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Showing posts with label Christ Church. Show all posts
Showing posts with label Christ Church. Show all posts

Friday, 10 March 2017

Videogames killed the radio star?

Crossing Tom Quad, deserted and sparkling in the December night, gave me the visual inspiration for the roleplaying scenario that eventually became Heart of Ice. The germ of the idea had already come from the briefest of references in Empire of the Petal Throne to “hex 6029: the walled ruins of the Mad City of Du’un”. And the story itself, as I’ve described elsewhere, was an adaptation of It’s a Mad Mad Mad Mad World, in the sense that only one person could have the ultimate prize but to reach it meant cooperating with others along the way.

The original Du’un adventure was pretty old school, as you’d expect for something written in the mid-70s, and in fact the first time I ran it really was at my old school, in the Eastgate block at the RGS, where the Guildford War Studies group used to meet. But I digress…At the end of an embrangling underworld filled with interdimensional pathways, the characters had to fight past an avatar of the god Hrsh to win through to the Chamber of the Heart. Alliances died at the door. Beyond that point it became a cathartic free-for-all.

Primitive though the scenario was, it became the one players talked about. I was persuaded to run it two or three times more for different gaming groups. Probably it was the theme of the scenario that made it really memorable. That heart of ice isn’t really the magic crystal McGuffin buried down deep in the catacombs, it’s the cold ruthlessness needed by the winner.


In the original 1976 scenario that gem of ultimate power was the Heart of Durritlamish, the Black Angel, Opener of Catacombs. In the gamebook it became the Heart of Volent, a cult god of the 22nd century. And in the 1990s radio play “The Heart of Hark’un” it transmogrified into this:
“The god Hark'un once ruled the heavens, but the young gods were jealous of his power and plotted to overthrow him. Defeated in a celestial war, Hark'un fell from the heavens, down through the black sky, until he struck the barren lifeless lands. But as he died, Hark'un’s blood brought the world to life. His spine formed the mountains of the world. His veins became the roots of living things. The body of Hark'un became the world of Harkuna. Every part of the slain god became the seed for new life – except for the heart of Hark'un. That remained whole. Untouched by decay, it still beats on. To touch the heart of the god Hark'un would be to destroy the world. But also to take on the power of a god.”
The play, by Jamie and his brother Peter Thomson, featured some characters based on (or at least named after) player-characters in our Tekumel campaign. Kadar was an older, more embittered version of Jamie’s character Qadarnai, while my own character Shazir became the villain – of course! Arcos I’m not sure about, but he may have been one of the PCs in Mark Smith’s Orb campaign.

The point of all this is to say that you can now listen to all six episodes of “The Heart of Harkun” (let’s leave the grocer's apostrophes out of it, eh?) over on the Spark Furnace website. And if you don’t have the patience for podcasts, the comic book version is still available: issue #1 and issue #2. Or there’s the Heart of Ice gamebook, of course. At some point I might even run the original Du’un scenario that started it all, if I can lay my hands on the underworld maps.

Wednesday, 4 September 2013

A wind age, a wolf age, before the world goes headlong

A comment from Efrem Orizzonte recently reminded me that we discussed Heart of Ice at some length during his interview with me a few years back. I've always thought of this as my best gamebook, with its emphasis on character interplay and on who to trust (and who to backstab) when you're stuck with a pack of the most ruthless and power-hungry people on the planet.

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Efrem: "Heart of Ice is arguably the most mature gamebook ever written. The plot is superb, character design and development is among the finest ever seen, the atmosphere is perfect and the multiple endings mean that if you survive to the end, you can always 'win' – if you can call any of the ambiguous, bittersweet finales a victory! Heart of Ice is a story full of deeper meanings, and it is so good that it may even have inspired a movie, called Post Impact. What inspired you to write such an original and mature story in gamebook format? Is there some particular message you wanted to convey to your readers?"

Dave: "I’m not so much into trying to give my readers messages, I just have certain topics that interest me and I like to get readers thinking about them. [What interests me are] questions, not answers. Heart of Ice got started as a role-playing session. I can pinpoint it exactly to Christmas 1976. I was back home after my first term at college and I needed a scenario for a large number of players. Believe it or not, I started with the idea of doing a serious version of It’s A Mad Mad Mad Mad World, kind of the way Failsafe Point is a serious version of Dr Strangelove. The idea of Du-En came from marvelling at the buildings of Christ Church, absolutely deserted late on a frosty night after the end of term, with the buildings lit up pale against this immense field of stars and the unyielding smell of cold sandstone, I love that.

"After the first game session, I was walking home with one of the players and he said how he was imagining Du-En as a movie, and what he liked was that the focus of the session had been in the tension among the characters camped out in this ruined, snow-filled city. It was big end-of-the-world action but it was centred on a small group of characters. And a mere 18 years later I took all that and put it into the book.

"I’d had an idea in my mind of [it] as [...] a [Sergio] Leone movie. It’s that combination of operatic/ mythic significance with ordinary messy human life – the fly walking in the sweat of a man’s face. Leone’s films are all about how the stories we construct make sense of what would otherwise be a short, meaningless existence."
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It's interesting that in all of that interview I never mentioned The Thing, which surely had an inspirational effect on the tone of the book. There are no actual shapechangers (unless you count the option to genetically upgrade with Chameleon Skin) but the twisty, slippery, scratchy sense of uncertainty and paranoia is there all right.

Heart of Ice is back in print again this week (and on Kindle too) so if you missed it first time round and you like the idea of a world where ultimate power is up for grabs if only you can prove more cunning than your rivals - okay, here's your chance.