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Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Wednesday, 11 December 2024

An intelligent book index

Recently (here and here for example) we've listened to some of the Deep Dive podcasts that Google's NotebookLM can generate. Fun as they are, I didn't want anyone to go away with the idea that's all NotebookLM can do. As a friend who uses NotebookLM for work put it, the audios are just a party trick. What's much more useful (and reliable) is the ability to get it to read a bunch of source texts and then answer questions about what's in them.

I'll give you an example. A few years ago, I was part of a team working on an adaptation of Jack Vance's Lyonesse setting to the Mythras RPG system. I was responsible for the chapters involving the Ska, an austere race of invaders, and the city of Ys. The first thing I did was go through all the books, which I'd been given in digital form, to pull out any references to Ys or the Ska. So I ended up with fifty pages of notes like this:

Fifty pages is a lot to wade through. Four years on, how much easier it would have been with the help of NotebookLM. I uploaded the three Lyonesse books and then asked, "What do we know about Ska warships and naval tactics?"


Each of those numbers opens a quote from the source text. The first note, for example:

"The Smaadra, unable to outrun the Ska ship, prepared for battle. The catapults were manned and armed, fire-pots prepared and slung to booms; arrow screens raised above the bulwarks. The battle went quickly. After a few arrow volleys the Ska moved in close and tried to grapple. The Troice returned the arrow fire, then winged out a boom and slung a fire-pot accurately onto the longship, where it exploded in a terrible surprise of yellow flame. At a range of thirty yards the Smaadra’s catapults in a leisurely fashion broke the longship apart. The Smaadra stood by to rescue survivors but the Ska made no attempt to swim from the wallowing hulk of their once-proud ship, which presently sank under the weight of its loot."

You can see how much time that would have saved me and the other Lyonesse designers. Dedicated large language models like NotebookLM are going to be indispensable to writers, especially if you're working on an ongoing series or doing the worldbuilding for an RPG or videogame. A lot of people protest about the use of AI in creative fields (just look on social media; there are more Dunning-Kruger AI pundits there now than there were overnight "experts" in immunology during the covid pandemic) but by that argument it's cheating to have an index or contents page in any reference book. The truth is that the time the LLM is saving is just the drudge work. It's essentially doing a researcher's job, which leaves the writer more time and energy to be creative. And I call that progress.

The image is Mick van Houten's painting for the cover of The Green Pearl.

Friday, 17 March 2017

Syfy ho hum

Too many science fiction series are just westerns. A colony of plucky miners is threatened by the hired thugs of evil businessmen. Outlaws ride into town (or land on the planet) bringing danger to the settlers. Somebody wants to drive the railroad/stargate through a peaceful backwater, riding roughshod over the rights of its lawful inhabitants. And then the magnificent six or seven show up to fix it all in a blaze of gunfire.

They were peddling these exact formulae eighty years ago and I've seen SF television shows and B-movies that add almost nothing to it. The weapons fire photons not bullets, but otherwise it's all been done many times before. Even the dialogue sounds like a Gunsmoke repeat.

Why this is a waste: the future offers so many fascinating new stories to tell - just look at Black Mirror, District 9, Blade Runner, Ex Machina. Technology, alien contact, and space travel throw up new opportunities, new perils, and new moral conflicts. If writers stretch their imaginations they can find those stories. Or they can indolently retread a western or a monster movie remembered fondly from their youth.

Have networks decided that SF geeks are content just as long as there's a spaceship in the frame? Don't those viewers care about startling concepts that stretch the imagination? Don't they want drama with compelling characters rather than leather-styled ciphers? Because TV networks are lazy when it comes to SF. They'll continue to fob us off with repurposed western and crime scripts unless we demand great science fiction every time.

Friday, 3 March 2017

Expressionist dancing zombies

Leo just sent me the colourized images he's been doing for Megara Entertainment's limited hardcover edition of my second-ever gamebook The Temple of Flame, originally published in the mid-eighties. This picture of undead warriors caught my eye because I'd recently found the original art brief I sent to Leo. I was inspired by Steve Ditko's story "The Spirit of the Thing" in Creepy #9. He showed a corpse coming to life and wresting itself up out of the soil with galvanic convulsions of muscle you could almost feel.


Ditko is of course the master of portraying physicality in a picture - look at those extreme poses Spidey adopts as his momentum flings his limbs in all directions. The horrifying idea of those athletic, almost dance-like, cadaveric spasms stuck with me, so I sketched them for Leo and let him do his thing.


Megara's edition of the book will be shipping soon to the hundred or so Kickstarter backers, and of course the paperback is still available to everyone else.



Another curio from the writing of the book is this map of the catacombs within the pyramid. I remember being horrified when I playtested Oliver Johnson's Lord of Shadow Keep and discovered that he didn't bother with mapping - you might turn right and come into the same room reached by turning left. I think I actually sat down and rejigged the text so that it was consistent, although whether that mattered is another question. I assumed gamebook readers would make a map as they went along, just like a role-player would. What about you? Were you a map-maker or a barnstormer?

Thursday, 9 June 2016

Ways into Sparta


I’m not one of those who are scornful of the struggles that actors face in getting into character. It’s not as hard as coal mining? Can’t argue there, but it does drive some needles very deep into the actor’s psyche and sense of self-worth. Don’t discount emotional hardships, is all I’m saying.

Take Charles Laughton, driven almost to despair by his inability to get a handle on his part in I, Claudius. He finally solved it by playing a gramophone recording of Edward VIII’s abdication speech right before he’d walk on set. Similarly, though with a lot less of the hand-wringing, Sir Kenneth Branagh reportedly sought advice from Prince Charles before embarking on the role of Henry V.

The point is: you need to find a way in. Paul Mason and I used to talk about finding “the Englishness of Heian Japan” or whatever abstruse setting we had picked for our latest roleplaying campaign. It’s not that we really believe there is any “English” component there, and in particular not that we wanted to anglicize the setting in any way, just that you’re looking for the stepping stones that will get you started. Once you have that first step, you can start to build a mental model of your character within the exotic setting – until eventually it doesn’t feel exotic any more. You have passed through the stage of liminality and, now that you inhabit the setting, you can jettison those familiar analogies that got you started.

That’s the good way to do it. The bad way is to try to conform the setting to tropes you find familiar. Leaving aside the speedos, Frank Miller reduced Spartan culture to a bunch of violent libertarian nutters. That said, Miller reduces everything to violent libertarian nutters, so maybe we shouldn’t read much into it. As an approach to roleplaying in Sparta, it’s barren ground; it will lead you back into your own concerns and cultural views, not closer to the mind-set of a Spartan. The film adaptation of 300 likewise. The 1962 movie The Three Hundred Spartans was long mocked for being inauthentic, and lord knows I’m not recommending it, but arguably it’s still a lot more authentic than anything Zack Snyder has ever perpetrated.


You could look at Steven Pressfield’s book The Gates of Fire. Pressfield was a Marine, so he knows about soldiering. Trouble is, the type of soldiering he knows is likely very different from the experience of a hoplite in 480 BC. I’m not talking about drill or weaponry. Recruits into modern Western military forces tend to be rural or suburban and from a lower socioeconomic status than the general population. This leads to a specific style of training, a particular idiom of social interaction, which in British Army terms we might characterize as the “you ‘orrible little man” attitude. Or, going back to the US Marines, who can forget the Gunny’s welcoming speech from Full Metal Jacket?


If Pressfield were familiar with the Gurkhas, he’d know that if your soldiers come from a society that esteems military service you don’t need to treat them like dirtbags to get what you want. No sergeant or officer in the British Gurkha units ever needs to scream at a Gurkha soldier. Theirs is a martial culture. In such a culture, discipline flows from self-discipline. That is nearer (perhaps, for we can only surmise) to the Spartan way of thinking. All of these spartiate warriors are, after all, the aristocracy of their world. Martial values have been inculcated in them from childhood. They’re not unruly rednecks who you have to break down and rebuild into soldiers.

That suggests to me another analogy. You know the saying, apocryphally attributed to Wellington, about the battle of Waterloo having been won on the playing fields of Eton. Those young Spartans, graduates of the agoge, are maybe not so different from the pupils of a tough Victorian or Edwardian public school. That system produced exactly the sort of chap who adhered to the values of his parents and grandparents, who would politely give up his seat to an elder, and who had the reckless courage to throw himself into battle at the head of his men armed with just a pistol and a stiff upper lip.

That’s one way into Sparta, anyway. I’ll reiterate that you’re not aiming to describe Sparta in terms of Rugby School or the Marine Corps or NRA anti-federalists or Baywatch extras. That would just be cultural chauvinism and it gets you nowhere in either acting or roleplaying. What you want is the key that opens a door in your own imagination so that you can construct a credible and internally consistent Sparta there.

And incidentally you might need several different keys. One of my players, seeing the map in the Sparta Sourcebook, said, “I never realized there were so many shrines and temples.” If you’re a Westerner who has travelled in the Orient, particularly somewhere like Taiwan, you won’t find that kind of society hard to comprehend. Even less so if you’re Taiwanese, of course.Another player was surprised that Ares wasn't much worshipped in Sparta, except as a cult among immature boys. The truth is that professional soldiers throughout history have rarely regarded war as anything admirable. A Spartan would tell you that it's not battle they worship, but victory.

Roleplaying in non-traditional settings doesn’t appeal to all tastes. It takes commitment, but when you carry it off it reaches a deeper place and yields more rewarding results than any campaign with Scottish dwarves and hippy elves ever can. So, if places like Tekumel or Sparta or Heian Japan are your bag, what tricks do you use for finding your way in?

Some sources that may prove useful and/or inspirational:

Tuesday, 9 June 2015

They're not zombies

Another taster bite from The Frankenstein Wars, the interactive adventure that Cubus Games are creating based on my story and world concept. This is Tom Clerval's first meeting with the creature created by Victor Frankenstein three decades earlier:


There was a creak on the companionway. Mr Legion filled the frame of the door, having to twist his hulking torso to enter the cabin so that for a moment he resembled one of those wretches who are unearthed after being buried alive, their rigorous limbs pressed taut against the confines of the wood. His flesh gleamed like oiled ivory in the lamplight. I noted fresh stitching where his arm had been wounded less than an hour before, the skin already healing over the hastily-worked sutures.
As he stepped in he was able to straighten up, but even so his big angular head still bumped against the cabin ceiling, and the very mass of him seemed to press the air and light away so that Blakeney and I sat closer against the narrow hull. I felt as an inhabitant of a doll's house might feel, when the wall is suddenly thrown open and a giant child intrudes its looming face and limbs and vital energy.
Imagine my even greater astonishment, faced by this gaunt apparition that had haunted my childhood dreams, when he drew a long thin cigar from his pocket, tilted back the hood of the lamp, and sucked it alight with all the delicacy of a toff in a Pall Mall club.
Blakeney must have sensed my confusion. "Mr Legion is hardly the simple-minded monster given life by your godfather's experiments, Dr Clerval. He was a child then; now he is a man. Of a kind."
The creature turned his eyes upon me. They held a look that burned with the fever-light of shrewd intellect and dark depths of resentment. When he opened his lips, I sat so transfixed that it took me moments to realize that the soft, rich tones were his speaking voice. His glance slid off me so that he addressed neither Blakeney nor myself, but an unseen audience: “Of a kind..? Unfinished! Sent before my time into this world scarce half made up, that dogs bark at me - why, I have no delight to pass away the time, unless to spy my shadow in the sun, and ponder on my own deformity…”
He blew out a smoke ring, watching it with a satisfied smile as it rose and grew diffuse. Was he ugly? Truly deformed? Though my godfather had not cast him to normal standards of beauty, nonetheless he had built something impressive. Viewed as an attempt at copying humanity, he was a monster indeed. But seen as a new thing, a species apart – then his long, harsh body took on the outlines of something noble, even divine.
Moving with the easy grace one sometimes sees in very big men, he turned to leave, adding over his shoulder, “And so I am determined to prove a villain, and hate the idle pleasures of these days.”
Blakeney filled the silence after his heavy tread had faded along the companionway. "That was all for your benefit. His sense of mischief, you understand. Theatricality, one might even say."
“He works for you?” I asked, still marvelling at the transformation. In my memory, I saw that same giant body pouncing like an animal from the mountainside, those lips parting only to issue a howl to chill the blood. If Blakeney had shown me an African lion smoking a cigar and quoting Shakespeare, I could not have been more amazed.
“Works for me, you say? Not that exactly. We have… an understanding.”
Something in Blakeney's calculating tone brought me out of my daze. “I’m not going to help you, Blakeney.”
“That’s just what he said. And yet we have our understanding.”

See, no zombie he. That's a mind-shattering revelation that the Twitterverse has been struggling with, for example in this brief overview on Pocket Gamer. Well, as Wilde said, it's worse not to be talked about, but I wish more people were familiar with Mary Shelley's brilliant novel about the creation of a new kind of man rather than with the "Hulk will smash" laboratory partwork that is the Universal or Hammer idea of the monster.

Actually, thanks to Project Gutenberg you can read Shelley's original Frankenstein free in almost any format you could ask for. For a shorter read, here's me explaining why this isn't yet another zombie thing. Because, yawn, there are far too many of those already. After all, the watchword is not "It's undead," but "It's alive!"

Monday, 1 December 2014

I'm dreaming of a dark Christmas...

The first Dirk Lloyd book has finally (YES!) been released in a French edition. Now our friends over la Manche can read Un Démon au Collège and tell us how well the humour translates from Anglo-Saxon into Gallic.

I was interested to read the first review on Amazon.fr, which signed off as follows:
"Seul regret: j'aurais préféré un récit à la 1ère personne"
Why that's interesting is that, after having hatched the idea for the Dark Lord series, Jamie and I spent quite a while trying to decide on the best way to tell it.

The first thing we'd written was that catchphrase, "I will tell you all my secrets. But then I'll have to kill you." And that wasn't even necessarily intended to go into the book; it was just a mnemonic for us to remember this one among the many ideas we were coming up with that day.

Having begun with a first person viewpoint, we began feeling around for a voice. I tried two versions of the opening. First narrated by Dirk:

I have found this device and will use it to record what the mortals of this world call my blog.

Blog. I like the word. It has a brutal sound. When I return to my realm, I will have a thousand slaves flayed and on their skins, in the violet blood of the last of the ice dragons, I shall inscribe my Great Blog. My Blog of Final Conquest.

When I get home.

I have been trying to remember what happened. I was falling, falling. But before that. This brain – like the warm, pink, pudgy fingers I must write with – is unequal to the task of containing my dark soul. I must struggle with it and subjugate it. If I am ever to find my way back, I must rise above the petty limitations that have been set upon me. I must make myself remember.

Gargon had unleashed the catapults. Their taut cords made the ground shake as the skies darkened with roiling, smoke-trailing, spark-splashing balls of blue fire. I watched the faces of the White Riders, too close-packed to turn their horses before the barrage rained upon them. Under the steel visors, those grim-set mouths went slack. They knew that death was flying to consume them.

Ah, such a glorious day.

It was all going so well. I see the battlefield as in a mist, a blood-red mist. We were beating them back. Those impudent fools who had marched to the very heart of my kingdom, there in the shadow of Mount Dread, in the wan light cast by the dark moon of sorrows, they saw the powers at my command and their hearts were icy with fear.

But then I caught sight of that meddling wizard, Hasdraban the Pure. Across a sea of battling troops our eyes locked. I began the incantation of the ninth demise. He held something – a crystal. It shone with power. I had spoken the sixth of the nine syllables that would crack his old veins and spill his blood like dust upon the wind.

Hasdraban said one word. The crystal blazed with light. And I was falling… 

This sequence actually did make it in modified form into the finished work, but it wasn't right. In a way, telling the story from Dirk's point of view was over-egging the pudding. Also, it made it very hard to get the distance required for comedy. A technique that works brilliantly in The Diary of a Nobody is less effective when the reader doesn't have any way of knowing if the narrator is unreliable, crazy, or a genuine dark lord.

So then I had another stab at it, this time using Dirk's foster brother Christopher as the narrator. I think the idea now was probably to have several different first-person narrators giving us their take on Dirk's story:

"I will tell you all my secrets. But then of course I'm going to have to kill you...”

Those were the first words that Dirk had said to me personally in the whole time he’d been under our roof. It’s not like I hadn’t wanted to make friends, but after being ignored all day I think he could’ve opened with something more chatty, like, “Do you know the cheat codes for Halo 3?” or “What’s with that dork who’s lead singer in Travis?” Threatening to kill someone, even in fun, is a bit weird when you’ve never even spoken to them before.

I stared at the bar of street-light on the ceiling. Dirk was a black silhouette in the spare bed on the other side of the room. I decided it’d only make me look soft if I asked him what secrets he was talking about. Looking soft is a bit of a specialty of mine, to be honest. But I’m working on it.

“Whatever,” I said.

The alarm clock beside the bed ticked out a minute in the darkness. I couldn’t even hear Dirk breathing. There, I thought, that’s told you.

“I am trying to decide,” he said at last, “whether you have passed out, overwhelmed by mind-numbing terror of what I might tell you, or whether mere subservience has struck you dumb.”

“Eh?”

“I am waiting.”

“You what?”

I saw him rise on his elbow, eyes boring through the darkness of the bedroom at me. Outlined by his shadow, he looked bigger, although I knew that if anything he was shorter than me and kind of on the skinny side. No reason for me to feel intimidated, especially not in my own home, in my own bedroom. But there you go. It’s like I said. Soft.

“You were about to say something,” Dirk went on. “You got as far as the first word and then you stopped.”

“I said whatever. As in: whatever. Now why don’t we get some sleep. It’s all right for you, but I’ve got school tomorrow.”

“Whatever what?” I caught just a flash of a smile in the darkness. It was a trick of the light, of course, but his teeth looked sharp as needles.

“Whatever. That’s all. Nothing else. Just – whatever.”

Dirk lay back with a chuckle. He seemed to be talking to himself. “Just whatever. No more than that. Whatever! I like it.” He turned to me again. “I thought you only had the makings of a lickspittle – “

“Now steady on!” I didn’t know what a lickspittle was, but it certainly didn’t sound like a compliment. In fact it sounded like you might have to lick spit, which was verging on an outright insult. I would have got up and thumped him right then, if I hadn’t been a little bit afraid of him.

Now, don’t think that’s me being soft again. I may be easy for other people to push around, but I don’t flinch from getting into a scrap, even if the other bloke is bigger. I’m not a coward. The thing is, small as he was, almost everybody was a little bit afraid of Dirk.

You’ll see. Later, you’ll see.

“I thought you had the makings of a lickspittle,” he repeated, “but now I see you have spirit. Stripped of the stultifying blanket of civilization – “ and here he kicked back his duvet for emphasis – “I think you could be rude, opinionated and badly behaved. I like that.”

“Er, thank you. I think.”

“You will be my henchman in this benighted world, Christopher.”

“Call me Chris, mate, everybody d- “

“I shall call you Christopher,” he announced, turning over to go to sleep. “And you shall call me – “

“Dirk?”

“Master.”

If you've read the Dark Lord books, you'll know we didn't  go with either of these styles. And you probably don't need to have read the books to see that neither approach above was bringing out the comedy inherent in the concept. Well, that's okay. When you're developing an idea you try things on for size. Different viewpoints, different voices, past or present tense.

Luckily Jamie then took the plunge (that's a pun if you've read the first line) and wrote the opening chapter, dropping us in medias res and using the close third person viewpoint often described as free indirect. After that there was no debate. It was obviously the best and funniest way to handle the series, and Jamie got the writing gig - which incidentally skewed the book younger than I was envisaging, and just as well too. It wouldn't have won the Roald Dahl Funny Prize (yeah, sorry, but that is what they call it) as a darkly dry-humoured novel for teenagers - although, ironically, a little of the early-stage concept of it as a book for older middle-graders survived in the series's UK title, Dark Lord: The Teenage Years.

By jumping right out of the YA bracket, Jamie found a simple, fun style that appeals to kids and adults, and thus a series that can be read by mums and dads to their children. Which makes the Dark Lord books - and all of Jamie's fiction, come to that - pretty handy if you're stuck for a Christmas present. Mwo ho ho.




Friday, 27 September 2013

The Grand Fromage of Megara

Another guest post from David Walters today in the run-up to the Way of the Tiger Kickstarter campaign that begins on Tuesday. This time David attempts the impossible: describing the founder, leader and human dynamo of Megara Entertainment, the charming and inimitable Mikaël Louys.

*  *  *

Commissioning artists in the pursuit of a common goal is a tricky job, and one that falls to the managing director of Megara Entertainment Mikaël Louys. He has a great many artists and tasks to draw together in one creative whole for the Way of the Tiger gamebook re-release and the forthcoming roleplaying game.

Mikaël is the man in charge of ensuring art and writing come together in an attractive display of ninja awesomeness. He has an established ethos that all the work should be in colour (part of the Megara philosophy), and strives to give the artists enough freedom to make their mark on the art whilst ensuring they have information to include details such as the insignia representing the gods of Orb.

Mikaël is a keen fan of the Way of the Tiger books, so he takes a personal interest in making sure that key scenes from the book are captured on the page and has a considerable knowledge of the source material upon which the artists can draw. Sometimes he commissions the artists to do a colour representation of artwork from the original books, and other times it is a dramatic reinterpretation based on the source material.

Either way his methodology is the same – give the artist guidance, check the draft, give further guidance and repeat this process until the work is finalised. Mikaël will also send drafts of the artwork around the writers to ensure that any discrepancies are caught early in the process.

His artist list includes Dominique Doms (mostly characters from the books), Lise Rafalli (places on the Island of Plenty), Tonio Di Lorenzo (monsters), Mylène Villeneuve (mostly scenes and characters), Aude Pfister (maps and characters), Eric Chaussin (pre-generated characters for the RPG), Faiz Nabheebucus (characters), Motise Musashi (Island of Plenty characters), and Mary Nikol (characters). Mikaël’s artists have a range of experience levels, and he always takes time to develop and improve less experienced artists, and counts them all very much as friends.

The artwork is not just for the books, as Mikaël is very much in charge of the business side of Megara too: T-shirts, jewellery and even a giant cloth map have been the canvas for some of the creative work sold via the Megara website. One of the crowning glories of the early artwork was a new map of Orb, a beautiful hand-painted piece of work by Aude Pfister.

As well as co-ordinating the artists, Mikaël co-ordinates the writers as well, ensuring that they have the assignments needed and that there is creative oversight of the work. On the few occasions where the artwork clashes with the writing or vice versa, Mikaël will get the work redone to ensure it is as true to the source material as possible.

Mikaël has many other parts of his role, including formatting the page layouts for maximum impact, deciding what is in (and out) of the roleplaying game both in terms of chapters and artwork, and also formulating the rules for the RPG from his extensive gaming experience.

Mikaël is known amongst the team for his encyclopaedic knowledge of tabletop RPGs, RPG computer games, boardgames, and casinos. He also runs a music fan club archiving almost all the live recordings from all the career of Eric Clapton and Mark Knopfler. He is also a japanime expert, J-RPG expert and former editor at RPG Magazine, RPG Online and Gameplay RPG. He has developed a great love and appreciation for the Japanese culture, but of course it's not mandatory to have that to appreciate the Way of the Tiger gamebooks.

- David Walters 

ADDENDUM: As of midday September 27, after just 24 hours live, the Way of the Tiger Kickstarter campaign has reached 94% of its initial target. (Even Mikaël probably wasn't expecting that!) There are a host of stretch goals, though, and plenty of time left to pledge. The campaign will run till the end of October.

Friday, 22 March 2013

Ia! Ia! Cthulhu fhtagn!

"The only flaw in this stuff is R.E.H.'s incurable tendency to devise names too closely resembling actual names of ancient history -- names which, for us, have a very different set of associations. In many cases he does this designedly- on the theory that familiar names descend from the fabulous realms he describes -- but such a design is invalidated by the fact that we clearly know the etymology of many of the historic terms, hence cannot accept the pedigree he suggests. E. Hoffman Price and I have both argued with Two-Gun on this point, but we make no headway whatsoever. The only thing to do is to accept the nomenclature as he gives it, wink at the weak spots, and be damned thankful that we can get such vivid artificial legendry."
That's Lovecraft himself, sui generis creator of an entire mythology, talking in a 1935 letter to my old penpal Donald Wollheim about the work of Robert E Howard (specifically, his invented history of "The Hyborian Age").

I have to agree with HPL. Fantasy novels full of names culled from the author's vague memory of bits of history and myth are the main reason I don't read much fantasy. We can allow Howard to get away with it, as HPL did, because, firstly, he was an exceptional writer and, secondly, he did at least understand the derivation of the names he was using. He would put Aesir in a northern clime, have swarthy barbarian mercenaries waiting for their pay outside the walls of Carthage, and so on. It helped to paint a picture. It was a conscious choice by the writer, it wasn't laziness or ignorance.

But most fantasy writers are not blessed with Bob Howard's vivid imagination or natural storyteller's instincts, and cities called Vishnu in a medieval-ish Western-y setting just come across as witless. Likewise confusing the function and even gender of historical Greek or Roman gods - just make up your own, for Zeus's sake.

Lovecraft was a man who stuck to his guns even more than Two-Gun. Whatever the cost (and it seems to have been huge, in terms of health, finances and happiness) he steered a straight course by the principles of his craft. In his lifetime he enjoyed nothing like Howard's popularity among the readers of Weird Tales, despite the proselytizing efforts of a small and devoted band of followers.

But look, here we are seventy-five years later and the Cthulhu Mythos is one of the great modern IPs. I'm not sure Guillermo del Toro and Mike Mignola would have careers without it. (That's a joke, by the way, but only just.) The reason it has such power is because it is a pure and complete sub-creation, as Tolkien called it. When Lovecraft needed a name for an invented god, he didn't do the easy thing and reach for Bulfinch's.

The lesson, I guess, is that if you want to create great fantasy (and fantasy, when it is done well, can be great indeed) then take the path less travelled. Dig down into your own imagination. Invent places we've never seen outside of dreams and give them names that resonate on a deeper level than just "Kishapur" or "Ragnarberg". You may die a pauper's death, but your existence will have brought to the world something of true and incomparable value: originality.

Sunday, 1 July 2012

Spark of genius

I wonder if it’s fair to blame J R R Tolkien for all the really bad fantasy? Those oriental monks rubbing shoulders with European knights. The elves in sports bras. It’s enough to drive you back to Ivanhoe. As Tolkien himself said: “Fantasy can be carried to excess. It can be ill done.”

Tolkien had a quality that his imitators don’t even see. There’s a creative unity to his work. He doesn’t keep throwing any old rubbish at you, he'll never perpetrate the incoherent text. He asks just that you accept the axioms of his world and the rest all falls into place.

To create something on the scale of the Lord of the Rings movies, involving a team of a thousand people over more than two years, is remarkable enough. To do it and maintain that cohesive vision is sheer genius. And only possible because, at the heart of the project, there was the novel itself.

It’s more than a question of having a core design document. You can’t build anything until you have a plan of what you are trying to build. Tolkien’s novel is the design document of the movies, but it’s also more than that. It lights the way for any new artistic work set in Middle Earth. It’s the creative Flame.

Fran Walsh and Philippa Boyens (the scriptwriters) became keepers of the Flame while they worked on transforming it for the screen. Peter Jackson took it over while directing. Throughout the project, all of his team had that Flame to refer back to.

That’s because the process of good creative design isn’t the dictatorship that some people seem to fear, with “the guy in charge” coming up with rules that everyone must slavishly follow. Nor is it a case of committee thinking, with everyone pitching ideas into the stew.

It’s more like proselytizing a religion. The designer or author is the prophet. He or she lights the Flame, is its keeper, and brings the team to it. Once you see the light, you can go off and do your own thing and the work you do will have unity with everyone else’s.

Movies like Lord of the Rings or The Hobbit - or The Amazing Spider-Man, or Star Trek - show that it’s possible for a team of a thousand creative people to share one dream. A handful of man-years to write the novel – and it lit the Flame for a two thousand man-year project. Doesn’t that sound like a bargain to you?