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Showing posts sorted by relevance for query fellowship of four. Sort by date Show all posts
Showing posts sorted by relevance for query fellowship of four. Sort by date Show all posts

Friday, 19 May 2023

Elves as cosplay

“My name is Eildonas of Hulda Hoo,” I tell him as we walk. 

“I take you to be one of the Grey Elves,” he says with a sidelong glance, provoking in me a short laugh, since such categories have meaning only to mortals.

I recently quoted that (a line from the elf’s story in Heroquest book one, The Fellowship of Four) when somebody was telling me about their game: "The other players assume my character's an imp, which is funny because actually I'm playing a sprite."

It’s the sort of distinction that probably makes sense in a D&D campaign, where the Monster Manual is treated as a diegetic text. (“It’s a ghoul.” “No it’s not; it’s a shade. Ghouls have red fingernails and regenerate.” Something like that, anyway.) It would make no sense in Legend, the setting of the Dragon Warriors and Jewelspider RPGs, where the peasant warning you about that damned thing out on the moors might call it an imp, pixie, sprite, goblin, redcap or elf all in the same breath.

Another gamer I know, after reading the blog post in which I elaborate on that theme, singled out this line:

“The point is: you don’t need player-character elves or dwarves.”

He asked the other players in his campaign:

“What's your take on the tendency to play 'furries'? I include the Dragonborn (half man, half dragon playable creatures in D&D) and the Tieflings (humans tainted by demonic heritage in D&D) in this. I think it's the same impulse. It's a very millennial thing, perhaps? How does everyone feel about playing nonhumans? Does it appeal? What's the appeal? Does it repel? Could there be a race that would be enticing to play? What would that be like?”

By the way, the faerie folk in Legend never say “human” or “nonhuman”. It’s a bit too Desmond Morris, that. They say “mortal”, stressing their own point of superiority but perhaps also betraying their envy of the part they don’t share, the immortal soul.

Naturally, like for anything else in roleplaying, everyone's mileage is different. For me, those elves and dwarves and trolls aren't “races” in the D&D sense. They are the very embodiment of the Other. So it makes no sense in a Legend game to have player-character elves or whatever. Elves don't have souls, nor goals that we could ever relate to. There's nothing about them that's human except in the glamour that clothes them in a form we can perceive.

But lots of people like playing exotic aliens and races, and if that's the style of fantasy they enjoy then why not. I guess it's a kind of role-cosplaying. They do then get tied in terrible knots over issues like “Drow -- oh dear, are they racist?” Well, maybe, if you're interpreting them as another Homo racial line, ie a sort of mutant humankind. But if they are simply manifestations of how we conceive these debased and residual spirits called faerie folk, then no.

One of my gaming friends likened it to picking avatars in computer games. Avatars (and an avatar is clearly not the player; think Gordon Freeman or Geralt) must have influenced players’ choice of character types over the last few decades. I notice that players very often refer to their characters in third person these days, as though they were avatars that the player controlled rather than personas that they put on. Roleplaying has become the middle-aged man's version of playing with dolls. But as for those dolls being nonhuman, there were plenty of halfling thieves scampering about in D&D games back in the ‘70s, so maybe the trend was set by Tolkien rather than by World of Warcraft. 

I also discourage players in my Tekumel games from taking nonhumans, even though those are simply alien species and not mythical beings. The reason for that is they always end up bring played as stereotypes, extreme versions of human types. Then the game almost becomes an allegory with characters standing for Aggressiveness, Greed, Pedantry, etc. Now if a player could portray a truly alien mindset then I'd be intrigued to see them explore that, but it would have to be a lot more out there than the likes of Worf or Spock.

David Kajganikh, creator of The Terror, said he wanted to appeal to the viewers “who would watch the show if it didn’t have monsters”. That’s where my hand goes up. Unfortunately, Mr Kajganikh meant those who would watch whether or not it had monsters. For me, there’s a fascinating story of ambition, egotism, stupidity, bravery and resourcefulness in the Franklin expedition. It’s not only quite unnecessary to tart it up with Eskimo demons, it’s an insult.

Eliot believed that “anything that can be said as well in prose can be said better in prose.” He wasn’t against poetry (obviously), nor am I am against fantasy when I say that whatever can be done as well with human characters is better done using human characters. Legend is a low-fantasy world not because I want to sweep fantasy under the carpet, but because fantasy is a powder worth keeping dry. That way it counts for something when you do use it. High fantasy adventure is a different style, and in a long-running campaign it leads to diminishing returns; eventually even mainlining the pure stuff isn’t going to give you a kick.

But now I’m mixing metaphors, so perhaps it’s time to wrap up and hand over this over for discussion. Let's close with a typically thought-provoking line by Ursula K Le Guin:

“Fantasy is the language of the inner self.”

At its best, fantasy isn't taking us out of ourselves into dressing-up and escapism. It's taking us deep into our dreams where logic cannot go.

Friday, 22 December 2017

Khan say fairer than that

When I wrote the second Heroquest book, The Screaming Spectre, there was a fellow at Hasbro whose job was to liaise with me and Corgi Books, also publishers of Dragon Warriors and Knightmare. He didn't like what I was writing -- right from the first page of the manuscript, which bore the title The Singing Skull.

"Singing isn't very threatening," he complained.

"Maybe it is a little, when a skull does it."

"And there's that. How can a skull sing?"

"Er... You know this is fantasy, right?"

You can see our working relationship was off to a good start. His list of objections to the book, which included not enough references to Chaos, clothing descriptions not being "gothic" enough, and too much insistence on magic not being about lists of spells, ended with the doomful words, "It is difficult for me to see how this book could ever be made publishable."

Philippa Dickinson, who ran Corgi, called me up. "What are we going to do?" I told her I'd have a revised version of the manuscript ready in an hour or two. We sent that off and the Hasbro chap decided that it was all okay after all. Which just goes to show that if you're hit with what seems to be a multi-megaton criticism warhead, keep calm and carry on. Most likely your critic is just getting themselves in a panic over nothing much.

By the time I was working on the second book, Games Workshop had dashed in and changed my map of the Heroquest world to something more like their Warhammer map. It wasn't actually the same as the Warhammer one, but it had a lot of place names in common (including the curious "Trullheim" - did they know what a trull actully was?) and also made no sense in relation to the events of the first book, The Fellowship of Four. Go figure. Anyway, if you saw my sketch map of the original Heroquest world, here's the detailed version I did while writing Fellowship:

When I got to the third Heroquest book, The Tyrant's Tomb, which is this year's Xmas freebie, I knew to ladle on the Chaos references, objectionable though it was to have to go along with the lazy Chaos-as-evil theme of the Warquest, or do I mean Herohammer, series when I knew that in Mike Moorcock's original concept it was all so much richer, stranger and genuinely nastier.

Only one part of The Tyrant's Tomb fell afoul of the Hasbro liaison guy. I had a sequence in the novella where the barbarian hero has had to smash his way through a stone wall with a mallet. A serpent rears up and his arms are too weak after all that to wield his sword. So he headbutts the thing, smooshing it against the wall. "This doesn't seem credible," scoffed our man; "what if he kills the serpent with a flying kick instead?"

The headbutt was a sort-of homage to Conan biting a vulture's head off. I don't know about you, but the flying kick just doesn't seem as personal. Nor really what I expect Norse-type barbarians to be doing. So this time, sick of pandering to every whim, I threw my hands up. "We'll just cut that entire scene from the book," I told Philippa. It left the fourth chapter a bit short, but along with the novella you were also getting a 193-section gamebook adventure for your money. Or in this case, entirely free. Grab The Tyrant's Tomb here - and happy Christmas.

Saturday, 24 December 2016

Fellowship

When I was first asked to write a novella to tie in with Heroquest (no, not HeroQuest, which I would have preferred) I came up with the idea of four round-robin narrators vaguely inspired by Jack Vance, Bret Easton Ellis, the Beowulf poet, and Terry Pratchett respectively. And before you raise a very legitimate objection, I did say vaguely.

I don't recall there being a Heroquest world at the time I wrote the first book, so I created part of one and drew my own map of it. By the time I was asked to write the second book, Games Workshop had designed their own version of the world, which included some of the place names from my novella but with a quite different geography "loosely based on the Warhammer world" as it said in the front. I just mention that because if you refer to the map from the second book while reading the first, you will see that the route the characters take makes no sense. One view at the time was, "Well, it's for ten-year-olds," but I can tell you that when I was ten that sort of thing would've annoyed the hell out of me.

As well as the novella, the book The Fellowship of Four included a mini-gamebook, "In the Night Season", and that's this year's Christmas freebie. Grab it now here while stocks last.

Somebody also created an actual HeroQuest set-up based on the novella, here. And while we're about it, an early Christmas freebie was the second Heroquest book, The Screaming Spectre, and if you missed that 'tis the season to be jolly all over again, here.

Friday, 2 August 2024

Pastiche in four flavours

In case you haven't seen it, Jody Macgregor has a review of HeroQuest: The Fellowship of Four on PC Gamer that's interesting for two reasons. First because the book came out 33 years ago (not that I'm complaining; a good review is worth waiting for) and second because Jody might be the first person in 33 years to spot the four literary antecedents that I drew on (oh, "swiped from" if you must) to spice up the narrative styles of the mage, elf, barbarian and dwarf.

That said, he did overlook the nod to Salman Rushdie's book The Satanic Verses in the opening chapter, which begins with the narrator falling from an altitude of several thousand metres. I didn't attempt to emulate Sir Salman's prose style, which I'll confess is a mite too rich for my tastes.

There's little chance of the book ever being republished, nor the sequels, as the fellow from Hasbro really didn't like it much. Backers of the Jewelspider Patreon might have seen glimpses, but that's only a rumour and I can't possibly comment. And I see you can buy scans from HeroScribe.org. Failing that, listen to the insightful Mr H J Doom talk about it on Fantastic Fights.

Friday, 5 August 2016

Things within the shape of things

To round off our excerpt from The Mage of Dust and Bone, here's where Forge first sets off to study at Dweomer. I liked the idea of magic being about power, and power of course corrupts, which is where I was going with it. But the Fabled Lands agent (probably correctly) deemed that young readers want likeable characters. I find likeability is over-rated - and in any case Fabled Lands LLP hasn't got the resources to pay for this to get written - but just in case it should ever get completed and published, I've stuck to this flashback because it contains no real spoilers.



THE MAGE OF DUST AND BONE
(excerpt)


In the kitchen, after a silent breakfast, it had suddenly hit him. Going away! Not to sleep in his own bed or ever again have porridge the way his mother made it. He saw all his future as a stone rolling to crush his happiness, blotting out the timeless days of playing in the sunshine outside their little cottage. He ran to his mother.
‘I don’t want to go,’ he cried. ‘I’ll never see you again.’
‘It’s a week’s journey at most,’ said his mother. ‘You’ll see us so often you’ll be sick of it.’
She stroked his hair, but he knew the calm manner was just her way of dealing with distress.
Through his tears he saw the Arch Mage looking at him. ‘I don’t blame the lad. But, Forge, you’re a magician born. That’s not a hook you can ever get out.’
His sobs became quieter. He was old enough to feel both the terrible wrenching heartache and also the humiliation of being thought a overwrought child. The older Forge, revisiting this sweetly painful memory, was glad he’d had that tantrum. He often felt guilty that he’d been too eager to leave his parents, but that scene in the kitchen must have made it clear he did love them. Now, in the present, with Lord Grazen’s threat hanging over them, that was more important than anything else.
‘It is the last time you will see him as the child he is now,’ the Arch Mage had told his parents. He was never one to coat the truth, however much it hurt. ‘The next time you may see him is in a year and a day, and by then he will have begun his journey on a new path.’
The way to the crossroads lay across Hetch Greyson’s fallow field. ‘There’s no coach due,’ his mother told the Arch Mage. Not for days, Forge knew. But he also knew it wouldn’t matter. They set off right after breakfast, through the gate (ninety-two swings now) and across the stile that was still darkly wet and slippery from a rainfall in the night. Forge was over and running, letting the long wet grass slap his legs, the Arch Mage following with Forge’s father carrying his pack. After his outburst at breakfast he felt free. He was ready.
He drank it in, not knowing when he’d be back. The way the sun’s rays awoke a million pinpricks of light in the dew. The thick shadows, liquid black under the hedgerows, and the dazzling blaze of coming day that haloed the trees. The rich reek of dung in the fields, the fragrance of honeysuckle, the drifting scent of wood smoke and cooking from surrounding farmsteads. He watched the Arch Mage’s robes swish through the long grass, the dampness on his silver-buckled boots.
‘The shimmer,’ said the Arch Mage, answering his unspoken thoughts. ‘Things within the shape of things, that’s what you’ll learn to see.’
His manner was more aloof now. He swept on across the field, not looking at Forge as he spoke. In the years to come, Forge was often to seek his approval, and sometimes earned it. But they would never again have that near-fellowship they had briefly shared in the early hour before the dawn.
The older Forge, watching it all in memory, was conscious of this as the last morning of his childhood. All the things he took for granted, that swept out behind him as he ran. Sensations that tumbled past, disorderly as dreamtime, never noticed but always there. These things were coming to an end. He was on the brink of a world where all phenomena were recorded, catalogued, studied and manipulated. The age of his innocence ended now, and the age of power began.
The Arch Mage had left his other cases to find their own way home. ‘They’re too impatient for a leisurely trip,’ he’d said. He carried only one small wooden box. As they reached the crossroads, he slid back the lid and took out a black-lacquered toy coach.
‘Travel a long road, you might as well travel in style, eh?’ He set the toy coach carefully down in the middle of the road, where the finger-post pointed to the coast. Crouched over it, he whispered some strange lilting words to it, the disquieting lullaby you might sing to a changeling. Straightening, he took Forge’s arm and turned him round. ‘Look over there a while. A thing like this is like pots boiling. It never happens if you watch.’
Forge’s mother hadn’t come. His father’s stolid calm was better suited to goodbyes. He put Forge’s pack down by the roadside and scratched his head. ‘A year goes faster than you’d think,’ he said. ‘And we can write.’
‘I could stay,’ said Forge, a little daunted as he felt a tingle of magic in the air. ‘I could be a blacksmith like you, Poppa.’
His father laughed. ‘Reminds me.’ He pulled a book out of his pocket. ‘Left this in the forge, you did, while “helping” me.’ He pretended to clout Forge on the head with it, then stuffed it into the pack.
‘Poppa – ’
‘It’s right for you, son. Some people are too big for the village. Not me, though you wouldn’t think it to look at me. But your mother nearly is, all five foot three of her. She just about squeezed herself into this way of life, but you couldn’t. Right from when you were a toddler I knew that, even before the Arch Mage came to tell us.’
The scrape of a hoof on the stones. Turning, they saw an elegant coach. The team of four horses stood silent but with an air of pent-up ferocity, as if ready for a race. The driver, hooded and unspeaking, gestured impatiently for them to get aboard.
‘Come.’
The Arch Mage already had Forge’s arm and was leading him towards the coach. The pack was in his other hand. Forge cast a look back at his father. Suddenly there wasn’t enough time. The future was happening like plunging over a cliff.
The older Forge seemed to see this all from a view already inside the coach. His younger self could have broken away. The Arch Mage wasn’t holding him tightly, just hurrying him along. He could have run back and given his father a last hug. But, overwhelmed by the moment, he didn’t.
If only he could rewind time now. Yet that is what he was doing, only to watch it again as a helpless observer. His father stood, big and awkward, and the younger Forge was already eagerly climbing up onto the black leather seats, entranced by the drapes that had been thimble sized a moment earlier. The Arch Mage closed the door to shut them in.
A jolt. Forge wasn’t braced, and was thrown back in his seat as a glimpse of meadows and woodland went flying by. From outside came a shout of alarm, but by the time he’d dragged himself to the window there was just a tiny figure far behind.
He thrust his head right out. It was a hurricane! The countryside swept past like green and golden clouds. The road was a blur beneath the sparks struck from the horses’ hooves. An inn loomed and then fell away behind. He glimpsed a gawping group of pilgrims, forced to scatter as the coach came through.
The fields and trees gave way to scrubby heath. Salt tang and seagulls’ shrieks. No cottages here. No more inns or wayfarers. And then, his first glimpse of the grey immensity of the sea.
Dweomer came in sight then, with its crashing waves and ramparts of rock. He knew it as home at that first glimpse. He waited tense in the seat, teeth bared in the rush of wind as the carriage hurtled on, eager to jump down and rush in under the great rune-carved lintel.
It was only the older Forge, watching the scene in his memory, who realized he’d never waved his father goodbye.

Saturday, 24 December 2022

Comforts and joys


When I was a teenager, the BBC used to show ghost stories at Christmas, continuing a tradition that goes way back beyond Dickens. It's worth keeping such things going, and to that end here's a spooky yarn by the late Paul Berry called The Sandman. No, not the one you're thinking of; that's hours and hours of TV, this is just nine brilliant minutes. Martin (McKenna, who drew the card above) would've loved it.