Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
3 1
2 interactive fantasy 1.3
interactive
fantasy
issue 3
If you can dream – and not make dreams your master
If you can think – and not make thoughts your aim
Rudyard Kipling
CONTENTS
4 Editorial by Andrew Rilstone
OVERVIEWS
9 Narrative and Atmosphere in Boardgames by Mike Siggins
RECREATION
24 In Defence of Computer Story Games by Ray Winninger
28 Culture Club by Paul Mason
41 Dancing Fictions by David A. Lambert
47 When a Touch Becomes a Bruise by Stephanie Itchkawich
ANALYSIS
62 Leaping into Cross-Gender Role-Play by Sandy Antunes
68 The Blind Gamesmaster by Peter Tamlyn
74 The Nihilist Role-Player by Simon Beaver
78 Through a Mask, Darkly by James Wallis
96 Foriegn Language Education and Role-Playing Games
by Brian David Phillips
104 I Know What I like! by Brian Duguid
REVIEWS
112 Wraith: the Oblivion; Immortal: the Invisible War; Into the Dark Continent; Nexus:
the Infinite City; Tales of Gargentihr; First Quest; Raflan; Macho Women With
Guns; STOCS Lite; Lost Souls; Walker in the Wastes.
152 Letters
Party Games
There will be few readers unfamiliar with Pictionary, Charades, Trivial
Pursuit and their many offshoots. There are however a surprising num-
ber of narrative games that can be played in the ‘party’ environment
and enjoyed by an adult audience.
The most childish, and probably therefore the most enjoyable, is
Smuggle (MB), a game in which you must convince one other player
that you are not smuggling and have paid the correct duties. Remi-
niscent of Cheat or Spoof in its requirement for straight faces, bluff
and the ability to read other people, it remains an all-time favourite if
somewhat limited in its scope for narrative ploys.
Going one better than this is the group of literary games that call
on one’s creative writing powers. These come in three flavours: Fic-
tionary Dictionary (Generic), Ex Libris (Oxford Games) and Poesiemeister
(Generic). In the former, an obscure word is selected at random from a
dictionary. Each player then writes down a believable definition of the
word and the results are voted on as to which is the best. In some vari-
ants, bonus points can be earned for identifying the real answer, in Call
My Bluff fashion. The same idea is extended in Ex Libris wherein you
compile the closing lines of a book in the style of the author, having had
the first line read out, and in Poesiemeister the same is applied to poetry.
All good fun, in the right company, and often surprising to find your
demure friend possesses a Gothic Horror streak.
Probably the best of all the party games, and in fact good enough
Sports Games
Perhaps because we can all imagine the real thing and profess to be ex-
perts, whether it be the World Cup or Walthamstow Dogs, sports games
have some of the most inspirational, and occasionally clever, narrative
systems in existence. The link is helped by the fact that there seem to
be few games that try to be anything less than a full-blown simulation
of the sports they cover. I’d imagine this is mainly due to the fanaticism
of the designers.
There are a number of games, primarily designed by Lambourne
Games, Avalon Hill and Strat O Matic, that aim to recreate a sporting
event in amazing detail. The drawback to this approach is that some-
times the games take longer than the real thing but the advantages are
huge: virtually every major sport you can imagine has been covered,
from rugby league to baseball, from skiing to cycle racing. Many recre-
ate every nuance of play and in most cases, full statistics (if that is your
interest).
One of the best games, from which one would logically expect little
narrative, is Metric Mile (Lambourne). This is a simulation of a 1500
Mike Siggins has been playing all sorts of games for twenty-odd years and writ-
ing about them for the last ten. He is the publisher and editor of Sumo’s Karaoke
Club, the boardgame review quarterly, and is a member of the edit-orial board
of Games & Puzzles magazine. His main gaming interests are innovative sys-
tems, design, sports games, historical simulations and atmosphere. He has so far
published two boardgames as well as numerous reviews and is currently working
on several new game designs. He earns his daily crust as a corporate treasurer.
Bibliography
A Gamut of Games, Sackson (Hutchinson)
Can You Win the Pennant?, Gelman (Archway)
Chaos Gaming (article), Vasey
One of the fallacies most often repeated by the designers and aficionados of paper-
and-pencil role-playing games is that RPGs live and die on the strength of their
characters. According to the pundits, players want to ‘role-play’. They
want to ‘interact’. They want ‘open-ended’ games and game systems
that give them plenty of choices. They want ‘realistic’ rules that allow
them to develop credible alter-egos.
I submit that such concerns are strictly secondary for the vast ma-
jority of the paper-and-pencil audience. For those who care to dispute
my thesis, I invite you to tour the tables at any large gathering of gam-
ers (as I do at the Gen Con Game Fair each year) and spend a few
moments watching each game in progress. You won’t find the ‘subtle
characterization’ that gamers are said to crave. Likewise, you’ll find few
players taking advantage of all the ‘open-endedness’ and ‘realism’ the
poor, beleaguered designers have laboured so hard to incorporate into
their output.
The fact is that the average ‘player character’ created for use
with the average paper-and-pencil RPG is a cardboard cut-out who is
damned fortunate to have two dimensions, much less three. Now, be-
fore you clog my various mailboxes with the inevitable anecdotal evi-
dence to the contrary, I’d like to call your attention to all the ‘averages’
and ‘majorities’ that litter my remarks. There is certainly a handful of
players who go to great lengths to ‘bring their characters to life’ and to
devise adventures that revolve around ‘interesting possibilities for in-
teraction’. Many of these players become game designers, which is why,
as a whole, game designers themselves are the myth’s biggest perpetu-
ators.
The average player doesn’t exploit the so-called ‘strengths’ of role-
playing games for two simple reasons: they can’t, and they don’t want
to. The sort of role-play generally regarded as ‘expert’ (the same sort
of experience that most veteran RPG designers are sure their play-
ers desire) requires a bizarre combination of skills rarely collected in
a single individual: writer, actor, improviser, strategist, game designer,
director, historian, sociologist, psychologist and several dozen others
more germane to the game at hand. Clearly, the number of people ca-
Over the last ten years, Ray Winninger has designed products for most of the ma-
jor publishers in the RPG industry. Most recently, he designed the Underground
RPG for Mayfair Games, which he briefly managed. Recently, Ray formed his
own company, Pompeii Studios, to design multimedia games and resources.
Sony is scheduled to release Pompeii’s first effort, Sentient, in September. Ray
invites questions, concerns, comments, and discourse. On the Internet, he can be
reached at WinningerR@aol.com
By Paul Mason
Ask the average role-player why he (I’m being statistical here, not sex-
ist) plays, and his answer may well include a reference to the appeal of
being someone else, in another time, another place. One of the distinc-
tive characteristics of the games published so far has been the dazzling
profusion of different settings and backgrounds, mostly drawn from the
wilder ends of adventure fiction. In this context, I felt it would be inter-
esting to examine the issue of role-playing as a form of cultural experi-
ment; a means of experiencing different social norms and expected
modes of behaviour. This has particular relevance for me, as I have
spent the last three years going through the real cross-cultural experi-
ence of adapting to life in Japan. I want to examine the ways in which
games approach the idea of different cultures. I will be focusing on
three specific areas. First, I’ll look at games dealing with Japan, as this
is of direct relevance to my current situation. Secondly, I’ll examine Em-
pire of the Petal Throne, as it explicitly deals with encountering an alien
culture. Finally, I’ll talk about the Water Margin, an RPG set in China,
which I have been working on (on and off) for the past five years.
Terminology
I describe a role-playing game which focuses on an alternative culture
as a ‘culture game’. I should stress that a culture game and a genre
game are not the same thing. ‘Genre’ is a classification derived from
fiction, referring to certain fictional templates with their own props and
usual backgrounds. To set a game in a particular genre does not neces-
sarily make it a culture game. Although detective stories are a genre,
a game based on the television programme Inspector Morse would not
be a culture game (unless played by, say, a Japanese gaming group); a
1
game based on the tenth-century Chinese detective Judge Dee would
be. A Sherlock Holmes game might or might not be, depending on the
extent to which the referee stressed Victorian society.
Of course, it is perfectly possible to play a culture game without
actually adopting the alternative culture. You can play a campaign os-
tensibly set in the Papua New Guinea of the seventh century B.C., but if
Japan
The quintessential culture games are set in Japan. No other setting
generates such devotion to culture in its adherents (the nearest rivals
are probably the fantasy creations Tékumel (Empire of the Petal Throne)
and Glorantha (RuneQuest). Why should this be? In fact it parallels a
general fascination which is often felt for the ‘unique’ culture of these
isles, by the Japanese no less than by anyone else. There is a sizeable
corpus of published material aimed at explaining the remarkable phe-
nomenon that is Japaneseness. I can’t help feeling that a self-fulfilling
prophecy is at work here. The various writers, both inside and out-
side Japan, strive so hard to argue that Japan is in some way uniquely
unique that they make it so; no other country in the world is so subject
to the self-examination and external analysis of its culture.
Most role-players’ encounters with Japan started with Shôgun, the
book by James Clavell, made into a TV mini-series, which was subse-
quently lacerated into a barely comprehensible movie. Clavell is un-
questionably a talented page-turner. His characterization is intriguing,
and he adeptly handles a complex plot. Millions of viewers were en-
tranced by the TV series and the exotic picture it painted of Japan.
Sadly, they were the victims of a fraud. Clavell’s story is lifted from his-
tory, without acknowledgement. In the process of fictionalizing history,
names of characters are changed (in many cases the Japanese names
in Shôgun are risible). Historical errors and anachronisms abound. But
perhaps the worst crime of all is the subtext of the book: Clavell’s ‘in-
sight into the Japanese soul’, for which he was widely praised in the
West.
James Clavell’s encounter with Japan started in a prisoner-of-war
camp during the Second World War. It shows. Throughout Shôgun we
are presented with a picture of a people who combine extraordinary
refinement and sophistication with an utterly amoral, sadistic streak.
Possibly the most obvious example is when Lord Yabu experiences oth-
erworldly ecstasy listening to the screams of the Dutchman he is boiling
alive. The book is permeated with this sense of apparent aesthetic con-
tradiction. It is this portrayal of the Japanese which seemed to seize the
imaginations of so many people. A fascination with such a paradoxical
China
The Water Margin is a game I have been working on for over five years.
Playing the game has shed some light on ways of conveying Chinese
culture to my players.
Implications
Both China and Japan are historical backgrounds, with real languages
and a wealth of culture and legend, much available in the West. Empire
of the Petal Throne, though probably not a real background, neverthe-
less features a wealth of history and legend, culture and detail. It even
has useable languages. Thus for the purposes of the discussion in this
article, EPT is effectively a real culture. The advice I presented for en-
hancing the cultural content applies almost as much to EPT as it does
to China and Japan. Prospective players can be directed to the novels
Man of Gold and Flamesong (if you can get hold of them) and to the Ad-
12
ventures in Tékumel solo scenarios to provide them with some experi-
ence of how Tsolyáni culture functions. The Tsolyáni language can be
examined, and the source material scanned, for ways in which the ref-
eree’s and players’ language can be modified to reflect the background
Paul Mason is an ex-pat (he has ceased to be, bereft of life he rests in peace, etc.)
and Python-bore. Having been employed in various parts of the British games
industry, he is now resident in Nagoya, Japan.
Notes
1
Whose exploits are described in books by Robert Van Gulik such as The Chinese
This article has grown from the soil of two fields, table-top role-play
and an adult education course in creative writing. Both are non-aca-
demic endeavours and both are ultimately concerned with the creation
of stories. Both bring people around a table covered with paper and
pencils, but the former uses dice and is a group performance, while the
latter aims to help each individual member produce material which
they hope will find an audience beyond the group. Table-top role-play
is a dramatic activity for the participants only. Adult education creative
writing is a learning environment in which to explore and share one’s
personal stories. Both are more important and serious than one might
think if one looked only at the resources and attention they attract, and
it is here that they are kindred. Both resonate with myth.
From these twin hearts of myth unfolds a bridge built from the met-
aphor of abstract dances interwoven with the basic elements of drama.
The ‘dances’ are Mickey Hart’s (one of the drummers for the Grateful
Dead) from his book Drumming on the Edge of Magic, and concern the
rhythms that create a sense of the sacred. The drama elements occurred
to me while reading Diana Devlin’s Mask and Scene: An Introduction to
a World View of Theatre. When these dances and dramatic elements are
paralleled they become a key to the core of both role-play and creative
writing, and become a tool for the fashioning of myth.
We move amidst rhythms constantly. The personal rhythms of our
own thoughts and feelings and history, our hunger and our dreams
and health. The cosmos too has intricate and layered rhythms which
affect our lives from the movement of the wind and sea to the sun’s
changes and the position of the planets and stars. Between them are
the immensely diverse spectrum of cultural rhythms, East and West,
Jewish and Gentile, European, British, or English. Cultural rhythms
are sandwiched between the individual and the cosmos. And some-
times all three converge, the rhythms come together and weave into
a fourth, the sacred. It takes a complex ritual to involve all three and
bring them close enough for each to dissolve into a new whole. Such
a juxtapositioning is difficult to maintain, and the result is fleeting. It
happens in jazz when all the musicians ‘hit the groove’, just for those
sweet moments; or in church when the spirit enters and touches the
David A. Lambert has been questing and questioning role-play since he first
played D&D, fourteen years ago. The quest has lead from America, through
Northern Ireland, all the way to safe and reliable Norwich where he now lives
with his wife and two sons. At present, David teaches adults creative writing,
writes short fiction and poetry, and is deeply committed to the Borderlands’ Co-
operative design efforts on a new RPG provisionally titled Novel Sinners.
By Stephanie Itchkawich
Bibliography
Gilligan, C., In a Different Voice: Psychological Theory and Women’s Development,
1982, Harvard Univ. Press.
Kaplan, N. and Farrell, E., Weavers of Webs: A Portrait of Young Women on the Net,
1994, V2, 3.
Porter, R.E. and Samovar, L. A., ‘Approaching Intercultural Communication’,
1985, in Intercultural Communication: A Reader, Wadsworth.
Tannen, D., You Just Don’t Understand: Women and men in conversation, 1990, Wil-
liam Morrow.
By Peter Tamlyn
Pete Tamlyn bought one of the first copies of D&D to be shipped into Britain and
has been fascinated by role-playing games ever since. He has written extensively
on the subject for magazines and has had various gaming products published.
His most recent work is the Advanced Fighting Fantasy system written in col-
laboration with Marc Gascoigne.
Notes
1
The Blind Watchmaker, Richard Dawkins, Penguin, 1986.
2
Foundations of Corporate Success, John Kay, OUP, 1993.
3
I don’t know if it is official, but you only have to talk to them for a while to real-
ize that it is the way that they think.
4
That famous article in White Dwarf #1.
5
Personal discussion having revealed that neither of us has the slightest interest
in what the other thinks of as a role-playing game.
6
The editor would like to point out that this is not entirely true.
7
For the benefit of American readers who were hopefully spared this blot on
Britain’s proud pop tradition, the Rollers were a seventies teeny-bop band who
were so awful that only the British would have (a) bought their records and (b)
remembered them.
Simon Beaver met the editor of Interactive Fantasy at Convulsion 94, where
they spent several hours arguing about the philosophy of role-playing games.
by James Wallis
Masks seem exotic when you first learn about them, but to my mind
Mask acting is no stranger than any other kind: no more weird than the
fact that an actor can blush when his character is embarrassed, or turn
white with fear, or that a cold will stop for the duration of a performance,
and then start streaming again as soon as the curtain falls.10
The relevance of the Mask state to role-play may seem tangential at
best and frightening at worst, but I contend that most people who role-
play recreationally will have entered a Mask state, albeit a less intense
version than the one Johnson describes, at least once. Role-players do
not put on physical masks, they put on mental ones, and the basic effect
is the same: seeing the world through someone else’s eyes.
I am not saying that all role-play is done in the Mask state. Mask-
play only occurs in certain circumstances, but most role-players will be
familiar with it: the unusually intense game session; players in tears
or shouting in anger; a general sense of the game-world being more
important, more vivid, more real than the actual world; the feeling that
the player is the character. This, I believe, is an element of the Mask
state, and is what I call mask-play. And the reason I want to talk about
it is because when role-players describe their ‘best’ or most memorable
role-playing moments, these are the moments they will pick out.
Let me just put one thing to rest before continuing: mask-play
sounds as if it might be dangerous. Johnstone himself puts forward
three popular fears about it:
Many people express alarm about the ‘dangers of Mask work’. I think
this is an expression of the general hostility to trance and is unfounded
. . . People seem to be afraid of three things: (1) that the students will be
violent; (2) that the students will go ‘mad’; (3) that the students will refuse
to remove the Mask when instructed (a combination of the first two).
If any of those sound familiar, it’s because they’re the same four ba-
sic criticisms that are regularly levelled against orthodox role-playing
games: that they are tools of the occult (with which trance-states are
usually associated); they make their players violent; they drive people
insane; and that players will become confused about reality and fiction,
and will not come out of character. And, as with RPGs, none of these
things actually seem to happen. That sounds like more than coinci-
dence to me.
‘Mask-play’ is the most complete way that the player can enter
Notes
1
The earliest reference to role-playing I can find is in Moreno’s article in Sociom-
etry VI, p438: ‘Role-player is a literary translation of the German word “Rollen-
spieler” which I have used . . . It may be useful to differentiate between role-play-
ing—which permits the individual some degree of freedom—and role-creating’
(1943). It appears that Moreno is covering ground that would be useful to this
piece, and I regret that I am unable to locate the full text of his article.
2
It should be mentioned that the way that professional puppeteers work—often
spending years learning how to imbue their puppets with life, energy and per-
sonality—is probably closer to either personality-play or mask-play than to my
definition of ‘puppet play’.
3
Wells, p.27. I said last issue that Hogshead Publishing’s products wouldn’t be
plugged in IF articles. Well, so much for that.
Bibliography
Fine, Gary Allen, 1983, Shared Fantasy: Role-playing games as social worlds, Univer-
sity of Chicago Press.
Goffman, E., 1959, The Presentation of Self in Everyday Life, Anchor Books.
Goffman, E., 1974, Frame Analysis, Northeastern University Press.
Johnstone, Keith, Impro: Improvisation and the theatre, Eyre Methuen, 1981, cur-
rently available from Routledge. ISBN 0-87830-117-8. I cannot recommend this
book highly enough to anyone with a serious interest in role-playing techniques
and possibilities.
Wells, H. G., 1911, Floor Games, Frank Palmer. Shortly to be reissued in the USA
by Hogshead Publishing.
‘It was supposed to be just another bug-hunt. Everything’s gone wrong since we
touched down on this forsaken planet. The two ’bots are disabled; a t least they
took one of those things with them. Lt. Yang, the only competent medic on the
team, is dead—she was still alive when that thing ripped her heart out and ate
it. There’s no telling where Ambrose is.
‘For now, it’s just me and it. The lights are malfunctioning and flashing all
over the place, all I can see in this damned purple mist is the occasional crate or
barrel.
‘Wait. What was that? Over by those fuel drums. Oh, god, it’s turning this
way. Look at the size of that thing. It’s so fast. Gotta get off a shot before it can
reach me. I raise my . . . Mr Phillips, how do you say chiang-liu-dan-tung in
English?’
‘Grenade launcher.’
‘Oh, right. I raise my grenade launcher . . .’
Bibliography
Bryant, William H. ‘Realistic Activities for the Conversation Class’, The French
Review, v59(3), Feb. 1986, 347-354.
Cardwell, Paul. ‘Role-Playing Games and the Gifted Student’.
Dayan, Daniel. ‘Review Essay: Copyrighted Subcultures’, American Journal of
Sociology, v91(5), March 1986, 121928.
DeRenard, Lisa A., and Linda Mannik Kline. ‘Alienation and the Game
Dungeons and Dragons’, Psychological Reports, v66(3, pt. 2), 1990, 1219-1222.
Diaz-Rico, Lynne. ‘Story, Skit, and Theater in Whole Language Dramatics’,
Journal of Creative Behavior, v26(3), 1992, 199-205.
Di Pietro, Robert J. ‘The Open-Ended Scenario: A New Approach to
Conversation’, TESOL Quarterly, v16(1), March 1982, 1520.
Holmes, John Eric. ‘Confessions of A Dungeon Master’, Psychology Today, Nov.
1980, 84-94.
Ladousse, Gillian Porter. Role Play. Oxford English Resource Books for
Teachers Series edited by Alan Maley. Oxford: Oxford University Press, 1987.
Mugglestone, Patricia. ‘The Primary Curiosity Motive’, English Language
Teaching Journal, v31(2), 111-116.
Phillips, Brian David. ‘Interactive Literature and the Teaching of English as a
Foreign Language: History, Theory, and Application’ (in Roleplaying Games in
the Language Classroom). Taipei: The Crane Publishing Company, Ltd., 1994).
‘Role-Playing Games in the English as a Foreign Language Classroom.’ Paper
presented to the Republic of China Tenth National Conference on Teaching
English as a Second Language at Taipei, Taiwan, R.O.C., 15 May 1993.
By Brian Duguid
‘I don’t know if it’s art, but I know what I like!’, as the saying goes.
Since you’re about to read a serious discussion about the seriousness
(or otherwise) of role-playing games, I thought I’d better start by stat-
ing the obvious. Role-playing games are fun. Whatever else they may
aspire to, if they aren’t fun, they aren’t worthwhile.
One thing that they often aspire to is the status of ‘art’. In 1988,
James Wallis declared that ‘role-playing gamers must become role-
1
playing artists’. He argued that although for the most part they are
‘merely’ games, the structures of role-playing games show similarities
to other forms of entertainment that have achieved recognition as ‘art’.
For example, there are obvious analogies between a film such as The
Green Ray, where the general story‑line is predetermined but the ac-
tual detailed interaction between characters is improvised, and the way
role-playing games are played.
More recently, Robin Laws has suggested possible critical vocabular-
ies that can be applied to role-playing games, taking for granted that
2
they can be treated as art. His article, ‘The Hidden Art’, in Inter*action
#1 asserts that ‘role-playing games have existed for many years as an
art‑form without a body of criticism’ and proceeds to trawl through the
field of film criticism in search of concepts and techniques that could be
of use in a critical discussion of role-playing games.
While I don’t imagine anyone reading Interactive Fantasy would deny
that role-playing is amenable to intelligent, critical debate, I think that
too many problematic assumptions underlie Laws’ approach.
‘The Hidden Art’ takes it for granted that role-playing games are an
art‑form; goes on to assume that being an art‑form is a ‘good thing’,
and then goes on further to assume that applying certain concepts of
criticism to that ‘art‑form’ must therefore also be a ‘good thing’. None
of these assumptions is necessarily correct and I believe that role-play-
ing games have certain unique qualities that render all three untrue.
In 1988, James Wallis devoted a large portion of his article ‘Raw
Power’ to an attempt to prove that role-playing games are an art‑form.
Like Laws, he assumes that being an art‑form is a ‘good thing’ and
because he already believes that role-playing games are art, his argu-
Brian Duguid is the editor of the acclaimed avant-garde music magazine Elec-
tric Shock Treatment and the former editor of the role-playing fanzine The Blue
Shaboo. He helped found the role-playing magazine Tales of the Reaching
Notes
1
James Wallis, ‘Raw Power: Can role-playing ever be justified as a legitimate art-
form?’ Article in Sound & Fury 7. Sound & Fury Enterprises. 1988.
2
Robin D. Laws, ‘The Hidden Art’. Article in Inter*Action #1. Crashing Boar
Books. 1994.
3
Clive Bell, quoted in John Zerzan, ‘The Case Against Art’. Article in Elements of
Refusal. Left Bank Books. 1988.
4
John Zerzan, op cit.
First Quest
By Bruce Nesmith, forthcoming Warhammer Quest,
L. Richard Baker III TSR’s Dragonstrike or even the
and David ‘Zeb’ Cook introductory Dungeons & Dragons
TSR Inc., 1994 set market themselves as board-
Boxed set; $30/£21.50 games or adventure games, and
Reviewed by James Wallis let the role-playing elements
It is a truth universally acknowl- sneak in as the game progresses.
edged that explaining the idea of First Quest, on the other hand,
recreational role-play to people grasps the minotaur by the horns,
outside the field is extremely dif- sub-titling itself ‘the introduction
ficult. Several of my relatives are to role-playing games’ and ‘the
convinced that I either design first interactive audio CD role-
computer games or participate in playing game ever created’.
a historical re-enactment group, TSR is, of course, ideally
and one believes I am a stage placed to produce introductory
magician. This problem is com- RPGs for the general market. It
pounded when it comes to mar- has the huge name-recognition
keting RPGs to the general pub- of the Dungeons & Dragons trade-
lic: if it’s hard to explain role-play mark, and the marketing muscle
when face-to-face, doing it with to back it up. D&D remains the
the blurb on a box-back has even point of entry for the vast majority
less of a chance. of role-players. But to produce an
As a result, several products introductory game based on the
such as MB’s HeroQuest, Games massively complex Advanced Dun-
nd
Workshop’s Talisman and their geons & Dragons 2 Edition rules,
Raflan
by Tom Rogan and this into its game-world, Disen-
Chris Lampard chanted Games fails.
Disenchanted Games Raflan is a large country, ly-
134pp plus map; £8.00 ing on the southern coast of the
Reviewed by Brian Williams continent of Kar-Merin and bor-
dered to the North by an almost
Raflan is the second of Disen- impassable range of mountains
chanted Games’ Kar-Merin sour- and to the East and West by for-
cebooks. Like its predecessor eign states. Off the coast to the
Casalana, it sets out to produce south lies the island of Casalana.
a comprehensive fantasy setting The geography, flora, fauna and
that has no magic or non-human politics of Raflan are described in
races. some detail.
Raflan promises much but fails These sections give Raflan a
to deliver. This saddens me, as solid feel. Any referee worth their
Disenchanted Games clearly has a salt should be able to use this in-
lot to offer. The designers think in formation to paint a convincing
the same way I do, and emphasize picture of the towns of Raflan.
the things in a game that I would The major towns and castles
emphasize. For a long time I have all have their own entries in the
been a proponent of Low Fantasy book, including a sketch map of
(as opposed to High Fantasy); a each town. I found these entries
gaming style in which the details to be disappointing as they did
of everyday life are of utmost im- little to add to the brief descrip-
portance and where characters tions that had already been given.
need to pay attention to the task Too much time was spent detail-
of surviving on a day-to-day basis. ing one or two individuals and the
To run this sort of game you need odd specific building. I felt the
a wealth of background material: space would have been much bet-
the sort of material promised in ter used to give an overview of the
Raflan. When it comes to putting character and atmosphere of the
Simon Taylor
Manchester, UK
I recently saw a production of Factory. Chairs is an unusual play
Ionesco’s Chairs at the Liverpool at the best of times. It involves
Unity by a group called Theatre an old couple who know that
Marcus L. Rowland
London, UK
In his article in Inter*Action #1, duces an informant and finds out
Phil Goetz cites the 1971 comic several important facts. There’s
strip Norman Versus America as the a penalty for reading this section
earliest printed example of inter- first because Roger is going to re-
active fiction. In fact, Sleep, and port back to the heroine anyway.
the City Trembles, by John Garforth There are some nice touches that
and Dennis Guerrier, was pub- I haven’t seen used elsewhere,
lished by Panther in 1969. It’s a such as a flow-chart exercise which
spy novel that uses programmed checks reasoning ability by analys-
learning techniques; the first for- ing the motives behind a murder.
ty pages set the scene, then sub- Unfortunately the plot is a little
sequent chapters end in two or thin, gaining most of its novelty
more choices, which determine from the (then) unusual presenta-
the order in which the remainder tion.
of the book is read. Each choice EDITOR’S NOTE: The short piece
is rewarded or penalized, depend- ‘Un conte à votre façon’ by Raymond
ing on whether or not it helps Queneau was first published in 1967
the heroine solve the case. For and is thought to be the first use of the
example, one chapter features a gamebook format—although it only
secondary character called Roger runs to 21 paragraphs, and is only
who is involved in a bar fight, se- available in French.
Jason Saunders
Coventry, UK
Considering role-play as an art- We are all performance artists.
form is irrelevant because post- Every time we role-play we act
modernism says that everything out our little scene in our little
can be considered art. From a world. This is a performance—
Monet to a footballer, art is viewed but should we now call it art? We
and appreciated by each person have gained so much enjoyment
in their own minds. from role-playing; to start calling
If this is the case then role- it art opens ourselves up to hours
playing has it been Art all along of intellectual angst that I for one
and we’ve only just recognized it. do not care for.
Francis Hwang
Minneapolis, USA
Greg Costikyan’s comment down. We can decry the tyranny
about the passivity of traditional of the creator, but that very tyr-
art piqued my interest. I had anny, the meticulous control over
just finished a review of The every detail, is currently the rea-
Gutenberg Elegies: The Fate of son we read or look at art in the
Reading in An Electronic Age, a first place.
wonderful collection of essays by Birkerts’ focus is on the elec-
Sven Birkerts. So the concept of tronic media, and accordingly he
interactivity has been prominent couldn’t care less about role-play-
in my mind of late. ing games. His concerns intersect
Costikyan decries the hier- with interactivity in the realm of
archical structure of artist and au- hypertext—computer-based envi-
dience as ‘autocratic’, but I’m not ronments of text pieces connected
sure if he understands the impli- with multiple navigational links
cations of what he is saying. With for the reader to choose from.
the occasional exception—avant- He correctly notes that once the
garde theatre here, ‘exquisite reader is empowered to choose an
corpse’ fiction there—every single arrangement of what is read and
piece of art in the Western tradi- when, the author is devalued to
tion has been autocratic. Birkerts a massive extent, and to him this
argues that the author only exists destroys the whole point of read-
because the audience trusts him ing. To a large extent, the same
to transmit his piece of wisdom, can be said about the role-playing
and I would agree. When I find experience.
myself in the thrall of well-done I would agree with Birkerts,
art, I feel seduced, I find that my but I’m not sure I share his pessi-
emotional defences have come mism. I agree that once you intro-
Nathan Gribble
Devon, UK
To my mind there are two prob- educate them, but in the case of
lems with bad taste in all form gaming it is probably better to be
of media, including games. First, as inoffensive to outsiders as pos-
you may offend outside observers; sible. Why let real life confronta-
and second, you might subvert tions interfere with your fun?
the gamers themselves. The second problem is much
The first of these problems is more contentious. Like all sane
analogous to not swearing in front gamers, I am sure that playing
of your grandparents. It is as much games does not turn people into
an infringement of the rights of a psychotic killers, but I do think
person to hear something that of- that games can more subtly alter
fends them as it is to restrict their your views. For example, many
freedom of expression. Obviously, games are rife with sexism. If
with more important issues you you are unaware that what you
can argue that it might be neces- are playing is sexist you may take
sary to offend people in order to some of the sexist ideas on board.
Reviews
Jonathan Tweet
Seattle, USA
While I greatly respect Interactive games that one reviews. The time
Fantasy’s mission, and I’m happy it takes to play a game is out of
to see serious reviews, I would like proportion to the pay that maga-
to bluster on a bit about Myles zines offer for reviews. The first
Corcoran’s review of Whispering games that I reviewed profession-
Vault in IF #2. I’m not entirely ally I did not play. Still, I expect a
comfortable making Myles an ex- lot from Interactive Fantasy, and I
ample, but bear in mind that that’s would have liked to see a review
all he is, an example—not the sole based on play, not just on a read-
perpetrator nor the worst. And through.
the crime? The reviewer of Whis- Why? As Myles points out,
pering Vault should have played Whispering Vault is a pick-up-and-
the game, and it’s a shame that he play game. That’s the aim of the
didn’t. That’s my point. game. As a reviewer, Myles ought
Now I’ll be the first to admit to answer the question ‘Does this
that it doesn’t pay to playtest thing do what it tries to do?’ and
EDITOR’S NOTE:
I tend to agree with Jonathan: in an view of an un-playtested card-game,
ideal world, Interactive Fantasy board-game or computer game. Table-
would only print reviews by leading top role-playing games and supple-
authorities who had extensively play- ments are a rather more difficult issue.
tested every game or supplement that Marcus Rowland commented in a
they wrote about. Since the fall of the letter that: ‘I haven’t run Walker in
Old Republic/shattering of the Dark the Wastes—if I did, you’d be get-
Crystal, the world has not been an ide- ting this review sometime in 1996.’
al place, but I’ve still been very pleased So although I’d prefer that reviewers
with the reviews we’ve printed in our ran at least a one-session try-out of a
first three issues. new RPG or supplement, I recognize
Our review guidelines ask review- that this isn’t always feasible and am
ers to playtest new products if at all prepared to print reviews based on a
possible. We wouldn’t print any re- careful reading of the rulebook.
Erratum
On page 120 of issue 2, the line ‘ . . . implies a strong divorce between
setting and mechanics, which is in fact the case with Falkenstein’ should
have read ‘which is not in fact the case with Falkenstein’.
In Interactive Fantasy #4
v Jonathan Tweet describes the design process behind EverwayTM,
the role-playing game to be released by the Alter Ego design
group of Wizards of the Coast this summer.
v Nathan Cubitt looks at interactive television.
v Sean Harnett examines the philosophical underpinnings of
White Wolf ’s World of Darkness.