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Showing posts with label Damien G Walter. Show all posts
Showing posts with label Damien G Walter. Show all posts

Thursday, 13 April 2023

Good versus the other thing


‘Can anybody play characters in service to Napoleon and think of themselves as the good guys?’

A gobsmacking comment (55 minutes in) from Mr Cule there, I thought -- not complaining; it’s for those comments that I especially love the show -- but presumably millions of people did follow Napoleon and definitely they thought of themselves as good guys. This interested me because a few days earlier I’d come across a note I made a few years ago:

‘Has anybody ever written a novel like Lord of the Rings but instead of being “good” vs “evil” in a generic sense, we actually get to hear the ideologies on each side? It is in effect left vs right, Dems vs GOP, or whatever.’

The thing is, that’s a very modern take on how people justify themselves. We expect to be presented with a manifesto and then pick a side. Or at any rate we think that’s how we pick a side, but other than William MacAskill and a few monks most of us really only pay lip service to these high ideals of ours, don’t we? ‘I’ve given up meat,’ we plead in our defence, while enjoying a comfortable life that three quarters of the world are denied.

As hypocrites we’re no worse than our ancestors. They would say they fought for God, but it’s funny how often God just happened to support their own country. Throughout the 18th century, most Christian groups other than Quakers were in favour of slavery. Freethinkers too; Tom Paine argued against slavery, but few of the Founding Fathers listened to him. In the French Revolution, most of the left-wing firebrands (if calling them left-wing means anything*) entirely overlooked equality for women. And "Kill them all; God will know His Own" and "Slay the pagans" show that total war and the butchering of civilians began with people who claimed to be fighting on the side of the angels.

The best we can say of most human beings is that they are basically good with a lot of blind spots. (And, yes, in that we must include ourselves.)

To return to the Napoleonic period, if we asked Marshal Ney why he considered himself a good guy I’m sure he’d talk about patriotism (admittedly a bit of a grey area for him), honour, and loyalty to the Emperor. I don’t suppose he’d cite the specific revolutionary aims he felt the Emperor stood for, though many at the time (even in England) did find that a reason to praise Napoleon, whereas nobody in the world would have declared support for the Houses of Hanover or Bourbon on the basis of their professed ideology.

So we can see a new era dawning at the start of the 19th century, one in which some men wouldn’t simply fight for tribal symbols like king, country or religion, but instead expected those to be backed up by specific principles chosen of their own free will.

Yeah, but did they, though? Was the USSR really a free federation of states based on egalitarian principles? Or was it the Russian Empire under a cloak of socialism? Did Mao whip up the Cultural Revolution to bring about a utopian society, or simply to shore up his own power? Did the average Wehrmacht soldier charge into battle to bring about a thousand-year Nazi reich or because he believed he was doing his duty for his country? Did any major world power ever march into Afghanistan in the interests of the Afghan people themselves? Or just because of their own geopolitical or economic needs?

Do people today decide disinterestedly which side to take in a dispute, or do they see which side their tribe takes and then find reasons to justify it?

The British used to be under no illusions about that. In the First Gulf War, US troops were given leaflets that explained why their cause was just. ‘Saddam has invaded a sovereign state and that is against international law,’ one GI explained on TV. The same camera crew interviewed a British squaddie, who had not been given any leaflet. ‘I got nothing against this Saddam bloke personally,’ he said, ‘but he’s in Kuwait and we been told to kick him out.’

So would it make sense to tell the story of a fantasy world, or any period in history, as if ideology actually made a difference? I don’t think so. This revisits an earlier post in which we discussed whether any non-modern society could usefully be described in modern terms. For example, SF writer Damien Walter posted a tirade about how the Spartans were fascists (he also calls them cowards and pederasts) but to try to squeeze them into a modern box like that is not only cultural chauvinism, it's plain dumb.

There was a bit of a pram fight a while back about "evil races" in D&D. Before the movies came out I assumed orcs were in fact supposed to be people just like the Gondorians (if that's the right word) and that Tolkien only described them as monstrous and evil because that's how "our" side saw them. I don't have any problem with utterly inimical species in fantasy. #NotAllDaleks? Gimme a break. But I think that's a less interesting way of looking at Lord of the Rings than my misconception.

Perhaps what we're seeing now is D&D moving beyond its simplistic good vs evil origins towards a more realistic kind of world. Characters (whether human or nonhuman) are not motivated by alignment in Tekumel or Glorantha, or even in Legend come to that (apart from the actual devils, that is). Instead they have desires, foibles, personalities, political alliances, and so forth that all contribute to how they behave. Where it gets messy with D&D is the game inherited its elves and orcs and whatnot from Tolkien, for whom good and evil meant something. If you want to create a more believable and nuanced world then great, but maybe better to start from scratch in that case.

In one sense, of course, simplistically framing a struggle as Good vs Evil might be the most honest way to describe any human conflict. You just have to remember that both sides think that they’re the good guys.


* Roger from Improvised Radio Theatre With Dice has pointed out that there's almost no better use of left- and right-wing, seeing as the terms came from the seating plan of the Estates General and later the National Convention. Touché, citoyen!

Thursday, 3 March 2022

Choose your universe


"What will determine the [online virtual worlds] that we want to invest our time in?" asks SF writer Damien Walter. "That we want to be immersed in? That we want to live lives within? Story. Story is what's going to determine which unreal worlds we choose. That's why I think it's very likely, despite the disappointing track record of Lord of the Rings games, that because Tolkien's storytelling has been so important to us, that we will choose to participate in the digital Middle Earth."

What Mr Walter has to say in this podcast is interesting, and I urge you to listen to the whole thing. [ADDENDUM 27/01/24: If you can find it online; the video has been deleted.] But I'm not convinced about Middle Earth being such a shoo-in as a leading virtual world. It may well have a cracking story, but it's not the story you'll be getting in the online virtual version. It's the scenery. The world-building. And the problem with Middle Earth, through no fault of Tolkien's, is that it looks pretty much like every medieval-ish European-ish fantasy world created since: The Witcher, D&D, Skyrim, Game of Thrones, whatever.

Middle Earth is not (these days) brandably distinct. It is just a primogenitor of the medieval imaginary. Anything with elves and dwarves probably swiped its act from Tolkien, but they've overploughed that ground so much by now that the original uniqueness is lost.

I think the design of virtual worlds will no more be driven by story than cinema as an art form was driven by literature and theatre. Which is to say, maybe a little bit, but most of it will be something else. We're going to want the virtual equivalent of exciting tourist destinations.

"The author can only say that he enjoys societies which are not simply reruns of the usual Graeco-Roman or Mediaeval fantasy mythos, but which present something really different; something akin to stepping off an airplane in Bhutan or Medina, rather than in familiar old London or Paris."

That's Professor M A R Barker justifying his exotic world of Tekumel. Nobody could mistake Tekumel for any other world. It has multiple influences, but it's impossible to say "it's the Maya" or "it's ancient Egypt" or "it's India" the way you can pin most fantasy down to Europe in the Middle Ages. That might not make for stories that the average punter can relate to the way they lap up cowboys-in-space or intrigues in Westeros, but virtual worlds aren't about the stories. What matters is the originality and quality of the world-building. And there Tekumel is in a class of its own.

Thursday, 6 April 2017

Scenarios


A little while back, Erik observed in a comment that sometimes when I post a scenario I can seem to be holding it at arm’s length, as though it’s “old hack and slash stuff you're slightly embarrassed about”.

Well, it’s true that I’ve never really cared for dungeon bashes. I mean by that the kind of adventure that’s just one damned thing after another – a hydra in this room, three orcs in the next. Sometimes with a riddle, but never with any rhyme or reason.

The trouble with that kind of scenario is it fails the criterion that SF author Damien G Walter identifies as necessary to generate a powerful and satisfying experience:
“Humans are creatures of emotion. And stories are powered by our hunger for emotional experience. The problem – the huge problem – for science fiction is that it wants to dispense with emotion and deal only with the intellectual. And so it obsesses over novums, concepts, ideas, explanation and other intellectual modes. And that leads to stories that might be interesting, but are never compelling.”
Now, not all dungeons happen underground. Sometimes you can be on a quest of hundreds of miles across forests and deserts and swamps, but if that’s just an excuse to thread together a bunch of unconnected encounters then – yeah, maybe interesting, as Damien says, but never compelling.

Likewise, going underground doesn’t always lead to a dungeon bash. Empire of the Petal Throne players who’ve visited the wizard Nyelmu’s Garden of Weeping Snows will know that sometimes you can descend into a mythic dreamtime where the journey through the underworld mirrors an inner psychic journey. By the way, that's also why (despite the picture above) I never use figurines. I want players to use their imaginations and be the character, not look down on them like counters on a board.

Most of the times dungeons are just a way to pre-plan a highly structured session so the GM can be lazy and not have to engage with the player-characters. Or have to think up anything interesting, come to that. I’ve perpetrated a few dungeons in my time - mostly for White Dwarf, for which I wrote to order. There are some dungeons too in Dragon Warriors, a concession because we knew the game would initially be played by 10-13 year-old novice GMs for whom a dungeon can be the refereeing equivalent of bike stabilizers. Though I hope (and you’ll correct me if I’m wrong) there is something special in those scenarios that raises them above the level of goblins in ten-foot-square rooms.

In my own games, the nearest I might get to a dungeon is something like “The Honey Trap”. More usually the scenario is a set of loose notes that can be fitted around the player-characters’ current activities, as in “Friends in Foreign Parts”, “Just off the Boat”, or “In the Wrong Hands”.

Here are some other scenarios that I most definitely wouldn’t hold at arm’s length. You won’t find an ochre jelly or black pudding in any of ‘em.
  • "The King is Dead" - a scenario set in 5th century BC Greece. The version I ran took the sci-fi road into Highlander territory, but you could play it as straight whodunit or throw in a pinch of Cthulhu horror.
  • "The Hollow Men", set in the Dragon Warriors world of Legend. In our game the characters were members of a mercenary band out for revenge, but there are other ways in.
  • "Silent Night", a scenario and mini-campaign setting in Legend, which you can run with new or existing characters.
  • "A Ballad of Times Past", a one-off scenario set in a world where magic is rare and hard to come by. Originally published in White Dwarf 51.
  • "Wayland's Smithy", my version of what "finding a magic sword in treasure" ought to feel like.
  • "More Precious Than Gold", set in the Ophis universe that Oliver Johnson and I originally devised for Games Workshop's never-published Questworld book.
  • "Internecine!" - a Tekumel scenario involving the Hlüss with a few nods to the first season Star Trek episode "Arena".
  • "A Box of Old Bones", a very early Dragon Warriors scenario from White Dwarf 71. Are those bones a real holy relic or is it all just down to the power of belief, persuasion and propaganda? You decide.
And lastly there's the Champions scenario "The Enemy of My Enemy". Here's something to get you in the mood for that...