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.

Tuesday, 18 June 2013

Camp NaNoWriMo - Musings on an SF Setting

The event: Camp NaNoWriMo, July 2013.
The target: 25,000 words, since I've got other stuff I'm doing.
The real goal: To see if the SF setting I've been percolating for nigh-on two decades has legs.

So, yeah, this is me using my eighteen-and-change years old SF setting and trying to write a story in it. It's a setting that has undergone a lot of changes in various phases, most recently in the past few months.

It started out beyond generic, I'll own to that, and the idea was an enlightened, alien-led Federation bordering a prejudiced, neo-feudal human Coalition, with the focus on the Federation. Then I got interested in the history of it and, in creating that I began to feel that the super-sophisticated Federation was actually less interesting than the Coalition, and my focus began to shift.

Then the alien antagonists got a bit of their own culture as I began to wonder why they were as aggressive as they were, and realised that they didn't make a lot of sense, culturally or economically. I treated the first as a bug and the second as a feature, and that's where gods, of a sort, came into the picture.

More recently, the neo-feudal structure of the Coalition, largely informed by all that Star Wars I watched as a kid, has been replaced with a more varied set of political systems. I've proactively gone through and tried to balance out my tendency to 'go with what I know' in terms of names, since that inevitably and unintentionally leads to a very white universe, and usually one overfull of Jameses and Marks. On the other hand, I didn't want tokens, so I am trying to make it all make sense and a part of that has been to develop the history from a 10 page timeline to something nearer 70. I also want to do at least one more run through and try to introduce more of a shift towards toponyms and patri- and matronymics in the aftermath of my 'this is why no transhuman evolution' reset Apocalypse, replacing to an extent modern racial distinctions with a sense of a very different cultural base.

The last run-through also saw a move away from direct SF cliche. I've known for a while that I wanted to maintain a mysterious genetic link between humans and what used to be the dog- and cat-people; something ancient and conspiratorial. On the other hand, dog- and cat- and snake-people was increasingly out of place and just kind of there 'cause it's how you do. My brainstorm was to ditch the non-mammalian examples - they'll become something else in the final pass - and say that the three races all evolved from a common, possibly engineered, primate base, but by different routes, so that whereas on Earth the dominant hominid species descended from valley-dwelling apes, on the other worlds a baboon-like primate and something more like a forest monkey took the lead.

This also tends towards losing the tails, which just works better in space suits.

I've also removed any use of actual extant religions, albeit a little bit by filing the serial numbers off. The big theocratic power is still a weird mix of Catholic and Anglican administration (I want my interplanetary church to have a curia and big hats, but also deans and chapters, and a Barchester-esque touch to its ecumenical politics) with an expansionist slant. I think I do tend to bias towards (mis)representing the Abrahamic faiths, and maybe some touches of Hinduism, perhaps because I feel that they are big enough and old enough to look out for themselves.

So, that's a rough account of the evolution of this setting. Later posts will probably expand on some details.

Oh, and at some point I got Cthulhu on it; as you do.

Wednesday, 1 May 2013

God Machine

So, just from nosing around in the free to download rules conversion sampler for the new God Machine book (essentially New WoD Revised with variable Metaplot), I am tempted to run something in this setting; probably a mortals game, smallish scale using the core rules and full TT mechanics.

I like the tweaks to the system, for the most part. I like the idea of a game where mystery cults are a core mechanic.

It's possible I'd just rather play Unknown Armies, of course.

Tuesday, 23 April 2013

Chandler and Me


"In everything that can be called art there is a quality of redemption. It may be pure tragedy, if it is high tragedy, and it may be pity and irony, and it may be the raucous laughter of the strong man. But down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. The detective in this kind of story must be such a man. He is the hero; he is everything. He must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honor--by instinct, by inevitability, without thought of it, and certainly without saying it. He must be the best man in his world and a good enough man for any world. I do not care much about his private life; he is neither a eunuch nor a satyr; I think he might seduce a duchess and I am quite sure he would not spoil a virgin; if he is a man of honor in one thing, he is that in all things.

"He is a relatively poor man, or he would not be a detective at all. He is a common man or he could not go among common people. He has a sense of character, or he would not know his job. He will take no man's money dishonestly and no man's insolence without a due and dispassionate revenge. He is a lonely man and his pride is that you will treat him as a proud man or be very sorry you ever saw him. He talks as the man of his age talks--that is, with rude wit, a lively sense of the grotesque, a disgust for sham, and a contempt for
pettiness.

"The story is this man's adventure in search of a hidden truth, and it would be no adventure if it did not happen to a man fit for adventure. He has a range of awareness that startles you, but it belongs to him by right, because it belongs to the world he lives in. If there were enough like him, the world would be a very safe place to live in, without becoming too dull to be worth living in."

- Raymond Chandler, The Simple Art of Murder

This is Raymond Chandler's formula for the character of the detective, and it is one that I apply broadly to most of the characters I create, either for games or for my own writing. It started out subconsciously, without any particular awareness of the Chandler quote, and then I heard it in its entirety and it was as if it codified a lot of what I intended all along.

Redemption
I don't like characters who are never wrong, and who have never been wrong. I want my characters to make mistakes - in games, not to the point of doing it on purpose, but if sometimes you have to be unkind because your character would be unkind, then you sure as hell ought to walk off a cliff if your character wouldn't see it coming - but that is in a large part because I want them to have a chance to make up for them. Not that redemption is necessarily forgiveness, nor a return to a state of purity in this context, but 'trying harder' is a core concept.

Meanness
I struggle to play mean characters. I don't like them and I don't like portraying them. Partly, this is because I have to be able to inhabit their skin at least for a time, and I worry enough that I bully people in real life without meaning to, just by being large and loud.

In Chandlerian terms, I apply meanness broadly. The hero - and a character should be the hero of their own tale at least - should not be cruel, although he can be hard; should not be tight-fisted, even if cautious; should not despise the faith of others, even if he has none of his own; should not be selfish, even if he is self-sufficient.

Honour
Precise codes come and go, but there is always a place in the world for honour of a sort. The hero should keep his word to those who deserve it of him, and find it hard to give to those who don't. He is honest within reason, but never feels bound to speak the truth to those who are false, nor to those for whom the truth brings more harm than good. He will, to borrow from Chesterton's Father Brown, allow a bad man to receive false praise if none are harmed by it, but never an innocent to be maligned. But he ought not to press his code, nor boast of it; his word is his bond simply because it is. He has not chosen to buck the world in this; rather he sees the world as out of step with the way things ought to be done and while not often surprised by the iniquities of those around him, he is disappointed every time.

Private Life
It is not a requirement that a movie or a book have a sex scene, nor a romance. Too often these things get tacked on and it always feels like it. For a character in a game this is more important still. It is not a requirement of a character that they have a relationship.

"He must be the best man in his world and a good enough man for any world" is at the core of it. If the character can look at someone else and say 'they are better than me', then he should be striving to be better still.

Saturday, 6 April 2013

Golden College Days

Another random idea for a game for grown-ups (sort of), is the epistolary campaign, although they can be tough to organise and keep going. I was in one once that sort of fell apart, in my case because the resources of Camberley public library were simply insufficient for the rigorous academic research involved. The advantages are that there is no need to get anyone together, the group can be theoretically any size and there is no need for a fixed time slot. In addition, plenty of folks really jam on serious letter writing.

Some possibilities:

1) De Profundis. Easiest, in many ways, as it requires no GM and no central organisation, but does require serious commitment from the player group.

2) Mail Call of Cthulhu. More structured than DP, this would require a GM to provide the backing plot. The two main variations would be investigator and cult focused, and it might be fun to run two games simultaneously, with one troupe playing a disparate group of investigators and the other the leaders of a set of cells in the Cthulhu cult.

Hmm...

3) Golden College Days. The concept which prompted this post: A WFRP epistolary campaign with a group of former buddies from the colleges of Altdorf stumbling on the disparate arms of an Empire-spanning conspiracy.

4) Postcards from the Hedge. A Changeling: the Lost campaign, focusing on letters and dreams, with the scattered members of a motley investigating the manifestations of their erstwhile Keeper. It would be a slightly CoCish game of Lost, but then that style suits the epistolary format, given that mythos fiction is rooted in it and takes much of its form from its constraints.

The written letter form of this concept would be rooted in a fear of electronic communication (They can intercept celphones in the Hedge, so why not elsewhere? Why not email?), and perhaps a sense of tradition drawing on the strange and feudal nature of Lost society. You could do something similar with the Invictus, of course, but most of the people I know who would jam on that already do so as a sub-game of the IoD national Requiem chronicle.

5) Munchausen by Proxy. Easily my most tasteless pun of the year to date, this would be a variation on the 'live action' Adventures of Baron Munchausen, played by mail, with the players - again, without a GM - competing in tale-telling by mail. The exact structure might need some work for this one.