Gamebook store

Showing posts with label Tekumel. Show all posts
Showing posts with label Tekumel. Show all posts

Friday, 3 May 2024

Blood Sword to Dragon Warriors - part 5

The Walls of Spyte is the last installment in Oliver Whawell's series of rules conversions from Blood Sword to Dragon Warriors rules. The stat blocks are available in PDF form here.

I had a lot less to do with the writing of the fifth book than the rest of the series. Oliver Johnson was supposed to write it, but ran out of time. Luckily Jamie Thomson was on hand to step in, but necessarily it was a rush job so he didn't have time to read the earlier Blood Sword books. I came in right at the end to tie up the last 40 sections or so.

Patreon backers can see how I'd have liked the series finale to pan out. Tambù's Blood Sword 5e campaign and rulebook drew on those notes, and I have a feeling so will Prime Games' forthcoming CRPG.

Various player-characters guest starred in the Blood Sword books, in a manner of speaking. This time it was the turn of Zaraqeb (Zara in the book) and Karunaz, who were played in my and Steve Foster's Empire of the Petal Throne campaign by Gail Baker and Paul Mason. The original PCs weren't a lot like their gamebook incarnations, incidentally. The real Zaraqeb wasn't a sorceress and wasn't that nasty; the real Karunaz was neither posh nor noble, though he was a much more interesting kind of hero because of that.

Friday, 24 November 2023

A sense of shame


These rules for enhancing Tsolyáni role-playing with rules for loss of face were originally published in The Eye of All-Seeing Wonder issue 4 (spring 1995). The rules can be used with Tirikélu or any other Tékumel roleplaying systems

Tsolyáni culture strongly values honourable behaviour. Ignoring this aspect of the culture in role-playing means that the game becomes little more than D&D with interesting monsters. These new rules help encourage players to act more like real Tsolyáni. Players are given the choice: observe the Tsolyáni code of honour and get to the top of the heap, or disregard it and remain a free agent.

The rules measure any blemish against a character as Discredits. Too many Discredits will hinder promotions, and may even result in the character losing rank and social prestige. A new attribute, Honour, is introduced. Characters with high Honour are often forced to act whenever they acquire Discredit; characters with low Honour have more freedom of choice, but may find themselves passed over for promotions.

Honour

A character’s Honour attribute is rolled for on 2D10. (Players can just decide their own Honour score.) Honour indicates the degree to which the character feels obligated to act according to the unwritten code of correct behaviour that pervades Tsolyáni life.

A character with high Honour finds it difficult to compromise their ideals of duty and propriety. They are likely to take offence at any remark that might cause himthem to lose face. A character with low Honour is what 20th Century psychologists call "unscripted": a person motivated by free will rather than by the sense of shame and duty that forces the actions of most Tsolyáni.

Having low Honour does not necessarily mean that the character is a scoundrel. He or she might indeed be a Machiavellian schemer hiding behind a facade of noble action, but they could just as easily be simply amoral. Such a one could be an enlightened Adept of Dra, for example.

Stung into action

An unmodified Honour check is made whenever a character incurs a Discredit. If the 2D10 roll is less than or equal to Honour, the character is obliged to settle the Discredit (for example by duelling one who has insulted him). A roll higher than Honour leaves the character free to accept the Discredit without being forced to take action.

Players are free to settle Discredit burdens voluntarily without making an Honour check. If they do this they have the option to increase or decrease their Honour score by 1. This represents the fact that the Honour check indicates the character’s careful weighing-up of the exact limits of his required behaviour. A person who acts without this careful consideration is demonstrating that he is a free agent whose actions are not necessarily dictated by the need for public respect.

Burden of duty

Any duty carries with it a Discredit, the value of the Discredit indicating the loss of face the character will suffer if he fails in the duty.

Example: Lieutenant Vajra hiMichashin is ordered by her captain to carry a message past enemy lines, but she stumbles into an ambush and loses the message while retreating. Vajra makes an Honour check. Success means she must suffer the full weight of the Discredit burden. A failed check means her lack of honour allows her to ignore the shame. (She may still be punished for her failure, but that is a separate matter. The Honour check merely determines if she personally feels compelled to atone for it.)

Discredit where it’s due

A Discredit is any burden of obligation, and one who allows himself to build up a large debt of Discredit will lose the respect of others. This is no slight matter in a society as status-conscious and bound by tradition as Tsolyánu. A lord who has a large Discredit and does nothing about it will find his retainers drifting away. A merchant will lose his customers. A priest may lose the favour of the gods.

If a character receives a very large Discredit (25 points or more) from a single action and then fails to discharge it, they may feel obliged to "do the decent thing"—either resigning or (in extreme cases) sacrificing themselves to the gods. The character can avoid this by failing an Honour check.

Example: Shazir and Khiro are told by their clan elders to escort a clan-cousin from another city and see that no harm comes to him. Unfortunately, while passing through a forest their group is attacked by Dzor and the man is killed.

Both must make Honour checks. Shazir’s Honour is 12 and, rolling 7 on 2D10, his check is successful. He immediately incurs a Discredit of 25 points value. If he is not excused by his clan elders, Shazir will have to lose his life to atone for the shame of having failed in his duty.

Khiro’s Honour is 4 and he rolls a 6. A narrow scrape, but he manages to find some loophole that lets him squirm out of having to immolate himself. He must still tally the 25 point Discredit on his character sheet. The disgrace is such that he is automatically demoted from 10th to 9th social Circle, as a 10th Circle character must not have an outstanding Discredit of more than 20 points. Still, as he notes the preparations for Shazir’s sacrifice to Vimuhla, Khiro reflects inwardly that life without honour is better than honour without life.

Discredit values

When a character incurs a Discredit, the referee should tell them the value of the Discredit based on the guidelines given in the table. The maximum Discredit a character can safely have at any one time depends on their Circle. If they go above this maximum they will find it difficult to hold their head up among their peers. Their influence will decline and they may even be demoted within their profession. No one in Tsolyánu has respect for a man or woman who does not repay their Discredit.

The following sections provide guidelines for you to determine Discredit penalties. You may also decide to enforce smaller Discredit penalties for minor matters, and these can often act as a spur to move the game-action along when players are being a little sluggish.

When two actions conflict and a character is liable to incur a Discredit either way, the proper course is to undertake the action with the larger potentional Discredit. The other action then incurs no Discredit. This is because the character has behaved correctly, and no-one can think ill of him because he was forced into a dilemma. (If ordered by your fathers to refuse a challenge to duel, for instance, you should obey; there is no Discredit penalty for refusing the challenge in this case.) This only applies if both sides of the dilemma are publicly known, though. Discredit represents public shame, and even a character who behaves correctly must accept a Discredit if the reasons for his action are not clear to others.

For most Tsolyáni the paramount duty is one’s duty to family. Bringing the family into disrepute or causing the death of a relative incurs a Discredit of 25-30 points. Failing to defend the family or avenge a relative’s murder incurs a Discredit of 20-25 points. Taking no action when your family is insulted brings a Discredit of 1-25 points (depending on the source and severity of the insult). Disobeying the heads of family incurs a Discredit of 10-15 points. In all cases the heads of family can grant a dispensation which absolves the character of any Discredit.

Next comes duty to the clan. Discredit values for transgressions against clan-cousins of other lineages are 90% of the values given above for family.

A character who joins a legion or temple is expected to give the same loyalty to his superiors that he or she would give their lineage elders. In practice, however, the moral imperative is not quite so strong. Discredit values for transgressing against one’s superiors in the army, priesthood or bureaucracy are about 75% of those listed above for family. Large undischarged Discredit in these circumstances will result in dismissal from the legion, temple or Palace.

Characters are not very likely to receive a direct command from the Emperor, but it could happen. The Emperor’s command should be treated as carrying a potential Discredit just 1 or 2 points less than the command of one’s clan elders or liege lord. A powerful lord could thus countermand an Imperial order given directly to a vassal, but would be uncomfortable if he received the order himself.

Insults

It is tremendously important to Tsolyáni that they avoid losing face in front of others. Any disgrace that falls upon a character’s good name, or the name of his family, must be avenged.

When you insult someone, you place a Discredit on them that can only be removed by a payment of Shamtla or a duel. If you succeed in an Etiquette check (with a modifier of -1 to -5, depending on the insult) then the other person has no redress and cannot demand Shamtla. They can challenge you to a duel, but you are perfectly within your rights to refuse. If you fail the Etiquette check, on the other hand, you cannot legitimately refuse Shamtla or a duel without taking a 10 point Discredit yourself.

Wiping the slate clean

It is possible to reduce your accumulated Discredit by outstanding actions that bring strong public approval. Such actions include great bravery, making a good marriage, lavish spending on a family banquet, etc. The referee will permit such actions to reduce accumulated Discredit by 1 to 5 points.

How soon they forget

A character’s accumulated Discredit is reduced by 1 point in any month in which the character has not gained any further Discredit.

Friday, 25 August 2023

Keep it simple

This is a quick and simple RPG system that lets players focus on imagination and roleplaying without getting distracted by constant dice rolls. Dice are only used when the referee decides a roll would add drama to a situation. It is possible to play the game without ever rolling a die.

Attributes
Each character is rated in Strength, Health, Speed and Intellect. Scores in these attributes range from 1 to 10. An average man has a score of 5 in all attributes. The referee assigns attribute scores in consultation with the players, or they can be generated randomly (roll 2d10 and halve the total).

Skills
Skills take precedence over attributes. Thus a character who is trying to dodge a falling rock, for instance, uses ACROBATICS rather than Speed. Only consult attributes when a feat is attempted that does not fall under any of the ten skills, or when two characters of equal skill-level are competing. The ten skills are:
  • ACROBATICS
  • COMBAT
  • MARKSMANSHIP
  • SEAMANSHIP
  • SORCERY
  • STEALTH
  • SURVIVAL
  • THIEVERY
  • TRACKING
A character’s ability in each of the skills is rated according to four levels: Basic, Advanced, Master or Grandmaster.

Normally the referee will simply pre-assign a level of difficulty to any task, and only characters at that level of ability have any chance of success. For example: the player characters are searching for someone lost in the slums. The referee decides this calls for TRACKING to at least Master level.

Use of dice is optional, but may be preferred in life-or-death circumstances —a daring leap from an upper window, etc. Dice can be used to see if a character utilizes their skill (or attribute) effectively. The player rolls 2d6. The roll needed for success depends on the skill-level: Basic 2-4, Advanced 2-6, Master 2-8 and Grandmaster 2-10.

Melee procedure
First compare the COMBAT skill-levels of the two fighters; the higher wins.

If they both have the same skill-level, compare attribute scores—Speed in case of weapons, Strength if a fistfight. If both have the same attribute score, compare the weapons being used (a sword is better than a dagger, dagger better than a cudgel, etc).

For circumstances involving more than one combatant, Assume that each skill-level is twice as good as the one below it. (Thus a Grandmaster warrior would be exactly a match for eight Basic warriors, other factors being equal.)

Wounds
Both combatants lose a set amount of Health depending on the opponent’s weapon: fists 1, cudgel 2, dagger 3, sword 4, two handed sword 5.

The winner of the melee has the option to increase the loser’s injury by 1 point for each skill-level that their COMBAT exceeds the loser’s. Alternatively, if they have a shield, they can reduce their own injury.

Shine Points (if any) can then be spent to reduce damage.

Lastly, armour reduces the injury: 1 point for light, 2 points for medium, 3 points for heavy.

Missiles
At Basic Level, MARKSMANSHIP allows you to automatically hit a stationary target in good light at short range. Each higher level allows you to cope with one more negative factor from this list:
  • poor light
  • small target
  • moving target
  • long range
  • undergrowth
Damage is sustained off Health, ranging from 2 points for a thrown dagger, 3 points for a javelin, 4 points for an arrow, 5 for a crossbow bolt. (Check to see if armour is effective by rolling a d6: 1 for light, 1-2 for medium, 1-3 for heavy.)

Moments of excellence

Shine Points are awarded by the referee when a character achieves fulfilment of a vow, has great success in an adventure, does something clever, receives a blessing or magical boon, gains the respect of others, etc. Shine Points represent the character gaining the confidence to occasionally surpass their normal limits.

Shine Points are spent to achieve tasks that would not normally be possible for the character, such as hitting a target at long range if you’re only a Basic Level in MARKSMANSHIP. Hitting that same target at long range in poor light in heavy undergrowth would cost 3 Shine Points. As mentioned above, you can also use Shine Points for other things like shrugging off damage. Once you’ve spent the Shine Points, they’re gone for good – until you earn some more.

Magic
SORCERY in this system generally takes longer to use than in most roleplaying games, but with effects more like you would expect in fantasy literature. For instance, a Grandmaster could teleport himself from city to city. Being opposed by the will of another sorcerer makes a spell more difficult.

Basic level effects include (eg) silent mirages that disappear when touched. Higher skill-levels then allow improvements up to full solid illusions at Master. The number of spells a sorcerer can maintain is one at Basic, two at Advanced, etc. Note that SORCERY can always be used to achieve an effect equivalent to another skill two levels lower. For instance, a Master can employ magic that achieves the effect of Basic TRACKING, MARKSMANSHIP, etc.

* * *

If you're familiar with the Critical IF gamebooks (originally published as Virtual Reality Adventures) or even with Knightmare book five: The Forbidden Gate you'll recognize the genesis of these rules there. I originally published them as Kashtlanmüyal in my and Steve Foster's Tekumel fanzine The Eye of All-Seeing Wonder - the spring 1995 issue to be exact. (The title? It's a Tsolyani word that means "epic dramas", or if freely translated could be "blockbusters".) I'd been serializing Tirikelu in the fanzine back then, and this was at the opposite pole of complexity. Or so I thought, for I had yet to encounter GURPS!

Wednesday, 16 August 2023

L'art pour l'art


Last time we were talking about the obscure science fantasy world of Tekumel and how it might achieve greater (or any) popularity if it were dumbed down to accentuate the swashbuckling fairytale elements that George Lucas exploited so effectively in the original Star Wars.

That’s not my personal preference. I’d change Tekumel, but rather than play up the creaky mid-20th century pulp elements I’d turn it into something more real. The Battlestar Galactica reboot rather than the silly ‘70s version. (You can see my take on science fantasy here and my opinion of pulp tropes in SF here.)

Point is, my preferred version would fail. We’re in a time when people want escapism and high camp. The frenzy over the Barbie movie (completely baffling to me, by the way) indicates that irony is in, seriousness is out of fashion. That’s why my recommendations about Tekumel in that recent post are opposite to my own tastes: I realize that I don’t have a mass-market mentality – and that’s a useful starting point if you’re trying to figure out how to take a cult favourite and turn it into a mainstream hit.

I just thought I should clear that up in case you’re one of the dozens of purists awaiting Jewelspider or Shadow King. Never fear, those are still going to be intensely personal projects; I’m not going to go chasing a big market at this stage. It’s always better to be true to yourself when creating something. So my suggestions regarding Tekumel weren’t because of a change of heart, but simply an intellectual exercise in how it might escape from the Negative Zone.

Will it? Probably not; Tekumel will go on selling in dribs and drabs to a dwindling and ageing band of fans till finally it crosses the event horizon and winks out. But that’s the fate of almost every book, game and movie. And the fate of every human being too. Better to have been than not!

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 that, 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.

Friday, 5 May 2023

Coronation time

After the death of a Tsolyani Kolumel (= Emperor), all his or her heirs who have not "renounced the Gold" are summoned to the city of Bey Sü to take place in a ceremony called the kolumejalim, subjecting them to "a roster of tests which cover every facet of character thought by the Tsolyani to be needful for a ruler: bravery, endurance, cunning, physical prowess, judgement, knowledge of history and the arts, and a dozen other fields."

Candidates can name champions to stand in for them in three of the trials, but must compete personally in the others. We are told that each event is carefully judged, and the strongest contenders are taken into the temple of Hnalla where the adepts of all the gods and the High Princeps of the Omnipotent Azure Legion make the final selection "according to ancient and secret ritual methods". The winner is taken to the palace at Avanthar and enters seclusion as the new Emperor. All the others are sacrificed at the temple of Karakan.

That bit about "ancient and secret" methods has the whiff of how the House Cup gets awarded at Hogwarts, where you might earn the top score throughout the year only to have the headmaster arbitrarily award enough points to make his favourite the winner. And I've never seen the kolumejalim handled well in any Tekumel game, including the ones I've run. It should be a secret ritual, impenetrable and inscrutable, not a big, brash, crowd-pleasing, last-man-standing arena fight like you'd get in a Netflix or Amazon TV show*.

Supporters of the losing princes have to accept the outcome, not least because their candidate will have been sent to the gods by the time they get to hear about it. That's how it should work in modern elections, mind you, (minus the human sacrifice at the end) but not everybody has it in them to be a good loser.

In one of my Tekumel campaigns I staged a kolumejalim and allowed a few rumours about how it went to reach the ears of the player-characters. The candidates were Prince Eselne, Princess Ma'in (pictured), Prince Mirusiya, Prince Rereshqala, and Prince Taksuru. 

In the test of bravery, they were given a shield and had to touch an archer who was shooting at them from ten metres away. Eselne walked straight up to the archer, fending off arrows as he went. Ma'in was hit in the leg and faltered. Mirusiya threw his shield, hitting the archer. Rereshqala ran forwards, took an injury to his arm, but still touched the archer. Taksuru closed in by walking rapidly around the archer in a spiral so that he couldn't get a shot off.

Ma'in lost that one, but it's not obvious who came out best. Eselne and Rereshqala showed the most obvious kind of bravery, but the other two were cleverer. It wasn't supposed to be a test of cunning, but the watching dignitaries want a smart Emperor, not a dummy, so that might sway them.

The test of endurance involved picking up a red-hot metal bar and plunging it into a tub of water ten metres away. Eselne showed some cunning this time; he threw the bar into the tub. Ma'in and Mirusiya both managed to carry it to the tub, showing their endurance for sure. Rereshqala appointed a champion for this contest, and the champion failed. Taksuru dragged the tub over to the bar, and only then picked it up and dropped it in.

I don't recall who won the kolumejalim in that campaign. In another campaign, Eselne won but Mirusiya escaped and began a civil war that split the player-characters and the empire. The argument about whether he was behaving honorably in doing so was a complex and interesting one, and took place in a spectacularly dramatic location. But I'll tell that story another time, hopefully before the next coronation in our world.

*Unfortunately in Professor Barker's ur-campaign the kolumejalim played out exactly like a crap TV show. Read about it here if you really must, but don't say I didn't warn you. Though we may never know Barker's true political opinions, there is absolutely no doubt that his instinct for storytelling was banal and pulpish. Better to imagine the Tekumel he described in his source materials rather than in his dreadful novels.

Friday, 10 March 2023

The absent present


Towards the end of the 1990s I read Robert van Gulik's novel The Haunted Monastery and realized it was an amazingly good fit to our Tekumel roleplaying campaign at the time. Jamie Thomson played the fiefholder Lord Jadhak hiVriddi, who neatly filled the Judge Dee role. All the other characters in the novel, such as Sergeant Hoong Liang, had direct one-to-one matches among the player-characters. (A lesson in archetypes there, I suspect.)

As if I didn't already have enough to do (I was finishing up Blood Sword and probably working on some TV tie-ins such as Knightmare) I took it upon myself to rewrite the novel, setting it in Taikava fief in western Tsolyanu instead of Tang Dynasty China. I had an excuse for wasting my time: Jamie's birthday was coming up, so I decided to print one copy and give it to him as a present. His then-wife Debbie typed up the text of the book (no OCR in them days) and I then rewrote it, adding some scenes and details of my own to make it tally with events in our campaign and to introduce the fantasy element that's not present, of course, in Dr van Gulik's books.

The monastery went from Taoist to one of the aspects of  Thumis. I typeset the text with the help of Paul Mason (who played Karunaz, Jadhak's Livyani Luca Brasi) and got it to the printer just in time to present Jamie with a hardcover copy on his birthday. Alas, his divorce followed soon after and in the ensuing chaos all his belongings were scattered more comprehensively than the shell of the Egg of Time. The book was lost, never to be read, and must have been burned or pulped decades ago. And I didn't even keep the text, because it was on one of the big floppies we used then.

Ah well, we must be Dra about these things. Yesterday I came across these notes I used when rewriting the book, naming the Tsolyani equivalents of van Gulik's "NPCs". It's all that remains.

Friday, 13 January 2023

The sting

On this episode of his podcast Cautionary Tales, Tim Harford gives a gripping account of the literary hoax involving Howard Hughes's alleged autobiography.

Fascinating as the story about Clifford Hughes is, even more interesting are the techniques he used to dupe respected publishers and experienced bankers so that they bought into his deception. That's what a good con trick is all about: storytelling.

I discovered how true that was years ago when Oliver Johnson gave me a book on confidence trickery that his publishing firm had just released. 'I've read it cover to cover,' he said, 'so you won't be able to dupe me.'

Aha, there's a challenge. A few weeks later, in our Tekumel game, Oliver's character had some legal problem and was invited to the Palace of the Realm in Jakalla to meet an official. He entered as a fellow in fine robes was descending from the uppermost tier of one of the bureaucratic pyramids. 'Let's go to lunch,' suggested the official. They agreed a fee for making the legal problem go away. A few days later, when Oliver returned to the Palace of the Realm to check that everything was going smoothly, he met the real official of that name. The other man had simply put on some expensive robes, waited around the upper tiers until Oliver's character arrived, then walked down to introduce himself, collected a fat bribe, and disappeared.

'I can't believe I fell for it!' said Oliver after the game. He even went on to name the con trick I'd used.

I'm sure that it can be very unpleasant to be on the receiving end of a real-life con, but we have a sympathy for con men in stories that we don't have for murderers and drug dealers. Perhaps part of it is the sense that the con man (or woman) has to believe in their own story, at least a little. They need to be part dreamer.

I had a first-hand taste of something like this last year, when I was catfished into agreeing to go to a games meeting that didn't happen. A guy had got in touch about roleplaying; he spent months emailing me about comic books, SF, games and other mutual interests, and then proposed collaborating on a concept for a major gaming franchise. I was dubious because I know that major franchises don't buy in story concepts, but my guy claimed he'd booked a meeting with the senior execs at a famous videogames company and I thought it couldn't hurt to go along. Also, the story concept he had come up with was brilliantly original. Even if I didn't get hired to work on it, I'd want to play the game. 'I'll send a car for you,' he said. Figuring that the car was maybe 50% likely to show up, I put on a clean shirt that day but didn't make any special plans.

You guessed it. Of course the car didn't turn up, there was no meeting with any game execs, and I never heard from the fellow again. This was the (slightly) surprising but (very) inevitable ending I'd half expected; the only disappointment was that the payoff had to be so low-key. I would never get to meet the guy who set up the con, nor even know his real name, so there was no big reveal, no dramatic denouement. I couldn't even shake his hand and say, as Oliver did to me after that Tekumel game, 'Ya got me!'

On the other hand, that's part of the beauty of it. In all such stories, it's the victim of the con who must supply their own epiphany. 

'The end of all our exploring will be to arrive where we started and know the place for the first time.'

That's how I run my roleplaying games too, after all. I'm not telling a story, I'm just setting things up so the players can find their own story.

So I had a Zen kind of lesson and it cost me nothing. Plus I got to hear the pitch for a genuinely interesting story. (I won't say anything about it here in case my catfisher actually uses it in some form for a comic or novel or something.) That's probably as benevolent as con tricks get in real life, and it reminded me what effective story elements they make. If you're stuck for an idea for your next game, take a look at some of these and have some fun with them.

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, 27 October 2022

New worlds in the making

It’s often said that Tolkien is the originator of modern fantasy, and I suppose that’s true if you only consider the dominant strain of fantasy with its vaguely European and vaguely medieval flavour. I can’t knock that, it’s where Legend springs from too, but I have just as much affection for the older variety of fantasy from which sword & sorcery evolved. Barsoom, through the Hyborian Age and Clark Ashton Smith’s Zothique, Poseidonis and Xiccarph, then Planet Stories and Vance through to Moorcock’s Young Kingdoms.

The keynotes of that genus of fantasy are exoticism, the ancient world, priesthoods and demons, typically (not always) lower or less widespread use of magic yet at the same time an admixture of science, or at least scientifically-coloured fantasy. Most importantly, the universe in such science fantasy tends to be realistic, governed by laws of nature (even if they include magic) that are indifferent to humankind. It’s the opposite pole to Jewelspider, where dream logic and prophecies and a real divine presence are woven into the setting.

As a teenager I loved the fantasy worlds of Robert E Howard, Edward P Bradbury (Moorcock again), Jack Vance and Tanith Lee – so naturally when Empire of the Petal Throne appeared in the mid-‘70s I took to it like a tletlakha to water. I owe a creative debt to Professor Barker and his world of Tekumel only partially repaid with the four issues I edited of The Eye of All-Seeing Wonder.

A lot of studios, game developers and book publishers these days are eyeing the success of things like Game of Thrones, The Wheel of Time, and Dune. With networks in the streaming wars all chasing the last big thing, a fully-realized original fantasy/SF world is a lottery ticket with a big jackpot on offer. Suddenly worldbuilding is in.

A little while back I was lamenting the difficulty David Velasco and Riq Sol were having raising funds for their game Expeditionary Company. Probably the answer is to forget about launching it as a boardgame/gamebook, just take it to a developer who wants a great concept for a new MMO. Judging by the rapid rise of Vulcanverse online, if they could find a way to include NFTs in the design they'd have to chase the investors off their front lawn. Or they could see if Jeff Bezos has another half billion and doesn't want to throw it away this time. (It would need a far sexier name than "Expeditionary Company", though.)

There aren't that many fantasy world-builders with expertise in both games and storytelling, so I thought I'd try my hand at creating a "hard fantasy" setting. This was Before the Storm, a novel I was writing while doing jury service in the mid-'90s. I’ll quote from the T-shirt version:

An isolated star system out beyond the galactic rim. For a quarter of the year the night sky is utterly dark with only a few smudges of light marking distant galaxies. Then gradually the galactic rim makes its appearance at night: a vast wheel of stars, not of one galaxy but of two in spectacular collision.

The people of this world are descendants of a crashed colony ship but have no record of their heritage. As far as they know they are alone in the universe. The fauna of their world are not the familiar animals of earth. Instead of horses they ride “destriers”, two-legged animals that because of their cold blood must be warmed beside ovens before they can be used in cold weather. Technology is barely beyond the level of the late middle ages - though there are some features that have not paralleled the development pattern of Earth's history, such as primitive gunpowder weapons and even a type of photography.

Some biotechnology survives from the colony ship that brought the original settlers, often in the form of various algae. There is a hydrogen-producing strain that permit balloons for use in reconnaissance and a cobweb-silk producing strain that is used for weaving immensely strong fabrics. Various other scattered fragments of technology are sometimes found, but to the superstitious inhabitants of this world they are thought of as magic.

There are also civilized nonhumans and semi-humans sharing this world with humanity. At the point when the first novel begins they have only been infrequently contacted and are thought of as mythical.

Medra is a tropical island nation that, by virtue of the industrious and warlike nature of its people, has consolidated an overseas empire much larger than the original archipelago. Medran society is more developed than those of the countries it has conquered, but the rigid caste system that has vitalized it in the past has now reached the point of breakdown. A new society is in the process of emerging.

I never finished the thing. One reason is that I got a job at Eidos that left no time for novel-writing. But that’s really just an excuse. The truth is that it was the kind of fantasy I wanted to write but not really what anyone was reading back then. Publishers wanted the Western style of fantasy I mentioned above set in a  version of the Middle Ages with more modern sensibilities -- effectively, "medieval America". 

By contrast my fantasy world was not the slightest bit medieval nor culturally or ethnically European. It bucked the '90s trend, being more of a modern evolution of those weird and wonderful Planet Stories of yore, but now that the selection pressure is for exotically different fantasy worlds (there is no point in creating a world that isn't uniquely and brandably distinct) it might finally be time to dust it off -- with the necessary changes to make it compatible with current trends in massively multiplayer online play, which is where the demand is coming from. So I am currently repackaging it like this:

A Rapa Nui of the cosmos

The idea of an isolated world is a powerful one, throwing all our human endeavours against the daunting backdrop of uncaring immensity. Here’s a way to do that:

This world orbits the star Edis , a solitary system out in intergalactic space. For several months of the year the night sky is empty of stars. Then only the other planets of the system and the moons of our world are to be seen.

As the season of stars approaches, the rim of a galaxy rises above the horizon – higher month by month until mid-summer, when most of the night sky is taken up by the spectacular sight of two galaxies in collision, intertwining vortices of light formed by great reefs of stars being torn into new configurations.

How do people come to be here? For most, it is a mystery no one even considers. This is where humanity has always been, surely? There are cities, farms, villages. Kings and councils of syndics, priests of the gods who explain portents – and deep forests in which dwell alien creatures that never arose on any world of men.

The truth: a one-in-a-trillion quantum fluctuation in the warp drive of a generation starship, so that instead of its intended destination in the Milky Way the ship was flung across gulfs measureless to the imagination. That it arrived anywhere in real space is a miracle. A return journey would have been impossible to plot or undertake even if the ship had not taken damage.

The crew made their decision. With no future possibility of contact with the rest of human space, no hope of ever returning to space, it would be kindest to raise the new generations with no knowledge of humanity’s past. This world Edis IV, known to the settlers as Anshar , would be the new Eden.

That was hundreds of years in the past. To most people, Anshar is the only world there is.

My initial plan for how to develop it was using The Expanse's serialized book model, though more like a TV writers’ room – ie five or six writers each taking main responsibility for a couple of “episodes” (around 20,000 words each) building over 6-10 months into a 12-episode “season arc” thrashed out from the start by the lead writer(s). Those novellas would be the proof of concept stage, and viable as products in their own right, but if funding could be found they should be repurposed into scripts and released as audio dramas. The plan, then, was to prototype in prose and see if that could lead on to videogames, TV shows, or whatever.

The snag is that really you need artists involved from the start. Words can only take you so far but people want a shared experience -- visuals showing the architecture and clothing and also sounds, the noise of wildlife, the rhythms of music in this fantasy culture.

Whether I’ll get to do more with Edis than I did with that Medra novel thirty years ago remains to be seen. The sword of Damocles over every writer’s head is that all creative work is entirely speculative. The seed capital is the writer’s own time and effort, but when it comes to selling it nobody respects sweat equity the way they respect cash. So taking six or nine months out to devise a complete fantasy world and write a novel set in it is like buying a lottery ticket in the knowledge that, if it looks like winning, some producers or publishers will do their best to claim the lion’s share of the payout.

In any case, after my day jobs (freelance design on a videogame and writing the final Vulcanverse book) my first priority is Jewelspider. I was chivvied about that by some gaming buddies I met up with recently. Oliver Johnson was running a new Legend adventure and resorted to using original Dragon Warriors rules because 'Dave still hasn’t written the Jewelspider magic system!' So I have to do that – and then Abraxas, which will be serialized first to Patreon backers and is a science fantasy setting (prehistoric rather than far-future) that will use a new edition of my Tirikelu rules. And after that, maybe, I’ll take another look at this thing.

* * *

This post originally appeared in longer form on my Patreon page, and included a link to the first 20,000 words of the Medra novel. I mention that not to try to get you to sign up to Patreon (though you would be very welcome) but just for full disclosure.

And here's a reading list to go with:

Thursday, 28 April 2022

A kind of tribalism


The way you choose to roleplay is up to you and your gaming group. Of course it is. But if you’re asking me, I don’t see the point of doing anything if you’re not going to commit to it heart and soul. Roleplaying to me means trying to be somebody else, imagining the reality of their life, and acting as they would. It’s fiction in the moment. And fiction is a parallel reality evoked by imagination that, while the spell lasts, should be taken as seriously as the reality we live in the rest of the time.

The road to Damascus ran through Keble College. It was 1980. I was running a Tekumel campaign and Paul Deacon, playing a pe choi called Keq Yossu, balked after hearing the lead-in to the evening’s adventure. ‘I’m not coming along.’

The others were aghast. ‘But… what are you going to do all evening, in that case?’

‘The whole set-up sounds off to me. You do what you like, but count me out.’ Paul dropped out of character a moment: ‘I’ll help Dave roll for the NPCs.’

It was the first time I’d thought of really getting into the head of a character that way. I admired Paul for it, and I admired him even more when he was proved right a few hours later. The whole party got wiped out. Paul imagined Keq Yossu getting the news back in Jakalla: ‘I did warn them…’

Not long after, in my Medra campaign, Mike Polling’s character Dagronel Kabo-Drasden befriended an NPC who was the sworn enemy of several of the other player-characters. When it came to the crunch, Dagronel sided with the NPC. In the game post-mortem, the other players were indignant. ‘You can’t value friendship with a nonplayer character above your comrades,’ they argued.

Mike pointed out that a roleplaying campaign is a fiction populated by characters. Nobody wears a lanyard saying PLAYER; it isn’t a Westworld style theme park with hosts vs guests. To use Professor Barker’s adage, there are no NPCs. Just characters. It’s only in bad fiction that somebody behaves out of character to ensure the plot goes in a pre-planned direction.

Both Paul and Mike are arts graduates, and it was an eye-opener for this scientist to see them insist on roleplaying as an art form. It was about then I started to eschew underworlds and puzzles. I should’ve known from Columbo that the how and the who are never as interesting as the why. Motivation is what matters. Characters who look at their world and say, ‘This is how it affects me and this is what I must do.’

Without that revelation, heaven knows what Dragon Warriors would have been.

I still come across the old-school approach, but these days it baffles me. A few years back I was playing in an SF campaign set in the Mass Effect universe. One character was a law enforcement agent. Some of the other PCs were rebels or pirates or – look, I don’t know anything about Mass Effect; in Firefly terms most were Browncoats and one was an Alliance officer. When it all kicked off, the agent sided with the local planet’s police and tried to arrest the Johnny Rebs.

Afterwards, one of the players in particular seemed to take it very personally – in real life, that is, not as his character. He went away seething. I asked a friend of his what was the matter. ‘He believes strongly in the players sticking together,’ he said. ‘He’s annoyed that player took the side of the police against the rest of us.’

‘But… what did he expect? The guy was playing a federal agent.’

‘He doesn’t think character should trump party loyalty.’

I honestly don’t know why you’d roleplay if you feel that way. Without commitment to character you might as well be paintballing. If you want PCs to stick up for each other, you have to give them a reason beyond the fact that they're all controlled by people sitting around the same table.


On the other hand, I also care that movies, TV drama and novels maintain integrity to the fiction they’ve created, yet a lot of people seem quite happy to excuse out-of-character swerves that are there to keep the plot on the rails the writer planned. To me that’s just not doing the work. It could explain why when I was a little kid and my school took us all to a Christmas panto it was loathing at first sight.

Everyone’s got their own setting on this dial. An it harm none, do as ye will. But what I want is to plunge right in to the imaginary lives we evoke through roleplaying, convinced there’s something amazing to be found there if just for a few hours we can let go of being ourselves.

Thursday, 3 March 2022

Choose your universe


"What will determine the [online virtual worlds] that we want to invest our time in?" asks SF writer Damien Walter. "That we want to be immersed in? That we want to live lives within? Story. Story is what's going to determine which unreal worlds we choose. That's why I think it's very likely, despite the disappointing track record of Lord of the Rings games, that because Tolkien's storytelling has been so important to us, that we will choose to participate in the digital Middle Earth."

What Mr Walter has to say in this podcast is interesting, and I urge you to listen to the whole thing. [ADDENDUM 27/01/24: If you can find it online; the video has been deleted.] But I'm not convinced about Middle Earth being such a shoo-in as a leading virtual world. It may well have a cracking story, but it's not the story you'll be getting in the online virtual version. It's the scenery. The world-building. And the problem with Middle Earth, through no fault of Tolkien's, is that it looks pretty much like every medieval-ish European-ish fantasy world created since: The Witcher, D&D, Skyrim, Game of Thrones, whatever.

Middle Earth is not (these days) brandably distinct. It is just a primogenitor of the medieval imaginary. Anything with elves and dwarves probably swiped its act from Tolkien, but they've overploughed that ground so much by now that the original uniqueness is lost.

I think the design of virtual worlds will no more be driven by story than cinema as an art form was driven by literature and theatre. Which is to say, maybe a little bit, but most of it will be something else. We're going to want the virtual equivalent of exciting tourist destinations.

"The author can only say that he enjoys societies which are not simply reruns of the usual Graeco-Roman or Mediaeval fantasy mythos, but which present something really different; something akin to stepping off an airplane in Bhutan or Medina, rather than in familiar old London or Paris."

That's Professor M A R Barker justifying his exotic world of Tekumel. Nobody could mistake Tekumel for any other world. It has multiple influences, but it's impossible to say "it's the Maya" or "it's ancient Egypt" or "it's India" the way you can pin most fantasy down to Europe in the Middle Ages. That might not make for stories that the average punter can relate to the way they lap up cowboys-in-space or intrigues in Westeros, but virtual worlds aren't about the stories. What matters is the originality and quality of the world-building. And there Tekumel is in a class of its own.