Maybe one reason why I enjoy role-playing campaigns is because I came early to episodic stories. Long before discovering my great love, comic books, I was glued to Doctor Who and big books of Norse myths. The weekly UK comic TV Century 21 (which I collected from the second issue; it was always just “TV21” to me) presented all those Gerry Anderson shows as taking place in one universe, which fuelled the idea that stories don’t have to have an end.
But that’s for kids. The Norse myths mirror the dramas of childhood, where massive fallings-out and reconciliations can happen in the space of a summer’s afternoon and we don’t mind that each morning is a chance to reset the games and interests of the day before.
As we get older, we demand that stories go somewhere. Things must change. And that’s where they can go wrong, because if you’re going to have change you must also have an ending. When a story is forcibly kept going beyond its natural life, the shark is going to be waiting and one day you must jump it. And then we end up wondering what we even saw in that setting and those characters in the first place.
Breaking Bad and The Shield were designed right from the start so that their narrative trajectory would have an end. Likewise the Harry Potter novels. The Sopranos was originally expected to run for a single season, hence the frenzy of plotting in the twelfth and thirteenth episode when commercial success demanded a jolt of boosterspice. I’d rather have had one perfect season myself. A good show should build in its own Hayflick limit.
What goes wrong with an indefinite run? There’s the escalation of dramatic twists. Take Cracker, Jimmy McGovern’s seminal ‘90s TV drama that started so well. After a time, story logic demanded that the danger Fitz and his colleagues tackled would have to strike close to home. But once we’d seen the team sprint to Fitz’s front door once, the next shock twist had to be bigger. One police officer raped another, and then jumped off a roof. Fitz’s family began to be threatened on a regular basis, until finally his son was targeted by a serial killer who strapped him to an electrified bedstead. He was saved from electrocution in the nick of time. If the show had continued, the only place left to go would have been strapping a bomb to the baby’s pram.
Drama isn’t an Escher staircase. You can’t keep upping the threat. But once you succumb to the understandable urge to grab audiences with a big shock, where else can you go? The Doctor has to save the universe every season, and it has to be from a bigger and badder threat, and the personal secrets revealed (or cooked up) have to be ever more profound, ever more earth-shattering. It’s like taking a hit of heroin. You think it’s the answer to everything, but the doses get bigger and eventually you’re going to OD.
But just as toxic as escalating threat is the self-referential archness that creeps into the writing on a long-running series. It’s narrowcasting, as each instalment calls back to events that only the diehard fans remember – and those fans are the ones who wriggle and giggle at every knowing quote, while the rest of us just wonder why the characters are behaving like they’re in a pantomime.
When I began my comic Mirabilis, it was with the intention of telling the story of a single miraculous year. “Everything will change,” was the logline, because it would. Before the green comet appeared, it was the real historical 1901 – no vampires, no steampunk. Then there’s a year of wonders. One year. When the green comet departs, we’re back to the real world.
The first idea was to tell it all in fifty-two episodes, only they couldn’t have been fifty-two of the 5-page instalments that ran in The DFC. Fifty-two full-length comic books, maybe. Then I could tell the story. But it would still reach an end.
“Unless it’s a huge success,” said the publisher, David Fickling. “Then you’ll have to come up with more story.”
“After the comet goes we’re back to a non-fantastic universe, so there’s nothing more to tell.”
“You can just invent a new reason for there to be fantasy, can’t you?” asked Mr Fickling, flinging up his hands.
“Uh-uh.” I can be pretty stubborn in defence of what I see as creative honesty. “The whole point is that on either side of the year of the comet this is the ordinary world. The story is told. It’s over.”
Of course, having an end in sight doesn’t guarantee the writer won’t jump the shark before they get there, but it does at least let them plan out the gear-shifts of surprises and reversals so that they don’t have to start competing with their own ideas to keep the thing moving. And they can be fairly confident that they’ll never get so bored with the characters that they start having them talk with, as it were, repeated winks to the reader.
Have you been disappointed when a favourite TV show, comic book, or series of novels jumped the shark? How would you have fixed the problem? Don't say, "Get a bigger boat."
Showing posts with label Gerry Anderson. Show all posts
Showing posts with label Gerry Anderson. Show all posts
Friday, 13 July 2018
Wednesday, 15 July 2015
Thunderbirds are go
Everything's on Kickstarter these days. They had one to build a Death Star. Some bloke raised $55,000 to make potato salad. At any given time there are a gazillion campaigns for some combination of zombies, steampunk and Sherlock Holmes. You already know that Jamie and I licensed a KS to create a new Fabled Lands book. There was even a whip round to pay off the Greek national debt, until backers cottoned on that there's a reason the Germans aren't rushing to break open any more piggy banks in that cause. Although that last one was on Indiegogo, not Kickstarter. Same difference.
And now: "Calling International Rescue..." Film-maker Stephen La Rivière has had the rather splendid idea of taking some 1960s audio-only Thunderbirds adventures starring the original cast and using those as the voice track for some new short movies.
We're not talking about your bland, soulless, Uncanny Valley CGI malarkey here. Oh no. This will be puppets. This will be proper models. This will be glorious big explosions. In short, ladies and gentlemen: this will be Supermarionation. Anything can happen in the next half hour. Oh, that's -- well, you get my point.
You can back the campaign here. It's already hit its first target, so that's one adventure ("The Abominable Snowman") in the can. The stretch goals are to do two more, "The Stately Home Robberies" and "Introducing Thunderbirds", which is the prequel episode in which Lady Penelope meets the Tracy family for the first time. Huh, and I thought she and Jeff were old flames from way back. I guess that's the slashfic of my 8-year-old imagination.
And now: "Calling International Rescue..." Film-maker Stephen La Rivière has had the rather splendid idea of taking some 1960s audio-only Thunderbirds adventures starring the original cast and using those as the voice track for some new short movies.
We're not talking about your bland, soulless, Uncanny Valley CGI malarkey here. Oh no. This will be puppets. This will be proper models. This will be glorious big explosions. In short, ladies and gentlemen: this will be Supermarionation. Anything can happen in the next half hour. Oh, that's -- well, you get my point.
You can back the campaign here. It's already hit its first target, so that's one adventure ("The Abominable Snowman") in the can. The stretch goals are to do two more, "The Stately Home Robberies" and "Introducing Thunderbirds", which is the prequel episode in which Lady Penelope meets the Tracy family for the first time. Huh, and I thought she and Jeff were old flames from way back. I guess that's the slashfic of my 8-year-old imagination.
Tuesday, 18 January 2011
Through the heavens' mighty rage

If you looked at Andrew Wright's critique of my SF gamebook Heart of Ice then you might also be interested in his mash-up of that setting with Fabled Lands structure and rules. The most recent post is the one I was waiting for: the Manta car. Oh, and camels.
You could use Andrew's rules to run a role-playing game set in the Artificial Ice Age of 2300. In fact, I might do exactly that when the Fabled Lands RPG comes out. Meanwhile, I think I can explain the fascination with flying cars because Gerry Anderson's Supercar was my favorite TV show when I was four years old. Actually, it would still rate pretty high on the list. In the desk drawer beside me I have my Supercar Pilot's License, still in its clear plastic wallet, complete with cockpit drill, take-off procedure and tech specs (weight with fuel 6945 lbs). Grow up? Pah.
The illustration of Thadra Bey above is one of Russ's that apparently didn't appear in the original print version of Heart of Ice and was only restored when Paul Mason reformatted it for the Panurgic edition. Why, I can only guess. The original edition's art director seemed to be of the opinion that women should only be depicted in art if shaped like puddings and dressed in twenty yards of sacking. The Gargan twins picture got used only after Russ was made to change it, and this one was more of a filler so presumably it was easy to drop it. All very stupid as in neither case were the female characters in question being depicted as objects of desire liable to titillate and corrupt young minds. They were warriors like the men, and dressed functionally to do the job they came for. Nowadays, if it were a videogame or a comic book, Thadra would be swanning around the Saharan ice wastes in a midriff top and studded leather thigh boots, of course.
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