Tuesday, 22 October 2013

Poetry Please - Nevermore


There were no cats on Noah's Ark,
When other beasts took flight,
The cats just purred and washed their fur,
And said: "We'll be alright."

Noah went to the oldest cat,
And said: "You'll all be killed!"
"Fear not for us," the cat replied,
"On the quantum wave function we shall ride,
"Out of sight, we're uncannily skilled."

"When floods are done and the water gone,
"And your Ark seeks a foreign shore,
"You may believe we all are dead,
"But you'll never be quite sure."

"Uncertainty's a powerful friend,
"If ever there's a doubt;
"The teeniest, tiniest, slightest hope,
"The cats will find it out."

Noah wept for what would be lost,
As he went back to his boat,
For though the waters would bear the Ark,
Cats, alas, do not float.

For forty days and forty nights,
All land was out of reach,
But when the world began to dry,
The eldest cat, with head held high,
Sat waiting on the beach.

So when this watery tale is told,
And they curse a blackbird craven,
Think to yourself, with all those cats,
What fate befell the raven?

Friday, 20 September 2013

Poetry Please - Impulse Shopping Blues


I couldn't, I shouldn't,
I wouldn't, I can't,
I won't and I shan't, but I might.
I'll do it, I've done it,
I did it I did,
Though it doesn't look right in this light.

Wednesday, 11 September 2013

Poetry Please - Rhapsody in Black

As my current webserver is closing down, I'm going to migrate some of my older writing and poetry to here, beginning with this piece, as it is apt to the date.

Rhapsody in Black

Two figures standing silent on the corner,
Sentinels of glass and steel,
Watching over their noirish dreamland,
Their home of the brave, land where nothing is free.
Lonely, mist-bound romantics,
Ghosts of the coffee-house and the opera house,
Burning a thousand warm candles in the night,
Echoes of Gershwin at the day's dawning.
Dark shapes at dusk,
Guardians of these mean streets,
Patron saints of cruelty and greed,
Paladins of cold, hard honour.
Twin pinnacles reaching for eternity,
The new mansions of millions of years,
Rooted in blood they rise in crescendo,
To dreams of highest art.
The silhouettes of an ideal,
Spectral custodians of a bygone age,
A fantasy of indomitable will,
Fallen into flame and dust.
Ivy-strewn skeletons, side-by-side,
All that remains of a once-great world,
In the cold shadow of the bomb,
Yet now they stand no more.
An empire of the mind,
Past, present,
Future,
And never was.
Gone.

Thursday, 15 August 2013

Tomb Raider

I was never a huge fan of the original Tomb Raider games; I don't know why. Maybe I just missed the moment and by the time I had access to them, there were better games that did the same thing, but without the problems. I've contemplated picking up the various new versions as they've come out, but in later years I think the movies put me off. The first Tomb Raider was just dull, and so was Lara Croft. In attempting to make a tough female character, without having a clue how, they made her emotionless and unengaging. The sequel fixed a few of the problems, with Lara showing vulnerability and pain, and thereby being able to convey strength, but ultimately she remained a bit bland.

And then came the reboot, and I heard good things. I also heard bad things, but those turned out to be somewhat overblown. In the end, I was decided by a good bargain in the Steam Summer Sale and an interview with the writer (and not because Rhianna Pratchett is Terry's daughter, but because she made the story sound interesting).

And you know what? It is interesting. Moreover, while Lara is still shown to be strongly motivated by a broken relationship with her father, and a powerful bond with her father-figure, Roth, as the game progresses it is ultimately driven by the relationships between Lara and the other women in the game: Reyes, whose skepticism and distrust of Lara provides a much-needed counterpoint to the faith shown in her by others, and forces her to shape up; Himiko, the fabled Sun Queen whose power casts a shadow over the whole game, despite hardly every appearing; and Sam, Lara's close friend, whose peril is her strongest motivator.

I think this may, in fact, be one of the few computer games that passes the Bechdel Test.

It also appeals to the obsessive-compulsive nerd in me, by including scads of optional objectives and collectibles (including diary entries and other documents which flesh out the backstory, which is something that seldom fails to send me to Nerdvana).

Designwise, it is beautiful, and the new Lara is an amazing achievement, visually connected to her predecessors, but steadfastly human both in proportions and in character. Yes, the shocking violence when she is first forced to take a human life is undercut somewhat by the sheer number of people she kills almost immediately afterwards, but some above-average voice acting and the use of a number of levels where your mobility is limited by a wince-inducing limp until you can find medical supplies ground the character and, as noted above, allow her to demonstrate true strength, not by effortlessly overcoming adversity, but by struggling through it.

As a side note, it is also a game which shows a substantial awareness of its own iconography, from the climbing axe (a combination tool and weapon which is both its own thing and at the same time a nod to Gordon Freeman's crowbar) to the gradual evolution of Lara's pistol towards her own iconic dual-wield.

Wednesday, 7 August 2013

Another 31 Short Stories

For this year's NaNoWriMo, I've decided to revisit last year's 31 short stories idea. I will aim to write (on average) 1 short story a day, +1 for luck, totaling over 50,000 words.

I am then going to ask some people to look over what I've written - this year and last - and give me constructive feedback, and aim to whittle my various outputs down to somewhere between a dozen and twenty prime picks, polish them up, and publish the results in some kind of ebook format in the first half of 2014.

So, obviously I am posting this partly because naming a goal makes it harder to wimp out and partly because I am asking my friends to help me by:

1) Suggesting titles or themes for this year's 31 short stories. I have a few ideas, some part of larger pieces I'm trying to get my head around, but I am aiming for range, in part to get to grips with what I'm good at and what turns out as self-indulgent waffle.

2) Reading what I've written and providing me with honest, constructive feedback. I'm not fishing for compliments, but I'm not looking to get kicked to the curb either. Suggestions on how to improve are more useful than just noting flaws, but more than that, I'm very aware that I lack emotional resilience, so I'm looking for people who are confident in their ability to constructively criticise.

3) Offering sound advice on e-publishing and promotion of e-publishing, based on experience, or introductions to people or web sources who can provide the same either on an informal basis or for a modest sum, since I can't afford more than modest.

Monday, 29 July 2013

Out of Our Minds: The Importance of Madness in Gaming

So, following on from my last post, why is it important to have a madness mechanic at all? Well, largely because it reinforces a horror mechanic like nothing else. Monsters that far outstrip you in power? That's doable if you're careful. Sorcerers impervious to mortal weapons? You can outsmart that. The crippling of your own mental equilibrium as a consequence of your own actions... Well, shit.

To use a media shorthand, games without morality and sanity mechanics are like an eighties TV series. Short of flat-out character death, consequences are limited to the current episode and winning tends to obviate any kind of come back. Failure is penalised, success is rewarded and your methods are only in question if they don't work. Such games can be a lot of fun; they can be exciting, and they can even be tense and a little scary. They are not, however, horrific, any more than - for example - the A-Team is horrific.

Games with these systems are more like more recent TV, where arc plots and character continuity mean that everything that has a consequence has a lasting consequence. Character growth - or degeneration - is ongoing, and watching your beloved character go slowly insane despite - even because of - their success, is part of the fun and about 90% of the actual horror. The erosion of character autonomy and agency allows the players to integrate better with the scene, such that the eerie description of the approach of the Great Old One is not just a cool description and an indicator that a shift of tactics might be in order, but something genuinely scary. Likewise, if filling the cultist leader full of lead is only an expeditious means of ending the threat, rather than an arguably necessary, but heinously immoral action which will have a lasting impact on your worldview, then harming others becomes a serious and daunting prospect.

With mechanics such as these, choices become more difficult, shadows become more scary; the world becomes more realised and alive. It's not something you always want (no WH40K-based RPG should really be concerning itself with morality outside of player-driven contemplation, and there is a strong case to be made for a mechanic which limits the opportunities for a fantasy hero to brood), but for horror games there's nothing like it.

Out of Our Minds: The Many Faces of Madness in Gaming Mechanics

There are now a great many games that attempt, in some way, to model madness and morality, with greater or lesser degrees of success. I'm not aiming to lay down some expert opinion here; these are just a few thoughts on some of these systems.

D&D had its clear-cut axis of good vs evil; characters were good, neutral or evil. In AD&D this was expanded into the (in)famous binary alignment system, with every character's alignment lying on two axes: Good-Neutral-Evil, with good defined as heroic, charitable and giving, and evil as villainous, grasping and dominating; and Chaotic-Neutral-Lawful, defining your attitude to law, order and rules in general. This wasn't a terrible system, although I suspect it led to a massive glut in the Chaotic-Good bracket, since that way you could feel good about yourself and still show a middle finger to the man and embark on epic debauches between adventures, so why not go that route (unless you wanted to be one of the character classes that required you to be Lawful or Neutral in some way).

Call of Cthulhu mixed things up a bit by making morality a player choice and focusing on Sanity as a core mechanic and an ever-dwindling resource. It was a focus of the game and it has always affected the way that players approach the game, possibly too much so when parties of CoC investigators habitually burn books and turn away from the adventure because they know it to be the best survival strategy. On the up side, it means that even in the event of an unlikely triumph, there is a cost to everything.

White Wolf's World of Darkness has a morality system and a madness system, but links them (except in its latest iteration, God Machine, which recognises that linking moral decline to madness was a somewhat Victorian idea, held over from the old WoD, in which the only mechanical morality system was the decaying humanity of vampire characters. Now, some people criticise the absence of a morality mechanic for other characters, but in the setting it made sense. Vampires were unique in that they were not fully functional moral agents. Werewolves and Mages could choose to be arseholes or heroes or anything in between; vampires had to actively strive to be anything other than complete arseholes, such being the nature of their curse.

In the new WoD setting, everyone has a morality stat, although what it is and how it works varies without real consistency. It is clear, for example, why Mages need to hold to the path of Wisdom (of not abusing their power for personal advancement), but not why common human Morality ceases to have any impact on them. I've not played God Machine, but their system - which separates morality and madness entirely - looks better.

Then there is Unknown Armies, which has a system I really like, although it is not without its flaws. The system breaks your mental stability into five categories: Violence, Unnatural, Self, Helplessness and Isolation, representing key stimuli for madness. When confronted with violence, supernatural gribblies, something which makes you question your own self-image, an inability to act effectively or soul-crushing loneliness, you make a roll and if you fail, slip a little further into insanity.

What I like about UA, however, is that if you pass, you become a little more detached; Hardened, in the game's parlance. On the plus side, you can ignore a certain level of that stimuli now; on the minus side, you're a little less human in your interactions. What I like is that whatever happens, these things always change the character.

My final look, and the one that started this line of thought, is Trail of Cthulhu, which again differentiates more, offering both Sanity and Stability, the former standing for your connection to fundamentally human concepts and constructs of moral and right (or indeed wrong) behaviour, and the latter for your ability to act in a functional and directed manner. This is a useful divide in Mythos games, as it allows particularly for cultists - or investigators - to be clinically insane, morally bankrupt, and yet highly functional. Coming from the Gumshoe system, stability is also impacted by violence, so that the pragmatic solution of just shooting that cultist may still have an impact, although if you pass the roll you can shrug it off.

Perhaps the most interesting thing about the Gumshoe mechanic is that you can voluntarily spend Stability to improve your Stability roll, gambling a smaller loss against a greater, effectively accepting a mad justification to save you from worse.

I'm not sure which system I like best, but it definitely comes down to Trail/Gumshoe and UA. WoD's is the weakest, although God Machine's variation is much stronger. The fantasy games don't have a very good morality system at all, but then again, they don't entirely need it. Fantasy heroes are often not entirely moral agents either, instead being part of a more mythic narrative.