All posts by Will Hindmarch

Writer, mooncalf, worrier-poet.

Guest Post by Will Hindmarch: Funny Vs. Happy

Will Hindmarch is a writer and game designer. Find him online at Wordstudio or Gameplaywright.

On one of his spoken-word records, The Boxed Life, Henry Rollins talks a bit about being funny or happy all the time. If you could be funny or happy all the time, which would you pick?

I’ve been thinking about this since 1995. I first heard Boxed Life in 1995 and I’ve been thinking about this since then. I’ve been thinking about other things, too, but still. The question, it vexes me.

“I’m funny all the time, I’m not happy all the time,” Rollins said. “So, okay, but that’s all right, because I’d rather be funny than happy … all the time.”

Historically, I’ve found it easy to answer this question … but hard to shake it. If I had to choose, I’d choose to be funny.

“There’s not a lot to learn from being unfunny,” I used to tell people when I’d talk about this. That idea is plainly bullshit — there’s plenty to learn from bombing on stage or mucking up a joke — but it’s what I would say. People who are happy all the time irk me.

In part, I believe the lessons learned from being unhappy are valuable. I have to believe that. I have to believe that the time I spend feeling miserable will pay off somehow, maybe by informing my work, maybe in insights or wisdom. I want to believe that misery isn’t a waste of my time because I only have so much time and I don’t want to think that I’ve wasted so much of it.

The trouble is, I’ve cooked the question too long. I reduced out a lot of the nuance and the flavor and I’ve sometimes forgotten that the heart of the question is in that phrase “all the time.”

I think it’s easy to breeze through happy times without learning anything. Happiness feels easy even when it’s not easy. If you’re like me, good times can feel sustainable when you’re in them.

They’re not sustainable. Nothing lasts forever. And here’s the thing about misery: it doesn’t have to make sense.

This has been a great month for me, creatively. My new tabletop RPG, Dark, is doing well at Kickstarter. The new online storytelling game I’m working on, Storium, just entered a new phase of alpha testing. I’m designing a series of new Fiasco playsets I can’t tell you about yet. Lots of fun work happening at once.

Things are, measurably, good.

Last week, I couldn’t see that. Something grim settled over me like a glum fog, blocking out the light. I wanted to do good work but I couldn’t see straight — I hated everything I wrote not because it was bad, but because I wrote it. I put off work I wanted to do because I didn’t feel like I had earned the right to work on it yet. It was a dessert-and-vegetables thing, I told myself. But that’s bullshit, too. When I’m that miserable, I fear and resent happiness. I feel like I owe it nothing, like it’s betrayed me, like I have to learn how to function forever without it because I may never be happy again.

That’s the inherent, fascinating, dangerous fallacy inherent in the funny-or-happy equation. It’s in that phrase: all the time.

Happiness is impermanent. So is misery. What’s fleeting is often beautiful.

The trap I fell into was thinking that unhappiness, misery, and depression were somehow more revealing, more authentic than happiness. As if there’s less to learn from happiness than from misery. Look around and you’ll see people tripping on this idea all around us.

(It’s an easy mistake, I think, because misery ruminates, obsesses, and stares at itself. Depression warps time, pushing us to dwell on things that still exist when we’re happy — things that we just don’t fret about so much when things are good.)

We have a lot to learn from happiness and contentment and while it is sometimes harder to pause and glean the insights when you’re busy laughing and dancing and making merry, let’s do that more. We don’t have to be happy all the time (because, seriously, ugh) but we shouldn’t mix up happy with oblivious, either. I did that for too long.

Anyway, I still don’t want to be happy all the time because I think I’m ill-suited for that. I want to learn from happiness and misery, both. And if I could be funny all the time, I could bring  laughs and joy to others and that would rebound back to me. When other people laugh at my jokes? That makes me happy.

 

 

Dark Days, Bright Days

Guest blogger, Will Hindmarch, is a writer and designer in Chicago. You might know his work from the book design for Memories of the Future, Volume 1 or from RPGs like Always/Never/Now.

There I was, alone outside an unfamiliar hotel-room door, with nowhere to hide. It was too late to flee. I had already knocked.

My newest tabletop RPG design was in my bag, ready to make a first impression. I felt like I had worms in my guts.  I thought I could feel my brain’s insidious chemicals  diluting the meds I take to keep my head above the waves. I took a breath, let it out.

Settle down, you idiot, I thought to myself. Just don’t be a dick.

Someone worked the latch on the door. It swung open.

“Hey, how are you?” Wil Wheaton asked, doorknob in hand. “Come on in.”

I went inside.  But I’d already made my first mistake. It went into my mood like a drop of dye clouding into clear water.

Did you catch it?

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some kind of verb, some kind of moving thing

This guest post was written by Will Hindmarch, a freelance writer and designer of games and fiction. Read more at his blog at wordstudio.net.

A few years ago, inspiration struck me a few times in a row and I started work on a new tabletop game. It was a story game about journeys. I knew that much. Sitting down at my kitchen table, writing in my notebook, ideas collided and threw off sparks that I distilled in handwriting as quick as I could.

One idea sparked another. I wrote down design questions and then answered them, right there on the spot. Not every answer was right. I learned that much. Actually playing the game showed me new questions and confounded some of my answers. No worries, though, that’s just the way that goes. Onward.

A few months ago, I described this game to a friend of mine who digs these sorts of things. I discovered as I talked that the game felt pretty finished. I’d been testing it for years, playing it with a myriad of new players, but I didn’t know how to tell myself it was ready to show people. So when I described the game to this friend of mine and he said “That sounds great!” it gave me the jolt I needed to turn my notes into a manuscript.

I’d been sort of writing this thing, in bits and pieces in my head, for a year. I knew what I wanted to say but I had been slow to turn my thoughts into text. Part of it was fear: this was a new kind of game for me and I’d be measured against giants when it was done. Another part of it was … also fear: what if what I wrote sucked out loud? I write for a living and I still feel that way sometimes.

Odyssey by Will Hindmarch
Odyssey by Will Hindmarch

A few hours ago, I launched the crowdfunding campaign to pay artists (and me) to finish the game book. The game’s called Odyssey. I think it’s pretty good.

I wanted to make this thing. I’ve wanted to make this thing for a while. What I needed was to get excited. It was a spark of enthusiasm — from a friend I wanted to inspire — that helped make this thing.

We participate in the creation of so many things, sometimes without knowing it. I don’t know if my friend knows that his casual enthusiasm powered this project’s creation like a life-giving bolt, but it did. Sparks start engines.

the sky above the port

This guest post is brought to you by Will Hindmarch, writer and designer of such titles as the one he’s about to tell you about…

A-N-N

You were the best. Underground, cyberpunk street samurai, burglars and breakers, agents of a mysterious spymaster with half a name, zero history, and a plan. He made the missions and you carried them out. You were the go-to crew for high-stakes break-ins, dangerous ops, and impossible escapes. You fought the megacorps, the tyrants, the killers—all for the sake of making a better future, of beating the Technocrats at their own game of shaping tomorrow. You always won, never quit, lived in the now. 

Until, eleven years ago, he disappeared…

Now he’s back—back in trouble—and it’s up to you to save him and maybe, along the way, change the world.

Today is the day. Today I debut Always/Never/Now, an all-in-one RPG adventure of futuristic cyberpunk action and intrigue. It’s 100+ pages in PDF format and available at DriveThruRPG right now for the somewhat remarkable price of FREE.

Additional posts and thoughts on A/N/N can be found at always-never-now.tumblr.com.

A/N/N is developed from adventures and characters my friends and I played years ago — and then brought out of retirement for one more mission in 2011. I retrofitted the adventure I wrote for that reunion and playtested it at conventions like Gen Con, Origins, and PAX until it was sharp enough to share. Then I invited artists Steven Sanders, Noah Bradley, and Craig S Grant to make it more handsome.

And today, at last, it’s ready for you to play.

If you find that you dig A/N/N and you’d like to thank me with dollars, please click the donate button on my website.

—Will Hindmarch

Forever All The Time Always

This guest post comes from Will Hindmarch (@wordwill), a writer, designer, and occasional guest blogger at WWdN.

Twitter is kind of a big deal to me. I (over)use it to stay connected with people that I am not near geographically. I use it to eke out little clarifying thoughts about my day and the way I work. I use it for jokes, for serious contemplative bits of text, for exchanges with people both known and unknown to me so I don’t feel quite so lonely at my desk all day. It helps me refine ideas down to morsels that can be terse, poetic, witty. I’ve been using it like a short-form diary for years. I love Twitter.

So when I finally got my Twitter archive feature activated, I was delighted. I wanted to go back in time and see how I’d changed, see what I’d forgotten, see if I could detect a difference in my writing from 2007 to now. I opened up my archive and dove in, expecting to see myself. In those tens of thousands of tweets, I discovered two things.

First, despite the migration of various comedic bits through my timeline, I haven’t changed that much as a writer.

Second, I needed help.

That’s not sass. I’m not being flip. I got a look at myself in a weird mirror and found lots of my tweeted messages came with tiny memories. Aspects of myself came into alarming focus. Much to my surprise, part of the secret was hidden in my hashtags.

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