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Showing posts with label Captain America. Show all posts
Showing posts with label Captain America. Show all posts

Friday, 13 September 2019

The personal touch

Gamebook maven John Jones was in touch with the Fabled Lands team recently with an intriguing suggestion – indeed, a creative challenge – that occurred to him while watching Jessica Jones:
“What is interesting about the conflict between Jessica and Kilgrave is the personal nature of it. Unlike other villains, Kilgrave has only one very goal he wants to achieve and any effect he has on the larger world comes in service to that goal. At the same time Jessica has her own very personal goal. I mention this to contrast it with the main conflict in The Serpent King's Domain. To Namagal it's a very personal situation involving his death and/or humbling. To the viewpoint character playing the book, it is (or can be) little more than an item on a to-do list toward achieving a different goal. I make that contrast because one thing I'd like to see in The Lone and Level Sands or perhaps a later book is for an important quest to be personal and important to the viewpoint character.”
Of course, conflict is almost always more interesting when it’s personal. After a love story, perhaps the most compelling of narratives is a war in the family:


It only works when it’s earned, of course. Batman v Superman did nothing but lay popcorn-brained waste to the surprising-yet-inevitable showdown which in Frank Miller’s original story came at the endpoint of a difficult friendship that had struggled on against the odds for decades.

The point of the personal conflict is to up the stakes. The story has more bite, more pain, more inner struggle. We, the readers or viewers, feel more strongly involved. But writing rules are no substitute for commonsense. All those screenwriters who feel the need to make Robin the Sheriff of Nottingham’s half-brother, take note. And let’s also point an accusatory finger at the recent Harry Potterization of the 007 franchise, in which every adversary must be tied to Bond’s angsty childhood. Puh-lease. It’s more Charlie Higson than Ian Fleming.

The sharpening effect of personal conflict is why I don’t object to a little PvP in my roleplaying games. The civil war that happened in our Tekumel campaign was a classic tragedy in the making, with the player group splitting right down the middle. Jamie told his wife that the Tsolyani civil war was the most important thing in his life at the time. I can believe it. Think of any time you and somebody you care about have ended up on opposite sides on an issue of passionate importance. There’s a wrench in the gut that goes far beyond mere difference of opinion.

The Tsolyani example reminded me of a letter I got from Professor MAR Barker back in November 1985:
"Eyloa the Wizard of the Tlashte Heights, played by Mike Callahan, just discovered that the Pariah Deities' chief agent in his sector, Torsu, is in reality his own father. I was told later that this is a rip-off of the Star Wars plots, but then I have been running this particular campaign since before The Empire Strikes Back and all along the storyline has been the same."
So you can pull off the same trick between player and NPC. I must have been aiming for something like that in my second-ever gamebook, The Temple of Flame, which begins by establishing the backstory between the lead character and their former colleague Damontir the Mad, who is the book’s antagonist. Players of Heart of Ice have remarked that though the possible endings include saving the world and seizing ultimate power, nothing compares to meting out just deserts to the weaselly Kyle Boche. And even in Fabled Lands we have recurring adversaries like Talanexor the Fire Wizard and your persistent frenemy Lauria. You want to see more of them, don’t you?

Which brings us back to John Jones’s suggestion. I’m not going to reveal what he proposed because it was really cool and maybe Paul Gresty will want to run with it in future books. All I will say is that it made me think of Fritz Leiber Jr, and that’s never a bad thing.




Sunday, 20 October 2013

A neck romancer

I think of Crypt of the Vampire as my first gamebook, but it’s moot. I’d already written the magazine version of Castle of Lost Souls. That was serialized in White Dwarf in the summer of 1984, several months before the Golden Dragon series launched, and later got reworked as the sixth GD title. But Crypt was the first time I’d taken on a whole book.

Those were busy times. I had to turn down designing the PC game “Eureka by Ian Livingstone” because of all my magazine and book commitments. Maybe that was a mistake, as my friend Steve Foster, who wrote it in my place, told me he bought his first house on the proceeds. (The picture below, that's us back then in our slimmer days. I'm the one reading Captain America.) But at least with Golden Dragon I got my name on the title page. The road that’s grassy and wants for wear, you see.

Crypt and the later books nearly didn’t happen. In spring of 1984, while I was writing the first instalments of Castle of Lost Souls, Ian Livingstone and Steve Jackson offered me a contract to do a series of gamebooks for Games Workshop. I’d done bags of work for GW before – an entire role-playing game in 1980 called Adventure (never published; GW acquired the RuneQuest rights) and then in 1983 an entire Questworld campaign pack with Oliver Johnson (never published; GW lost the RQ rights). In the case of the gamebooks, though, they seemed to be serious. They were willing to pay an advance, and that was a first.

Except… it was £350 per book, which was a pittance even in the ‘80s. And it would have been an exclusive contract, meaning I couldn’t work with any other publisher. “Why would Ian and Steve want to compete with Fighting Fantasy?” I wondered. For whatever reason, I dragged my heels about signing and was mighty glad I did, as a matter of weeks later I went to see Angela Sheehan at Dragon Books, had a nice long chat, and walked out with a two-book deal.

Originally Temple of Flame was down as the first book in the series, and the contract describes the other as “Dungeon of the Undead”. I think it was probably my dad who said, “Put ‘vampire’ in the title, it’ll grab people more than ‘undead’.” The publishers wanted to call it Crypt of Dracula, but I wasn’t having that. These books would be read by kids, and I didn’t want their first experience of Bram Stoker’s creation to be in a gamebook. Dracula was already in public domain, Stoker having died seventy-two years earlier, but I believe writers owe a creative courtesy to each other that lasts a lot longer than the term of copyright – though, regrettably, not everyone shares that view.

For the new edition, I’ve revised the text slightly to excise the trad fantasy elements (a hobgoblin, an elf) that seemed most intrusive. Now the atmosphere is very slightly more Gothic, the setting less definitely medieval. “Ah!” the DW players will say, “but isn’t Wistren Wood in Ellesland?” And so it is, but my Legend games have moved on – past the Last Trump at the end of The Walls of Spyte, even – to a time of matchlocks and sabres*.

But that’s getting close to a foolish consistency. Whether or not Crypt of the Vampire is set in Legend, at heart it belongs to the lurid fairytale world of Hammer horror, where Cushing’s alert, flashing gaze locked with the fiery brooding in the eyes of Lee, and dark ivy-choked halls waited in the depths of darker woods. I like what Johnny S Geddes said about Crypt on Demian Katz’s gamebook page:
“Every now and then around midnight, and especially when there's thunder outside, I go back and take another tread through the enchanted forest leading to a dark mansion.”
That’s how I like to think of it being enjoyed. And, with Halloween almost upon us, here’s the chance to curl up with something creepy. The new edition also has Leo Hartas’s illustrations, incidentally – it was Leo’s first book as well as mine. Start as you mean to go on, that's our motto.

* Update 2024: In fact that gunpowder-powered version of Legend never came about, as I realized that the kind of campaign I was planning to run wasn't a good fit with the tastes of some of my players. So the Legend you'll see in my Jewelspider RPG is the original Dark Ages/early medieval setting familiar from Dragon Warriors