Rules, rules rules! that's what I've been working on lately. The majority of the work has gone into Chapter 5: I Want You to Want Me, the all-new performance chapter that originally began as part of I Put a Spell on you but soon revealed itself to be another chapter entirely. Now almost complete except for the section about game effects of drug use (an essential element of rock-n-roll roleplaying), that chapter is almost done. Here's a section of it.
• Broken: One half-step from quitting.
• Fractured: Serious illness, disputes or fatigue.
• Ragged: Undeniable sickness, tensions, fear or fatigue.
• Weary: Pushing through troubles but feeling the strain.
• Tired: Kinda beat but dealing with it.
• Solid: All good. Let’s roll.
• Vital: In good spirits.
• Stoked: Hey, ho – let’s go!
• Rockin’: Riding the wave to a killer gig.
• Soaring: Firing on all cylinders.
• Euphoric: "I could live for a million years."
Get Your Shit Together
Just before a gig, a character or band that’s feeling ragged can try to pull things together. In story terms, the artists involved try to rectify the situation: talking, hugging, praying, snorting lines, shagging groupies, meditating, beating the crap out of one another – whatever seems to work for the musicians in question. In game terms, the players decide what the characters are doing, and then make an appropriate “Get your shit together” roll. That roll depends on the situation and characters involved:
• If the character’s trying to get herself in order alone, roll the traits related to her attempt to do so – probably a will or stamina-based roll. In Compact rules, this would be a Spirit roll.
• If characters are trying to help one another, make that a social-based roll, again using the appropriate traits. This applies to physical solutions, too – decking the drummer might involve a social trait combined with an attack.
• A successful roll raises the performer’s energy or intoxication one or two levels in a favorable direction; an unsuccessful one drops it one or two levels. A Triumph adds three levels, while a Disaster drops it three levels. Really dramatic roleplaying might raise or lower that attempt even further, with significant story-based effects.
• You can try to get a character’s shit together onstage, but at a -3 penalty to the roll regardless of who’s doing what to whom.
Tough love is a staple of the music business, and often involves methods that seem appalling otherwise. For better and worse, punching the singer is a time-honored way of solving problems backstage… and sometimes it even works.
Chemical enhancement can either take your performance to the next level, or else level it completely. This double-edged circumstance reflects your overall impairment (see “Let’s Get Fucked Up,” [[[PAGE XX]]] ) and its effects on the performance. If you’re playing in a band, the modifier reflects the impairment of the group’s most intoxicated member. That character’s bonus or penalty counts for or against the entire band, allowing a psychotropic insight to bring everyone else along whereas foggy flailing spoils the gig for everybody.
Each + or – modifier adds to or subtracts from the performance roll. Intoxication categories are:
• Visionary: Drug-inspired brilliance.
• Grooving: Locked into a tight trip that totally enhances the experience.
• High: Loose enough to shake the rust off.
• Sober: Not under the influence, or not showing it if you are.
• Buzzed: A bit blurry and slow on the uptake.
• Skewed: Scrambled reflexes, perceptions or both.
• Wasted: Obvious mental and physical impairment.
• Wrecked: Making an ass of yourself.
• Gone: Total impairment, collapse, or both.
Chapter 6 - "I Put a Spell on You" - is underway to the tune of about 5000 words and rising. Part of that chapter covers the potent yet unschooled "wild talent": artists who, like Meghan Susan Green from Arpeggio, have power they neither know how to use not truly understand.
Once again, the word-count is rising fast; this time, though, an end is in sight.
Blind Man’s Cry: Wild Talent
Wild talent means “You have no idea what you’re doing, but you’re doing something…” In many stories, such as the webcomic Arpeggio, a clueless bard slings magic around without even realizing that magic exists; eventually, the weirdness gets out of hand and that musician must have a Come to Jesus meeting with the universe, either learning how to control her talent or else being destroyed by it. There’s more truth than poetry in this sort of story, too – just ask the ghosts of Morrison, Joplin, and other artists who let their gift run away with itself. (Personally, I think Hendrix knew exactly what he was doing… but even masters make mistakes.)
In game terms, wild talent manifests as random Legacies, Wyrds and magical effects that neither the character nor the player can control. Instead, the Guide keeps a list of Legacies and Wyrds (probably two or three of each) that suit the character’s background, personality and music. Essentially, these become “unofficial” traits the character has but the player does not know about. Each trait has between one and three degrees, with the value of that trait, like its identity, being kept secret from the player.
When the player rolls a success or failure, or at some other dramatically appropriate moment, that Legacy or Wyrd manifests. As with a Triumph or Disaster, the trait’s effects last for a short time (usually a day or less); with a wild talent, however, that trait manifests repeatedly, becoming a signature of the character’s wild talent.
Unlike Triumphs or Disasters, the wild talent doesn’t follow success or failure. Bad things could happen after a great performance, while something good might come of a terrible night. The Guide says what happens, how and why. For dramatic impact, wild talent should be tied to appropriate moments in the story; an attractive Offspring, for instance, might show up after the musician plays a sad love song, while an intense healing session causes the musician to start cutting himself (the Wyrd: Self-Injury, described in the Deliria book Everyday Heroes).
• Appropriate Legacies: Bardic Gift, Burning Bright, Charming, Charisma Bomb, Empathy, Entourage, Fame, Fey-Fond, Healing Harmonies, Patron, Soulsight, Task-Master
• Appropriate Wyds: Addiction, Bad Rep, Beast, Fey-Cursed, Hated, Psycho, Lifethief, Mystic Heritage, Offspring, Party God, Road Gremlins, Self-Injury, Spacey
A character with wild talent must purchase the Legacy: Musical Prodigy and the Accord: Wild Talent as “official” traits; she might also buy whatever Accords, Legacies or Wyrds the Guide allows her to have. The wild talent traits are extra blessings or curses that remain beyond the player’s control. In time, if and when the character learns to master her art, the player may “officially” add the wild talent traits to her character sheet… or even, with the Guide’s approval, get rid of those traits altogether. If and when that happens, the Wild Talent Accord gets replaced by a magical practice that suits the character’s studies...
Last week, I mentioned the section I was working on for the I Put a Spell on You chapter, dealing with harmony and dissonance. Since my initial work on that section will probably be cut down, rearranged or both, and since this is one of those sections for which I wish I could include links within the book so that folks would know what I was writing about, I've reproduced that section as this week's update, complete with associated links so that you can hear my examples for yourself.
Project-wise, the book is coming along nicely. Now that Living the Life is more or less finished (and, more importantly, off my plate for the duration of the core book's work-time), I'm making serious progress on the remaining chapters - I Put a Spell on You (magic), Turn the Page (storytelling), and Someone to Love (characters and groups).
By the way, a number of you have STILL not given me your characters and/ or bands. Please send them to me care of this project's mailbox; if I don't have your suggestions, I can't put you in the book.
Thanks, folks. Enjoy!
Dominance and Submission
Esoteric musicality can be ineffably complex. Artists, sages and scholars have spent millennia compiling treatises on the ideas involved. At the core of these systems, however, rests a simple idea: The world as we know it is composed of a given harmony, and certain patterns of sounds can either blend with it, make variations upon it, or throw it into discord.
When you look at it from an esoteric perspective, music is far more than a collection of pleasing or unpleasant sounds. Those sounds, to such mystic understanding have metaphysical undercurrents and consequences. On an intrinsic level, their harmonies and dissonance have significant physical, mental and spiritual effects. If you know what you’re doing with them, you can influence the world around you… and if you don’t, you may cause problems you do not truly understand!
Like most, if not all, schools of spiritual and magical thought, esoteric musicality is deeply moral. Everything has consequences, and you’re responsible for the things you do with it, whether you want to be or not. Although this idea runs counter to most roleplaying game systems – in which magic is simply an amoral mechanical tool – it’s deeply ingrained in the real-life practices of intentional music. When the Chinese sage Ling Lun, minister to the legendary Yellow Emperor Huangdi, supposedly created human music, he did so in order to bring the human world into alignment with the harmonies of heaven. Millennia later, Beethoven and Bach employed a similar desire; their compositions were meant to be not only expressive and entertaining, but to be spiritually uplifting as well. The morally neutral, if not actively malevolent, nature of popular music in the 20th century and beyond has been regarded with everything from disdain to horror by spiritual musicologists. “Is there any truth,” writes David Tame in his intriguing but alarmist (and also racist) book The Secret Power of Music, “behind such beliefs, and does music actually contain such power to affect matter? If so, then the phenomena of jazz, rock, and other such musics – including, perhaps, the very allowance of their very presence in our midst – would most urgently need to be looked at afresh.” Magic, therefore, is not merely something that you play – it’s an extension of who you are and what you do within your world.
To reflect this principle in the magic game systems, Powerchords adds the rule of Harmony and Dissonance:
• Harmony means “to join together.” Musically, it refers to combinations of notes that blend together in “ways pleasing to the ear” – that is, that flow without tension, suspension or conflict. Musical harmony (also called consonance: “together sounds”) is usually linked to goodness, kindness, accord, and what’s often called Rightness Under Heaven, the way of sublime celestial order… in short, God by whatever name you prefer.
• Dissonance means “to break sounds apart.” Musically, it refers to combinations of notes that sound “off,” seem unresolved, and do not flow smoothly from one to the other. Musical dissonance has traditionally been associated with harshness, moodiness, unrest, and the subversion of order… in other words, the Cosmic Adversary by whatever name folks call it.
Like I said, moral connotations attached to musical dynamics; harmony is often regarded as submission to a higher order, while dissonance is considered rebellion against its domination. There’s even a musical theory called “the emancipation of the dissonance” in which musical discord represents the overthrow of tyranny. Rock, jazz, hip-hop and avant-garde music are often rebellious in spirit as well as musicality… and are therefore often called “degenerate” or “immoral” by God-fearin’ religious folk.
Musical esotericists like David Tame attack the use to musical dissonance… and the fact that most of the music from the mid-19th century onward is based on constant tension between harmony and dissonance only adds to their moral panic. The fact is, definitions of musical harmony and dissonance are more cultural than objective; Chinese harmonies often sound dissonant to people trained in the European Classical mode, while European Classical was considered decadent during China’s Cultural Revolution. The dualistic split between “good” harmony and “bad” dissonance is very Western, although it shows up in Chinese musicology as well. Indian music theory (like Hindu theology) is far more complex than a simple “good” and “evil” split, and other musical traditions just use what’s at hand and seems effective. As Powerchords: Mystic Rhythms reveals, the American musical tradition that has spread across the world within the last century or so involves a fusion of European, African, Middle Eastern, Native American, Indian and Asian influences blended into exciting and sometimes disconcerting variations… a synthesis that freaks the fuck out of musicologists like Tame even as it inspires musicians like Miles Davis, Jimi Hendrix and Miyavi.
Theoretical perfection aside, most forms of music depend upon tension between harmony and dissonance. That tension can be heard in everything from Beethoven’s Fifth Symphony (considered radical for its time) to Hendrix’s “Purple Haze,” Davis’ “Bitch’s Brew,” Miyavi’s “What’s My Name,” John Williams’ “Imperial March,” or Lady Gaga’s “Judas.” Many composers drop dissonant notes into harmonies in order to surprise expectations, and then resolve them back into harmony (as in the core melody of Journey’s “Don’t Stop Believin’”); others create whole pieces of music that are intentionally dissonant in order to get under an audience’s skin… and yet sneak harmonies into them before that audience gets too comfortable with the discord! (Check out “Blister in the Sun,” from the Violent Femmes.)
In Powerchords (as in most forms of music) magical composition depends upon both harmony and dissonance. Deep magic comes from the interplay between them. Story-wise, a Powerchords musician can get more spectacular results from either intentionally throwing in a dissonant flourish; harmonizing closely with the “flow” of the moment; or even making a resonant mistake.
Note that I said spectacular results… not necessarily desirable ones.
In game terms, a character using music in a magical sense can choose to add to the Challenge Level of his performance roll; if he succeeds, his performance has an extra kick to it; if he fails, it goes poorly; and if he succeeds or fails in a major way (see the “Triumph and Tragedy” sidebar), his performance has a powerful side-effect.
Harmony & Dissonance
Challenge Level Success Failure Triumph/ Tragedy
+1 1 Level/ +1 die bonus Bad reaction from audience Cheering/ Jeering
+2 2 Levels/ +2 dice bonus Abuse from audience 1 Degree in Legacy/ Wyrd, 24 hours *
+3 3 Levels/ +3 dice bonus 1 Degree in Wyrd, 24 hours 2 degrees in Legacy/ Wyrd, story arc duration
* As with the Triumph and Tragedy rules, the Legacy or Wyrd lasts for either one hour of game time, or the duration of the immediate story arc, and then fades away. For appropriate Legacies and Wyrds, see “Wild Talent.”