Gamebook store

Showing posts with label Raymond E Fe'ist. Show all posts
Showing posts with label Raymond E Fe'ist. Show all posts

Friday, 4 March 2016

Game write-ups

Game write-ups make for notoriously bad fiction. It’s not that surprising. “What happened in last night’s game?” someone asks, and we’ll trot out a great wodge of incident. But a story is much more than incident, as the Master reminds us. Incident – that is to say, the plot – is just the foundation. On that a storyteller builds the real narrative, which is a personal journey of change. Fighting a shoggoth has to mean something. You know this; you’ve seen “The Body”.

The best games would anyway make the worst stories. Fiction is designed to have endings that are “surprising yet inevitable”. We know Luke has to hit the thermal exhaust shaft, we just don’t know how he’s going to hit it. But we don’t want games to be inevitable, we want them to be like a second life. And our lives, engrossing as they are to us, don’t have the neat symmetries and moral and thematic patterns to be found in a work of fiction. The only way to achieve that effect in a game is if the referee (“games master” to me evokes a low-wattage sadist in a rugger shirt) twists events to come out the way he or she wants them to – which is the antithesis of good roleplaying. Not only must it be possible for defeats to occur, but they might be pointless. Shit must be able to happen - as, in our play-through of this adventure, it most definitely did.

All that aside, background incident is a useful resource to a writer. A lot of creative writing graduates could do with more of it. So in theory it should be possible to grow a good work of fiction out of a roleplaying game. Raymond E Feist infamously based a lot of his early novels on Tekumel campaigns. Still, we were talking about good fiction… I have been pestering Paul Gilham to turn his blisteringly brilliant Ghosts of London campaign into a novel. Paul demurs because I’m sure he realizes that all that meticulous plotting, vital though it is, is only the start. He’d need to break it all apart, insert a character with a need to change, and let us see the succession of plot events as the conduit for that change.

I did none of that with this write-up for our current 1890 campaign run by Tim Savin. It’s just the bare events of the game, albeit in the voice of my character. But it might be of interest because it’s based on a published scenario (“The Night of the Jackals” from Cthulhu By Gaslight 3rd edition) and because it gives a glimpse of our own games, which some of this blog’s readers have enquired about. Tally ho.

 

Monday, 4 April 2011

Worlds too alien to care?

Regular readers will know that my favorite role-playing setting is Professor M.A.R. Barker's world of Tekumel. Yet in spite of a lavish release by TSR in the mid-1970s, Empire of the Petal Throne never achieved a hundredth of the success of Dungeons and Dragons.

That used to baffle me. But when I raised my head out of the fantasy gamebook market and started working in other media, I began to see the view from outside the geek box I'd been living in all my life.

It's a simple enough proposition: most people want to connect to characters that are like them. I guess that's why 75 million Americans queued up for Avatar and only a few hundred thousand went to see Atanarjuat the Fast Runner. Soulful blue fellas with the regulation fantasy apostrophe in their name seem less alien to multiplex audiences than Inuit hunters of their own species.

I shudder at that, yet I know I'd never get my group to show up for an Atanarjuat RPG campaign. Even introducing new players to the wonders of Tekumel calls for careful coaxing, like getting a wild mustang to take the bit. The Game Whisperer, that's me.

Typically, fantasy role-playing games use the same technique to create relatability as you see in Hollywood movies. Most Arabian Nights movies, for example, have obviously Westernized and very modern main characters. The world of D&D is successful (ish) because it's a theme park version of the Middle Ages. Miss Marple becomes a sexy thirtysomething because audiences can't connect to a seventy-five-year-old. No use fighting it, that's the way the world is.

When you're designing a role-playing campaign, do you ask your players to make an imaginative leap and enter a different culture? Or do you let them play themselves in funny clothes? More thoughts on the vexed question of relatability here.