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Showing posts with label Stan Lee. Show all posts
Showing posts with label Stan Lee. Show all posts

Friday, 2 June 2023

Verdurous glooms and winding mossy ways

John Whitbourn, like his Binscombe Tales character Mr Disvan, seems somehow to know just about everything that's going on. Out of the blue he sent me a clipping from the 2023 Salute show guide. 

It was gratifying to see a nod to Dragon Warriors from esteemed author Sarwat Chadda, and all the more so because it sounds as if DW helped to teach him the right lesson about both writing novels and running roleplaying campaigns, namely that "character is king" and it's the player-characters and not the plot that should drive the flow of the narrative.

We've talked long and often about the importance of going with the flow, how games best create stories, narrative emergence from character, and embracing chaos as the way to drive the story forward. It's the key to how Stan Lee swept Marvel to success in the 1960s, as Reed Tucker explains in his book Slugfest:

I was always concerned that the scenarios in the original Dragon Warriors books mustn't give first-time GMs the impression that adventures should be planned out like that. To me the prepared adventure is the safety net, the characters are the trapeze artists, and ideally the net doesn't need to be used -- or at most is the MacGuffin that gives the characters an ostensible reason to interact.

That's even more the underlying ethic of Jewelspider, my second look at the lands of Legend through a more folkloric lens. The Jewelspider book is being illustrated by Inigo Hartas (Leo's son) and you can see from his blog that it's in safe hands. The Patreon page pays for the art and maps, and as well as the prototype versions of Jewelspider you get regular articles and adventure seeds, access to various things I've worked on over the years, and rough cuts of upcoming work such as the endlessly-deferred Tetsubo. Tempted to quit the well-travelled path and strike out into faerie woods? Then join us.

Friday, 24 March 2023

Did Stan Lee steal ideas?

It’s the time of year for me to weigh in on a claim that’s causing controversy – not to deny that the claim if true would be outrageous, but to say that I remain unconvinced that it is true. And, in line with recent tradition, the outrage again involves a professor.

This time round it’s the turn of The X-Men, first published by Marvel in July 1963, though with a cover date of September because comics. The Doom Patrol debuted in the June issue (that is, April) of My Greatest Adventure, published by Marvel’s rival DC. The bone of contention is whether Stan Lee was influenced by (ie swiped from) Arnold Drake, the writer of Doom Patrol, in putting Professor Charles Xavier in a wheelchair like the Doom Patrol’s leader.

Drake shrugged it off for years as a coincidence, but after brooding on it for forty years he became convinced it was dirty pool on Stan’s part:

"I didn’t believe so in the beginning because the lead time was so short. Over the years I learned that an awful lot of writers and artists were working surreptitiously between [Marvel and DC]. Therefore from when I first brought the idea into [the DC editor’s] office, it would’ve been easy for someone to walk over and hear that this guy Drake is working on a story about a bunch of reluctant superheroes who are led by a man in a wheelchair. So over the years I began to feel that Stan had more lead time than I realized. He may well have had four, five or even six months."

Now, I’ll put my hand up to being a fan of Marvel from way back. I grew up on those stories. So you might want to take what I have to say with that in mind, but – was Drake completely nuts? First of all, Stan Lee was having to get out more than ten books a month, and he was doing almost all the writing single-handed. Sure, he had “the Marvel method” to help (plot first, then art, then write the script) but even so it’s unlikely he had much time to look through DC’s output, at that time upwards of thirty books a month. And even if Stan had been told about Doom Patrol in January 1963, he wouldn’t have had long to single out that one idea and work it into the new book he was planning with Jack Kirby.

OK, it is just possible an artist came across from DC (it was a 13 minute walk) and mentioned that DC was doing a try-out book with a super-team whose mentor was in a wheelchair. But was that really the standout detail worth swiping? Far more likely that Stan got the inspiration for Professor X from any number of brainy invalid scientists in 1950s sci-fi movies. And in any case there’s a strong story reason for Professor X being in a wheelchair. Stan loved irony, and this character is all about the power of the mind. He’s Nero Wolfe turned up to 11.

In the same year as the quote above, Drake also said:

"Stan Lee and I were working in the same vineyards, and if you do enough of that stuff, sooner or later, you will kind of look like you are imitating each other."

Well, that change of heart is interesting. Maybe Drake had taken a step back to think about where his own ideas came from. If there was any creative borrowing going on, more likely it was in the other direction. Why was Drake creating the Doom Patrol in the first place? Because he understood the appeal of the Fantastic Four. The FF’s first issue was November 1961 – only, you know the score, that means September, so it had been running for thirteen issues by the time Drake sat down and scratched his head about what could be done to counter this new and coming force in comics.

Drake saw that the FF frequently squabbled. And they got their powers from an accident – not mutants like the X-Men, notice. And the coolest members of the team were sort of freaks, the Thing especially. So it’s not much of a stretch (I’m not planning these puns, honest) to think of Robotman as the Thing, Negative Man as the Torch, Elasti-Girl (wait, what?) as Susan Storm and the Chief as Reed.

By 2000, Drake had convinced himself he originated all this:

“That was the thing that made Doom Patrol different, these people hated being superheroes. And they were a little bit self-pitying, just a little bit, and the chief was constantly telling them, ‘Stop crying in your beer.’ That made them something that wasn't around at the time.”

It wasn't around at the time? Really? What about Peter Parker? Ben Grimm? Bruce Banner? Tony Stark? So it’s a little bit rich that a few years later Drake was saying of Stan Lee, ‘He’d take credit for the King James Bible.’

All that said, it’s interesting that these days it’s hard to make a convincing movie about the Fantastic Four, and yet there were four seasons of a Doom Patrol TV show. I didn’t stick with it even for four episodes myself, but it actually feels more modern than the FF -- who were, after all, Stan Lee’s first attempt at making superheroes real and relatable and flawed. As the prototype, perhaps it’s not surprising that the FF have dated – and they were my own least favourite Marvel comic back in the Silver Age, their adventures being too cosmic and out there to appeal alongside the convincing contemporary lives of Tony Stark, Peter Parker, Matt Murdock, et al.

If you're interested in the full fascinating story of how Marvel overtook DC and revolutionized comic book storytelling, try Reed Tucker's book Slugfest and/or Adrian Mackinder's Stan Lee: How Marvel Changed The World.

Thursday, 20 January 2022

Has gaming got a secret storytelling sauce?

You know those get-to-know meetings where everybody is invited to say a little bit about who they are. Like when the heroes exchange boasts in the Trojan War, only without the spear-throwing as a chaser. When I mention that I’m a game designer as well as a writer, a publisher or a network exec will nod and say, ‘Yes, that’s what we like about your writing. The gaming feel.’

I expect Michelangelo heard the same sort of thing. ‘What we love about your painting, Mike, is the sculptural look.’ And a compliment is a compliment. You don’t want to look a gift horse in the mouth, even when it’s a camel. But it irks because it’s too facile to be true or even useful. When you’re a writer, everything that interests you feeds into your work. Whatever quality those network execs think they’re seeing, it’s as likely that I got it from reading Elric of Melniboné as from playing The Witcher.

Why it matters: publishers and old TV networks alike are looking at their shrinking audience and, perceiving that young people especially are eagerly consuming games, they feel sure that an injection from those glands could surely perk up their own medium.

Is that true? When I was getting started as a writer, back in the mid-'80s, all the publishers wanted Fighting Fantasy style gamebooks. Those went a long way beyond mixing a game sensibility (whatever that is) into the narrative. They were stories with gameplay. And on one level it was a massive success, but only in the same way that the US surge in Iraq was a massive success. Reluctant readers, especially boys, took to the books in their millions. But fast forward 35 years and I don’t think you’ll find many of them became regular readers. If it didn’t have a tunnel with an orc at the end they could kill, they just weren’t interested.

Should we worry? After all, most people are not regular readers. It can be a misperception to see all those kids’ faces wide-eyed and screen-lit and to think, gosh, if we could just bottle that gaming juice we’d soon have them just as addicted to books.
Back in the late sixties, what got me and another 400,000 kids out of bed without needing to be called twice was the latest issue of The Amazing Spider-Man. You think my parents and teachers approved? ‘Why can’t you read proper books?’ they asked. The answer, of course, is that it’s not either/or. Maybe most of those other Spidey fans didn’t become regular readers in later life. Others did. Some became writers and game designers and now rarely put in a day’s work that doesn’t owe something to Stan Lee’s storytelling. We didn’t look at the page and see a 3 by 3 panel grid, or four-colour pictures with word balloons. We saw how original characters, sparkling humour, a gazillion personal problems, and a spectacular fight scene or two added up to a don’t-miss monthly saga.

When a medium like games or comic books whips up such a rapture of enthusiasm, naturally we look for lessons we should be learning. Yet tread carefully on these deceptive sands. It’s not necessarily about grafting gameplay into novels. Nor is anything gained by mere apery, such as renaming chapters ‘levels’. You could sell truckloads of books, after all, if you made them in the shape of a football somebody could kick around a park. Game elements, when only sutured onto other media like an experiment by Dr Moreau, have their limits.

The really valuable takeaways here require us to dig deeper. When Quentin Tarantino brought a little grindhouse vibe to CSI with his episode ‘Grave Danger’, the show’s producers acknowledged that he’d jolted them back to the realization, half forgotten after five seasons, that their stories needed to grab and excite the audience, not just fill an hour’s gap in their lives. A decade and half ago, Russell T Davies regenerated Doctor Who with a transfusion of soap opera sensibility which relegated the SF plot shenanigans almost to MacGuffins in order to foreground the characters’ personal journey. Opinions remain divided, but there’s no denying that it gave a direction to a show that seemed to have nowhere left to go.


Putting the ‘pop’ back into art is a trick that goes back a long way before one pixel dashed across a screen to devour another. Patricia Highsmith understood the same affect of compulsion: writing emotionally on the edge of your seat so as to put the reader on theirs. Dickens grabs you by the lapels; even his narrative prose has the vim and urgency of the spoken word. Coleridge too: ‘There was a ship...’ I defy you to stop there and start texting. Or how about three witches, a blasted heath, and a bloody man – you’re not going to be popping off to the loo for the next couple of hours, are you? And the Bard couldn’t have picked up those tricks from the games industry. Gadzooks, they’d only just invented cricket.

How do we make people want to read? Bring them up in a household full of books, or (next best) with free access to books. But also recognize that the human race reinvents itself. That’s its trademark turn. So we could ask, why aren’t the youth of today painting mammoths on the walls of caves? Why aren’t they going to the opera? Where are the Oscars for epic poetry?

Humans love stories, and we always will, but media evolve, speciate and go extinct. And so it goes.


Friday, 1 June 2018

A shared world

A couple of earlier posts told the story of how back in the early ‘80s I got together with a bunch of friends to cook up what nearly became an ongoing gamebook saga. Almost ten years later, in May 1992, some of those same people gathered to talk about devising a shared world. Present were:
…and me, of course. We set out that evening - almost exactly 26 years ago, good grief! - to design the framework for a fantasy world so that we could write stories in a shared setting. Here are the minutes of that meeting:
THE SHARED WORLD

As we progressed it appeared we were heading for a 'realistic' setting in which mythic heroes and high fantasy could still be accommodated as far as possible.

[The first sign of a crack right there, if you ask me. What makes a fantasy setting interesting is the idiosyncratic focus of the creator. That 1% inspiration should come from one person. Others can share the 99% perspiration of turning some broad brushstrokes into a detailed picture. But the way we were doing it, we were headed towards “low fantasy with some high fantasy too”. More dog’s breakfast than gods of creativity! – DM]

We decided the first ten or so stories should be set in and around one city state which has a peculiar geographical location.

1) Religion

Some gods do exist but never obviously intervene in the lives of mere mortals. There are many other gods revered, some in the shape of historical heroes. These are not real in the sense of having power. Some are little-known cult deities worshipped by small sects.

The Empire is a theocracy, having one dominant god. The priests use this single religion as a tool to dominate all others. The God Emperor is both the secular and religious leader. The Empire attempts to proselytize, spreading its monotheistic beliefs to those on its borders before swallowing them up militarily. This is an oppressive religion, based on fear.

[I imagine I wasn’t at all averse to portraying religion as a tool of oppression, but will have been more dubious about the obvious plan to make the Empire “evil” and our city-state “good”. I didn’t come from a D&D background like some of the players, so to me that alignment approach to fantasy stinks of propaganda and I’d have been bound to subvert it in any stories I wrote for the setting. – DM]

2) Technology

There is no gunpowder and it is a pre-industrial early iron age world, which still includes some bronze age technologies.

The means of transport (reptilian? dinosaur? what about something like an ankylosaur, useful in battle because of it club tail, they could also be used as battering rams, crushing mud and wooden buildings like tanks.) is cold blooded and very sluggish unless warm. They can be ridden in a wooden mahout or a basket. It is sometimes necessary to warm them using fires to get them to 'start' in the morning. These beasts are important in battle. Because they move faster in very hot climes, yielding better communications, the Empire has enjoyed an advantage. They are never fast moving and messages are carried by runner. There are no horses.

[The idea of the principal riding beast being cold blooded, and the effect that would have on warfare, definitely came from me. I used it in my own campaign world of Medra. I didn’t see them as heavily armoured and slow – that sounds like it was borrowed from the chlen, the sole beast of burden in Tsolyanu. Not surprising, as most of us had been playing Tekumel for more than fifteen years by this point. – DM]

Ziggurats figure prominently.

[Odd – and possibly another unconscious swipe from Tekumel. Or is it just that the Bible has taught us to expect our evil empires to come with the trappings of Orientalist architecture? –DM]

Important buildings (palaces, temples, the amphitheatre where the demos meet, the trade exchange) are built of stone. Less important buildings are timber, then timber frame and adobe (not wattle-and-daub because those require horse or cow hair). Hovels and slums are simple mud brick affairs.

3) Climate

The Empire is hot, sub-tropical. It is centred just south of the tropics. The weather gets colder as you go further south.

[We reversed the globe, possibly inspired there by The Book of the New Sun or simple contrariness. The hot climate could have been another similarity with Tekumel – midsummer temperatures in Jakalla nudge 50° C – or simply because so much fantasy fiction is windswept, cold and muddy. – DM]

The city state area is warm Mediterranean in climate. The fault line, or volcanic ring of mountains, that currently contains the Empire would produce geographical quirks due to the layers of mist and molten magma lakes.

The barbarous lands could still be temperate, they are barbaric because the beasts of burden barely function there rather than because of extreme cold. But the further reaches could even be subarctic.

4) Geography

The Empire lies in the middle of the continent and is fringed by city states and perhaps some smaller kingdoms. Its southern border is the curved fault line caused by one tectonic plate slowly crashing into another. This has thrown up an arc of young, very high, and uneroded mountains. These old rocks have split and volcanic eruptions have added new peaks and mounds of ash. In addition where the crust is torn the molten magma has come to the surface, creating unusual conditions. Avalanches of snow reaching the lava have given rise to the layer of mists which hangs forever mysterious above the foothills.

Fault lines generally give rise to mountain ranges with one sharp face and the other more gently shelving to the plain. Is the sharp face of precipices facing north, hemming in the Empire?

[Oliver’s A-level in Geography will have come into play here. –DM]

In the centre of the fault line of mountains is an area where the two tectonic plates have not yet met, of much lower land. Our city state is a gap city, geographically sited to command the vital pass between the mountains.

The home city state is a trading centre acting as a conduit through the mountains from the southern lands of the barbarians and the lands of the city states to the empire.

We know of three other city states, one inside the empire, one more military minded than ours, and another port city on the nearest coast.

5) Social organization

Most cultures have slaves.

The Empire

See religion and elsewhere. The Empire would appear too powerful to be stopped by our city state but perhaps there are other potential problems on its many borders, diverting its resources.

The home city state

It is a fledgling democracy. All descendants of the original inhabitants of the city have the vote on every issue. They jealously guard their privilege as the founders of the city state. Prominent among the demos are (i) a few Patricians, heads of what were the noble families which probably still own many of the orchards and grain fields outside the city, and (ii) the Demagogues or rabble rousers. Oratory is an important skill and the styles used would be different for the two types.

[I like the potential for political tension, an idea that I suspect came from Jamie or Mark. It’s not clear whether the Demagogues – wrong word, I know – are descended from the original inhabitants, and therefore get a vote, or are agitating from the outside. No doubt that would have got worked out in the stories. –DM]

There are mercenaries for hire here and a distinct mercenary group.

As a wealthy trade centre the city state, with its advanced culture and great minds, has been a magnet for traders, craftsmen and others who have come to live there. Many of these are very rich, but are disenfranchised as only the offspring of the original inhabitants have the vote. These people who feel discriminated against under the current system might be suborned by the agents of the Empire.

How large is the population of this city state?

6) Sorcery

We agreed the incidence of magic should be fairly low so that the intrigues, military campaigns and human interaction don't become meaningless. Of course great magics might be explained away by the people.

Theomagy: Magic practiced by priests, usually in groups within temples. Particularly strong in the Empire. This magic typically takes some time to plan and execute but can be very powerful.

Philosopher mages: A few great minds casting their spells alone or teaching philosophy and sorcery together in their schools. They use the basic elements of magic. The search for a 'missing' element has become a part of their tradition. They are flexible in their approach and can use magic extemporaneously.

The barbarian races practice shamanic magic.

One of the philosopher mages thinks he is about to develop telepathy (Dave's idea).

[That notion was attributed to me but I have no idea why I thought it might prove interesting. Perhaps I meant the kind of telepathy that allows long-range communication, which certainly features as a very rare and somewhat unreliable resource in Medra. – DM]

Given the importance of the weather on the ubiquitous beasts of burden the importance of weather magic or perhaps weather prophesy would be significant.

7) The inhabitants

The inhabitants of the city states are either olive or coppery skinned.

The barbarians are white with red or light hair. The dominant race in the Empire are black. By making black people the most dominant culture we are reversing the norm.

[The people of both Tekumel and Medra are dark-skinned, so that was obviously comme il faut for our fantasy thinking at the time, and fair enough too. Those pale, red-haired barbarians were a bit of a cliché though! – DM]

There is an intelligent race of firedrakes living on the fault line in and near volcanoes. They soar on thermals above magma lakes. They are cold blooded and need heat to fly/glide and to think clearly. Away from the heat they become torpid and slow-witted. When hot they are capable of psionics. Humans don't think the firedrakes are intelligent.

[I remember Mark particularly liked this idea and was going to write a story about a human coming to realize that the firedrakes, normally encountered in their torpid state and therefore considered just animals, actually had a sophisticated civilization within the rim of the volcano. –DM]

8) History

The expanding Empire has prospered through a divide and rule foreign policy, better use of the warbeast/beast of burden, and unified religion and thought. The Empire has reached its natural borders and there is a head of pressure building up. Its expansionist economies need more subjects and slaves.

The northernmost city state, which lay inside the mountains, has been recently gobbled up by the Empire. "Look what happened to the northernmost city state,” warn the (correct) prophets of doom.

Our home city state has been recently, or is about to be, approached by the more military-minded state nearby to look to its defence and join an alliance.

The Empire is attempting to subvert the minds of the diverse people of our city state in preparation for taking it over. It will also be working to keep the city state diplomatically isolated.
* * *

As you will have realized, we never did anything else with our shared world. That was the only time we got together to discuss it. Sometimes an idea just fizzles out, and the only way you can see that is by spending a little time developing it. In this case I think there were just too many of us to create a coherent universe. Collaboration works fine in pairs (note that only a year or two after this meeting, Mark and I had devised Virtual Reality and Jamie and I came up with Fabled Lands) but with six people in the room – it’s not an ego thing, it’s just that you all want to go off in different directions and nothing gels. Or is it that groupthink distracts you from exploring those different directions? One or t'other.

Funnily enough, if the rights to do Tekumel novels had dropped into our laps, that’s what we’d all have spent the 1990s writing. Tekumel works because it’s the vision of one mind: Professor M A R Barker’s, which has then inspired others to expand upon it. Or look at how many authors can do interesting work in Lovecraft’s Cthulhu Mythos universe, or in Mike Mignola’s Hellboy universe (a spin-off of the former, come to think of it). Or the biggest beast of all shared worlds ever, Stan Lee’s Marvel Universe.

What do you think about shared worlds? Any favourites? Or do you find that having multiple authors working in the same universe just creates a hopeless collision of styles? The earliest shared world I'm aware of is Charles Dickens's Mugby Junction, which is well worth a look:

Thursday, 22 January 2015

Swords and old science

A little way along from Ashplants, where I bought magnesium ribbon, and the newsagent’s where I got the latest Marvel comics, was a second-hand bookshop in the proper old style. Two long rooms – dirty, musty, dark. Trestles covered in books, many of which could have done with a dusting of antifungal powder before you touched them. It’s not there now. You’d have to set your Tardis for Woking in the late 1960s.

I got my copy of Amazing Spider-Man #12 in that second-hand bookshop. It was tatty and torn, more like a relic of Victorian times than the three-year-old comic I now know it to have been. But who cares? It was Lee and Ditko, and this was the issue in which Spidey was “Unmasked by Doctor Octopus!” In colour. ‘Nuff said.

It was also where I discovered science fantasy, in the form of Edward Powys Bradbury’s Mars books. Airships and swordplay meet blasters and psionic aliens. It was a Damascene moment, like when I first learned that dinosaurs had actually walked the Earth. A thing that would have been cool enough if merely imaginary turned out to be honest-to-gosh real.

Memory plays tricks, so probably I didn’t cotton on that science fantasy was an actual genre until I came across a second instance of it: L Sprague de Camp’s A Planet Called Krishna. John Carter and Thongor of Lemuria were still in my future then, but the seed had been planted that would inevitably make me an aficionado of the world of Tekumel ten years later.

What reminded me of all this was clearing out my mum’s things and finding an old exercise book that she had kept from my primary school days. It’s an interesting little snapshot of the past. I talk about dinosaurs, comic books, the coming decimalization, everyday events, and the RAF. There are reviews of You Only Live Twice, The Lair of the White Worm – the book, that is – and The Great Ghidrah. (The last of those, according to Wiki, was released as Invasion of Astro Monster but I was there and I can tell you what I saw.)

And there’s a story set on de Camp’s world of Krishna. It wasn’t my first stab at fiction – the year before I’d begun a sequel to Dracula, which opened with Jonathan’s and Mina’s grandson arriving at Dublin airport. A lost classic, obviously. The Krishna story came about because we had a student teacher for English lessons who encouraged us to write a story every Monday morning. I began my Krishna serial and I remember the teacher was concerned because he thought he was going to leave without reading the last instalment, but then he got an extra week at the school and signed off with “Very good indeed, +1”. After that it was goodbye to fiction as our regular teacher just wanted us to describe what we did over the weekends. I wish I could remember the student teacher’s name. He was the only one of them worth a damn at that primary school.

Anyway, people are always on at me to write like I did twenty years ago, so from Saturday I’ll run the reductio ad absurdum of that: my writing at age ten. The Fabled Lands started there, folks. Amazing as it seems in this age of trigger warnings and young people who get traumatized if you so much as challenge their dearest assumptions, the level of bloodthirstiness in the story was pretty typical of ten-year-old boys in the 1960s and nobody sent us for counselling because of it. When you read the story you may decide they should have.