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Showing posts with label Michael Moorcock. Show all posts
Showing posts with label Michael Moorcock. Show all posts

Friday, 13 October 2023

I'm with Moorcock

"There's a tone to [Tolkien's writing] that pretty much all English children's fiction has. It feels to me, as an English person who grew up with Children's Hour on the BBC, which always had that tone, that they were basically trying to ease me into [...] being a good kid. And I didn't like stuff that asked me to be a good kid. [...] And I don't like children, or indeed hobbits, as the protagonists. I've never been able to get on with kids as protagonists. I like grown-ups as protagonists even if they're not really grown-ups -- like Conan."

That's Michael Moorcock talking to Hoi and Jeff on the Appendix N Book Club podcast. I feel exactly the same way. Although I'm too young to have listened to Children's Hour, that was my reaction to The Lord of the Rings, which I tried reading in my mid-teens but to this day haven't finished, having got no further than the encounter with the wights. Tom Bombadil was such a deus ex machina that I just couldn't be bothered after that. (Here's the Breakfast in the Ruins podcast making that very point.)

Probably I should give it another go. I also abandoned Titus Groan in my early twenties, only to rediscover it a few years ago and now it's one of my all-time favourite fantasy books. On the other hand, I never got beyond the first LotR movie -- so it can't just be the prose style that put me off. Maybe I'm just too familiar with SPI's War of the Ring boardgame, which I played so often that I know the story anyway. (And I don't think Bombadil is in the boardgame, which must have helped.)

Is there any popular fantasy or SF classic that just doesn't click with you? The comments are open.

Friday, 4 August 2023

Science fantasy gets a makeover

It was Empire of the Petal Throne, not D&D, that hooked me on roleplaying, and the reason for that is I was into sword-&-sorcery and science fantasy rather than the Tolkienesque strain of epic fantasy that caught on through the late 20th century. You know how a duckling follows the first thing it sees when it hatches? Ten-year-old me discovered fantasy through Mike Moorcock’s Mars books and A Planet Called Krishna by L Sprague de Camp. There was no looking back – or forward – from that point on.

Genre is slippery, so bear with me, but technically those books belong to what is now defined as sword-&-planet or planetary romance:

‘Planetary romance is a sub-genre of science fiction that has a close relationship with fantasy in the sense that the cultures that are described are very frequently pre-industrial. The pseudo-medieval warfare with bows and arrows and swords is frequently reminiscent of medievalist fantasy, but this is also a space in which some writers explored American notions of the primitive, mapping the mythology of the American West on to the plains of another planet.’

- Farah Mendlesohn & Edward James, A Short History of Fantasy

Usually spacefaring humans arrive – or better still, get stranded – on a planet at an ancient or medieval level of technology. Sometimes, as in Vance’s Planet of Adventure series, the indigenous civilization has technology of its own. Then it can shade off into Flash Gordon territory, if the natives fully understand their advanced devices, or Tekumel, where the remnants of ancient technology are rare and thought of as magic.

Outliers here (I can’t resist a digression) include Arthur Landis’s Camelot novels, which I basically agented to Don Wollheim back in the early ‘70s. That has some tropes you’ll see recurring: human operative dropped into a more primitive world with just a few bits of kit to give him some magic powers. Swords, princesses, mystic powers, and high adventure – the familiar ingredients of Star Wars, but drip-fed rather than delivered by fire hose.

I call it science fantasy because I don’t seem any intrinsic difference between those planetary stories and, say, Lin Carter’s Thongor books, which are set on a lost continent in Earth’s distant past but still have all the familiar elements. Likewise our own Abraxas setting.

As science fantasy stories are set in ‘exotic’ civilizations, there’s usually a lot of world-building. That could explain why science fantasy has been largely superseded by the Tolkien/Game of Thrones/Witcher variety, in which the settings are more-or-less identikit medieval Europe. We in the West seem to be less enamoured of other cultures than we used to be. In the last century, exotic customs were occasion for surprise and delight. We found them intriguing, and the more troubling elements like suttee looked like they’d been safely banished by modern secularism. Nowadays the news tends to focus on the less quaint features of other cultures: morality patrols, girls being denied education, ancient artworks being blown up, the demonization of gays and albinos, gang-rape of low-caste women, 'honor' killings, and mobs murdering people of other religions. Is it a coincidence that many Westerners have retreated into a genre of fantasy that depicts a cosy cosplay version of their own past? A kind of fantasy where bad things are only done by bad people, so as not to have to face the different and disturbing ways that a whole society can behave? Of course, actual medieval Europe wasn’t a bit like the Middle Ages of most fantasy literature and games, but the difference is it is comfortably dead and gone so fiction can feed us the denatured version.

I’m only speculating as to the causes, but certainly there’s little interest these days in all the cultural minutiae we were presented with in games like Empire of the Petal Throne. In most Tekumel games these days, the participants no longer bother to try roleplaying Tsolyani. What grabs them is all the science fantasy stuff. They want to stand apart, to be the clued-up modern folk luxuriating in a sense of superiority over all those 'primitive' NPCs.

If you've hung around here long enough you'll know that the rich diversity of human culture is precisely what I personally find enthralling; and when it comes to fiction, the more different from modern Western democracy the better. But I've also noticed that the books, movies and games I like are not usually the million-sellers. In this post I'm trying to figure out the kind of makeover science fantasy needs to avoid bombing like John Carter. What does it take to turn it into the opposite of the kind of niche culture-gaming that can barely muster a cult following? It seems that if Tekumel were ever to break out of its ever-shrinking ghetto, those Star Wars style mass-market fantasy tropes mentioned above are the strengths it should play to.

What would that look like? Imagine Star Wars several centuries on. A single planet isolated from the rest of the empire or republic or whatever. Science is largely forgotten, apart from a few Christopher Johnson types who everybody else thinks of as wizards. If you find a light sabre it’s like picking up a magic sword. Droids are tantamount to elves, immortal and nonhuman. The Force is – oh well, that’s always been about black and white magic.

So this reboot of Tekumel would take its cue from Star Wars, blurring all the ethnographic particulars and instead foregrounding the elements that are easy for modern audiences to grok:

  • Alien powers that have set themselves up as gods
  • Remnants of near-magical super-science
  • Shapechangers meddling in human affairs
  • Secrets of the ancients known only to a few
  • Robotic guardians that are dangerous but can be reprogrammed to become servants (Terminator, golems, etc)
  • Swordplay and derring-do
  • A world in which a few people can make all the difference

Culturally it would retain only the specific Tekumel USPs that might resonate with modern audiences:

  • Non-white societies
  • Women, gays & trans characters are fully accepted and equal
  • Stereotypical nonhumans are there for flavour (the Stepin Fetchits of modern fantasy)

The weird linguistics would need to be downplayed. I've spent four decades listening to D&D players sneering at Tekumel's "unpronounceable names". Gamers can't be bothered to figure out consonants like tl and ts, never mind ng and nd. In any case, most Tekumel players already don't say the name of the planet correctly. It should be TAY-koo-male; they tend to pronounce it TECH-you-mell.

A reboot like this wouldn’t  involve entirely abandoning the more obscure bits of Tekumel culture. They just wouldn't get mentioned. It can be useful for any fantasy setting to have those ‘iceberg details’ supporting it, as long as they don’t get in the way of the 95% of players who want to ignore them. Given easy docking points for new players and a familiar rules system, maybe it could avoid the demise that Steve Foster predicted and prescribed for thirty years ago.

Why I think Tekumel would be worth such a reboot is because it has dwindled to barely a cult interest, and yet it does have those USPs and it’s a truly American sui generis of fantasy, something original in a field where almost everything else is a mutant strain of Lord of the Rings. Also, it has a champion in Steve Jackson, who once offered to publish a set of three GURPS Tekumel books. M A R Barker, who I think everyone agrees had extremely poor judgement, turned that down for a publishing deal with Lou Zocchi to release an RPG that nobody even remembers anymore. Tekumel has become in effect the obscure but authentic R&B that achieved breakthrough success only when diluted and dumbed down to become white rock & roll (think Numenera in this analogy). Maybe there’s a way to give it one last shot, even if that means chucking out most of what diehards like me cherish about it.

Thursday, 27 October 2022

New worlds in the making

It’s often said that Tolkien is the originator of modern fantasy, and I suppose that’s true if you only consider the dominant strain of fantasy with its vaguely European and vaguely medieval flavour. I can’t knock that, it’s where Legend springs from too, but I have just as much affection for the older variety of fantasy from which sword & sorcery evolved. Barsoom, through the Hyborian Age and Clark Ashton Smith’s Zothique, Poseidonis and Xiccarph, then Planet Stories and Vance through to Moorcock’s Young Kingdoms.

The keynotes of that genus of fantasy are exoticism, the ancient world, priesthoods and demons, typically (not always) lower or less widespread use of magic yet at the same time an admixture of science, or at least scientifically-coloured fantasy. Most importantly, the universe in such science fantasy tends to be realistic, governed by laws of nature (even if they include magic) that are indifferent to humankind. It’s the opposite pole to Jewelspider, where dream logic and prophecies and a real divine presence are woven into the setting.

As a teenager I loved the fantasy worlds of Robert E Howard, Edward P Bradbury (Moorcock again), Jack Vance and Tanith Lee – so naturally when Empire of the Petal Throne appeared in the mid-‘70s I took to it like a tletlakha to water. I owe a creative debt to Professor Barker and his world of Tekumel only partially repaid with the four issues I edited of The Eye of All-Seeing Wonder.

A lot of studios, game developers and book publishers these days are eyeing the success of things like Game of Thrones, The Wheel of Time, and Dune. With networks in the streaming wars all chasing the last big thing, a fully-realized original fantasy/SF world is a lottery ticket with a big jackpot on offer. Suddenly worldbuilding is in.

A little while back I was lamenting the difficulty David Velasco and Riq Sol were having raising funds for their game Expeditionary Company. Probably the answer is to forget about launching it as a boardgame/gamebook, just take it to a developer who wants a great concept for a new MMO. Judging by the rapid rise of Vulcanverse online, if they could find a way to include NFTs in the design they'd have to chase the investors off their front lawn. Or they could see if Jeff Bezos has another half billion and doesn't want to throw it away this time. (It would need a far sexier name than "Expeditionary Company", though.)

There aren't that many fantasy world-builders with expertise in both games and storytelling, so I thought I'd try my hand at creating a "hard fantasy" setting. This was Before the Storm, a novel I was writing while doing jury service in the mid-'90s. I’ll quote from the T-shirt version:

An isolated star system out beyond the galactic rim. For a quarter of the year the night sky is utterly dark with only a few smudges of light marking distant galaxies. Then gradually the galactic rim makes its appearance at night: a vast wheel of stars, not of one galaxy but of two in spectacular collision.

The people of this world are descendants of a crashed colony ship but have no record of their heritage. As far as they know they are alone in the universe. The fauna of their world are not the familiar animals of earth. Instead of horses they ride “destriers”, two-legged animals that because of their cold blood must be warmed beside ovens before they can be used in cold weather. Technology is barely beyond the level of the late middle ages - though there are some features that have not paralleled the development pattern of Earth's history, such as primitive gunpowder weapons and even a type of photography.

Some biotechnology survives from the colony ship that brought the original settlers, often in the form of various algae. There is a hydrogen-producing strain that permit balloons for use in reconnaissance and a cobweb-silk producing strain that is used for weaving immensely strong fabrics. Various other scattered fragments of technology are sometimes found, but to the superstitious inhabitants of this world they are thought of as magic.

There are also civilized nonhumans and semi-humans sharing this world with humanity. At the point when the first novel begins they have only been infrequently contacted and are thought of as mythical.

Medra is a tropical island nation that, by virtue of the industrious and warlike nature of its people, has consolidated an overseas empire much larger than the original archipelago. Medran society is more developed than those of the countries it has conquered, but the rigid caste system that has vitalized it in the past has now reached the point of breakdown. A new society is in the process of emerging.

I never finished the thing. One reason is that I got a job at Eidos that left no time for novel-writing. But that’s really just an excuse. The truth is that it was the kind of fantasy I wanted to write but not really what anyone was reading back then. Publishers wanted the Western style of fantasy I mentioned above set in a  version of the Middle Ages with more modern sensibilities -- effectively, "medieval America". 

By contrast my fantasy world was not the slightest bit medieval nor culturally or ethnically European. It bucked the '90s trend, being more of a modern evolution of those weird and wonderful Planet Stories of yore, but now that the selection pressure is for exotically different fantasy worlds (there is no point in creating a world that isn't uniquely and brandably distinct) it might finally be time to dust it off -- with the necessary changes to make it compatible with current trends in massively multiplayer online play, which is where the demand is coming from. So I am currently repackaging it like this:

A Rapa Nui of the cosmos

The idea of an isolated world is a powerful one, throwing all our human endeavours against the daunting backdrop of uncaring immensity. Here’s a way to do that:

This world orbits the star Edis , a solitary system out in intergalactic space. For several months of the year the night sky is empty of stars. Then only the other planets of the system and the moons of our world are to be seen.

As the season of stars approaches, the rim of a galaxy rises above the horizon – higher month by month until mid-summer, when most of the night sky is taken up by the spectacular sight of two galaxies in collision, intertwining vortices of light formed by great reefs of stars being torn into new configurations.

How do people come to be here? For most, it is a mystery no one even considers. This is where humanity has always been, surely? There are cities, farms, villages. Kings and councils of syndics, priests of the gods who explain portents – and deep forests in which dwell alien creatures that never arose on any world of men.

The truth: a one-in-a-trillion quantum fluctuation in the warp drive of a generation starship, so that instead of its intended destination in the Milky Way the ship was flung across gulfs measureless to the imagination. That it arrived anywhere in real space is a miracle. A return journey would have been impossible to plot or undertake even if the ship had not taken damage.

The crew made their decision. With no future possibility of contact with the rest of human space, no hope of ever returning to space, it would be kindest to raise the new generations with no knowledge of humanity’s past. This world Edis IV, known to the settlers as Anshar , would be the new Eden.

That was hundreds of years in the past. To most people, Anshar is the only world there is.

My initial plan for how to develop it was using The Expanse's serialized book model, though more like a TV writers’ room – ie five or six writers each taking main responsibility for a couple of “episodes” (around 20,000 words each) building over 6-10 months into a 12-episode “season arc” thrashed out from the start by the lead writer(s). Those novellas would be the proof of concept stage, and viable as products in their own right, but if funding could be found they should be repurposed into scripts and released as audio dramas. The plan, then, was to prototype in prose and see if that could lead on to videogames, TV shows, or whatever.

The snag is that really you need artists involved from the start. Words can only take you so far but people want a shared experience -- visuals showing the architecture and clothing and also sounds, the noise of wildlife, the rhythms of music in this fantasy culture.

Whether I’ll get to do more with Edis than I did with that Medra novel thirty years ago remains to be seen. The sword of Damocles over every writer’s head is that all creative work is entirely speculative. The seed capital is the writer’s own time and effort, but when it comes to selling it nobody respects sweat equity the way they respect cash. So taking six or nine months out to devise a complete fantasy world and write a novel set in it is like buying a lottery ticket in the knowledge that, if it looks like winning, some producers or publishers will do their best to claim the lion’s share of the payout.

In any case, after my day jobs (freelance design on a videogame and writing the final Vulcanverse book) my first priority is Jewelspider. I was chivvied about that by some gaming buddies I met up with recently. Oliver Johnson was running a new Legend adventure and resorted to using original Dragon Warriors rules because 'Dave still hasn’t written the Jewelspider magic system!' So I have to do that – and then Abraxas, which will be serialized first to Patreon backers and is a science fantasy setting (prehistoric rather than far-future) that will use a new edition of my Tirikelu rules. And after that, maybe, I’ll take another look at this thing.

* * *

This post originally appeared in longer form on my Patreon page, and included a link to the first 20,000 words of the Medra novel. I mention that not to try to get you to sign up to Patreon (though you would be very welcome) but just for full disclosure.

And here's a reading list to go with:

Thursday, 6 October 2022

The indigo triremes of Atlantis


"Experience swords and tragedy in the vein of Michael Moorcock’s Elric of Melniboné and Tanith Lee’s Night’s Master."

How did I miss this? I first fell in love with science fantasy through the Kane of Mars books by "Edward Powys Bradbury" (in reality our old mucker Mike Moorcock) which I discovered when I was about nine years old. Immediately my heart was whisked away to an exotic world of red deserts, soaring towers, flashing blades and ancient wonders. (Was Kane an aspect of the Eternal Champion? Of course not. Revisionist/marketing nonsense, that. He was his own man, and all the better for it.)

In Rose Bailey's game Bright & Terrible you wander the ancient world as an exile of lost Atlantis. It reminded me a bit of Abraxas (a lost continent of the world of fifty thousand years ago) where the players can travel to the mainland and interact with Neanderthals and Cro Magnon tribes to whom the inhabitants of Abraxas seem like gods. The difference is that Bright & Terrible is not set in deep imaginary prehistory like Abraxas but instead overlaps with the Bronze Age. All the action takes place in exile in that new world around the Mediterranean where the characters have only memories of the old world they've left behind -- a perfect springboard for stories.

Rose Bailey also wrote Cavaliers of Mars, set on "a planet of flashing swords and choking sands, of winking courtesans and lantern-lit canal cities." If you're as big a fan of science fantasy as I am there's no need to say more -- other than to thank Roger and Mike on Improvised Radio Theatre With Dice for pointing me in the right direction. Now I just have to find somebody else who loves this stuff as much as I do and maybe I can get a game going...

Friday, 19 March 2021

Legendary Kingdoms

When no less an authority than Guy Sclanders says he's "blown away" by a new open-world gamebook series, it's worth taking notice. And even as I write this several thousand Kickstarter backers have done exactly that, propelling the second Legendary Kingdoms book to more than fifty times its funding goal within two days.

The campaign runs until April 15, so if you're into multi-part solo gamebooks set in a modifiable sandbox world with all the traditional fantasy trappings (and if you're not then what brought you to this blog?) then you might want to give this one a spin.

Still need convincing? Take a look at Marco Arnaudo's review on YouTube. I'll just cover a couple of points Mr Arnaudo raises there. First the use of "you" to refer to a party of characters in a gamebook. I did that in Blood Sword, where up to four people can play together, and in English it presents no problems. It's how you address a group of characters in a roleplaying game, after all: "You advance along the chamber towards the sound of chiming and the smell of musty cinnamon" or whatever. Of course, in a gamebook it calls for judicious phrasing. "You take a sip of wine and lean forward to address the king" sounds ridiculous if applied to several characters at once -- that's synchronized sipping, an Olympic event! But most of the time it's fine. Indeed, how else could you address the players as a group?

Mr Arnaudo also raises an old bugbear for Fabled Lands players, namely the way that fights in later books are impossibly tough for those coming from Book One, and fights in earlier books childishly easy if you start in, say, Book Six. Well, we thought about it. If I was writing the books now I'd probably not have characters get so powerful, D&D-style, as they go up in rank. The challenge would be flatter across all the books. You don't get to superhuman skill-levels in Dragon Warriors or Tirikelu, where any fight could always be deadly.


What I wouldn't do is the combat matrix Mr Arnaudo suggests, where the monsters scale up in proportion to the player-characters' power level. All that achieves is breaking the suspension of disbelief. If you're going to do that, far better just to make combat ability fixed or nearly flat, as I said. It achieves the same effect without rubbing the reader's nose in it.

That said, the Fabled Lands books are numbered; the difficulty level is right there on the spine. If you want to play without cheating you can just take a character in Book One and work your way out from the safer and more civilized lands to the more dangerous ones covered by later books. I'd rather have had a series where you can start anywhere and play through in any order, and that would have meant rules that added more versatility as you levelled up rather than increasing your raw power. But I don't think the way the FL books did it is a fundamental flaw.

In other news, Jamie and I are hard at work on the Vulcanverse gamebooks. These have a Graeco-Roman fantasy vibe that at first didn't excite me; I usually prefer either original worlds like Tekumel, Abraxas or the Dying Earth, or else historical settings like Sparta. But Jamie reminded me that Greek myth isn't the defanged heroes-and-monsters playground of kids' picture books. The real myths are dark, bloody, nightmarish tales full of vengeance and atrocity. I should have remembered that from the haunting Wrath of the Gods comic strip (falsely attributed to Michael Moorcock) that was filled with stuff that would give you cold sweats in the still hours of the night. That's the flavour we're aiming for, not the literal myths but a new and twisted version of them that evokes the feel of God of War and Assassin's Creed Odyssey.

The Vulcanverse gamebooks are open-world, like Fabled Kingdoms and Legendary Lands, but there's an overarching plot that builds over the whole series as you uncover an ancient mystery that threatens the stability of all the realms. Jamie's first book in the series is called The Houses of the Dead and is set in the mist-shrouded underworld of Hades. My own contribution is set in the Desert of the Sphinxes. We're yet to settle on a title for that but I can tell you it's going to be twice the size of a typical Fabled Lands book -- and as the series is backed by the Vulcanverse online project we're confident that it won't take us twenty years to finish it. In fact, the first two books will be out by this summer. And in the meantime don't forget the Fabled Lands CRPG, which should be released in just a couple of months from now.

Friday, 5 June 2020

London's burning

W Somerset Maugham said, "There is an impression abroad that everyone has it in him to write one book; but if by this is implied a good book the impression is false." Sixty years later, Christopher Hitchens put it more brutally: "Everyone has a book inside them, which is exactly where it should, I think, in most cases, remain."

In the last few years we've seen both statements proved many times over. Self-publishing and e-books have increased the number of titles being released each year from hundreds of thousands to many millions. It's a tidal wave of tat with just a few treasures in among the deluge, and those swept by so fast you could blink and miss them.

All the more reason, then, to rejoice when a writer of proven talent comes out with a new novel. And that's especially so when the novel is that writer's masterpiece, the one they've been honing for years, the work into which they've poured a lifetime of experience, craft and imagination.

Such a book is John Whitbourn's Babylondon. (Babylon and London, that is, as I'm sure you already realized.) How can I describe it in a way that will do justice to such a unique story? Imagine yourself in London in the summer of 1780. An angry rabble, enraged by laws intended to reduce discrimination, descend on the capital in an orgy of violence. A week of destruction and violence follow. These are the Gordon Riots. As one bystander put it as he watched public buildings go up in flames:
‘London offered on every side the picture of a city sacked and abandoned to a ferocious enemy.’
Yet this is unlike any modern populist howl of prejudice. Behind the scenes, malevolent forces are at work, exploiting the ignorant minds of the mob to bring about an infernal doom even more calamitous than a no-deal Brexit. From elsewhere in the multiverse comes a supernaturally competent, stylish and deliciously eccentric agent known as the Cavaliere. Imagine a refined, swordstick-wielding incarnation of the Doctor impeccably dressed for the century of lights, perhaps played by Tim Roth...



...with a touch of Marius Goring's performance as Conductor 71 in A Matter of Life and Death...



The Cavaliere soon gets himself an able companion to serve as his guide to this era, by the simple expedient of acquiring an orphan from the Foundling Hospital. (Since I'm doing the casting, Kate could be played by the young Billie Piper -- or Chloë Grace Moretz if she's up for attempting a Cockney accent.) Our two heroes will need all their wits and wiles, though, because ranged against them are a whole hierarchy of lethally adept opponents from this world and the planes beyond -- some of them armed with quantum weapons that even the Cavaliere has no defence against. ("This stuff shouldn't be here at all," warns the shadowy Guardsman as he equips his locally recruited minions.) And all this against the bloody backdrop of the riots as London is torn apart.

If I haven't piqued your interest by now then that's entirely my fault, because Babylondon is a modern classic that should appeal to every connoisseur of historical SF, multiverse adventure, and parallel worlds. John Whitbourn has been working on this novel since the late '90s and he's brought it to the quintessence of perfection. Grab your periwig and your poignard, and allons-y.

Friday, 24 April 2020

The shinpu hits the fan


Back in the 20th century, the grimdark fantasy tradition had its beginnings in Michael Moorcock's Von Bek novels (The Warhound and the World's Pain, etc) which surely inspired Games Workshop's Warhammer RPG. In the early '90s, Jamie and I signed with GW to write a pseudo-Japanese supplement for Warhammer, which made sense given that the Sengoku period makes the Thirty Years' War look like a tussle between two drunks outside a kebab shop. But enough of me and Jamie...

Tetsubo had been commissioned by Paul Cockburn. Unfortunately he left GW the same week we delivered the manuscript. The new people in charge of roleplaying games there didn't have much enthusiasm for an Oriental take on the game -- and possibly not for roleplaying in general, as soon after that I think GW passed the Warhammer licence on elsewhere.

So that left Tetsubo in limbo -- or rather in Yomi -- until 2018, when Daniel Fox of Grim & Perilous Studios asked to adapt it as a supplement to his Warhammer heartbreaker, Zweihänder. The good news was the renewed spark of interest drove me to dig out the Tetsubo manuscript and scan it all, most of the book never having even been saved to disk and only existing in a faded dot-matrix-printed box of papers. The bad news: after a burst of activity it sank back into the land of mists, and after a year the contract lapsed.


Daniel Fox got back in touch last month to talk about renewing the contract, but his thinking had moved on. He wanted to bring in elements of 1960s chambara movies. That wasn't in itself a problem. Jamie and I are Kurosawa fans, even though we harbour no illusions about his movies being in any way authentically Japanese. But Daniel wanted to square the circle by meshing that with a real Sengoku vibe, and he had the problem that the book as written was more of a fit with the Bakumatsu -- because, of course, GW had wanted players to be able to bring their Old World characters in.

And then there was the question of who would tackle the redesign and conversion to the new system. Daniel proposed hiring Graeme Davis, who would have been ideal, but he was too busy to take it on. Now, at this point I should probably address the notion of "cultural appropriation", whose proponents (I think; I don't actually know any) might say the game could only be done properly if it had a Japanese designer. But would "a Japanese designer" have to mean somebody born and raised in Japan? Or could it be a Japanese citizen (wherever he or she was born) with a deep knowledge of medieval Japanese culture? Or simply somebody who happens to be ethnically Japanese -- Kazuo Ishiguro, for instance, who went to school down the road from me in Surrey? You might have guessed by now that I don't subscribe to the woke obsession with ethnicity, an obsession which is supposedly progressive but in fact quite the opposite; we are all human, nobody owns culture or history, and there's no reason why the world's leading authority on, say, Classical Greece shouldn't be Maori.

But those are all just distractions. The bottom line is, a year on, Jamie and I could see that Tetsubo just wasn't going to happen. At least, it will only happen if we do it ourselves.

Currently we're mulling over whether this is worth doing as a Kickstarter. We'd need to rebuild it around a different game system, of course, and our first thought was Powered By The Apocalypse, which we enjoyed for its simplicity when we played our Sagas of the Icelanders campaign, but the appeal of Tetsubo will surely be to traditional roleplayers whereas PbtA would take it in a whole other narrativist direction. So not that.

One option is to use a variant of my Tirikelu RPG, but I'm not sure that would make best use of the skills and career paths in the Tetsubo book. I intend using Tirikelu for my Abraxas RPG (a good fit, hopefully, being science fantasy) and also Tirikelu isn't GURPS; we can't just tack it onto everything. Jamie suggested using a variant of my currently-in-development Jewelspider rules, on the principle that OSR players and Warhammer fans might have at least a nodding acquaintance with Dragon Warriors.

But then we had a brainwave. Paul Mason is an Anglo-Japanese academic who has lived in Japan for over twenty-five years. He's not only an authority on Japanese culture and history, he's also an editor, author and RPG designer with his own (as yet unpublished) game Outlaws, based on the stories of Liang Shan Po. What if we used the Outlaws system for Tetsubo? Not only would the gaming world get a taste of a brilliant and authentic Eastern-influenced RPG, but we'd get an extremely erudite Japanese scholar on board to consult on the final manuscript.

We asked Paul, he said yes, and that's the plan right now -- unless somebody throws an even better suggestion into the comments below.

Friday, 16 November 2018

Tetsubo is coming

We've signed the contract. After thirty years, it's finally going to happen. It --

I should really start at the beginning, shouldn't I?

Tetsubo is a Japanese role-playing game that Jamie and I wrote back in the '80s to supplement Games Workshop's Warhammer RPG.

We had a blast researching it. We've always been big fans of directors like Kurosawa and Mizoguchi, so we got to rewatch a bunch of classic movies. And we loved steeping ourselves in the folklore of medieval Japan, with whopping great books like Henri L Joly's Legend in Japanese Art.

One of the things we wanted to capture in Tetsubo is the rural folk tradition in Japanese myth. Monsters are fabulous and strange, like something out of a dream, out of the Land of Roots. For the medieval Japanese the invisible world was never far away and it was the subject of fascination as well as dread. Tetsubo tries to capture that sense of energy and danger and weirdness. It's very far from being D&D with Oriental names.


But the project was not to be. The very week we were going to send Tetsubo over to Games Workshop, our contact there, Paul Cockburn, quit the company. Nobody else was particularly keen to pursue the idea of a Japanese WFRP book, so eventually we returned the advance (that was three pints of beer apiece we had to pay for ourselves, then) and recovered our manuscript. I think I had some vague plan of converting it to Dragon Warriors. But other projects got in the way, Tetsubo went back in the attic, and there it stayed until a few months ago when we got a message from Daniel Fox, founder of Grim & Perilous Studios.

Daniel is the designer and publisher of Zweihänder, a gritty roleplaying game for settings like the Witcher, Game of Thrones, Solomon Kane, and the Black Company. In short, the entire genre of fantasy spawned by Michael Moorcock's Von Bek stories.

Daniel sent us a copy of the Zweihänder rulebook, a truly mighty tome that fully justifies the name. He'd seen the Tetsubo PDF that we used to offer for free -- not the full work, that, just the pages we had in digital form. (Well, it was the 1980s. A lot of it was written on typewriters or stored on floppy disks.)

Would we, Daniel asked, be willing to consider...?

There was no need to say more. A second lease of life for our labour of love? And as a companion book to a great modern RPG like Zweihänder? It was worth the thirty-year war -- er, I mean the thirty-year wait -- to get here. Watch for more info over the next few months, and take a look too at the official announcement on the Grim & Perilous site. There's also an interview here with Daniel Fox that answers some of the questions I hope you're eager to put to us. Obviously there's some work to be done. I've dug out the complete manuscript and have been scanning the chapters that we hadn't stored digitally. And the entire book needs to be edited and converted to the Zweihänder rules system. But within a year we hope to get this thing out into the world. All it took was a little patience.


Wednesday, 7 February 2018

Enchant all the ladies and steal all the scenes

All that talk of aeronauts last time reminded me of another more-or-less abandoned project from back when I was revamping my Tirikelu RPG.

The Time of No Kings was to be set in the Dark Ages of Tekumel, a period of Rhialto-like wizards and Cugel-like rogues.The snag was, under the rules of the Tekumel Foundation I couldn't publish it in print form or make any money from it. I thought of moving it across to a different science fantasy setting. The world of Abraxas, perhaps. And in that form it might yet happen.

Really it would just be a love letter to the genre of science fantasy, which I discovered at an early age with Mike Moorcock's Kane of Mars novels. "Airships and swordplay meet blasters and psionic aliens," as I said in this post. What's not to like?


That's where that painting comes from, by the way. It was James Cawthorn's cover for Moorcock's Barbarians of Mars. Picture the ten-year-old Morris standing in a secondhand bookshop in Woking clutching that battered tome and thinking, "Mars... swords... and airships...!" Possibly the lithe undraped maidens too were starting to dimly register as objects of unsettling emotion on my reason-bright mind; or maybe that was still a few years off. Anyway, with or without a girl on my arm, I wanted my own airship.

You're thinking the balloon envelope looks a little small? That was the attraction, of course. Moorcock set his stories on a long-ago Mars that hadn't yet lost its atmosphere, so the low gravity meant you could get away with using a lot less helium. Tiddly up up!

Thursday, 22 January 2015

Swords and old science

A little way along from Ashplants, where I bought magnesium ribbon, and the newsagent’s where I got the latest Marvel comics, was a second-hand bookshop in the proper old style. Two long rooms – dirty, musty, dark. Trestles covered in books, many of which could have done with a dusting of antifungal powder before you touched them. It’s not there now. You’d have to set your Tardis for Woking in the late 1960s.

I got my copy of Amazing Spider-Man #12 in that second-hand bookshop. It was tatty and torn, more like a relic of Victorian times than the three-year-old comic I now know it to have been. But who cares? It was Lee and Ditko, and this was the issue in which Spidey was “Unmasked by Doctor Octopus!” In colour. ‘Nuff said.

It was also where I discovered science fantasy, in the form of Edward Powys Bradbury’s Mars books. Airships and swordplay meet blasters and psionic aliens. It was a Damascene moment, like when I first learned that dinosaurs had actually walked the Earth. A thing that would have been cool enough if merely imaginary turned out to be honest-to-gosh real.

Memory plays tricks, so probably I didn’t cotton on that science fantasy was an actual genre until I came across a second instance of it: L Sprague de Camp’s A Planet Called Krishna. John Carter and Thongor of Lemuria were still in my future then, but the seed had been planted that would inevitably make me an aficionado of the world of Tekumel ten years later.

What reminded me of all this was clearing out my mum’s things and finding an old exercise book that she had kept from my primary school days. It’s an interesting little snapshot of the past. I talk about dinosaurs, comic books, the coming decimalization, everyday events, and the RAF. There are reviews of You Only Live Twice, The Lair of the White Worm – the book, that is – and The Great Ghidrah. (The last of those, according to Wiki, was released as Invasion of Astro Monster but I was there and I can tell you what I saw.)

And there’s a story set on de Camp’s world of Krishna. It wasn’t my first stab at fiction – the year before I’d begun a sequel to Dracula, which opened with Jonathan’s and Mina’s grandson arriving at Dublin airport. A lost classic, obviously. The Krishna story came about because we had a student teacher for English lessons who encouraged us to write a story every Monday morning. I began my Krishna serial and I remember the teacher was concerned because he thought he was going to leave without reading the last instalment, but then he got an extra week at the school and signed off with “Very good indeed, +1”. After that it was goodbye to fiction as our regular teacher just wanted us to describe what we did over the weekends. I wish I could remember the student teacher’s name. He was the only one of them worth a damn at that primary school.

Anyway, people are always on at me to write like I did twenty years ago, so from Saturday I’ll run the reductio ad absurdum of that: my writing at age ten. The Fabled Lands started there, folks. Amazing as it seems in this age of trigger warnings and young people who get traumatized if you so much as challenge their dearest assumptions, the level of bloodthirstiness in the story was pretty typical of ten-year-old boys in the 1960s and nobody sent us for counselling because of it. When you read the story you may decide they should have.

Thursday, 14 August 2014

Blood Sword redux: The Demon's Claw

Blood Sword
The point of the Blood Sword series is that you can play through all five books as a kind of epic role-playing campaign. It wasn’t the first time that had been done. Steve Jackson’s Sorcery books (currently enjoying a new lease of life via Inkle’s app version) paved the way, along with The Way of the Tiger by Mark Smith and Jamie. But I’ve never been a fan of Chosen One stories, and running a single-player campaign pretty much obliges you to make the hero a lost prince(ss) or a midichlorian messiah. Fantasy has more Enders than it has Frodos. The USP of Blood Sword is that it can be played solo or in a team of up to four, meaning that player-characters must rise on their own merits to become heroes, or fail in the attempt, rather than being born to a spoon-fed destiny.

Looking back, I wonder if the publishers were concerned that I wrote Blood Sword so that four players could make do with a single copy of the book. They’d probably rather have had special editions for Enchanter, Sage, Trickster and Warrior. A little more work, four times the profit. I’ve never thought of my writing in marketing terms, so there’s a lost opportunity – or a beacon of integrity, take your pick.

The Demon’s Claw, the midpoint of the Blood Sword series, is close to 600 sections and the thickest of all the books. This in a series where the shortest book is at least sixty thousand words. What can I say? I like to lose myself in my imagination and I hope you enjoy the ride. So, here are the influences, inspirations and reminiscences about The Demon's Claw in no particular order:

The title first. The Demon's Claw is the folkname of the Sword of Death, the mirror twin of the Blood Sword (the Sword of Life) which is of course the object of your whole quest. Unless both swords are the object..? That's a complication that starts to get hinted at here in book three and develops through to the finale in The Walls of Spyte.

Several of the non-player characters in the Blood Sword series are drawn from my own campaigns. Sir Tobias, the head of the Knights Capellar, was originally played by Steve Foster and if anything was more scary and fanatical in “real” life. (Tobias, that is, not Steve. He's a sweetie.) Anvil, the night watch commander in Crescentium, was one of Mark Smith’s characters in our original Empire of the Petal Throne campaign. (Mark later provided the template for Harold Shandor in Heart of Ice, where Steve also appears as Janus Gaunt – though those characters are much more loosely based on their Tekumel originals, Tlangten and Kanmiyel respectively.) The young knight Sir Balian was based on Jack Bramah’s EPT character Chaideshu.

Russ Nicholson

I had started thinking about casting choices by now. Prince Susurrien would be played by Omar Sharif, with his voice “soft and deep, suggesting the quietest beat of an enormous drum”. (Oh, you were thinking of Brian Blessed? Fair enough; once you open the cover it becomes your book.) And your arch-foe Icon makes his reappearance, now explicitly under his real Yamatese name, Aiken. I’d talk about his sister too, but that way lie spoilers.

The major literary influences here are Michael Moorcock (the ship that sails through time – though, yes, technically that is G C Edmondson; but I picked it from Elric stories), Robert Holdstock (Mythago Wood), and Robert Irwin (The Arabian Nightmare). If you’ve played Eric Goldberg’s Tales of the Arabian Nights boardgame then you’ll recognize the impudent hunchback and the garrulous ghoul. Goldberg was the primum movens of the open world gamebook (Fabled Lands, for instance, or Fallen London, or Meg Jayanth's 80 Days) so we all owe him a lot.

As befits a story about the poles of Life and Death, the theme of The Demon's Claw is ambiguity. For instance, the man whose lower body is made of stone. Is he a spurned lover half-fossilized by a witch, or an incomplete statue given life by a kind-hearted sorceress? As the book’s original introduction put it:
In the words of Hasan i-Sabbah, Grandmaster of the Marijah Assassins, ‘There is no single truth; everything is possible.’ Or, as the Saviour of the True Faith said, ‘From the Cup of Truth one can drink a thousand times.’
In short, the message in encounter after encounter is that the truth remains deliciously unknowable, the box is never opened for sure, and Schrödinger’s cat remains intriguingly both alive and dead.

I like the stop-motion monsters and magical entities in this book, such as the Seven-in-One and the Hatuli. A little bit of Ray Harryhausen there by way of Jan Švankmajer. I can imagine them all jerky and a little bit fever-nightmarish. The jinni too, a real hairy blot of a being, a dirty great ink-stain on the clean page of reality. I wanted that folkloric feel. This isn’t a book of smooth Hollywoodized CG effects, it’s a Singing Ringing Tree of a fantasy.

Fighting Fantasy
Readers have noticed that the Blood Sword books are set in the Dragon Warriors world of Legend. The people of that world refer to it themselves as middle-earth (ie Midgard) but, as Tolkien has made that term his own, I’ve edited most of those references to “the mortal earth” or “the mid-world”. They don’t tend to call it Legend – that was always a term more for the players than the characters. But the interesting question is whether this even is the Dragon Warriors world or just something that looks a bit like it. In my Legend games you could go ten years and not meet a dragon, much less the World Serpent or an immortal like Hunguk the Pirate King. And there’s only one time we’ve had anything like orcs in Dragon Warriors, and that in a not-what-you-expected scenario by Steve Foster. The best way I can describe it is that if the real Legend is Arthur Conan Doyle’s Sherlock Holmes stories, the Blood Sword version is Guy Richie’s movies or a show like Penny Dreadful. No excuses here for that, mind you. Blood Sword was for a younger audience and it delivers a big bang whereas DW is all about the down beat.

As for the rules-y stuff, people have asked if you can complete the adventure without a Trickster. Most certainly you can. I reckon you’ll have more fun if there’s a Trickster along – that’s why stories about Odysseus are more interesting than ones about Ajax – but every character class can succeed and they all have their strengths. Personally I think you’re crazy if you don’t do deals with the sandestins – oops, faltyns – but the beauty of a series like this is you get to configure the kind of team that suits you best.

There’s little else to say about The Demon’s Claw except that I think it features some of Russ’s very best artwork. Next up in the redux series of blog posts is Doomwalk (aka “the one where they all go to hell”) but I should have a big announcement before that. Stay tuned.

Monday, 20 May 2013

How do we make gamebooks a pleasure to read?

This is a topic we've been discussing in comments for a while now (here, here and here). But let's first agree on definitions. Gamebooks are evolving, just as the whole object class of books is evolving, and some of the directions they’re going may not use text at all. So, to describe the core medium of prose-plus-choices, I'm going to use the term interactive literature. (And by literature I don’t of course just mean Dostoyevsky. For the purposes of this discussion, Dan Brown is literature too.)

Okay, so here’s the problem. These days you’re as likely to read a gamebook – sorry, a work of interactive literature – on a liquid-crystal display as a printed page. And something happens to the way we read these things in the new medium. There’s a tendency to skim the text and just look for the next set of options. The author puts: “Something whistles out of the darkness of the roof opposite. You twist aside, feeling it graze your scalp. An arrow! The figure is outlined for a second against the moon. Another arrow is already in his hand. What will you do?” And what the reader sees is: “Guy on the roof shot at you and missed. What now?”

How come that doesn’t happen with a novel? I can happily read War and Peace on an e-reader with no impulse to skip ahead. Why, reading a gamebook on-screen, do we suddenly acquire the attention span of a toddler on a sugar rush? As Ashton Saylor pointed out in the comments on a recent post, it doesn't help that gamebooks have an obvious marker (the options) to skip ahead to if the text is boring. So it's even more important than in a regular novel that the text is not boring.

If people aren’t going to read all the text, maybe we could just put in less of it. Jamie and I admired the cut-to-the-chase brevity of Eric Goldberg’s Tales of the Arabian Nights, a big influence on Fabled Lands, but that’s not really a solution to the interactive literature problem. If you write a gamebook that way, it’s tantamount to saying, “Okay, we all know text is boring, but at least there’s not too much of it.” And on-screen the reader will still skim. Even if the text comprises the most elegant little couplets since Will Shakespeare needed a chat-up line you’d skim it, because all you’re looking for is the information content:
There is a gate in the wall. The guard is here.
How about writing gamebooks with better prose? Let's get some of today's top-flight writers on the job. Would that encourage readers not to skim? Not on its own. If a beautiful turn of phrase was all it took to get us reading, narrative poetry would still be on the bestseller lists. It's not less text or better text we need, but a whole different kind of writing.

There’s a big difference between interactive literature and the traditional kind. The fact is, gamebooks have generally omitted most of the elements that make the reader want to take in every line of a good novel. Those elements are:
  • Scene-setting
  • Action
  • Exposition (past action)
  • Speech
  • Interior monologue 
Historically, gamebooks have mostly used just the first two on the list: scene-setting (describing where the main character is) and action (what is happening). That’s because 1980s gamebooks evolved out of Dungeons and Dragons as it was played in the mid-seventies. They often read like a dungeon adventure without the character interplay. If you took all the sections you played through in an old-style gamebook and stitched them together, you wouldn’t get a novel. You wouldn’t even get a very good game write-up.

In a novel, those various elements don’t exist in isolation. Descriptive passages aren’t only for scene-setting. Take the opening of Bleak House. “London… Implacable November weather. As much mud on the streets as if the waters had but newly retired from the face of the earth…" Dickens isn’t just telling us where we are. He’s introducing the perspective (one of several) that we’re going to have on the story, he’s expressing its themes, and he’s giving some clues to what has gone before.

As Hilary Mantel says: "Description must work for its place. It can't be simply ornamental. It usually works best if it has a human element; it is more effective if it comes from an implied viewpoint, rather than from the eye of God. If description is coloured by the viewpoint of the character who is doing the noticing, it becomes, in effect, part of character definition and part of the action."

I used the same principle for the descriptive passages in my Virtual Reality books, especially Heart of Ice, but that alone doesn’t make a compelling novel. What about those other elements? What’s the magic ingredient that compels us to read without skimming? Well, here’s an important pointer: readers prefer talk scenes...
“Put that away.”
“Don’t try anything. At this range, a 357 Mag will turn your face to hamburger.”
– is way better than the narrator telling the reader that Joe draws a gun.

It’s not easy to write a novel using only dialogue. Ivy Compton-Burnett used to come close, and it’s a little too much of a good thing. That’s why authors make such a big deal about the narrative voice: it allows all of the descriptive stuff to share the urgency and characterful appeal of dialogue. It’s also why you get so many books written in first person. That way, the narrator is directly addressing the reader. First person is sufficiently compelling that authors choose it even though it denies them the most interesting tools of storytelling: dramatic irony, simultaneous action, multiple character viewpoints, and so on.

Very often the old-time gamebooks featured an anonymous, blank-slate character, which made dialogue tricky as it would mean putting words into the character’s mouth. That's going to lead to a disconnect if the reader has been picturing their alter ego as a sneak-thief type and suddenly finds they're bellowing angry challenges at an ogre. You could try using conversation trees, allowing the reader to select every response, but that makes for a long, slow read and hardly results in a smooth flow of dialogue. Some adventure games get around it by having the player set the conversational attitude (aggressive, friendly, guarded, etc) and that determines what the character says. But now you’re outside the character looking in – which is okay for a videogame where the connection with the character is empathic, as in cinema, but not in second-person interactive literature, where the goal goes beyond empathy to full identification.

With a predefined character, it’s less of a problem. As gamebooks started to include character classes or skills, it was possible for the author to build in some assumptions about the character. In Necklace of Skulls, selecting the Etiquette skill means you are of noble birth, and that has a bearing on your conversations with other characters. In Blood Sword, I knew that the Trickster would countenance a whole bunch of dastardly options that the Warrior would dismiss as dishonourable.

Taking a step back, what’s so special about that second-person viewpoint anyway? It’s only there because the early gamebooks were dungeon bashes: “After a few yards you arrive at a junction. Will you turn west or east?” In Frankenstein I used a first-person narrator and to-the-moment writing, both techniques so new that they have only been in use in fiction for about three hundred years.
I’m back at the house. I don’t remember whether I walked or took a carriage after the boat docked. They are bringing Elizabeth’s body here, I know that. The lawn is still strewn with the debris of the wedding breakfast. A string of coloured paper flags, hanging lank in the dew. An ashtray with the squashed stubs of cigars nestled in damp ash. A champagne coupe lies trodden into the flower bed. Amazingly, it seems unbroken, a perfect crystal of aqueous brilliance in the blue shadows under the bushes.
* Pick it up.
* You have to talk to your father.
 
The theory here is that the whole book is a dialogue between you and Victor Frankenstein. So unless you’re the type who uses the time the other person talking to think about what you're going to say next, you are going to read it without skimming. (I said it’s a theory.)

Another option, which I discussed in a post a while back, is to go with a third-person viewpoint. The trouble is, this tends to jerk the reader out of the story every few paragraphs in order to force them to take an authorial role. I was interested in it as an experiment but, as Paul Mason rightly pointed out, it breaks the experience. In order to get the reader to read all the text, we need the interactivity to mesh seamlessly with the prose. One minute I’m curious to see what Cugel does, the next I’m being asked to decide what he does. In Frankenstein there’s a justification for making choices in that you are Victor’s confidant. Confidants exist within a story; authors (though not narrators) exist outside them.

The only early-80s gamebooks written with a real narrative voice were Herbie Brennan’s Grailquest series, probably because Mr Brennan already had a dozen years’ writing experience when he started them. I have a feeling that when those books appear in digital form, readers won’t be nearly so likely to skim the text. And, happily, we should find out for certain very soon.

Possibly the best advice, then, is to write interactive literature with the same depth you would give to any mainstream novel. The final word goes to Michael Moorcock, whose tip on how to write original fantasy/SF could apply equally to writing interactive literature:
"[This advice] was given to me by TH White, author of The Sword in the Stone and other Arthurian fantasies [...] Read everything you can lay hands on. I always advise people who want to write a fantasy or science fiction or romance to stop reading everything in those genres and start reading everything else from Bunyan to Byatt."