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Friday, 24 February 2017

Baby steps in the Weeping Jungle

If you've been waiting for news of the seventh Fabled Lands book - and I know you have - then stop chewing those nails and take a look at this. Paul Gresty has cleared time from his very busy schedule to write us a guest post updating everybody on the book's progress. The nutshell version: the manuscript is finished and it's on to the final furlong. For the juicy details I'll hand you over to Paul...
 

Dave has been kind enough to allow me to write a few words here on the Fabled Lands blog to talk about where we're up to with The Serpent King's Domain. And, this time around, it's big news: we have a finished draft of the book, and we're well into editing. Our editor, Richard S Hetley, is the first adventurer to leave Dunpala for the wilds of the Weeping Jungle. He's currently trekking through the Feathered Lands, and putting the seventh book in this series through its paces.

In editing terms, this brings about a lot of fine-tuning. There' a lot of back and forth discussion right now about the economic consequences of two ports, Dunpala and Begotombo, being so close to one another; about whether a score of ghouls should have a higher Stamina score than that big bull in Cities of Gold and Glory; about whether the new Obfuscation blessing is too similar to the Immunity to Injury blessing in The Court of Hidden Faces.

I've intentionally geared the book towards throwing up some challenges for very high-rank characters, and so it's fascinating to see how Richard tackles it with somebody newly created at 7th rank. The number of locations to visit in the Feathered Lands is considerably higher than in the first six books of the series; consequently, some quest-important items or codewords are proving really hard to track down. Some opponents are probably too tough for a character that's just starting out (hey, that's what resurrection deals are for) and, frankly, there are more than a few paragraph links that are flat-out broken, and need to be fixed. That's where we're at with the text of The Serpent King's Domain right now – we're addressing all of these points.

Dave and Jamie have also been giving valuable input on the setting of Harkuna as a whole – notably how the Feathered Lands relate to other regions in the world, and some details on how the different faiths fit together. This has, dare I say, even allowed for a little tentative planning of books 8 to 12.

As regards the interior artwork, Russ has completed about half the necessary pictures, including all of the high-level backer rewards. The latest news is that he's working on rough outlines of the remaining full-page pieces, and the smaller filler pieces that will intersperse the text.

Kev, our cover artist, is in a similar position. Before Christmas I wrote up a comprehensive brief for him about the setting, and the notable people and places within the Feathered Lands; he's now partway through his black-and-white roughs. He'll be back in touch with us shortly, with a more complete image.

I'll take the opportunity to address a point that Michael Hartland brought up on the Kickstarter page (and that was somewhat echoed by James Cartwright): "What's the chance of getting the book finished by June, do you think?" On the writing side of things, it'll be finished way before then. I'm hesitant to make grand promises on top of that, because there are still things like artwork and page layout to consider, and then hiccups can always occur with printing and shipping. But I'll provisionally say that the chances are really good.

And I'll conclude with a point of precision about how to most efficiently direct questions about The Serpent King's Domain. Asking questions here on the FL blog is fine; better yet is to contact Mikael Louys at Megara Entertainment, as Megara are responsible for running the Kickstarter and publishing the book. That can be done through Megara's website or the Kickstarter page. At this stage all questions are likely to be referred back to me anyway, so please feel free to go ahead and contact me directly. I welcome and encourage all inquiries, comments and criticisms, and I'll get back to you as soon as my frail mortal body will allow.

As always, huge thanks to all backers for your support in this process, and for your patience so far. The Serpent King's Domain would not exist without you.

- Paul.

Wednesday, 22 February 2017

Four of the best


I'm so used to queuing these blog posts up months in advance -- "we'll have a gamebook piece followed by a scenario followed by game design theory..." -- that it's easy to overlook actual news when it happens. Luckily I was reminded by Andy Fletcher recently that the long-awaited new edition of the Dirk Lloyd books has finally arrived. Not only do the books boast new covers by dapper Dan Boultwood, illustrator of the DL strip in The Phoenix, but the original trilogy has now been joined by a fourth title, The Headmaster of Doom.

There's a story behind it, you'll be glad to hear. Jamie and I originally came up with the idea for a new book series called Grimmer Grammar, in which an ordinary boy called Arthur Tooms ends up at a creepy school for the undead. He has to pretend to be a zombie to fit in. The school has houses such as Charnel House, Slaughter House, Mad House, and so on, the kids sleep in "doomitories", and there are characters like Zom Brown, Lucretia Bitely, and Stitches the caretaker.

As you can see, we were aiming for comedy squarely along the lines of Dark Lord because that's what the publishers all seemed to expect, and in the end they turned out to want it in spades (rusty, mould-spotted, gravedigger spades) because they decided not to launch it as a new series but squeeze and pummel it until it fitted into a Dirk Lloyd shaped hole. And that's how come The Headmaster of Doom. All the laughs you would have got with Grimmer Grammar, and with all your favourite characters from the Dark Lord series too. Happiest days of your life (or death), so they say...

Friday, 10 February 2017

Wyndham - or hot air?

John Wyndham was an English author of the 1950s and '60s who made a name for himself with a string of literarily respectable SF novels, most of which injected a seed of something very strange into an everyday life decribed in matter-of-fact, if not humdrum, terms. You should anticipate spoilers...

The Day of the Triffids
Why “cosy catastrophe” – Brian Aldiss’s description of the genre to which The Day of the Triffids belongs? To begin with there’s the narrative tone, sometimes described as middle-class, whatever that’s meant to imply. But the cosiness must mostly come from the triffids themselves. Not that they aren’t threatening, but it’s an otherworldly threat that locates this apocalypse in a safely fantastic framework. Imagine instead that mankind went blind and was then menaced by packs of wild dogs, or rats, rather than ambient vegetables. That might be too close to reality for many readers, and it certainly wouldn’t be cosy.

Wyndham is clearly making up the plot of Triffids as he goes along, especially at the start where every character the narrator meets has to top themselves in order to prune what would soon become a cluttered narrative. Take the doctor that Bill encounters soon after leaving his ward. He must have been blind for all of two hours, he’s a medical professional, he’s in a modern well-equipped hospital, and he has a sighted helper in the person of our narrator. Yet the moment he finds the phone network is kaput he’s gone head-first out the fifth floor window. Reeling across the road for a stiff drink after witnessing that, Bill finds the publican drowning his sorrows. His wife has already gassed herself and the kids, he just needs a few more G-and-Ts to work up the courage to join them.

Really? Would you not wait a few hours to see if help came? If you were a doctor, wouldn’t you at least have a go at finding a cure? Or give it a day or two in case it was a temporary effect? I wouldn’t be diving straight through the nearest window myself, but Wyndham needs to get rid of these inconvenient plot hangnails so that they don’t hold his narrator back.

After Bill runs across a sighted woman called Josella, Wyndham suddenly remembers the triffids – and having remembered them has a half dozen of the buggers packed into every lawn in St John’s Wood. One of them has even got into Josella’s house and done for her dear old dad – handily sparing him the need to find a shotgun or a pack of rat poison to get him out of the way of the plot. “She was not going to care for the idea of leaving her father as we had found him,” muses Bill. “She would wish that he should have a proper burial.” But you can almost hear Wyndham’s sigh as he contemplates a chapter spent de-triffiding the house and burying the old cove. So he has a convenient triffid leap from behind a bush to attack their car. “Drive on!” cries Josella. “Oh, let’s get away before it comes back.” And dead dad is never mentioned again.

I first read this when I was nine or ten years old. I loved the triffids, second only to Daleks in my esteem, but I couldn’t figure out how they were connected to the meteor shower. “They’re not,” said my dad. “The triffids were created, then the meteors blind everybody and that gives the triffids the whip hand.” I was wary of double mumbo jumbo even then, and late in the book Wyndham seems to decide that he ought to link this all up, at least thematically, so throws in the notion that the blinding lights in the sky were caused by orbiting man-made weaponry rather than simple meteors. But what then is the book’s theme? Mankind meddling in things we were not meant to know? Gimme a break. Antibiotics, central heating, water purification, surgery, electricity… It’s too lazy just to wheel out science as a bad guy because nothing else leaps to mind.

Another criticism: Bill and his sighted friends give up on the rest of humanity far too easily. Most of us would have many blind friends and relatives, and we wouldn’t just abandon them. I can think of ways to set up farms with a ratio of several hundred blind workers to maybe a dozen sighted people. The characters in Day of the Triffids barely even try, to the extent that you begin to wonder why Wyndham didn’t just kill the majority off with a plague rather than blinding them and then having to have them commit suicide or wander off. About halfway through, that occurs to him too, at which point he brings in a mysterious plague (also satellite-borne, amazingly) to trim the fat.

Still, Day of the Triffids is fantastic rip-roaring stuff if you’re ten years old and it’s quite fun for adults too. If we hadn’t had Terry Nation’s much better Survivors in between then and now, I might not have found so many faults with the book. And at least triffids are a lot more original and interesting than zombies.


The Midwich Cuckoos
After finding Triffids a bit of a disappointment, I thought I'd better give Wyndham another chance, but this one bears out the same impression, namely that he had fabulously original ideas but then proceeded to flatten the life out of them with a dry, distant, ironic, and indeed slightly comedic prose style.

"The essence of cosy catastrophe," says Brian Aldiss, "is that the hero should have a pretty good time (a girl, free suites at the Savoy, automobiles for the taking) while everyone else is dying off." It's hard to describe the narrator of The Midwich Cuckoos as the book's hero. In fact, he hardly seems to exist at all, and after a few chapters tells us that he's basically going to have to make up a lot of stuff that he's pieced together later and has written up like a third-person novel.

What is the narrator even there for? We know he's going to survive the story, and his wife isn't one of the women who become pregnant with the Cuckoos, so he is certainly cosily looking on from outside. In a review in The Guardian, Dan Rebellato thinks that the narrator (I had to look up his name: Richard Gayford; he hardly features) is there to be unreliable, to make us look more warily at the gaps and unexamined aspects of the story. Well, that's charitable. I just think Wyndham launched in with a first-person viewpoint and never went back to change it.

It's hard going. The ideas are there, but Wyndham (or his narrator) is determined to undercut any drama in the telling. We're halfway through the book before the babies are even born. Much of the novel just tells us drily about how the whole thing is organized. The government take almost no interest, despite having an MI5 chap keeping an eye on the village. The way that the plot is explained to us is through a local author called Zellaby. He's the sort of opinionated crackpot whom one dreads getting stuck in a lift with. Every so often, when Wyndham needs us to understand what's going on, Zellaby will come out with some nugget of aboriginal wisdom like, "It can only be what Huxley calls xenogenesis," or, "Man cannot have evolved on Earth as there are too many gaps in the evolutionary tree." We're supposed to take all this as the pronouncements of Yoda, but I'd rather Wyndham had found a way to show us what he was thinking instead of bunging in this Basil Exposition geezer.

The story is wrapped up without any set-up; we don't know how the character concerned knows how to do what he does, it just happens. And by this time we've been fed so much narrative nitrazepam that what ought to be shocking comes across as a so-what moment. The way Wyndham tells it, the eeriness of the children hardly comes across at all. Deaths feel untroubling, almost comic. It doesn't build so much as swell until it's time for the author to let the air out. And any subtextual themes - for example, the concern of a mother at finding she has no emotional bond with her child - aren't handled with a tenth of the skill and tension of something like We Need to Talk About Kevin.

Yet there is a strong, creepy idea in there, and lots of imaginative touches like the villagers falling asleep. The 1960 movie makes it all nail-biting; Wyndham tells it as if he's relating a particularly uninvolving shaggy-dog story. A case where the book is not better. Because the ideas in Wyndham's classics are so strong and different, they would make excellent settings for a role-playing game - and because the execution of those ideas in the novels is so flat, I'd feel no compunction about ripping them apart to use in that way.

Tuesday, 7 February 2017

A near disaster

I don’t think this merits a featured post of its own, but it’s a curiosity that might interest dyed-in-the-wool gamebook otaku. Back when Oliver Johnson and I started writing the Golden Dragon gamebooks, we were learning the ropes about book production at the same time. Manuscripts had to be ready months ahead of publication, and cover copy and artwork were usually the first thing you had to think about.

Series editor Angela Sheehan asked me to come up with a cover idea for The Lord of Shadow Keep. I tend to prefer visual imagery to prose, in fact, hence the frequent references here to movies, television and of course comic books. But I had no clear idea of what was going in the book, and when inspiration fails it really tars and feathers you. Case in point, this absolutely epic fail of a cover concept. A back view of a dark lord gazing out at the countryside in contemplative mood? What in actual frell?

Luckily the cover artist Bruno Elletori had the sense to ignore my notes and instead fix us up with a full-tilt action scene which conveyed a sense of immediate danger. All I can say is that usually I did a lot better job of coming up with a cover concept – consider Lords of the Rising Sun, for instance, or all the new Critical IF gamebooks. But when you know what you’re doing, and you still drop the ball, that’s when it lands with the most resounding of thuds.Still, it could have been worse. Check out this cover of the Berkley edition that was released in the US.
Come back on Friday for the main post, in which we’ll be taking a look at the work of a classic science fiction author whose bravura world-building makes for great roleplaying campaigns.

Friday, 27 January 2017

The gods of the earth

I've been recording an episode of Fictoplasm with Tim Harford and host Ralph Lovegrove. If you've never caught one of these podcasts, Ralph and his guests take a story and consider both its literary qualities and how it could be used in a roleplaying game. I recommend them all (my own favourites are the Gene Wolfe and Mike Moorcock episodes) and if you want to hear ours, in which we talk about the Lyonesse novels by Jack Vance, it's right here.

One of the aspects of Lyonesse that we talked about was Vance's use of faerie creatures. They are, in a nutshell, droll, capricious and dangerous, just like fairies in Legend. And that in turn reminded me (there's an end point to this segue, believe me) of John Hagan's comment recently about W B Yeats's take on fairies as angels not good enough to be saved, nor yet bad enough to be damned. So I thought let's get a guest post from Yeats, him being dead and hence entirely biddable. So here it is:


 The Trooping Fairies

 The Irish word for fairy is sheehogue [sidheog], a diminuitive of "shee" in banshee. Fairies are deenee shee [daoine sidhe] (Fairy People).
     Who are they? "Fallen angels who were not good enough to be saved nor bad enough to be lost," say the peasantry. "The gods of the earth," says The Book of Armagh. " The gods of pagan Ireland," say the antiquarians, "the Tuatha De Danan, who, when no longer worshipped and fed with offerings, dwindled away in the popular imagination, and now are only a few spans high."
     And they will tell you, in proof, that the names of the fairy chiefs are the names of the old Danan heroes, and the places where they especially gather together, Danan burying places, and that the Tuatha de Danan used also to be called the slooa-shee [sheagh sidhe] (the fairy host), or Marcra shee (the fairy cavalcade).
     On the other hand, there is much evidence to prove them fallen angels. Witness the nature of the creatures, their caprice, their way of being good to the good and evil to the evil, having every charm but conscience-consistency. Beings so quickly offended that you must not speak much about them at all, and never call them anything but the "gentry", or else daoine maithe, which in English means good people, yet so easily pleased that they will do their best to keep misfortune away from you, if you leave a little milk for them on the window-sill over night. On the whole, the popular belief tells us most about them, telling us how they fell, and yet were not lost, because their evil was wholly without malice.
     Are they "the gods of the earth?" Perhaps! Many poets, and all mystic and occult writers, in all ages and countries, have declared that behind the visible are chains on chains of conscious beings, who are not of heaven but of the earth, who have no inherent form but change according to their whim, or the mind that sees them. You cannot lift your hand without influencing and being influenced by hoards. The visible world is merely their skin. In dreams we go among them, and play with them, and combat with them. They are, perhaps, human souls in the crucible—these creatures of whim.
     Do not think the faeries are always little. Everything is capricious about them, even their size. They seem to take what size or shape pleases them. Their chief occupations are feasting, fighting, and making love, and playing the most beautiful music. They have only one industrious person among them, the lepra-caun --the shoemaker. Perhaps they wear their shoes out with dancing. Near the village of Ballisodare is a little woman who lived among them seven years. When she came home she had no toes; she had danced them off.
     They have three great festivals in the year--May Eve, Midsummer Eve, November Eve. On May Eve, every seventh year, they fight all round, but mostly on the "Plain-A-Bawn" (wherever that is), for the  harvest, for the best ears of grain belong to them. An old man told me he saw them fight once; they tore the thatch off a house in the midst of it all. Had anyone else been near they would merely have seen a great wind whirling everything into the air as it passed. When the wind makes the straws and leaves whirl as it passes, that is the fairies, and the peasantry take their hats off and say, "God bless them".
     On Midsummer Eve, when the bonfires are lighted on every hill in honour of St. John, the faeries are at their gayest, and sometimes steal away beautiful mortals to be their brides.
     On November Eve they are at their gloomiest, for according to the old Gaelic reckoning, this is the first night of winter. This night they dance with the ghosts, and the pooka is abroad, and witches make their spells, and girls set a table with food in the name of the devil, that the fetch of their future lover may come through the window and eat of the food. After November Eve the blackberries are no longer wholesome, for the pooka has spoiled them.
     When they are angry they paralyse men and cattle with their fairy darts.
     When they are gay they sing. Many a poor girl has heard them, and pined away and died, for love of that singing. Plenty of the old beautiful tunes of Ireland are only their music, caught up by eavesdroppers. No wise peasant would hum "The Pretty Girl milking the Cow" near a fairy rath, for they are jealous, and do not like to hear their songs on clumsy mortal lips. Carolan, the last of the Irish bards, slept on a rath, and ever after the fairy tunes ran in his head, and made him the great man he was.
     Do they die? Blake saw a fairy's funeral; but in Ireland we say they are immortal.



Last year (Dave here again now, not W.B.) I started writing a comic set in and around the faerie-haunted Jewelspider Wood. It was to be illustrated by Gary Chalk, but he didn't like the story so that collaboration never came off. Kind of a shame, as it had changelings, undead, faerie curses, forest monsters, and murder, all mixed up with the misadventures of a travelling theatre troupe. If I can find an artist maybe I should get back to it - though really I need to find a way to finish my Mirabilis epic first.


Sunday, 22 January 2017

Lords of the spirit world

If I recall correctly (it was over thirty years ago, mind) this article was the first time I was published in White Dwarf. That was issue #38 (February 1983) and what made it even more special was that it was adorned with an illustration by Russ Nicholson, my favourite fantasy artist.

The article appeared in Oliver Dickinson's excellent Rune Rites column. Although it was intended for Runequest, it would be easy to adapt to any game system.


In order to develop real power in RuneQuest it is necessary to accept the restrictions and obligations of cult membership. Many Initiates and Rune levels chafe at being sent on this or that quest and look back wistfully to the hell-raising freedom of their adventuring youth. But there is another, easier, route to power...

Occupying a niche in the spiritual hierarchy somewhere between gods and man are the spirit lords. These are beings with a POW of 150 or so and a willingness to exchange a little no-strings Rune magic for permanently sacrificed POW. Some were once gods, torn and wounded and weakened by ancient battles; others are merely powerful spirits clawing their way up to godhood. A character who wants to get Rune magic from a spirit lord must first find one. It is easier to do this on the physical plane than in the spirit world, as spirit lords tend to linger around places of special significance -- a plain where an epic struggle occurred, perhaps or a ruined temple where they were once worshipped. The first step is thus to conduct some detailed research, unearthing rumours and then double and triple-checking these. This involves time, money, scholastic ability, and some common sense.

Having identified a location where a spirit lord might be found, the character has to get there. it could be just a matter of a few days' ride across pleasant country; most referees being what they are, however, it is much more likely to involve crossing mountains and marshes, travelling through deserts and jungles, to reach the spirit lord's lair.

If there are no special events (see below), it is possible to trade with the spirit lord for Rune magic. This is done in the usual way: the character sacrifices POW above 18, and receives re-usable Rune spells in return. Most spirit lords will only be able to offer a few 1- and 2-point spells. Usually these are from the standard list; they may be determined randomly by the referee or assigned on the basis of the spirit lord's Runic nature. The process is keyed to some arbitrary talisman or amulet — the character will not be able to use or regain the Rune spells except when carrying this.

Unlike gods, spirit lords do not care about devotional rituals; they do not want to have to use their powers too often, however, so that a character wishing to re-use such Rune magic must wait one full day and sacrifice 10 points of battle magic POW (temporarily) for each point regained. Also, the character must maintain his/her characteristic POW at 18+ or temporarily lose access to the Rune magic. This is similar to a Rune Priest, but none of the other benefits (better POW roll, etc) or disadvantages (reduced DEX-based skills, etc) of priesthood are received.

Whenever a spirit lord is contacted, there is 0-19% chance (roll 1d20-1d10; if the result is positive, it is the number or less that must be rolled on d100) to get a special event. This is some unlooked-for circumstance or reaction which should make things more interesting — if not necessarily safer — for the intrepid adventurer. The table shows a few possible special events; referees can devise tables for their own but keep these secret from your players.

Spirit lords can be introduced into Gloranthan-style campaigns, but can also be used as the sole justification of magic in other fantasy worlds. Spirit lords can be fitted into such a world as the djinns, demons, good spirits, spirit mentors, or whatever, from whom magicians receive their powers.

Special Events
1.      A local tribe worships the spirit lord. Their shaman doesn't want the god bothered by jumped-up adventurers.
2.      A special summoning ritual must be performed before the spirit lord will manifest. This may involve human (or elf, dwarf, etc) sacrifice.
3.      The spirit attacks with a view to possession. Assume a POW of 30+1-4d100.
4.      The deal goes normally, but after 1-6 uses the Rune spells fail to regenerate.
5.      The spirit lord is ready for godhood and wants a priest. If a character has at least three skills at 90% (and, of course, POW 18+), it will offer to make him/her a Rune Lord-Priest at once, on the condition that he/she devotes him/herself to organising the new cult. Many spirit lords cannot provide allied spirits, however; in this case, the character gets a free summon small elemental spell instead.
6.      The spirit lord refuses to grant any Rune spells until the character undertakes some quest for it. It may wait until after the character has sacrificed the POW before mentioning this.
7.      The spirit lord is Chaotic. Each time the character uses a spell obtained from it, there is a 10% chance of becoming tainted with Chaos and acquiring a Chaos or reverse chaos feature.
8.      The spirit lord has no Rune magic, but is prepared to provide rapid teaching of a skill in exchange for permanent POW, at the rate of 5% per point. This cannot take a character beyond 75% in the skill.
9.      The spirit lord has exotic Rune magic — that is, spells not included in the standard list.
10.  The spirit lord is the hated enemy of an established cult (perhaps it was a foe of their deity in Godtime). Anyone who associates with the spirit lord will be hunted down.

Tuesday, 10 January 2017

He knows, you know

There’s a little time left, at least for UK residents, to listen to this interview with Brian Eno on the BBC World Service (downloadable here) about the process of creating music. Well, in theory that’s what it’s about, but when you’re talking to somebody as interesting as Eno the themes soon grow to encompass evolution, the cosmos, art, and pretty much everything.

When Eno says that his kind of musical composition requires him to think like a gardener rather than an architect, he could be talking about refereeing a roleplaying game or designing videogames. The experience happens in the moment, sand-mandala-like; it isn’t a work of art that you create and then the players come along to admire.

Some designers produce games that look as if they are planted as gardens for the player – fragments scattered around to discover, and so forth – but often that’s just a case of an architect-type designer hiding parts of the edifice and then deriving great amusement at the ergodic stumbling of the player in piecing it all together.

If you’re planting design seeds properly, that process should lead to the possibility that any given player might have an experience that no one else had before. Outcomes must be emergent. That's not at all the same as being obscure. Many a walking sim has only one story for you to find, and the fact that you can come across story elements in any order may make no real difference to the final experience. It’s usually not on the relentless chain of cut-scenes and trigger points of some massive story-driven game that you find emergent possibilities, but in the the crannies of unexpected gameplay devised by a designer, not by a writer.

Sitting somebody down to tell them a story is something that cinema already does very well. Making the person solve a puzzle or succeed at a dice roll before they’re fed the next piece of the story doesn’t make it a game. That’s still the architect’s approach – in fact, an approach that leaves even less in the participant’s control. To make a rewarding story-based game, you have to prepare only the environment and starting conditions, then let the players loose to bring the story out of that. That way it ends up being their story. You’re just the guy or gal who trims the hedges.


If you're interested in Brian Eno's creative process, and lots of other examples of atypical inventiveness creating order out of apparent chaos, check out Tim Harford's book Messy.