Areas Of Effect: Planar Systems, Critical Roles, and Gaming Imaginaries

Symposium and live play sessions

9 Mar 2024, 11am - 8:30pm

Part of arebyte 2023/24 programme The Body, The Mind, The Soul

 

Illustration by Daniel Locke for David Blandy’s ECO MOFOS!!

Could role playing games hold the potential to forge new communities
or serve as tools for activism?

Curated by artist David Blandy and writer Jamie Sutcliffe in association with Strange Attractor Press, Areas Of Effect: Planar Systems, Critical Roles, and Gaming Imaginaries is a one-day symposium on Tabletop Role Playing Games (TTRPGs) with live game sessions.

Forming part of arebyte’s programme The Body, The Mind, The Soul which questions the complex nature of humanity in the realm of technological progress, the event brings together artists, game designers, theorists, and philosophers to discuss these wildly expansive forms of play in which players utilise both their imaginations and chance mechanics (such as dice rolls) to determine the actions of fictional characters and the scenarios surrounding them.

The symposium explores TTRPGs as physical interfaces between the body and the imaginary, and questions their myriad uses as transformative activities. Beyond leisure activities, might we think of these strange forms of play as novel opportunities for immersivity, problem solving, explorations of contingency, and perhaps most importantly, communal storytelling? 

While an increasing number of contemporary artists have started to embrace the form and bring tabletop gaming mechanics into the development of participatory artworks, the TTRPG community itself remains a remarkable testing ground for the possibilities of play as a kind of “empathic technology”. Here, critical play is capable of strange things... might it temporarily untether us from the stagnant imaginaries of a post-capitalist inertia? Could role-playing games even come to function as vital tools for activism, or the forging of new communities?

Speakers at the event include acclaimed RPG designers Emmy Allan, Kayla Dice, Mike Mason, Chris McDowall, Samuel Mui, and Zedeck Siew, alongside writers, historians and theorists such as Stu Horvath, Timothy Linward, Mark Pilkington, and Simon O’Sullivan.

An exhibition of TTRPGs-inspired video games by artists Kitty Clark, Uma Breakdown, John Powell-Jones, Petra Szemán, and Holly White are hosted on computers and available to play for visitors throughout the whole event.

The day culminates in live TTRPG play sessions of the games Eco Mofos by artist David Blandy and SUPERZEROES by TTRPG game designer Samuel Mui, amongst others, inviting the audience to play with a deck of uniquely designed TTRPG playing cards.

The event features a selection of merchandise and publications from
Strange Attractor Press, independent London-based bookshop Igloo Tree, Massachusetts-based MIT Press and zine supplier Antipode Zines. Games from Laurie O’Connel and Loot the Room will also be on sale.


PROGRAMME

Hardeep Pandhal, Colouring In: A Coming of Beige Story, 2021

11 - 11:15am
INTRODUCTION TO TTRPGS
by David Blandy, Jamie Sutcliffe and Rebecca Edwards

Starting off the symposium, artist David Blandy, writer Jamie Sutcliffe and arebyte curator Rebecca Edwards introduce the programme for the day and touch upon the world of TTRPGS.

11:20 - 11:50am
ON ROLEPLAYING GAMES
by
Simon O’ Sullivan

Artist and theorist Simon O'Sullivan on the imaginative spaces and practices of role playing games considered as a distinct form of fictioning.

11:55am - 1:10pm
BETWEEN HEXCRAWLS AND BIOSPHERES
with Holly White, Zedeck Siew, David Blandy (chair)

Panel exploring the myriad functions of speculative ecology in role playing environments, addressing the creation of flora, fauna and folklore that work to colour and complicate diverse worlds of play in a time of ecological collapse.

1:55 - 3:10pm
FROM ODD PASTS TO GRIMDARK FUTURES

with Timothy Linward, Kayla Dice, Chris McDowall (chair)

From privately imagined locales to vast, communally written megatexts, this discussion focuses on the process and practice of worldbuilding, interrogating the various textures of myth and fabulation asking to what ends our novel worlds might be put.

3:15 - 3:45pm
MONSTERS, ALIENS, AND HOLES IN THE GROUND
Stu Horvath in conversation with Jamie Sutcliffe

TTRPG historian and co-host of the Vintage RPG Podcast Stu Horvath introduces his landmark new book Monsters, Aliens, and Holes In The Ground: A Guide to Tabletop Roleplaying Games From D&D To Mothership, published in 2023 by the MIT Press.

4:00 - 5:25pm
NAMELESS HORRORS! CREEPING FLESH!
with Mike Mason, Emmy Allen, Sam Mui, Mark Pilkington

Focusing on the aesthetics, politics, and arresting experiences of horror, this conversation looks to various exercises in the macabre, horrific, and supernatural to test role playing’s capacities for innovative storytelling, moral quandary, and new forms of autobiographical fiction.

5:30 - 8:30pm
LIVE TTRPG PLAY SESSIONS
with David Blandy, Samuel Mui

Following these insightful talks, have a go at playing alternative TTRPGs with friends and other visitors! Games facilitated by TTRPG experts and game designers. Read more about the games and find out where you can purchase them below.

Throughout the entire symposium, a selection of TTRPG-inspired video games will be free to be play on computers, spanning from ecological utopias to imaginary lives. See below for the full list of speakers and games on display.

 

PANEL DISCUSSION SPEAKERS

Jamie Sutcliffe
Writer

  • Jamie Sutcliffe is a writer, curator, and co-director of Strange Attractor Press. His work explores artistic encounters with science fictive fabulation, the politics of gaming, animation and its multiple entanglements with developments in the life sciences, haunted media, the digital uncanny, and the persistence of myth, all understood as technologies of selfhood. He is the editor of Documents of Contemporary Art: Magic, published by The Whitechapel Gallery and The MIT Press, and his essays, reviews, and interviews have been featured in Art Monthly, Frieze, The White Review, Rhizome, Art Review, The Quietus, Art Agenda, Bricks From The Kiln, and IsThisIt, amongst others.

    @intron_depot

David Blandy
Artist

  • David Blandy (1976, UK, Lives & works in Brighton) makes work that slips between performance and video, digital and analogue, investigating the stories and cultural forces that inform and influence our lives. Collaboration is central to his practice, examining communal and personal heritage and interdependence. With research spanning multiple forms of archive, from fandoms to the archive of the body, historic texts to academic libraries, archaeology and ecological theory, twitch streams and film archives, Blandy weaves poetic works that explore the complexities of the contemporary subject.

    @david_blandy_

Simon O’ Sullivan
Theorist and artist

  • Simon O’Sullivan is a theorist and artist working at the intersection of contemporary art practice, performance and continental philosophy. His most recent publication is, Fictioning: The Myth-Functions of Contemporary Art and Philosophy (Edinburgh University Press, 2019), co-written with David Burrows.His collaborative art practice Plastique Fantastique– with David Burrows, Alex Marzeta and Vanessa Page is a ‘performance fiction’ that involves an investigation into aesthetics, subjectivity, the sacred, popular culture and politics produced through, performance, film and sound work, comics, text, installations and assemblages. Plastique Fantastique are represented by IMT Gallery in London.

    @foxowl2

Holly White
Artist

  • Holly White works across mediums including video, performance, cast bronze, glazed ceramics, weaving, knitting, sculpture and installation and role play games. Leaving Biosphere 2 is a computer game and publication by Holly White, exploring community, growing vegetables and utopias.

    @hollywhite4eva

Zedeck Siew
Writer

  • Zedeck Siew is a writer based in Port Dickson, Malaysia. He is a journalist, essayist, editor, and game designer. He writes short fiction in English and translates from Malay. He is known for his collection, A THOUSAND THOUSAND ISLANDS, a Southeast Asian-themed fantasy visual world-building project. A series of zines, designed for use in fantasy adventure tabletop RPGs. Ongoing since 2017, this project draws from the overlapping material cultures, lived stories, and mythistories of that region of the world variously called Indochina, Suvarnabhumi, and the Nusantara — Southeast Asia.

Timothy Linward
Writer

  • Tim Linward, born under a dying star, channels his terror at late capitalist ecocide into a pathological lust for toy soldiers. He lives with his broodmate, broodling, vertebrate and invertebrate pets near Loncastre in Britain, where he types relentlessly. He is a staff writer for Wargamer and the author of Grimdark: A Very British Hell, forthcoming from Strange Attractor Press.

Kayla Dice
TTRPG Creator

  • Kayla Dice is a TTRPG creator, dormant comedian, retired wrestler, begrudging podcaster and unleashed oddball living in London. She releases games as Rat Wave Game House, often focusing on themes of alienation and connection, and she was recently named a winner of the Diana Jones Emerging Designer program. She is the creator of Terminal, Transgender Deathmatch Legend, and Fear the Taste of Blood.

Chris McDowall
Game designer

  • Chris McDowall is a game designer based in Manchester, creator of the Into the Odd and Electric Bastionland RPGs. He also writes at bastionland.com and produces regular video and podcast content around game design. His games aim to combine minimalist rules with an evocative sense of flavour to create exciting, memorable moments at the table.

Stu Horvath
Writer

  • Stu Horvath is a writer from New Jersey. He is the founder of Unwinnable, an outlet for independent cultural criticism. He also manages the VintageRPG account on Instagram and cohosts the Vintage RPG Podcast.

Mike Mason
TTRPG Game designer & writer

  • Mike Mason is an award-winning game designer and writer, and the creative director for the Call of Cthulhu tabletop roleplaying game. As well as being the commissioning editor and lead writer for the line, Mike also works closely with artists and cartographers to shape the look and art for Call of Cthulhu.

Emmy Allen
TTRPG Game designer

  • Emmy Allan is an Ennie award winning British game designer of The Stygian Library and The Gardens of Ynn, a point-crawl adventure set in an ever-shifting extradimensional garden. Each expedition generates its route as it explores, resulting in new vistas being unlocked with every visit.

Samuel Mui
TTRPG Game Designer

  • Samuel Clarice Mui Shen Ern is a play designer and tech artist from Malaysia who create multimodal games and interactive installations about everyday moments and extraordinary worlds. Their work Horse Girl is a body horror, solo tabletop RPG journaling game, based on The Wretched by Chris Bissette, where you tell the story of a woman who consents to be mentally and surgically transformed into a horse.

Mark Pilkington
Musician & founder of SAP

  • Mark Pilkington is a writer, musician, and the founder of Strange Attractor Press. His writing has been published in numerous magazines, anthologies and exhibition catalogues, music and film liner notes including The Guardian, The Anomalist, Fortean Times, Frieze, Sight & Sound, and The Wire. He is the author of Mirage Men: A Journey into Disinformation, Paranoia and UFOs (2010).

 

RPG VIDEO GAMES ON DISPLAY

  • Holly White (they/she) is an artist, therapist and veg grower based in Glasgow. Solo exhibitions include Well Projects, Margate; Cordova, Barcelona; Almanac, Turin; and Jupiter Woods, London. Her work has been included in group presentations at Tate Britain, Bologna Museum of Modern Art, Serpentine Galleries and David Roberts Art Foundation. Holly also works with schools and community groups and has produced work with young people at Rumpus Room, Glasgow; Collective, Edinburgh; Hospitalfield House, Arbroath and Serpentine Galleries, London.

Holly White, LEAVING BIOSPHERE 2 (2021)

A computer game and publication exploring community, growing vegetables and utopias. Weaving together speculative narratives and historical accounts, this project takes as its starting point the scientific research facility Biosphere 2: the largest closed ecological system ever created in the 90s in the Arizona desert, where eight “Biospherians” were sealed inside the three-acre glass enclosure to measure survivability. This controversial experiment met with obstacles such as interpersonal conflict and technological difficulties. Holly’s late grandfather Bill Chaloner – a paleo-botanist – was involved with developing the facility in its early stages. Drawing on their conversations, Holly reimagines Biosphere 2 in a post-apocalyptic future seen through the eyes of a resident, Danny, who has grown up in a community squatting the abandoned site.

Uma Breakdown, TAKE THE MOONLIGHT BY THE TAIL (2021)

Take The Moonlight by The Tail is a story about rescuing someone and taking them home through complex swamps; sheer cliffs; unreliable simulations/memories; and the roaming commune of dead souls.

  • "I’m Uma, a disabled artist, writer, and award winning game designer interested in animals, horror, and queer feminist literature. Everything I make is about some combination of love, grief, hallucination, and an excess of joy. With Bella Paloma I make video games about the divine and occult providence of transfemme existence.

    Recent projects include “The Speculative Dismemberment of Agent Leon Kennedy” for Market Gallery (Glasgow, 2022), “The Joy of Destruction” for Backlit (Nottingham, 2023), “Elan Vitale” for Container Magazine (Bristol, 2023) and my first solo exhibition “Earth A.D.” co-commissioned by and touring across Wysing Arts Centre (Cambridge, 2022), FACT (Liverpool, 2023), and Quad (Derby, 2024)."

Kitty Clark, LIFE STORY (2021)

Life Story is an interactive work that contemplates imaginary lives using randomised methods for character creation and world-building, typically found in role-playing games.

  • Kitty Clark is an artist primarily working in sculpture and digital media. Her works often utilise atypical narrative structures to explore speculative, and frequently dystopian, futures. Themes of escapism and desire, fantasy and the esoteric are drawn upon, portrayed with an aesthetic of crooked-cartoonish minimalism. Frequently her works employ devices and structures found in gaming, from choose-your-own-adventure books to tabletop gaming and early computer text adventure games.

    @kitty_clark_

Petra Szeman, THE SHAPE OF WORLDS TO COME (2022)

The Shape of Worlds to Come is a short branching-narrative game that serves as a tool to think about the shape of clouds, rail crossings, and death. Journeying through multiplanar realms and conversations, the protagonist muses on the conditions of life under a game-like realism. Work produced in 2022 with support from Nitja Centre for Contemporary Art

  • Petra Szemán (they/them) is a moving image artist working with animation and game-like landscapes. Their practice focuses on the murky borderlands along the arbitrary line separating real and fictional, and the kind of lives and experiences that are possible there. Using a virtual version of themself as a protagonist journeying through animatic realms, they explore liminal spaces and threshold situations, looking to dissect the ways our memories and selves are constructed within a landscape oversaturated with fiction (both on- and off-screen). Turning away from thinking of cyberspace as a radically ’other’ realm, Petra hopes to walk the line situated between dystopian and utopian frameworks, eyes set on new queer horizons.

    @petra.szeman

John Powell-Jones, WEB WIDE WORLD (2022)

Web Wide World volume 1.5 follows directly from part one of the WWW comic, both are part of a wider ongoing body of work by the same name. Join Atamur as they navigate through the mysterious world of Durt, trying to learn who they are and how they got here. Who is the sentient suit of armour that led you to the place you've awoken and why are there so many maggots!?!?!

  • John Powell-Jones’ practice is informed by the ways in which dominant ideologies and power structures influence our perceptions of reality. In particular, how the warped western view of progress and success affects our understanding of morality. These ideas are explored through the use of speculative fiction, taking inspiration from European folklore, body horror, survival horror, fantasy and science fiction. Powell-Jones aims to form a dialogue with our present and an imagined dystopian future in which the horrors of capitalism and neoliberal ideology are present as cyborgs, demons and maggots.

    @johnpowell_jones


TTRPG GAMES PLAYED AT THE EVENT

ECO MOFOS!!

Play as a group of misfits who have found each other in the wastes and ruins of the fallen world. The past is just a hazy legend, but the future is there to be written. In A-Hole in the ground  you investigate a mystery centred around quakes near a local mountain.

Designed by David Blandy, art by Daniel Locke and Aaron Cattoir
Play session facilitated by David Blandy

SUPERZEROES

Unfolding the tale of superheroes, taking inspiration from the TV series Doom Patrol and the X-Men films. The game is based on collaborative storytelling and runs on a TTRPG system that does not use dice and has no game master.

Designed and facilitated by Samuel Mui

MYTHIC BASTIONLAND

A game being playtested by the creator of Into the Odd and Electric Bastionland. A land born of myth. The past that never was now is. Petty domains in wildland. Horrors from story and song. But in our dreams, the shining city. A haven of civilisation. All Knights take the oath: Protect the weak. Witness the myths. Find the City.

Designed and facilitated by Chris McDowall

MONSTERHEARTS 2

Create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion of having a body that is changing without your permission. The game is draws inspiration from Twilight, Buffy and Ginger Snaps.

Designed by Avery Alder and facilitated by Emily Allen