The Book of Antitheses by Jobe Bittman
My rating: 4 of 5 stars
Massive trigger warning: If the practice of magic, extreme violence, and/or strong sexual themes offend you, skip this review and never, ever read this book. Now that that's out of the way . . .
Lamentations of the Flame Princess again presents one of the more obscene and transgressive roleplaying game works out there. Say what you will about LotFP, they have a brand identity, and they unapologitically stick with it. This is not a book for children or the easily offended - not. at. all. If you're looking Saturday morning cartoon Dungeons and Dragons, this ain't it. Now, I'm guessing that if you read this far, you are not easily offended. But you might be a child. After all, I started playing D&D when I was 9 years old . . . a long time ago. As a preteen and early teen, I was enamored of the game. And, yes, it did introduce me to some . . . alternative ways of thinking/viewing/believing. And, yes, the bare-chested illustrations of the harpy, sphinx, and others were *ahem* attractive to this young man and, I'm guessing, just about every other young man out there.
So, while the Satanic Panic was overblown, there were some elements of truth to it. The original D&D game was filled with Devils and Demons (sanitized into "Tanar'ri" and "Baatezu" in some later editions) and there were, occasionally, straight-up occult elements in the game (c.f. the booklet of monsters and magic items module S4: The Lost Caverns of Tsojcanth - which is, incidentally, my favorite module of all time).
In The Book of Antitheses, Jobe (yes, I know him - more on that later) fully embraces something that I've realized in my later years - the ritual nature of roleplaying games. Whether you believe in magic or not, you must admit that playing RPGs is highly ritualized. Gaming groups typically meet at a set time and place (even if said place is virtual), surround a table (again, sometimes virtual) and delve into a realm of imagination, fate, and, (dare I say it?) faith. We create alternate personas, much like an initiate into magic arts, we oftentimes concentrate to a state of near-meditation, we use dice as divinatory or soothsaying tools and bind our characters (a piece of ourselves?) to the results. Often, we laugh and joke, which seems to contradict my argument until one notes that magical practice, by and large, is ended by "banishing" the ritual space so that the things summoned there don't creep into everyday life. Magicians engage with the demons, get what they want (or not), and banish the entities at the end of the ritual.
A few years back, these commonalities struck me quite profoundly. If I recall correctly, this thundering revelation took place in 2019. I was so struck by the thought that I immediately contacted several people who were gamers and who had a deep understanding of magic and the occult and set up an improptu online meeting. Two of the people who came into the discussion (I think there were seven of us total?) were Jobe Bittman and the person who would later write the profoundly-insightful foreword to this book, JF Martel (who is the co-host of my favorite podcast, Weird Studies). In fact, I like to think that I facilitated Jobe getting in contact with JF and having him write the foreword. Then again, maybe I am deceived by some whimsical spirit.
I also sat at the gaming table with Jobe at Garycon one year and played through a game he ran. Well, partially, I had to leave about halfway through, unfortunately. He began the session by letting those at the table know that they would be participating in a ritual exercise and that any who wished to not participate should leave. He then rang a clarion, a singing bowl, and effectively invoked and opening to the session. We then played an RPG with Jobe randomly determining how encounters would go, not by rolling dice and consulting tables (the "normal" way one would), but by casting a number of small objects ("charms," if you will) and "reading" the results to determine what would happen during the encounter we were involved with by examining the relation of the objects (each of which represented different persons or elements) to (or against!) each other. These seemingly strange methodologies really helped immerse us into the game and the imaginal plane (though he would argue that this "imaginal" plane was an actual real place, though it is only visible in our minds). We felt that we were a part of something, much as one normally does while playing an RPG, but more intensely, in this case. We had more "buy in," all-in-all.
And this is one of the techniques that is outlined in The Book of Antitheses, a step-by-step guide to gaming-as-ritual. Jobe claims that the book is a real book in a real place as real as the book you hold in your hand. In fact, one of the adventure threads involves characters seeking and finding The Book of Antitheses, which is, in reality . . . well, The Book of Antitheses!
Several other techniques are outlined here, as well. The thrust of all of these is this: When running a roleplaying game, don't use pre-existing structure as a crutch. Toss aside those adventures that have a numbered encounter that shows exactly what is "in the room". Let fate decide for you! You'll never have to prep again, so long as you have a good grasp of setting, non-player character personalities and motivations, and "resonances".
This last piece is important. A resonance can be anything from a rumor to an event. The gamemaster should have several one- or two-sentence descriptions of possible or even probable encounters for a given area. This doesn't mean the old "wandering monster chart," though monsters can be a part of the lists. It is important that these lists are NOT numbered, like the wandering monster charts of yore. The gamemaster needs to decide which element presents itself to the party based on intuition and, potentially, casting the charms as outlined above. The presentation is much less proscriptive than say, rolling a "4" on the chart which gives "1d6 ogres," which sometimes gets ridiculous, even when such charts are tailored to the environment in which the encounter takes place. Resonances are much more loose and free than this, allowing the gamemaster to divine which of the potential events, rumors, interactions, etc., will happen at any given time. it's a much more nuanced approach than the old tables.
The last half of the book is composed of an "adventure," though I hesitate to use that term. There are several locations, several non-player characters with strong motivations, a cultural milieu with conflict brewing just under the surface (waiting to explode at any moment), and a couple of potential "problems" that the party of adventurers can try to resolve. There are multiple possibilities here that can only be explored at the table. No need to worry if your players have read the adventure ahead of time - it won't help. There are just too many variables and the stochasticity of throwing and interpreting the charms ensure that you will never run the same adventure twice, even if nothing has changed with the book itself.
There is also a section on monsters that give more insights into their motivations and ambitions, along with, yes, a stat block (LotFP stats).
I'll end on a side note. In my Dungeon Crawl Classics game this morning, one of the players' characters spun some crazy yarn (this happens every time we play) and one of the other players (but not his character, this was an "out of character" comment) said "I think you're just making crap up". To which the response was:
"Dude, it's ALL made up!"
et sic est
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