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Showing posts with label Sherlock Holmes. Show all posts
Showing posts with label Sherlock Holmes. Show all posts

Friday, 12 September 2025

Victorian-era D&D

Towards the end of my second year at college, I got a hankering to run a Victorian occult investigators campaign. This was 1978. There wasn’t yet GURPS or Cthulhu by Gaslight, so I used white box D&D rules only with spells capped at 2nd level. 3rd level spells were possible too, but only if found on scrolls. That way it wouldn’t all get too munchkin.

That was the idea. It didn’t stop the PCs slapping charm spells on suspects and just asking if they committed the crime, so investigation took a back seat to the usual OSR donnybrook with demons. If I were running it today I'd use a variant of the Dagon Warriors rules with sorcerers as well as psionics but spell-casting capped at maybe 3rd rank (4th rank from scrolls).

We had three player-characters. Father Simon Arkayne (Steve Foster) was a Catholic priest. A.X.E. Knolsbet (Andy Booth) was a gentleman detective and magic-user. And Tufton Beamish, Lord Beauchamp (Chris Elston) was a nobleman with a penchant for derring-do.

In the absence of a lot of spell-casting, there was much use of revolvers (there were few legal restrictions on those in 1890s Britain), sword-sticks and fisticuffs. The characters investigated murder cases, usually with a cult connection like this, often embroiling them in battles with mummies, werewolves or Babylonian demons. Sexton Blake and the Demon God was on TV and I had been a devotee of Sherlock Holmes in my teens. Blend those influences with Doctor Strange's interdimensional forays and a dash of Carnacki and John Silence (and, though I hate to admit it, Jules de Grandin) and you have a sense of what the games were like.

In fact, talking of Jules de Grandin...


That scene is taken straight from one of our adventures -- which, since it spilled over into the summer vacation, we had to complete by post. Paper letters with stamps, I mean, email not being a thing in those benighted times. Here's part of the very write-up I sent to the players:

The following term we even recorded a session in Steve's college rooms. That was long before actual play was a thing, and I have no idea if the cassette tape (1978, remember) still exists, but if I should come across it in a box in the attic, I'll digitize it and put it online.

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.

Friday, 7 December 2012

One kick is all it takes

Arcana Agency: The Thief of Memories, Megara Entertainment's revolutionary reboot of the choose-your-own format, is now past the 60% mark for funding on Kickstarter. That's the good news. The other news - not bad as such, but urgent - is that there are only 6 days left to go.

I'm looking at the rewards, and for $40 (that's about £25) you get the lavish full-colour hardback Arcana Agency gamebook by Paul Gresty, and a PDF of Megara's beautiful Art of the Fabled Lands book. Not to mention the satisfaction of helping a team of passionate creative people to bring a really worthwhile product into existence.

So... six days to go. That means the project just needs 22 new backers a day to get over the finishing line. If you still aren't sure, check out this article on the game mechanics, or this one on Paul Gresty's love of detective stories, from Sherlock Holmes to Detective Comics. Or just pick up this free taster adventure and find out why Arcana Agency is part of the exciting new generation of interactive fiction.

Incidentally, if anyone has tried the free adventure and feels like starting a discussion - on the setting, the writing, the game system or anything else - well, that's what the comments button is there for!

Thursday, 3 May 2012

Does interactivity have a downside?

As you’d expect of a book that has been in print for two centuries, there have been many interpretations of Frankenstein. Most derive less from the original novel than from Richard Brinsley Peake’s stage play, Presumption; or, The Fate of Frankenstein, performed five years after Mary Shelley first sent her “hideous progeny” out into the world. Like Peake’s version, later adaptations usually opt for a surface reading that feels a little lazy to me. Victor is callous, if not sneeringly evil, the woebegone monster provides his comeuppance, and the whole thing is wrapped up in a science-gone-mad cautionary tale. Hence all the rifled graves, stitched body parts and creepy castles stirred into the mix to provoke shudders.

Well, Frankenstein is an overdetermined work, rich in possible meanings, so that’s okay as far as it goes. But, when we consider the clue that Mary Shelley left for us in those words “a modern Prometheus”, we might usefully dig a little deeper.

Victor Frankenstein in the book is a genius and a rebel, a Byron of the sciences. He descends into the belly of the beast, risking insanity and broken health to bring back a secret that gods have tried to keep from Man. In finding fire he creates life. If this is a tale of duality, then the monster is the unruly, all-too-human side of the hero. A decade ago we might still have said that Victor’s monster is the Id that he has made strong by focussing too exclusively on the Super-Ego, except that Freud’s terminology now seems even quainter than Mary Shelley’s schoolbookish prose.

Some have said that Frankenstein is a story of a bad parenting giving rise to a troubled child. On the level of social metaphor, that’s a reading Mary Shelley certainly intended, and it’s the reason I moved Victor’s university from Ingolstadt to Paris during the Revolution. But there is more to a work of fiction than picking at the plot as if it were an account of real events. We could ask whether Pip could have got to the Gargerys’ house to club his sister over the head, or whether Holmes could have faked the existence of Moriarty, but a literal interpretation is not the point of fiction. Pip is seething with repressed grievances of his youth and he is desperate to cast off his embarrassingly humble origins; the injury that tames his bullying sister is a manifestation of his desires. Moriarty is both an actual antagonist (in the “reality” of the story) and Holmes’s alter-ego (in the story as a work of fiction).

Likewise with other stories of duality. Is Deckard a replicant? Yawn. He’s the flipside of Roy Batty, is what matters. Uncle Charlie in Shadow of a Doubt is not, within the universe of Thornton Wilder’s screenplay, a literal demon conjured from Young Charlie’s subconscious – though in fictive terms he’s nothing but. It is the richness of literature (and cinema) that it allows for more than just a literal reading.

A well-written novel, the most immersive of all forms of storytelling, should command your full attention and belief. Yet, even while held by the spell of belief, you can appreciate the novel simultaneously on several levels: as a description (honest or otherwise) of the events of the plot; as insight into the characters’ feelings and relationships; and, on a level beyond the plot seen as a make-believe reality, you can tune into the themes and resonances that the author has placed there that make it, not a mere account of events, but art.

The risk of interactivity is that it can strip away that liminal level of fictionality that lies between imaginary reportage (“here’s what is supposed to have happened”) and authorial artifice (“here’s the iceberg of meaning beneath the events themselves”). Interactivity is a powerful tool that can draw you so deeply into the interior of the story world that you lose sight of it as a story. You think you are there.

That’s why my interactive retelling of Frankenstein is not intended as a replacement for the novel, any more than Mrs Shelley intended her story to supplant Paradise Lost. Like a movie adaptation, it emphasizes some aspects, downplays others. It’s told in a style that is necessarily right in the moment, and the interactivity certainly does pull you inside the story. That sounds like marketing spiel, right? Who wouldn’t want to get pulled inside the story? But the downside is that that comes at the expense of removing the reader’s ability to absorb the work’s meaning in parallel with its story. While talking things over with Victor, you are no more likely to regard him as one side of a divided soul than you are to take that view of a rival you're arguing with in real life. Interactivity values the direct, personal connection. It places fiction above fictiveness.

So, if you read the new version, do interact with Victor and his creature – but don’t just leave it there. Take a look at the narrative that’s left behind in the wake of all your choices. There you have a unique, personal version of Frankenstein, created by your interaction with the text, that you can go back and read as a traditional novel. The themes are all present, you just need to raise your view from the decision tree to see the whole forest of ideas that Mary Shelley planted. And the richness of her story, not the cackling hunchbacks and brains in jars, is the reason Frankenstein is likely to remain a bestseller for another two hundred years.

Thursday, 26 April 2012

When is it right to reboot a classic?

Like most writers, I could probably use more exercise. And I wouldn’t get even as much as I do if not for Luke Navarro and Kevin McGill, who host a books podcast called Guys Can Read. It’s easy to spend an hour listening to Luke and Kevin, and then you look up and realize you’ve run ten miles without going anywhere. With them, workouts are (almost) fun.

The idea behind Guys Can Read is to look at books from a guy/geek perspective. If you’re worried that means they only review genre stuff, not a bit of it. They might discuss an SF novel, but they’re just as likely to be talking about Steinbeck or Dickens. What they care about is great storytelling, and I haven’t yet heard any of their shows where there wasn’t at least one really profound insight that made me pause my MP3 player, slow down the treadmill, and have a good long ponder.

This morning, with glorious sunshine beating down on southern England, I couldn’t face a couple of hours in an air-conditioned gym, so instead took Luke and Kevin for a walk around the verdant lanes of Great Bookham. They were talking about Sherlock Holmes, and how the BBC television version in particular may have seemed like a terrible idea to purists, but has actually turned out to be a very good way of making the characters relatable for a modern audience. (And, sure, I apologize for using the word relatable, but this stuff does matter.) Asked which was best for a modern audience, the Conan Doyle originals or the Moffat/Gatiss revamp, Kevin didn’t miss a beat before replying, “Sherlock, hands down.”

It’s not just a question of putting the characters in a present-day setting. The recent movies also managed to make people care again about Holmes and Watson, and they did it (like the TV show) by letting character drive the storyline. As Luke and Kevin point out in their show, the breadth of knowledge with which Holmes astounded Victorian readers doesn’t look quite so impressive now we have Google, so it’s important to find new ways to make us gasp at his genius – and to see how being that kind of remarkable genius affects him as a person.

But, more than that, nowadays we want stories that take us on a journey of discovery through characters and relationships. J J Abrams did more to develop the core Star Trek characters than had been attempted in three TV seasons. It wasn’t just an intriguing science fictional problem, or even a challenge of morality and courage. It got personal. And suddenly these characters mattered again.

Not every old story needs a new telling. Nobody need rewrite Pride and Prejudice or Great Expectations; they’re just fine as they are, and still selling strong. The rip-roaring rides of yesteryear, though, do tend to date (look at John Carter) . More generally, the problem comes when an old, much-loved story was built around the motor of plot or high concept. Then, over time, the grand idea becomes familiar – too familiar. Those works “escape the bonds of literature and take on a life of their own”, as Erica Wagner said in The Times recently of Sherlock Holmes and Frankenstein. When the surprise value of the core idea is already disseminated into public consciousness, and if the work has no real development of character to give the story structure compensatory support – that’s when you need a reboot.

And that’s where I came in with Frankenstein. What a powerful idea it is. An ingenious, driven man creates artificial life. It has become almost the defining archetype of runaway science – never mind that it’s not actually a novel about runaway science, at least not in the original 1818 version.

But that was then. Take a look at it with the core idea extracted. There’s very little expatiation of character, still less actual character development. Victor Frankenstein is highly strung and brilliant, but those are just ticks in the boxes of a form. Despite spending the whole novel inside his head, we barely know Victor well enough to recognize him at a party, as we would Lizzy Bennett or Long John Silver, unless he came over and talked to us about creating life.

The Mary Shelley novel hardly concerns itself at all with personality. We are introduced to Victor’s friends and family as types. He has “a great friend”, Henry Clerval, who is “of singular talent and fancy” and who invariably “exerts himself to amuse” while expressing “the sensations that fill his soul”. We are shown very few concrete scenes between him and Victor. There is no banter. The relationship never changes. Henry exists – as most of the characters do – merely to tell Victor not to mope quite so much.

This is why you’ll find a lot of people who have read Mansfield Park or The Pickwick Papers, near-contemporary works, but not so many who’ve done more than dip into Frankenstein. I hadn’t read it myself before I began working on the interactive version. And I didn’t want to stick it in a modern setting and get sidetracked by stuff about cloning, but I did feel that it needed a complete overhaul on the level of the characters. How they feel about things, and how the events of the story change them, is given much more emphasis in my version. For instance, when the monster finds a hat and a bag full of clothes, he ventures out at sunset and waves to a farmer on the far side of a field. And the farmer waves back - which, as you can imagine, is a pretty big deal if you’ve only ever been chased, persecuted and pelted with stones.

At 155,000 words, my Frankenstein is more than twice as long as Mary Shelley’s. Partly that’s because, in an interactive book, the reader weaves through different story threads and necessarily doesn’t get to read everything. But even a single read-through of the interactive Frankenstein should produce a longer novel than the 1818 version. In much of the new material you’ll get to know Victor, and observe (and influence) his relationships with his father, his fiancée, and the monster. You’ll understand his friendship with Henry, and you can see how that develops as Victor changes under the pressure of old unburied demons closing in.

It is the old story remade - as stories have been throughout history, in fact. It’s only in the era of publishing that we started to think of them as something to lock down. My intention in remaking Frankenstein like this is that you’ll be able to come to it with the fresh interest and wild surmise of those readers of 1818 who opened the pages to find something both modern and timeless. Now you tap your fingers on the glass instead, but otherwise little has changed.

Frankenstein is published by Profile Books and coded for iOS by Inkle Studios. Look for it here on the App Store. And you can hear it discussed on Guys Can Read here.