Posthuman Problems: On Technology and Society

I published a small roleplaying game last year, titled Posthuman Pathways. It’s a game about transhumanism, the importance of technology, and how it inevitably changes us. It’s a cute little GM’less game; five pamphlets in an envelope that three people can play in an evening. Designing something like that is challenging, but that’s nothing compared to the philosophical and moral challenge that it brought to my door.

Modern society is still trying to grapple with the emergence of new technologies. The technophobes fear that we shall create tools of our own destruction. The technophiles preach from the digital rooftop that these tools will bring about something greater than humanity. Both of these urges pulled on me and the game I designed.

For context, I’m a walking ball of privilege. I’m a physically-able and university-educated white guy from Canada. By day, I’m a professional scientist with a decent income and a good deal of job security. I tend to be a broad proponent for Science, Technology, Engineering and Mathematics (S.T.E.M.) education in society as a matter of course, and I have the heart of an intellectual. In short, I’m loaded to bear with biases.

One common complaint about science fiction is that it’s a medium about the danger of upsetting the status quo. Changing things, particularly through science or technology, invariably causes disaster. There’s always a pesky professor reading a book that call infernal or eldritch horror.  Engineers design robots which will destroy us. Researcher study particle physics, biologist try their hand with genetic engineering and everything goes to hell in a hand-basket.  and scientists examining particle physics invariably cause terrible problems that everyone has to deal with.

An example: Caveman Science Fiction
This technophobia runs together with anti-intellectualism that inspires such blights as the anti-vaccination movement or climate change denial. The fact that politicians say “I’m not a scientist, but I think” to justify going contrary to science? This is a problem in my books.

It would be easy to leave it there. Comfortable, even. Life would have been simpler if I had, but I couldn’t help but see the other side.

Despite the technophobia present in society, there is also some danger associated with going too far the other way. I designed a game about transhumanism, and it got me looking very hard at the intellectual threads within that subculture.

There is a status game associated with education. Those on the top are those practitioners of S.T.E.M. disciplines, who just _happen_ to be disproportionately male.
Lower in status are those with “less important” and “fluffy” university degrees in the arts, humanities or social sciences which coincidentally tend to have female students in attendance.

As a general trend, university folks look down on the technical college graduates, who are still considered a step above the trades. You will note how closely tied this ranking is to issues like economics. Why should I be receiving more respect and financial remuneration compared to a plumber, a social worker or a farmer?

What this means is that there is a tendency for those of us with  social and economic power to reinforce and glorify the technological solutions to the world’s problems. We imagine that someone from Silicon Valley will come up with some new “disruptive innovation” that will “save the world”. There is a line of thought that technology will lead to some utopian future by erasing the differences between people.

Lots of games explore science and transhumanism. Shock: Social Science Fiction by Glyphpress recreates social science fiction with a great deal of care. Eclipse Phase by Posthuman Studios explores technology as a positive form of change while addressing how it can be misused.

I worry about the idea of erasure of identities, of disrupting the current world and the impact that could have on the most marginalized members of society. That’s why I seized upon that care as the philosophical core of Posthuman Pathways. For this game, I chose to address how technology changes the world, and how this new world affects the people within it.

I have hope for what the future might bring, but that depends on us being thoughtful on what we create.

Source 1: http://www.esa.doc.gov/reports/women-stem-gender-gap-innovation

Source 2: http://yaleglobal.yale.edu/content/women-more-educated-men-still-paid-less-men

More about Posthuman Pathways: https://genesisoflegend.com/products/posthuman-pathways/

Scribus for Game Designers

I just cobbled-together a quick (and crude) tutorial on how RPG publishers can use the free Scribus software for layout. It’s a powerful, though flawed, piece of software and I think the video might help folks who can’t afford the rather expensive license for InDesign. I hope this is helpful!

Inspiring Sig

I am currently working on a major setting, which is actually going to double as an expansion of the core game. Sig: The City Between is multiplanar fantasy, inspired by a number of sources.  I have the fantastic +Jeremy Morgan editing this, and I have two award winning artists contributing some rather jaw-dropping art for this one. I am the author of this setting, and it’s including a number of rules variants that suit this specific kind of setting. It should show you a number of places where you can tweak Spark for your own games, and it will open up a fantastic new playground. I am going to be talking a lot about this over the coming months, so please bear with me. I thought I would start this off by share some of the fantastic inspirations which led to this fascinating multiplanar setting.

1) Planescape. This is the biggie. In some ways, this setting is the reason why I got into game design. If you want to hear about philosophers with clubs, about a cosmopolitan fantasy city in the middle of the multiverse, and about the planes in the D&D multiverse? Check out the Planeswalker Handbook, though I’m sad that the full boxed set is not yet available on DriveThruRPG.
http://rpg.drivethrustuff.com/product/17280/The-Planewalkers-Handbook-2e&affiliate_id=26951

2) Saga. A comic set in a space-fantasy setting, focusing on the importance of family, relationships, childhood and parenthood. It’s a wild tale of distinctive (odd) cultures and social commentary, and one that will bring a tear to your eye.
https://imagecomics.com/comics/series/saga

3) Planar Codex: Dark Heart of the Dreamer. J. Walton did a fantastic job of interpreting planescape through the lens of cultural diversity in the multiplanar melting-pot city of Dis, which is literally assimilating the rest of the universe. Freebooters, heritage moves and all sorts of other goodies abound in this fantastic suppliment for Dungeon World.
http://rpg.drivethrustuff.com/product/110283/Dark-Heart-of-the-Dreamer?term=dark+heart+of+the+dre?affiliate_id=26951

4) Kill Six Billion Demons it may be the last on this particular list, but it’s certainly not the least among these options. It’s a mindblowing, free webcomic. Demon-kingdoms. Eastern religious influences. Throne, Domain of Kings, Kingdom of God and center of the Omniverse. Demon-kingdoms and mystic orders fighting on the fossilized bodies of the massive angels.  This will absolutely captivate you.
http://killsixbilliondemons.com/?comic=throne

There’s a lot of beautiful stuff that is feeding into Sig: The City Between, and I am eager to share it with the world.

What does that turn into? Well, something like this.

 

Morkanah, the Stone that Shelters

It is Morkanah. It is the Stone that Shelters. It is last of the Primorials. It is simple but keeps worshipers safe. It is shelter from storm, from conflict, from fear, and even from death. It cares for worshipers of flesh, of stone, and of clay. It is strong and eternal, so worshipers need not be. It wants worshipers happy and together with family. It misses family.

Portfolio: Love, Hearth, Protection

Servitors: The Flowers

Taboo: Never harm family.

Ritual: Morkanah’s Embrace covers someone in a shell of stone to protect them from harm. If the Flower chooses not to spend one Influence, the shell will not dissipate when its job is done.

Initial Agenda: Build a true sanctuary for star-crossed lovers on the Plane of Stone.

 

More to come!

Ennies Nomination for a Spark in Fate Core!

I’m very happy to report that I have recieved a nomination for “A Spark in Fate Core” as Best Free Product for the 2014 Ennies Awards. It’s was a lot of fun to produce some content that would integrate wtih the Fate Core book, and to try a different style of collaborative worldbuilding. If anyone wants to get their own free copy, it’s over at DrivethruRPG over here!  I’m currently working on a very short run printing of hardcopies of the game for GenCon attendees.

In gratitude, I am also temporarily putting the Spark RPG on sale at 50% off, right over here!

-Jason

Posthuman Pathways Post-Mortem

Just as I have done with the Spark RPG kickstarter, I wanted to present a financial breakdown of the Posthuman Pathways project. Unlike that previous project, this one was a bit less successful at the preliminary stages and may take a year or two to get into the black. I am very proud of the game as a design and a product, but this taught me a number of valuable lessons as a publisher!

Original Budget $3,360

Printing 1000 copies of the game: $2,500
Printing 1000 cover stickers: $500
Other freelance costs: $360

My original, minimal kickstarter request was planning on just covering print costs for the core pamphlet. I met this goal, but didn’t exceed this be a very significant amount. Unlike my previous kickstarter, all donations were made in Canadian dollars which meant that I couldn’t benefit from the currency exchange rate.

Revenue $2,525

Gross Kickstarter Total: $ 2,806
Admin Fees: $280
Net Funding Received: $ 2,525

 

Campaign Expenses – $ 5,351

Printing 2000 Copies. $3,219

I originally budgeted for 1000 copies, but secretly hoped that I would have enough demand in the kickstarter to justify a larger print-run where the costs decreased. When I originally planned this project, I had assumed that the economies of scale would kick in at 1000 units for pamphlets, just as they do for books. Turns out that is not the case, and things only became economically feasible at a 2000-unit offset print run. Oops!
There is normally a variance of +/- 5% on print runs of this size, and they provided me with 100 discounted copies. Note that each “copy” of the full game involves five different pieces of printed material, so they printed over ten thousand individual pamphlets in this little endeavour.
Lesson Learned: Get comprehensive quotes earlier in the design process and don’t assume all products have the same economies of scale.

Printing 2100 Stickers. $594

Before going into the campaign, I had gotten several quotes and settled on a professional-seeming company specialized in sticker production. Unfortunately, I discovered after the campaign closed that they didn’t provide physical proofs, didn’t understand how crop marks worked and demanded payment up front with no refunds. I went back to the printer who produced the pamphlets and they were able to give me the high-quality stickers that I used, at a pretty competitive price. It worked out pretty well in the end, though it was a bit of a hassle to get there.
Lesson Learned: Double check what printers offer as “proofs” when getting quotes, not at the end of the process.
Commissioning Velvet Cases from Sink or Swim Stitching: $ 378
I was originally not intending on including many of these in the campaign, but due to popular demand I included them at a stand-alone level. These reward levels brought more money (making it possible for me to meet my goal) but also increased my overall costs not insignificantly due to payments to the artisan and additional shipping costs. Good thing they are beautiful!
Lesson Learned: Consider the additional shipping costs as a more significant portion of goals using large add-ons such as this.

Other freelance costs: $360

This project included two editors, one illustrator and one graphic design professional. I was happy to compensate each of them for their work and the payments were made before launching the kickstarter campaign, out of the profits of the Spark RPG sales. It was a relief to be able to simply hire skilled professionals to help me with this, and they did amazing work.
Lesson Learned: Paying all the freelancers before launching the kickstarter campaign drastically decreases the stress levels while running the campaign; would recommend!

Shipping : $ 800

Shipping is always an issue, and this was no exception. One of the goals of this campaign was to produce something that would be as affordable as possible to ship. Between the product design and the printing, our mail prices skyrocketed which made “as affordable as possible” still rather nasty. I also had the unpleasant surprise that the final product (5 pamphlets + 1 sticker + envelope) was heavier than I had originally forecasted. I had expected that the final product would increase in weight 50% over that of my prototypes, while it turned out that it doubled the weight instead. This pushed it over a mailing price threshold and boosted the cost for international backers (outside of North America) by another $2 which was rough.
Fortunately, I worked with Magpie Games to reship most of the rewards to American backers domestically, which dropped my overall costs considerably. The cost-savings from that little maneuver pretty much negated the cost increase for the international shipping.

Stretch goal costs : $ 0

One of the reasons why I created that first stretch goal, only $250 above the base goal, was that I could do it entirely in-house. As a purely digital release with no external costs, I could add value without spending additional funding. I’m very happy about this digital supplement as well.

At the end of the day?

Despite these setbacks, I am happy to say that this kickstarter has been a success overall. While I haven’t broken even yet, I have plenty of product available for sale and it’s only a matter of time before I do so. I think that the actual product and the underlying game design are beautiful, and I’m really proud of what I have accomplished.
I have sent out just under 300 copies of the game at this point to you fine backers. Within the next few years, I am confident that I can make up most of the difference, and break into the black on this project. More importantly than that, I hope that people really enjoy this game and that you tell stories of the transformation, tranhumanism and sacrifice.
That said, your support would be very much appreciated. I depend on your enthusiastic voices to spread the word and get copies of this in people’s hands.
Play the game: Play sessions at home, at game stores and at conventions. The best way to help is to play the game and enjoy yourselves!
Leave Honest Reviews: Reviews are great, and I would love to hear your thoughts about the game. The DriveThruRPG page is a great place to talk about the game.
Send people to GenCon: I will be working at the Indie Game Developer Network (IGDN) at GenCon, running demos and selling the game. Spread the word and send people over, so I can introduce them to the game in person.
Send people to buy copies direct: With the completion of the kickstarter campaign, I have now put the game on sale and included a more reasonable shipping premium. Please feel free to send friends, colleagues, and random strangers to buy their own copies over at https://genesisoflegend.com/posthuman-pathways/buying-the-game/
Thank you for all of your help, and your support. The more people hear about Posthuman Pathways, the more likely I am to sell a few copies and produce more interesting RPGs.

Happy Gaming!
-Jason