Monday, November 8, 2021

Narrative Warfare: When They Tell You They Don't Get It

I posted this on my socials late last night, but this merits its own post.

Yes, Death Cultists in the tabletop RPG realm are being fucking retards. It's a day ending in "y". That's not notable.

This is a Narrative attack. It is meant to frame discussion of the tabletop RPG as a medium on terms favorable to the Death Cult. Not only do they exploit the pre-existing Socialist/Capitalist framework, but they do so in a manner that presupposes the moral superiority of their cult's ideology and the identity it promotes over that of their enemies and then signals to fellow travelers the vector by which to attack designated targets.

Is the Pundit correct in his criticism? Yes. Do the Death Cultists care about the consequences of their actions? No.

The Death Cultists do not care because they regard the destruction of whatever they converge to be a win condition for them. It is not necessary the most desirable win condition, with the primary determinant being if what they converge remains useful as a means of exerting power over their enemies or not, but if it comes down to losing control over a thing or denying it to their enemies the Death Cultist always chooses to destroy as a matter of spite against its enemies.

Therefore it does not matter to the Death Cultists controling Official D&D if Official D&D survives or not. It does not matter if converged pseduo-competitors survive or not. It does not matter to them if the entire business sector survives or not. All that matters is that this was something their enemies enjoyed and benefited from, that they seized it from their enemies, did what they could to humiliate their enemies with it, and then destroyed it before their enemies' eyes as a final flex of power before losing that power to those enemies.

The problem is that, with regard to tabletop RPGs, they can't permanently destroy a goddamned thing. Making that happen requires acting at a level so far above this medium in scope and scale as to be irrelevant to the conversation. Instead, what would be best for Normies and Gamers alike is to encourage them--to provoke them--into crashing everything they have at best possible speed. Without the "Gaming Industry", the Cult has no presence worth a damn.

Again, the way out is through the floor.

Reverting the entire tabletop RPG scene to a cottage industry of hobbyists is the best thing that could happen to tabletop RPGs. Forcing that to happen by crashing the entire sector will make that happen sooner than later, and by flushing out the money from the scene you flush the clout that goes with it--the two things attracting Death Cultists--so those parasites leave.

The result is that D&D (or whatever) survives the Death Cult.

In D&D's case, this is explicitly the case. In the case of other properties, you're going to do the same "serial numbers filed off" approach that Dream Pod 9 did when they made their own mecha games; they did it to Armored Trooper VOTOMS to make Heavy Gear and Mobile Suit Gundam to make Jovian Chronicles, and Palladium did this to itself by remaking its "After The Bomb" setting with more stuff in it as the core of RIFTS before doing this to The Terminator and Bio-Booster Armor Guyver to make Splicers.

This medium began as a hobbyist medium. It works best as such. The sooner we revert to what works best, the better. Call the Cult's bluff; provoke them into crashing their IPs with no survivors. You'll be clear of the blast, and what arises afterwords will be better than what exists now. Gonnerman's shown the way; follow his example, and leave retarded bullshit like whatever Death Cultists say presents behind.

Oh, and do give the Pundit's stuff a look. You might like it.

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