"There's a tone to [Tolkien's writing] that pretty much all English children's fiction has. It feels to me, as an English person who grew up with Children's Hour on the BBC, which always had that tone, that they were basically trying to ease me into [...] being a good kid. And I didn't like stuff that asked me to be a good kid. [...] And I don't like children, or indeed hobbits, as the protagonists. I've never been able to get on with kids as protagonists. I like grown-ups as protagonists even if they're not really grown-ups -- like Conan."
That's Michael Moorcock talking to Hoi and Jeff on the Appendix N Book Club podcast. I feel exactly the same way. Although I'm too young to have listened to Children's Hour, that was my reaction to The Lord of the Rings, which I tried reading in my mid-teens but to this day haven't finished, having got no further than the encounter with the wights. Tom Bombadil was such a deus ex machina that I just couldn't be bothered after that. (Here's the Breakfast in the Ruins podcast making that very point.)
Probably I should give it another go. I also abandoned Titus Groan in my early twenties, only to rediscover it a few years ago and now it's one of my all-time favourite fantasy books. On the other hand, I never got beyond the first LotR movie -- so it can't just be the prose style that put me off. Maybe I'm just too familiar with SPI's War of the Ring boardgame, which I played so often that I know the story anyway. (And I don't think Bombadil is in the boardgame, which must have helped.)
Is there any popular fantasy or SF classic that just doesn't click with you? The comments are open.
I’ve been listening to a lot of podcasts over the last couple of years, to go with the long country walks of the covid era. One of my favourites (podcasts, not walks) looks at the books and authors Gary Gygax cited as influences on D&D. But, oh my, it can be wearing to hear genre fans blunder their way through an interpretation of what an author is saying. You'd think that reading fantasy and SF would open you up to ambiguity and nuance, but instead those readers are often the most insistently literal.
Take this episode about Lin Carter’s The Warrior of World’s End. Xarda the knightrix (sic) says: “Knighthood promises a colourful and exciting life of action, such as every red-blooded woman normally craves.” (26m 23s in.) But, the presenters solemnly go on to say, Lin Carter then undercuts this with a further passage:
“Many folks would doubtless say that a lady knight is a strange thing, or an intelligent metal bird that flies, or an old geezer who covers his face with lavender smoke.”
Oh no, the sexist hound. One of the presenters grumbles that “it’s putting a warrior woman in the same category as a flying bird and an illusionist with purple haze over his face as though it’s just as wacky and weird!” Oh yes, agrees another earnestly, those were the deplorable attitudes of the time.
Does anyone think that when Jane Austen writes, “It is a truth universally acknowledged…” that she is expressing her own personal view of the matter? Or that Hilary Mantel’s description of the Duchess of Cambridge as "a shop-window mannequin, with no personality of her own, entirely defined by what she wore” was intended as Mantel’s unfiltered opinion? Mantel should not have had to explain that she was employing irony; that is, using a variety of free indirect speech to convey and expose the attitudes she was criticizing.
I found the same thing in some reviews of my political gamebook Can You Brexit that complained about the snobbish and dismissive attitudes of the central character. Well, duh. That character was modelled on the senior Tory politicians of the day. If you disagreed with the tone of their inner voice, so too did I.
Authors do this all the time. Carter in that excerpt from The Warrior of World’s End is not telling us the attitudes of the 1970s – at least, that wasn’t his purpose. He is using a form of generalized free indirect speech to express the general astonishment at a female knight in terms that place us in the mindset of the people who inhabit his fantasy setting. The mechanical bird and the smoke-wrapped sorcerer are other characters in the adventuring “party”, incidentally, so it’s also self-aware irony on their part. But even when a sentiment like that is expressed in the narrator’s voice, it’s a technique writers use a lot, and usually to express precisely the opposite of their personal opinions. Unfortunately it seems like it’s wasted in genre fiction if the readers insist on taking every word literally.
Why it matters: you are missing nine-tenths of the value of fiction if you think that authors write simply to express personal points of view. The presenters of another podcast were vexed by how Arthur Conan Doyle could have believed in fairies having created the arch-rationalist Sherlock Holmes. "Doyle would regard seances and fairies as unknown science," theorized one. "He wasn't Holmes, he was Watson," countered the other. No, no, no. Authors aren't that careless. They don't typically just drop themselves into any one character but into all of them. I've written religiously devout characters, for example, and indeed stories that have a Christian message, despite being in real life an agnostic. Neither Jack Ember nor Estelle Meadowvane are me, though naturally they must have something of me in them.
(Incidentally, it seems like I'm really whaling on those two podcasts, but in fact they're both firm favourites of mine. They just happened to end up in the firing line when I was looking around for examples. But give them both a chance, do.)
I once wrote a vampire novel for a YA horror series. An editor at the publisher's office said, "There is a bookshop called Horniman's and the school is called Urnfield. I don't think the writer is aware of the connotations." What, I wasn't aware that those names might evoke themes of sex and death? In a vampire novel? What do publishers think authors do all day? We don't just slap this stuff down without any thought.
So, next time you're reading a book -- even a trashy fantasy adventure novel -- it might pay off to park your own assumptions and attitudes outside and dive in with the faith that the author is not simply some dope who unthinkingly uses his or her characters as mere mouthpieces for the -- shock horror! -- discredited views of the unsafe bygone era when the novel was written. Here is the finest literary podcast I know of, and one that will dispel any notion that "literature" has to mean difficult, or sombre, or even highbrow. Open your mind and even the humblest book might change your life.
What dat, you ask? Here's what the Yellow King RPG has to say:
"Each player receives an index card with an X on it. When someone
introduces subject matter that a player finds truly, personally fun-ruining,
the player holds up the card. The player can either suggest that the troubling
element be dialed back, or dropped entirely.
You and the other players, as the fine and considerate people you are,
accede to the request without pushback, adjusting the narration as desired."
In preparing for the first session I'd been assigning nicknames to the player-characters, who were all members of an infantry platoon in a sort of not-quite WW2 with bits of steampunky WW1. One of the players complained that one of the other characters' nickname was in poor taste. Don't worry, it wasn't some awful racist David Starkey offence; I'm not that insensitive to modern etiquette. It was pretty much in the same line as the name of the corporal pictured left, actually. But I don't do "no pushback" so I pointed out that squaddies in a brutal mid-20th century world war would not share the sensibilities of civilians in 21st century London. Taste would be very low on their agenda when inflicting a nickname on a new recruit.
In fact it helped me make up my mind to pull the plug on the game. It's always better to do that before wasting the players' time on a session or two, as happened with another famously crowdfunded RPG that I'd better not mention. It wasn't because of that x-carding -- I could easily enough have changed the character's nickname to something untroubling to that player -- but because it had been dawning on me throughout the character-creation process that the Wars campaign I wanted to run wasn't the one most of the players wanted to be in. Mine would have ideally been The Red Cavalry meets Kafka, and I'd have settled for Charley's War; the players were hoping for Kelly's Heroes (perhaps with a dash of 'Allo 'Allo) and would have settled for Fury. And it was quite enough work just to prepare the game; I didn't also want to have to stop and justify my creative choices every session against what one or other of the players might regard as good taste. Once you do that you start to self-censor, and then nobody is happy. Better to walk away.
We are back to the question of how sentimental and moral the universe of the campaign was meant to be. For me, there would be no heroes or villains. NPCs would say and do the sort of things I'd put into a novel, where nothing should be out of bounds. Attitudes would be harsh, soldiers brutalized, taste offended. Players who are accustomed to adventure stories in genre settings would not find that water lovely. (Case in point: listen at 24m 24s here to the Appendix N fellows describing how to efficiently ruin a fine Robert E Howard story for the sake of making it palatable to the dopiest readers.) Even if I removed the original cause of offence there'd be something else to complain about in short order, because the real problem was the disconnect between my whole gaming ethic and the players'. One player said to me, "This group prefers games where we survive and win." So of course they were never going to go for a campaign set in an endless war whose origins defied logic and where their characters' orders were (a brilliant touch by Robin D Laws, this) to report to their own side for execution.
Gumshoe-style RPGs like The Yellow King frequently liken campaigns to long-running TV shows. The shows I like best tend to be the ones that get cancelled, often before the end of their first season: Vinyl, Action, Journeyman, Aquarius, Cupid. Same with the kinds of games I'd like to run if I could. A couple of players might say they were great; most would find something else to do until the campaign wound up. To avoid doing lots of set-up work that ends up in the bin, I have to rein in my own preferences, keep an eye of the Neilsen ratings, and just do it "for the network". It means never pushing the boat out to try anything very startling, disturbing or original, but that's what RPG referees have in common with TV producers. C'est le jeu.
The takeaway is to think about the kind of game the players want. If we must see roleplaying campaigns as TV shows, the referee/GM is the showrunner and the players are the cast, sure, but they're also the audience. Ask yourself if this is going to be a show they'll stick with over seven seasons, or one they'll want to switch off after half an episode. Don't wait until they start to fling x-cards at you. An x-card means "I don't trust you to run this game" and the signs should be there long before you reach that point. You'll save yourself a lot of work if you're alert to reading the room, not blinded (as I was) by my enthusiasm for the campaign inside my head.
But here's one of those opportunities that playing over the internet has opened up. I don't have to find a campaign that appeals to the whole gaming group. Before, when we all arranged to meet up every other Thursday, whatever we played had to appeal to all of us. That was the equivalent of the network TV drama. But over Zoom, Skype, Discord, whatever, my campaign can be a cable show. There's a good reason you don't get stuff like Breaking Bad or Succession on ad-supported networks -- smaller audiences equals more quirkiness and more daring. So maybe I should be pitching the campaign concept and players can decide if they're up for it -- and for those who aren't there's always the other channel.
Judging by this review of The Yellow King by Mike Cule and Roger Bell-West, I have that x-card to thank for dodging a bullet. Roger mentions "the frankly intimidating amount of work it would take to run it well" and Mike alludes to the near-impossibility of improvising anything that could inflict shock or injury, which are the two metrics of damage to characters. I had already put in a full week just prepping the first session of The Wars, only to realize that what I really needed was another game system, a different war setting, and to invite only those players who were intrigued by the pitch. If you're worried about missing all the unsettling Ligottian stuff I had planned, though, I'll hopefully still find a home for it somewhere. Maybe in a scenario on this blog for Armistice Day -- if that wouldn't seem in poor taste.
"At home" used to be what people wrote on a card if they were inviting you round for drinks. Now it means the very opposite of conviviality, and politicians have been using it as a mantra to ward away the plague du jour.
There is no law of reason, though, that demands you stay locked up in your room. SARS-Cov-2 is a droplet-borne infection, like its cousin the common cold, not an airborne pathogen like chickenpox or measles. As long as you stay at a reasonable distance from other people (at least two metres) and wash your hands frequently, the virus has no chance.
So if you're out for a walk or a run or a drive and there's nobody to talk to -- or the only people to talk to are the ones you've been cooped up with for weeks on end already -- here are some podcasts to ensure your imagination can soar even if the authorities think you ought to be under house arrest.
Top of my must-tune-in list is Improvised Radio Theatre With Dice, in which Michael Cule and Roger Bell-West discuss all things game-nerdy. To dip in a toe, try this episode, "Unmutated, More or Less", about Powered by the Apocalypse games.
Talking of things apocalyptic, and with an added pinch of matters macabre & eldritch and a smidgen of the generally unnameable, spin the dial to The Good Friends of Jackson Elias, which our genial hosts describe as "a podcast about Call of Cthulhu, horror films, weird fiction, and roleplaying in general." There are over a hundred and fifty episodes just waiting to slither into your ears and decorticate your brain. Here's a good one on "Folk Horror" that I'm sure will give me some ideas for Legend games.
Meanwhile there's wall-to-wall HPL at the H P Lovecraft Historical Society, run by Sean Branney, Andrew Leman, and Kevin Stidham. You can wander their virtual halls in a state of aporetic ecstasy, discovering treasure upon treasure until time has no meaning, but if you're disturbed by the encroaching shadows and the things that scuttle just beyond the range of vision, grab a few of the Voluminous Podcasts in which your hosts read and discuss one of Lovecraft's many, many, many letters. Here's a good one: "A Comedy of Vain Desire", addressed to his lifelong friend Rheinhart Kleiner.
Jeff and Hoi host the Appendix N Book Club to discuss the literary roots of Dungeons & Dragons, specifically the novels that Gary Gygax recommended in the eponymous appendix. I don't play D&D, but I like hanging out with these guys and they always have plenty to say that you'll find inspiring. Frequently I'll start out an episode thinking, okay, I read this book years ago, or I started it and gave up, but I'll hear their thoughts on it anyhow -- and then by the end I'm raring to read it again. You could start anywhere. How about this one on Roger Zelazny's Jack of Shadows?
If literary is your thing, you'll already know about Ralph Lovegrove's Fictoplasm podcast, in which he takes a novel and talks about both the story itself and the potential for mining roleplaying ideas from it. In this Lyonesse episode, Ralph is joined by me and Tim Harford.
Oh, and mentioning Tim brings me to his Cautionary Tales, which blend storytelling and drama to draw vital lessons from some of the great calamities of history, from shipping disasters to a mix-up at the Academy Awards. Why not start where I did, with the story of the ill-fated R101, in "The Deadly Airship Race"? (And for added insights listen to Slide Rule, Nevil Shute Norway's account of the building and test flights of R101's sister ship.)