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Showing posts with label Tales from the Flood. Show all posts
Showing posts with label Tales from the Flood. Show all posts

Friday, 19 June 2026

A deep dive

'As much mud in the streets as if the waters had but newly retired from the face of the earth, and it would not be wonderful to meet a Megalosaurus, forty feet long or so, waddling like an elephantine lizard up Holborn Hill.'

That's an excerpt from Bleak House, and has nothing to do with this week's post except that it perfectly evokes a diluvial theme and it's an example of masterful writing. We'll get back to that.

A partially flooded world is the setting of Bellwater, a tabletop roleplaying game about salvage crews operating in an inland sea created by a cataclysmic deluge centuries earlier. The game focuses on themes of debt, breath, and the recovery of relics from drowned cathedrals. What makes Bellwater unique is that it was written by OpenAI Codex. Ethan Mollick, who created it as an experiment in current AI capabilities, says: 'The setting is interesting and novel, and the rules appear to make sense, drawing on existing game patterns while adding unique elements.' 

I agree. I really like the game concept and the vaguely Edwardian feel of the setting. Inspired by Simon Stålenhag's Things from the Flood, you think? Possibly, but quite obliquely and among many other sources that might well include (AI being well-read if nothing else) Charles Dickens, J.G. Ballard and Marcus Sedgwick. The Old Testament swiped from the Epic of Gilgamesh, after all, so under the sun there is no new thing.

Professor Mollick does go on to point out the flaws: 'If you are a frequent reader of AI writing you see the same problems here: a love of the uncanny; overly complex ideas that do not fully pay off; weird metaphors (“weather and architecture are the same argument at different speeds”); too many ornate sentences (“the holy things that surface when a sea forgets it was once a road,” is cool once, an entire book of that is exhausting); dialogue where every character speaks in the same clipped tone.'

There's a lot of stinkingly bad writing out there, both AI-created and by human authors. Some of the latter is very popular, so it can't be that readers disdain slop. The difference is that the AI is getting better month by month, whereas the humans who are writing execrably aren't even trying to improve their craft (or their grammar). No author should just tell AI "write a book", but it can be very useful in brainstorming concepts, researching obscure details, and maintaining a world bible. Podcaster Joanna Penn explains here all the ways that authors can use AI as a useful tool of the craft, and director Ash Koosha talks about how he's used AI in filmmaking here.

If you want to take a look at Bellwater, Prof Mollick has made it available to download and has been revealing some of his experiments with early access to Claude Mythos. I'd be interested to hear from anybody who actually tries playing a game of Bellwater. You may not feel that it is done well, but reflect on what Dr Johnson said and be surprised to find it done at all.


Friday, 25 October 2019

Different strokes


Games designer, critic and journalist James Desborough put up this video in response to a furore at UK Games Expo back in June. James's points are pretty much what I think myself about all the fuss, but that's not why I'm linking to it here. What I am particularly interested in is his succinct definition of "indie" vs "traditional" roleplaying from 9m 55s on.

In the former, the players get together to tell a story (if you've worked in a writers' room or collaborated on a novel you'll know how that goes) whereas in the traditional form of roleplaying it's not authorial. You play a character. The umpire (or GM, or referee, or MC, or whatever) creates situations. Your characters do things in response to those situations. In retrospect, that can be seen as a story (or a plot, as in, "The king died, and then the queen died of grief") but nobody knew what was going to happen in advance. There was no author. The story emerged from what the player-characters said and did.

Personally I prefer that because my day job (one of my day jobs) is being a writer. I don't want to repeat that in my downtime. Also, I play RPGs to discover and be surprised. The stories that are generated spontaneously from players' in-character words and deeds are more unexpected and more interesting than the ones we'd get if we sat around applying the cookie-cutter of Campbellian story paradigms to the pastry of a story set-up.

That's a personal preference, of course. I bristle if I hear players talking about their story arc and whether it's time for another player to move their relationship on in order to incite a plot point. But then, I'm not much of a fan of genre drama or fiction, and much of that "indie" take seems to derive from genre shapes for stories. As Roger Bell-West says here (at 1:26:20) in such games the goal is not to simulate any physical reality, but to simulate a genre.


In any case, every gaming group is entitled to play in whatever way they most enjoy. There's no One True Roleplaying religion. It gets interesting (and matters) when proponents of one style run up against and misunderstand the playing style and intentions of the other -- as seems to have happened in the Things From The Flood game at UKGE. But if you want to know more about that, continue watching James's video from 12m 12s onwards. I have to say, though, that I ran a Powered by the Apocalypse game (Gregor Vuga's Sagas of the Icelanders) and my players enjoyed it in a thoroughly traditional, in-the-moment, inhabit-the-character style, with absolutely no authorial discussion or narrative analysis. Maybe we were getting PbtA "wrong", but it worked, and I might post some of the scenarios now that the nights are drawing in.