“In this replacement Earth we’re building
they’ve given me Africa to do and of course I’m doing it
with all fjords again because I happen to like them, and I’m
old fashioned enough to think that they give a lovely
baroque feel to a continent. And they tell me it’s not
equatorial enough. Equatorial!” He gave a hollow laugh.
“What does it matter? Science has achieved some wonderful
things of course, but I’d far rather be happy than right any
day.”
“And are you?”
“No. That’s where it all falls down of
course.”
– The Hitchhiker's Guide to the Galaxy
Douglas Adams
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I picked up my first copy of
Hitchhiker's at the "Seven-Day Store" on Quantico, a convenience shop where Marines
would go for Doritos and beer. They had a wall-rack of paperbacks
with distinct leanings for the target audience: science fiction, spy
novels, self-help books. They stocked the whole trilogy (this was in
the last few months of it
being a trilogy in the mundane
sense), and after reading the back covers, I knew I wanted them.
After begging a couple extra quarters from my father, I had just
enough for the first one; I'd get the others as soon as I could.
I met Slartibartfast that night as I raced through the book,
addicted from page one. Like
that
X-Men Annual that would show me a magic item
before I
needed magic items, Slartibartfast taught me
fjords and "lovely crinkly edges" before I
needed fjords
and lovely crinkly edges. Later on, when I'd sit down to draw my
first coastline for an RPG fantasy world, I'd settle for nothing
less than a lovely baroque feel, and I knew I wouldn't care how
equatorial
it was.
Slartibartfast is the source of my obsession with crinkly
coastlines, but that's just one facet of
warmth, a quality I
treasure at every level of RPG creation.
When I wrote about
the
basic qualities of good RPG writing, pre-blog readers may have
noticed the abridged version of my
usual laundry list, with
"warmth" conspicuously absent. There are three reasons for that.
First, that article was focused on RPG
writing, while my
love of warmth extends also into
design and
production.
Second, warmth thus rated a place in the
RPG
Lexicon series, and here we are. Finally, and
importantly: some genuinely good RPG writing is
ice cold,
and while my love of warm design is absolute and eternal, it would
be unfair to include it on list of fundamental RPG writing
ingredients.
Warmth in RPG design is something I love, design toward, seek out,
and
talk about. What's more, I'm often stopped mid-rant and
asked to explain it, because I seem to be
simultaneously
describing a game's systems, worlds, adventures, cartography,
typography, illustrations, page design, themes, philosophies,
morals, politics, history and resources. But that's only because I
am.
The version most people understand immediately is warmth as it
applies to
color: the red/orange/yellow side of the color
wheel is traditionally the "warm" side, with the green/blue/violet
side traditionally "cool." I'd love to tell you this stems from some
deep spiritual properties inherent in the magic of color (because
that would be romantic, and
romance is warm) but the
ice-cold truth is that of simple association: yellow with sunlight,
red with blood and red-hot iron, flames with all three, and so on, while blue
and it's neighbors evoke cool water, cool evenings, cool forest
glades and death by frostbite. It's not magical or mysterious, but
the emotional and thematic impact of color choice is difficult to
overstate. It's more than just
hue, too. Saturation connotes
more warmth than
de-saturation: the greyer a color is, the
cooler it is, even if it's orange fire greying to cooler ash.
Brightness, too, tends to connote more warmth than cold darkness, so
this hits every part of the HSB graph (translate to RGB or CMYK at
need).
In other graphic terms, straight lines and sharp corners are frosty;
wavy and
curvy are warm. The same associative logic
applies to arrangements and spatial relationships: a perfect line is
cold, but perfect
parallel lines are even colder (
distance
is cold, too, so if they're parallel but far apart, that's
even
colder). A row of perfectly spaced, perfectly-aligned boxes
may as well be ice cubes, especially if there's lots of cold air
between them. Warm elements relate imperfectly and hug closer;
they're too
alive for symmetry (life is warm and death is
cold). A hand-drawn line is the
warmest line, because it
feels more human, more
organic, more personal, more likely
to
collide with something or even trip over itself. A
perfect vector line is cold because it's mechanical, devoid of
individuality, devoid of
texture or deviation.
Idiosyncrasy
is warm.
Warmth is casual and playful; formality and conformity are cold.
Warmth relaxes, kicks off its shoes, but
it loves socks, because
softness is warm. Fluffy is warm. Warm reclines by the
fireplace, because
actual warmth is warm. Sensuality
is warm. Blankets and rugs, slippers and towels, warm from the hot
dryer on a cold day. That's one of my favorite little ironies: if
your RPG setting is
wintry, it's more likely to have
warmth,
because if it's ice-cold (hard, sparse, dark) outside, a lot of the
imagery will be about cozy coats and bulky sweaters, Viking halls
with firepits, welcoming inns with hearthside ale, yellow light in
frosted windowpanes,
the life-saving guts of a light-sabered
Tauntaun. Norway is cold but it
isn't cold, because
Slartibartfast gave it
crinkles and Norwegians keep it
cozy.
All these things bridge toward emotional and conceptual warmth,
because
home is warm. Home is lived-in, used, rumpled,
messy. Home smells like cooking and pets and grandma's farts, and
all those are warm. Brewing coffee is warm, baking bread is warm.
The word WELCOME on a mat is warm, and the sentiment
"welcome"
even moreso, because
sentiment is warm. Hugs are warm and
love is warm and comforts are warm. The past can seem warmer than
the future, partly because
familiarity is warm, but the
quality isn't
limited to the past.
Serenity is a
warmer starship than
Enterprise precisely because it feels
so lived-in, homey, messy, imperfect, dirty. It wears its past on
its sleeve so the heart rides with it. Fortunately, Leonard McCoy
brings the warmth of a thousand suns, so
Enterprise is
fine.
Fallibility is warm; awkwardness is warm. Cold speaks to the
intellect but warmth to the heart, so
failure is warm,
yearning
is warm, well-meaning mistakes and
embarrassment are
warm. Sincerity and hope: warm. Sympathy is warm. Friendship is
warm. Variety is warm. Humanity is warm. Fear is cold but
every
cure for it is warm. Courage is warm. Passion is warm.
Contradiction is warm, and that's a good thing, because if you're
designing for warmth, you'll meet more than a few contradictions,
because this stuff isn't algebra (math is cold!) There are times
when, according to context and connotation, any of these
observations gets flipped on its ear. That makes it unpredictable
but, that's okay. Unpredictability is warm! Just, not
consistently.
This term is crucial to the
lexicon
because warmth is one of the stars I steer my work by: a core design
ideal. That's not to say I don't
also work with ice. Like
with Norway, ice provides the contrast that makes the warmth
brighter. Plus, sticking
purely with warmth would be
homogeneous,
and that's
cold. See? It's an excellent source of your daily
irony.
It's also, as a gamer, a quality I
crave, and I frequently
go hungry. For a variety of cultural reasons, cold is the
predominant temperature in RPG design, writing, and production, and
has been across the hobby's history. There are, of course,
many
delightful exceptions, and I search them out, scoop
them up, hug them, and game with them.
If you've been following this series, I'm sure you can't help but
notice that the
Invisible
Rulebooks have a hold on me, in part, because they're rich in
warmth and warmth-potential. The gaming territory they represent is
the messy place outside the vehicle, as it were. It's about putting
your feet on uneven ground, where the rules aren't just unseen,
they're soft, malleable, irregular, contradictory, and ultimately
down to the natures of fictional characters and the idiosyncrasies
of a human GM. The resulting form of play is so
frequently
marvelous it kind of spoils me, on both sides of the screen,
because that arrangement only works when there's a powerful mutual
confidence in everyone's intentions and abilities. A confidence
that, when it's present,
warms the bones of every piece of
related game design.
I'm
sure there's a word for that, somewhere down the
winding back-country road of the
lexicon.