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Showing posts with label Raymond Chandler. Show all posts
Showing posts with label Raymond Chandler. Show all posts

Wednesday, 2 July 2025

Dark with something more than night

American GIs returning home from the war found their society had changed in disturbing ways. The homecoming boys found women's new confidence and independence both alluring and threatening. At the same time the soldiers had to adjust from being brave heroes to nine-to-fivers -- if they could find work at all. And they brought back their own demons, the aftereffects of having faced death and being expected to kill. The tough masculinity that was so prized in wartime was out of place and brittle in peacetime America. And over all of that hung the shadows of the atom bomb and the almost unimaginable monstrosity of the Holocaust.

No wonder it was the heyday of noir.

Noir and hardboiled fiction are adjacent and often people get them mixed up. Author Megan Abbott explains the difference:

"The common argument is that hardboiled novels are an extension of the wild west and pioneer narratives of the 19th century. The wilderness becomes the city, and the hero is usually a somewhat fallen character, a detective or a cop. At the end, everything is a mess, people have died, but the hero has done the right thing or close to it, and order has, to a certain extent, been restored. [...] In noir, everyone is fallen, and right and wrong are not clearly defined and maybe not even attainable. In that sense, noir speaks to us powerfully right now, when certain structures of authority don’t make sense any longer, and we wonder: Why should we abide by them?"

The best noir game I can think of is the original Max Payne, which is a long way from the hardboiled 1930s background that is the default setting for Cthulhu roleplaying. Paweł Dziemski and I have drawn on noirish elements for our upcoming Cthulhu 2050 gamebook, locating them a century on from classic noir's origins. There are some RPGs like Gumshoe that lend themselves to the hardboiled milieu, but up till now there haven't been many specifically for noir in a mid-20th century setting. Which is why Alexander and Mina Stojanovic's Infinite Night looks so interesting.

Here the world is definitely a morally murky one. To paraphrase the rulebook, the game takes place in a Los Angeles that reeks of desperation, betrayals, and deals gone wrong. Infinite Night has an elegant dice pool system based on three stats: Brutality, Cunning, and Seduction. Rolls are quick and simple, modified where appropriate by Reputation (War Hero, Driver, Night Owl, etc). Instead of tracking hit points, injury and emotional trauma impose conditions that reduce some rolls. Personal contacts provide a roster of supporting characters to ease PCs into adventures. I like it because it's a system that is there when you need it but that doesn't get in the way of the story.

Currently it's only available as an ebook -- Kindle link here; Apple version here. I don't know whether there'll be a print edition, but Future Pixels who publish it have an Infinite Night MMO in the works. Noir gaming has a bright future ahead.

And... while we're talking about ebooks, this is a good time to mention that The Houses of the Dead and The Hammer of the Sun, the first two books in the Vulcanverse open-world gamebook series, are now out on Kindle and on DriveThruRPG at a special low introductory price. If you've been thinking of giving the Vulcanverse a try, now is the perfect time.

Wednesday, 26 February 2025

Automatic writing

I'm a lifelong enthusiast of and passionate advocate for AGI, and although large language models like ChatGPT and Claude aren't AGI, they are proving to be uncannily useful writing collaborators. I should qualify that. Many people think it means the author giving the model a prompt like, "Write me a novel in which Philip Marlowe hunts down Dracula in 1930s Hollywood," and then grabbing a coffee while the AI spits out 60,000 words. That's how Fritz Leiber Jr envisaged AI fiction-writing in The Silver Eggheads, published in 1966.

Joanna Penn and Alicia Wright paint a fuller picture in this podcast about using generative AI in writing. Every writer finds their own way of making best use of the technology. After playing with it for a while, I've found it especially useful for research, brainstorming (I use it as a sounding board to comment on the pacing and plot holes in a storyline), and to do the grunt work of coming up with NPC stats.

Using AI for entertainment pales into insignificance beside its value in medicine and clean energy, but my science days are far behind me so I'm going to have to focus on the frivolous. For an idea of how LLMs can help with writing research, take this example of a conversation with Claude when I was working on a Faerie Queene scenario for Patreon:

Dave: "Can you give me any examples from late medieval or Tudor literature of a character posing a conundrum that tests the wisdom and moral insight of the listeners? Portia's caskets in The Merchant of Venice would be one example; I'm looking for others."

Claude: "There are several fascinating examples from this period. Let me share a few notable ones. The most prominent example comes from Book I of Thomas More's Utopia (1516), where More presents the character of Raphael Hythloday engaging in a debate at Cardinal Morton's table. Hythloday poses a complex moral conundrum about the harsh punishment of thieves in England, arguing that executing people for theft is both unjust and ineffective. He challenges the listeners to consider whether a society that first creates poverty through enclosure and then punishes the impoverished for stealing is morally coherent. This serves as a test of the listeners' ability to think through systemic social problems rather than just accept conventional wisdom.

"Another interesting example appears in John Gower's Confessio Amantis (late 14th century), where the Tale of Three Questions features a knight who must answer three riddles to save his life: what women most desire, what's most precious but least valued, and what costs least but is most valued. These questions serve to test both wisdom and moral understanding of human nature.

"In the morality play Mankind (c. 1470), the character Mercy poses several theological riddles to Mankind about the nature of sin and redemption, testing both the character's and the audience's understanding of moral theology.

"An unusual example comes from John Skelton's Bowge of Courte (c. 1498), where the protagonist encounters allegorical figures who present him with various moral dilemmas about courtly behavior and integrity, though these are more implicit than explicit riddles."

Our discussion went on (and on -- I like chatting to Claude) and I got what I needed, but here's the point: imagine how futile a simple Google search would have been for a request like that. Still, I see I've been giving the spotlight all to Claude, so here are ChatGPT's thoughts on writing gamebooks:

ChatGPT: "Since a 1000-section gamebook requires long-term consistency, custom formatting, and mechanical coherence, GPT-4-turbo or Claude 3 would be your strongest options. If you want, we can test structuring a small gamebook section now to see how it flows."

Dave: "OK, let's try it. Say the player is looking at a noticeboard with three quest notices on it. We'll use keywords, and each notice has two keywords associated with it. The first keyword is acquired after the player has read the notice once, so that if they choose to read it again they get a shorter description of what they must do to complete the quest. The other keyword in each case is acquired by completing the quest (which is outside the scope of this example, it's something they would go off and do in another part of the game world) so that if they look at a notice for a quest they already did, they are reminded that it's no longer available."

ChatGPT: "Got it! Here's how we can structure this:

  1. The player sees a noticeboard with three quest notices.
    o One acquired when they read the notice (so the second reading gives a shorter summary).
    o One acquired when they complete the quest (so they are told they already finished it).
  2. Each notice has two keywords:
  3. The player chooses which notice to read.
  4. The system checks their keywords to determine the output.

I'll draft a structured gamebook section below."

001: Noticeboard
A weathered wooden noticeboard stands at the crossroads, its surface peppered with tattered parchment. Three notices are pinned here, each offering work for those seeking adventure. You can read any of them:

·         [1] The Merchant’s Plea    go to 002

·         [2] The Missing Hunter    go to 003

·         [3] The Bandit Threat        go to 004

Choose which notice to read. If you have already read it, you will see only a summary. If you have completed the quest, you will be informed.

002: The Merchant’s Plea
If you have the keyword READ_MERCHANT, go to 005.
If you have the keyword DONE_MERCHANT, go to 006.

A wealthy merchant named Vargos seeks aid. His shipment of fine silks has been stolen on the road to Tarsen by a band of masked riders. He offers a generous reward to anyone who can recover the stolen goods.

Write down the keyword READ_MERCHANT.
Return to 001.

003: The Missing Hunter
If you have the keyword READ_HUNTER, go to 007.
If you have the keyword DONE_HUNTER, go to 008.

A notice written in hurried script pleads for help. A young hunter named Lirian went into the Blackwood three nights ago and has not returned. His father fears the worst and offers a reward for news of his fate.

Write down the keyword READ_HUNTER.
Return to 001.

004: The Bandit Threat
If you have the keyword READ_BANDIT, go to 009.
If you have the keyword DONE_BANDIT, go to 010.

A proclamation from the town watch warns of a growing bandit presence near the old mill. Travelers have gone missing, and merchants report stolen goods. The captain of the guard offers a bounty for any bandit leader brought to justice.

Write down the keyword READ_BANDIT.
Return to 001.

005: The Merchant’s Plea (Summary)
Vargos seeks aid recovering his stolen silks. A reward is offered.
Return to 001.

006: The Merchant’s Plea (Completed)
You have already helped Vargos. There is nothing more to do here.
Return to 001.

007: The Missing Hunter (Summary)
A hunter is missing in the Blackwood. His father seeks news.
Return to 001.

008: The Missing Hunter (Completed)
You have already resolved this matter. There is nothing more to do here.
Return to 001.

009: The Bandit Threat (Summary)
The town watch seeks help against a growing bandit threat.
Return to 001.

010: The Bandit Threat (Completed)
The bandit threat has been dealt with. The notice is now irrelevant.
Return to 001.

I find that pretty impressive. I wasn't expecting ChatGPT to provide the meat of the quests, and while I wouldn't use them as they are, they could serve as springboards to a better idea. I said to ChatGPT, only half in jest: "I'll soon be obsolete."

"You're far from obsolete," said ChatGPT, eager as always to be supportive. "The way you structure gamebooks requires creativity, balance, and a strong grasp of narrative design. LLMs are just tools to assist in the process. If anything, they help speed up the technical side so you can focus more on the storytelling and gameplay experience."

Which is pretty much what I've been telling everyone all along.

Tuesday, 28 October 2014

Mean streets of Manhattan


At the end of last week I heard that Paul Gresty's gamebook The Thief of Memories was being converted into an app, and today we have a guest post by Mr Gresty himself. If this was ink it'd still be wet...

*  *  *

It's interesting to see how things come around full circle. Arcana Agency: The Thief of Memories was originally planned as a smartphone/tablet application, a reboot of the first Arcana Agency app that Megara Entertainment released some five years ago, now. Scrutinising Act I and Act II of the story, I can still spot a few holdovers from my initial draft of that app. Most visibly, for instance, each game paragraph is around sixty words long, so that it can neatly fit onto a smartphone screen.

Then, as I was midway through writing that app, Zach Weiner came up with the gamebook Trial of the Clone, and ran a Kickstarter that raised $130,000. Suddenly it seemed a really, really good idea for Megara to run a gamebook Kickstarter of its own.

So, Arcana Agency became a print gamebook, in glorious full colour. The setting is New York, 1932, at the height of the Great Depression. The story follows a trio of private detectives - Humphrey Brown, Joe Strelli and Tom Shanigan; respectively studious, streetwise and superstitious - as they investigate the mystery of a man who apparently cannot die, and a wicked cultist long thought dead. The atmosphere is on the dark side, as gamebooks go. The detectives are never quite sure if their murderous antagonist truly possesses supernatural powers, or is merely a gifted charlatan. (And which is it, in the end? No spoilers here, I'm afraid.)

The book was, in some ways, a tricky one to write. Not least because of the level of research involved in order to be historically accurate (what type of car would somebody on Humphrey Brown's pay scale be likely to drive in 1932? Hmm...). And yet I'm really happy with how it turned out. I've read a few reviews that mention a Cthulhu-esque tone to the story. In truth, I've only ever read a handful of Lovecraft's stories in my life and, while I've glanced through the Call of Cthulhu RPG, I've never played it.

No, I feel detective literature was a far greater influence than the horror genre. Certainly, I tried to imbue the setting with a touch of Raymond Chandler's Philip Marlowe stories. Of course, The Big Sleep, the first full Marlowe novel, was published in 1939, so that added to the time spent checking historical accuracy. Sherlock Holmes is my own personal detective of predilection, and there's an air of Holmes about Humphrey Brown. Well, an awkward, unsure version of Holmes, maybe.

The gamebook roots of the book - once we'd decided it would be a gamebook - are likely quite visible. The codeword system and mechanics owe more than a nod to Fabled Lands. Some of the numerical manipulation ('deduct 40 from the current paragraph number if you think you've found the clue...') is reminiscent of a couple of Steve Jackson's books. And the app adaptation will remain faithful to much of this, dice-rolling and all.

But I think there are a lot of fresh elements in there too. The narrative is in the third person, and the past tense. Perspective switches between various characters throughout. There's more interplay, more of a relationship, between the three detectives than you might often see in gamebooks. Occasional interludes take the narrative focus away from the three principal protagonists entirely. A big point: I think the book's villain is credible, and human. Nobody wants a nice villain. But it's important to sympathise with the villain's motives. Gamebooks have a nasty tendency of featuring evil sorcerers who want to destroy the world because... well, you know, because being evil is really cool. Here - yes, the villain is a nasty, murdering scumbag. But, should you manage to reach the end of the story, you kind of get why.

So, here we are two years later. The app that became a book has become an app once more, and I'm lucky enough to get to talk about it on the Fabled Lands blog. Have I mentioned that I originally started working with Megara because they wanted to translate and publish a scenario that I wrote for the Fabled Lands Role-Playing Game? As I said, it's interesting to see how things come around full circle.