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Showing posts with label First Men in the Moon. Show all posts
Showing posts with label First Men in the Moon. 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, 8 November 2019

The ticking clock


The ticking clock: one of the mainstays of dramatic tension. I may have first become conscious of it watching First Men In The Moon. The lunar ship had been painted with hot liquid cavorite, which would cut off gravity and launch the ship into space when it cooled down. The snag was, our heroes were bustling about loading their equipment on board but somebody had left the greenhouse doors open and that cavorite was cooling fast…

If you’re going to get an early lesson in great storytelling, it helps if it’s from Nigel Kneale.

Though often put to effective use in movies and television drama, the ticking clock usually ends up going cuckoo when deployed in a roleplaying game. Cthulhu will rise if the ritual isn’t stopped by midnight? What if the characters mess everything up (c’mon, it can’t just be my players) and arrive at the wrong address twenty minutes late?

You can fudge it, obviously, but if you do that a ticking clock is forever after going to feel like a fake threat. Or you could embrace the catastrophe. Cthulhu rises, and what used to be an investigative campaign abruptly shifts gear and swerves into post-apocalyptic territory. Now, I like that approach, obviously, because it lets events take the narrative wherever it needs to go. But, again, you can really only pull that trick once.

A more reliable staple is what we might call the “soft” ticking clock. The players aren’t given an exact time when the balloon will go up, but they do know that delays will be costly. The enemy forces are mustering. The elements of a dire spell are being worked. The colony is dying for want of the medicine shipment. Or maybe they just have Mr Wolf breathing down their necks:


Instead of having to count off exact time periods (always a headache when running a game) you can now label various options as just quick or slow. The characters need to retrieve the heir to the throne from a convent in the woods before her father dies, otherwise her cousin will be crowned. They can go straight through the woods – that’s quickest, but there’s a risk of getting lost and these are the hunting grounds of faerie folk after all. Or they can go around the woods, which avoids faerie foes and lets them stick to the road, but is going to take longer. A series of choices like that will determine how promptly they deliver the princess to the castle.

Now, here’s the crucial point. If they chose all the swiftest solutions, that’s its own reward. Their forethought and gambles and shortcuts paid off, they arrive in good time, the adventure ends in a triumphant flourish. But the longer they took, the harder the endgame is going to play out. A short delay gives the nasty prince time to put his agents on the approaches to the castle ready to intercept them. A longer delay means he has replaced their loyal seneschal with his own sorcerer under a magical disguise, and if they don’t see through that the princess may not survive as far as the throne room. A very long delay means the coronation is already starting, the prince has framed them for the death of the old king, and now they need to fight their way past the castle’s entire garrison.

The real fun there is you can make the missed-deadline outcome almost impossible to beat. After all, to have arrived at that ending they will need to have turned down every single opportunity to get a move on. I’m often too lenient with my players. I think I’ve thrown a tough fight at them but they sail through it. This way, I’d figure that the finale they get to if they were too slow is meant to be all but unwinnable. They were given the chance to avoid it but they dawdled, even knowing that time was a factor. So then you can throw a TPK-level threat at them without a qualm.

Or – even worse for their pride – have an NPC step in to save the day, as here:



But all that's just mechanics. Details. What's important is how it feels. A race against a deadline must have a sense of urgency at all times. If the players stop for twenty minutes to talk about their plans, don't accept that twenty minutes makes no difference in a twenty-four hour time frame. Dithering is dithering. "We're talking while we ride," they say? Can't be riding very fast, then.  Call for snap decisions. Keep up the pressure. Every time they start idling, call attention to the swift sinking of the sun in the clouds, the long miles still to go, the chill of approaching night. The sands are running out; make sure they know it.