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Showing posts with label Robert Graves. Show all posts
Showing posts with label Robert Graves. Show all posts

Friday, 4 April 2025

The same cigarettes as me

So I'm not the only one irked by seeing modern characters popping up in period dramas. I don't know who writes the Movie Media Hub posts on Facebook, but I'm with them on this point. Not specifically feminist characters, though: any character whose function is to spout modern attitudes a few centuries ahead of their time.

I disagree about why such characters are inserted into stories. There are multiple reasons. Most obviously, it's a way for a lazy writer to get laughs. "Heh heh, it's Victorian times but Holmes just said 'OK Boomer'." Ursula K Le Guin griped about fantasy writers who put contemporary American slang into their heroes' mouths:

"...Since fantasy is seldom taken seriously at this particular era in this country, they are afraid to take it seriously. They don’t want to be caught believing in their own creations, getting all worked up about imaginary things; and so their humor becomes self-mocking, self-destructive. Their gods and heroes keep turning aside to look out of the book at you and whisper, “See, we're really just plain folks." '

It happens because some audiences are easily pleased. They are asking, as Oscar Wilde put it, for art "to please their want of taste, to flatter their absurd vanity, to tell them what they have been told before, to show them what they ought to be tired of seeing, to amuse them when they feel heavy after eating too much, and to distract their thoughts when they are wearied of their own stupidity."

Anachronism is also a quick and easy way to get the audience on-side with a character. How can you not root for the guy who's denouncing slavery in the 18th century? Well, there were indeed plenty of people denouncing slavery back then, and a good thing too, but if you are going to put them in a script they shouldn't talk like 21st century characters. Unlike us today, they exist in a world where it apparently wasn't obvious to everyone that enslaving another human being was a monstrous crime. And even if you get the mindset and the dialogue right, it's still a lazy way to create rooting interest. Consider first whether you need to start with a hero whose every attitude is right-on. We were talking about the superfluity of likeable characters in a recent post and, as a great storyteller once pointed out, it is more satisfying to see one sinner that repenteth than ninety-nine decent characters who need no repentance.

Mainly, though, I detest this trope because of its cultural chauvinism. If somebody is interested in a story with an historical and/or non-Western setting, what is the point of inserting modern Western characters? You may say we can't fully know how people in such settings would see the world. Equally, we can't all be as selfless as the Buddha but that doesn't stop us giving money to charity. We make an effort at all sorts of things we can't hope to do perfectly, so why not storytelling or roleplaying? We do know that a farmer in medieval Iceland won't share the attitudes of people at a TED talk. If we want the farmer to make a stand for something we believe in today, we should look for a way he'd credibly conceive of and frame that in the context of his times. In writing or playing such a character, we can find stepping stones that help us imagine their interior life, for example using a process that Robert Graves called analeptic mimesis, effectively taking what you know of a time and place and dreaming it back into existence. That is true even in a fantasy story, as long as it's a fantasy setting where somebody has thought out some of the culture and economics that shape it.

In his book Medieval Horizons, Dr Ian Mortimer contrasts historical accuracy with historical authenticity:

"We impose our own prejudices on the past and reinvent it as 'how it must have been' to conform with our outlook. To appeal to a modern audience, therefore, a medieval heroine in a book or film must be shown as having control over her own life. Alternatively, she must appear constantly fighting her oppressors. Male peasants must similarly include at least once plucky, Robin Hood-like character who leads the others in defying authority. The result is a reproduction of modern society draped in medieval clothing." 

It might be an interesting exercise to write a modern drama but insert one character with the (imagined) attitudes of somebody from the 23rd century. Presumably even the least demanding audience member would spot something amiss then. And how would they take to having their currently fashionable beliefs scorned as antediluvian and even toxic by some supercilious git from the future?

Of course, your tastes may vary. Looking for fiction or games set in the early 19th century, do you want Middlemarch and War & Peace -- or, alternatively, are you looking for Bridgerton? Taking an imaginative leap into another society, or just dressing-up in period costume? Now you know where I stand. Still, those Regency greatcoats are jolly tempting.

Thursday, 9 February 2023

Seen in the smoke

Why put the Oracle into a gamebook? Simple. I was hired to write for the Vulcanverse series, and the background they'd chosen was Greek myth. My personal preference in fantasy is for original settings like Tekumel, but the Greek angle made it easy. I just had to arm myself with a copy of Graves and figure out which stories to use in the books.

In fact there was another reason I wanted to do something with the Oracle. I'll come to that later.

The sixty-four thousand drachma question: how to use oracles in a gamebook? Prophecies are tricky enough in roleplaying games, where you have a bit of latitude in interpretation and you can if need be nudge events in line with what's supposed to happen.

Here's the way I planned to do it. You can request a prophecy on one of several tasks. First you must pay a lava gem to be admitted to see the Pythia, then:


Each answer sets a definite outcome to a challenge – two good, one bad. Once that’s set it cannot be changed. For example, take the bad prophecy. The Pythia says you will fall to Antaios, and if you've been given that prophecy then when you meet him he will certainly overcome you without the usual combat choices. (Though maybe there’d be a last chance to reverse the defeat, ie you are overcome but might still escape.)




If you meet Antaios after you've already seen the Pythia, and so  have the codeword DoneAntaios, then the prophecy will come true with your inevitable defeat. But if you meet Antaios before you've visited the Pythia and been given the codeword by her then you get the usual “unfated” encounter, meaning that you have a chance to defeat him. Without the prophecy, your fate is in your own hands. Then at the end of that encounter you'll get the codeword DoneAntaios which ensures the Pythia can’t give you a prophecy about something that's already happened.

That's the bad outcome. The other two questions, about the crown of snakes and the city of glass, would be answered with prophecies that guaranteed success -- assuming you visit the Pythia before undertaking those quests. (The player shouldn't know in advance which question will get a bad prophecy and which will get good outcomes, of course.)

The other reason for putting an Oracle into the Vulcanverse books is that they are open world adventures. My original idea for those (see Cities of Gold & Glory, for example) was that players could define their own goals. That's what my role-playing campaigns tend to be like. If a PC decides they want to climb the highest mountain in each of the kingdoms, for example, they can just go and do it. If there are pre-planned quests you have to come across them, not be handed them. But many gamebook fans and players of traditional D&D are accustomed to being given an objective at the start. "Your mission, should you choose to accept..." 

The Oracle is a way of giving players a choice. Want an assigned quest? Go to the Oracle -- but she might doom you to failure before you've even begun. Or you can go looking for your own adventures, disdaining any sense that destiny controls you; be the captain of your own fate. In the Vulcanverse, the choice is yours.