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Showing posts with label David Bailey. Show all posts
Showing posts with label David Bailey. Show all posts

Thursday, 26 November 2020

Back to the future



David Bailey is a man who gives the lie to the notion that accountants are boring. An inventive and artful referee of Tekumel games, he’s also an imaginative author, creative problem-solver, passionate fan of comics and science fiction, gifted photographer (less well-known in that field than his namesake, admittedly) and one of the founders of game developer Black Cactus. During his career as an accountant, he wasn’t working out how to get tax allowance for business expenses, either; he was a forensic accountant, more Inspector Morse than Spreadsheet Phil.

So when David comes up with an idea for a roleplaying scenario, I listen. His latest was a doozy – to send his Tekumel characters back thousands of years from the relative stability of the Second Imperium to the high adventure of the Time of No Kings.

“What about getting back?” I said. “Reverse the spell, and risk ending up lost in time? Or get frozen by Excellent Ruby with the chance that posterity misplaces the docket saying when to unfreeze you?”

David: “Well, I think they have to hope to get back, but throw in some wives and children, and affiliations and a decade of work…?”

“OK, so they’d potentially be there for a long while? There’s even the implication they’ve been brought through time, Corum-like, for a specific purpose.”

“Perhaps they do finally find a way to get back,” agreed David, “but at huge cost to the new friends and family they’ve made in the past? Maybe returning to their time will potentially trigger a devastating A-bomb level event? Can we create a mature enough scenario that the players are genuinely conflicted about returning?”



That’s a fine goal to aim for, and typical of David that he would be considering the tone and nuance of the scenario right up front. It got me thinking: what might deter somebody from wanting to get “back to the future” and how would we achieve that kind of dilemma in a movie or novel?

The most obvious way would be to make our time traveller a nebbish, passed over for promotion, frustrated in his ambitions, or just an under-achiever who never got the breaks in life. Then he goes back to the past and suddenly he's feted as a hero. Naturally he'd be tempted to remain there rather than go back to a dead-end future.

A more challenging (and interesting) approach would be to start with unlikeable characters, maybe criminals or terrorists of the most unpleasant stamp. The authorities are closing in. Perhaps the characters are trapped and it looks like the only outcome will be death in a hail of police bullets, but then they stumble on a strange machine and are whisked back through the centuries, and there in the past they get a stab at redemption. Having saved the people of that time they also find they’ve saved themselves, so returning to the future is unattractive not only because they’d be jumping back into a deadly shoot-out, but because to do so would imply returning to an identity that no longer fits with who they are.

Or there's the hard SF approach. The time traveller realises she has changed the past, which of course means the billions of dice throws that lead to her original timeline are gone. She can't return to her future because it is not the same future as the one she set out from. All the people she knew there would never have been born. In a movie, you probably wouldn't have her realise that till after she got back ("show not tell") so the third act would be all about trying to return to the past where she at least still has friends and loved ones.

But those are all ways to pull it off through storytelling, and it's neither possible nor desirable to exert that level of authorial contrivance where player-characters are concerned. Instead all you can do is run the game with a mature tone in mind, and be ready to seize on the character arc moments that the players themselves provide.



For instance, in David’s campaign Jamie Thomson plays a jajgi (a form of well-preserved undead like a vampire, say, or Ardath Bey in The Mummy) so perhaps he could come face to face with his living self back in the past. Jamie is a good enough roleplayer to get something really interesting out of the conflict between an unending but unvarying existence and the full-blooded, breathing life in which the chusetl (dream-self) and pedhetl (passions) yet endure.

In his original premise, though, David wasn’t only looking for reasons why the player-characters might not want to go home to their own time. He’s hoping for a genuine conflict. They might want to return but now they have two lives, two sets of friends and families. Which do they choose? It’s hard (but not impossible) to make that bite just with attachments to NPCs, but I suggest that the best hard choice is an old storytelling classic: somebody has to sacrifice themselves, staying behind so that the others can escape, like Cavor among the Selenites.


Friday, 28 July 2017

Tirikelu: role-playing adventures in the empire of the Petal Throne

Corresponding with Professor M.A.R. Barker in the late 1970s and early ‘80s, I was treated to tantalizing glimpses of “the new Empire of the Petal Throne” he was writing. The original EPT had served its purpose for a while, but my group were moving beyond those D&D-inspired mechanics. This was the era of RuneQuest and The Fantasy Trip. We were hungry for a more authentic experience of Tékumel, so we would pass around the Professor’s letters (he was always incredibly generous with his time) and pick endlessly over comments like this:
“We now have one roll to hit, one to get past the shield, one for damage (minus armour) and if one rolls 0 on a 10-sided die on this last roll, then a critical hit for more damage.”
Years passed. It was taking too long. I began constructing my own set of Tékumel rules from the fragmentary description in the Professor’s letters, like reconstructing an unknown animal from just a few bones.

Finally “the new EPT” appeared. That was Swords & Glory. My group switched for a while, but it was the S&G Sourcebook that was getting dog-eared from use. The other book, the rules, appealed less. “HBS Factors” and “Healing G9s” gave the game a tabletop miniatures flavour rather too far from the freewheeling shared stories we were looking for.

And so I returned to my own rules and began to refine them into the game I had hoped Swords & Glory would be. Those rules were to become Tirikélu.

This was the early 1990s, so it seems a little early to talk of an Old School Revival (not a term I like anyway) but the aim was there. Simplify the system so that the rules didn’t keep tripping up the play. Recapture the evocative magic of those early adventures by cross-pollinating EPT spells with ideas from The Book of Ebon Bindings. Make combat quick to use but more than just the endless dice-rolling of, say, RuneQuest.

I had two eureka moments. First, in a treatise by a duellist from the 17th century (quite possibly Sir William Hope) I came across the concept of “safe fighting”. His contention was that a moderately skilled fighter could, by concentrating on defence, hold off a more skilled opponent who was dividing his attention between attack and defence. In Tirikélu that became the principle of full- and half-actions. It seemed almost too simple on paper, but in practice we found it allowed for rich tactical choices.

Also I wanted to avoid hit location and lots of book-keeping, but not simply to revert to the amorphous pudding of hit points of D&D. So taking damage above a certain percentage of your hits can reduce your skill, and may require a check to stay conscious, but you don’t need to keep a tally of how much damage each wound caused. It’s all handled at the point the wound is taken.

Nowadays there are quite a few role-playing games where you make a detailed decision about what you’re trying to do, then wade through pages of rules to find your chance of doing it. (GURPS, I’m looking at you.) Tirikélu works best if you keep it abstract till after you roll the dice. “He’s going for a full attack.” “I’m going for a full parry.” Once you resolve that, you’re free to put any narrative interpretation you like on the result. It flows faster that way and, with imaginative players, fights feel agreeably cinematic.

Well, here it is – as complete a version of Tirikélu as you’re ever likely to see. I know, I know; it seems like there’s a new Tékumel RPG every couple of years. Who needs yet another? But many people tell me that Tirikélu is their preferred choice, and you know what? It’s mine too. And it is dedicated, as so much of my work is, to the genius, generosity and humanity of Professor M.A.R. Barker. And on top of that, it’s absolutely free and comes with a whole bunch of scenarios, campaigns and source material.

Get Tirikélu as a free PDF HERE. (Or download the super hi-res 45 Meg version here, which I have also set up so that you can print yourself a copy at cost - no profit to me, and strictly for personal use; no resales, please.) It turns out the rules of the Tekumel Foundation don't allow me to do that set-up work for you even as a non-profit thing. So if you want a print copy you'll have to do it yourself. Sorry about the faff, but it'll only take you about fifteen minutes, and I've written this checklist to guide you through Lulu step by step.

You can find Tirikelu creature stats here. And for even more scenarios, try Michael Cule's introductory adventure "Welcome to Jakalla", Dermot Bolton's espionage tale "Crystal Clear", Bob Dushay's military mission for pre-gen characters "Behind Enemy Lines", and David Bailey's high-stakes scenario "The Society of the Resurgent Octagon".