Showing posts with label The Bonzos. Show all posts
Showing posts with label The Bonzos. Show all posts
Friday, 7 June 2019
Like an egg stain on your chin
Recently I’ve been reminiscing about our roleplaying days of yore. Not in order to wallow in nostalgia, but for the sake of some interviews and podcasts I was doing. I talked about the saturnine loner who achieved enlightenment and saved the people he realized were not lackeys but friends. The civil war that split our party when each player-character came to different conclusions about the right and honorable course. The subtle ways that characters within a legion, even at different ranks, could push their disagreements as far as military rules allowed.
I’m forced to the conclusion that the roleplaying was better back then – more immersive, more nuanced, more surprising – when we just took a Tirikelu character and developed them by playing. Now we mostly use GURPS, which encourages you to plot out every preposterous detail of the character before you start playing. It’s not a springboard for the imagination. More often it’s just a straitjacket.
And by the way, I'm just singling out GURPS because it's the game I've played most in the last ten years. Plenty of so-called narrative systems are just as bad, with their nannying insistence on each player writing down which other character they like, which one they have a grudge against, and so on. It's like being at infant school and being made to write about your weekend. The point of playing is to discover these things, not scribble the backstory to a bad novel.
I much prefer the approach taken by Stephen Dove for his Jewelspider Chronicles campaign. There you begin with a short "mission statement" for the character, clarifying some background details but leaving plenty of room for future development. As an example, here's my initial description of the character I played in Tim Harford's Company of Bronze campaign.
I already talked about why GURPS’s mental disadvantages don’t work but there’s a problem with character disadvantages in general. Say you cap disadvantages at -20 points. All the players will immediately take the maximum allowed. What's wrong with this picture? Simply that if the disadvantages were properly priced, you'd expect to see some players not bother with them at all.
“Ah, but character diamonds.” No, giving extra points for disadvantages is the junk food version of interesting characterisation. A lame epileptic drug-addicted albino with the regulation five quirks is not the slightest bit interesting. What makes a character compelling is in the gap between desire and duty, wants and needs, feelings and experience. And better by far if those internal conflicts are drawn with a subtle brush, not the cartoonish personality traits offered by the GURPS rules.
So I'd allow players one disadvantage. Just one. That's it. Not a mental one, either, because they're all anathema to good roleplaying. If you take the disadvantage, you can spend the points on an advantage. Again, just the one.
How are you going to get that interesting characterization? Do what good roleplayers manage without any of the personality-by-numbers stuff. As Laurence Olivier said: dear boy, just try acting.
Monday, 10 January 2011
Friends of English (etc) magic
A whole other tradition of fantasy that's a hundred shires away from cursed swords and dank cobwebby tunnels and granite-toothed ogres is that particularly English kind of whimsical and often surreal collision between the magical and the commonplace. You can see it running through in a direct line of descent from Lord Dunsany to Harry Potter with a cadet branch extending off to The Goons and the Bonzo Dog Band.(Er, did I say English? Dunsany was Anglo-Irish, Ms Rowling is Scottish, Spike Milligan was born in India and Viv Stanshall was heavily influenced by Dadaism, which is Swiss. So, let's call it "modern realism-grounded fantasy" and leave it at that.)
To my mind, fantasy is at its best when it encroaches onto our familiar world. Non-humans in taverns (whether from Middle-Earth or Aldebaran IV) are pure escapism, but magic that nudges in around the corners of everyday life has to reflect our real daily concerns. That's why, even in role-playing games with a high adventure setting, I like the conflicts and drama to arise out of believable human relationships and concerns. Sergio Leone showed that you can stage heroic, indeed mythic, adventure without having to save the damned world all the time. The greedy race for a box of old banknotes, the struggle to save one lost child, the always-doomed attempt to do the right thing - these are much more engaging than having to reunite the three lost pieces of the shield of Blah so that the evil lord Urg is sent back to the realm of So-what.
Hence the project that occupies my time these days is Mirabilis, a huge comic book epic that I'm weaving with Leo Hartas (pencils and inks), Nikos Koutsis (colors) and Martin McKenna (covers and concept art). A green comet appears in the sky, heralding a year when imagination and reality combine. The magic has come back into the world - and not only magic, but everything that traditionally belongs in fiction, legend and dreams. Mirabilis is my paean to fantasy, the type of fantasy that celebrates illogic and finds a tenuous, obscure circuit through the human unconscious to locate deeper truths than words and facts can ever hope to get at.
Richard Bruton, posting on the essential UK comics blog Forbidden Planet International, wrote:
"Mirabilis [has] a nice bit of mystery, dark fantasy and a very Bryan Talbot-esque art style. Hopefully we’ll be seeing this find its way into print at some point."And indeed you will see it in print, in fact in two glorious large-format hardcover editions if you live in Britain or Ireland, as John Freeman reported in the other essential UK comics blog Down The Tubes just before Christmas.
Meanwhile you can get the Mirabilis graphic novel for iPad in App Store books, where it has risen this weekend to #7 in the "What's hot" chart. If you don't have an iPad, take a look at the little book-flippy widget thing at the bottom of this very page, and if you like the first episode and you live in the USA or Canada then you can buy the American trade paperbacks by clicking on the cover images in the sidebar or going to Barnes & Noble.
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