Clanbook Giovanni, or how a “western” and “rich” culture can be appropriated

A note about content: this was written after perusing the 2nd edition Clanbook Giovanni by Justin Achilli.
After a couple of friends noted that there were notable differences, I borrowed the Revised edition (by Stolze and Chambers), too. When possible and relevant, I’ll add a note about the Revised. I’ll preface with saying that the writing seems much, much better, and that most of the racist slurs thrown around to look edgy seem to be mostly gone.

Let’s start simple and from the beginning, shall we?
“Giovanni”.
Really?

Giovanni: what’s in a name.

Clanbook Giovanni, Vampire 2nd Ed.

The name of the vampire house (bloodline, splat, whatever: “character class”) is “Giovanni”. Allegedly from Augustus Giovanni, a guy (presumably of Roman/Latin origins) that lived around the year 1000 AD and drank Cappadocius’ blood to become a vampire (or rather, to become a more powerful one).

Of all the possible surnames, Giovanni. Giovanni is never a surname in Italian. NEVER. Besides, it’s a Jewish first name: unlikely that a Roman patrician would use it, even as a first name. It would have been easy to look up a list of (for example) Roman Gens names, if you really have to choose a surname… which is already weird, since people didn’t have a surname back then.

This is like having “Clanbook Bob”. It sounds extremely dumb to an Italian. Seriously: at best it sounds stupid and hilarious, impossible to take seriously.

You know what it makes me think? That the writer(s) never even bothered looking up… well, anything. If this is the first impression, I can only anticipate ignorance and lazy writing (spoiler: I get it in spades).

Revised: oh, I see that the authors of the Revised at least tried to come up with a plausible explanation. The whole history chapter (and the whole book, I suspect) is both much better written and much, much better researched. Still, the explanation about a Roman “Jovian” family sounds like a Marvel no-prize. Close, but no cigar. Still sounds dumb, but hey, I guess they were bound to use the same name, since it was already in the wild. The latin name was Jupiter, not Jove (that’s English), for starters. Roman families didn’t have surnames, and even if you accept this story, the vulgar name coming from Jovians would have been Gioviani, not Giovanni (again, Giovanni is Jewish)… and anyway if you end up with “Giovanni” as a family name in modern Italy you have lost without even starting. It’s irredeemable.

All Italians are mafiosi

Well of course they are.
Your Italian clan has one non-magical non-fantastical characteristic? They are mafiosi. And bankers, sure, but a mafioso style family running off-the-record banks for criminals. Talk about perpetuating stereotypes, uh? I know Americans have this myth of they “old mob”, in no small part fueled by the popularity of the Il Padrino series of movies, but… listen, this is serious shit, ok?
Mafia (and the other, maybe even worse organizations, that Americans simply don’t know because they are not “pop culture”) is one of the cancers of my country. They infiltrated the economy and politics so deep it’s probably the weight that will eventually pull us under. They made the life of a lot of honest people a living hell. They killed lots of good people. They killed kids in acid to send a message.
Think it’s a cool and fun bit of background? Well it doesn’t sound very funny to me.

This is about “haha funny” as me writing an “American” splatbook for a game and saying all white americans are members of the KKK, because hey, “white american = racist slaveowner”, right? Not that funny anymore, uh?

Oh and I’ve seen the paragraph about “La Cosa Nostra”. Leaving aside the basic ignorance about the terms used (that’s pretty much the leitmotif of the book), since it’s “Cosa Nostra” (no article) and it’s an american organization… the book narrator manages to sneer at the Mafia for being disorganized thugs and says the Giovanni keep mostly away from them… while in the 99% of the rest of the book it’s made extremely clear that the Giovanni are a mafia family and are run exactly the same way.

I’ll maybe talk later about how this could have been done right.

Oh and let’s not forget, these are Venetian mafiosi. Right. The image of the “mafioso” with elegant three-piece suit is already a bizarre Americanization (you’re thinking about the twenties mob in Chigago, guys), but placing them in a distinctly northern city, one of the most proud of their cultural past as an independent country (they used to rule half the Mediterranean)… It’s like, I don’t know… placing your “Bluegrass Headquarters” in New Jersey, or Seattle.

Catacombs in Venezia

How much more ill-researched can this book be? Very.
The “Mausoleum”, the Giovanni central loggia(sic) is in the catacombs of a palace in Venice. Sure, why not? Why not claim the city was once on dry land and the canals are the result of progressive flooding, with the new city built on top, while you are at it? Just in case you are wondering, that’s exactly what the book says.

As anyone who takes the time to open even a basic tourist guide to Venice will learn, the city was built in a lagoon on purpose. The water has always been there. As for the catacombs… try and search for “venetian catacombs” on google, I’ll wait here. That’s right: they only exist in Indiana Jones and in Tomb Raider. There’s an excellent reason, too: Venice buildings stand on foundations made of thousands of wooden poles, stuck in the mud to reinforce it. No “second city”, no place to dig a catacomb, no subterranean dungeons. That very characteristic is one of the reasons many buildings risk sinking in the Laguna.

Revised: at least in the initial historical part it was very precisely noted how Venice started, and so on, so yeah, kudos to the new authors. Still, more “old city under the new city” bullshit. Try google translate on this article on Wikipedia about wells in Venice (long story short: if you dig more than 5 yards anywhere in Venice you end up soaked in the lagoon’s water).

Other, generalized sloppyness

I won’t go in more detail, but basically every time a cultural detail, a name, a word in Italian is used in the book, there is at least a good 80%+ chance of it being wrong, often hilariously so.

Revised: I noticed a new character is mentioned, a woman named Gianmaria. Which is a male name. Besides, he/she would be called (full name, without shortening) Giovanni Maria Giovanni. Only Bon Jovi has a name that approaches that level… (Giovanni Bongiovanni).

Even in the late nineties, a simple inquiry on a newsgroup would have found tens of english-speaking Italians volunteering to help the writers of an RPG splat on Italy.

Why even bother using Italy, if you aren’t going to take a couple of hours to research the basics? What’s the point, if every bit of meaningful content/color is then undermined? You choose Venice, a city with 1500 years of rich history, former Republic, one of the two powers that ruled the Mediterranean Sea, door to the East for most of Continental Europe for centuries, home of one of the biggest Jewish gettos of the renaissance… and you use it as a base for your family of mafia bankers that live in a fricking invisible skyscraper (note: I didn’t find direct references to the nature of ‘invisible skyscraper’ in the books in my quick read-through, but everyone who knows the Giovanni, in Italy, will mention it, so I guess it’s somewhere. At the very least, the Mausoleum is said to have underground dungeons and such).

Fog in Venezia. By Giovanni Dall’Orto (Own work) [Attribution], via Wikimedia Commons
Sigh. Not even the huge “gothy/emo/dark” potential of Venice is EVER touched upon (and to think I assumed it was the reason it was chosen in the first place!).  No mention of the foggy canals in winter, of the narrow, labyrinthic alleyways (the “calli”), nothing. Not even the freaking Carnevale! The masks, FFS! Might as well be Newark.

Dynamics of Appropriation

All this long rant (and it could have been much longer and more detailed) was to show that yes, even a “rich”, “western” culture can be appropriated.
All it takes is a hegemonic culture, a less powerful one, and the willingness to use and exploit the target culture as “quaint color”, without ever engaging in trying to understand it, representing it only with clumsy stereotypes (thus perpetuating them), and a general uncaring attitude. “I don’t really know if this bunch of letters I bungled up is really a name there, and if that name has maybe some implications regarding ethnicity, culture, class or plausibility… but whatever, I’ll use it anyway, it’s not like those people matter”

One could argue that some cultures have suffered worse (often much worse), and they’d be right, in a sense, but is it really meaningful to make this kind of distinction? It’s always an insensitive use (abuse) of someone else’s culture in an offensive and careless way, be it that you are representing all Native Americans as gullible savages and mix bits and pieces of conflicting traditions, languages and cultures(*), or that you are conflating China and Japan as a single entity, placing katana wielding samurai of the late 1800s side-by-side with Three-Kingdom era Daoist Monks, or that you paint all Italians as Chicago mobsters saying “capice” and “paisano”…

(*) Yes, I just read a Lone Ranger in-depth review. It was painful.

How it could have been better

Let me end on a positive/constructive note. How could this mess have been better?

1. Name the Clan something else: it becomes its own thing around 1000AD (1400 in the Revised)?  Use a term/name that could have been around at that time. Or some Latin word. Maybe something ironic in Latin. No surnames, as I already said. Or move the Origin to the renaissance and use a properly sounding noble family name (tricky, if you don’t use one of the existing ones).

2. Lose the mafioso theme: an Italian vampire Clan will likely resemble closely a group of noble families of the early renaissance; no mafia needed. Model them around the noble families of the era of the Signorie: a bunch of competing houses, each strongly tied to a mortal noble family (Orsini, Colonna, De’ Medici, Gonzaga…), that nonetheless will (generally) fight together against outsiders. No single central authority in Italy, sorry: doesn’t work like that 🙂

3. Why only bankers? The heirs of the merchant families of the Renaissance would have a finger in every pie. Let them be the real power that stands behind the halls of power of the mortals. Venice? Sure, for a while, but power moved when the Serenissima Repubblica ended. Have vampires behind the Savoia in the 1800. Have vamps infiltrate the Italian Masons, all the criminal organizations (mafia, ‘ndrangheta, camorra, sacra corona unita), the Parliament, the Senate, the Banks and the Holdings and Foundations that own them. Rogue secret service planning a coup? Have vamps behind it. And most of all, place vamps in the Vatican Curia: that’s where they belong (and where real political and economic power has resided for a long, long time). Hell, the Vatican would probably have more than one clan vying for power.
Definitely move the headquarters to Rome (after having them in Turin and Florence, following the Capital).

4. Exploit the dark and the magical: Turin is bound to have a nest of Necromancers! And do you really think during the Carnevale in Venice vampires don’t go around soaking in the crowd, preying on the revelers? You want catacombs? You are in Rome, there’s plenty of Catacombs to go around!
Some stray death cult could even explain the mummies of Palermo, and so on. There’s so much stuff… but no.

Stray ideas on a 911/EMT/Rescue Team game

I save my ramblings on an idea Ogre posted on Story Games, because having these in more than one place will probably make it harder to disappear. Also, this blog’s purpose was exactly this when I started it. I’m neglecting it, I know… whatever, you can find me on twitter and tumblr if you want to read short-form stuff.

Movin’ along…

Pondering out loud: the 3:16 route seems interesting but… I’d try and fiddle and complicate it a bit. Instead of a single pile of threat tokens you have two piles (numbers to be determined).

One is the “Victims” pile. Your Rescue Team must do stuff (maneuvers, rolls, whatever) to reduce this pile. Each token is a person with a name, a life, a job, friends, maybe a cat. These details should be part of the process somehow. Maybe you discover them from turn to turn, fleshing out the victims, and/or you know them when they die and/or get terribly wounded. When the Rescuers reduce the pile, those victims are in the ambulances and running to the ER. We’ll discover at the end of the game if they live. This pile can be brought to zero. No victims, mission ALMOST ended. The Team still has to come out alive from the burning building/sinking ship/crashed train cars/etc.

The other is the “Danger” pile. The Rescue Team can choose to do stuff (maneuvers, rolls, etc.) to fight and reduce *this* pile instead. This lowers the threat level of the situation. Bringing this pile to zero should be very hard: no threat, end of mission, remaining Victim tokens go to ER. Each turn the Danger makes “attacks”/”maneuvers” to either: Endanger the Rescue Team (a floor collapses, fire flashes from an opened door, a gas tank explodes) making attacks to the characters directly. Endanger the Victims: a roll (probably harder than the one against the team) to attack the Victim token pile. People get injured, then badly injured and/or die. And finally, the Danger can roll (do stuff) to Increase the Danger. Yep, more danger tokens. Shit just got worse.

Other fun stuff:

  • Roles for the members of the Rescue Team, obviously, giving them edges and rules-bending tools (the Field EMT / Combat Medic can stabilize injured people, maybe roll to try and keep them alive, and so on)
  • Rooms/zones. Either on a single map, or as different stages in the mission.
  • …dunno, other stuff

Can you play Fiasco online?

Looks like you can, and yes, it also looks beautiful.
(Read the update at the bottom!)

This, above, is a Fiasco table/setup as built in the new version of Google Docs Drawing. Pretty, huh?

The background has been kindly supplied by the ever nice Jason Morningstar, author of the game, and can be downloaded from the Bully Pulpit (Jason’s publishing label) website here. Drawing a table like this only takes a few minutes, and you can create an empty template and duplicate it indefinitely to play again. The “dice” are not rollable, just copied and moved around on the “table”, but that’s more than enough.

Now start that google hangout (with Extras you can use the gdoc directly in the hangout!), skype, teamspeak, or other conferencing tool of your choice, and you’re good to go.

UPDATE
It seems I forgot to edit this post, but you can easily create your game of online Fiasco, now, thanks to the Google Docs Templates.
Just go to the Fiasco Table Template and click the “Use this template” button. Enjoy!

A very Pandemic Easter

So, this Easter (and the day after that) I brought Z-Man Games’ Pandemic to my in-laws house to try it (I had bought it recently and never tried it). We were 5 to play it, so we alternated.

In a nutshell, the game is a collaborative effort by a team of experts traveling the world to stop 4 concurrent epidemics before they take over the world. You play against the game itself, and the game plays pretty hard 🙂

It was a roaring success!

This game really has some quality going on:

  1. It’s easy to learn: we read the rules and went to play in minutes.
  2. It’s short: a game never lasts long, especially if you lose, so you can easily say “hey, let’s play another round!”
  3. It’s challenging: ok, we beat Easy on the second game, and after 3 wins in a row we upgraded to Normal… but then lost like 10 games in a row of that. Did I mention that the game is short, and so you play again if you lose? Oh yes I did on “2” 🙂
  4. It’s beatable: oh yes, the game is challenging, but not impossible. We beat Normal a couple of times on monday, so we upgraded to Heroic. And lost.
  5. It’s varied: the 5 roles, with one always missing, and even the disposition of the roles around the table can change in a significant way how you play (and win) the game. This is not something easy to engineer in a game that’s so mechanically simple.
  6. It’s fun and addictive! Sum up all the points above, and you get 5 people (of whom only 1 can be considered a gamer, and not a hardcore one) playing more than 20 games in less than two days. And wanting more!

I’m definitely going to pick up the Pandemic: On The Brink expansion in the future, so that we can all play together, and the new roles seem fun. I’m kinda scared of the additional difficulty though: not sure we need that, for the time being! 😀

So, what now? Are there games that you would suggest to someone who enjoyed Pandemic so much?

My hat’s off to Mr. Leacock: truly an impressive feat of game design. Bravo!

Hosting for my 3:16 maptool package updated

A couple of commenters noted that mediafire somehow had lost the files for my 3:16 maptool package.

So I merged the two zip files and re-hosted. Here’s hope they don’t get lost again.

Download the full package here (hosted on mediafire.com)

Inside you’ll find a brief README file explaining how to use the package (it’s easy, really).
Also, let me know if this is still working in new versions of maptool (I’ve not used it in ages because on linux-java it’s too crash prone and often releases simply don’t even start).

Escape or Die! at InterNosCon09 Actual Play

With horrible delay I write here a few AP notes regarding my experiences with Fred Hicks’s Escape or Die!, a game still in development, that the author was very kind to send me for an on-the-fly Italian adaptation and playtest.

The occasion was the wonderfully successful InterNosCon09 (INC09), a gathering of players much in the vein of Camp Nerdly or the Nerdly Beach Party in the US.
Continue reading “Escape or Die! at InterNosCon09 Actual Play”

Non Cedere al Sonno is a Best of Show 08 Nominee!

Non Cedere Al Sonno, the Italian edition of Evil Hat’s Don’t Rest Your Head was nominated for the Best of Show award from Lucca Comics and Games 2008 (Italy’s GenCon, so to speak) as best Role Playing Game!

We are in very honorable company:

– Dungeons&Dragons 4 ed. (25 Edition)

– Sanctum Imperium Anno XIII (Asterion Press)

We are happy and doumbfounded… Yeaaah!

(and if someone does not know it, I’m one of the tranlators/authors/editors from Janus Design!)

Don’t Rest Your Head at Play Modena

Whew! It looks like I survived Play last weekend in Modena. The new incarnation of ModCon, in the new location of the fair (which for us staying at the Holiday Inn was ridiculosly handy…), has seen me as “the Don’t Rest Your Head demo man” for two days straight with me GM-ing games of our italian edition (Non Cedere Al Sonno) to a good number of very interested players.

Some of them came to the demo with the game already in their bags, having bought it before even trying it, and I personally count that as a small win: our reputation is at the very least good 🙂

I seated some 20+ people for games of two and a half hours (roughly) where I would explain the whole system and game, and then go ’round using our pregen characters (plus the odd fifth one created on the spot, in case of 5 persons groups). I think I can safely say that all of them had a good time. Heck, I had a good time GM-ing the game.

I’ll post here some small actual play vignettes to demonstrate the level of gonzo/rockstar action a player completely new to the game can pull out in a couple of hours:

Diesel (the rocker from the book, Fred’s character) stopping a train with the power of ROCK! Ok, more or less. He was stuck in a dark tunnel, suddenly having railroad tracks in it. Diesel’s (player’s) comment: “Oh crap.” A light approaches. A thundering noise comes growing. The earth starts trembling. Diesel’s (player’s) comment: “OH CRAP!”. Instead of running away he turns, slings forward his guitar, activates the Rythm Nation Madness Talent and ‘gets’ the hidden rithm in the trains noise. Then he starts performing that same rithm riffing on the guitar, doing a quick “Rallentando”. The player tosses some 5 or 6 madness in the roll, gets a whopping 8 successes, AND NO SIXES! Guess what, Pain dominated! The train stopped touching Diesel, knocking on his back on the tracks. Diesel’s (player’s): “Oh my god. I stopped a fucking train!

Good times 🙂

Another vignette: Luk, the kinda depressed clown character a player had created on the spot, had the hidden desire to be an acrobat (but was overweight). His Madness Talent, guess what, was practically “matrix/wuxia acrobatics”. Being chased by a fanged White Clown and a fire whip cracking lion tamer he activates his power for the first time, jumps on the branches of the nearest trees and proceeds (again with an incredible number of successes rolled) to jump from branch to branch like a fricking ninja with oversized shoes. Our instinctive comment was: “Holy cow! That’s Crouching Tiger, Hidden Clown right there!”

Last thing: my “Vandemar” lookalike tries to punch Alia the tough female cop in the face. The player does not even hesitate: “I turn to stone and headbutt his fucking hand!“. She/he won, obviously 🙂

Heh, players can surprise you like that.

Later, photos, and a post in italian.

3:16 (ThreeSixteen) Full set of Tokens

I’ve completed my set of tokens for ThreeSixteen, a reoleplaying game by Gregor Hutton that you can find on his BoxNinja website, and you can buy in pdf of hardcopy from IPR or DriveThroughRPG (check his site, there are direct pointers)

I have the full range of rangs from lowly Trooper to Brigadier, plus the “blip” threat tokens.

They are intended for online play, using a Virtual Tabletop app like Maptool (but I guess other softwares would work as well), and the gallery I uploaded includes some range strips: the smaller ones are again for use in Maptool.
The tokens are 64×64 pixels: set the grid of maptool to that size and you are good to go.

I guess you can print them on cardstock, or stick them to some kind of thick base, as well, to use them face to face.

The colors are what they are, not particularly pretty, but easily distinguishable. If someone wants the SVG source (for inkscape, illustrator and the like) please just ask me.

Also, for those that are printing them, I’ve done a couple of “full sheets” of Alien Threat tokens (since you’ll need some):

They are 300dpi png images, so they should print well in any conditions. Let me know.

They are in A4 format:
Alien Threats, A4

and in Letter format for you nonstandard american types
Alien Threats, Letter

DRYH Italian Edition at the Italian AmberCON

Last weekend we presented the italian edition of EvilHat’s Don’t Rest Your Head at the Italian AmberCON in Modena: Non Cedere Al Sonno (NCAS)

I can say it was a success: we had 3 demo tables planned (at maximum), and thought they would be enough… on saturday afternoon we had 5 demo tables running at full speed, and if we had another GM available we would have made 6, probably. Outstanding! AmberCON for some hours had practically become NCASCon 🙂

We were sharing the table with the nice guy and gal of Narrattiva, the publishers of the italian editons of PTA and Dogs.

Here are some photos, all nicely tagged (more or less):

AmberCon 2008 Photos: Non Cedere Al Sonno