I'm sick of hearing female comics censoring themselves - jokes are weapons to be used in battle

On how I went to a all-female comedy night raising funds for women's charities - and it was awkward, but needn't have been.

Nothing kills an orgasm as effectively as the obligation to have one. It's the same with laughter. While this problem affects many women, it’s particularly an issue for female comics who perform at women’s-charity fundraisers. Speaking as an audience member, it’s a drag to experience flop sweat on somebody else’s behalf and have to fake the expected response in order to help the project along. The empathy neuroreceptors are too far from the mirth ones, perhaps, and too dependent on an algorithm of surprise and suffering: hence the many YouTube videos of cats falling off things and toddlers inadvertently whacking people in the balls. 

In the past couple of weeks I attended two standup nights benefitting women’s charities. I cringed as comics wandered uncertainly through their sets, combing their material for feminist-charity-appropriateness, unsure how to sell them except by consensus. Worse, to segue from “dating is hard” material into “seriously though, donate at the door because the number of women getting beaten up is terrible” puts the onus on the audience in too direct a way. It’s unfair. We've already spent 20 quid at the door for the cause. We’re here in the seats to laugh, not to watch comedians be virtuous and careful. Let’s start with the assumption that we’re in consensus about domestic violence and genital mutilation and go from there, not cap a bad set with a sobering reminder. Puts a new spin on the term “punchline,” I suppose.

But am I being mean? Why criticise? Why not celebrate all or any women saying anything? It's because comedy has corners, has criteria, is brutal. And because the stakes have escalated for feminist comics since the comedysphere took a turn towards the outright rapey, so we’ve got to be on our game. In the last year or so — let’s pretend for a second that Daniel Tosh’s nightclub gaffe marked the beginning of something — the lowest common denominator peanut gallery schtick sank from “are women funny?” all the way to: 

Knock knock.

Who’s there?

Rape joke!

Rape joke wh-

STOP TRYING TO CENSOR ME OR I’LL KILL YOU, YOU FAT BITCH!

I’m paraphrasing, of course.

We (we being feminist comics and writers across the gender spectrum - I'm a failed comic myself, having hacked away at it for eight years in New York) have to do more than disapprove of this state of affairs, and do better than merely to address the outrage. Journalists and thinkers like Lindy West and Anita Sarkeesian have put themselves in harm’s way, and are using the weapons at their disposal to do battle. This is crucial work.

The work of a comic performer, though, is both less constrained by conventions of discourse, and more constrained by desirable outcome. Though they’re both sharp and witty, Anita Sarkeesian and Lindy West don’t have to make people laugh. Abi Roberts, Sara Pascoe, and Mary Bourke do. Because it’s their job. It’s their job, though, because they have untoward and bizarre impulses they seem to barely constrain, which makes them dangerous and hilarious and the very opposite of consensus comedy. I don’t actually know whether any of the three “self-identify as feminist”, as the saying goes, but they’re getting the job done.

The most gripping and consequently funniest performers illustrate the disconnect between lame, “I’m ready for my sitcom, Mr Demiille” club comedy antics, and the raw but relatable originality that answers to your own experience. To refine this rawness just enough to let the audience know you can handle it, is the witchcraft. I’m not going to spoil a these comics’ material, which I saw them perform at the aforementioned comedy fundraisers. However:

Take Abi Roberts.

Abi Roberts: A Laugh (photo credit: Abiroberts.com)

Schtick arsenal: Employs classical training in music and theater, a sly and unapologetic knowledge of vaudevillean tricks, and a preternatural comfort with herself onstage.

Attack style: She feels unstoppable, triumphant. She bounds onstage, robust, already laughing, nimbus of blond hair aswirl, genuinely happy to be there – it’s the rest of life that’s almost unbearable - and takes down target after target, rapidfire, infectious. Expectations of the female body, the pornnlike fantasy of the cooking show, the depredations of shapewear. She’s a master of self-deprecation but doesn’t hinge on it; she doesn’t posit herself as an object of desire (which is cute at best, and usually a stupefying bore) but in having for-real, bodily sex. 

Deadly weapon: She has a very graphic bit about her iPod being on shuffle, and she kills with it.

Sara Pascoe.

Sara Pascoe: Fever to tell (image credit Edinburgh Fringe Festival Guide, 2012)

Schtick arsenal: The shocking art of seemingly boundless personal revelation.

Attack style: Where Roberts has unapologetic gusto, Pascoe has a mien of slight ambivalence to her obsessive personal confessions. She’s skinny, wide-eyed, and slightly hesitant. But her physical subtext, all semi-shrugs and minutia, her wide eyes widening, her girlish voice barely above a whisper, heightens our intimacy. Our guard down, she regales us with some of the weirdest preoccupations this side of Maria Bamford, an American comic who likewise flirts with discomfort, making you laugh not just in ticklish discomfort, but at the audacity it takes to make self-consciousness funny.

Deadly weapon: Her scorching rumination on the forbidden desires of the hair salon.

Mary Bourke.

Don't be fooled. (Photo vredit; Edinburgh Fringe Guide, 2012)

Schtick arsenal: Precision and lyricism, which sounds unlikely, but...

Attack style: She is nothing short of terrifying. A slender, smiling lady with eye-grazing blunt bangs, dressed in a floral-print dress and chic but sensible shoes, she looks for all the world like she might teach third grade or run an arts programme in a hospital for the aged. And her voice, a gentle, brogue-burnished alto, signals nothing untoward; she said onstage that her stage presence is “like being menaced by a fine mist.” Yet she slays you; she’s attuned not only to her own rage, but to consonant rhythm, image density and tonal escalation. She’s so absorbed in her own surefootedness that your laughter is both incidental, and effortless. She doesn’t ask you, she makes you.

Deadly weapon: Her attack on mummy blog culture, the refrain of which is “Am I Being Unreasonable?” This, obviously, is no consensus-building gambit; there’s little sisterly comradeship in skewering motherhood. Bourke sets up as backdrop a message board populated at midnight by complaining, privileged mummies. She pushes this caricature to its Swiftian logical conclusion, then soars into a bizarre St. Crispin’s Day battlefield oath of startling hyperviolence, leaving me and the rest of the audience gasping for breath.  

The female comics who most interest me are indecorous, and have a touch of the monstrous about them. And the ones I find hard to maintain attention to are the ones who seem in subliminal, unexamined crisis about whether or not they're good enough, pretty enough, or have the right to be there. If you have that anxiety — we all do — bring it out, mess with it, tread on it. Rape jokes arise and flourish from a desperate, anguished, castration fantasy/terror. They attempt to shift that terror onto women, which is not only loathsome, but boring. 

It’s in going deeper and darker, taking fierce joy in the uncouth, not capitulating to the terror nor to the bona fides of virtuous doctrine, that we have the last laugh.

Sarah Silverman on stage at a fundraised for AmeriCares after Hurricane Katrina - but do comedy and charity mix? Photograph: Getty Images.
GRAHAM TURNER/GUARDIAN NEWS & MEDIA
Show Hide image

How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era