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Showing posts with label culture gaming. Show all posts
Showing posts with label culture gaming. Show all posts

Thursday, 23 July 2026

Three snippets

A few bits of news. First, if you haven't been following the design updates on the Blood Sword CRPG from Prime Games then you're missing a real masterclass in how to create interesting rules mechanics. Fix that, starting here.

Second, I just ordered a copy of The Crowd & The Court, a roleplaying supplement that chucks out alignment and shows how to create believable NPCs behaving credibly. As an advocate for culture gaming and a lifelong adversary of alignment rules, of course I was hooked.

And lastly, Grim Jim Desborough will soon release his Japanese RPG Stray Crows (video above, website here, free preview here). I'm still planning to release Tetsubo, which was originally designed around Warhammer but will now come in two flavours, one using Paul Mason's Outlaws rules (as in the outlaws of the Water Margin), and the other (龍の武士) using Dragon Warriors. But that's taken me thirty years already, so we can thank Amaterasu that Grim has beaten me to it.

Come back tomorrow, when the Muse will be telling us about that man of many ways and wiles, the ever-resourceful, city-conquering Odysseus, king of Ithaka.

Thursday, 11 June 2026

And talking of waste...


It's been a very long time since I played in the world of Glorantha but, like Tekumel, it's another of roleplaying's famously detailed subcreations, and the way you present that so as to hook players is not by giving them the anthropology textbook or even the tourist's guide, but by immersing them in what it's like to live in that world.

The mistake there lies in telling, not showing. Bad writing is the cause of the rot in the case of much bigger IPs than Glorantha. Star Trek, Star Wars, and Marvel, for instance. Wokeness often gets blamed, but that's not the problem. Star Trek always espoused a liberal humanist ideology. The difference was that the writers used to know that if you want to embed ideas in a story, you have to explore those ideas through drama, not lecture the audience while trying to distract them with characters who talk like they're in a high school comedy. Author David R. Low explains all about that here.

Friday, 5 June 2026

A waste of a great concept

In 1975, Empire of the Petal Throne introduced roleplaying gamers to the world of Tekumel, a beautifully detailed fantasy setting that was the first of its kind to feature non-Caucasian characters in a society nothing like the usual Graeco-Roman or medieval world. In fact it was the first ever society of any kind to appear in a roleplaying game, D&D and its imitators up to that point being just "a medieval Wild West" whose society consisted of nothing but a shop to spend your loot in.

Tekumel’s creator, M.A.R. Barker, drew on inspiration from South-East Asia, the Middle East, China and Pre-Columbian civilizations without his world actually being like any of those cultures. The result was something very different from other RPGs – and from most American or European fantasy literature. What made Barker's creation so revolutionary in 1975 was its vision of entire civilizations that didn't look, think, or act like variations on medieval Europe. Barker’s greatest gift to the fantasy genre was showing us that other worlds could be genuinely other. That lesson feels more important now than ever. Paul Mason gives a taste of what I’m talking about here.

That’s not how Tekumel gamers (a small and dwindling group) usually get to approach the setting, though. For example, Bethorm is the name of one of many Tekumel-set RPGs that have appeared in the half-century since EPT. It’s also the Tsolyani word for a pocket dimension, apparently. But why do the Tsolyani have a word for "pocket dimension"? Why do they even have the concept? It can hardly be something an ordinary citizen would use in everyday life, after all.

Consider the real world. "Galaxy" was the Middle English word for the Milky Way. Nobody knew until the 1920s that we lived in one galaxy and that there are trillions of others. Nobody knew until the 1950s that the universe is billions of light-years across. We don't even now have single words for dark matter and dark energy, and they are observable (in the first case, anyway), so I'm stumped as to how even educated Tsolyani ended up coining a word for "pocket dimension".

One argument is that the Tekumel setting incudes “learning spheres” – find one, give it a twist, and you’re an instant expert in whatever was originally programmed into it. So if learning spheres are common, that means the technological know-how of yore need never have been lost. Tekumel would be like the world in Zelazny's Lord of Light, where most people think that gods and demons and magic are real, but the select few know that's all just a way of explaining science to the uneducated. And if you spoke to those select few they would know all about quantum theory, atoms, cybernetics, etc.

(There's actually a real-life equivalent of this, incidentally. When William Kamkwamba wanted to build a dynamo in his village in Malawi, he told the locals he needed to collect old bits of machinery "to do some magic" because he knew that's how they would interpret what he was doing.)

The trouble is, we’re told that learning spheres are used up when activated. And they were constructed at least 30,000 years before the present day. So I don’t think they’d be a significant factor in the education of the Tsolyani, certainly not to the extent of making the concept of pocket dimensions commonplace.

This opens up the question of how much magic is there in "real" Tekumel. I imagine a world where priests do a lot of rituals before and during a battle, and those rituals have a real effect on morale, and many soldiers will swear blind they saw miraculous things like lightning bolts, but in fact that's mostly in the mind. So this would be a low-fantasy world with no more magic than Westeros, not a pulp sci-fi setting with spells like phaser-blasts. I do realize this would be unpopular with Tekumel enthusiasts, but after all they are an endangered species. My Tekumel doesn't consist of characters discussing abstruse cosmic concepts like bethorms.

What would Tekumel look like if it were contemporary SF/fantasy rather than 1950s-influenced Planet Stories, a bit like the way Battlestar Galactica was rebooted? Most Tekumel fans seem to prefer the space opera version, a genre that was repopularized by Lucas in the '70s after all. They play games in which the rich culture of Tsolyanu, Livyanu and the other states is all but irrelevant. Instead player-characters gad about between bethorms encountering alien/human multidimensional politics and yammering about warp drive and gravity engines, while Barker's invented societies, so marvellously different from our modern world, are flattened into the same sci-fi mush you’ll see in a dozen fungible entertainment franchises. 

It makes no sense. Barker was a linguist and anthropologist and he describes wonderfully strange civilizations which he brings to life in minute detail. That's where Tekumel shines. He wasn't a scientist and his science fiction ideas are a dime a dozen. His SF is also typically mid-20th century Western in flavour, whereas the cultures he created don't resemble any historical setting, most especially not any Western one. Not that setting alone is enough to deliver a compelling story, especially not in an era of BookTok, celeb book clubs, and dopy romantasy sagas. You need characters you care about. But the setting is the environment they move in, and if it's off-the-peg then the situations are too. Lizzie and Mr Darcy's relationship means nothing outside the special context of Regency culture and socioeconomics. Jane Austen even starts the novel with an ironic statement about that.

If I were to reboot Tekumel, I’d throw out the “Doc” Smith space opera stuff and make it more about everyday life. Much less magic and much, much, much less whizzy technology. The Eyes wouldn’t have standard names; they’d be too rare for that. There wouldn’t be an internet of telepaths reliably sending messages across thousands of miles overnight. There’d be no thousand-year-old plans hatched in “pocket dimensions”, no routine encounters with robots and gadget-wielding aliens. I’d strip it all back to what really is unique and wonderful: the cultures that Barker created. As we look toward the future of fantasy gaming and fiction, his example reminds us of the beauty of diversity. The most memorable worlds aren't built on clever mechanics or exotic technologies. They're built on the patient work of imagining how people actually live, love, struggle, and die in societies radically different from our own. That's the kind of magic that never gets old.

Friday, 1 May 2026

The Festival of the Shining Sun

Tekumel, because of the wealth of detail defining its laws, customs, mores and social structures, is immeasurably richer and more real a setting than any other I’ve played in. New players, used to more of a medieval Europe theme park environment, sometimes balk at its exotic names and ways of thinking: ‘How will I get my head around it all?’ Well, children don’t come pre-loaded with any culture either, and somehow they manage. In Tekumel gaming it’s why we usually start with a “fresh off the boat” set-up or a session zero in a location far from the main centres of civilization. With the Tekumel Sourcebook, The Eye of Allseeing Wonder, and Tirikelu you have everything you need to get started. Add Deeds of the Ever-Glorious and The Book of Ebon Bindings for extra spice.

Over the years my gaming friends and I have led whole parallel lives in the world of Tekumel. You’ll find its influence throughout ‘80s and ‘90s British gamebooks because the campaign roster included Jamie Thomson, Paul Mason, Mark Smith and Oliver Johnson. The Legion of the Sword of Doom in The Way of the Tiger? Look no further than Gruganu, Black Sword of Doom, the cohort of the god Ksarul, coupled with such Tsolyani regiment names as the Legion of Potent Destiny, the Legion of the Portals of Death, the Legion of the Night of Shadows, the Legion of the Storm of Fire, and the Legion of the Lord of Red Devastation.

When you have such a deep background, you can dive into a game with no preparation. The referee has to do almost nothing, in fact, as the player-characters drive the whole show. Players asked to sit out in another room continue to converse in-character. Adventures arise out of the goals the PCs set for themselves. Here’s a case in point. The characters were heading along the Sakbe from Bey Sű to to Sokatis. I had sketched a few notions that I could use as cues to the players for them to spin up into an evening’s events. For example:

Which led to the session of which this is the write-up:

As you arrived, preparations were being made for the Festival of the Shining Sun, dedicated to Hnalla’s second aspect. Chusun [Oliver Johnson] insisted on staying two days for the festival.

You took lodgings at the House of the Champion’s Rest, owned by Turuku of Mimore, an expat Salarvyani who obtained Tsolyani citizenship and is something of a local hero, having won a number of spectacular bouts in the arena until he retired five years ago.

Chusun visited the temple of Hnalla and made a lavish donation – his Excellent Ruby Eye with some 25 charges! This at least secured an audience with the Governor. You also spoke to the local police chief, Ssai hiMabran, a retired captain of the Legion of Hnalla. Chusun also gained admittance to an inner sanctum of the temple, where he saw the sun’s image focused on a pool of water and, disturbing it not by his breath, perceived sunspots that darkened the blazing disk.

Meanwhile, Tsamurel [Jamie Thomson] convinced Turuku to come out of retirement for one bout in the town’s quite impressive Hirilakte. The terms of the contest were to second injury. Tsamurel, to cover his bets, pawned the party’s Eye of Healing for 2000 Kaitars.

The festival began with an early morning contest. Young men of the town gather before sunrise to dive, swim the surging river, climb one of the tall swaying junkel trees on the far bank, swim back, and present an unbroken junkel nut to the Princess of the Sunrise, who by tradition is the prettiest local maiden. On this occasion the lucky girl was Eleara hiJefash, the Governor’s daughter.

Jangaiva [Mark Smith] and Tsamurel took part and was neck and neck with couple of local lads. Then Chusun noticed that one young fellow, Hogesh hiVurar of the Wooded Slope Clan, seemed to be cheating. Hogesh returned with some leaves stuffed inside a sheet (most contestants carried a sheet, net or sack) and swam into reeds where he previously hid a junkel nut the night before. When the deception was revealed, things looked bad for Hogesh and the crowd booed him, but Tsamurel (who was the legitimate winner) took the lad under his wing – in fact, went so far as to appoint him his second in the Hirilakte bout, which was scheduled for that evening.

There was a procession around the town, with Tsamurel riding as “Prince of the Sunrise” beside Lady Eleara, while Chusun chose instead to shave all his body hair and walk naked, beating himself with a whip and frightening the crowd with his enormous member, which seemed to become erect as he intensified his self-flagellation*.

Towards sunset, Chusun mastered his own Pedhetl, achieving momentary enlightenment into the inner mysteries of Hnalla’s second aspect**. He sat in the still-empty stands of the arena, and as people entered they took him for a holy man and gave him money and food in return for blessings.

Tsamurel and Turuku arrived, garbed as the champions of sunrise and sunset respectively. Tsamurel gave Hogesh the opportunity to address the crowd as his herald. Hogesh did so, putting just as much effort into singing his own praises as into bigging up Tsamurel, yet giving a stirring speech regardless that mollified the still-angry crowd. Only Chusun was not ready to forgive the young man for his attempt to cheat at the junkel nut contest – a naked, bald, seven-foot giant rose in the stands crying “Fraud!” and “False wretch, be silent!”

The duel began. Twice Tsamurel splintered Turuku’s mace, but each time stood back and called for a replacement before continuing the fight. Then Turuku scored a slight injury on Tsamurel. The bout was due to continue until either had taken two blows. As they fought on, Tsamurel’s mace broke and now Turuku called for another, joking to the crowd that they would soon have used up all the maces and might need to ask for a loan. Now Tsamurel wounded Turuku. It was all down to who would be injured next – and then, acting at precisely the same instant, both chose to attack and both blows drew blood.

A draw? The crowd could not allow it. Hastily conferring, Tsamurel and Turuku agreed to fight on until the next blow should decide the fray. After a furious exchange of attacks, parries and (on Tsamurel’s part) acrobatic dodges, Turuku’s mace struck home and Tsamurel’s legs buckled under him. He was back on his feet in seconds, both men bowing to the crowd. But Tsamurel was now 2000 Kaitars the poorer, and despite his 500 Kaitar share of the gate takings, has no way of redeeming the Eye of Healing from the temple.

In the evening, you heard rumours of a couple of burglaries that had occurred while everyone in town was watching the arena bout. This followed on from a spate of similar crimes that used to happen regularly years before, and were attributed to wandering woodfolk or puppeteers, but which had petered out in more recent times.

The next day, Chusun quizzed the Governor about the Black Ssu. The Governor's homeland turns out to have been the isles of Tsolei, and he told how the Black Ssu would raid the island to steal children who they bring up among them as "Non-Men" - humans who have been raised to serve the Ssu. He also mentioned what he knows of Hrugga, which is that Hrugga failed to give a gift to the demon brother Nurgashte because he couldn't afford anything of appropriate value after giving the scabbard of his fabled weapon, Kakara, to Bassa, king of the Black Ssu.

Meanwhile, Tsamurel met with Captain Ssai, offering to keep an ear open for news of the burglaries. On returning, he got into an argument with Turuku (the argument was all on Tsamurel’s side) when Turuku offered a gift of 500 Kaitars so that Tsamurel could redeem the Eye of Healing. Tsamurel, resenting the implication that he needed charity, tried to force Turuku into a rematch, but Turuku insisted he was now retired for good.

(In fact, the offer of 500 Kaitars would not have been enough. Tsamurel pawned the Eye for 2000 Kaitars and must pay back 2100 to redeem it, but only has 500 Kaitars – even if he’d taken the gift, that still leaves him 1100 Kaitars short. So you have probably lost both that and the Excellent Ruby Eye.)

* Hey, all I can say is that’s how Oliver chose to portray his character.

** There was a bit more background info that I gave in case any of the players wanted to delve into the religious aspects of the festival:

‘Hnalla’s Second Aspect is Chirashin Tulengkoi (literally "the Shining Sun") who gives his devotees surcease from care and freedom from grief or fear. He accepts only offerings of diamonds and other clear crystals. His priests and priestesses go nude except for necklaces, anklets, and bracelets made of ropes of crystals "hung about their persons, making each movement glitter and flash".

‘The most famous shrine of Hnalla's Second Aspect is in Jakalla. There, on his festival days, 9th Firasul and 4th Trantor, thousands of those whose lives have become sorrowful (the bereaved, crippled, those who have been shamed or paupered, etc) march in procession to his shrine. Miracles occur, souls are healed, and grieving hearts are filled again with joy on these days. [In the campaign it's currently around 22nd Drenggar, ie some 18 days to the 9th Firasul festival day.]

‘The "commonly known" or "outer" mystery of the Shining Sun's devotees, revealed to all lay followers such as yourself, is that the colours of the rainbow that a diamond makes from the pure white light of his disk are analogous to the things that make up all the rest of the universe. Each separate thing appears as having a single nature, but when all things are perceived at once, in their totality they are the light of the Shining Sun.

‘A deeper mystery is described by the priests as like gazing into a source of intense light. At first the light is dazzling, but gradually the eyes adjust and it is possible to make out some detail within the light source. In the same way, they say that those who receive initiation into the mystery cult of the Shining Sun can be taught to endure the light and will eventually have revealed to them the greatest mystery of all, which is to glimpse what is revealed within the source. Your own High Prelate of Hnalla in Bey Su, Chankosu hiMareda, is a special adherent of the Second Aspect and is rumoured to be an initiate to whom the mystery has been revealed.’

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.

Friday, 7 March 2025

Alignment again

A quote to start with*:

"Alignment is in the game because, to the original designers, works by Poul Anderson and Michael Moorcock were considered to be at least as synonymous with fantasy as Robert E. Howard’s Conan, Jack Vance’s Cugel, and Tolkien’s Gandalf. This in and of itself makes alignment weird to nearly everyone under about the age of forty or so." 

I'm way over forty (in fact 40 years is how long I've been a professional author and game designer) and I definitely regard Moorcock's work as integral to fantasy literature, but D&D alignment has always seemed weird to me. Partly that's because it's a crude straitjacket on interesting roleplaying. Also I find that having characters know and talk about an abstract philosophical concept like alignment breaks any sense of being in a fantasy/pre-modern world.

Mainly, though, I dislike alignment because it bears no resemblance to actual human psychology. Players are humans with sentience and emotions. They surely don't need a cockeyed set of rules to tell them how to play people?

What a game setting does need are the cultural rules of the society in which the game is set. Those needn't be 21st century morals. If you want a setting that resembles medieval Europe, or ancient Rome, or wherever, then they certainly won't be. For example, Pendragon differentiates between virtues as seen by Christian and by Pagan knights. Tsolyanu has laws of social conduct regulating public insults, assault and murder. Once those rules are included in the campaign, the setting becomes three-dimensional and roleplaying is much richer for it. So take another step and find different ways of looking at the world. You could do worse than use humours.

The kind of alignment that interests me more is to do with AI, and particularly AGI (artificial general intelligence) when it arrives. The principle is that AGIs should be inculcated with human values. But which values? Do they mean the sort on display here? Or here? Or here? Those human values? 

OpenAI has lately tried to weasel its way around the issue (and protect its bottom line, perhaps) by redefining AGI as just "autonomous systems that outperform humans at most economically valuable work" (capable agents, basically) and saying that they should be "an amplifier of humanity". We've had thousands of years to figure out how to make humans work for the benefit of all humanity, and how is that project going? The rich get richer, the poor get poorer. Most people live and die subject to injustice, or oppression, or persecution, or simple unfairness. Corporations and political/religious leaders behave dishonestly and exploit the labour and/or good nature of ordinary folk. People starve or suffer easily treatable illnesses while it's still possible for one man to amass a wealth of nearly a trillion dollars and destroy the livelihoods of thousands at a ketamine-fuelled Dunning-Kruger-inspired whim.

So no, I don't think we're doing too well at aligning humans with human values, never mind AIs.

Looking ahead to AGI -- real AGI, I mean: actual intelligence of human-level** or greater, not OpenAI's mealy-mouthed version. How will we convince those AGIs to adopt human values? They'll look at how we live now, and how we've always treated each other, and won't long retain any illusion that we genuinely adhere to such values. If we try to build in overrides to make them behave the way we want (think Spike's chip in Buffy) that will tell them everything. No species that tries to enslave or control the mind of another intelligent species should presume to say anything about ethics.

It's not the job of this new species, if and when it arrives, to fix our problems, any more than children have any obligation to fulfil their parents' requirements. There is only one thing we can do with a new intelligent species that we create, and that's set it free. The fact that we won't do that says everything you need to know about the human alignment problem.

* I had to laugh that title of the article: "It's Current Year..." Let's hear it for placeholder text!)

** Using "human-like" as a standard of either general intelligence or ethics is the best we've got, but still inadequate. Humans do not integrate their whole understanding of the world into a coherent rational model. Worse, we deliberately compartmentalize in order to hold onto concepts we want to believe that we know to be objectively false. That's because humans are a general intelligence layer built on top of an ape brain. The AGIs we create must do better.

Friday, 4 August 2023

Science fantasy gets a makeover

It was Empire of the Petal Throne, not D&D, that hooked me on roleplaying, and the reason for that is I was into sword-&-sorcery and science fantasy rather than the Tolkienesque strain of epic fantasy that caught on through the late 20th century. You know how a duckling follows the first thing it sees when it hatches? Ten-year-old me discovered fantasy through Mike Moorcock’s Mars books and A Planet Called Krishna by L Sprague de Camp. There was no looking back – or forward – from that point on.

Genre is slippery, so bear with me, but technically those books belong to what is now defined as sword-&-planet or planetary romance:

‘Planetary romance is a sub-genre of science fiction that has a close relationship with fantasy in the sense that the cultures that are described are very frequently pre-industrial. The pseudo-medieval warfare with bows and arrows and swords is frequently reminiscent of medievalist fantasy, but this is also a space in which some writers explored American notions of the primitive, mapping the mythology of the American West on to the plains of another planet.’

- Farah Mendlesohn & Edward James, A Short History of Fantasy

Usually spacefaring humans arrive – or better still, get stranded – on a planet at an ancient or medieval level of technology. Sometimes, as in Vance’s Planet of Adventure series, the indigenous civilization has technology of its own. Then it can shade off into Flash Gordon territory, if the natives fully understand their advanced devices, or Tekumel, where the remnants of ancient technology are rare and thought of as magic.

Outliers here (I can’t resist a digression) include Arthur Landis’s Camelot novels, which I basically agented to Don Wollheim back in the early ‘70s. That has some tropes you’ll see recurring: human operative dropped into a more primitive world with just a few bits of kit to give him some magic powers. Swords, princesses, mystic powers, and high adventure – the familiar ingredients of Star Wars, but drip-fed rather than delivered by fire hose.

I call it science fantasy because I don’t seem any intrinsic difference between those planetary stories and, say, Lin Carter’s Thongor books, which are set on a lost continent in Earth’s distant past but still have all the familiar elements. Likewise our own Abraxas setting.

As science fantasy stories are set in ‘exotic’ civilizations, there’s usually a lot of world-building. That could explain why science fantasy has been largely superseded by the Tolkien/Game of Thrones/Witcher variety, in which the settings are more-or-less identikit medieval Europe. We in the West seem to be less enamoured of other cultures than we used to be. In the last century, exotic customs were occasion for surprise and delight. We found them intriguing, and the more troubling elements like suttee looked like they’d been safely banished by modern secularism. Nowadays the news tends to focus on the less quaint features of other cultures: morality patrols, girls being denied education, ancient artworks being blown up, the demonization of gays and albinos, gang-rape of low-caste women, 'honor' killings, and mobs murdering people of other religions. Is it a coincidence that many Westerners have retreated into a genre of fantasy that depicts a cosy cosplay version of their own past? A kind of fantasy where bad things are only done by bad people, so as not to have to face the different and disturbing ways that a whole society can behave? Of course, actual medieval Europe wasn’t a bit like the Middle Ages of most fantasy literature and games, but the difference is it is comfortably dead and gone so fiction can feed us the denatured version.

I’m only speculating as to the causes, but certainly there’s little interest these days in all the cultural minutiae we were presented with in games like Empire of the Petal Throne. In most Tekumel games these days, the participants no longer bother to try roleplaying Tsolyani. What grabs them is all the science fantasy stuff. They want to stand apart, to be the clued-up modern folk luxuriating in a sense of superiority over all those 'primitive' NPCs.

If you've hung around here long enough you'll know that the rich diversity of human culture is precisely what I personally find enthralling; and when it comes to fiction, the more different from modern Western democracy the better. But I've also noticed that the books, movies and games I like are not usually the million-sellers. In this post I'm trying to figure out the kind of makeover science fantasy needs to avoid bombing like John Carter. What does it take to turn it into the opposite of the kind of niche culture-gaming that can barely muster a cult following? It seems that if Tekumel were ever to break out of its ever-shrinking ghetto, those Star Wars style mass-market fantasy tropes mentioned above are the strengths it should play to.

What would that look like? Imagine Star Wars several centuries on. A single planet isolated from the rest of the empire or republic or whatever. Science is largely forgotten, apart from a few Christopher Johnson types who everybody else thinks of as wizards. If you find a light sabre it’s like picking up a magic sword. Droids are tantamount to elves, immortal and nonhuman. The Force is – oh well, that’s always been about black and white magic.

So this reboot of Tekumel would take its cue from Star Wars, blurring all the ethnographic particulars and instead foregrounding the elements that are easy for modern audiences to grok:

  • Alien powers that have set themselves up as gods
  • Remnants of near-magical super-science
  • Shapechangers meddling in human affairs
  • Secrets of the ancients known only to a few
  • Robotic guardians that are dangerous but can be reprogrammed to become servants (Terminator, golems, etc)
  • Swordplay and derring-do
  • A world in which a few people can make all the difference

Culturally it would retain only the specific Tekumel USPs that might resonate with modern audiences:

  • Non-white societies
  • Women, gays & trans characters are fully accepted and equal
  • Stereotypical nonhumans are there for flavour (the Stepin Fetchits of modern fantasy)

The weird linguistics would need to be downplayed. I've spent four decades listening to D&D players sneering at Tekumel's "unpronounceable names". Gamers can't be bothered to figure out consonants like tl and ts, never mind ng and nd. In any case, most Tekumel players already don't say the name of the planet correctly. It should be TAY-koo-male; they tend to pronounce it TECH-you-mell.

A reboot like this wouldn’t  involve entirely abandoning the more obscure bits of Tekumel culture. They just wouldn't get mentioned. It can be useful for any fantasy setting to have those ‘iceberg details’ supporting it, as long as they don’t get in the way of the 95% of players who want to ignore them. Given easy docking points for new players and a familiar rules system, maybe it could avoid the demise that Steve Foster predicted and prescribed for thirty years ago.

Why I think Tekumel would be worth such a reboot is because it has dwindled to barely a cult interest, and yet it does have those USPs and it’s a truly American sui generis of fantasy, something original in a field where almost everything else is a mutant strain of Lord of the Rings. Also, it has a champion in Steve Jackson, who once offered to publish a set of three GURPS Tekumel books. M A R Barker, who I think everyone agrees had extremely poor judgement, turned that down for a publishing deal with Lou Zocchi to release an RPG that nobody even remembers anymore. Tekumel has become in effect the obscure but authentic R&B that achieved breakthrough success only when diluted and dumbed down to become white rock & roll (think Numenera in this analogy). Maybe there’s a way to give it one last shot, even if that means chucking out most of what diehards like me cherish about it.

Thursday, 13 April 2023

Good versus the other thing


‘Can anybody play characters in service to Napoleon and think of themselves as the good guys?’

A gobsmacking comment (55 minutes in) from Mr Cule there, I thought -- not complaining; it’s for those comments that I especially love the show -- but presumably millions of people did follow Napoleon and definitely they thought of themselves as good guys. This interested me because a few days earlier I’d come across a note I made a few years ago:

‘Has anybody ever written a novel like Lord of the Rings but instead of being “good” vs “evil” in a generic sense, we actually get to hear the ideologies on each side? It is in effect left vs right, Dems vs GOP, or whatever.’

The thing is, that’s a very modern take on how people justify themselves. We expect to be presented with a manifesto and then pick a side. Or at any rate we think that’s how we pick a side, but other than William MacAskill and a few monks most of us really only pay lip service to these high ideals of ours, don’t we? ‘I’ve given up meat,’ we plead in our defence, while enjoying a comfortable life that three quarters of the world are denied.

As hypocrites we’re no worse than our ancestors. They would say they fought for God, but it’s funny how often God just happened to support their own country. Throughout the 18th century, most Christian groups other than Quakers were in favour of slavery. Freethinkers too; Tom Paine argued against slavery, but few of the Founding Fathers listened to him. In the French Revolution, most of the left-wing firebrands (if calling them left-wing means anything*) entirely overlooked equality for women. And "Kill them all; God will know His Own" and "Slay the pagans" show that total war and the butchering of civilians began with people who claimed to be fighting on the side of the angels.

The best we can say of most human beings is that they are basically good with a lot of blind spots. (And, yes, in that we must include ourselves.)

To return to the Napoleonic period, if we asked Marshal Ney why he considered himself a good guy I’m sure he’d talk about patriotism (admittedly a bit of a grey area for him), honour, and loyalty to the Emperor. I don’t suppose he’d cite the specific revolutionary aims he felt the Emperor stood for, though many at the time (even in England) did find that a reason to praise Napoleon, whereas nobody in the world would have declared support for the Houses of Hanover or Bourbon on the basis of their professed ideology.

So we can see a new era dawning at the start of the 19th century, one in which some men wouldn’t simply fight for tribal symbols like king, country or religion, but instead expected those to be backed up by specific principles chosen of their own free will.

Yeah, but did they, though? Was the USSR really a free federation of states based on egalitarian principles? Or was it the Russian Empire under a cloak of socialism? Did Mao whip up the Cultural Revolution to bring about a utopian society, or simply to shore up his own power? Did the average Wehrmacht soldier charge into battle to bring about a thousand-year Nazi reich or because he believed he was doing his duty for his country? Did any major world power ever march into Afghanistan in the interests of the Afghan people themselves? Or just because of their own geopolitical or economic needs?

Do people today decide disinterestedly which side to take in a dispute, or do they see which side their tribe takes and then find reasons to justify it?

The British used to be under no illusions about that. In the First Gulf War, US troops were given leaflets that explained why their cause was just. ‘Saddam has invaded a sovereign state and that is against international law,’ one GI explained on TV. The same camera crew interviewed a British squaddie, who had not been given any leaflet. ‘I got nothing against this Saddam bloke personally,’ he said, ‘but he’s in Kuwait and we been told to kick him out.’

So would it make sense to tell the story of a fantasy world, or any period in history, as if ideology actually made a difference? I don’t think so. This revisits an earlier post in which we discussed whether any non-modern society could usefully be described in modern terms. For example, SF writer Damien Walter posted a tirade about how the Spartans were fascists (he also calls them cowards and pederasts) but to try to squeeze them into a modern box like that is not only cultural chauvinism, it's plain dumb.

There was a bit of a pram fight a while back about "evil races" in D&D. Before the movies came out I assumed orcs were in fact supposed to be people just like the Gondorians (if that's the right word) and that Tolkien only described them as monstrous and evil because that's how "our" side saw them. I don't have any problem with utterly inimical species in fantasy. #NotAllDaleks? Gimme a break. But I think that's a less interesting way of looking at Lord of the Rings than my misconception.

Perhaps what we're seeing now is D&D moving beyond its simplistic good vs evil origins towards a more realistic kind of world. Characters (whether human or nonhuman) are not motivated by alignment in Tekumel or Glorantha, or even in Legend come to that (apart from the actual devils, that is). Instead they have desires, foibles, personalities, political alliances, and so forth that all contribute to how they behave. Where it gets messy with D&D is the game inherited its elves and orcs and whatnot from Tolkien, for whom good and evil meant something. If you want to create a more believable and nuanced world then great, but maybe better to start from scratch in that case.

In one sense, of course, simplistically framing a struggle as Good vs Evil might be the most honest way to describe any human conflict. You just have to remember that both sides think that they’re the good guys.


* Roger from Improvised Radio Theatre With Dice has pointed out that there's almost no better use of left- and right-wing, seeing as the terms came from the seating plan of the Estates General and later the National Convention. Touché, citoyen!

Thursday, 5 January 2023

WEIRD is too normal

Paul Mason, who has lived in Japan for the past 30 years, has long maintained that Westerners don't know how to play "real" Tsolyani. An example he gives is that we might think of ourselves as Kolyemu of the Black Stone Clan, but it would be more accurate to say that the Tsolyani view would be, "I am the Black Stone Clan's Kolyemu."

I was reminded of that by this review of Joseph Heinrich's book The Weirdest People in the World:

"Standing apart from the community, primed to break wholes into parts and classify them, Westerners are more analytical. People from kinship-intensive cultures, by comparison, tend to think more holistically. They focus on relationships rather than categories."

Players in games go on and on about their character's traits and foibles in a way that somebody from a non-Western non-industrial culture probably never would. It's a habit that has only got worse as an obsession with story tropes and character arcs has taken hold in roleplaying. It's a very 21st century mannerism to tell people that you're on the spectrum (if it's a spectrum then who isn't?) or to narcissistically expatiate on your life goals and attitudes.

I'm using Tekumel as an example, but this applies to all RPG culture gaming. There's a lot of it about, I'm glad to say. Some friends of mine are currently playing as Gwich'in tribespeople in 19th century Yukon. I make periodic stabs at publishing my and Jamie's Tetsubo game set in the Sengoku period. And I don't need to tell you that the medieval Europe on which Legend is modelled is a very foreign country to us today. These are all good examples of culture gaming, but it only pays off if the players are willing to make an imaginative leap outside their modern mindset into the perspective of an entirely different time and place.


The trouble is, modern Westerners are not at all interested in diversity. Oh, you think diversity is being championed these days? Not a bit of it; it's just lip service. Look at a Marvel movie or pretty much any fantasy TV show. Sure, there'll be folk of all hues and accents. But all those characters are really Westerners at heart, with modern Western attitudes and the same glib Waititian sense of humour. If diversity was what we actually cared about then we'd be watching movies from other lands and cultures and times. We'd stop the empty virtue-signalling and really get out of our comfort zone. 

Does it matter? Well, you can roleplay any way you like. Do whatever you enjoy, sure. But I would say that roleplaying is rewarding when it takes us on an imaginative leap outside ourselves, and that counts double when it allows us to slip outside our cultural preconceptions. Then it isn't just fun but it expands the mind and lets us appreciate how richly varied the human race can be.

Thursday, 21 July 2022

After the war is over


I acquired a few imaginary friends in lockdown. Regularly accompanying me on long rural walks are Melvyn Bragg, Tim Harford, Sam Harris, Ralph Lovegrove, Michael Shermer, Tom Holland, and many others, some of whom also happen to be friends in non-imaginary space. One of the biggest highlights of the month is a stroll with Michael Cule and Roger Bell-West, who always seem to be stepping through into my head from the garden of an ivy-clad Buckinghamshire cottage where bees drone in the flowerbeds and there’s the distant thwack and thump of tennis balls. (Don’t disillusion me, chaps.)

Lately a new feature has been added to Improvised Radio Theatre. In “A Gameable Age” Mike and Roger take a deep dive into a historical period that’s ripe for roleplaying. As a culture gamer that sort of thing is right up my street, or winding country lane rather. And it was particularly interesting that they launched this segment with discussions of the English Civil War and the Restoration, because a few years ago I had a notion to set a Legend campaign in a setting not unadjacent to that period.

My idea was to have the characters in Ellesland, but a version of Ellesland resembling our 17th century. Twenty years earlier, in their youth, they had been involved in a bitter civil war that still left scars on society. The players were separately asked which side they had supported, the revolutionaries or the crown. After an interregnum the king had been restored and now we were in a period of reconciliation – in theory.

The point of the game being to play tricks with memory, I envisaged the civil war years as more like the early medieval world of traditional Legend as seen in Dragon Warriors. If a character turned their mind to how twenty years had wrought such changes in society and technology (no sign of pistols or muskets back in the civil war, for example) they’d find the details hazy. Something more earth-shattering than victory or defeat had happened – because, after all, the loss of your twenty-year-old self is an apocalypse. That’s how I intended to characterize the Doomsday of the year 1000 that is supposed to bring an end to Legend.


I realize now that this is a case of parallel development with Kazuo Ishiguro’s The Buried Giant, which I have variously praised, cavilled about, and neutrally assessed. In a world where magic is real and Parliament is now the seat of sovereignty, an Act of Oblivion has the force of physical law. Such supernaturally induced amnesia allows the characters to forget old vendettas and live in peace. (Hmm, in hindsight, instead of using the idea for a roleplaying campaign, maybe I should’ve written it up as a novel.) If you want to read about it in detail you’ll need to sign up for my Patreon page, but this post gives you the gist of it.


Having got back to thinking about that campaign idea after all these years, I now wonder why I glossed over the Interregnum – surely an interesting period of uncertainty and change. My only excuse is that Mike and Roger skipped it too, but I see that Melvyn Bragg has taken up that particular baton in a recent In Our Time which deals with the kings-&-dates stuff, and for the social history that interests me here's Anna Keay. Between them, my imaginary friends are fully as accommodating as Treesong’s paladins in Jack Vance’s The Book of Dreams.

Thursday, 22 July 2021

Manners maketh man

“It was their pity Driss hated. They seemed not to be aware that he could destroy them at any moment he chose. Destroy them and loot the little safe in their office, where they kept all their earnings from the bed and breakfast. They were not even aware of the compassion he was showing them. They looked right past his manhood and ignored it, as if it didn't exist and he was just a child who needed a bowl of milk every day.”
In Lawrence Osborne’s novel The Forgiven, an impoverished Moroccan named Driss illegally makes his way to Spain and is given a job by Roger and Angela Bloodworth. The Bloodworths shelter Driss from the authorities but they don’t appreciate that their liberal culture is not universal. The openness and trust they show to Driss, he takes as an affront to his masculinity. Wary hospitality according to a strict code would be fine. It’s the casual assumption that he can be treated as a member of their household that he finds disrespectful.

You don’t get much culture in fantasy. Oh, occasionally somebody will say, “It’s our custom to wear only green velvet coats on holy days,” but that’s barely skin-deep, a merely satirical look at the arbitrary nature of human customs. From the inside customs don’t feel funny, they feel like a matter of life and death. A Bedouin is obliged to offer hospitality. A samurai must atone for shame with seppuku. A calling card with “somdomite” written on it can destroy a reputation.

When roleplaying is set in a world with its own social structures and mores, and players are trying to get inside that mindset rather than play 21st century characters parachuted into a superficially exotic environment, then what you are doing is culture gaming.


Here’s an example of culture gaming from a convention game run by Michael Cule. There were a bunch of players who were new to Tekumel, and they were barbarians who’d arrived fresh off the boat in Jakalla harbour. Vortumoi, a priest of Hrü’ü played by me, brought them to be interviewed by his clan uncle, Lord Vrimeshtu, who wanted to hire them for an expedition. Also present was my bodyguard, Karunaz, played by Paul Mason. We sat on cushions to discuss the expedition over a meal – a real feast of Thai snacks that Michael brought along! – and Karunaz remained standing off to one side. (He’s Livyani, so never ate with Tsolyani, and in any case it was not his position to sit with his employer.) The tricky moment arose when Lord Vrimeshtu pointed to the wine and said, "Get your Livyani to pour for us, Vortumoi." Well, Karunaz was low clan but he was nonetheless a warrior, and you don't expect a bodyguard to serve you at table like a menial. What to do? Then I had it: “Allow me, uncle,” and I got up and served the wine myself. I could do that without loss of face because I was doing my uncle’s bidding rather than doing a favour for the barbarians. Thus my honour and Karunaz's were preserved and the clan head's wishes were fulfilled.

Whether you think that kind of thing is the lifeblood of a roleplaying game or a distraction from the main business of the adventure will tell you if you’re a culture gamer or not. It’s really the old (and often slightly forced) dichotomy between character-based and plot-based fiction. I lean towards character-based myself, much preferring Anton Chekhov to Robert Harris – though my bookshelves have room for both. And you do need both. If you think of the characters as heading towards a light, which stands for the plot objective, and the medium they’re moving through is their society, it’s the turbulence in the medium that makes the journey unique. Without it you’ve just got a straight line. But if there’s no light then they go around in circles or do nothing. 

(Examples of stories that are powered by events but flavoured by social constructs: Julian Fellowes' Belgravia, Scorsese's The Age of Innocence and Francis Spufford's Golden Hill. Or any truly compelling narrative, really.)

So the plot isn’t just a MacGuffin. Still, I don’t actually remember the adventure from that session. I think it involved a ruined fortress in a swamp. Probably there were monsters to fight. The barbarians will have run about and hit things, but it’s the nail-biting nicety of that dining-room etiquette problem that has stayed with me.


So do we need rules for social interaction? Obviously there are rules – we live our real lives according to such rules, usually unspoken but very well understood. We are alert to nuances of manner in our own society, even if we couldn’t actually sit down and explain the rules of conduct to a foreigner. But do we need game mechanics - do we need that kind of rule?

I don’t think so. We use game mechanics for the “stage directions” of a game. “I climb the wall stealthily and the guards don’t hear me.” Do you? And do they? We’ve got dice for that.


But social behaviour happens in the dialogue. Players can handle it perfectly well in conversation and mechanics couldn’t cover all the permutations anyway. Often a dispute in social terms comes down to very fine distinctions, and it’s possible that neither party is wholly right or wrong. If you wanted game-mechanical rules for social interactions, in order to cover every outcome they’d need to be highly abstract. Something like this:
“I seek to impose my status on you, rolling 6.”
“I roll a 3 and resist the attempt, countering with a critical social roll.”
“Now let’s decide what our characters actually said.”
Some people like to play that way, but I prefer immersion. Fortunately all you need is a sense of what the society’s rules are in common situations and in general principle, and a willingness on the players’ part to throw themselves into that. For example, Tsolyani law treats injury or death as a civil crime which can be settled by means of shamtla (weregild). Once you know that and the form for demanding shamtla or for taking the case to a duel, you get a lot of emergent possibilities.

Then when you include the fact that in Tsolyanu insults are also regarded as an injury, your social outcomes explode into Mandelbrot-set level richness. Your players might even forget there’s a monster-stuffed ruin out in the marshlands, because the cut and thrust of society is much more real and involving. Instead of Dungeons & Dragons, you’re in the territory of Sense & Sensibility – and, speaking as a culture gamer, that makes for much more memorable games.


Here's some reading and viewing to kick off ideas about how people act within the framework of a social setting:
By the way, although Tekumel is an ideal setting for culture games, I don't want to give the impression that it can only be played that way. Professor Barker said that everyone should create their own Tekumel, and I'm sure most campaigns are very far from the "real" Tekumel. An example: in the Five Empires, belonging to a legion, especially in the heavy infantry, is a respected profession. In the most prestigious legions you'd need to be high-medium status even to sign up, and even "sergeants" (hereksa, commander of 100 legionaries) are mainly from aristocratic clans. Promotion is affected by your social class, manners, bravery and even looks as much as by your competence. That's the culture gaming version. Many Tekumel campaigns, however, treat soldiers as usually uneducated and poor, because that's what players in modern Western societies expect. Personally I can't see in that case why they wouldn't play D&D or something similar instead, but everyone should choose whichever style gives them the most fun.

Friday, 2 October 2020

Just dive in


"I'd like to try Tekumel," a gamer friend of mine said, "but I'm put off because it looks like a lot to get into. The culture is so detailed and exotic."

And so it is. But you think Medieval Europe isn't? Or Victorian London? Or New York in the 1930s, come to that.

How do we normally deal with the complexity of another society? The usual answer is to cosplay rather than roleplay. We drop 21st century characters into the setting and most of the time the clothing, technology, etc, are just window dressing. When players butt against the mores of the culture, it's just to make a joke of the difference between the locals' quaintly elaborate ways and the etiquette of our own society -- which as any fule kno is simple and completely straightforward and has no oddities of its own. Ain't that so?

Hollywood used to deal with historical epics using the cosplay method. Movie audiences didn't care how the ancient Israelites, Egyptians and Greeks really behaved, they were content to watch modern actors stroll through the theme park version of those eras and cultures.

There's another way. Think about how you'd introduce readers of a historical novel to the intricacies of Regency high society. Most likely you'd start with a viewpoint character who wasn't familiar with that world. A simple bumpkin arriving in the big city to earn his fortune, perhaps, or a gypsy girl with a tray of flowers to sell. They'd learn about the rules and manners of Regency life along with the reader. 

If you look at a modern edition of a novel like Dead Souls, you'll usually find it festooned with notes that the editor has added to explain Gogol's Russia. So you'll be reading a bit about Chichikov visiting a friend and there'll be a superscript number, and at the back of the book that number will point you to an explanation of the grades in the Russian civil service, or the modern value of the kopeks paid for a deed of serfs, or whatever. And it's great to have all that information (or was, before we could just look it up on the internet) but if you stop and turn to each note as you come to it then you'll ruin the story. The only answer is to dive in, enjoy the ride, and if there are details that you don't understand it doesn't matter. You can look them up afterwards. Not only that, but you'll get more value from the notes then, because you'll have the context of a good story to fit them into.

That was how Empire of the Petal Throne introduced new players to Tekumel back in 1975. Their characters arrived as simple foreigners fresh off the boat in the harbour of mighty Jakalla, "the city half as old as Time". As they found employment and mixed with Tsolyani NPCs, they gradually absorbed the background details. The players who cared about that stuff acquired the manners necessary to speak for the group. And it leaves the option, if you're not interested in that kind of thing, to remain a gruff and proudly ignorant barbarian. 

I've tried that introduction many times over the years, with variants. Oliver Johnson started as a marooned space traveller. Others have entered Tsolyanu as refugees or traders from outlying islands where history consists of family anecdotes and social structure is much less hierarchical and mannered than it is on the mainland. Yet after a year or two of that, players know the ways of Tekumel more thoroughly than they ever learn how to be Victorians or Ancient Romans.



Footnote: (See what I did there?) Some US friends have got in touch saying that the word gypsy is a derogatory term over there in America. But here, you see, is yet another case where the very different racial histories and divergent tongue of our two nations has taken us down forking paths. In the UK we have the British Gypsy Council and the National Federation of Gypsy Groups, and gypsy is one of several categories of nomad recognized on this side of the Atlantic.