Marie Targer

Mitochondries, Filles du Roi et Huguenots

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L’ADN mitochondrial, dont on se sert pour tracer les migrations humaines, se transmet pratiquement inchangé de mère en fille, excepté quelques rares mutations. J’ai donc la même formulation, le même ADNmt que mes aïeules de lignée maternelle: ma mère, sa mère, et ainsi de suite.

Quand je remonte cette chaîne, la première à vivre en Nouvelle-France est Marie Targer, venue de La Rochelle.

Continue reading “Marie Targer”

Gillette Banne

Au meurtre!

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La première femme d’origine française exécutée pour meurtre en Nouvelle-France, Gillette Banne, est ma neuvième arrière-grand-mère du côté de ma grand-mère maternelle:

Banne, Gillette [décaïeule ou 9x arrière-grand-mère]
mère de Bertault, Élisabeth Thérèse Isabelle [nonaïeule ou 8x arrière-grand-mère]
mère de Laurence, Nicolas [octaïeul ou 7x arrière-grand-père]
père de Laurence, Jean-Baptiste [septaïeul ou 6x arrière-grand-père]
père de Laurence, Jean-Baptiste [sextaïeul ou 5x arrière-grand-père]
père de Laurence, Joseph [quincaïeul ou 4x arrière-grand-père]
père de Laurence, Joseph [quartaïeul ou 3x arrière-grand-père]
père de Laurence, Grégoire [trisaïeul ou arrière-arrière-grand-père]
père de Laurence, Mathias [bisaïeul ou arrière-grand-père]
père de *** [aïeule ou grand-mère]
mère de *** [mère]
mère de Lagacé, Sophie 

Continue reading “Gillette Banne”

Je me souviens

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Il y a un bon moment que je n’ai écrit un billet en français; c’est le sujet qui m’y amène.

Ce Noël, Edmund m’a donné un livre, Hélène’s World: Hélène Desportes of Seventeenth-Century Quebec, centré sur la première personne de souche française à naître en Amérique (ou du moins, la première qui ne soit pas morte durant sa petite enfance).

Je l’ai mentionné à ma mère et la conversation a vite tourné vers le sujet de la généalogie.  Elle a récemment développé un intérêt pour ce sujet et même suivi un cours. Comme j’ai toujours été intéressée par le sujet, elle a partagé avec moi les notes qu’elle avait assemblé sur les lignées de son grand-père paternel et ses grands-parents maternels.

J’ai jeté un coup d’oeil sur les outils disponibles pour organiser l’information et choisi un logiciel libre, Gramps, qui peut être utilisé sur diverses plate-formes (Windos, Mac OSX, Linux). Ayant déjà les lignées paternelles pour trois de mes arrière-grands-parents, j’ai commencé à remonter les lignées maternelles. Continue reading “Je me souviens”

12 RPGs for the 12th Month: We have some history

Paul Mitchener came up with a new writing challenge on role-playing games called “12 RPGs for the 12th Month” (see the full list of questions here.)

Question 5: 9th to 10th December

You’re running a historical or alt-historical game. What place and time in history do you choose? Are you including fantastical elements of any sort, and if so, what?

Where to begin? I love so many (alt-)historical. I particularly love the ones that make me learn about a time and place I am not familiar with. Over my 35 years of gaming, I have learned about so many cultures thanks to reading spurred by games, from Tokugawa-era Japan (playing Bushido Hero) to the Roanoke colony in 1587 (playing Roanoke, of course), to the Great Chicago Fire of 1871 (prepping for my Monster of the Week campaign), etc.

Actually, screw that—I know exactly where I would to play: in one of the great African empires we never hear about (except as inspiration in a handful of setting books like Nyambe or Spears of the Dawn.) I would like to walk the streets of Koumbi Saleh, capital of the Ghana Empire, meet envoys from the Malinke Kingdom or the Mali Empire, and Takruri traders bringing gold and cotton from Bambuk. I would like to see Axum and Carthage, the Kongo Kingdom and the Mutapa Empire. I would like to walk where I never get to, even in a role-playing game.

Would I include fantasy elements? Yes, I would use legends from the time and place in question, and take them at face value. Shapeshifting, sorcery, monsters, ancestor spirits, orisha… They all sound like wonderful elements to include.

Big Bad Con games – Expanded

An updated version of my game offerings for Big Bad Con, October 13-15. Let’s see if you can guess what my theme is…

Scheduled Events

Alas for the Awful Sea

A role-playing game created by Australians Hayley Gordon and Veronica Hendro at Storybrewers Roleplaying, thanks to a successful Kickstarter funding campaign.

The premise: It’s the 19th century and unnatural storms forced your vessel to seek refuge in a poor, troubled little coastal town. Expect intrigue, desperation, betrayal, and supernatural mysteries. The game system is a mean, unforgiving, stripped-down Powered by the Apocalypse.

You can see my game blurb in the schedule  here.

Tortuga 1667

Another successful Kickstarter baby, a card/board game created by Travis and Holly Hancock at Facade Games.

The premise: Two pirate ships, one Spanish galleon, and Tortuga Island between them. Treasure, mutineers, and divided loyalties. Up to nine players vie for the gold amid shifting alliances and tides in this social deduction game.

You can see my game blurb in the schedule here.

Salem 1692

Another social deduction card game from Travis and Holly Hancock at Facade Games. Because the Tortuga 1667 Kickstarter campaign was so successful, Facade games was able to launch a new printing of this game that has already been a success in the last couple of years.

The premise: Up to 12 people play witch hunters and inhabitants of Salem, Massachusetts, who must find the witches before being accused themselves! Much fun, paranoia, and religious extremism will be had by all.

You can see my game blurb in the schedule here.

Games On Demand

To the Temple of Doom! To Defeat the Ancient Evil!

A no-prep, mini-roleplaying game by Hayley Gordon and Veronica Hendro at Storybrewers Roleplaying, which they offer free for download.

I submitted this as part of the line-up I want to offer at Games on Demand. Participating game-masters each offer a choice of two or more games for walk-in players, typically run in two-hour time blocks.

The premise: Play archaeologists portrayed in the vein of action movies like the Indiana  Jones series, The Mummy, etc. An ancient evil stirs, waking deep within the bowels of an untouched temple.  An evil that will end the world as we know it. Only you and your fellow archeologists can examine the clues, unravel the mysteries, and uncover the method to subdue this terrible threat.  It’s reportedly very rare to finish a game without a few characters dead or at least cursed…

Loose Threads: A Fate World of Adventure

A lovely adventure for Fate Core by Tara Zuber, published by Evil Hat Productions. I was lucky enough to try it when Tara playtested it and I greatly enjoyed it. Now I’m offering it for Games on Demand.

The premise: You play a secondary character from a fairy tale, one that was forgotten by the heroes of the tale but has since managed to make a life for themselves helping others avoid being the collateral damage of a happy ending.  You and the rest of your Company break curses, retrieve stolen keepsakes and lost children, and chase ogres away.

The Quiet Year

A meditative, map-based story game by Avery Alder (Buried Without Ceremony).

The premise: You define the struggles of a post-apocalyptic community, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern.

The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news, good omens, project delays and sudden changes in luck. At the end of the quiet year, the Frost Shepherds will come, ending the game.

At the Stroke of Midnight

In 2015, Meguey created a series of eight seasonal wishing and fortune-telling games to see her patrons through the year; this was the final game in the series. It seems like a good subject for October!

The premise: The sun sinks in the sky, bringing long shadows and a wisp of cool air. In a handful of hours it will be midnight. The veil between the world of the living and the world of the dead is growing thinner with each passing moment. At midnight it will open, and those who are able to stand unshaken before the Beloved Dead will be allowed a boon. You and your friends set out for the graveyard, each eager to meet the Beloved Dead and ask a favor from those who have gone before.

The game is played with dice and looking for patterns, Yahtzee-style, that will allow you to influence the story.

 

 

Big Bad Con games

Yep, I posted games for Big Bad Con. Many short games, to be specific.

Alas for the Awful Sea

A role-playing game created by Australians Hayley Gordon and Veronica Hendro at Storybrewers Roleplaying, thanks to a successful Kickstarter funding campaign.

The premise: it’s the 19th century and unnatural storms forced your vessel to seek refuge in a poor, troubled little coastal town. Expect intrigue, desperation, betrayal, and supernatural mysteries. The game system is a mean, unforgiving, stripped-down Powered by the Apocalypse.

You can see my game blurb in the schedule  here.

Tortuga 1667

Another successful Kickstarter baby, a card/board game created by Travis and Holly Hancock at Facade Games.

The premise: two pirate ships, one Spanish galleon, and Tortuga Island between them. Treasure, mutineers, and divided loyalties. Up to nine players vie for the gold amid shifting alliances and tides in this social deduction game.

You can see my game blurb in the schedule here.

Salem 1692

Another social deduction card game from Travis and Holly Hancock at Facade Games.

Because the Tortuga 1667 Kickstarter campaign was so successful, Facade games was able to launch a new printing of this game that has already been a success in the last couple of years. Up to 12 people play witch hunters and inhabitants of Salem, Massachusetts, who must find the witches before being accused themselves! Much fun, paranoia, and religious extremism will be had by all.

You can see my game blurb in the schedule here.

To the Temple of Doom! To Defeat the Ancient Evil!

A no-prep, mini-roleplaying game by Hayley Gordon and Veronica Hendro at Storybrewers Roleplaying, which they offer free for download.

I submitted this as part of the line-up I want to offer at Games on Demand. Participating game-masters each offer a choice of two or more games for walk-in players, typically run in two-hour time blocks.

The premise: play archaeologists portrayed in the vein of action movies like the Indiana  Jones series, The Mummy, etc. An ancient evil stirs, waking deep within the bowels of an untouched temple.  An evil that will end the world as we know it. Only you and your fellow archeologists can examine the clues, unravel the mysteries, and uncover the method to subdue this terrible threat.  It’s reportedly very rare to finish a game without a few characters dead or at least cursed…

Loose Threads: A Fate World of Adventure

A lovely adventure for Fate Core by Tara Zuber, published by Evil Hat Productions. I was lucky enough to try it when Tara playtested it and I greatly enjoyed it. Now I’m offering it for Games on Demand.

The premise: you play a secondary character from a fairy tale, one that was forgotten by the heroes of the tale but has since managed to make a life for themselves helping others avoid being the collateral damage of a happy ending.  You and the rest of your Company break curses, retrieve stolen keepsakes and lost children, and chase ogres away.

I also listed half a dozen other games I could offer at Games on Demand, including Cat (Wicked Dead Games), Fate Accelerated (Evil Hat Productions), octaNe (Memento Mori Theatricks), PDQ in its various incarnations (Atomic Sock Monkey Games), Urchin (Clint Krause), etc.

 

 

More Medieval Than Thou

King Arthur Pendragon 5.2 cover I just got my PDF copy of King Arthur Pendragon 5.2 a few weeks ago. I started browsing it — and I do not understand its problem with women.

Yes, yes, Greg Stafford makes efforts to open up character creation a bit for female characters. Look, I’ve been playing Pendragon for thirty years and I have made female characters under every rule set. Incremental change, yeah, that’s great, but still missing the point.

Arthurian romance and the roman courtois genre largely became popular in its time because women read the stories, or had the stories read to them. Fan favourite Thomas Malory came in on the tail end (no pun intended) in the mid-15th century with Le Morte d’Arthur but the really interesting materials were written long before, and among the authors were women. Marie de France was writing Tristan and Iseult stories in the 12th century, Christine de Pisan wrote Le Livre des Faits d’armes et de chevalerie just before Thomas Malory was born.

King Arthur Pendragon, 1st ed. coverEver since its original 1985 edition, King Arthur Pendragon classifies women characters from Arthurian romance into three tiers. Non-player characters include “ordinary women” and “important women.”

Ordinary women:

“fulfill all non-epic functions without complications. Their anonymous existence is implied or accepted through the feudal world. They remain faceless and nameless. Such women have no individual character sheets; they are all Gamemaster characters. These generally include the unplayed wives of player-knights.”

Important women:

“have some individuality. They usually have names, or are at least known as the daughters of their fathers. [They] are often widows, mothers of vengeful men, heiresses, or healers of note. They are commonly accused of or found to be using minor magic. They are often among the major Gamemaster characters that will interact directly with the player-knights on a regular basis. They generally do not have complete character sheets.”

Extraordinary women can be player or Gamemaster charaters.

Extraordinary women in Malory include Queen Guenever, the beautiful wife of King Arthur and head of the Courts of Love; Queen Margawse, widow of King Lot, a dabbler in witchcraft and the mother of Sir Gawaine and his brothers; Queen Morgan le Fay, the mistress of Faerie, an enchantress supreme who has a passion for Sir Lancelot, hates Guenever, and plots trouble for her brother, King Arthur; Lady Viviane of the Lake, who gives Arthur his sword, Excalibur, and is killed by Sir Balin; and Lady Nimue of the Lake, guardian of the High King’s court against wicked enchantment, once Merlin is gone.

It’s telling that we read this discussion for women’s characters but not men. It illustrates the fundamental thinking: characters are male by default, women are variants. After all, wouldn’t the three tiers — ordinary, important, and extraordinary — apply to male characters?

Moreover, the examples of extraordinary women provided in this discussion are restricted by the filter. The tales that Malory mined also offer Enide from Erec et Enide (Chrétien de Troyes) / Gereint ac Enid (Welsh romances); Iseult/Isolde the Fair, she of Tristan’s longings; Dandrane, Percival’s sister and herself a quester (Perlesvaus); Queen Ygerne/Igraine, Arthur’s mother; Laudine the Lady of the Fountain, and her clever maid Lunete; Olwen, daughter of the giant Ysbaddaden Pencawr; etc. — none of which get airtime in KAP 5.2.

(By the way, the original romances also include a few persons of colour, men and women.)

Finally, we have substantial numbers of women among scholars of the Arthurian cycle (e.g., Fanni Bogdanow, Jill M. Roberts, Christine Ferlampin-Acher, Emma Jung, Marie-Louise von Franz) and among modern-day novelists who based new tales on the legendary characters (e.g., Marion Zimmer Bradley, Kim Iverson Headlee, Patricia Kennealy, Debra Kemp, Gillian Bradshaw.)

My point is, women were a key audience for the source material, were represented among the earliest writers we know of, were present as active characters in the tales, and have since spent a lot of time, effort, talent, study, and ink over these stories. Why is it so hard for a game writer who has been at it for over thirty years himself to notice all these women? To notice that women want to write, read, GM, and play Arthurian romances, not as quest objects or rewards, or as eternal support characters, but as protagonists?

Yes, I know an effort was made. I can’t but notice it since I am graciously told:

Generate a female knight exactly the same way you would a male knight. In the real world, women are statistically smaller and weaker than men by about 15%, but female knights should be allowed to use the same Attributes for men to generate female characters. […]

Oh, thank you, Good Sir! I will be allowed to play my 6th century knight in 15th century armour à la Malory and not be hosed by the game rules for playing a woman? Thank you, thank you!

And then the section goes on to inform us that female knights should be called “Sir”, not “Lady” or “Dame” because that’s something entirely different. Really! I assume that Queen Eleanor of Aquitaine, at whose court author Marie de France sat, was called “sir” when she rode in armour with the Second Crusade?

[See also examples in http://www.tor.com/2017/02/23/five-amazing-women-warriors-of-the-middle-ages/]

Pendragon 5.2 does not in fact prevent you from playing a woman knight, nor add stat penalties. It’s just sanctimonious in a “We really should penalize you, but we’re so nice,” begrudging kind of way; and erases important female characters and authors from its discussion.

Greg Stafford answers a straw(wo)man version of the issue in his short essay “This is a Sexist Setting.” However, he phrases it as if the setting had an objective external existence and he was its defender. It’s important here to be clear on what “the setting” is. Are we talking about:

  • The fictional setting of the entire body of writing that is classified as Arthurian romance, from Taliesin to Sir Thomas Malory?
  • The historical context the stories are purportedly set in, around a late 5th century/early 6th century warlord?
  • The historical setting at the time the stories were told and written, primarily from the 10th through 15th centuries?
  • The fictional setting strictly as represented by Malory — who wrote at the end of the Arthurian romance period of peak popularity and furthest from the era it covers?
  • The fictional setting as presented in the various editions of the King Arthur Pendragon role-playing game, from 1985 through 2016?

My complaint is that showing women as full and empowered characters in Arthurian romance should not be an afterthought, but a key piece.

I’m tired, exhausted of the backhanded gifts, the grudging concessions, the caveats, the faux “realism,” the obliviousness to the existing, long-standing participation and contribution of women. Why are you trying to open the door as little as possible rather than throwing them wide open? Why do you not see the ample precedent you have in and around the source material to justify erring on the side of openness?

RPG a Day: Historical character?

oscar_wilde_216. What historical character would you like in your group? For what game?

Oscar Wilde, who would play in a Monsterhearts game. If that couldn’t generate major humour and drama, nothing could.

#RPGaDay2016

 

 

Moves Snowball

588th

[Note: If you’re not familiar with games that are Powered by the Apocalypse, the terminology in this post will likely make no sense.]

This weekend I took my turn as game-master for the second duty station in our Night Witches campaign. Published by Bully Pulpit Games and Powered by the Apocalypse, Night Witches is a role-playing game about the women of the 588th Night Bomber Regiment. (Edmund’s notes on the campaign are here.) By default, it assumes that the GM duties will rotate every time the regiment switches duty station or when someone’s player character is taken out of the action by events, injuries, or death.

PO-2s_Assembly
Assembling some PO-2 models for verisimilitude

I was willing to take my turn despite my current work load because I know that there was pretty much no preparation involved, and because I’ve run other PbtA games. To be honest, the Apocalypse-based games are not that different from the way I approach GMing in general, except that its techniques are codified and integrated into the mechanics, whereas I just use them free-form. I’m referring, in particular to idea of not planning where the action will go but letting it unfold by itself, generated by the PCs’ actions and the dice rolls.

In my typical games, this involves focusing the story on the consequences of the players’ choices, a logical if-then-else loop iterating constantly. In PbtA games, this is anchored mechanically by the results of certain moves triggering other moves; Vincent Baker called this, in his original Apocalypse World, the “Moves Snowball.” Night Witches is designed to have a lot of that snowballing, especially with the night (bombing mission) moves. Once a PbtA game starts snowballing, you can just let it roll down to its logical conclusion, which makes the GM’s job easy.

In our first episode at the training duty station, Engels Aerodrome, we rolled plenty of middling or low dice results which kept us snowballing. But at Trud Gornyaka, the dice rolled magnificently for the first two missions, which unfolded in textbook fashion (flight manual kind of textbook, not GMing!) The snowball simply wouldn’t start rolling because the airwomen succeeded at every piloting and navigation roll.

But at least, they had lower dice rolls during the day, which got me a chance to start brewing a conflict between Maryam and Sveta on the one hand, and the Deputy Politruk on the other. We wanted to go through a third mission during the episode so we could be halfway through the stay at this duty station, and we wanted it to be one of the two missions for Trud Gornyaka which provide advancement for the PCs.

To shake things loose and provide some adversity, I use the Deputy Politruk’s enmity and the poor supply situation described as reigning at Trud Gornyaka to send the Section out during daytime to fetch supplies, thus limiting their opportunities to gather mission points, forcing them to deal with lack of sleep and German flights, and generally putting the airwomen on the defensive a bit.

Sure enough, the last mission (with only one point in the mission pool!) was a nail biter. As soon as they fell short due to lack of mission points, the snowball started. In the end, all three planes that had gone out on that mission were totalled, three NPC airwomen were killed, and all three PCs (Maryam, Sveta, and Elena) were wounded. They earned their advancement, and the undying resentment of the Deputy Politruk…

The thing that I found interesting as a GM is that despite the mechanical elements favouring the moves snowball, I still had to nudge it along (like a real GM and stuff.) It suddenly felt a little arbitrary to make a hard move without being specifically directed! Yet it was in fact relying on the results of (disastrous) daytime moves, so it was in the spirit of the game. I had no guidelines for how to treat daytime flying, which moves to use. Since they didn’t have any bombs to drop during the supply run, I had them roll Tempt Fate to escape the German patrols.

The conclusion from all this is that even with the built-in moves snowball, the GM has to remain mindful of the fiction, of its cause-and-consequence flow, in order to provide sufficient challenge to make the game fun for the players.

The PO-2s, painted as an air ambulance section.
The PO-2s, painted as an air ambulance section.

Kicking Off 2015: The Taking of Tiger Mountain

The Taking of Tiger Mountain U.S. posterHappy New Year, peeps! On the 1st of the year we had a wonderful Japanese-style dinner with our friends, on the 2nd I worked, on the 3rd we played board games with another friend visiting from Seattle. But today—today we kicked off the movie year! We went to see Tsui Hark’s new movie, The Taking of Tiger Mountain.

TL;DR: It’s awesome.

This sounded like a somewhat improbable endeavour: it’s based on a piece of Cultural Revolution-era propaganda. First a book by novelist Qu Bo (a.k.a. Chu Po), Tracks in the Snowy Forest (1957), itself based on a real 1946 incident, which became the basis for a sanctioned Peking opera, Taking Tiger Mountain by Strategy, that became one of the Cultural Revolution’s eight model plays.

I don’t know about you, but Maoist propaganda does not usually rise to the top of my list of things I want to watch, so I was a little wary, but hey—Tsui Hark deserves being given a chance, right? So we went to a matinee show in; we’re lucky that the Daly City Century 20 theatre shows international blockbusters, not just American ones.

The plot: in 1946 during the Chinese Civil War, a small reconnaissance force of the People’s Liberation Army (communist) fights a local gang of bandits in the northern mountains and protects the local villagers; one scout poses as a bandit to infiltrate Lord Hawk’s gang and set up the final fight.

Tsui Hark does a wonderful job of meshing the Chinese tropes of action films, traditional storytelling, and communist propaganda. There are homages and send-offs, adaptations and transpositions, and excitement throughout. The acting, photography, fight choreography, sets, and special effects are impeccable. The music combines swelling suspense movie music with corny-as-all-hell but rousing patriotic anthems.

There is not only ample bullet time but knife time, grenade time, mortar shell time, etc… So yeah, this is a violent movie and you don’t want to bring kids there. But it’s stylish violence, if you see what I mean. And the heroes are good, merciful, dutiful, and brave; there are lots of interesting support characters to follow. The villains are classic wuxia villains, over-the-top and all very distinctive.

Some reviewers have expressed surprise that Hark was doing propaganda, but I see it differently; it’s classic Hark, where duty is more important than authority, and the heroes actually fight for one another and for the people.

In case you can’t tell because I’m being too demure: I loved this movie.

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