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Showing posts with label Camelot. Show all posts
Showing posts with label Camelot. Show all posts

Friday, 25 April 2025

"The Girl King" (a one-shot Arthurian scenario)

This is a very brief idea that I jotted down as an adventure seed, intending one day to develop it more fully as a one-shot scenario. If you're planning a mini-campaign then with careful watering it could grow into that.

The inciting incident is that time travellers arrive in the Arthurian age and fake the sword in the stone incident to make their candidate the King of Britain. So all the knights turn up to draw the sword, but before young Arthur gets his chance the time travellers use some kind of tech (laser drilling, hologram, whatever) so that their candidate (who happens to be a young woman) draws it.

Some of the player-characters should know what went on; others think it’s genuine. You'll need to give the former group a reason not to share the info right away. Maybe they saw the girl (let's call her Moira; Gwen would be signposting too much) with a group of strange folk with a weird device, and then when she steps forward and whips the sword out of the stone they suspect wizardry.

So Arthur remains a squire – but maybe nonetheless the best candidate, as after all he's the rightful King. Even though Moira champions a bunch of very worthy causes: feminism, tolerance, fair distribution of wealth, and so on, she isn't of this time. Good intentions alone aren't enough. Maybe she knows what needs doing but Arthur is the one who can actually do it.

The time travellers? I hadn't given them much thought, but that could be where Nimue and Viviane come into the picture. I envisage them as rather like management consultants, coming in with lots of ideas (some of them good) about how to improve society, but without the lifelong hands-on experience of the people who actually grew up here.

Ideally the adventure shouldn't come down too hard one way or the other between Moira and Arthur. This is two “good guys” in conflict (assuming that Arthur is ever made aware of the truth) while the real antagonist is the wretched status quo that both would like to fix. (If you want to embody all the problems in one figurehead villain, you could use King Claudas in league with the invading Saxons.) Perhaps by combining their strengths (insight into the future on one side, leadership on the other) Moira and Arthur can make it work -- but arranging that alliance will be up to the players.

Overview

A caveat first about structuring this scenario in three acts. For a one-shot, all right, I'll admit it does help to conceive of the narrative flow in advance, because you can't rely on players who have only just created their characters to get the wind in their sails and take things off in an entirely unexpected direction. But I still insist that applying the self-consciously authorial approach of act breaks and plot points to an extended campaign is selling roleplaying short. The best stories are not constrained to the shape of a Hollywood script paradigm or (essentially the same thing) a management memo. So you can imagine me gritting my teeth as we break the scenario down in this way.

OK, this one-shot adventure unfolds over three acts with room for subplots and player improvisation. It balances intrigue, ethical dilemmas, and action, while allowing players to shape the outcome. As far as rules are concerned I would probably opt for GURPS 4e but have given stats below for Pendragon because -- well, it would be rude not to.

Most of the player-characters should be native to the Arthurian setting (envisaged as more or less 5th century AD Britain) but if you have a large enough group then one PC could be part of the time travelling group (see below). The characters have not met each other before assembling at the stone to watch knights trying to draw the sword on May Day. (Traditionally the ceremony is at Christmas or New Year, but I think the year ought to start in spring and in any case it fits better with the rapid progression to possible open warfare.)

The time travellers are operating covertly and so are dressed in clothing appropriate to this era. They portray themselves as French to explain differences in manner, accent, and so on. Moira, although one of the time travellers, affects to be from northern Britain and pretends not to know them. Moira could be a player-character, and as it’s a one-shot the other players will not know that she’s from another time.

Act I: The Sword in the Stone

Scene 1: Gathering at the Stone

Nobles, knights, and squires gather to witness the attempt to draw the sword. This is an annual event. Arthur, still Ector’s squire, is present, as are Moira and the other disguised time travellers. 

Other knights try and fail to draw the sword from the stone. Before Arthur gets to try, Moira draws the sword with subtle tech assistance (holograms or a device concealed in the stone). 

Observant player-characters might notice these clues that something untoward is going on: 

  • A faint glow or mechanical sound as Moira draws the sword. 
  • A brief glimpse of the time travellers' unusual tools or attire. 
  • Moira’s initial hesitation or a whispered exchange with her “advisors” – as she is supposedly a Briton and they recently arrived from France, she isn’t supposed to know them but is clearly familiar.

Scene 2: Reactions and Rifts

Ector and Kay are puzzled; Merlin told them Arthur was the true-born king. 

Arthur is privately disappointed but outwardly supportive; he has not yet learned he is Uther Pendragon’s son. Ector could reveal that to one of the player-characters, or they could overhear him telling Kay, making them privy to an important secret.

King Claudas, if present, sees an opportunity to sow dissent. 

The player-characters have choices to make:

  • Investigate the strange occurrence. 
  • Align with Moira, Arthur, or remain neutral. 
  • Gather information on the time travellers.

Act II: Seeds of Doubt

Scene 1: The Truth Unveiled 

The characters may uncover evidence of time travel:

  • Physical Evidence: A discarded high-tech tool (which will seem sorcerous to them). 
  • Eyewitnesses: A peasant saw “those foreigners” working some strange magic when Moira went to draw the sword. 
  • Dialogue: Perhaps Moira (if an NPC) confides in a trusted PC, revealing her mission.

Scene 2: Political Manoeuvring 

Moira promotes progressive reforms, gaining followers but also resistance. 

Arthur earns quiet support among traditionalists and those who value his character. However, Arthur himself may be reluctant to go along with his more ardent followers, as he values stability over personal ambition.

King Claudas and his Saxon allies exploit the division. Meanwhile, British nobles jockey for power, complicating alliances.

Scene 3: Merlin and Nimue’s Role

The time travellers (Nimue, Viviane, Moira and Bedivere) aim to guide history toward their vision but lack subtlety. But over time Bedivere and Viviane begin to admire Arthur’s potential, putting them in conflict with Nimue. They recognize that Moira, as a person of their own era, can have exemplary goals but lacks the cultural understanding to implement them. Possibly it would be better to deal with Arthur and try to influence him. They approach the player-characters, offering alliances or rewards to get them to act as intermediaries with Arthur.

The PCs must decide whether to expose Moira, back her, or support Arthur. Some of them might also want to leverage Nimue’s technology for their own goals.

Act III: The Saxon Threat

Scene 1: A Common Enemy 

The Saxons, aided by Claudas, launch a major attack. Moira and Arthur must unite their factions or risk annihilation. 

Several challenges confront the characters:

  • Can they convince Moira and Arthur to cooperate despite their differences? 
  • Can they rally disillusioned knights and commoners?
  • How will they navigate betrayals among the nobles?
  • Can they convince Arthur he must oppose the new "lawfully chosen" monarch?

Scene 2: The Final Battle 

This is the climactic encounter. The characters may take leadership or advisory roles, directing troops, or they might be sent on missions involving personal combat. Meanwhile the time travellers attempt to intervene with technology from their era, risking exposure. 

Ideally Moira and Arthur will combine their strengths, or else one takes the lead. The characters’ choices should determine whether Britain emerges united or fractured.

Key NPCs 

Arthur (17 years old): Humble, capable, and destined, though initially unsure of himself. 

Moira (18): Charismatic and forward-thinking, but arrogant and inexperienced in medieval leadership. Like her fellow time travellers she comes from the 25th century, where she is a D.Phil student in Temporal Studies & Interpretive Dance at Grainer College, University of Derby. Her real name is Jennie Hill.

Nimue (33), Viviane (37) and Bedivere (36): Moira’s fellow time travellers with advanced knowledge but limited cultural understanding. Their real names are Roberta Ford, Karen Darvill, and Roy Russell.

Ector (38): A steadfast and pragmatic guardian, torn between loyalty to Arthur and the knowledge that the kingdom needs stability.

Kay (19): Often brash and proud. He might resent Arthur or Moira’s rise and seek a way to distinguish himself. Ultimately, however, he is loyal to Arthur and will redeem himself.

Leodegrance (35): A noble supporter of the "rightful" monarch, potentially split between Moira’s apparent legitimacy and Arthur’s vision and destiny. His ties to Camelot could influence the players' choices and alliances.: 

King Claudas (31): A manipulative villain embodying the era’s worst traits.

Where is Merlin while all this is going on?

Nimue has trapped him in a “in a stone” (some kind of multidimensional matrix) or in cryogenic sleep. The implications of his imprisonment are: 

  • Players may have the option to rescue Merlin, but doing so could risk coming into direct conflict with the time travellers. 
  • If Merlin gets free he prefers to let events play out so as to to test Arthur and discover the time travellers' intentions. He might take the guise of a hermit, bard, or commoner. 
  • Merlin could act as a distant advisor, communicating through dreams, omens, or letters. This approach lets the player-characters and major NPCs take centre stage, while Merlin remains an enigmatic presence. 

Here are some enemy knight stats compatible with the Pendragon RPG, with the proviso that I haven't played Pendragon in decades so am not rock-solid about the rules.

Generic Enemy Knight (competent but average)

  • SIZ: 14 
  • DEX: 9 
  • STR: 13 
  • CON: 13 
  • APP: 10 
  • Damage: 5d6 
  • Hit Points: 27 
  • Major Skills: 
    • Sword: 15 
    • Lance: 12 
    • Horsemanship: 13 
    • Awareness: 10 
    • Battle: 8 
  • Armor: Chainmail (10 points), shield (+6 points if used). 
  • Personality Traits: 
    • Valorous: 14 
    • Proud: 13 
    • Reckless: 10

Tactics: Such knights rely on straightforward combat techniques, usually charging with a lance before switching to sword and shield. They are loyal but lack deep cunning.

Elite Enemy Knight (a dangerous adversary) 

  • SIZ: 15 
  • DEX: 12 
  • STR: 14 
  • CON: 14 
  • APP: 12 
  • Damage: 5d6 
  • Hit Points: 29 
  • Major Skills: 
    • Sword: 18 
    • Lance: 16 
    • Horsemanship: 16 
    • Awareness: 12 
    • Battle: 10 
    • First Aid: 10 
  • Armor: Chainmail (10 points), shield (+6 points if used). 
  • Personality Traits: 
    • Valorous: 16 
    • Proud: 15 
    • Honorable: 12

Tactics: An elite knight uses disciplined tactics, coordinating with allies and exploiting openings. He might dismount to fight in difficult terrain or switch to defensive play if wounded.

Sir Gerlach, Knight of King Claudas (named enemy NPC) 

Sir Gerlach is one of King Claudas’s most trusted knights, known for his ruthlessness and cunning. He is fiercely loyal to Claudas and harbours disdain for the ideals of chivalry espoused by Arthur’s circle. He could be a recurring antagonist, leading the Saxons’ elite forces or acting as Claudas’s enforcer. He might confront Arthur or Moira directly, forcing the players to intervene. His weakness is that he is fearful of sorcery -- which would include, in his eyes, any of the time travellers' "sufficiently advanced technology".

  • SIZ: 16 
  • DEX: 10 
  • STR: 15 
  • CON: 14 
  • APP: 8 
  • Damage: 6d6 
  • Hit Points: 30 
  • Major Skills: 
    • Sword: 19 
    • Lance: 15 
    • Horsemanship: 14 
    • Awareness: 14 
    • Battle: 13 
    • Intrigue: 11 
  • Armor: Chainmail (10 points), shield (+6 points if used). 
  • Personality Traits: 
    • Valorous: 15 
    • Cruel: 14 
    • Reckless: 13 
    • Deceitful: 12

Reputation: 1,000 Glory

Tactics: Sir Gerlach is a brawler who fights to win, not to preserve honour. He uses feints and dirty tactics such as attacking an enemy’s horse or taking hostages. His reputation might intimidate less-experienced knights.

(A different version of this adventure was originally published on my Patreon page.)

Friday, 26 May 2023

He showed us marvels

It’s impossible to imagine the Fabled Lands without the involvement of Russ Nicholson, who died this month. His filler drawings are my favourites, little vignettes necessary for gamebook layout so that options don’t spill over a page, but also perfect for evoking the ambience of each book’s setting. He always put something extra into all the pictures: comic book style inserts, fragments of unknown scripts, characterful onlookers in the background of a scene, a thousand touches that convey personality, colour, humour and reality.

For some reason we had a struggle getting the Pan Macmillan art director to let us use Russ for the world maps. They had a different illustrator lined up but, as you can see by comparing the first four FL books with the last three, Russ’s cartography was streets (and forests, and mountains) ahead. In FL book 3 they printed the two halves of their map the wrong way round, at which point they admitted that maybe we’d been right all along and Russ should handle it.

I put a personal tribute to Russ on my Patreon page (unlocked) and I asked other members of the Fabled Lands team to contribute their memories. Here’s Paul Gresty:

“I first met Russ in 2010, when I was his interpreter at a gaming event in Paris. He’d illustrated many, many books that I owned and loved, and I was incredibly excited to spend a weekend with him. Throughout that event, Russ was interesting, and kind, and humble; whenever a fan of his work asked him to sign a book, Russ also took the time to draw an illustration in there, too.

“At some point that weekend I asked Russ if he’d sign a copy of Citadel of Chaos for me. I was expecting a signature, and perhaps a quick sketch. Instead, Russ took the book back to his hotel room so that he could spend some time on a picture. When he returned the book to me the next day he’d drawn a phenomenal illustration (an axe-wielding warrior and a dragon) right across the book’s copyright and title pages – and he actually apologised that it wasn’t as good as he’d hoped. The paper in the book wasn’t ideal for ink drawing, he explained; the ink had bled on the page a little. I guess that’s an artist term. Bleeding ink or not, I was overjoyed with the illustration.

“I’m happy and grateful that I was able to work with Russ after that, and to meet him in person a few more times. He was a creative powerhouse, and a joy to be around. Incidentally, it was Russ who introduced me to the Fabled Lands books, showing me a book that somebody had brought for him to sign. He (correctly) told me I’d enjoy reading them.”

Jamie Thomson adds:

“A sad loss indeed, both personally and professionally. I remember meeting him in our White Dwarf offices a few times way back when, just a nice guy and so talented. Iconic game book and WD illustrator. I guess the ink blot story is my favourite. He was doing a Fabled Lands map and blotted it by accident. Me and Dave immediately came up with 'The Hole in the World' so it looked like it was deliberate. Well, I think we did, maybe it was Dave or Russ that came up with it, I can't remember. Anyway, there were quite a few things that we added to the stories and the lore that came from Russ; he inspired us too.”

At first I wasn't sure about Jamie’s recollection there because Russ's world map for FL didn't appear in print until books 5 and 6, so how come he drew the Hole in the World before anyone else? It's probable that he drew his own version of the world map right from the outset in order to have a context for the regional maps in each book. It's typical of Russ's boundless enthusiasm for and professional pride in his work that he'd do that even without a commission from the publisher. He improved every idea we gave him. He was our Jack Kirby, our Billy Preston, the Eno to our Roxy Music. As film directors value a great cinematographer, we valued Russ – as a good friend as well as a collaborator. He won’t just be missed, he’s irreplaceable.

He leaves behind his partner Jacqui. His wife, I should say, as they had planned to get married while Russ was in hospital, only he got moved to another ward which couldn’t accommodate a bedside ceremony. Had he come home I’ve no doubt they would have had the wedding then, but sadly he died in hospital. Fans will remember him fondly, friends with love, but the real wrenching loss is Jacqui’s.

However, as long as we have Russ’s art we can still see the expression of his personality. In that sense he’s with us always. Here is a small selection of illustrations by him that you might not have come across before.

This from the summer 1978 issue of Fantasy Tales:

This from A Dying Trade:


A sample page Russ did for The DFC:

Two more sample pages for The DFC, this time for the John Blake strip:


A test page for Mirabilis, because in the early days we thought Leo and Martin would be too busy on the gazetteer book to handle the comic strip chores as well:

Layout page for “Rich and Strange”, one of several Mirabilis standalone stories I wrote to run in The Guardian newspaper:

(Only one story, “A Wrong Turning”, was ever fully illustrated, and that by Martin McKenna whose loss we also mourn.)

Part of the layouts for the Camelot Eclipsed comic book (originally The New Knights of Camelot):

Some concept art for Shadow King:




A rough that Russ prepared for A Town Through Time, a project we pitched without success to publishers in the late ‘90s:


You can see how much on-spec work an artist has to produce in order to nab a few paying gigs. And this is just the tip of the iceberg. Here's another -- Russ's drawings for the Conquerors game.

Tuesday, 9 February 2021

You won't want to miss...


We've been seeing some glimpses of Prime Games' forthcoming Fabled Lands CRPG, and shared some of Guy Sclanders' wonderful FL playthroughs, so you won't want to miss Guy taking the alpha of the CRPG for a spin. Thanks to Victor Atanasov and the team for a truly marvellous-looking game.

Part two here:


I see in the chat window that Guy was reminded of the music accompanying Igrayne's dance in John Boorman's Excalibur. Judge for yourself below. (And, Guy, you're dead right; it is the best Arthurian movie ever.) 

Friday, 27 March 2020

Camelot Eclipsed - a roleplaying campaign


It is the year 438 AD.

Arthur, King of Britain, has fallen in battle. The Knights of the Round Table – Galahad, Gawain, Lancelot. All dead. Years have passed since Merlin was last seen.

Morgan le Fay, Arthur’s half-sister, survived the final battle. With her army of renegades and monsters, she now advances on Camelot.

The kingdom's last defenders are those who were left behind. Those who were too young or too old to fight, too weak or of too lowly a status to be summoned to the final battle.

As the light of civilization flickers and the Dark Ages close in, those few survivors are the only ones left to keep King Arthur's dream alive.

Their sole ally is Merlin who, though trapped within a prison of stone, is still able to observe the world invisibly. His magic gives him the power to help Camelot’s last defenders.

But an important question remains to be answered: whose side is Merlin really on?

PLOT

King Arthur and his knights have fallen in battle. As winter closes in, Logres is a lawless land threatened by Saxons from the east and brigands from across the Irish Sea. Without leadership, and with many peasants and their lords having died at Camlann, the harvest is poor and trade gives way to barter or simple theft.

Morgan, Arthur’s half-sister, brings her army to Camelot, meaning to crown her son Mordred as Arthur’s successor. The player-characters are a ragtag group of apprentices, peasants, squires and outsiders who must try to rally resistance to Morgan’s rule – or else bend the knee to her.

The campaign involves missions of rescue, sabotage, interception, fact-finding, and alliance-building. Alongside that, the player-characters find themselves drawn into the psychic and spiritual clash between Merlin and Morgan, who will visit them in dreams, visions and various magical guises in order to enlist them to their cause.

But the question is not only which of the two sorcerers to follow, because neither Merlin nor Morgan truly embodies King Arthur’s ideals. The ultimate choice the player-characters must face is whether to accept magical patronage or to abjure both Merlin and Morgan and take the harder path of independence.


A typical campaign might play out like this:

Session One: “Abandoned”
The characters learn they are the last defenders of Camelot. Morgan brings her army to the gates. Although they successfully prevent her from taking the castle, they have to flee for their lives.

Session Two: “Pursued”
Morgan sends unnatural creatures to hunt the characters down in the wildwood. The characters learn grudging respect for each other’s abilities in the running battle to survive.

Session Three: “Hidden”
They find refuge with an old knight who survived the final battle and now plans to retake Camelot. He arms the characters and makes one of them a knight.

Session Four: “Lost”
Disaster strikes – the plan is a shambles, the old knight is killed, and one of the characters is captured by Morgan.

Session Five: “Underground”
Using the labyrinths constructed years before by Merlin, the characters penetrate Morgan’s tower and rescue their comrade – but she has already been infected by Morgan’s magic.

Session Six: “Desperate”
Retreating into the wildwood, the heroes must undertake a quest to stop Morgan’s spirit from possessing their rescued comrade. In the process, they find a new ally.

Session Seven: “Hope”
The characters are in high spirits with the apparent recovery of their comrade and the arrival of new recruits. But Morgan has tricks up her sleeve yet. And in his prison under the earth, Merlin is scheming.

Session Eight: “Riven”
The highest-born character meets Merlin in a dream and is convinced that the others to have forsworn the oath of chivalry by recruiting commoners. He betrays them to Morgan.

Session Nine: “Armed”
The characters each acquire a sword or other enchanted weapon from the Lady of the Lake, becoming the New Knights of the Round Table.

Session Ten: “Home”
Emboldened by their new weapons, the New Knights return to Camelot and prepare to confront Morgan for once and for all.

Session Eleven: “Embattled”
The characters plan to divert Morgan’s army while the New Knights attack her tower. Finding their way past undead sentries and magical traps, they find she has fled. But the character who was abducted earlier, still troubled by the spell Morgan cast on her before, is able to see where she is headed: the Isle of Avalon.

Session Twelve: “Bereaved”
Morgan intends to destroy King Arthur’s body and prevent him from ever returning to the mortal world. The New Knights take to sea and finally face her on a bleak rocky shore at the western edge of the world. Repenting his earlier betrayal, the high-born character kills Morgan but is himself fatally injured.

Session Thirteen: “Victorious”
The New Knights bury their fallen comrade on the shore of Avalon. Sailing through a titanic storm that threatens to sink the ship, they confront Merlin but manage to trick him back into his prison of stone for another hundred years. As the storm passes they see a vision of King Arthur, who tells them they are now the true Knights of the Round Table. They return to a Britain restored at last after years of civil war.

That’s a very highly prescribed storyline, of course, and provides no more than the scaffolding of how events will play out if the player-characters were to do nothing off their own bat. Your players’ mileage (and direction of travel) will and should vary.

CHARACTERS

Who are the player-characters?
If you’re using rules that describe characters in terms of their roles (which naturally isn’t how I’d do it) then some obvious archetypes are:
  • Survivor
  • Turncoat
  • Spy
  • Deserter
Another axis would be Novice/Veteran. The novices (probably most of the PCs) aren’t ready for this fight but it’s coming to them anyway. Think Luke in Empire Strikes Back. They don’t have the luxury of waiting till their skills are honed.

It’s also possible to be a veteran: an over-the-hill hero, maybe left out of the final battle (as Sir Ector was) because they’re old and they cannae hack it anymore. Think Obi-Wan in Star Wars. On a good day they might recapture flashes of their former glory, but really they’re more Dad’s Army than Round Table.

What are the PCs doing?
  • Building an army of resistance fighters. 
  • Fighting with or parlaying with the Saxons (usually both). 
  • Deciding who to trust (Merlin? Morgan? Aelle? Or only themselves?) 
  • Keeping Arthur’s dream alive. 
  • Dealing with local threats (raiders, a ‘monster’ in the woods, a renegade knight, a sick child, a starving village, etc).
Missions will include: rescue, sabotage, interception, fact-finding, diplomacy, and small stuff to remind them that reality is woven from ordinary people’s lives as much as from abstract ideas. Of course I would say this, but watch Richard Carpenter’s Robin of Sherwood to see how a master does it. Oh, and you should of course watch Excalibur too while you're at it.


NON-PLAYER CHARACTERS

Morgan le Fay
Arthur’s half-sister (the daughter of Gorlois, Duke of Cornwall, and Ygraine, Arthur’s mother) is the primary antagonist of the campaign. She is infamous for her ruthless pursuit of sorcerous knowledge.

How should you play her? She could just be the traditional Big Bad, lusting after power for its own sake and installing her own family in positions of authority. There was a time I’d have said that was too superficial to make a credible story, but now we’re in the era of Trump. Still, just because the real world is dumbing down that’s no reason for games to do so. It’s more interesting if Morgan stands for a set of beliefs that are directly opposed to Arthur’s. She wants to show that the ideals of Camelot are unachievable, irresponsible, unrealistic, dangerous. She despises the mass of humanity and is exactly the sort of person to say that Arthur’s better world could never come about “because of human nature”.

That’s why it’s not enough for her just to kill the player-characters. She could accomplish that easily, but she needs to discredit and destroy Arthur’s dream, and to do that she must arrange things so that the heroes fail. It is the death of their hopes she seeks, and only then their physical destruction.

Morgan is an arch-manipulator with an instinct for everyone’s desires and fears. She can use illusion, promises and even the offer of real wealth or power – whatever best works on the character she wants to control. A chance to say goodbye to a loved one who fell at Camlann? She can grant that. If your dearest wish is to be respected she can gift you with qualities of authority or skill in battle. If what’s riding you is guilt, she can engineer an opportunity for you to atone.

Of course she won’t make any of these offers as herself. ‘Join me and together we can rule,’ fools no one. Instead she might talk to you in the guise of a trusted friend, or send you a vision, or contrive for you to be given a sword from a lake or to win glory in a joust. Whatever will be most likely to corrupt you. Those who are being beguiled by Morgan never realize it until too late.

Morgan’s army is a rabble of the lowest sort: malcontents, thieves, drunks and scoundrels. These are the bitter of soul who seethed with resentment through the heyday of Camelot, scowling at every case of neighbour helping neighbour as if it were a personal rebuke. Now they feel vindicated by the collapse of Arthur’s project. The world in its festering state reflects their own nature and how they believe everyone else to be. Where Arthur offered unendurable hope, Morgan presents her followers an easier vision: of hate, vicious struggle, and the salve of tearing everything down to the same squalid depths.

Morgan’s servant is Friar Adge, a sanctimonious toady whose broad rubbery smile never reaches as far as his eyes. He’ll pass himself off as an honest broker between the factions, but the truth is that he cares for nothing and no one but himself.

Mordred
As Arthur’s only surviving nephew, Mordred arguably is his rightful heir as succession in the Celtic kingdom of Logres is through the female line. Many would dispute Mordred’s right to the throne, first because of his lack of honour, second because he is not of the Pendragon lineage, and lastly because he was supposedly run through by Arthur during the final battle. He dragged himself the length of the spear to deal his uncle a mortal blow, sustained and given inhuman strength by either rage or sorcery, but surely nobody could have long survived that?

In fact Morgan placed him for three days and nights in the cauldron of rebirth, but he emerged with a grey pallor, lank hair, dull eye, and a dun aspect as if the sun is unable to fully illuminate him or draw any colour from his flesh. He speaks rarely, and in a voice both cold and gravelly, as if his words were echoing from a deep well. If the King and the Land are one, woe betide the realm when Mordred is crowned.


Merlin
A long-lived and mysterious master of the magical arts who was trapped within a rock far below the earth by the nymph Nimue. Now he is able to interact with the living only by means of dreams and visions.

Cursed with a vision of the chaos to come, Merlin dreamed of salvaging something from the Dark Ages but has seen his best hope die with Arthur and the civil wars that now ensue. Merlin is capricious and of ambiguous morality, and gradually the characters may come to realize that in helping them he has his own agenda.

How should you play Merlin? He can glimpse far into the future and is even said to live his life backwards, so you could occasionally have him present the characters with a random and seemingly impossible or self-defeating task. Arthur knew how to use Merlin’s counsel without becoming dominated by him, but will our heroes manage that?

Guinevere
Arthur’s queen has retreated to Glestinga convent (Glastonbury) and supposedly takes no part in worldly affairs. Some say that her alleged infidelity was a trick by Morgan, who used a magical glamour to seduce Sir Lancelot in the guise of the queen.

Aelle
A Saxon chieftain who has taken advantage of Arthur’s death to start carving out his own kingdom in Andredswald, the vast swathe of forest in the south of Britain. He is ambitious for the title of Bretwalda - first Saxon ruler of Britain. Both the player-characters and Morgan stand in his way, but it seems as if Merlin could have a use for him.

What happened to the Knights of the Round Table?

Sir Ector was too old to go to battle. Sir Bedivere left Britain on pilgrimage after returning Excalibur to the Lady of the Lake; the characters might hear news of him from foreign travellers. Sir Lucan was transformed into a standing stone on the shore where Arthur was taken to Avalon.

If any other Round Table knights appear in the campaign, use them carefully. These are mythic figures (think of Cap’s fight in the S.H.I.E.L.D. elevator) but their day is done. They shouldn’t ride in to save the day. The fight belongs to the player-characters and their allies now.


THEME

The themes of a roleplaying campaign should emerge in the moment from the player-characters themselves, not be baked into a plot before the game starts. So, with the proviso that the players are always free to explore whatever interests them in the world – joining Morgan, fighting or allying with the Saxons, opposing or supporting Merlin, even ignoring the ostensible main storyline and instead following their own path – here are the in-built themes.

On the surface, the struggle of the age might seem to be the incursion of the barbaric Saxons into the land of the Romano-British and their allies (mostly Celts, but including descendants of legionaries who might be from anywhere in the Empire). That’s how both Merlin and Morgan regard it, and the existential question for them is whether the Romano-British side should be ruled by laws or by an autocrat – in either case the eventual goal being to drive the Saxons back.

But the new generation of Arthurians may take a broader view. If a civilization is to be ruled by laws then the obvious model is the Roman Empire, a multi-ethnic union in which mere tribal squabbles are to be scorned. In such a context, inexperience and youth may be the very qualities most needed to create a better future. With a Year Zero approach, the characters could build a new culture to replace the old ways – something that is the logical next step from King Arthur’s ideals but that the more inflexible Merlin is not entirely happy about. Though starting as bitter enemies, the Britons and Saxons might reluctantly unite against mutual, arcane foes. Together perhaps they can forge a new world to live in.

Although full of fantastic adventure, this is not a purely action-driven campaign. The simple mechanical detail of what happens is not as important as the effect it has on the people involved. Our story happens to be set at the collapse of the Roman Empire in Britain. But it could as easily take place in Nazi-occupied Europe, or central Africa or Syria today.

What did Arthur stand for?
King Arthur’s rule was rooted in Romano-British principles and his principles may indeed seem outmoded as the Dark Ages tighten their grip. He elevated knights on merit rather than birth, promoted trade and the rule of law, encouraged innovation in the arts and sciences, and upheld Christian ideals of peace and tolerance. In the latter days of his reign he used the title Duke more often than King, suggesting that he might abolish hereditary monarchy in favour of a primus inter pares elected by the Round Table. Small wonder that Morgan and Mordred wish to see that ideology crushed into the mud.

Camelot Eclipsed is a story about growth and change in response to adversity. On a character level that allows the players to investigate themes such as responsibility, courage, grief, and jealousy. The things our heroes must choose between are hatred and love, suspicion and trust, treachery and friendship.


SETTING

Logres is a mythic realm governed by the pathetic fallacy. At the height of Arthur’s rule the orchards and fields brimmed with abundance, Milk was rich, apples crisp, bread laid out on every table. Peasants sang merrily as they worked, wayfarers were greeted with hospitality, each season was the archetype of its weather.

But now the king is gone. As you travel you’ll find abandoned manor houses, half-empty villages, hungry dogs, pillaged chapels, and crops left to rot in the fields. Rain trickles in under your collar, bursts the river banks, raises swarms of mosquitoes, and leaves the roads deeply rutted with fetid, sucking mud. Days are drear and blustery, nights cloudy and cold. Anyone met on the road is greeted with suspicion. Peasants hide from strangers or drive them away. A traveller might be murdered just for his cloak and boots.

STYLE

Which image of Camelot are you going to go with? The Pendragon RPG is explicitly set in the 6th century, albeit with imagery more suggestive of the Pre-Raphaelites. It’s clearly a mythic time that allows a wide variety of interpretations. I’m not sure now which era Ian Marsh had in mind for his original campaign – it felt quite medieval – but for the sake of this account I’ve settled on the mid-5th century, not long after the departure of the Roman legions, if only to shake up players’ expectations.

Logres is not a Malorian world of rattling knights and weathered ivy-clad castles. To our protagonists, the Round Table does not belong to the distant past. Barely a generation has passed since the legions departed Britain. Older people (30 years and up) were alive when the Rescript of Honorius was sent, telling the British cities to look to their own defence – the very edict that gave Arthur authority to take the throne. People think of Camelot as having held back the tide of barbarism by sustaining the ideals and benefits of the Roman Empire. The Dark Ages are coming, but not without a fight.

Camelot is a fabulous Romano-British citadel built along classical lines, with colonnades and domed halls emphasising the Roman heritage. The look is something between a fortified villa and an early Gothic basilica. The masonry is sparkling white limestone, newly hewed less than a generation ago. This is not the crumbling old castle seen in films. It’s a brand new edifice of sharp stone edges. The interiors of the castle are adorned with vivid wall-paintings, dark tapestries and heavy mahogany furniture creating striking contrast to the dazzling white hallways.

Armour is not the heavy, clanking iron plate of medieval times. Elegantly efficient laminar or scale armour, burnished to a silvery sheen, is as much a work of art as a tool of war. Knights wear muscled steel cuirasses fringed with pteruges, often studded with enamel or jewels, and their limbs are protected by articulated bands of steel. Magnificently crested helms and visors evoke the masks of Greek theatre or images of wild beasts.


This helmet (from the Staffordshire Hoard) is from at least a century and a half later, and Anglo-Saxon to boot, but it's a thing of beauty so I can't resist including it.


Away from the battlefield, robes are admired for being fashionably cosmopolitan. Distinctive decorative patterns and totemic insignia identify each knight and give them a wild, romantic look – as much tribal as chivalric.

Once beyond the confines of Logres, the characters encounter another Britain known to no Roman. A misty and threatening savage land of wastes and forests, of secret cults, proscribed druids, of Celtic rebels and Saxon raiders. A land of dreadful rituals whose gods can only be appeased with atrocities. A place of isolated villages, invisible from the straight Roman roads, where superstition never ceased to hold sway. The land of a darker past – and future – age.

The characters can be multi-ethnic – not for tokenistic reasons, like a quota-driven BBC period drama taking an airbrush to historical credibility in order to flaunt its fashionable colour blindness, but because a mix of cultures, languages and races reflects the world as it really is at this time. The Roman Empire is in collapse, but its boundaries still stretch far, permitting the story to incorporate characters from Numidia, Egypt, Judea, Thrace, Arabia Petraea, even as far as Syria. (Our comic book and TV versions of Camelot Eclipsed included an African farrier, Hannibal, and a Jewish inventor, Ozzy - short for Ozymandias.)

RULES

For Ian Marsh’s original campaign we used Pendragon. The campaign was structured around both the character-based conflict of who to trust and the physical challenges of the week’s adventure, and Pendragon’s system of ideals, passions and virtues played strongly into the former.

I haven’t played it, but a recent game that has been compared to Pendragon is Romance of the Perilous Land. I get the sense that it’s designed to recreate a timeless “British mythic” feel rather than a specific setting, but that said you’re going to have to do a little custom work whatever system you opt for.

You could also use a Powered by the Apocalypse variant. I’m imagining something like Night Witches or The Last Fleet, where the characters’ emotional lives defuse or exacerbate the tensions arising from the missions. If you’re thinking of a homebrew PbtA (and aren’t they all?) then the core stats might be Social, Martial, Mystical and Practical.

Alternatively you could forget about formalizing the character’s emotional lives through game mechanics and “just try acting”, in which case a set of rules like Jewelspider will have all you need. In my games I usually prefer to keep characterization loose and steered by the players, on the grounds that actual human beings can play the nuances of human behaviour a lot better than any set of rules can. But that’s for very long, open-ended campaigns where the players are committed to deeply immersive in-character play. It’s far more likely that you’ll run Camelot Eclipsed over a limited number of “episodes” and with overt story themes, so a certain amount of rules straitjacketing does make sense. (Regular readers might want to frame that statement as it’s not something I say very often.)

HOW THE CAMPAIGN CAME ABOUT

My introduction to Ian Marsh’s Camelot Eclipsed was at a roleplaying convention in the Midlands. It was the late ‘80s and, if memory serves, that evening offered games by Michael Cule (Tekumel) and Sandy Petersen (Call of Cthulhu) but the moment Ian told me the premise of his scenario I was hooked. I played Uchdryd, a foul-mouthed bully who might very well have inspired Sir Uwain in the fourth Knightmare book, The Sorcerer’s Isle.

After a few years, seeing that Ian had no intention of doing anything with a brilliant concept, I got his permission to try developing it variously as a series of novels (with John Whitbourn, who created the character Aelle), as a comic strip (with Russ Nicholson for The DFC), as a videogame or interactive drama (with Leo Hartas) and even as a television show (with Cat Muir and Rob Rackstraw). None of those came off, but you can read the TV pilot script here for some ideas of one way to take it.

Sunday, 20 June 2010

In days of old

I already posted about the various proposals Jamie and I made to Puffin for a late entry in the Fighting Fantasy series. The one they picked was Keep of the Lich-Lord, but we really liked some of the others. Here’s one with an Arthurian slant, something we had been interested in exploring in gamebook form for some time. And therein lies a tale – but first, take a look at the proposal we submitted to Puffin in 1989:

Knights of Renown

This is presented either as a Fighting Fantasy gamebook or as the basis for a separate series like the Robin of Sherwood gamebooks.

The story is set in Arthurian times with the reader taking the part of a young knight. His or her quest is to perform some great deed to win a place at the Round Table. Throughout the adventure the young knight will encounter other famous knights and characters from Arthurian myth like Lancelot, Gawain, Guinevere and Mordred.

The tale begins with the reader making a declaration of intent to King Arthur and the knights of the Round Table. In response, Arthur tells him of a strange Grey Knight, a giant, who has slain many a worthy knight. His tower is on a bleak moor in a remote corner of the kingdom of Logres. If the young knight can rid the land of the evil Grey Knight he will win himself a seat at the Round Table. The young knight sets out, but is not the only one undertaking the quest. Others also seek glory and fame, including one or two established knights of Arthur's court. Everyone hopes to be the first to encounter and best the Grey Knight, so speed is of the essence.

On the journey, the knight comes across an enchanted marquee in a lonely glade. This is the Pavilion of Dreams. If the knight successfully survives an attempt by evil forces to bewitch him, Merlin will appear and tell him about the Lance of Longinus. This sacred artifact would be of great help in defeating the evil Grey Knight. It is said to lie in the crypt of the ruined Abbey de l'Ombre which the knight must find somewhere in the Forest of Caerleon.

After a series of adventures the young knight will at last confront the Grey Knight of the Wastes – only to discover he was once a human knight who has been ensorcelled by Morgan Le Fay. If the hero has earlier obtained some oil taken from the Holy Sepulchre it will be possible to anoint the Grey Knight and alter him back to human size and disposition. Before this can be done, of course, the Grey Knight must somehow be subdued. The reader will certainly need the Holy Lance and to recall Merlin's advice in order to achieve this.

Returning to Camelot, the young knight can claim his reward, a seat at the Round Table. The fact that he also denounces Morgan will vex her, and allows her to become a recurring figure if there is a sequel.

Special Rules for Fighting Fantasy

The knight will have some extra abilities as well as the standard FF ones:

RENOWN
Starts at 2. Renown is a numerical rating of the knight's fame and can increase or decrease as the adventure unfolds. It will govern things like whether a knight would be willing to joust with you or how likely you are to be recognised from your coat-of-arms. For instance, during the game you may be lost and wounded in a remote forest. Finding a castle, you approach the gate. If your Renown is above a certain score the lord of the castle will let you in and aid you, pleased to have so famous a knight as a guest. If it is too low, he might decide you’re just a wanderer of dubious intent and turn you away.

CHIVALRY
A representation of how honourable and knightly the player is. Chivalry will decrease or increase as the adventure continues. In certain situations your Chivalry score might influence or even dictate your actions. For instance, you come across a princess imprisoned in a tower and guarded by a very powerful knight. If your Chivalry score is very high, you are obliged to attempt a rescue. If it is low you would have free choice in the matter, but failing to try and help her would cause your Chivalry to drop even further. Thus a Knight with high Renown and low Chivalry would be seen as a mighty fighter but not a man of honour – perhaps an evil knight. In Arthurian myth, characters like Sir Agravaine, Breunis Sans Pite and Tarquin would be of this sort.

JOUSTING
An ability that functions just as Skill in combat, except that it would apply only in jousts. The techniques of the joust make it a way for knights to settle disputes with the maximum use of expertise and the minimum chance of fatality. Some evil knights refuse jousts, preferring to go straight to the business of melee and slaughter. Whether it is possible to ignore a challenge to joust depends on the result of a Chivalry roll.

PIETY
A characteristic generated at the start in the same way as Luck. Piety reflects the knight's ability to perform acts of devotion such as an all-night vigils in a chapel. A high Piety score also allows the knight to drive back evil spirits and break enchantments. When required, the player would throw dice exactly as if making a Luck roll but using his Piety score. (Piety does not decrease with use, but may decrease or increase as a result of special events during the course of the adventure.)

Knights of Renown as non-Fighting Fantasy

MELEE
Generated at the start by rolling one dice and adding 3. This is used in combats when the knight wields a sword, mace, morning star or other melee weapon. In combat, roll 2 dice and if the score is equal to or less than your Melee rating you have scored a hit. You then roll another dice. This is the number of points your opponent loses from his Endurance score. Your opponent then does the same. Combat continues in this manner until someone yields or is slain. Opponents will vary widely in their Melee ratings. Different weapons have different damage ratings. The knight may also find items that increase the damage he inflicts or that enhance his Melee score – for example, if Excalibur is lent to the knight it increases his Melee by 2 and allows him to add +2 to the dice score when rolling for damage.

ENDURANCE
The knight begins with 30 Endurance points. When these fall to zero he is dead. Lesser degrees of wounding will slow him up and affect his Melee score.

ARMOUR
The knight begins with chainmail armour, a helmet and a shield. This deducts 2 from all damage rolls made against him (or 1 if the shield is lost). Better armour may be found during the course of the adventure.

JOUST
The knight may be required to joust against other knights. This involves the use of the lance on horseback, and is a very different skill from Melee. The character’s Joust score is generated by rolling one dice and subtracting 1. A joust is conducted in 'runs'. Before each run, you must decide whether you are aiming for your opponent's head or his shield. The reader rolls 2 dice, and adds his Joust skill (which could begin at zero). He then does the same for his opponent. A total of 12 or more means your opponent has been unseated. (Thus it is possible for both contestants to be unseated simultanouesly.) A roll of 2 on the dice means your lance has shattered whether or not the final result unhorses your opponent.An unseated knight may take damage from falling to the ground. Someone whose opponent aimed at his shield takes 1 dice damage. A hit on the head inflicts 2 dice, and a roll of 12 when aiming at the head kills the knight outright! For this reason most decent knights go for a foe's shield rather than his head. Success in a joust allows a knight to improve his Renown and Joust scores.

CHIVALRY
This works as described for the Fighting Fantasy variant, except that the knight may be required to make a Chivalry roll. A roll of on or below the Chivalry score on two dice forces the reader to behave according to the strict rules of honourable conduct, while a roll above the Chivalry score permits him to try a more devious approach. High Chivalry is much admired and may help in gaining boons from the King, but it often forces the knight to take a straightforward and careless approach to danger.

RENOWN
This is the same as in the Fighting Fantasy variant except that a Renown roll may have to be made, as detailed for Chivalry above.

PIETY
As the Fighting Fantasy variant, except a roll may be made as for Renown and Chivalry.

Further books in the series would involve the Knight, now fully fledged, undertaking adventures based on Arthurian myth such as the search for the Holy Grail, the hunting of Questing Beast, the encounter between Sir Gawain and the Green Knight, and so on.
Okay, so that was the pitch to Puffin. The book sounds like it would have been a fairly typical gamebook, probably influenced by the Pendragon campaign run by Ian Marsh that we were occasionally playing in back then. (And the Grey Knight..? I know, I know - but remember that when you're making a pitch that may end up getting hammered into a slot somewhere in the world of Puffin's FF books, you're not going to pull out all the creative stops.)

But now look at this earlier proposal, dating from 1987, that Jamie and I sent to several book publishers. See if it reminds you of anything:

HERO QUEST
A quantum leap in the evolution of gamebooks... and a new way of presenting the old favourites of folktale and myth

This proposal combines elements of gamebooks, role-playing and board games. Hero Quest is set in a mythic landscape (perhaps the worlds of the Norse legends, Arthurian myths or the Arabian Nights) and allows the reader to participate in the stories.

To give some idea of what is involved, consider what the book looks like. It consists of a number of large colour maps which might depict, say, Britain in Arthurian times. The reader begins by deciding whose eyes he or she wants to experience the story through; in this case, it might be Lancelot, Gawain, Morgan, Mordred or Balin. Areas on the map are marked with numbers, and after travelling to an area (moving a counter across the map) the reader gets to turn to the corresponding numbered paragraph. This then guides him or her on through other paragraphs, in the manner of a solo gamebook, until it is time to move on to a new location. The reader discovers missions and goals while playing. For instance, a reader playing Lancelot might disgrace himself at Camelot and be told by King Arthur that he must atone by finding one of the Thirteen Treasures of Britain and returning with it to the court before New Year's Day.

How does it differ from traditional gamebooks? First and foremost, since the reader is creating the overall narrative for himself, there is no need for the long linking passages and purple prose found in a conventional gamebook. Paragraphs would be quite short, as the emphasis is on exploring the episodic form of the story (why a knight behaves honourably, what it means to refuse a challenge, why one must be wary of elves, etc). Each possible character will have different skills and shortcomings, and the reader must be aware of these when deciding how best to act. Gawain will find it easy to behave honourably, for example, but almost impossible to tell a lie. En route from place to place, a matrix and dice roll would give the reader random encounters that might range from a disputing knight at a crossroads to a haunted priory by the roadside.

All episodes would be drawn from the original sources, so in a sense this is just a new way to tell the old stories. This way of discovering legends by "living" them, though, has a number of advantages over traditional narrative form. It clarifies the reasons why a protagonist makes the particular decisions and choices that he does. It shows the consequences of alternative courses of action. And for a modern reader accustomed to the lure of television and computer games, it makes the stories infinitely more vivid and exciting than in a traditional third-person narrative.

Leaving aside the need to couch our proposal in respectable literary terms (ie the emphasis on being true to existing legends, which was necessary to sell to editors who were even then quite hostile to what they regarded as “trash” fantasy) what’s interesting is that this was essentially a proposal to create a series like Fabled Lands – a full eight years before we actually got to do “The War-Torn Kingdom”. Had we got FL started in 1987, when gamebooks were at the height of their success in Britain and Europe, I am quite sure we would have been able to complete the twelve-book series and probably carry on and do more. That Tardis is going to be busy if I ever get the fluid link fixed.

Thursday, 15 April 2010

Scales that glisten in the bark of trees



Not many people know this, but Russ Nicholson had a perfectly respectable career drawing strips for girls' weekly comics like Jackie before he became one of Britain's leading imagineers of fantasy, SF and horror. I came across these sample pages he did based on a New Knights of Camelot television script - a script slightly adapted here for the page, incidentally, because you can't leave as much to the actors when they're just drawings on a page.

Monday, 1 March 2010

New Knights of Camelot

Yet another cross-post from the Super Comics Adventure Squad blog today. They may start charging a commission.

This was New Knights of Camelot, which Leo Hartas and I developed as a comic book. Fifteen minutes after King Arthur's death, Morgana comes looking for the crown - and all that's left to stop her are a bunch of squires and stablehands. Oh, and the ghost of Merlin.

More on the Mirabilis blog.