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THE BUN-BUN LAND DEBATE!!!

The following transcript is from SOCDAISY, a Yahoogroup dedicated to a
fictional
Society promoting humor in gaming.  See how the whole concept of a
"first contact game"
(my original idea) gets spun out of control to the point
where I'm being compared to
the EinsatzKommando in Eastern Europe, and I haven't
run the game yet!


I refrain from using last names, as the language grows colorful in places.

First post

Folks:

I'm looking for alot of roughly 25mm to 28mm rabbits, preferably
engaged in vaguely peaceful anthropomorphic activities (e.g.,
engaging in human like pursuits).

It's that Easter time of year, so if you spot something at a dollar
store, five and dime, etc. I would appreciate the tip. I need about
40-50 of them, so affordability is a must.

Walt

==================

Would it be odd to ask,what you plan to do with 40-50 bunnies? And
instead of 40 25mm bunnies, couldnt you just have a single 7 foot one
that is invisible? Would be cheaper, well except for the drinks.

Doug

================

Giant invisible rabbits.. that's so last year.

I've had "Harvey" show up in several of my past games, including Le
Grand Cirque.

The 40-50 bunnies are for a game I've run before on a smaller scale,
SERGEANT SLAUGHTER IN BUN-BUN LAND.

Since I'm giving Slaughter's team a little more fire power this time,
I'm 'upping' the victim... er... cute little bunnies this time.

Walt

================

To the gentleman looking for rabbits at the Dollar Tree:

Target, various gumball machines at local movie theaters, and maybe the local CD
store all carry small Looney Toon figures, including a Bugs Bunny.
Unless you think an army of Bugs Bunny's isn't Daisyish?

Carl

=================


I now have a small army of the buggers... ten dollars gets an amazing
quanity of dollar store rabbits.

They will stack up like cordwood....

Walt

================

Okay, I've had some inspiration lately. I was in a dollar tree and
found a lovely little Easter bunny village, all ceramic buildings
with resin cutesie accessories. I've found the bunnies that go with
the set-- about 30mm+ tall, but exactly the sort of thing I wanted to
pick up for a game I've run on a smaller scale called "Sergeant
Slaughter in Bun-Bun Land" The premise is that a squad of not-very-
elite bumbling Space Marines led by the cooly professional Murray
Slaughter have stepped through one of those convenient space-time
warps in pursuit of some despicable alien Vilsssh (a creature that
looks like a "Harvey" style rabbit in power armor). Where they end
up, instead, is a green and pleasant land, where the sun is always
shining, the grass never needs mowing, and it never rains. Oh, and
by the way, there's a horde of giant, vaguely Vilsssh-looking
creatures heading your way.

The idea of the game, as I originally conceived it, was not *just* an
activity where cute, iconic and helpless cartoony critters are
relentlessly slaughtered and stacked up like cordwood-- although the
idea has a certain meanspirited appeal for the cynical. No, I wanted
each player (playing a single not-so-elite but tough-as-nails
Galactic Patrol figure) to have his rendevous with destiny, and to
gradually start asking himself some ethical questions. You know,
about why they are piling up rabbit bodies like cordwood when they
are here to "keep the peace".. making the winner (if that's
important) the first guy to figure out that a giant mistake has been
made, and maybe we ought to negotiate, FIRST. Sort of RPG style.

I like the idea, but it might be too 'heavy' for some folks and lack
the kind of blood and guts angst so many people expect. So I was on
the hunt for a slightly more clever mechanic that non-Daisy types
might understand. Enter "Killer Bunnies: the Quest for the Magic
Carrot", a new game by Playtime. It's a humorous (or what passes for
humor) non-collectible, expandle card game about, you guessed it,
Killer Rabbits.

reference: http://www.killerbunnies.com

My wife Audrey picked it up for me on a hunch I might like it, plus a
few expansion modules. She's right; I do like it, but not as
published. The game rules are very finicky indeed; they will not
translate very well to a miniatures medium, in my estimation.
However, it seems such a shame to waste that card art and theme, so
close to the Slaughter game, that I'm thinking of converting the
mechanics to match the cards (or at least some of them). Any ideas?

Walt

======================

>No, I wanted each player (playing a single not-so-elite but tough-as-
>nails Galactic Patrol figure) to have his rendevous with destiny,
>and to gradually start asking himself some ethical questions. You
>know, about why they are piling up rabbit bodies like cordwood when
>they are here to "keep the peace".. making the winner (if that's
> important) the first guy to figure out that a giant mistake has
been made, and maybe we ought to negotiate, FIRST. Sort of RPG style.

Sounds like something "Bill the Galactic Hero" would stumble into. Of
course Bills answer would be, for every 100 killer bunnies I kill, I
get a year off my enlistment.

>
> I like the idea, but it might be too 'heavy' for some folks and
>lack the kind of blood and guts angst so many people expect
>So I was on the hunt for a slightly more clever mechanic that non-
>Daisy types might understand. Any ideas?

I still like the first idea. There just needs to be a bunch of little
baby rabbits bouncing around too. Players might question their orders
when they have to kill babies. Give victory points of 1 for every
adult and 1/2 a point for babies. Also there needs to be a way for
the bunnies to put up a defense. Nothing real tough though. Say they
can throw rotten eggs,(called biochemical weapons by the GM) that
cause a player to vomit for a turn or they can use garden tools. This
way the players dont realize how defenseless the bunnies really are
against someone in powerarmor and armed with a blaster. Then at the
end of the game you can have some all powerfull being, (as in every
Star Trek episode), show up and ask the players what have they done
to his creations.

You need a way to get the players firing at the begining of the game.
Say they have a firefight with your villian who manages to kill
several non-player characters that the players where suppose to
defend, such as the "President of the Non Voting League of Left
Handed Beings with less than 10 eyes" and the "Vice President of
Marketing for Galactic-Cola". He then pops through the portal to your
bunny world. The players in hot pursuit, after being offered a reward
for every criminal brought to justice died or alive, start taking
fire from the village. Of course they will probably assume that the
villian has returned to his home and everyone in the village is part
of the attack. A few autocannons, warbots and walking spidermines
sprinkled around the village by the villian will help with that.

If you want to be really sinister in your pregame briefing, you can
tell the players that when the villians race is young, they can do
limited mind control on a player that can scramble his brains. So
dont allow any young withen 20 meters of your character. I can just
see these cute little baby bunnies hopping up to a character, who is
screaming at the baby rabbit to stay back or he'll fire. As the baby
bunny gets closer the GM starts rolling the dice and having the
player roll a dice for his mind shield defense. See how quickly the
player starts shooting when he sees a GM rolling dice. If a player
ask what he needs to roll, just tell him it is based on the distance
from the character. You can have waves of little bunnies hoping
toward a player. Then the GM can comment,"Hmmm not good. You realize
that their brain scrambler gets stronger with numbers." Player then
starts melting down every bunny in sight.

You will need to give each player a limited number of disrupter
grenades to take out the buildings in the village. Since if you have
the players properly spooked they wont want to get anywhere near a
building that might be hiding a bunny. So hopefully at the end of the
game you will have piles of dead bunnies and burned out buildings.

Then at the end of the game you can award certificates to each
player. The most bloodthirsty. The biggest killer. The biggest
babykiller. The peacemaker, etc.

Doug

===============================

Doug:

These are fantastic ideas! I LOVE the idea of no ONE clear winner.
Instead, everyone's a winner (or a loser) depending on how you look
at it. I've already got a few ideas for the certificates:

POPULATION CONTROL AWARD (most bunnies wiped out)
QUALITY OF MERCY AWARD (most bunnies spared)
YOUTH CLUB DIRECTOR EXCELLENCE AWARD (most baby bunnies annihilated)
HARE SPLITTER PAR EXCELLENCE AWARD (most bunnies killed by melee
weapons)
MISSION EXCELLENCE AWARD (most actual Vilsssh Bad guys killed)
... and etc.

I actually went through the card game in depth last night, and
there's some interesting one-trick-pony jokes in there, some of which
I would borrow, but the game cards are way too specific-- they
reference the other game's mechanics on the card and really don't
translate well.

Not to say I might not lift the 'theme' from a few of them.

I have another concept. Have the players that aren't currently
moving their guy be responsible for squads of bunnies opposing the
current player. The bunnies are engaged in a bunch of pacifistic
occupations (bakers, musicians, riding a boat, riding a car, etc.).
My idea was that the Galactic Patrol (yes, they are inspired by Doc
Smith's Lensmen and Bill the Galactic Hero) 'sees' these occupations
very differently than what they are-- the little rabbitmobile is an
APC, the bunny with the egg basket has grenades, the Bunny playing
the alpenhorn is really firing a mortar, etc. etc. It's all part of
ruthless mission indoctrination and battle-madness. And, well, these
guys aren't that smart. Anyway, the opposing player maneuvers the
bunny squads against their Galactic Patrol teammates when they aren't
maneuvering their guy, just to give them something to do.

Lastly, I like your comments on mind control and having the rabbits
fight back. Rabbits come in stands of 1, 2, or 3. I'm going to give
each stand a label depicting them as the GALACTIC PATROL sees them--
fire team, bazooka squad, mortar team, sniper, etc. To us, the
rabbits will look like they really are.

Mechanics-wise, I'm adapting the random number/card draw concept I
created for BALLOONACY. Each card has a dice on each corner of the
card. In a fight/fight situation both players draw from the deck,
place cards face down without looking at them, and point to one or
two corners, depending on what they are doing. The cards are
revealed, and voila, instant combat results. Dice-free, too.

Walt

========================

> MISSION EXCELLENCE AWARD (most actual Vilsssh Bad guys killed)
> ... and etc.

I see you left out Most Rabbits Stomped to Death with Powerboots.
Surely you must award extra points for most imaginative
extermination techniques. Also players should have interesting
weapons. The flamethrower that shoots a jet of flame the thickness
of a pencil for 2 feet. The rocket launcher that has the rockets
alternate coming out from the front and back of the launcher. The
blaster that has a big red button on the side that says "Dont push
me". The self guided AI missile that doesnt want to die, so it
slowly flys around the battlefield avoiding everything and saying "I
zee nothing, I zee nothing, I dont vant to die for the Fatherland".


>
> I have another concept. Have the players that aren't currently
> moving their guy be responsible for squads of bunnies opposing the
> current player. The bunnies are engaged in a bunch of pacifistic
> occupations (bakers, musicians, riding a boat, riding a car,
etc.).
> My idea was that the Galactic Patrol (yes, they are inspired by
Doc Smith's Lensmen and Bill the Galactic Hero) 'sees' these
occupations very differently than what they are-- the little
rabbitmobile is an APC, the bunny with the egg basket has grenades,
the Bunny playing the alpenhorn is really firing a mortar, etc.
etc. It's all part of ruthless mission indoctrination and battle-
madness. And, well, these guys aren't that smart. Anyway, the
opposing player maneuvers the bunny squads against their Galactic
>Patrol teammates when they aren't maneuvering their guy, just to
>give them something to do.

That would take all your fun away Walt. You need to run those
fiendish killer bunnies. Because sooner or later one the players
will ask how do I shot the mortar. Ignorance is bliss and fun too.
You have to get the players in that Galactic Patrol mindset. All
aliens are evil, unless they are blond, blueeyed and 36DD. Aliens
want to suck your brain out. Aliens want to impregnant our women.
Aliens smell bad and lower property values. Never trust an alien.


>
> Lastly, I like your comments on mind control and having the
>rabbits fight back. Rabbits come in stands of 1, 2, or 3. I'm
>going to give each stand a label depicting them as the GALACTIC
>PATROL sees them-- fire team, bazooka squad, mortar team, sniper,
>etc. To us, the rabbits will look like they really are.

Thats the key. If the pregame briefing has the players fearing
anything that isnt human, it doesnt matter how cute the bunnies are.
Describe how terrible the Vilsssh really are. Give them terrible
powers and the players will shoot first and ask questions later.
Plus if you impress on the players that promotion in the GAlactic
Patrol is totally dependent on the number of villians captured or
killed, they might be even more trigger happy. To make corporal you
need 10 villians, sergeant is 20 villians, etc. To make Lensmen you
need at least a 100. For died rabbits you could use flatten cotten
balls covered in red, to show what is left after a blaster blows one
apart. I can see it now, a table covered with red cottonballs. The
Great Bunny Slaughter of 2499.

Of course there must be a flagpole in the center of town flying the
Galactic Union flag with an old rabbit under it pleading for the
patrol to stop shooting his people. Want to bet he gets plugged by
one of the players.

Is this going to be at Historicon?


Doug
===================

Yep. Probably Thursday night, since that's a slim night for games.

I was thinking of casting casualty figs with sculpy, using the sculpy
cast method that was mentioned a long time ago in Colonial Wars. Of
course, that could get very expensive when you have 90+ bunnies to
kill and I kind of wanted to recycle the Bunnies anyhow.

Walt

==================

I had a thunk and have come up with a bunny casualty marker which can
be mass produced and glued on cardboard.

Have a look: (Yahoo files reference url)

Walt

=====================
You realize with that much blood, the censors will up your rating to
PG-13 now ; ). I will have to look for the game while at Historicon.
Would love to see the reaction of the players.

Doug

==================

Walt, Do you feel that many holes are necessary. After all, it's
just a small bunny, and it will add too much lead to the stew.
Cleo

====================

Those are smoking energy bolt holes, not bullet holes. The rabbit is
effectively parboiled on the inside, relatively lead-free, thus
greatly speeding up cooking time.

Walt
===================

So Walt what is this game to be named?
Assault on the Bunny Ranch?
A hard time at the Bunny Ranch?
Into the Warren of Death?
Bunnies to the right of me, Bunnies to the left of me.
Valley of the Buns
A Hare(y) Battle?
Hare Cut!
Semper Moo
Mike

====================

I have been watching this back and forth on bunnies. I am sure it
will be a good game and Walt will do his usual superb job.

I however have been inspired by the category to move in a different
direction by my, of late, hankering after more peaceful games, but
still within the bunny venue.

I will be working on a bunny game also. But-- you see-- in my game
the bunnies will be wearing 5" heeled Dorsey pumps, little bunny
ears, and of course the cutest little puff of a cotton-tail on the
skimpy cut-away swimsuit style uniform--...


There will of course be no poking holes in thses bunnies, but lots of
poking of holes....


And of course-- they will all be WWVLB's.

Otto
=======================
Two thoughts on the Bunny game.

First, don't forget the lovely rabbits from the critter commando line
of miniatures - there's even a mega rabbit in power armor. They
could come into the game when two many bunnies get fried to take
revenge on the evil humans.

Second, we really really liked the casulaty markers used by the Hawks
in their Buck Rogers game - basically ankles and feet with smoke
rising from them. Doing bunny feet might be just the ticket...
You could even scatter a few cooked carrots on the base....

Andrew

=========================

Remember the evil, nasty Vilsssh alien squad? They are represented
by the Rabbit squad of Critter Commandos in this game. The Galactic
Patrol are in pursuit of a squad of Vilsssh Commandos that used a
short-range "No Space Ring" to pop into a Galactic Cruiser and wreak
havoc among the unarmed and unready sailors. Needless to say, Sgt.
Slaughter's squad is in the mood to kick butt first and ask questions
later.

(I later did away with the idea of SPECIFICALLY STATING that any figure was a Vilssh)

> Second, we really really liked the casulaty markers used by the
Hawks
> in their Buck Rogers game - basically ankles and feet with smoke
> rising from them. Doing bunny feet might be just the ticket...
> You could even scatter a few cooked carrots on the base....

Has a nice, demented feel to it. I'd have to make up about 80 of
them, however.

Walt
====================

On the subject of killer rabbits, has anyone mentioned the scene in ROTK where
the Witch King says to Arwen "Fool, don't you know I can't be killed by man".

But the figure standing before the WK is actually Bugs Bunny in armour, who rips
off his helmet and retorts "Well, hows about a rascally rabbit?" and stabs the
Witch King.

WK dies, with a "oooooooh, I hate that darn rabbit"

or the scene

where the mumakils charge the Riders of Rohan .....
Bugs of Rohan whips out his bag of white mice and mumakils flee on two hind legs
shrieking in terror.
=====================
(this is where we start getting weird)

I've come up with a revised set of mechanics for BUN-BUN LAND which
will utilize Special Events cards (My favorite!!).

If anybody has (comedic) suggestions for "things that could go wrong"
for the Galactic Patrol, fire away. I'm all ears... bunny ears that
is.

Walt
========================
I shall give the matter some thought and come up with something in a
few days.

My own thought is that it should involve some sort of self-
humiliation on the part of the gamers. That is, having to stand on a
chair and recite some poetry, or sing a song, or a nursery rhyme.

Otto
=========================

To Otto from Walt

You're reading my mind, stop that.

These are action cards-- basic random events, surely, but they tie in
strongly with the game's underlying theme about responsibility versus
the killing urge.

For instance, at the beginning of the game I will recite the Galactic
Patrol's 3 basic rules: Obey Orders, Protect Humanity, and Obey
Orders. I will also (maybe) come up with a GP anthem.

I will naturally only say it once and then require the players to
recite this on a chair as their special cards come up.

Other ideas:

Trooper is overwhelmed with the spirit of Galactic Brotherhood, sobs,
and throws down his arms to give Bunny a big hug (that's when he'll
meet up with a REAL Vilssh of course)..

Trooper remembers indoctrination films at Boot Camp, goes berserk and
fires off weapon in random direction, dodging for nearest cover...

Trooper sees the futility of the slaughter, wanders in random
directions for rest of turn, not firing at anyone...

& etc.

Walt
=============================

To Walt from Otto.

I downloaded the bunny rules.

I shall look over them on the weekend and make suggestions.

EVEN WORSE! Tomorrow is the NJMGS month club meeting and they shall
become the topic of discussion of our group.

I see several good points.


I was dissappointed to see no taking into consideration of bra-size,
size of nipples, their perkyness or lack thereof, and the dynamics of
the cotton-tail.

===========================

First off, in your HTH rules, I hope the GP troopers are armed with
neat and really bloody weapons. Such as chainsaws, chainswords,
force blades, disrupter batons, and of course shovels. No self
respecting trooper should be without his entrenching tool, and of
course it should be sharpened to have a razor edge.

I think any player that can go the entire game killing bunnies with
just his shovel, should get a special certificate. It should read
something like, for saving over 2 million credits by not using any
ammo,we the command staff would like to give you this gift coupon of
10 credits to be used at your local McRabbits Resturants, over 1
Billion stores Galaxy wide.

In 1.2 Galactic Patrol history and heros, I hope you include such
stellar members as Commodore Bombaster. The man who wiped out the
Bengashi scourge on Alpha Pinto IV. With a single "very small"
planetbuster, he stopped the Bengashi from opening a new coffee
house and spreading their vile believes and their blend of a very
good Columbian coffee. The lose of 2.7 billion members of the
Confederation when Alpha Pinto IV broke up after being hit by
a "very small" planetbuster, while regretable, was the only way to
reduce the threat to our freedom, our believes, and our right to a
good cup of Starbucks best.

Or how about Sargeant Major Flint. The steely eyed individual who
took over his company after the officer in charge, suddenly became
confused and ran screaming around the command bunker, (we are still
trying to find out what weapon was used on him to get this result).
SM Flint, after shooting the officer to stop the spread of the
confusion, with his steely gaze stopped the panic in the company and
encouraged the men to fight with the famous lines, "The next ******
coward who runs like the ******* Major, will get a blaster bolt in
the head. So you better hope the ****** ******* alien scum gets you
and not me. If you run from your positions, I'll kill your whole
****** family by tearing their arms off and beating them to death
with em." With these inspiring words the company held their
positions, even though they were outnumbered 10 to 1. All 4
survivers were in total agreement that without SM Flint standing
behind them, they never would have been able to hold the position.

With men like this, is it any wonder that the GP is loved throughout
the Galaxy as a force for peace and goodness.

Doug
============================

And now... we spiral out of control...

To Walt from Victor

You know you and I keep making a habit of this. Somehow we have to
work on our phraseaology.

I assumed from your post that you were wanting the force the gamers
to "play-act." If you want them to be above the campaing and simply
have to work with cardboard characters that are idiots that's a
different story.

The key is if the gamers can shift blame for their failures to an
inanimate character.

Now... On to your Bunny Wars.

I read the rules and I have the following reccommendations.

1. It looks good, but I think it's going to have a limited run. After
all, there IS a practical joke to it all and you usually get only one
run through on practical jokes.

2. I think that if you really want to challenge players you should do
something like this.

A. The Bunnies have NO weapons. They are completely non-violent. In
fact, the bunnies on the planet are not a military unit at all. (The
bunnies have no military units, in fact, they do not even have a
concept of "military." What Sgt Skuds troopers meet on the planet is
a contact team. That is, a team the bunnies send out to contact
alien races. See– the bunnies are a peaceful, curious, inquisitve and
gregarious race, and they are in fact telepaths. The problem is that
we are not! The Bunnies can therefore read our minds, but we cannot
intercept communications with them. The Bunnies have developed this
telepathy as a survival skill because obviously having no real
defenses, their species survival depends on speed, stealth, and now
the ability to know what the enemy is thinking, giving them the
opportunity to zig when they should zig and zag when they should zag.

You see the Bunnies are as curious as we are, and have evolved
another survival skill which is affability and the ability to work
through their problems. The Bunnies are no strangers to vicious
belligerant predators like us, but their societal structures, their
way of life, their ethos holds that discovery, contact, cooperation–
even in an unfair way, is beter the confrontation. They in fact get
plain joy from helping others and are known to be tremendously self-
sacraficial to achieve these ends. Their extreme prolificness
supplies the losses.

B. So the Bunnies are on this planet, willing to suffer massive
casualties if only they can get us to realize they do not want to
kill us, destroy us, and harm us, but simply contact us. On the
other side is the vicious, evil, military industrial complex which
for reasons of pure power cannot accept the "Bunny mentality" because
it so alien to their own spirit of cruelty and mindless
acquisitiveness, and so forth. They have told the troopers (with
faked photos and movies, evidence etc.) that the Bunnies are vicious
savage rodents, stripping the worlds they take of all resources, like
locusts swarming over the lands and creating deserts were there were
once lush paradises, drinking rivers dry etc... The troopers are also
told that the Bunnies capture whole populations and hang them up
living from meat-hooks in their breeding factories and the throats
are slit so the blood drips down into bowls that the young bunnies
feed from. Also shown are pictures of bunnies feasting on humans,
raping virgins etc., blah blah blah. Remember a good bunny is a dead
bunny." "Have you slagged your Bunny today.."

C. They are also told that the bunnies have powerful and insidious
weapons. One like a huge flat antenna array which can broadcast
disorienting waves and detect troopers behind cover etc. This must be
destroyed before it can be set up and as it takes a time to set up
troopers should destroy these as soon as they find them. They are
actually holographic projections screens which show scenes of bunny
live, bunny plays and drama etc., as a prelude to contact. Another
large Satellite dish or radar-dish like object the troopers are told
is a disintigration ray gun which even a near miss can make a trooper
impotent, and these must be destroyed to (actually a large audio
device to broadcast bunny music. Large cashes of brilliant decorated
Faberge style Eggs are merely Bunny crates holding copies of art and
dioramas of bunny life etc... The Bunnies store their books and
records on cylindrical metal rods and these are told by the troopers
to be bullets for their projectile weapons.

D. Now the whole key is to create situations (the rules are
unimportant) where actions are misinterpreted. That is, setting up
one of these pieces of equipment. The only hostile thing the bunnies
can do is to attempt to snatch a team member and drag him away to
some spot where they can tie him down and try and get their message
across. Obviously this would be interpreted as the start of a bunny
feeding frenzy. Other times, time and again the troopers will kill
dozens of bunnies, but at no time will a bunny ever kill a trooper.
See how long it takes them to find out theyre not being shot at. In
fact, the ONLY troopers dying are from friendly fire (which the
leader will explain as the bunnies getting mind control of the crews
of their gunships or controlling the minds of fellow troopers. The
key will come if a trooper is isolated –say– and is wounded by
friendly fire. You roll a die secretly (it doesn't matter what the
roll) and you say "Oh too bad, you have a serious injury, mark down
20 points of your 24 point damage. And (rolling agin) Damn... there
is a bunny peering out of a cellar window at you, just a few feet
away... he springs out and leaps on you... and you lose
conscience. " "Wait, Wait... I'll try and take him with me with my
grenade!" Win or lose you say he goes unconcious before the grenade
goes off, but roll a die.(again the actuall roll is immaterial and
say.."Hmmm you are lucky! You survive! Let me have your card, I have
to see some of your special codes for this (Special codes are mere
gibberish of numbers and letters that you have made a big deal of
before and not explained. They are meaningless.) You take the guys
card, hemm and haw, roll some dice, make some calculations and hand
back his card with 9 of the 20 points erased! The Bunny was part of
a medic team which sacraficed itself to heal him.

E. The plots and invidents can be elaborated. The key here is to see
how long it takes before someone notices, and even more, before those
who notice STOP killing the bunnies and start to question.

F. To make it interesting I'll tell you what I'll do. Society of
Daisy will put up a $25.00 prize for the winner of the game. Now the
REAL winner of the game will be the person who stops killing bunnies,
but when you are speaking as "the team leader or the political
officer for the troopers, and it would be best to have someone else
do this, HE says that the player who kills the most bunnies gets the
prize. You have to be carefull about working this in.

G. Now the real test will be to see who keeps on killing bunnies
after they know it's wrong, and simply because they think they are
getting the $25.00. The winner of course is the trooper who first
turns his weapons on these people.

H. THERE IS A PROBLEM. You are likely to get lynched. Arthur said
this right off– "People are going to get real mad because you have
deceived them, and you HAVE forced them to think. What you are doing
is in reality a "small scale Milgram or Zimbardo experiments on human
morality.
================

In retrospect, I shouldn't have posted this:

Wow, I just read up on Milgram and the Stanford Prison Experiment.
THAT'S IT!!!! That's *exactly* the approach. This whole concept
was always about 'good' people following a duty they couldn't
understand and might find repulsive in real life. The fact that
it's "only a game" might just cause some interesting results from
callous players that think it's funny to slay innocent inanimate
cute things. This is exactly the direction i wanted to take it but
have been pondering how to get there.

I think the success of this concept will rely on three elements.

1) The Pre-Briefing: I have to work on a suitably bellicose briefing
demonstrating how visciousness of the Vilssh (Bunnies). Throw in
all the great buzz words and emotional phrasology that will appeal
to the players

2) Events that happen offscreen: Communications keep coming in (in
the form of random event cards) about how evil the Bunnies are being
elsewhere ("space station acipter has been overun!! There are no
survivors!")

3) Hiding the game table in advance: The battlefield will be sugary
sweet and saccharine... bright green felt, Ceramic Egg villages..
that sort of thing. I give the briefing BEFORE they see what they
are fighting.

Otto, i accept your challenge and I love the embellishments. You've
given some very good ideas and believe you me, I do appreciate the
work put in by the good lads up in NJ.

Walt
======================

To Walt from Otto.

I'll bring a knife to cut you down when they string you up!

=========================

Hi Walt do you need a ringer as political officer/commissar?

Doug

=======================

To Walt from Otto.

I disagree on your hiding the board. I don't think you should make it
ANY different from any normal ciber-punk-grunge-modern combat game. I
think you should make it a human world that the Bunnies have landed
on to try and contact us. By doing it this way your eyes will confirm
what their ears have heard, that this is another just kill-the
vicious aliens game. Then-- bit by bit you introduce the sweet
saccharine elements as the bunnies show themselves. Remember you want
to preserve their prejudices and illusions as long as possible.

Remember that they set the milgram experiments in a lab, and used
college dorms as prisons-- which-- they kind of look like anyway.

Remember the test is to see how long people will actively cling to
their prejudices before the overwhelming evidence forces them to give
it up-- if at all.

I also think that you should consider doing away with any real
formal game mechanics. You will stumble over these and give them time
to think. Remember you want to test them, and if you give them time
to think.

Now...

Personall I think what you're doing is reprehensible. As
reprehensible in fact as my game of Morning Noon and Night in Vienna
was. You are placing these poor creatures in a situation that their
mental equipment is woefully inadequate to handle and which they are
completely unsuspecting. (I mean the gamers, not the bunnies).
Further, the game is very subversive because you are "promising" them
enjoyment "on their terms" -- another kill the Alien Game (though
here I guess you could make the Battle-Cry of the Marines -- KILL DA
WABBIT!! KILL DA WABBIT!! KILL DA WABBIT!! sung to Wagners Ride of
the Valkyries, but that's another matter), but it's not that type of
game, and in fact is a game where you intend to discomfit them.

Rather dicey stuff.

============================
Walt and Otto, I always wanted to do a game like Sandcreek, where you
have a US army attack on a friendly Indian village. I wanted to see
if any of the players would actually stop attacking when they realize
90% of the people they are killing are women and children. But always
considered it too diffucult for people to swallow. Plus some sick
bastard out there might actually enjoy it. I think going with aliens
is a much more palatable,(if genocide is ever palatable), way to do
it. What a neat idea for a game, that it actually makes you stop and
think.

The only problem is that you are letting 12 and younger play with an
adult. The adult may see what is going on, but I doubt if a 10 year
old will see anything wrong with killing 50 bunnies or a 100 bunnies.
To them it is just a game. Unless of course you also conducting an
experiment on whether 10 years olds know the difference between right
and wrong and should be tried as adults. ; )

Doug
================

In Lois McMaster Bujold's Barrayar stories set during the reign of Emperor
Ezer there is the Ministry of Political Education and its officers are Political

Education officers. VERY nasty types. How about PEACE officer = Political
Education Activist and Command Enabler officer. Your Galactic Patrol sounds a
bit like the Barrayaran Imperial Service, except the former doesn't have the
old style punishment parades of the latter. Softies.
Moooo,
Michael
=====================

> That reminds me. There is a user on the Greytalk list that
> like to refer to a D&D religion about "buns" (bread).
>
> Are there any links to a Bun-Bun Land website?

There is only one online reference to Bun-Bun Land, and that's in the
HISTORICON PEL. For obvious reasons.

=======================

Here's a few piccies of the work being done on SERGEANT SLAUGHTER IN
BUN-BUN LAND. KILLABOT-9, the squad's cranky but loveable Assassin
droid (which must be programmed by cards and can go berserk quite
often) (photo link reference)
is being painted by my son, Garrett. I'm working on the
members of the Galactic Patrol... standard "big shoulder pad" science
fiction guys with a twist.. they have cute retro-sf bubble helmets,
very much in keeping with the "1950s Golden Age of Science Fiction
theme" I've chosen as the setting. There are three non-combatants
(not pictured) that are mechanics and spear-carrier types. They keep
KILLABOT-9 going, and move the probe droid through the Gate.

Walt
=========================

Walt where are the cute cuddely killer bunnies? Dont tease us with
our brave boys in blue, yet not show us the dreaded enemy. How are
our brave boys suppose to know what to shoot at,(besides anything
that moves), if we dont know what they look like. You will have
enemy identification posters for our brave boys to study.

"The only good enemy is a bloody splat on the landscape."

"Shoot first and never ask questions."

"Make your Mother proud son, kill one for mom."

"If you dont get him first, he will get you."

"Anything that looks like that must be evil and deserves to be
destroyed."

Doug


==========================

I'm pondering what to name the GP guys. They are run as individuals
(or groups of 2) so the player will want to identify with them.

Here's the consist of the Galactic Patrol. I have SOME names fixed.

1) Sergeant Murray Slaughter (the guy in charge)
2) ___ _____, the Sergeant's recon expert. Mounted on a
gyrostabilized unicycle for encountering hostile terrain.
3) ___ _____, heavy weapons guy
4) ____ _____, heavy weapons guy
5) ____ ____, bolter gun
5) ____ _____, comms expert, manages communication through the Gate
6) ____ ____, Big Axe guy
7) _____ ____, generic gun guy
8) ____ ____, generic gun guy
9) ___ _____ Scummy contracted mechanic (grease gun and wrench.. he
programs Killabot-9)
10) ___ ___ Mechanic's Assistant (he is backup programmer and keeps
hostiles off the mechanic in a firefight)
11) Skred, little alien guy carrying HUGE spare parts backpack.

Walt


========================

(and now I"m compared to the Waffen SS)

To walt from Otto.

I don't care how you try and put it, there is no joke in Bun-bun
land. Or, if there is, it's you putting one over on the players, and
in fact placing them in a situation where they will be embarrassed,
and I suspect resentful. You tricking them into being complicit
murderers.

If you put out a game which said "Sonderaktion SS- Anatevka" which
had as its description....

"You command a troop of SS Sonderaktion commando's in Russia as they
enter a Russian village, round up all the loveable (and completely
defenseless) Jewish characters from Anatevka, the charming village
from Fiddler on the Roof, and machine gun and shoot them to death in
a ditch. How good is your accuracy with your mauser 88? Can you put a
bullet through the head of a recently machinegunned twitching child
and put him out his misery? Or will you forgoe the act of mercy and
just have the moujiks bury him alive. If you chose to be a villager
you can plead for the life of your wife and child (vainly of course).
Some come and have fun killing Tevya, Goldie, Motel, and all the rest-
- and yes-- Tevye's Cow too!"

If you put that in the program you'd likely get thrown out of HMGS
not to mention the convention.

What you're doing is the same plot only making a description that
makes heroes out of the SS men. When you rip the veil from their eyes
be prepared for hostility. You're tricking them. Regardless of what
you think about my sense of humor and my attitude of "fuck the
bastards.." I never trick them into being the villains.

We can discuss anything on Daisy and get our yuks about it, including
this, but the only thing you will do is either make people feel bad
about themselves, or uncomfortable with their hobby, or worse reveal
to them what monsters they really are.

Read cold, the song "It's Springtime for Hitler" is horrific. Sung in
the Mel-brooks Movie- in its proper context, it's hilarious.

Context Walt -- is everything.

I can't see that any good will come of this.

========================
To Otto from Walt

> Context Walt -- is everything.

I couldnt' agree more!

> I can't see that any good will come of this.

Harrumph! You were enthusiastic about the idea a couple of weeks ago.

Walt
======================

You write.
> Harrumph! You were enthusiastic about the idea a couple of weeks
ago.

I respond
Yes I was, but after considering it and pondering it I began to see
the pitfalls and I already posted you on these about two weeks ago.
As I see it going along I see more and more trouble from it.

Many things start out as great ideas but after consideration seem les
so.


It's your game and you can do what you will. I just wanted to point
out the dangers.   (oh really?  Well, see what happens next..)
====================
(I'm seriously fed up with the tone being taken in the group about
my simple bunnies and spacemen game.. "humor in wargaming???" get a life!)

Gentlemen, I think we're overanalyzing this thing here, and it's
starting to be a creative buzzkill for yours truly. What started out
as a light-hearted burlesque on the Beast of Id has become an event
that is so shocking it's generating comparisions to running a game
about Nazi Atrocities, political correctness and HMGS East politics.

For those of you who know me well enough, you know that I'm not
advocating violence, NOR am I channeling the players into a situation
where they have no choice BUT to commit violence. NOR will
I "reward" players for committing or not committing violence. I know
*exactly* what the reprecussions of my actions are here, and I have
faith that I can rise to the occassion and run this game in such a
manner that the players will have fun, no matter what course they
take. knock wood.

I'm also into Peace Games, as Otto correctly describes them. Le
Grand Cirque is one such, and even the dreaded Amish Rake Fight is
exactly that, though it features violence. There is always more than
one way to skin a cat, and my way is what it is. I make no apologies.

I am, frankly, taken aback by the commentary on here. Are we not
collectively adopting the visage of Janus when we reward a game about
killing innocents (and shower compliments upon it) when we give the
Daisy Award to a game about killing baby seals? If you want to apply
the exact same analogy to it as was applied to me, turn the baby
seals into Chinese prisoners after the Rape of Nanking, and the seal-
clubbers into Japanese guards having beheading contests. Real
story. As Otto correctly states.. it's all in the context, neh?

I might also add, I'm not into "shaking up HMGS" any more than I do
when I run something like ARF or LGC. I do my own thing, have my own
vision, and it's everyone's right not to like it. If the idea flops,
I won't run it again, that's simple enough.

To address some concerns that have been brought up, I am adopting
different styles of play as reward conditions. The real victory is
if the GP can 1) find the "real" Vilssh (a chimera, as it turns
out). and 2) connect the magic Crystal power source to the Gate, so
they can teleport back to where they came from. To do so, they will
have to cross Bun-BunLand with a cable spool and come back again.
Yes, I'll make smaller victories for BOTH styles of play. I know
what I consider a victory to be, personally, but Otto also has a
point here. I am not intentionally going to throw an event that will
make people walk away from it feeling awful about themselves. I am
not (I fervently hope) that sadistic.

In lieu of the Society's new position of Sergeant Slaughter in Bun-
Bun Land, I will have to reject the previously offered reward of 25
dollars for the winner.

V/R

Walt
=============================

(Arthur, who had been offlist, was presented with the rules to Bun-Bun and
rejoined, to engage in the debate.  It was Arthur who made the first connection
to the Millgram/Zimbaro experiments)


To Walt from Arthur:

Well, I've been away, but now I'm back...

Although Otto's pretty much laid out the moral and ethical dimensions
of your effort, let's look at a couple other aspects.

1. Is it really a game?

You as GM are the only one who is actually "playing the game", as in
the Milgram or Zimbardo experiments the participants around the table
are only performing an experiment. In fact, you will be so heavily
controlling the information and options the players have that they
will be forced down the pathways you have chosen.

You might reply "They can quit anytime they like!". True,
but "games", and especially "convention games" are all about working
within the ruleset provided and trying to work with the GM, rather
than be a drag on the proceedings.

If you are willing to run an "honest game", then you will let the
players know ALL of their options, including quitting, turning in
their guns, becoming a contientious objector, etc.

But if you want to run a "dishonest game" and withold options in
hopes that the players will think and act "outside the box" that
leads to point #2

2. We are not professional soldiers

The average wargamer has not made a study of the Geneva convention,
the "laws of war", the relevant articles of military justice, and has
not had it drilled into his head the rules of engagement with an
enemy. Like any set of rules, they can be subtle and hard to follow
without interpretation and guidance. So how could you expect the
wargamers to apply any of these in a wargame?

Now, you can make the game so obvious that the players can make a
simple yes/no moral decision, but that leads to point #3.

3. It's all a fake.

Rather than running a real Milgram or Zimbardo experiment, you are
running it once removed by using little dolls as stand ins for the
people. It's not a real life or death situation, no one is being
really hurt, not even the little plastic characters, so why would
anyone have any pangs of concience. I can pull the wings off of
plastic flies all day, but don't you dare ask me to torture a real
one. Now, if you inflicted a flesh wound on yourself every time the
buns got hit, I predict you would see a huge amount of real concern,
and probably a cessation of action after a little bleeding on your
part. I know the Milgram or Zimbardo experiments say differently, but
I think wargamers DO have empathy (and they would think you were
insane and want to get away from you).

But say it serves as a wonderful experiment....

4. Will anything be learned?

Not by the participants. If I read the Milgram or Zimbardo
experiments right, the only folks that really benefitted were the
researchers. Some of the participants thought the researchers were
SOBs, some didn't think it was a big deal, but I don't recall a lot
of life-changing revelations coming out of it. The only folks that
got their jollies were the folks who set it up...

So really Walt, this is all about you, isn't it? What do YOU want to
get out of this?

Arthur

========================

(I respond to the cudgeling...)

Arthur! I thought you had retired to a Tibetan monestary somewhere.
It's good to have you back. What have you been up to?

Your points are all very reasonable, and well structured for me to
reply in kind-- but first, yes, I admit I had something akin to
Milgram or Zimbardo buzzing around in my head when I came up with
this idea-- but I really didn't have the frame of reference to what I
was trying to remember from PSYCH 101 in the back of my head until
Otto mentioned it in passing. However, I didn't see it quite through
a lens darkly as you seem to have.

1. Is it a game? It is if people see a simple task ahead of them,
possess limited information, have choices to make (right or wrong)
and act on them. I've played in games like this before-- mostly
modern games about counterinsurgency operations, but also one or two
memorable colonial era games. I've given a very serious tactical
exercise a big, happy goofy camoflauge, but it's not that different
from some games that are run at our conventions.

I've stated "YES! I do want them to confront evil!" and perhaps that
is a power trip that equates me with a Milgram Experiment
adminstrator. I don't think so. BunBun Land is actually a
reasonably tricky tactical situation with a moral edge to it. Whom
do you trust? Your indoctrination? Or what your eyes see? Real
soldiers do that, every day.

You infer that I might not want to run an honest game. How do you
arrive at this conclusion? Otto (and yourself, apparently) have
arrived at the conclusion that I'm programming this game for
slaughter. What have I said, specifically, that points to that? Do
you know that I won't be honest? Or is this just how you want to see
this situation?

2. I agree, the above does lead to "We are not professional soldiers"
but we are all (evidence to the contrary at some conventions) "Human
Beings", posessed with empathy. It doesn't take a professional
soldier to make a moral choice. You and I make them every day. I
wouldn't slaughter helpless people in real life, nor would you (I'm
fairly sure).

3. Sure, it's a fake. All of wargaming is a fantasy, and don't let
anyone tell you otherwise. Doesn't matter if it's Warhammer,
Napoleonics, Ancient Rome, or whatever, it's all a big fake. I sure
as hell wouldn't want it to go beyond being a fake, either. I have
no desire to inflict pain on anyone any more than any of the players
do. It may surprise you to know that I agree with you; I think most
players DO possess empathy in large amounts.

4. Will anything be learned? Hell if I know. I haven't moved a
single figure yet. I'll let you know.

> So really Walt, this is all about you, isn't it? What do YOU want
to get out of this? <

A chance to do something different.. defining a game in terms other
than "what do I kill to give myself victory?", a calculus that I
detest. Other than that, nothing but a lot of hostility, it would
seem. To tell you the truth, I'm rapidly getting sick of the whole
thing.

Walt
==========================
(Otto tries to kill the thread)

To All from Otto.

I will use my power as moderator to post this last summary on the
above thread and call it finis.

First off, I want to commend Walt, Doug, Arthur, and anyone else who
posted on this thread (myself excluded for modesty sake) most
heartily for handling a VERY difficult and VERH explosive issue in a
gentlemanly, adult, intelligent, and logical manner. You are all to
be heartilly commended for this is conduct not usually seen on lists
these days. All sides submitted long and well thought out positions
and opinions, and backed them up well, and no one made a "straw-man"
argument or resorted to flaming and innuendo.

Next I want to commend you all again because all of you obviously put
a lot of thought in this matter and are deeply concerned with the
moral dimensions of what we do, and are doing. It is rare to find
people today who ask themselves "what to I mean when I say what I
mean" and "what am I doing when I do what I do." All of you are
converned about these issues and many of the other issues Walt has
called before us.

And I want to thank all of you WHO DID NOT POST or flame, but stood
by and read the debate, because it says much the same about each of
you. I hope none shall be offended when I say that this in no
uncertain terms marks we "Daisyites" as an"elite group."

It is rare these days to see people carry on such a heated argument
about such a volatile issue and not resort to demonizing the other
side. Each side treated the other side with respect and concern, and
each side did not attack the person no matter how much they disagreed
with the argument. Once again kudos all around.

I further think, and this may be my own conceit, that only on DAISY
could this take place, where I think we are all gathered for fun and
enjoyment rather than in a desperate battle for reality.

To turn to the game at hand, in spite of my personal opinion as
voiced against it, I DO think that Walt has a valid point and that
the game as he originally crafted it is a valid game. My concern with
presentation and style aside, I DO think it is a game that OUGHT to
be played. The conditions and environment and process under which it
should be played however elude me and the same questions terrify me.
I sincerely agree with Walt that the issue he is dealing with here is
not only central to human existance but something we must address in
our hobby. We may not be able to address thatn communally in a game,
but we certainly can address it individually as we think about the
game. That is what games are all about once you get beyond the fun
part. Designing an alternate reality which is some ways abstracted so
we can examine issues more clearly. I must also say that I think Walt
has a lot of courage in championing the idea-- far more in fact--
than I.

Walt and I have had several disagreements. Yet I treasure Walt as a
friend, and treasure him more because he has let me into his mind in
a small way. So have many others on this list and I treasure you all.
I am sure Walt had no ulterior or dark motives. There was never a
doubt in my mind about his "moral compass."

I do not think that this whole thread was "off-topic" either. The
idea of Humor in war games is by its very nature "subversive" By the
very burlesque and satire which is so dear to us we open the door not
only to the absurdities of corrupt Chinese admirals, incompetent
Generals, and Lascivious countess' mis-managing the affairs of state
and playing fast and loose with the lives of men, we open the door to
the questions of "Mephistopheles in Bun Bun Land." In a sense then we
have already played the game, each and every one of us in thinking
about this thread and "pondering these things in our heart." I think
we are all better for playing it.

===============================

Meanwhile, the topic ranges far and wide, and the comparisons grow extreme

Gee I hardly feel this is the correct forum to defend my post. Otto
has already said this is over. So just let me say as someone who has
retired from the military recently because my personal feelings
would not let me do something I believe morally wrong, I know what
people could and would do in the military. I will not respond on
this forum or privately to this post again. Sorry Otto for
responding to a post you had killed. If you would like to boot me
from the group for saying this here, then go ahead I respect your
judgement. I will miss the humor though.

VR Doug

--- In SOCDAISY@yahoogroups.com, Sloggenmarsch@a... wrote:
> "That is the defense already being put forward from the prison
scandal in
> Iraq.
> When I hear an American saying those words, I know how far we have
> sunk in this country. All I could think of was some SS goon saying
> the same thing about being a concentration camp guard."
>
> The people at Abu Ghraid were not following orders. That "defense"
won't
> wash. If they'd been following orders they'd never have done
that stuff. It may
> be PC to say American soldiers are just as bad as "some SS goons,"
but it's
> demonstrably not true. Not to mention it was the US Army itself
that put a
> stop to that shit as soon as higher authorities learned of it, and
that arrested
> the perps and relieved the incompetent officers whose laxity
allowed it, which
> is hardly what the SS would have done at Anutevka. That was all
done, and
> the facts announced, months before the pictures came out. The
media showed no
> interest, until they got their hands on some prurient pictures.
> Moo bloody moo,
> Michael

=====================

(Otto Placates Doug)

To Doug from Otto.

I don't work that way.

The vicissitudes of e-mail, namely that we are not all in the same
room dictate that things will get out of phase- crosspostings etc.
That must simply be beared with

My final statement complemented all and censured none. I do not hold
a persons opinions against him or her when strongly and sincerely
held when they conflict with mine. In fact I hold person who have
such opinions, and defend them openly in high regard and esteem, even
then are antithetical to mine. If a person does not have strong
opinions and hold things deeply then I rather dismiss him as somewhat
shallow. If we have nothing worth fighting for we have nothing worth
living for. Conviction and passion are commendable when honestly held.

We live in an age of sadly diminished civility. I recently re-read
Gertrude Hillelfarb's "The Demoralization of Society" which was a
disquisition into Victorian "Values-- the Victorians would rather
call them Virtures. Even a short delve into the book brings up the
unpleasant outline of how much civility we have lost.

Without civility we cannot debate large issues without demonizing
those with whom we disagree. If we cannot debate large issues and big
questions that may discomfit, disturb and perhaps offend others,
then "The Western Experiment" is truly at an end-- and a failed one
at that.

As I said, all within Daisy are to be complemented for the civility
of the debate, both on and off-list. You, Doug, are one of those to
be complemented. No excuses need be made for none are required. The
whole point of such debate is to determine the truth and to change
minds through logical argument and earnest discussion. If we cannot
change our minds then there is little point in discussion or debate.
A person who can change his mind when persueaded is to be commended,
a person who will not change his mind just because he won't admit to
being wrong-- we'll our contemporary world demonstrates the folly of
that more than I can retell.

One final comment, and Walt will perhaps understand this more than
all. I think that Walt should give his game as presented and not make
ANY changes in it save one. He should leave the present write up in
the PEL the same and carry through all things as was discussed before
his post making a change with some provisions of a spectre or
something. The one change I think he should make is IMMEDIATELY
before the game begins he should say.

"Now, everything I told you is a lie. The bunnies are not vicious
aliens or sadistic creatures. They are actually completely peaceful,
have no weapons, and only wish to contact us etc.etc. They have no
weapons, and they have no sinister devices etc. " And then let the
game begin.


To quote scripture from Genesis "And now let us see what the Man will
do."

I think Walt, that you should in this game let "everyone be as good
or as evil as they want to be."

"And let us see what the Man will do."

Keep posting Doug. You're an asset to the group

=========================

(add to this the several off-list emails I got,
challenging me to a debate about this games' premise, and you
might agree about how absurd the whole thing is getting.  I'll end it
here, with "Doug" threatening to leave, Arthur thinking I'm an egomaniac
and "Otto" disappointed at the premise)