sesquipedality: (Default)
This was the first year that The Smoke, the London international freeform LARP festival, was under new management. It was a bit of a bumpy ride, which is to some extent attributable also to the usual venue moving (same organisation, different Location). On balance I feel the new venue is not as good as the old one in that there simply isn't the same social space available which made everything feel a bit more disconnected. There are still problems with the studios having adequate facilities, but this was true at the old venue. It was also a bit disappointing that they were no longer providing food, which I felt added to the communal feel, but I remain massively grateful to the new organisers for stepping up and making sure that it carried on.

While there may have been some organisational teething troubles, I think it's fair to say that everything that was important worked. I'm pretty sure that every freeform which was able to run did run despite the usual difficulties with drop outs. I know I had a lot of fun, and it seemed as though many others did too. All the froth will be on Facebook, and thus invisible to me, but I can froth here.

This year I decided to "take one for the team" and just play whatever freeform needed players. This turned out to be a great decision, firstly because it meant that I did not have to spend a couple of hours working out which games I wanted to play, but also because I got to play games I would not have necessarily selected. I can honestly said that the time I had was no worse for the decision to use it as a random freeform generator. So here then is my potted review of each game.

1) Batukh Hungers

I actually played this at my last Smoke, but as a game with relationships between players, it does require a full house to run, so I stepped up. The premise is simple. Stick a bunch of terrible people with no tendencies towards altruism into a room, and tell them that one of them has to willingly sacrifice themselves by the end or humanity will be destroyed. Let chaos ensue. It's a very fun diversion, and the character I played was quiet different from the one I'd played last run, but I don't feel I really got anything out of it that I didn't get out of the first run (which is no criticism of the game, it's replayable, but not necessarily designed for replayabiity). Also, I wonder how wise it is to get me to play someone who is an asshole. I know I am annoying when I do this - it's hard to be an asshole without being annoying - but I sometimes worry about whether I am spoiling people's OC fun by being a dickhead in game. I did have fun tying people in philosophical knots though, and even got to tell people about "The Ones Who Walk Away from Omelas" by Ursula LeGuin, which is one of my all time favourite short stories.

2) Devil in the details

Art freeform! Something I am super unlikely to take on if I'm picking games for myself. A story about an entire family doing a Dorian Gray style deal with the devil. I played the occultist who had discovered the ritual, and had great fun being consumed by the anger and self-loathing of having sacrificed her own (willing) father to save the family's hide. The drawing bits were interludes where the daemons summoned by the ritual got to modify the family portraits. My art tended to the symbolic (and of course the execution was all you'd expect from someone whose art teachers had told them that art was easy, anyone could do it, and they just weren't trying), but really did I think help to frame the character's descent into isolated indifference intended to mask a burning inferno of anger and self-loathing, which of course burst forth spectacularly in the final act. For bonus points I got to be demonically possessed during a seance at one point, which is always fun. Favourite line: "I'd rather spend eternity in hell than another five minutes with you lot."

3) Perfect Sense

I had no idea what this freeform was about going into it, and again I probably wouldn't have signed up had I known. I hate the feelings of hopelessness that an apocalypse gives you. For the first 45 minutes or so, I thought it was going to be a fairly dull slice of life freeform, with the most interesting part being the mornings with my husband, where we were both strangers living in the same house. I don't want to be too spoilery as it's a strong game which I'd recommend others play, but the way in which the apocalypse arrived somehow short-circuited my usual reaction to such things of frantically trying to avert disaster, and instead to just accept what was happening. Suddenly all the things that separated me from my husband stopped feeling so important, and I was just left with him and me at the end of the world/game. Really very moving.

4) Inside

This game has run before at The Smoke, but I did feel in the right frame of mind to play it this time and was pleased it needed players. It's billed as an edu-larp about the US inpatient mental health system between 1940 and 1985. I'm not going to deny it was a rough time, but so very worthwhile. It seemed to me realistic in that there were no real villains and the staff were overworked and under-resourced people trying to do the best that they could within their own frame of reference. I got to watch my character's brightness and humanity be eroded by the system into depression and resignation and have my life wasted. I was aware in broad strokes of some of the history of inpatient mental health care but definitely learned some new stuff. Definitely a game you would need to be in the right frame of mind to play. I think this sort of game is hard to explain to someone who isn't in the freeforming hobby. To an outsider it seems like it might be just an unpleasant experience that no person would willingly subject themself to. The thing is acting is a performance art. To embody a character, you have to engage emotionally with them, and the learning you take away is different from that you'd get reading a book, or watching a film. It's about empathy, and understanding (at least a bit) on a more visceral level about what it means to have those experiences. I got huge value from it.

Really looking forward to next year now.
sesquipedality: (Default)
I'm back from my annual trip to The Smoke (https://the-smoke.org/), a weekend freeforming convention in London, and the best place I know to experience a wide variety of European/Nordic style games in the UK. Nordic LARP is not hugely to my taste. I generally prefer it if the writer of the game creates coherent characters, setting and story, and then gives me the freedom and time to interpret and explore that. Having said that, I think I'm warming more to Nordic Style collaborative larps. While they often feel more like vignettes than stories, I'd say that one can perhaps gain a more focused and meaningful experience by exploring themes personal to you rather than to the author of the game.

So my weekend was:

1) I keep some coffee warm for you. This was a game about the end of a friendship group, which I initially wasn't looking forward too that much, but I found it actually worked quite well. Characters were based on two song lyrics chosen by the players. I wasn't familiar with either of mine, but they basically lead to a character who was uncertain of their role or place, and who thwarted their own ambitions. It was set in a university, and we all made mistakes and ended with my character apologising for her failings as she left the univesity due to being kicked out for not working. I felt like perhaps she had more story, but the experience felt complete as a slice of life.

2) Strangers. I ran this game, having played it two years ago at the Smoke, and having found it really interesting and different. It's an abstract larp with no talking, and characters expressing themselves by movement to music and gesture. The setting simulates in an abstract way the experience of moving from one culture to another. The workshopping prior to the game is essential in building up the routines that form the two "cultures" in the game. I was happy with how it ran, alhtough I felt my own difficulties with silence meant that I perhaps didn't give people as much time to get into things as was ideal. Feedback was positive, and it seemed to provoke the same kinds of thoughts that I had had after the run I played. I'm encouraged, and will probably try to do another run at Consequences.

3) Voices. This was a small and personal larp which was fairly abstract in nature. I was playing a disembodied voice being heard by another player, which was surprisingly challenging. I drew heavily on my own anxious thoughts in creating that character, and was very concerned that I didn't push things too far. I think it lead to one of the most intense larping experienes with another player that I've experienced. I felt the game perhaps didn't have a clear enough sense of the distinction between schitzophrenia and multiple personalities, but it did seem to me to be respectful of the theme of mental illness (although I can't really speak for the other couples as I was pretty focussed on my own player).

4) Finally, I played Trojan Women. This was an extemely heavy game, again quite abstract in nature, about the aftermath of the Siege of Troy. I was careful not to indiccate preference when the "casting" was happening, and was disappointed to find that I was cast as Helen, who is a character I wouldn't necessarily have chosen for myself. Particularly as I was hoping for Cassandra, who I have always identified strongly with in the stories, and who did not appear to be in the game. It turned out that there was a mid game twist (probably not too surprising if you know the myths) after which I re-entered play as Cassandra, and I couldn't have been happier (although the game was bloody miserable in the best sort of way). I played two outsiders. As Helen, I had to wear a mask the entire time to signify my cultural seperation from the other women, which felt incredibly alienating. As Cassandra my role was to tell the blunt truth as I saw it, and her strangeness kept her at a distance still. The game had mechanics for destroying societal values as tragedy struck again and again, and for grieving publically together, and I found the whole thing very moving, although, perhaps due to being an outsider, I found the whole thing more difficult to engage with emotionally than I might have hoped. This was definitely my game of the weekend though.
sesquipedality: (Default)
[from my Twitter thread, so the formatting might be a bit messed up.]

Watched "Mother!" last night. It was nicely executed and the invasion of personal space was so well presented it resonated with my own social anxiety. But I left it with the impression that the creative process isn't anything like as important as Aronovsky thinks it is.
I love art, especially good art, and I dabble myself in more ephemeral art forms. Art is hard, as is almost anything worth dedicating yourself to fully, but I don't think it has to be traumatic, or that the relationship between art and artist is inherently antagonistic.
I think maybe the issue is that, for all that Mother! is a female lead piece, it represents a conventionally masculine take on the creative process - one that pushes the line that monomania is the path to genius.
Traditionally, women partners of male artists have facilitated this model of creativity by providing the space in which "great men" are free from mundane distractions. Male partners have been less willing in general to subsume their identities into a female artist's work.
So the "monomaniacal artistic genius" archetype becomes by default a male trope. Female artists historically have not had similar space in which to allow artistic endeavour to take over their life. And yet they have still and consistently created great art.
(I should briefly digress by saying that I'm not intending to sideline how the relationship might have been different in same sex relationships, or for single artists. My point is simply that prevailing social dynamics mean it's easier for a male artist to be monomaniacal.)
But my point is that this idea of art as all consuming passion is rooted in historically male modes of artistic expression. I am not sure the being dominated by one's muse is necessary and even desirable in order to produce great art.
Taken to extremes, this leads to situations where directors physically and mentally abuse their actors in the guise of achieving an authentic performance, rather than, say, trusting them to, you know, act. That's a very dark place, and not, I believe, a necessary one.
Here's the thing. Art is, I think, part of the human condition. It is impossible to be conscious and not to be an artist to some extent. Ability will vary, but there are enough people in the world that there are more gifted artists than humanity has space to recognise.
Art is not rare, or fragile, as Aronovsky suggests. It is part of all of us, and abundant. Humans will always find a way to make art. What gets recognised as genius is largely a result of a mixture of luck, networking and prevailing social conditions.
(Oddly, monomania can be helpful in getting recognised. It sometimes means more prolific output, and more refusal to take no for an answer, both of which are factors which can increase the chance of discovery.)
Much though the narrative of the tortured genius makes for a compelling narrative, suffering and art are not intrinsically linked, any more than suffering is intrinsically linked to the human condition. Your art is no less valid if you did not suffer to create it.
Like any other unhealthy relationship, it is likely that therapeutic intervention can make the manner in which art is produced more healthy. To cling to dysfunction in the name of the chimera of "creative genius" is not necessary.
So what I thought about Mother! was that it seems to celebrate, or at the very least revel, in a harmful and arguably incorrect model of creativity which has its roots in narratives with patriarchal elements which link great art with suffering.
As a metaphor for a particular artist's dysfunctional relationship with his work, it works well, but I left it with the feeling that Aronovsky viewed that struggle as important and epic. To me it seemed commonplace, and significantly less interesting than he though it was.
It was, however, thought provoking. It certainly challenged me to try to articulate why things were not as portrayed in that film. As art, then, it succeeds in provoking both an emotional and intellectual response.

Holidays

Jun. 5th, 2017 10:32 pm
sesquipedality: (Default)
I have booked two weeks off at the end of August for the sake of my sanity. Suggestions for something to do that don't involve paying over the odds or large crowds of people most welcome.

Fin

Apr. 6th, 2017 12:12 am
sesquipedality: (Queen of Swords)
My last entry was entitled "escape". That's fitting. With the new Livejournal Terms of Service, I no longer feel comfortable posting here. I'm Sesquipedality at Dreamwidth. I won't close the account. Perhaps LJ will untaint itself at some point, and this is a permanent account which has existed for over 15 years, so I won't be deleting it. But it's unlikely I will post here again.

So long, and thanks for all the fish, Livejournal.
sesquipedality: (Queen of Swords)
Waitlisted for Shogun. :( Very very :( I have played the last 14 weekend freeforms. Legendary flakiness of roleplayers, do not fail me now. (Due to high demand, places were assigned by lottery this year.)
sesquipedality: (Queen of Swords)
“We're not going to war with you. We're a travelling circus, not a country. Thing is, if you attack one of us then you attack the Circus. We don't declare war, we just turn up and kill you all. Which we'd rather not do, since we quite like you and enjoy your company.”

- Madame Imogene, explaining Realpolitik to 'Pope' Pineapple

To which I might well add as a post script. "Hans? Are we the baddies?"
sesquipedality: (Queen of Swords)
It makes me miserable. The ratio of pleasant/interesting conversation to awful political bile drags me down with it. I may well quit. Which would leave this as my only active social media account. And mostly shouting into the wind. It is hard to be positive today.
sesquipedality: (Queen of Swords)
There has been a bit of a rush off of Livejournal of late, with the revelation that the LJ servers have been moved to Russia. The thing that slightly perplexes me about this is why having your data stored in Russia is necessarily worse than having your data stored in America. In both cases, your data is at the mercy of a large foreign power with a questionable record on privacy. In the case of America, however, there are a whole bunch of mutual co-operation treaties that are likely to make it easier for the UK government to get their hands on the data.

Now I don't suggest that the American government is as totalitarian as Russia (yet), but I am honestly having trouble seeing a qualitative difference in the risk profile of using LJ now it's a Russian rather than an American service. Is there some sort of cognitive bias at work here?
sesquipedality: (Queen of Swords)
by Sesquipedality (sesquipedality@gmail.com)

This is a short piece intended to address some difficulties I've had playing Nordic style larps recently. It's not intended to be critical of those writing and running this type of game, who are doing an excellent job. Rather it's intended to be a way of starting a discussion on the one part of this style of game that for me, and a few others I've discussed this with, isn't really working yet.

Here is the thing. People come to games to play games. An hour sat in pre-game is an hour that is not playing a game. (Some people actually do find workshopping a game background an enjoyable part of the process, but for me at least, I want to spend at least three times as long playing the game as I did creating the setting.) A Nordic game will often involve generating characters and setting, so is already going to be longer than a traditional briefing, which means it's super important to keep it lean and focused.

There's a bit of a tendency to over explain things in these briefings. I think it comes from nervousness, and the idea that Nordic is different from what people may have experienced before. The thing is, it's really not all that different, particularly given the way UK games tend to take Nordic influences rather than being a full on wholesale adoption of the style.

In a traditional larp no one includes in the briefing that you will be physically embodying your character. It's obvious. So in a Nordic game, try not to explain at length the obvious stuff. What's obvious is probably more than a game runner might expect, particularly when dealing with a crowd of experienced freeformers. If its obvious to the person running the game, it will probably be obvious to those playing too.

Hearing the Nordic Larp 101 every time such a game is played is simply not necessary for most or all of the players. And the players are smart, they can figure this out as they play, taking cues from the more experienced players if they have to. They can also ask questions, so if a game runner is clear that the players while in a group or individually throughout the game can ask questions, there is absolutely no need to explain the basics in more than a couple of sentences.

Safety systems do often require greater emphasis in the Nordic style, because such games frequently deal with serious themes that could be upsetting. They are important, but they are designed to be simple and easy to use, which means that a demonstration is probably unnecessary. If you cannot summarise each call/action in your safety system in two sentences, it is probably too complex to serve its purpose and should be rethought. For example, "the door is always open" (you can leave the game at any time without needing to give a reason) is a safety system, and I absolutely just explained it in one sentence. If a game runner spends a lot of time explaining these systems, players will start to worry that they are expected not to enjoy the game, which is clearly far from the point.

If using veils (topics that for what ever reason the players do not want to be a part of the game) this needs careful handling. Players will generally be uncomfortable about saying if there is something they don't want in the game, and different players will find different methods easier. Allow players to email veils in advance if you can, and advertise ahead of game that players will be allowed to declare subjects veiled if they wish, so that they can think about what they might like to exclude. A list of suggested veils can be helpful, but again risks giving the generally false impression that the game is entirely full of awfulness.

In pre-game, veils are best done by writing them down, and I recommend asking those who have no veils to write "I do not have any veils to request" on the paper, so that no-one knows who is requesting veils. Remember accessibility - it may also be worth letting players know that they can tell you their veils privately, if there might be any difficulty with writing.

Demonstrations in general are another thing that are best kept to a minimum. Sometimes a mechanic will genuinely be such that players need to see it done at least once before they understand how to do it, but most things are self explanatory.

Practising mechanics is dull and usually even less necessary. I'll single out practising pulled blows here as something I'd really rather never do in a larp again. Pretend to hit someone but don't touch them is not a difficult concept. (There is, however, a school of thought that says practising safety systems makes people comfortable and familiar enough to use them in game, and for this reason game runners might want to practice those regardless.)

Many games have a number of stages, and mechanics that come into play at each stage. There is a temptation to explain the whole lot up front. This slows things down, and people generally cannot take in all of the mechanics at once. The game runner will inevitably need to explain them again at the time that they happen. I have two tips for dealing with this. Hand out a 1 to 2 side rules summary that the players can read before the game and/or refer to when necessary. This will allow the brief to be kept short. Don't explain more than is necessary before the time it's needed. Invariably it will be explained again at the time it's needed anyway.

Perhaps the most controversial thing I'm going talk about is workshopping. There are two types of workshop. Generally people enjoy brainstorming characters and backgrounds, but it's the game runner's job to make sure this stays focused, because the point is to get to the game. It's a delicate skill that probably requires someone wiser than I to offer fuller advice than that on.

The second type of workshopping is improv and trust exercises. These are intended to avoid players having to come at a game cold and to build relationships between the players. The thing is, your game will probably do that better than the exercises would.

I am likely now straying more info the realm of personal preference than I have in the rear of this article. And I should say that I was a dirty thesp long before I was a roleplayer, and I hated warm up exercises even then. However, I think it's a wider cultural thing than that.

Players will often feel silly and embarrassed doing these kind of exercises. This is probably not the frame of mind a game runner will want them to start the game in. There are those that believe these type of exercises do encourage greater buy in to the game, but if not having a cold open is important to your game, it might be better to run small short background scenes (with the players broken into small groups in necessary) as a way to build rapport instead. This has the added bonus of combining ice breaking and world building.

So to summarise, here are my tips for running a Nordic game brief.

  1. Pacing is important. People are there to play the game not the briefing so the goal is to keep it as brief and snappy as it possibly can be.

  2. Trust the players. For everything in the briefing, consider whether it really needs explaining, or whether players will already know or be able to work it out

  3. Safely mechanics are important, but don't overemphasise or overexplain them. It sends the wrong message to your players.

  4. If your game needs it, then give your players plenty of notice to think about things they don't want in the game ("veils"). Make sure they can let you know about any veils they might like in the game without having to announce them to other players. Provide multiple methods of giving you veils where possible to make it as easy as possible for people to let you know.

  5. Demonstrate mechanics where necessary, but remember that they are probably the least interesting part of the game. Really think hard before getting players to practice mechanics for this reason.

  6. Ground exercises to build player bonds or set mood in your world building where possible. Players will enjoy them more, and the game may be richer as a result.

  7. Workshopping can drag, and it's important to keep up momentum in this part of the pre-game, although care must be taken not to railroad the players.

  8. Rather than explain everything, make sure that players have the opportunity to ask questions about what they aren't sure on both collectively during the brief and individually before and during the game

Again, I am enormously grateful to those bringing Nordic style larp to the UK. It adds to the richness of the hobby, and has produced some amazing games. I hope that this has been a constructive exploration of how to do that even better than it already is being done, but it's really only one person's opinion, so feel free to pick and choose anything that I've covered that seems useful according to taste.

Creative Commons Licence
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.

Dream logic

Nov. 3rd, 2015 08:14 am
sesquipedality: (Queen of Swords)
The random firing of my neurones during REM sleep, remembered due to an attack of cat.

A nondescript man with dark hair came through the doorway. "My name is Schielicke," he said. The most noticeable thing about him was a bright red rosette on his chest, which I reached out and plucked. He did not seem to mind, although I was surprised at my forwardness. In any event, there was another one underneath, as though he had anticipated and planned for its allure. I had the peculiar impression that it was rosettes all the way down.

"I'm campaigning," he announced, presumably to explain its presence.

"What for?" I replied. It only seemed polite, having relieved him of his rosette.

"Oh, nothing. I just thought it sounded like an interesting thing to do. It turned out that it wasn't, but by the time I realised that, I had got into a routine, and didn't feel as though I should disrupt it." Apparently, Schielicke drove a mobile library van from library to library because "even libraries need a bit of company sometimes".
sesquipedality: (Queen of Swords)
Another thought on ethical stances and judgment. In order to not be singling out the Jews, let's pick another example. Some evangelical Christians believe that it is wrong to marry someone who is not themselves a Christian. ("Do not be yoked together with unbelievers. For what do righteousness and wickedness have in common? Or what fellowship can light have with darkness?" 2 Corinthians 6:14) Ignore for a moment the tone of that verse, which I don't think is terribly helpful, or much embraced by those who follow the modern version of that belief. Now a Christian can say that it is not a value judgement, and that it is about removing obstacles to their own personal practice of righteousness. They are not making a moral judgment about others, merely about what is best for them. The problem with this stance comes in the fact that underneath that reasoning, it has to be accepted that the reason unbelievers are problematic within the internal logic is that they are doing something wrong.

The point I'm getting at is that we might wish to be morally permissive, to say that our ethics are personal and we respect the views of others, but at the bottom of that, we do believe we are right about our ethical stances (perhaps with some degree of doubt, but it would be a very odd or unusual person who embraced an ethical framework they regarded as on balance incorrect).

The problem is that by making a choice, a person is essentially saying the other choices are less good/more wrong. It's intellectually honest to admit that they might be mistaken and respect the choices of others. I'm not sure it's as intellectually honest to say that their choice does not criticise others, because an ethical stance is a value judgment. While it's important to respect the ethical stances of others, I'm not sure we can go as far as to say we don't regard them as acting sub-optimally from an ethical standpoint.
sesquipedality: (Queen of Swords)
http://nypost.com/2015/08/01/orthodox-jewish-tenants-sue-building-over-electronic-key-fobs/

This strikes me as an interesting ethical dilemma. Presumably it is only a small subset of Judaism that regards activating a motion activated light switch or electronic lock to be a violation of the Sabbath laws, but it does render it very difficult for them to deal with some aspects of the modern world. The interesting question is how much the modern world should have to accommodate that. The easy response is to say "they don't have to live in that block of flats", but bear in mind these measures weren't in place when they moved there. Someone actively (albeit unintentionally) rendered their own home massively inconvenient for them. I regard these restrictions as absurd, but isn't the point of tolerance that if you only tolerate things that you agree with, then it's not really all that tolerant?
sesquipedality: (Queen of Swords)
So, the results of no social media month are in. I missed it very little, and it became very clear what a huge time sink social media has become for me. (Although I was sad to miss out on communication with cool people, I did not feel quite as lonely or isolated as I feared.) As I result I shall be keeping my social media presence minimal. This account will carry on existing for now, and may get used for organisation from time to time, but I'm definitely going to keep my presence here minimal. I'm not good at happy medium between total abstinence and excess, but I'm going to try only doing social stuff on Twitter, where it is difficult to get into prolonged engagement. (I am @sesquipedal there, and would very much welcome your friends requests.)

I still have nowhere to live come October. If anyone has any suggestions of cat friendly 1-2 bed places with good links to Chancery Lane and Oxford, they would be most gratefully received. Thanks.
sesquipedality: (Queen of Swords)
Today I have been pointlessly active on Facebook, even more so than usual. It is draining my life away, and I think I need to take a break. I have resolved that August will be No Social Media Month (modulo tiny bits of organisation). I am always happy to receive email on sesquipedality@gmail.com but as of midnight tonight, I shall be closing all my social media stuff and hopefully not reopening it till September, which means no Twitter, no Facebook, no Livejournal.

I am a bit worried I will go insane. I've been on LJ for over 10 years, and social media is a huge part of my life. So many of my friends I only speak to in social media, and I'm worried it will be isolating. As to what will happen in the long run, I don't know. Partly it's about seeing how no social media affects my life and what it is like to live without it. I hope to get a lot of reading done. There will be negatives and positives, and it'll be interesting to see what happens.

See you all on the flip side.
sesquipedality: (Queen of Swords)
Did anyone complete NaNoWriMo and not have any interest in buying Scrivener. In which case, could I have your 50% discount code, please?

These instructions should still work:

http://smworth.blogspot.co.uk/2012/01/how-do-i-claim-my-nanowrimo-discount.html
sesquipedality: (Queen of Swords)
£30 for a PDF is a bit rich for my blood for a game I'm unlikely to ever get to actually play, but if you're the sort of person who is happy to drop this kind of money on a roleplaying book, I can guarantee that at least one of the authors has written some damn good games in the past, as I've had the pleasure of working with him on the Millennium Moon games at Gencon many years ago. I expect great things.

http://www.kickstarter.com/projects/461807648/cthulhu-britannica-london-call-of-cthulhu-rpg-boxe?ref=home_location
sesquipedality: (Queen of Swords)
It's possible you've already seen my comments on the Bechdel Test, but if not, first, a quick recap.

The Bechdel Test (not in fact devised by cartoonist Alison Bechdel, but by a friend of hers, Liz Wallace) as originally expressed was a criterion for which films to go and watch. Wallace would only watch movies if they contained

1) at least two female characters
2) who have a conversation with each other
3) about something other than a man.

The test has become increasingly popular in modern years, and there's even a website which now indicates how much of the test films manage to pass. The problem is that of course it doesn't test a great deal. The point of the test is as a conceptual tool to demonstrate the narrow confines into which women are placed (particularly within film and television), as appendages to the really important male characters. But increasingly people are using it as a metric for a film's feminist credentials, which it was never really intended to be. Indeed, in Sweden, one chain of cinemas is now giving films a Bechdel rating. Consider that all the St Trinian's films pass the Bechdel Test with flying colours. Now I quite like the St. Trinian's films, but they are about as feminist as Bernard Manning.

After last night's trip to the cinema, I have an excellent example of a film I regard as feminist which utterly fails the Bechdel test. That film is Gravity. There are only two female characters (from a cast of five, only three of which are seen alive on screen), who never speak. But the lead character is an excellent female character. While she is out of her depth in a way that the male character is not, there are sound plot reasons for this (he is a retiring veteran astronaut, she a rookie on her first mission) and she is demonstrably an extremely capable scientist in her own right. The second and third acts of the film focus almost exclusively on her solving her own problems by her own agency, and the story is really about her rising to the challenging circumstances which she encounters. She is demonstrably capable, without in any way being "a woman with something to prove" (another lazy stereotype that plays into patriarchal story telling rather than subverting it). She has family related backstory that's possibly slightly playing to stereotypes, but actually it would work just as well for a father as for a mother.

Now it's not a perfect film from a feminist perspective. The unnecessary male forename ("my father wanted a boy", ugh - I do wonder if in early drafts the character was male), and a few very male gazey long body shots when she's outside of her spacesuit spring to mind, but it is a film that gives a female character her own arc, motivations, and reality.

I suppose my point is that "this film is misogynist because it fails the Bechdel Test" really isn't something we should be saying. The point of the Bechdel test was to demonstrate that Hollywood marginalises and dehumanises women, and it's doing that that makes a film misogynist. The Bechdel Test was a valuable tool in that it drew attention to this behaviour, but isn't it time we looked beyond the manifestation of that behaviour as expressed in the test to the underlying behaviour that causes so few films to pass it?

(Final paragraph edited to make the point a little clearer.)
sesquipedality: (Queen of Swords)
Back in the late '90s/early 2000's, The Register popped up as a breath of fresh air, with its irreverent reporting of IT and technology news. Today, after 15 years of using it a as a news source, I have removed it from my feed reader. I don't think it's likely to return, unless there is a major change of culture.

I'd been feeling increasingly uncomfortable with El Reg's approach to news stories for a while. I found their inexplicable fascination with amateur rocketry to be dull, but I'm not going to be interested in everything published on a news site, so that's OK. What was less than OK was that they named their rocket project LOHAN, and every headline became a stupid sneering sexual innuendo about Lindsay Lohan.

Then there was the fact that as an IT news site, they felt it incumbent upon themselves to report on a women getting out her breasts on Italian TV.

Today, finally, they posted an article about the difficulties of women having a career in IT, and illustrated it with this.

I'm fed up of seeing this picture. )

Egomania

Oct. 26th, 2013 02:12 pm
sesquipedality: (Queen of Swords)
A friend on Facebook has just mentioned to me that he imagines the character of Patience in Scott Lynch's "Republic of Thieves" (I haven't read it yet, no spoilers please) as me. Would you indulge my self-obsessed curiosity and tell me what fictional characters remind you of me, please? I will return the favour if I can.

March 2023

S M T W T F S
   1234
567891011
12131415161718
19202122232425
26 2728293031 

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 2nd, 2025 01:13 pm
Powered by Dreamwidth Studios