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Showing posts with label E M Forster. Show all posts
Showing posts with label E M Forster. Show all posts

Friday, 9 April 2021

Killing no murder?


It was a Victorian setting, and the player-characters had pursued a mad scientist to the top of the world. (There's something about mad scientists and the Arctic.) They trounced her hirelings, broke up her lab, put paid to her callous experiments, then one of the characters snapped. 'We'll never bring her to trial,' he said before giving her both barrels of his shotgun.

That summary execution might seem shocking, but I've been hardened by years of refereeing. We had one player-character whose thing was butchering 'witches' -- a term he seemingly applied to any woman with a scheme in the pre-industrial era. On Tekumel I've seen captives hurled in their hundreds into the fiery pits of sacrifice, and slaves slaughtered to pay a demon for a minor gift.

Most horrible of all (it still makes my flesh creep) was the time in Crossgate when the characters got hold of their longtime enemy Lord Belvoir, who had unwisely stopped at the manor house without his men. It was Twelfth Night, but what they did made Lavinia's fate in Titus Andronicus look tame. They truly got medieval on his ass -- but then, it's Legend, so 'medieval' is exactly right. Isaac Babel would have recognized it:
'I'll put it this way. With shooting you just get rid of the person. Shooting lets him off easy, and it lets you off easy too. With shooting you'll never get down to the soul -- where it is in somebody, how it shows itself. So I don't spare myself. More than once I've stamped on a foe for an hour or more. You see, I want to get to know what life is like, what it's really all about.'
As the referee, it's not my job to comment on the characters' deeds. Nothing should be out of bounds. Roleplaying, like art in general, should be free to go anywhere, and in refereeing I have to be like God, who never has anything to say when a child is raped or a man has his hands macheted off. After the game it's a different matter, and then I will sometimes confess that the PCs' moral attitudes give me a shudder. I regard capital punishment as barbaric and vigilantes as scum. Vigilantes who dress up their killings as justice are committing plain murder.

Naturally the players get prickly about that. They don't want to be thought of as murder hoboes. They see themselves as heroes -- and so they should. If you're in character, of course you think you're in the right. Hitler believed he was a good guy just as much as Gandhi did.


'I'm not the Red Skull,' one player retorted, 'I'm Judge Dredd.' If the judges of Mega-City One existed in real life, they'd be the goon squad of somebody like Ramzan Kadyrov, not stalwart defenders of civilized society. But let's face it, pretty much all cops in drama are rule-bending, violent, arbitrary, partial, unstable and dangerous. Stories have their own rules and (one of the big mistakes a beginning writer can make, this) likeability is overrated. Player-characters should be interesting, they don't have to be likeable -- at least, they don't have to be likeable to civilians in a comfortable 21st century democracy.

A murder hobo PC is boring. They'll shoot every NPC in the face and they do that because the player's imagination is too limited to see the NPCs as real people. But characters who wreak terrible violence because of their own sense of justice, however warped and self-righteous that may be, can be very interesting indeed. They're Bond, or Dredd, or the Punisher, or Philip Jennings. There's an inner contradiction that has to go somewhere, and the player is inhabiting the character thoroughly which means they're on an interesting journey too. Consider for example E M Forster's self-analysis of his time in Egypt:
'I came inclined to be pleased and quite free from racial prejudice, but in ten months I’ve acquired an instinctive dislike to the Arab voice, the Arab figure, the Arab way of looking or walking or pump-shitting [pissing] or eating or laughing or anythinging—exactly the emotion that I censured in the Anglo-Indian towards the native. It’s damnable and disgraceful, and it’s in me.'
Forster had found in himself a knee-jerk racism that horrified him. He didn't go so far as murdering anyone, of course, but it was nonetheless a darkness within that he came face to face with and, with his scrupulous honesty, confessed to. Roleplaying lets us do the same and come away knowing ourselves and being better people for it. Or so I hope of my more violently inclined players, anyway.

Friday, 19 February 2021

Gamebooks are growing up

Some gamebook news today, and here's one that ought to be of interest to Fabled Lands readers. Apart from the Steam Highwayman series (excellent and highly recommended btw) there haven't been a lot of open world gamebooks, in the sense of giving complete freedom to travel where you want, go back and forth without limit, and pick up whichever quests appeal to your character. But here's a new one called Alba with a post-apocalyptic setting, and it must be doing something right because in fund-raising terms it has far surpassed other print gamebooks (open world or linear) of recent times.

I haven't seen the book myself, but from the Kickstarter page it looks like it has a lot of legacy game elements such as stickers that mark items or locations on the map. (And to think players used to grumble about having to tick boxes in Fabled Lands books back in the day.)

The writing style is of  higher quality than the purple prose of yore, and it looks as if the blocks of prose between choices are longer, making this more of a weighty novelistic experience than a CRPG in book form. Think Telltale Games' The Walking Dead rather than The Witcher. Here's the author, Harley L Truslove, talking about the books.

One obvious difference from old-style gamebooks is that in Alba your character can't die. That's a gripe about FL that we still hear. Somebody on Facebook recently was disgruntled because the skeleton pirates in Over the Blood-Dark Sea had carted them off to a life of undeadtured (sic) servitude with no hope of resurrection:

It used to be that whatever happened to you was part of the story, even when that story ended in tragedy and/or horror. But those were times when PCs in roleplaying games might get killed at the drop of a bascinet, and when we could reasonably expect Bucky to stay dead. We're in different times now, and Jamie and I have taken that on board with our new Vulcanverse gamebooks, which should eventually consist of around a 4000-section adventure in which you cannot die permanently, not even if the Furies and Nemesis team up against you. The worst you'll suffer is being sent to the naughty corner (aka Tartarus) for a brief spell.

I'm being facetious, but the Don't Kill Me players are right. A single-story game (Heart of Ice, say) shouldn't require trying-&-dying till you find an optimum path through. Every time the PC snuffs it in a book like that it's a failure on the writer's part. And even in an open-world gamebook, where death might be the appropriate ending for a given character's story, it can't just be random and unavoidable. Good god, that would be too much like real life.

But it's not just the legacy features and the immunity from death that have propelled Alba to unprecedented success for a print gamebook. The main difference is that it's not the usual hokey old '80s-era D&D kind of fantasy, but instead a vivid, gritty and character-driven narrative in a setting that feels contemporary. (The excerpt is quite well-hidden on the Kickstarter page, but you can download it here.) If Alba was a TV show it'd be a talked-about cable drama, whereas most gamebooks would be a cheaply-animated Saturday morning cartoon that you dimly remembered from your childhood.

In the '80s heyday of CYOA and Fighting Fantasy, gamebooks were hugely successful. Pretty much every series was guaranteed to sell in the tens of thousands per territory. Gamebooks could still matter to a sizeable readership if they moved on from their origin as kids’ books. Interactive stories like The Walking Dead can deal with whether you’ll commit murder to save a friend. Firewatch can tackle loneliness and hope. In games from Assassin's Creed to Bioshock the player is confronted with real feelings and choices more intense than any movie.

And meanwhile gamebooks* are mostly still about which key opens which chest or which item will defeat the Big Bad. Who cares? Crosswords and sudoku already have the puzzle market covered**. It's time for gamebooks to grow up the way that computer games have. That's what makes Alba exceptional. It's about an emotional journey, as all the best stories are. Only connect, that's the way forward.



* Print gamebooks, that is. For some time now Choice of Games have been producing interactive stories with more depth in digital book format, not the least of their titles being The ORPHEUS Ruse, a superbly gripping adventure by our own Paul Gresty.

** Unless you go full-on puzzle book, that is. I'd probably quite enjoy something like Journal 29, but it has stripped out all the story. And Alex Bellos's column in The Guardian satisfies my brain-training needs.

Thursday, 11 June 2020

The Machine Stops



I had no idea there were so many adaptations of E M Forster's 111-year-old science fiction novella The Machine Stops. These two student film versions, for example (above and below).



Those movies are both quite abbreviated, but at 44 minutes this radio dramatisation does justice to the story:



Or if you want the original Forster prose with no modern trimmings, try the audiobook:



Or you could go full purist (you just know that's my call, right?) and read the thing.

And why now? Because Forster proposes a world of extreme social distancing in which everybody communicates via the Machine (the Internet, basically). He thinks it would become a dystopian nightmare, requiring technological collapse to restore the soul of mankind. The reality is that, like most futures, it may not appeal to us Cro-Magnons but it will be the accepted way of life for those who grow up with it.

Not that we'd ever want to give up all in-person contact, sure, but there are upsides. Our roleplaying games have benefited because we now don’t have to travel across London to get to the game – and that's never a pleasant prospect on a weekday evening. So instead of two and a half hours’ gaming once a fortnight, we can now fit in three or four hours every week. And, pushed online by necessity, I'm hooking up with friends I sometimes don't see for years at a time. Even when the pandemic is really over (spoiler: that's probably not when politicians tell you it is) there are some good habits learned now that will be worth hanging onto.

"Only connect!" as Forster said. If only we could pop back in time and tell him about Skype.

Thursday, 23 April 2020

Kicking and screaming into the 21st century

Matt Mullenweg is the founder of WordPress, which is used by a third of all websites worldwide - and a very good job it does too, as you can see from this one I made earlier. Recently Matt was talking to Sam Harris about how the future of work is going to be telecommuting. (Though strangely enough he seems to think that tele- prefix must be something to do with telephones... Neither a Greek scholar nor a fantasy/SF fan, obviously.)

You can listen to that discussion here. Matt should know what he's talking about -- his company has over a thousand employees worldwide but they don't bother with an office. The future has been a long time coming, though. When my last office job ended in the credit crunch, I resolved to go back to working mostly from home. The energy and time wasted in being squeezed onto trains for hours each day is just crazy. "The commute has had its day," I told business colleagues, little dreaming it would take eleven years and a global pan(ic)demic for companies to drag themselves out of the 20th century mindset.

It's never that simple, though, is it? Matt and Sam talk about the five phases of online working, which start off with companies trying to replicate the habits and work culture of bygone decades using modern tech, and then gradually evolves as they realize that distributed working is not a poor substitute for an office, it's a whole new and better way of doing things.

The podcast's subject is work not play, but there are lessons there for gaming too. We already talked about how asynchronous roleplaying could lead to richer stories than forcing everything into the format of a regular sit-down around the table with all the players. Here's another trend: the last decade or so has seen a movement to strip away the clunky mechanics of roleplaying's wargames origins and replace them with simpler rules that favour character-driven stories. Online play can only accelerate that. Tim Harford, who contributes the annual Legend Christmas special to this blog, has lately been prepping a new campaign for our group. The rules he's written are two pages long, and most of that is the magic system.

Even when the coronavirus lockdown ends (or the current lockdown, I should say) we ought to hold onto the lessons we're learning from online gaming. Don't get stuck in Phase I, like the characters in Forster's SF story "The Machine Stops". Instead embrace the growth that disruption brings, something that Tim Harford talked about eloquently in his book Messy.

Come back tomorrow when we'll be turning Japanese. Hence the video.