most of my favourite plays I directed. They've all left theatre too for similar reasons, but now we're all acting once again. All this to say, I totally agree. There really isn't much of a difference between performing arts and ttrpgs and, personally, I find it so much more gratifying then trying to make a product out of performance.

Alexander


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