Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
4 1
2 interactive fantasy 1.4
interactive
fantasy
issue 4
CONTENTS
3 Editorial
OVERVIEWS
8 Storycrafting by John Tode
TECHNOLOGY
16 Virtual Reality by Kay Dekker and Michael Tovey
21 Cyber-Performances by Kurt Lancaster
32 Literary Role-playing in Cyberspace by Phil Goetz
45 Interactive Television by Nathan Cubitt
ANALYSIS
52 Walk a Mile in Someone Else’s Shoes by Mark S. Holsworth
59 The Circle Stands Unbroken by Martin Oliver
68 Horror: Motifs and Actualities by Phil Masters
74 Role-Playing Defined by Mark Frien
77 How You Play the Game by Ben Chessell
DESIGN
86 Everway: Designer’s Notes by Jonathon Tweet
94 Self-Censorship by Lee Gold
106 The Design and Use of Characters by Frank Carver
REVIEWS
118 Aria: Worlds; Aria Roleplay; MasterBook; Rifts supplements;
Mystic China; Thoan; Fantasy Earth; West Point Academy
150 Letters
155 Obituary: Nigel D. Findley
160 Subscription information
evil side of another player’s character is different from one in which each
player plays a single individual. At one level, these sorts of structural
changes are simply another type of enabling device. The shadow-player
in Wraith is a mechanism to create gothic horror. But in so far as these
ideas experiment with the relationship between players and their char-
acters, between players and the referee, and between players and the
story-line, I think that they also have a legitimate claim to be genuine in-
novations. On the other hand, the changes that even these more experi-
mental games make tend to be relatively small and fairly conservative.
Superficially, computers games are changing and developing at a
much faster pace than role-playing games. Indeed, the whole idea that
a new game should supersede an old one has probably been forced on
us by the computer gaming industry where the rate of technological
change is such that even a two-year old product can look extremely tired
and dated.
Looked at as interactive narrative, on the other hand, most comput-
er ‘role playing’ games are decades behind the best table-top games:
they represent not the future of role-playing, but its past. This remains
true even if, as Ray Winninger argued last issue, the vast majority of
table-top role-players do not make use of their game’s potential. For
all its excellence as a game Doom is actually an implementation on a
computer of a rather blood-thirsty D&D dungeon crawl. Computer
‘role-playing’ games have jettisoned character interaction—the one
thing which table-top games do really well—and replaced it with real-
time action, the illusions of speed and movement, and, at best, an all
but imperceptible interface between the player and the virtual world.
There is a sense of immediacy here for which many people are will-
ing to forego the freedom of action or input into the plot which role-
players take for granted.
Doom advertised itself as a ‘virtual reality adventure’. The three di-
mensional, smoothly animated cartoon graphics of the game are indeed
a triumph of the programmers’ art, but the term Virtual Reality is being
applied to them only because it is a popular buzz-word: a shibboleth
meaning the same thing as ‘new’, ‘futuristic’ or ‘the next big thing’. Yet
those of us who value role-playing as a potential art-form may have rea-
son to fear that if true Virtual Reality technology ever becomes available
as a gaming medium it is going to be applied to scenarios that are even
less sophisticated than Doom. Isn’t there a danger that ‘the future of
role-playing’ really come down to more impressive graphics hiding more
and more primitive games?
A book publisher would be foolish if, on being presented with an
excellent novel about growing up in Catholic Ireland; coping with AIDS;
or living on the Home Front in World War II, they replied: ‘There is
already a book on that subject: go and write me something new.’ The
would be mad if they said ‘We have already published a novel; go away
and create a new narrative form.’ The question for the writers of fiction
is never ‘is it new?’ but always ‘is it good?’ Gamers would do well to learn
from this. If this year’s Big Thing happened to be a game involving di-
nosaurs, then it would not follow that the market was moving inexorably
into a dinosaur phase, or that reptilian games represented the future of
role-playing. It could just be that people liked Dinosaur: The Extinction
because it was rather a good game.
Real innovation creeps up on us unawares. Probably the single big-
gest innovative idea to come about since the original version of Dungeons
& Dragons was the invention of live-action games. Yet the first LARP cen-
tres were not trumpeted as ‘the future of gaming’. (Nor was first edition
D&D, nor—to give Wizards of the Coast its due—was Magic: the Gather-
ing.) Early LARP fell into precisely the same trap as Doom: it attempted
to produce live-action versions of extremely superficial role-playing
games: dungeon and wilderness quests of a sort which the publishers of
Dungeons & Dragons had long since abandoned. Yet out of LARP grew
what are called ‘freeform’ games: multi-player open-ended games with
relatively little referee input. This was a much more fundamental in-
novation than the idea of replacing a bag of dice with a foam rubber
sword. In terms of the relationship between players, characters, referee
and story-line, freeform games represented a new type of game—or at
any rate, a different one.
Elsewhere this issue, Phil Goetz describes something similar that is
happening in the field of on-line computer games. The earliest Multi-
User Dungeons were implementations of something very like a D&D
dungeon bash: but some MUSHs (‘Multi-User Shared Hallucinations’)
are beginning to use similar technology to run much more sophisticated
role-playing games. These games seem to have all the advantages of
face-to-face gaming, but with a depth and intensity of involvement and
a sense of imaginary community that few conventional games have as-
pired to. Such games are using technology as a tool: as the ultimate ena-
bling device. Surely this is where the future of the hobby lies.
It is tempting to dream about this future. Massive freeform MUSHs
with thousands of players, being run in fully-immersive virtual worlds.
But it is not likely that this fantasy will be realized in our lifetimes. Even
if it were, I do not think that it would supersede or abolish the verbal
role-playing games we know today; any more than freeform games have
superseded Dungeons & Dragons or, for that matter, role-playing games
have made television and the novel obsolete. Whatever new technology
may become available, people will continue to publish new role-playing
games: some good, many bad. Many of these games will have the words
‘This is the future of role-playing’ printed on the box: but I think we can
be fairly sure that, as now, it won’t be true.
Most people who are involved in role-playing read, and most people who
read want to write. Anyone who wants to write wants to write a bestseller.
It’s a natural enough reaction. Yet how many of us are skilled enough to
be snapped up by a literary agent and rocketed to stardom? Every year
20–30,000 unsolicited manuscripts find their way onto the desks of Brit-
ish publishers. This adds up to a lot of dedicated writers willing to slave
away without any real chance of getting their stories published. All that
most can hope for is to spend inordinate amounts of money on stamps
sending their manuscript all over the country, only to await the return of
a steady flow of rejection slips. I know. I was one of them.
Yet if people are so willing to write, if they are so dedicated that near-
certain rejection is no deterrent, then perhaps there needs to be some
other way for us all to involve ourselves in this age-old art of story-telling.
The concept of storycrafting came from running Æs (pronounced
Ay-us) which was a fantasy play-by-mail game which threw away the rule-
book and concentrated upon the interaction between the characters and
the quasi-medieval world in which they lived. The game was heavily bi-
ased towards story-telling, and players gained points for the content of
their writing, their ideas. All the while they were subconsciously learn-
ing how the imaginary world worked; a place which was a mythological
mirror-world of our own, containing plots and creatures derived from a
huge number of folk-tales and fables. As players, they were encouraged
to learn for themselves the way myths and legends were pieced together
and it was extremely fulfilling to watch as the hack ’n’ slash barbarian
developed into a true role-playing aficionado.
Yet, as with any hand-moderated play-by-mail game, the onus was on
the skill of the referee to take the players’ wishes, mix them with ongo-
ing events and write a reply based upon the two. This process is very
referee- intensive—and usually these games are either badly run or very
short-lived. Or they go semi-professional.
That is essentially what Æs did. And since then I have been looking
for a way to turn the spotlight back onto the writer while exploiting the
elements of story and interaction that made Æs so popular.
Storycrafting is the result. It is a form of writing in which an indi-
vidual can write an ongoing novel in a milieu which they share with any
number of other participants. The participants produce a piece of crea-
tive writing and a character description, much like that in a table-top
role-playing game. Once completed, stories are submitted to a central
body. If they are published they become part of the history and reality
of the larger world. The steps of the storycrafting process are not too
different from those of any other creative writing. The five basic steps
are idea, research, composition, submission and publication. The sub-
mission stage may also involve the contributor in some rewriting to keep
their story consistent with the overall milieu. Taking a look at each of
these sections will give a much better idea as to how storycrafting works.
Idea
Let us imagine that a new participant has just joined the fantasy story
and is looking around for ideas. Their persona is a Thief called Alraeth.
Having no idea what they wish to achieve, the writer replies to a few mes-
sages in the society’s magazine and finds out that a rich widow named
Gelraem has a jewel which she uses to scry for magical objects. Alraeth
decides he wants this artefact, even if only for the money and fame it will
bring him. So the player has an idea for their first story; the stealing of
Gelraem’s jewel.
Research
As people create details of the environs, peoples, places, customs and
mythology of the game world, they are stored in an ever-expanding en-
cyclopaedia—effectively a database specifically customized for the task.
Anything written within these stories must conform with known reality.
That is to say, what one person writes must not conflict with anything
that anyone else has already created. Apart from this, people are free to
invent whatever seems appropriate and fits into the flavour and setting
of the fantasy campaign. If it does not, then the story will be rejected.
Alraeth’s player must find out what is known of this widow and her
jewel in order to make sure the story of the acquisition will be success-
ful. For a start he needs to know if anyone has ever written about where
this woman lives, what she looks like or even if anyone has tried to steal
the jewel before. He communicates with the thief who first mentioned
the woman and finds out that the jewel is a ruby known as the Eagle’s
Eye and that Gelraem lives in Stonecutter Street. No one is sure exactly
which house so he consults the encyclopaedia on three matters; Gel-
raem, the Eagle’s Eye and Stonecutter Street.
Alraeth finds that all three references are listed in the magazine and
writes to the editor for the current information. He discovers what is
known about the widow and the thoroughfare of Stonecutter Street. The
entry dealing with the jewel only describes it as belonging to Gelraem
and purportedly having scrying abilities. With this he can now plan his
story knowing that as long as he does not write anything which conflicts
with these facts, he should have no problems.
Writers are expected to keep their creations consistent with the wide
range of folklore that Æs is based on. As far as the Eagle’s Eye is con-
cerned, any properties Alraeth invents should somehow be tied to re-
corded magical effects. He already knows that it purports to be a scrying
device, but when he writes his addition to the current entry he says that
it possesses the property of allowing the viewer to see a magical object’s
past. This ties in with the stories of crystal balls and would be acceptable
in the milieu. To make sure, however, he decides to limit the jewel’s pow-
ers so that it can only be used on the night of a full moon.
Composition
This is the actual writing of the story. Its style and content are completely
up to the individual. It can be in either the first or third person and can
be of any length. An average story would be somewhere between 2,500
and 5,000 words, but this is arbitrary. Stories must be consistent with a
persona’s abilities, equipment and experience, and must follow on from
the last chapter in the same way as any normal book. The idea of these
stories is to further a persona’s life, to create a deeper background to
their personality and traits, and to achieve goals and quests, while also
extending the information about the Æs universe. Interaction with other
personae is possible as long as the stories are properly co-ordinated.
Any references that have been used in a story are marked (usually by
bold text) and a separate entry is included. These follow the standard
layout of references in the encyclopaedia and are flagged as either a new
or updated entry. Submitted entries are then added to the database un-
der the appropriate section, and form the backbone of the reference li-
brary on the expanding universe. When there is a conflict of entries, the
one which was received first is honoured. If the writer is just mentioning
current entries in their manuscript (for example, ‘… upon returning to
the city of Kaelis …’), then they do not need to mark the reference; this
is needed only when adding to database entries (for example, ‘… upon
returning to Kaelis, the ancient city where Sir Gastian defeated Dru-
aghith the White Wyrm …’, where there are no references to Sir Gastian
or Druaghith in the index or where there are references but they do not
mention this information).
Submission
Once the synopsis, story and database entries are finished they are sub-
mitted. These are referred to collectively as a ‘manuscript’. Once submit-
ted, any manuscript will be processed and brought before a governing
body which assesses the work. There are only three judgements that can
be passed with regard to manuscripts; acceptance, acceptance with al-
teration, and rejection.
Acceptance
Accepted manuscripts are published and sent out with the next available
storycrafting magazine. Once published the work will become part of
the reality of the known world. It is always the case that a good story will
have the edge. For who could possibly turn down a fabulous work just
because the events within it are breaking tradition or setting new ground
rules? Writers are told that it is wise to remember that their success or
failure is being decided by living, breathing members of the upper ech-
elons of the Society and, short of bribery and corruption, there are many
ways to increase the chances of getting their story published!
Rejection
If a writer’s manuscript is not returned and does not appear in the next
round of published works, then it has been rejected. Rejection does of
course bring retribution, especially if the writer has over-reached them-
self in their story. If Alraeth’s night of thievery is deemed just too auda-
Publication
The ultimate achievement of any manuscript is its publication. Once
published, every member of the Society will be able to read the submis-
sion and the fame or infamy a writer receives will be a significant boost
to their character. Fulfilment of ranks—which are based upon number of
submissions and the story’s word-count—also bring increased power to
create larger elements of the story. Of course readers will follow certain
stories over others and may even want to join in with them, but there is
also the satisfaction that at the end of thirty stories any writer will have
created a book of their persona’s adventures.
While the above examples follow the fantasy genre of storycrafting,
already there is a dark-future module just finishing a year’s testing, and
the range of possible genres covers every aspect of the local bookshelves.
How about a vampire module? Or a shared detective/thriller where sto-
ries are written from the point of view of the cop, the killer and the
nosy TV reporter simultaneously? Even at its most simple, storycrafting
is definitely an art-form to be reckoned with.
So to recap: the basics of storycrafting come down to the creation of
a manuscript which builds chapter by chapter into a complete novel.
Though a story can be planned in advance, the writer is also sharing
their milieu with several other writers—perhaps eventually several hun-
dred other writers. Each submission is paraded before a panel and if
accepted is published, which allows all the contents to become a perma-
nent part of the evolving world. Subjects referred to in the manuscript
become part of a cross-referenced database; manuscripts themselves can
be linked and will, by their nature, use ideas and characters already cre-
ated, while also adding to the world milieu. Those are the basics, but
as to the art of storycrafting itself … Now that is another, much deeper
matter!
So what is this Virtual Reality thing? Don’t believe what you read in the
papers, even the trendoid papers like Wired, Mondo 2000, and (shud-
der) Omni. Also, please try to forget Lawnmower Man. VR is not like sex,
it’s not like drugs, and no, there aren’t any ‘games’ on our ProVision
equipment.That’s got the three most common questions we get from
the mundanes out of the way. So, what is VR? Well, as we understand the
term, it’s a set of techniques, nearly always using computers, to allow the
presentation to the senses (usually only the visual sense, but occasionally
touch and hearing as well) of things that aren’t there. No, we told you
that it wasn’t like drugs—aren’t you listening? The difference between
drugs and VR is that VR costs a whole lot more and isn’t as realistic. OK?
What VR is
Basically, it works like this. You have a model of the world, with models
of all the objects you’re interested in, all in the right places, kept in the
computer. You have a glove, or a 3D mouse, or a latex body-suit—what-
ever—that allows the computer to keep track of where you are and what
your body’s doing. Given that information, the computer works out what
you’d see, hear and touch, as a result of where you are and what you’re
doing, and sends the relevant sensory stuff to your body via appropriate
output devices. So you see, hear and touch these virtual objects in the
virtual world just as you would if they were really there. At least, that’s
what the hypers and the hopers would like you to believe.
Is it Real?
A lot of the present-day systems and games that claim to be ‘virtual re-
ality’ are nothing of the kind. If you look at the term, you’ll notice it
includes the word ‘reality’. If the world you live in is made of unshaded
polygons in bright colours, jerky movement, no textures and you have a
gun in your hand, then you might be happy with the state of the art in
game-based VR.
A true virtual reality doesn’t have to be identical to the real thing—
what would be the point?—but you should be able to interact with it as
though it were real: rich in detail, meaningful and, above all, credible.
Graphics should be crisp and clear; movement should be smooth; re-
sponse times should be immediate. Can you speak to other characters
and see their lips move when—if—they answer? Can you pick up and
manipulate any object you see? Can you survive more than three min-
utes without getting shot or your money running out? If not, that’s not
VR; it’s unrealistic: a partial environment. So is Sonic the Hedgehog, and
there isn’t much opportunity for role-play in that either.
Given this, the idea that VR is an ideal medium for the presentation
of the ‘other realities’ that we conjure with when we role-play seems at-
tractive. However, we do not believe that it is.
Technical Problems
The cost of using VR is prohibitive. A minimal configuration for an im-
mersive system (one user, basic helmet and mouse, no hardware textur-
ing, no sound, no tactility) will cost the best part of £50,000—and that’s
just for the visualization component. Any ancillary components, such as
a solid modeller for building the environments, agent software for any
autonomous agents within the system, and the scripting software will
push the price well towards the hundred thousand pound mark.
No matter what you think of the costs of commercial game systems,
no small shelf of game books and dice will even begin to approach those
prices. Is the privilege of being trendy with technology worth that price
to you? We think not. Costs will not fall for a usable system to the point
where Jo Average Gamer can afford it for decades yet.
The above system only handles one player. Effectively it gives all the
shared experience of a solo gamebook. The largest current shared-re-
ality system is owned by Matsushita, costs about ten times that of the
basic system, and will let three—yes, three—people interact in the same
world. Remember that a GM may wish to maintain a direct presence in
the world: for example, taking the role of an NPC. So that system could
handle a gaming group of two players. Not too hot if you need a fighter,
a cleric, a magic user, a thief, and everyone else along. We won’t go into
the technicalities, but adding an extra person to a system costs much
more than the cost of a one-person system.
Conclusion
Forget VR—at least for a decade or two. Or ten. We use VR at the mo-
ment, not because it’s wonderful, but because it’s the only way we have
of doing the work our research is focused on. Gamers have the benefit of
mature technology: the written and spoken word and the human imagi-
nation. For narrative purposes, these truly cannot be surpassed.
Kay Dekker and Michael Tovey have been been using virtual reality in their
research at Coventry University for over two years, mostly for the full-size visuali-
zation of vehicle concept designs. They use a ProVision PV100/VRX from DIVI-
SION for their immersive work, and an in-house system using CrystalEyes shut-
ter-glasses and a Silicon Graphics Indigo2/Extreme for the 3D non-immersive
work. One of them has been gaming for about fifteen years.
The performer scrubs the side of a curved wall. His arm is tattooed and
his head is bald. Looking like a neo-nazi punk, he stares back at you
from the computer screen. ‘Hey, can I talk to you?’ he smirks, his expres-
sion as real as any seen on television or a movie. The computer flashes
up a small box on the screen and gives you three options on how to re-
spond to his overture. If you respond correctly, he launches into a tirade,
warning you that you should not trust the United Nations command at
this base. The plot unfolds as you walk around the corridors and rooms
of the base and interact with other digitized performers. You begin to
unearth a conspiracy that could result in one civilization being destroyed
for the benefit of another. While this is happening, you are also expe-
riencing flashbacks about your girlfriend who was involved in a serious
accident, and your mother who yells at you for leaving medical school
and joining the military. These are scenes from the interactive movie
What is ‘Performance’?
But are these different computer activities performances? Are users per-
forming? ‘Performance’ is displayed behaviour, whether you are playing
a character who talks to and reacts to pre-recorded digitized actors, hav-
ing a cyberspace ‘date’, or becoming immersed into a digital, virtual-
reality world. Performance scholar Richard Schechner theorizes that a
performer:
performs in the field between a negative and a double negative, a
field of limitless potential, free from both the person (not) and the per-
son impersonated (not not). All effective performances share this ‘not-
not not’ quality: Olivier is not Hamlet, but also he is not not Hamlet:
his performance is between a denial of being another (=I am me) and a
denial of not being another (=I am Hamlet).
Cyberspace users are unlikely to be performing the same types of
character that an actor like Olivier rehearses and then displays on a
stage. On the other hand they do share that performance quality: they
are ‘not’ a real- world individual and ‘not-not’ a cyberspace identity. For
example, I, as a user interfaced into cyberspace, am not really me, for
I am that virtual identity located in the cyberspace world of the com-
puter. I am also not-not that virtual identity, because some aspect of me
is there, even though I am not physically present. A virtual image is
defined as a ‘type of image that you see from a particular location in
space even though there is no object in that location’ (Miller, 1992). The
user is a liminal agent in a state of flux between the virtual and the real.
Benedikt puts it this way:
Egos and multiple egos, roles and functions, have a new existence in
cyberspace. Here no individual is appreciated by virtue only, if at all, of
their physical appearance, location, or circumstances. New, liquid, and
multiple associations between people are possible … and new modes
and levels of truly interpersonal communication come into being.
In cyberspace, people identify and communicate with one another
without the physical associations commonly used in the physical world.
Because of this virtual identity, cyberspace users are often able to dis-
play types of behaviour that would only rarely come into play in the real
world.
tional mode. I hadn’t known that women talked among themselves that
way. There was so much more vulnerability, so much more depth and
complexity. Men’s conversations on the nets were much more guarded
and superficial, even among intimates. It was fascinating, and I wanted
more.’ He spent weeks developing the right persona. A totally disabled,
single older woman was perfect. He felt that such a person wouldn’t be
expected to have a social life. Consequently her existence only as a net
persona would seem natural. It worked for years, until one of Julie’s
devoted admirers, bent on finally meeting her in person, tracked her
down (Stone, 1991.)
Not only did the computer mask ‘Julie’s’ real-life identity, it allowed
‘her’ to communicate with and help people that ‘she’ might never have
met in the physical world. The psychiatrist wanted more open and vul-
nerable discussions that he was not getting with other users, so his virtual
identity was a masked character that gave him the freedom to reach a
new level of communication, fooling everyone on the net. As Schechner
would put it, the psychiatrist was not Julie, yet he was not-not Julie. Was
‘Julie’ this psychiatrist’s ‘true personality’, as Caillois would say? The dis-
guise certainly did allow him to help other people, for he did give advice
that did help change people’s lives, so, in a way, Julie was a psychiatrist.
Non-Linear Thought?
This ability to follow non-linear structures reflects a new way to process
information. Gregory Ulmer theorizes that people used to watching the
non-linear flow structure of MTV and the medium’s ‘ability to simul-
taneously present several different stories’ are teaching people a new
form of literacy that breaks the ‘barriers of linear thinking—the logic
of the written word in which one idea leads to the next’ (Wheat, 1994).
In fact another professor, Roger Drury, thinks that students exposed to
this kind of non-linear structure were better able to comprehend the
‘abrupt shifts’ and ‘juxtapositions’ of T. S. Eliot’s poem ‘The Wasteland’.
Many readers from a generation earlier (who were not used to non-line-
ar thinking) find the poem ‘impenetrable’ (Wheat, 1994). The structures
of cyberspace do reflect the non-linear pattern of MTV and also encour-
age people to adopt shifting, parallel thinking structures. Whether this
mode of expression causes people to learn in new ways remains to be
seen.
In addition to cyberspace flirting, people can enter cyberspace
rooms that become fictitious stages for people to actually play charac-
ters in fictional world settings. On America Online people can ‘sim’—
When we act on the stage, whatever our stage may be, we must now …
bring into the symbolic or fictitious world the urgent problems of our
reality … And when we enter whatever theatre our lives allow us, we
have already learned how strange and many-layered everyday life is, how
extraordinary the ordinary.
The user experiences the virtual world visually and aurally. It certainly
does not have the spontaneity and feel of a live on-line forum, where a
user can literally say anything and try to do anything textually, but the
interactive movie does explore the nature of pre-recorded interactivity,
and it does allow users to explore, in some ways, how they can relate to
the other characters encountered in the story.
In the game Myst, a CD-ROM ‘block-buster’, the user plays a neu-
tral, generic character, an explorer who needs to solve the mystery of
an alternate world. For most of the game the user does not interact with
other characters and is not forced into a linear plot. They only need
to solve the mystery by finding clues and putting them together. What
is noteworthy about Myst is its eerie environmental ambience: its care-
fully structured back-story, its 2,500 impressively detailed images, and its
digitized sound. All of these elements combine to create a virtual world
that is so realistic-looking that users wish they could step into it
Virtual Reality
If totally immersive virtual realities become available, then users will be
able to do just that: ‘step into’ virtual worlds where they can see, hear
and touch the cyberspace world and the virtual images of other users.
Instead of using screens and keyboards, people can put displays over
their eyes, gloves on their hands, and headphones on their ears. A com-
puter controls what they sense; and they, in turn, can control the com-
puter (Aukstakalnis and Blatner, 1992)
to find themselves, but ideally it will be where they will find others im-
mersed in a new kind of community having no national borders, physi-
cal prejudices, ethnic cleansings, or refugees.
Bibliography
Aukstakalnis, Steve and David Blatner; ‘Silicon Mirage’ in The Art and
Science of Virtual Reality, ed. Stephen F. Roth; Berkeley, Peachpit Press,
1992.
Belsie, Laurent; ‘Our Correspondent Meets the Vice President in Cyber-
space’ in The Christian Science Monitor, January, 19, 1994.
Benedikt, Michael; ‘Introduction’, Cyberspace: First Steps, ed. Michael
Benedikt, Cambridge, MIT Press, 1991.
‘Cyberspace: Some Proposals’ in Cyberspace: First Steps, ed. Michael Ben-
edikt, Cambridge, MIT Press, 1991.
Caillois, Roger; Man, Play, and Games, New York, Shocken Books, 1979.
Kurt Lancaster received his M.A. degree in Theatre from the University of Maine,
where he applied his love of role-playing games in writing his thesis in 1991.
Currently he is working towards his Ph.D. in Performance Studies at New York
University.
drink pool
pose kneels on the mossy banks of the pool, scoops some of the cold
water into his hands, and drinks.
If you are the only character at the pool, you’d feel pretty stupid ‘pos-
ing’ this to yourself. Like most MUSHes it is a social environment where
people gather and talk. But unlike many MUSHes, it is much more than
a chat line.
3: Before a new player joins the game, their character has to be ap-
proved by the ‘wizzes’—the people who administer the game. This helps
at least three ways. First, it defuses arguments (‘A wolf can’t be a explo-
sives expert!’). Wiz approval gives characters a stamp of authority; pre-
sumably, if a character did not make sense or was too powerful, no wiz
would approve it. The balance of power between characters is especially
important in MUSHes, where most role-play is spontaneous, because
your adversary is more likely to be another player than an NPC gauged
to your level. Second, it keeps the cast of characters balanced (Garou-
MUSH gets a disproportionate number of applicants wanting to play
angst-ridden adolescent characters!) and prevents new characters from
interfering with major plotlines. Third, it keeps the ‘wrong element’ out.
People who aren’t willing to take the time to write up a good character,
who are mainly interested in killing, or who don’t write well, would clut-
ter up the MUSH.
A central gathering place is crucial to a MUSH. Spontaneous role-
playing is much more likely when you have a reasonably large number
of characters in one place. On GarouMUSH, the Caern is the centre of
Garou life. It is a large, circular grassy area consisting of nine locations,
from any one of which you can see what people are doing in the others.
It’s better than a park or bar, because people can meet there any time of
day or night, and because there aren’t as many restrictions on accepted
behaviour and topics of conversations in a caern.
Three elements, specific to Werewolf, strike me as the key to the game’s
success. First, the characters have a common cause (to defend Gaia and
fight the Wyrm) which unites them all in some way. Second, they can
barely stand each other. As in any religion, different sects disagree on
their purpose and methods. Thirdly, there is a constant undercurrent of
violence and anger running through the Garou community. The strict
dominance hierarchy and the Old West-style respect for violence as final
arbiter creates constant tension. On one hand, this causes frustration
and anger, and tempts the players to create combat monsters. On the
other, it encourages people to stay in-character, and it’s a great source
of stories. If you can’t resist making a joke at the expense of the wrong
person, you will pay the price.
These two factors, co-authorship and the use of text for body language,
change the flavour of the game. Sometimes I feel like all that is happen-
ing is that my character, who doesn’t exist, is making friends with other
characters who don’t exist, while I and the other players remain stran-
gers. In tabletop role-playing, I enjoy the company of the other players
while my character does his thing; my character and I have a co-oper-
ative relationship. But on the MUSH, I get the eerie feeling that this
other entity, my character, is living off me parasitically; he lives, while I
merely sit and type.
Literary Role-Play?
When you sit down at the keyboard, something happens. Maybe it’s the
need to convey that extra-textual information, maybe it’s vanity, but
suddenly ordinary telegraphic communication just isn’t good enough.
Whatever you type is going to zoom across the world, onto others’
screens, and into their permanent log files.
So you sit there, watching the cursor blink while you figure out what
to say, and how to say it. You type a line, but before you press return, the
urge to edit takes over. And before you know it, you’re not just playing,
you’re writing. The resulting role-play is a lot slower—it may take as
much as five times as long as a conventional game—but it has a descrip-
tive depth rarely found in face-to-face play. Here’s a verbatim transcript
of a session I played in.
Umbra: Farmyard
This place is a nightmarish rendition of its real world counterpart,
hemmed in closely on three sides by the dark, glowering woods. A spirit’s
corpse—the spirit of a once-happy farmhouse?—lies mouldering in the
centre of the yard. The barn is a shadowy thing, vague and indistinct,
harbouring its own dark thoughts in lightless windows and vast haylofts
that are much too big for the building’s physical limitations. And just
inside the forest’s edge the trees stand jealous guard over the neatly
stacked corpses of their fallen, a woodpile in the real world. To the west,
Weaverspiders tend to the fields, quietly arranging nature’s growth into
predictable rows even after the harvest is in. Domestic animal spirits
seem almost plastered over, quietly accepting their own regimentation in
the provision of food for lazy homids. The woods are deepest and darkest
to the North-east.
The place-descriptions set the tone for the game. The authors can put
more time into place-descriptions on a MUSH than they could in a face-
to-face game, because they will use each place over and over, because
no one author has to write all the descriptions and because they know
the players are going to read the whole thing. If you tried such poetic
language in a face-to-face game, it would probably fall flat.
Su stops to make certain everyone’s all right in the dark farmyard. Her
voice is hushed by the gloom. ‘Let us move into the forest. It too is dark,
but not as much so.’ She turns to move into the forest, and her huge light
wings reflect the moonlight. She flutters them slightly to fold them out
of the way.
Therru stares at Su’s wings.
Su looks down at the stares, having forgotten as usual that her ghostly,
weightless wings are there until she needs them.
Therru blinks and drops her gaze hastily.
Paradoxically, when you must substitute text for real body language, it
has wider scope—how would you communicate the exchange above in
a face-to-face game sans wings? It is also more precise—would Su know
what Therru was staring at? Would we misinterpret Therru’s looking
away as distraction or distaste? Most importantly, the players use it more.
Gauntlet’s territory.
Sepdet smiles delightedly. She steals a wide-eyed glance at Rholeen. ‘Do
you hear? It’s all right, Blinks, it’s just a Tree.’
Therru tears her eyes from Su’s vanishing form and limps over to
investigate the tree.
Blinks says, ‘I know. But spirits … dangerous. Friendly spirits especially.’
Rholeen nods slightly, ‘Maybe. It almost sounds like something trying to
say something. It’s not my imagination, is it?’
Therru sits down abruptly, looking at Blinks with a decidedly bewildered
expression.
Sepdet nods slowly, watching Rholeen’s reaction. ‘It’s saying something.
In different words.’ She sighs and shakes her head at Blinks.
Blinks stamps his feet and glances around the dark woods uneasily.
Rholeen cocks her head to the side, and tries to make sense of it. Oddly
enough the harder she tries to concentrate on meaning, the less she
seems to understand it.
This might seem like cheating—could you really tell all that from watch-
ing Rholeen? Yet it’s an accepted convention to signal with text thoughts
and feelings that would be ambiguous in real life. Authors do this too.
They may use the omniscient viewpoint, in which they tell you what eve-
ryone feels and thinks. But this can flood and confuse the reader, and re-
moving the mystery of motivations. More commonly, authors have one
viewpoint character. But rarely will they take the objective viewpoint and
report only observable events. It’s hard to generate story that way.
On a MUSH, you can’t choose one viewpoint character. You end
up with the next best thing: a kind of restricted omniscience. You hear
some of what every character is thinking, scratching the surfaces of their
thoughts a little more deeply than mere body language.
Sepdet gestures gently. ‘Come. Follow. There are places where you can
breathe easy, and I want you to show you those first.’ She touches the tree
and keeps her hand there for a moment, then steps away and begins to
thread an easy slow path in the shadowed forest.
Blinks hurries to catch up with Sepdet, clearly not wanting to be left
behind.
Therru follows Sepdet, loping happily though the spirit world.
Rholeen nods, and follows, her bare feet making slight rustling sounds
Therru wanders down the lakeside to see if she can taste the umbral
water.
Sepdet gestures out towards the lake. ‘The leader of the crescent moons,
Thorn-rhya, he has a cave out there. But he doesn’t mind company.’
Blinks asks, ‘He lives in Umbra?’
Sepdet shakes her head. ‘Oh, no. I think he stays in the other world,
most of the time.’ She sounds wistful. ‘Not safe any more to stay this side
all time.’
Rholeen says ‘Why?’
Sepdet walks down to the water’s edge, finding the place where the
moon’s path of light touches the shore, and dabbles her hands in the
water. ‘Because … because the True World takes what’s in the other world,
and makes it more so. Bad city streets … they’re cold and cobwebbed and
flow with blood in the cracks, and your feet crunch on broken glass of old
needles, and ashes of burned money. The Enemy walks there. The forests
out here are better—but you saw what the farmhouse is like. Wherever
there’s ill, the Enemy’s spirits breed, and they roam free through the
Umbra. It’s a wilder place, and a more powerful one.’
Look at Sepdet’s speech. Admittedly, few people can write such material
in real time, but on-line editing makes it possible. Almost no one can
speak impromptu with such care for the language.
It’s also noteworthy that Sepdet managed to get the whole thing out!
On a MUSH, no one can interrupt you before you press ENTER. Mono-
logues are allowed.
Therru looks over at Sepdet, water dripping from her muzzle, then places
herself off. Blinks steps to shore and shakes off just where he is.
Note here that Therru didn’t say, ‘I walk on the moonbridge and try to
push my paw through. What happens?’ As co-author, she decided herself
what would happen. Every player is part referee. If your action involves
someone else, you page them to work out what happens, but if it doesn’t,
and you aren’t in a refereed scene, you get to make it up yourself.
Desert leads along a faint trail down from the hilltop, and up onto another
hill, and another. Before long, the mourning party is ascending into the
mountains, where the stillness of the Umbral day is undisturbed by your
passing. Few Garou have been here since the world was young. Every
tree and every rock seems to watch as you pass, though you continue to
move in near silence. Soon, the way leads to a small plateau overlooking
the world.
Thunder Biter flattens his ears along his head as he follows Thunder-
of-Gaia, still a little dazed and confused. A swift shadow darts over the
plateau, and then vanishes back into the moonlight.
Moon Otter tags along towards the rear of the group, eyes and ears
flitting about nervously.
Desert seems to find this place satisfactory. ‘Place his body in the centre.’
Thunder Biter walks beside Thunder-of-Gaia with his tail lowered and
his ears flat across his head. He starts to look around him for the first
time, though, exploring with his eyes and nose this new place. Drifting
down from above comes the shrill icicle of a bird cry. It shivers down your
spine and vanishes into the silence of the Umbra. Looking up you see a
vague form flitting across the moon.
Song-Weaver nods once and does as bidden. After placing the body in
the centre she stands and walks to a place across from where Desert is.
She turns to face him and returns to her own shape.
Thunder-of-Gaia stays to the front of the group, seemingly accepting
both Harald and Chaser as belonging towards the front with the tribe of
the fallen. He watches Song closely, though his posture shows more rage
than mourning.
Desert gestures for the lot of you to settle in a circle around him. Another
shadow floats over the plateau, and then another. The shapes slowly start
to take form as small specks drifting through the umbral sky.
Conclusion
Much of my article on computers and interactive fiction in the first issue
of this magazine was a search for the way out of the puzzle-solving, goal-
directed, genre-based rut that interactive fiction seems to have fallen
into. On MUSHes, I’ve found the way out. People stop acting like puz-
zle-solvers when they start acting like authors, and they start acting like
authors when they have a good medium and an audience. The problem
of freedom versus drama (that player-freedom is at odds with authorial-
direction), and the worries I expressed under the heading ‘Multi-reader
interactive fiction’ (that people would not be able to view all parts of the
plot, or get key items for puzzles), were stated under the assumption that
some author-on-high was handing one plot down to the readers. They
disappear when the readers are also the writers.
In that same article, I drooled over the introduction of virtual real-
ity to interactive fiction at some point in the near future. But the flashy
graphic interface will kill the world of carefully crafted prose. Instead of
writing, players will have a graphical emotion interface—click here for a
grin, there for a glower. They will be that much less authors, creating one
out of an infinite number of possible actions, and more merely players,
choosing from a menu.
It may be that these are the glory days of the literate MUSH, which
will soon join Infocom in that great bit-bucket in the sky. Virtual reality
MUSH players will not slide back into self-centred puzzle-solving. They
will still be responsible for their own stories. It may be that, further down
the line, VR will allow fine muscular control over virtual puppets, open-
ing up the world of acting and a new kind of creativity. But for now, you
might want to log in to a good text mush before they disappear.
Interacting with other gamers or a game world is part of the joy of gam-
ing. As technology races forward, it will probably open up more avenues
for the gamer to explore. Improved digital and compression technology
has made it possible to receive TV programmes and films through the
telephone line. Perhaps before the turn of the millenium the century’s
greatest narrative form, cinema, could become interactive.
This has all been brought about by the development of CD-ROM,
and by the adoption of a standard for video compression—MPEG (Mov-
ing Pictures Expert Group). MPEG is the compression standard which
has been set by ‘The White Book’, which was co-developed by Philips,
Sony, Matsushita and JVC. It outlines a way to store up to 74 minutes
of VHS-quality video with a stereo audio track. It is this technology that
enables Video-on-Demand to be delivered down the phone line.
The White Book standard has also made VideoCDs available, and
this is the first step towards interactive cinema. The VideoCD opens up
the avenue of non-linear viewing—any scene can be viewed instantly,
without having to spool through video tape. However, the MPEG1 com-
pression does have problems: reds can appear artificial, the image can
look pixellated, image quality on long-shots is poor, and sometimes the
screen image can freeze momentarily. To combat this MPEG2 will be
released soon, and MPEG4 is in development for high-definition TV.
MPEG represents the first tottering steps towards interactive cinema
as standard. Other companies are developing compression and trans-
mission techniques to lead towards this goal. BT has developed com-
pressed satellite transmitters that enabled footage from the yachts in
but once again there was no particular preselection. Since then we’ve
developed our ideas further, but it’s always been in the realms of light
entertainment.
Q: It seems that it is the software companies which are channelling
research into interactivity on CD-ROM. Do you believe that they will
become the market leaders?
A: The potential of certain ideas in interactivity is incredible; obvi-
ously with CD-ROM and cable there are great possibilities. But in games,
the most basic of uses, such as getting the girl, or a man, to strip; allow-
ing the player to choose what they want to happen: this isn’t altering
the plot but is just taking an event in a certain direction. I think that’s
a different matter. The games that have been around for ages, flying a
747, or driving a racing car, are, as far as I’m concerned, interactive in
that one is determining what is going to happen, and this type of game
will remain successful. But I don’t think that the idea of interactive nar-
rative will be anything that will last for long. I think that it’ll be very, very
short-lived.
Technology In Question
The main problem is that of storage and cost. The CD-ROM format
currently only has 650mb capacity. It has been estimated that even us-
ing MPEG compression, to give the viewer two choices every second the
amount of footage the CD-ROM could contain would be enough for
eleven seconds of play. The cost also has to be considered. An interac-
tive film would have to have several different choices, each one of which
would have to be filmed. So the more choices, the more footage, the
greater the cost. With such an ever-changing plot line, you can only feel
sorry for the poor thespian who has to determine differing character
motivations.
At the same time, the television industry as a whole is suffering from
an inability to determine a standard viewing platform. In recording you
have Beta, D2, D3, MII, DigiBeta, 1”, etc. In transmission the US uses
NTSC; the UK, PAL.
Even new technology doesn’t escape. The current goal is High Defi-
nition TV (HDTV), and the technology exists for transmission now. But
this has also been fraught with problems. The US decided on digital
broadcast, Europe on a combination of analogue and digital, with an
in-between version, known as PALPLUS. Europe also decided on a dif-
fering number of lines on the screen, i.e. a different resolution, and a
different timescale. It was, and still is, possible for HDTV to become a
world-wide platform—one where a British set could show American pro-
grammes without conversion. But given the mess that has been made
out of it, we’ll be lucky to get HDTV by the year 2000. So what hope
does interactive viewing really have? Besides, when HDTV does become
standard transmission, all interactive viewing would have to be filmed
on the HDTV screen ratio of 16:9 (currently it is 4:3), again, increasing
costs dramatically.
In Mr Payback, it is the majority decision that is selected; the pref-
erences of the minority are ignored. This could be one of the biggest
stumbling blocks in the path of in-teractivity. The only way for a single
viewer to decide the whole course of the story is for that person to be
the sole viewer. Although cable technology allows a degree of relatively
unsophisticated interaction, I cannot foresee a time when it would be
Thanks to Paul Smith for undertaking this interview one hour before transmis-
sion, with the ‘flu; and to Guy Champniss for arranging it.
The youthful Nathan Cubitt trained as a geologist, but turned to television after
realizing that trilobites were extinct and would slither off casting couches in any
case. He has worked on Jack and Jeremys, Police 4 and 10%ers, combining
this with his job at a leading post-production company. He edits the role-playing
fanzine Delusions of Grandeur.
mate good, guiding people to do what is right, how does this affect the
wearer of the ring?’ The mere possibility of such a magic item is a major
challenge to moral systems. That one person should be able to wear the
ring of Gyges is not fair on everyone else.
One of the best scenarios illustrating ethical dilemmas written
for a commercial role-playing game is the Morokanth encounter in Bor-
derlands. (This was written for second-edition RuneQuest; unfortunately
this scenario has not been included in the Avalon Hill re-release of Bor-
derlands for the third edition). The Morokanths are sentient beasts who
herd humans. These humans have had their intelligence lowered to
that of cattle through a magical process. Two Agamori hunters, human
tribesmen, have been caught by the Morokanths stealing from the herds.
The Morokanths want to lower the intelligence of the captured thieves—
‘they must be punished like any herd thief ’. If the Morokanths do that
the Agamori will go to war against the Morokanths. The Morokanths
and the Agamori want the PCs, as impartial judges and representatives
of the Lunar Empire, to arbitrate in a dispute. This raises an issue of
justice very clearly: ‘What is fair treatment for the captured men?’ Many
ethical questions may be raised in the PCs’ discussion of what to do;
questions about the universality of judgements, revenge and justice may
arise.
Before we go any further, let’s get a few terms clear. Ethics is the
philosophical examination of the fundamental principles and concepts
of morality, and should be distinguished from morality itself. This essay
is about ethics and role-playing, and not about the ethics of role-play-
ing; which would probably involve issues of sportsmanship, fudging dice
rolls and other items of game etiquette. There has been a lot of writing
about morality and role-playing, generally from Christians. At best these
moralizing comments on the text or content of role-playing games are
buying into the ‘art must be moral’ debate, which seeks to determine the
ethical boundaries of creativity. I will be forced to examine some of these
comments because they stand contrary to what I will be arguing.
A great deal of writing and discussion about role-playing is concerned
with ethics because, as Nathan Gribble points out:
Thought Experiments
Philosophical scenarios, such as those proposed by the utilitarians, ask
the readers to make a decision about what they would do in a given set
of circumstances. The results are used to prove the theory. For example,
you are in control of a railway switching yard and there is a runaway train
heading down tracks on which five children are playing, while on the
only other track there are two workmen. What would you do; who would
you save? Your choice in this scenario is expanded to make universal
propositions about the value of lives—that is, in extending what is good
for me to a universal good.
The importance of this logical feature of morality is its use in moral
argument, since if we admit that particular moral judgements are linked
to universal rules we are prevented from making arbitrary decisions in
respect of given individuals (Dictionary of Philosophy ed. Antony Flew).
The results of these thought experiments are taken to be a kind of
proof in philosophy.
Thought experiments like ‘The Ring of Gyges’ are a kind of inter-
active fiction in the same sense in which Andrew Rilstone in Interactive
Fantasy #2 suggested that the Spiritual Exercises of St Ignatius might be
seen as ‘a form of sacred role-playing’. All fiction is, in one way, interac-
tive; in that the reader has to react to printed text by imagining them-
selves to be the spectator to the story. The reader reacts with feelings of
sympathy, empathy and even identification with the characters.
Philosophical thought experiments are slightly different because
they are an interactive narration; a scenario is proposed and each par-
ticipant concentrates on different characters in the creation of the story.
Philosophers play characters in these scenarios, heroes and villains,
plain-thinking men or children. Nietzsche’s Zarathustra is perhaps the
most famous of these characters.
‘The Ring of Gyges’ is no different to the Morokanth Encounter in
what it demands of the participants—that is, participation in the telling
of a story and the making of decisions about justice in a fictional world.
Both of the scenarios are short and open-ended, getting quickly to the
ethical dilemma. They are open-ended since the designer would not
want to presuppose the outcome of the ethical forum. (‘The Ring of Gy-
ges’ is still an open-ended proposition even though Plato puts forward
Socrates’ solution to it.)
Neither of the scenarios relies on rules. The Morokanth scenario
contains no game statistics or other RuneQuest rules references. Glau-
con’s scenario does not rely on natural laws; the PCs are making the
rules for themselves because they are beyond the restraint of others. In
the Morokanth scenario they are asked to be judges and make a ruling in
which there have been no prior rulings. In both cases, the characters are
free moral agents, freed by magic or by judicial powers, allowing them
and justified. This conflict is between the initial desires of the characters
and their moral judgement. Many scenarios have this aspect which is
one of the reasons why role-playing is considered an ethical forum. With
the ‘Ring of Gyges’ one’s initial thought is the unrestrained use of the
ring to fulfil one’s desires. With the Morokanth scenario one might have
a number of initial prejudices towards the human Agamori and towards
peace. Being made responsible for their judgement, the PCs in the Mo-
rokanth encounter feel that they have to justify their position. Once out-
side moral codes, the wearer of the ring of Gyges is free to examine mo-
rality from a unique position. This re-examination of morality in order
to provide justifications gives these scenarios their ethical depth. The
judicial position means that they must not only settle this dispute but
make a ruling that will settle future disputes of this nature, emphasizing
the universalizability of their judgement.
The individuals in the scenarios are making moral judgements about
particular circumstances. However, they imply a universal judgement.
Mackie writes that:
would consider the personal pain and suffering, they might still believe
that it would be better for the world if all Jews were exterminated. In
order to eliminate this kind of unfairness we must take universalization
to a third stage.
With the third stage of universalizability we are taking account of
differences of taste and rival ideas. This third stage is what I’ve always
considered to be role-playing with depth of character, where the player
considers the different tastes and ideas of the character.
It is clear that role-playing is about putting one’s self in another’s
place and that a good role-player will play out the different tastes and
ideas of a character. At this stage one might ask whether there are lim-
its to the third stage of universalizability. Should one even consider the
tastes and rival ideas of non-Christians, non-human animals, raping and
pillaging Vikings, vampires and other monsters? I can hear the Nazi
saying, ‘I won’t play at being Jewish’. Socrates could have said, ‘I won’t
play at being Gyges’ (who was a rapist, an assassin and a usurper) but he
didn’t. If we can’t imagine ourselves as an inhuman killer then we will
have difficulty in dealing fairly with our cat.
Role-playing is a man’s game. It’s true statistically. It’s true of its image.
But it’s not clear why this is true. Nonetheless, the proportion of males
buying role-playing products will ensure that games continue to be de-
signed for a predominantly male audience—a vicious and unfortunate
circle.
This article grew from a suspicion that it was more than just stereo-
typed artwork which alienated women from recreational role-playing
games. However, what these deeper reasons might be was unclear. For-
tunately, similar areas such as fantasy literature and computer games
have investigated this same problem. Looking at what they concluded
will help highlight the problems in role-playing, and suggest how the
genre can be put back on course.
Fantasy literature is widely read but poorly studied. However, in the
more reputable field of children’s literature, concerns have been ex-
pressed about women in fantasy. As with role-playing, the audience of
fantasy books is predominantly male, and so books geared towards a
female audience have been seized upon for analysis. Studying The Hero
and the Crown by Robin McKinley enabled Altmann to pinpoint one fac-
tor behind the low level of female interest: they find no one to identify
with. Few stories feature many women at all, and still less have a female
protagonist. Of these, the majority are perceived as being ‘only nomi-
nally women’. One of her students commented that:
This book isn’t about a woman; it’s just another case of welding brass tits
on the armour. This book doesn’t talk about me. A book that really had
a woman as hero would validate women’s lives as we live them, would
recognize that what women actually are and do is worthwhile and central.
I don’t ride war-horses and fight dragons and wear armour. I’m sick of
books that make women heroes by turning them into men. (Altmann,
1992)
This problem is equally true for role-playing. Can stories and games
avoid this, whilst retaining an heroic atmosphere? Winston argues that
it is not only possible, but simple to do so, and uses the story ‘The En-
chanter’s Daughter’ to illustrate this:
[The heroine] does not become a surrogate male to compete with and
defeat patriarchal oppression; she does not adopt male values; she asserts
her female nature, her female values, and triumphs. (Winston, 1994)
Revisioning
‘Revisioning’ is the term used to describe the process of revising a story
or setting through re-envisioning the gender roles of the characters and
the narrator. One area where this process has taken a great hold is in the
study of folk and fairy stories (Winston, 1994). Out of this have emerged
two strategies for addressing the problems of gender.
The first is a process labelled ‘disturbance’. This is an appeal to the
intellect of the reader, and it works by empowering minor characters
and exposing what might otherwise be taken for granted. The results
often tend towards satire or caricature, and Jay Williams’ The Practical
Princess And Other Liberating Fairy Tales is an excellent example of the
comic consequences this approach can have.
The second approach is simply to provide alternative role-models
(especially, although not exclusively, for girls). Often these will already
exist, and simply need rediscovering. ‘Clever Gretchen’ and Other Forgotten
Folk Tales by Alison Lurie has done just this, and shown that the process
of revisioning need not be a clumsy and intrusive exercise in political
correctness. Instead, new role-models can be built on traditional arche-
types simply by stressing key character traits, such as the inner strength
of heroines as opposed to the external prowess of heroes.
The hero-tale is not the only possible structure for stories, however. One
alternative, cited by Altmann (1992), is drawn from domestic realist fic-
tion.
[There are] five phases of the quest for rebirth: splitting off from family,
husbands, lovers; the green-world guide or token; the green-world lover;
confrontation with parental figures; and the plunge into the unconscious.
(Altmann, 1992)
act and why they should do so. Provision for these qualities should be in-
corporated, if possible, into role-playing games, since the potential ben-
efits in terms of personal interaction are immense. Presently, emotional
attachment between characters is rare, which again harks back to the
pattern of the hero-tale. If inter-sexual relationships occur at all, it is
often as a reward—gaining a princess’s hand in marriage for defeating a
dragon, for example.
Only science fiction and fantasy literature can show us women in entirely
new or strange surroundings. It can explore what we might become if
and when the present restrictions on our lives vanish, or show us new
problems and restrictions that might arise. It can show us the remarkable
woman as normal where past literature shows her as the exception
(Sargeant, 1974).
This does not mean that we must altogether abandon the ‘male’ hero-
quest, or that no woman will ever enjoy a story founded on this pattern.
Its place in role-playing is guaranteed. But we must make room for the
alternatives as well. As a survey in Baranich (1992) showed, females of-
ten enjoyed computer games even more than males when the content
had no gender bias. The problem was that eight times as many games
were aimed at males than at females—the audience of the future had
been chosen, and it was to be the same audience as the past. A cursory
glance is enough to tell us that the same is true for role-playing games.
What is needed is enough variety to satisfy the entire potential audience,
and so open up role-playing to women.
We may have lost quest, contest, and conquest as the plot, sacrifice as
the key, victory or destruction as the ending; and the archetypes may
change. There may be old men who aren’t wise, witches who aren’t
wicked, mothers who don’t devour. There may be no public triumph of
good over evil, for in this new world what’s good or bad, important or
unimportant, hasn’t been decided yet, if ever. History is no longer about
great men. The important choices and decisions may be obscure ones,
not recognized or applauded by society (Le Guin, 1993).
Martin Oliver is currently researching ways to teach Modal Logic using graph-
ics. After role-playing for ten years, he began to wonder what wiomen did while
men rolled dice in gloomy rooms. After looking enviously at Childrens’ Literature
courses he decided that the topic of gender and role-playing could do with a little
serious attention. He plans to research this until either all the problems are solved
or he gets lynched as a troublemaker.
Bibliography
Altmann, Anna; ‘Welding Brass Tits on the Armor: An Examination of
the Quest Metaphor in Robin McKinley’s The Hero and the Crown’,
Children’s Literature in Education, Vol. 23, No. 3, 1992.
Antunes, Sandy; ‘Leaping into Cross-Gender Role-Play’, Interactive Fan-
tasy 3, 1995.
Baranich, Karen; ‘The Role of Gender in the Design of Computer-Based
Training Games’, Simulation/Games for Learning, Vol. 22, No. 3, 1992.
Brooks, Alison; ‘A Monstrous Regiment’, White Dwarf 70, 1987.
Le Guin, Ursula; ‘Earthsea Revisioned’, Cambridge: Children’s Litera-
ture, with Green Bay Publications, 1993.
Lidman, Erica; ‘The Difference: The Female Persona in Roleplaying’,
White Dwarf 70, 1987.
Rilstone, Andrew; Editorial, Interactive Fantasy 3, 1995.
Robson, Jocelyn, & Collier, Kate; ‘Designing “sugar ’n’ spice”—an anti-
sexist simulation,’ Simulation/Games for Learning, Vol. 21, No. 3, 1991.
Sergeant, Pamela; ‘Women and Science Fiction’, Women of Wonder: Science
Fiction Stories by Women about Women, 1974.
Winston, Joe; ‘Revisioning the Fairy Tale Through Magic: Antonia Bar-
ber’s The Enchanter’s Daughter’ Children’s Literature in Education, Vol.
25, No.2, 1994.
until quite recently. The ‘breakthrough’ was almost certainly the series of
linked games published by White Wolf starting with Vampire: the Masquer-
ade (1991). It could be argued that these introduce a third, new approach
to game horror, which might be termed ‘Romantic Horror’. Vampire
casts the player characters, not as opponents of the supernaturally hor-
rific, but as its embodiments. Nominally, in the game designers’ inten-
tion if not in typical play, they remain victims of the horrific elements
of the game-world. Their victories are defined not by any success in de-
feating monsters, but by the extent to which they come to terms with,
and even learn to use, their own monstrous natures. Subsequent games
in the series (including Werewolf: the Apocalypse and Mage: the Ascension)
make varying use of horrific motifs and situations, but tend to continue
with this theme. White Wolf appears to be most interested in the psy-
chology of the horrific, and makes relatively little attempt to frighten
players. Its products might be defined, according to taste, as either espe-
cially subtle games of emotional horror, or especially pretentious games
of motif horror.
They may also have inspired what seems to be a detectable move-
ment—an attempt to restore the ‘naked fear’ aspect of emotional hor-
ror to RPGs. The epitome of this would probably be Kult (originally a
Swedish game; the English translation was published by Metropolis in
1993). I am not closely familiar with this game, but it has been flippantly
defined as ‘Call of Cthulhu without the mindless optimism’; its central
theme is apparently a kind of paranoid Gnosticism1.
It is horror that guards the knowledge of fear’s demise. And there are
many who benefit from fear and unknowing, from the street-scarred
mugger who surprises you on a darkened street, to the rulers of the
world …
Adventurers who inquire about Taxlan will soon find themselves slipping
beneath the surface of rationality into a twilight abyss of deranged
fantasy. Their only answer may be cold steel between the ribs or a set of
concrete galoshes.
Phil Masters has written for a number of RPG magazines including Dragon,
Shadis and Pyramid. His first book-length publication was Kingdom of Champi-
ons for Hero Games, since when he has also worked for Steve Jackson Games and
Hogshead Publishing. He is currently waiting for editors at Steve Jackson Games
and Atlas Games to finish working over his creations, and is filling in the time as
a freelance programmer and technical writer.
Role-Playing Defined
What is a role-playing game? Mark Frein
tries to come up with a definition that we
can all agree on
Whenever people sit down to critically address a fairly new topic, or at-
tempt to address it in fairly new ways, it can help to define the territory.
Aristotle did this for drama and poetry in his Poetics, as did Wordsworth
and Coleridge in their Preface to Lyrical Ballads. This short essay is cer-
tainly not as ambitious as the writings of these authors, but it will try
to clarify or suggest some boundaries for the discussion of the strange
thing we call role-playing.
We must acknowledge, however, that when we try to define role-
playing, we are making value judgements. Any characterization of role-
playing is bound to exclude some aspects of some role-players’ gaming.
Based on certain definitions of music and art, some critics were able to
label rock and roll as ‘not music’ and Impressionism as ‘not art’. There-
fore we should take care to draw soft boundaries around any characteri-
zation of role-playing and be more than willing to revise those bounda-
ries.
The simplest way to begin is to talk about those qualities which need
to be present for us to say that a role-playing game is occurring. We can
point to a book lying on a table and say, ‘That’s a role-playing game,’
but we would not say that role-playing is actually happening. Because
of this, role-playing seems to be a close cousin of drama. A role-playing
game, like a play, needs to be embodied and occurring through time.
This is not to diminish the visual, written and even auditory design of
role-playing products. Role-playing games certainly can consist of nu-
merous kinds of expressive media. But none of this is necessary for a
role-playing game to occur.
Could someone role-play alone? Yes, children (and adults) do it all
the time; all that is required is imagination. Could we call it a game?
Probably we could. Here is where our use of the words ‘role-playing’ and
‘game’ fail us. A child imagining she is a fire-fighter would be playing a
role and could be making a kind of game out of it, yet when we see her
running around by herself making strange noises we, as role-players,
would not say she is doing the same thing we do. We might throw up
our hands at this point and decide we do not normally need such a
specific idea of what role-playing is. Yet confusion is evident. Non-role-
players often refer to all computer games as ‘role-playing’ games and
some game stores lump all boxed games into the role-playing category.
Instead of giving up, we will do what people have done for ages—come
up with a new, somewhat technical language to describe what it is we
role-playing gamers do.
‘Recreational interactive narrative’, seems like a good start. This new
term solves some problems and allows for self-indulgent pretension. For
recreational interactive narrative (RIN) to be occurring, we must be do-
ing it for purposes of enjoyment and be creating a story in the process.
The story must be created in the process of interaction, not simply acted
out (as in most dramatic pieces). We would distinguish RIN from ad-lib
drama or comedy in that it is recreational for those who are creating it,
not for a separate audience. Role-players are simultaneously audience,
participants and creators. The term ‘RIN’, however, is not a miracle
cure-all. There does not seem to be much room to distinguish Monopoly
or Risk from games such as Amber. Games such as Risk are recreational,
require more than one person and create a kind of narrative. In our
specific technicality, we have lost the role-playing element.
Let us try again at the drawing-board: and come up with the term
‘internally recreational and socially constructed narrative using imag-
ined agents’. We have at least two people creating a story for their own
enjoyment, but we also have the criterion that the agents which create
the story are fictional. Confusion about this last criterion can result in
accusations that role-playing is satanic. In a role-playing game it is not
the people who are making the story, but the imagined characters. Of
course, the role-players are the ones creating the discourse which leads
to the story, but the impetus of the story’s movement is the actions and
words of the imagined people. This may seem like a rather ridiculous
distinction. It is, however, an essential one. Every narrative needs agents
responding to events and other agents through time. It is not Mike, play-
ing Big Lug the warrior, who saves the day, but Big Lug himself. The
story is created by Big Lug’s deeds, not Mike’s. Role-players breathe life
into their characters just as writers or actors do. Even in live role-playing
it is the imagined persona and not the player who creates the narrative.
Under this heading fall all games sold on the market as role-playing
games, but not boardgames (because they do not involve imagined, per-
sonalized agents) and not single-player computer games (because the
narratives are not socially constructed). Of course, this is a fairly tra-
ditional and exclusive conception. Internally Recreational and Socially
Every now and then, my father used to poke his head into my role-play-
ing sessions and ask ‘Who’s winning?’ He became legendary in my gam-
ing circle for these interjections, and for his stubborn refusal to accept
our explanations that in role-playing games nobody won. Perhaps he
wasn’t interested, or perhaps he really didn’t believe in a game in which
there were no winners. What, after all, would be the point?
Since the assault of moralistic childhood television, our genera-
tion has received conflicting, incompatible messages about co-operation
and competition. I would regularly, on a Saturday morning, watch chil-
dren’s television programmes and then go off to play competitive sport
for my school or local club. I remember a particular Sesame Street sketch,
the moral of which was ‘co-operate’—or that through co-operation, dif-
ficult obstacles can be overcome and great things accomplished. School
sports, on the other hand, are founded on the principle that competi-
tion is healthy, a necessary ingredient of a normal upbringing. Parents
would shout from the sidelines, urging their child on to ever greater
feats of physical prowess, or berating the opposition for some unfair
or unsporting play. Such exploits were the stuff of my youth. It was not
only my Saturdays which were filled with conflicting messages about co-
operation and competition.
ers. The best player is the most likely to win. For most people, victory
is the main purpose of a game. ‘Play to win’ is a cliché as well known as
‘shoot to kill’. Even counter-clichés like ‘It isn’t whether you win or lose,
but how you play the game’ only serve to reinforce the idea that games
are contests. Role-playing games, however, fall outside this definition
of games. There are no losers, and it is possible for everyone to win.
Indeed, it would be possible to argue that mutual victory is the aim of
role-playing games and gamers. Are we as gamers, therefore, some kind
of social revolutionaries?
The gaming community is hardly united or uniform enough to be
any kind of movement. I know many role-players who disagree with me
on almost every significant aspect of ethics, politics and morality. We
do agree on many aspects of role-playing games, however. Although we
play games in very different ways, our games are all co-operative, in-
volving a group of people who enhance each other’s shared experience,
rather than seek personal gratification at the expense of other players.
Co-operation sets role-playing apart, not only from other games but
from many other activities and even principles of modern life. The me-
dia, our politicians and the market all tell us that competition is good.
So are role-playing games merely an anachronistic hobby, destined to be
swept away by the wave of ‘strength through competition’ philosophy?
Or are role-playing games a small island of sanity, a forum in which it
can be shown that co-operation—people working together towards com-
mon objectives—is more rewarding than opposition and more produc-
tive than conflict?
Everyone assumes that a game must have a beginning and an end, and
that the end comes when someone wins. That doesn’t apply to role-
playing games because no one ‘wins’ in role-playing games. The point
of playing is not to win but to have fun and socialize … Remember,
the point of an adventure is not to win but to have fun while working
together towards a common goal (David Cook, 1989).
The first edition of Chaosium’s Call of Cthulhu was sold with Basic Role-
Playing: an Introductory Guide. This pamphlet contained a section enti-
tled, ‘Is it Fun?—Co-operation and Competition’:
Uniquely and admirably, in FRP there are no winners and losers in the
normal competitive sense. Play is co-operative, wherein participants
work together for a common goal. The opponent is some alien or hostile
situation controlled by an impartial referee, not another player. Winning
in such a situation depends on whether or not the players succeed in
their goal. Losing is what happens if they fail. The only real losers are the
characters—not the players—who die in the attempt. Even then there is
satisfaction in dying gloriously …
Call of Cthulhu goes further than Advanced Dungeons and Dragons in ex-
plaining the nature of the game. Co-operation is stressed, and success
and failure are important concepts. Character death is seen as a measure
of failure. A player’s success is determined by their character’s achieve-
ment of its goals. Third-edition Call of Cthulhu reprints most of the above
comments with only one addition:
Cthulhu has a high mortality rate, players are advised not to get too
attached to their characters (Sandy Peterson and Lynn Willis).
just who was behind the murders … then they lose … In order to aid
victory, the characters must usually become friends (ibid).
It is the referee’s duty to make the opposition smart and mean, or there
will be little challenge for the players, and they will be bored. But the
referee must refrain from arbitrary decisions even though the players
out-fight, out-wit, or out-guess him in the end.
You should not be afraid to kill off characters … This doesn’t mean you
shouldn’t play fair. But you should always play for keeps. If they can’t
handle the pressure they shouldn’t be playing Cyberpunk. Send them
back to that nice role-playing game with the happy elves and the singing
birds (Mike Pondsmith et al, 1990).
Clearly this idea, which has the potential to produce intense and reward-
ing role-playing, does in some way represent competitive role-playing
between players. It does not significantly affect my views on competition
in role-playing, however.
Typically, role-playing is a completely co-operative enterprise in-
volving a complex interaction between the imaginations of players and
referee. A kind of consensus reality is created in which, and through
which, rich and enduring tales are told. The rewards of such gaming are
very different from the rewards of victory in a conventional game. They
are, I would argue, more satisfying and enduring. Furthermore, they
are available to all participants, and there is little chance that players
will feel sour, cheated or defeated after playing role-playing games. In a
conventional game one is more likely to win, or at least to have a satisfy-
ing experience when playing with people of similar or inferior skill than
one’s own. In role-playing games it is possible to enjoy collaborations
with players of any experience, but often the best games are had by the
least experienced player in the group.
Goals
If role-playing has no one victor, then what are its goals? Should we look
at role-playing as a game which has joint goals, and joint victories, or
one which has no winning or losing at all? It is important to make the
distinction between goals, or victory, in and out of character. It is pos-
sible, and perhaps common, for characters to fail. They don’t always
achieve what they set out to achieve; role-playing would be boring if
they did. Players, however, can always reap the rewards of role-playing,
whether their characters succeed or fail.
Undoubtedly, it feels good to claim victory for a character at the con-
clusion of a long series of adventures; to finally run the villain through,
uncover the murderer, regain one’s lost dignity, or whatever. There is a
different kind of satisfaction in playing the poignant death scene of a
loved character, to enshrine that character in the memories of yourself
and the other players. In the same way that role-playing gamers can
experience danger, magic or violence not normally accessible to players
Convention Games
It would be impossible to write an article about competition and role-
playing without addressing the notion of role-playing conventions. Most
conventions involve a large amount of competitive role-playing. In Aus-
tralia at least, trophies are awarded to the best teams, both in terms of
success in the adventure and skill in characterization. In some ways, the
very fact that the kind of role-playing which is done at conventions is so
different to normal role-playing, proves the point of this article. Con-
vention role-playing is firstly a chance for lots of gamers to congregate
and play games with people they don’t normally come into contact with.
They are a chance for designers and companies to show off their skills
and products. The competitive aspect is justified by convention organ-
izers as a chance for good role-players to be rewarded for their time
and effort. While this may be true, role-playing is its own reward, other-
wise none of us would do it, and perhaps it would be better if conven-
tions were not competitive events. The hobby of role-playing is resilient
enough, however, to absorb this small amount of competition and re-
main relatively unaffected.
I have resisted the temptation to make political assertions in the
course of this article. Whilst I believe that a ‘competition is good’ phi-
losophy is damaging and alienating to those who live under govern-
ments that preach it, I have limited my comments to role-playing games.
I believe that these games which we play, whenever we can find the time,
have something to teach the rest of society. We find enrichment and en-
joyment through a co-operative experience in which there are no losers,
and if there are winners, then they are all of us who play. Role-playing
games should publicize this strength more, and reveal to their critics,
and those who are entirely ignorant of them, that there is more creativity
and vitality to be had through co-operative imagination, than through
any form of competition or conflict.
Ben Chessell is the co-author of Rage Across Australia and Dark Reflections:
Spectres for White Wolf Games and the forthcoming Serpent Moon for Chaosium.
He has aspirations to finishing his university degree. He has a passion for study-
ing history which does not extend to the completion of essays. He has been playing
and writing role-playing games for ever.
play any sort of character you want,’ I told her. She asked me what I
meant, and I told her that there were no character classes or races, just
her imagination to guide her. She walked away. She thought it would be
too hard to make a character up from whole cloth.
I designed Everway with her in mind, too. Instead of pulling your
character out of your head, you base it on five ‘vision cards’, which you
interpret however you want. With images to anchor their imaginations,
players often find they develop characters they’d never have been able
to dream up in a vacuum.
But even the images aren’t enough. There’s Sue, who played Over the
Edge and never had a problem inventing characters. (Her first character
was the Dalai Lama accidentally reincarnated into the body of an Ameri-
can woman.) She had a problem, however, with the dice. Now, OTE is
about as minimalist as a diced game gets. You roll a few dice, add them
together, and try to beat your opponent’s roll or some difficulty number
that the referee sets. Easy. But she’d roll her four six-siders, I’d say, ‘What
did you get?’ and she’d freeze, staring at the little white pips on the faces
of the dice. Everyone at the table would look at her, waiting. I bet she was
flashing back to math class.
I designed Everway with Sue in mind. No dice. Symbolic cards, called
‘fortune cards’, guide play. Instead of providing a dichotomous succeed/
fail result, or even a linear critical/success/failure/botch result, the cards
suggest conditions or circumstances that the referee intuitively blends
into the action.
The point of Everway is to make role-playing easier and more attrac-
tive. If it succeeds, we’ll see people playing Everway (and soon playing
other RPGs) who have never role-played before. Some of these people
will be the friends, lovers and family members of current gamers. Others
will be entirely new groups discovering role-playing on their own.
Of course, a ‘beginners’ game’ is nothing new. Other companies, es-
pecially TSR, have been releasing beginners’ games for years. Generally,
however, the strategy other designers have taken is to strip the game
of role-playing and to leave the fantasy and adventure elements intact.
Dungeon, HeroQuest, DragonStrike, and DragonQuest let you ‘play’ a ‘char-
acter’, but these are boardgames that share elements with fantasy RPGs.
Some of these are good games, but they’re not RPGs. I believe in role-
playing, and I wanted to design a role-playing game. In fact, Everway is
not a beginner’s game, as such. It is suitable for beginners, but because it
centres on creativity, it can appeal to veteran gamers as well.
How It Works
Everway uses two types of cards for two basic purposes: vision cards for
creating heroes, and fortune cards for resolving actions. These cards
A: When I designed Over the Edge, one design consideration was that
the player would not need to know much, if anything, about the setting.
With this advantage, it could use a freeform character generation system
very well and very easily. The OTE characters I hear about continue to
amuse and delight me. Freeform systems other than Everway certainly
work well.
Everway likewise requires little or no knowledge on the part of the
player. The true beauty of Everway’s system, however, is that the vision
cards and the question-and-answer session inspire players to develop
heroes that they wouldn’t come up with from dreaming up characters on
their own. Playing Everway, one routinely sees players surprised at the
details they come up with about their own characters. These surprises
help make the characters richer and more life-like.
Q: Why do you think Everway will succeed as an entry-level game
when games such as Prince Valiant failed?
A: First, the art will be a big part of whatever success Everway enjoys.
It’s simply more sensually pleasant to play Everway than it is to play,
for example, Prince Valiant. Plenty of current RPGers don’t consider the
visual element of a game that important to enjoyable play. Why is that?
Partly because people who strongly value visuals are less likely to enjoy
most current RPGs, which are primarily verbal. Non-role-players are
more likely to value the visual elements of Everway.
Second, Everway is more likely to say ‘Yes’ to a beginner’s ideas and
Prince Valiant (or Ghostbusters or DragonQuest) is more likely to say, ‘No’.
Yes, you can be a suit of plate armour inhabited by the ghost of a fallen
warrior. Yes, you can be a gob-
lin that can grow and shrink at
will. Yes, you can be a beauti-
ful princess. The real world is
full of a lot of people who are
happy to tell you ‘No’. Fantasy
should be a place where you’re
more likely to hear ‘Yes’.
Q: Are ‘vision cards’ going
to make conventional role-
players run away from the
game screaming that ‘Magic:
the Gathering is taking over!’?
A: I haven’t seen it happen,
but it’s bound to. Anything
popular creates a vocal minori-
ty that opposes it. We can clear-
ly see that with Dungeons &
Dragons and with Magic. There
ends. I’m betting that for most players’ tastes, Everway offers both en-
gaging characters and dramatic action without the pre-defined setting
and without the numbers. That’s why I see Everway appealing to experi-
enced players as well as to beginners.
If Everway succeeds, I’d like to see other companies accept the chal-
lenge of developing engaging games that appeal both to newcomers
and to experienced gamers. A range of games from different companies,
all accessible to the beginner, could mean an increase in the size of the
hobby and a healthier industry. And even in such an industry, RPGs that
are not accessible to newcomers would flourish. In fact, I’d hope that the
increased number of players would mean that specialized games with
limited appeal would do even better because they would have a bigger
pool from which to draw. A few years after they first play Everway, plenty
of players will move on to games that assume a familiarity with the hob-
by. If Everway succeeds, I see it as a boon to more traditional RPGs, not
their doom.
Art by Scott Kirschener, Janine Johnston, Martin McKenna and Doug Alexander.
In 1987 Jonathan Tweet and Mark Rein•Hagen wrote and published Ars Mag-
ica, which won the Gamer’s Choice Award for best fantasy role-playing game of
1987. In 1992 he wrote Over the Edge, published by Atlas Games. In 1994, he
and John Nephew designed On the Edge, a trading card game based on Over the
Edge. Later that year he joined Wizards of the Coast where he co-ordinates the
Alter Ego Design Group, whose mission is to produce games that appeal both to
experienced gamers and to non-role-players.
Self-Censorship
When you are writing a game for
publication, are there some things best left
unsaid? Lee Gold discusses the material
that was left out of some of her role-playing
books, and why it was excluded.
No editor or publisher has ever given me any explicit instructions to
censor any elements from any one of my games or sourcebooks. I got the
idea all on my own that Fantasy Games Unlimited, Steve Jackson Games
and Iron Crown Enterprises (I.C.E.) didn’t want my Japanese and Vi-
king sourcebooks to include even a few paragraphs about Japanese or
Norse attitudes towards homosexuality. So, even though my researches
indicated that this was a significant aspect of their culture, I didn’t touch
it in my books.
It wasn’t that I was unwilling to disagree with my publishers. My
Vikings sourcebook for I.C.E. occasioned a long, though friendly, argu-
ment with my editor about Viking attacks on castles. My source material
seemed to agree that Vikings had been unwilling to assault even a mini-
mal motte and bailey castle, let alone more elaborate fortifications. The
editor wanted material on such attacks to be included. We eventually
compromised on the statement: ‘the raiders would ride inland, pillag-
ing but steering clear of castles and other fortified areas … However, a
few adventurous Vikings relished the challenge of storming a motte and
bailey castle …’
Eventually it occurred to me to wonder whether I’d been wrong to
ignore cultural attitudes towards homosexuality. So when I next spoke
to the management people at my various publishers, I asked them.
They said they were very glad I hadn’t included the material, and—
yes, indeed—if I had, it would have been deleted. RPG publishers don’t
boggle at gaming material featuring amoral bloodshed, torture, drug
addiction, vampires, succubi (all strictly heterosexual, in every piece of
artwork I’ve seen) and even demons—but homosexuality seems to be
beyond the pale.
94 interactive fantasy 1.4
Self-Censorship by Lee Gold
Of course, the court ladies’ ‘continuous and close proximity’ was tem-
pered by frequent visits from the court men. Morris notes that:
Of course court society isn’t the Japanese setting most role-playing gam-
ers are interested in. They want to put their characters into a culture
dominated by samurai and ronin, not courtiers. They are not interested
in ninth-century Heian (Peace and Tranquility) but in sixteenth-century
Sengoku (Warring Provinces) before the rise of the Tokugawa Shogunate,
Boy Prostitutes
This group is treated at length in Oliver Statler’s classic Japanese Inn, in
which he quotes the writings of Englebert Kaempfer, a doctor employed
by the Dutch East India Company, who lived in Japan 1690-1692:
Womanish youths who called at rich widowers’ estates or made the rounds
of poor sections where country samurai lived. They might peddle other
dainty goods besides perfume, but … their trade was a screen to hide
their true identities from the unknowing. They followed a set pattern
of conduct and a line of talk easily recognizable to men acquainted with
their secrets: men who felt no attractions in real women.
The nobles often entrusted their [male] children, from their earliest years,
to the care of the monasteries; there the monks undertook to educate
and instruct them until they reached their majority. These children were
cherished by the monks and priests, to whom they served as pages. Their
clothes were sumptuous, they had their eyebrows shaved [as upper-class
women did] and were made up like women. They were the pride of the
Men played women’s parts. It was considered indecent for real women
to appear on the stage … Samurai and nobles were legally forbidden to
attend plays but did so anyway, sitting in special curtained booths so they
weren’t technically visible as part of the audience.
The [kabuki] actor had no life apart from the theatre, and this was
especially true of the onnagata, the player of female roles … Actors who
took female parts were expected … to live as women even outside of the
theatre, and to keep any male characteristics, not to mention a wife and
family, very much out of the public view.
Aubrey and Giovanna Halfords’ The Kabuki Handbook notes that onna-
gata ‘even entered the public baths by the ladies’ door!’
Ihara’s Life of an Amorous Man is mainly devoted to the hero’s esca-
pades with women but has one episode in which a number of handsome
young actors are summoned to a party. The host remarks:
Truly there is fun in playing with young actors … Dallying with these
youths is like seeing wolves asleep beneath [a] scattering of cherry
blossoms, whereas going to bed with prostitutes gives one the feeling of
groping in the dark beneath the new moon without a lantern.
Our ongoing Japanese campaign has one shape-changing cat who brief-
ly became a playwright in order to influence public opinion. He didn’t
make any acquaintances among the actors he wrote for, but just sent
them his play and attended its performance.
I haven’t introduced any plot-lines featuring kabuki actors. I might
someday. It might be amusing to introduce an onnagata who has a couple
of jealous samurai courting him—and is desperately trying to keep both
his lovers from discovering that he also has a wife. Or the onnagata might
be courted by a rich merchant while secretly in love with some poor but
deserving shop clerk. Finally, the onnagata might really be a ronin as-
sassin. Come to think of it, that might also apply to the boy prostitute
or monastic page-boy, just as the vendetta and criminal plotlines I men-
tioned would be adaptable to the onnagata.
Samurai
Oliver Statler wrote in Japanese Inn that the samurai ‘frequently pro-
claimed that love for a woman was an effeminate failing’, meaning that
it didn’t properly inspire a man to bravery. One culturally significant
word still found in modern Japanese dictionaries is wakashinu, ‘dying in
one’s youth’. My GURPS: Japan rules noted that: ‘The cherry blossom is
honoured because it does not wither and fall petal by petal but falls while
still whole. Thus it is emblematic of the samurai, who is willing to throw
his life away in youth for his clan lord.’ My history stopped in the mid-
nineteenth century, so I didn’t go on to mention that the plane flown by
the Japanese shimpu (an ideograph combination misread by Westerners
as kamikaze) was the oka, the cherry blossom.
Hagakure (‘Behind the Leaves’) is an 18th-century classic of bushido,
As a faithful wife would not marry a second time, one should stick to only
one faithful he-lover to have amorous affairs with in his lifetime in the
pursuit of shudo (‘the Way of Men’) … While Saikaku [Ihara] is known for
his impressive remark ‘A young man without a pledged, elder he-lover is
likened to a young girl without a fiancé’, others are apt to make fun of the
shudo lovers. After finding out for sure the steady amorous intentions of
an elder man following several years of association, you could ask him,
from your side, for a shudo relationship. Inasmuch as the two, once thus
tied together, are required to sacrifice their lives for each other’s sake,
one should make doubly certain of the other’s mind.
The general attitude toward women was similar to that of classic Greece,
namely that women were for breeding but boys were for pleasure.
Women, in both cultures, were thought to make men cowardly, effeminate
and weak … Provided social proprieties were observed, there was no
association of sin with sex. Women were excluded from important arts …
because they were of little social importance. In the circumstances it was
fitting that men should seek men for their most intimate life.
Viking Homosexuality
The Norse attitude toward male homosexuals was quite different from
that of the Japanese. The Eddas refer to Odin and Loki—the most mor-
ally ambiguous of the gods—as having taken on female form, but the
only references the sagas made to homosexuality was in insult contests.
The law codes ruled that you could be outlawed for accusing someone of
being a passive homosexual—or for being a passive homosexual your-
self.
The senna (insult contest) seems to have been a standard preliminary
to most fights. Last year, I gave an example of one of these elaborate in-
sults in Alarums and Excursions and found enough reader interest that for
some months thereafter I ran a ‘Saga Insult of the Month’. Such insults
frequently involved accusations of some sort of sexual perversion, often
sex with animals. In Ale-Hood one angry man tells his enemy:
You … made a big mistake last spring when you rode to the local
assembly. You didn’t notice the fat stallion that Steingrim had till it was
up your backside. That skinny mare you were on faltered under you,
didn’t she, and I’ve never been able to make up my mind whether it was
you or the mare that got it. Everybody could see how long you were stuck
there, the stallion’s legs had got such a grip on your cloak … You didn’t
bother to defend the narrow pass in your backside.
You probably do not remember clearly now when you were the witch on
Varinsey and said that you wanted to marry a man and you chose me for
the role of husband.
My Vikings for Iron Crown Enterprises had a list of insults for senna in
one of the scenarios. One of them was ‘You kiss your horse when no-
body’s looking’, a bowdlerization of the accusation of having sex with
horses. One of them should have been an accusation of passive homo-
sexuality with a close friend—or perhaps with a troll.
Our Viking campaign has only had one homosexual incident, and
that was the action of a player character, whom the group met as they
sailed past Nastrond, the snake-covered shore of Hel where scoundrels
go after their death. He begged the group to take them with him, and
one of the younger and more naïve members promised him protection
and gave him the name of Mord. I initially role-played Mord but later
gave him (in a pre-arranged deal) to the player who had role-played him
before he’d died, back when his name was Wormtongue.
Later on, in Jotunheim, the group encountered a pack of werewolves;
Mord’s master ordered him to subdue them. Mord found his sword use-
less against them, so he pulled off his clothes and had sex with first the
alpha female and then the alpha male of the pack. No one insulted
Mord (who didn’t take the passive role), but the male werewolf ’s pack
status has changed.
the ‘Lokasenna’ (Loki’s insult contest), Loki and Odin each accuse the
other of having a sexually ambiguous past. Odin tells Loki:
Loki replies:
Odin knew and practised that craft which brought most power and
which was called seidr (witchcraft), and he therefore knew much of man’s
fate and of the future, likewise how to bring people death, ill-luck or
illness, or he took power and wit from them and gave it to others. But
in promoting this sorcery, lack of manliness followed so much that men
seemed not without shame in dealing in it; the priestesses were therefore
taught this craft.
Foote and Wilson in The Viking Achievement write that Odin learnt ‘the
magic called seidr which involved such practices as to make people be-
lieve that he played the woman’s part in the sexual act.’ Ellis Davidson in
Gods and Myths of the Viking Age notes that seidr magic seems associated
with the horse cult. (Odin’s magic horse Sleipnir was the child of his
foster brother Loki in mare-form, and knew the path to Hel.) Davidson
hazards a guess that seidr magic was the reason that Norse Christianity
forbade the eating of horseflesh (along with worship of idols and expos-
ing new-born babies). She also notes, but doesn’t explicitly tie into the
seidr ritual, the story of Volsi in Flateyjarbok where a housewife’s ‘god’ is
‘the generative organ of a horse’.
In my Vikings for I.C.E., I wrote:
Male shamans were often despised as unmanly, because they fought with
magic rather than risking death in battle.
I also wrote:
I should have hinted more clearly that the shamanic trance involved
some sort of ritualized sexual encounter in which the shaman took the
passive role.
Two of the player characters in my Viking campaign are female sha-
mans, but neither has ever performed seidr magic’s platform ritual.
They’ve settled for singing themselves into a trance in order to scout
out unfamiliar territory. Perhaps that’s because their divine patron isn’t
Odin but Freyja.
There was also one non-player character shaman, a briefly observed
Finnish witch who enchanted a merchant, stole most of his trade-goods,
and then stuck a ‘sleep-thorn’ in him, producing apparent death. She
fled after the merchant was rescued by his loyal wife.
I don’t want to have any divinatory shaman, male or female, as a ma-
jor figure in the campaign. Norse shamans didn’t indulge in the ambigu-
ous prophecies so beloved by Greek and Roman diviners. Clear, accurate
prophecies are awkward things for a game master to have to deal with.
It was because of their sins, and more particularly the wicked and
detestable vice of homosexuality, that the Welsh … lost first Troy and then
Britain. In the History of the Kings of Britain [by Geoffrey of Monmouth]
we read of Malgo, King of the Britons, who practised homosexuality, and
many others with him.
Lee Gold found out about role-playing games from fellow science-fiction fans.
Shortly thereafter, she started her RPG fanzine, Alarums & Excursions, which
recently reached issue #240. Through contacts made in A&E, Lee has also writ-
ten Land of the Rising Sun and Lands of Adventure (Fantasy Games Unlimited),
GURPS: Japan (Steve Jackson Games) and Vikings (Iron Crown Enterprises).
Lee has an M.A. in English Literature tucked away in a closet somewhere.
The Design
and Use of
Characters
Frank Carver examines the ways in which
we create characters for role-playing games,
and suggests some new directions for
designers to think about
Ever since the first play was performed, or the first child said, ‘Let’s
play a game; I’ll be …’, people have gained learning and enjoyment by
pretending to be imaginary characters. It is only relatively recently that
systems have been developed to describe in detail the characters whose
roles they are going to assume. In most published plays, for example,
all that is provided for the actor is a rough physical description of their
character —everything else must be inferred from the actions and dia-
logue. In other forms of interactive narrative (such as educational games
or children’s play) the concept of ‘the character’, although central to the
experience, is left unmentioned or assumed to be the same as that of the
participant.
Role-playing games, coming from a competitive background, have
traditionally required precise details of everything the character may
or may not do, usually in a numeric form. Since psychological descrip-
tions are difficult to quantify they are often left very vague or even com-
pletely omitted in character designs for gaming. With the introduction
of computer-moderated role-playing the limitations on the complexity
of character descriptions have been almost completely removed. Now
would seem an ideal time to examine the various forms of character de-
scription found in interactive narrative, assess their suitability for their
allotted tasks and present suggestions for future possibilities.
1: Physical
This is usually associated with the idea of ‘role-playing’ by those with
little experience of the more esoteric forms. In activities of this type the
character closely resembles the participant physically, intellectually and
psychologically. Interactive training, for example, is often based purely
on the trainee imagining themselves in a different situation and acting
out the resultant interaction with other people or equipment. When used
for educational purposes the character may differ from the player a little
more. The teacher might say ‘Imagine you were alive a hundred years
ago—how would you have lived?’ When used for leisure activities, this
category reaches its most sophisticated expression in live role-playing
such as the popular How to Host a Murder party games. The players are
given names, backgrounds, secrets and motives, and interact with the
others to produce a co-operative story. This expression of role-playing
stops short of later categories, however, as the physical appearance and
mental capabilities of the characters are limited to those of the players.
Most historical re-enactments and games such as paintball and laser tag
also fall into this category, if they have any role-playing element at all.
2: Visual
This category allows the participants to achieve things beyond their own
physical capabilities. These extra abilities can be presented either physi-
cally, using special effects, or in the imagination of the participants. The
important difference between this and the physical group is that the
characters act as if they are really capable of such extraordinary feats.
The most obvious expression of this group is in sword-and-sorcery live
role-playing games, where physical representations of mighty weapons
and magic spells are used to enhance the role-playing experience.
Many children’s games also fall into this category, as do some types of
scripted acting. A ‘method actor’ tries to believe completely in the char-
acter they are playing and act accordingly, even though they are aware
of the stage-effects and the stage-crew.
3: Imaginative
In this category the characters are divorced from the physical appear-
4: Assisted
There are very few examples of this type of game at present. It would
involve a system which filters and alters all information which passes to
and from the participant. This would prevent them from using knowl-
edge and skills that their character does not possess, and enable them to
use skills and knowledge that they do not have, but their character does.
Several tabletop role-playing games have attempted this, usually by re-
quiring the referee to pass notes to the players, but at best this can only
eliminate simple language and cultural problems. The tactical, reason-
ing, and deductive skills of the participant are still active. Implementing
a system such as this also puts a huge load on the referee and usually
harms or limits other aspects of the experience. With the increasing use
of information technology in interactive narrative, the possibilities are
rapidly opening up for the provision of assisted characters. In the true
assisted interaction all tasks, including tactical and deductive ones, are
adjusted to be as difficult for the participant as for the character. Aspects
of this have been tried in some computer games. For example, maps,
passwords and magic spells sometimes vary between sessions so that the
player can’t use a ‘dead’ character’s knowledge. There is a long way to
go yet.
Character Use
As well as dividing the types of character into groups it is important to
clarify the stages that a character goes through during interactive nar-
rative. Once again there are four categories. Not every character passes
through all these phases, and some pass through phases more than
once, but all phases are applicable to all characters.
1: Creation
Obviously all characters must be created at some time, although the pro-
cess of creation is almost vestigial in the physical group. A referee, teach-
er or director explanation about how the participants should behave is
often all that is provided. In the visual, imaginative and assisted groups,
character creation is usually the first step in the introduction to the nar-
rative. Sometimes pre-defined character descriptions are given to par-
ticipants, who have no input to the creation process, but this doesn’t
mean that there was no creation phase, just that it was performed by the
designer or the referee.
In the creation phase it is important to examine how much choice
players are given when choosing characters. Many computer games
and some tabletop role-playing games generate character details almost
completely randomly, leaving only the choice of a name to the creator.
Other games and most non-competitive interactions allow a large de-
gree of choice: the creator just thinks up a character and then describes
it. Between these extremes there is a spectrum of compromise systems,
such as the many variants of the Advanced Dungeons & Dragons character
creation system that allows selection from randomly generated possibili-
ties.
One interesting compromise was offered in Games Workshop’s Gold-
en Heroes which allowed random generation of character abilities, but
required the creator to justify them to the referee. This requirement led
to considerably more thought being put into the character background,
and often produced more interesting characters. Other approaches to
character creation include the attribute auctions in the Amber game,
which try to provoke involvement with the characters by introducing
player competition and conflict, and the step-by-step simulation of
a character’s pre-history used in the Traveller game and in Task Force
Games’ Central Casting book series.
Although creation systems are usually presented as ways of fitting the
character idea into the game’s mechanics, in practice they also have a far
more important function. When someone is asked to create a character,
particularly for imaginative or assisted interaction, the possibilities are
often quite bewildering. One of the purposes of a methodical character
creation system is to provide a framework for the imagination of the cre-
ator. The limitation of a system and the lists of possibilities give a com-
forting illusion of control to the character creation process, even though
the eventual character design will often transcend the constraints of the
creation system. Lists of suggestions, classes and character templates can
also act as a springboard for creativity, with the act of selection from the
list prompting more detailed thought from the character creator.
2: Description
During this phase the initial character-design–with abilities, back-
ground, knowledge, motives, physical and psychological appearances
and anything else the creator has provided–is described in terms appli-
cable to the eventual use of the character. For physical group characters
this phase is often more important than that of creation; other partici-
pants still need to know about the relationships between characters even
when the characters are similar to the participants. In many role-playing
games the creation and description phases are intertwined so tightly,
with each aspect of the character being created and described individu-
ally, that they cannot be easily separated. However, I think that descrip-
tion is really a separate phase even for these games, as becomes quickly
apparent when an existing character is moved to a different interaction
system.
It is in the description phase that the various character systems dif-
fer the most. The basic aim is to provide information to the participants
about the capabilities of the character. Different amounts of detail are
required for different uses; information appropriate to a referee or di-
rector may not be required, or even useful, for the person portraying
an enemy. Generally, the controller of a character needs to know the
experience, motivations, feelings and capabilities of the character. The
controllers of other characters need to know how they should relate to
each other, and referees need to know how the character can interact
with the rest of the universe. A full character description system would
include details for all these uses, and provide the relevant information
as required.
Most role-playing game systems are good at providing character de-
scriptions; indeed, some seem to provide little else. Where these systems
commonly fall down is in separating the different classes of information
for the different users. There seems to be an implicit assumption that all
the information is for the controller of the character and anyone else will
have to ask. This limitation often makes a referee’s job a lot harder than
necessary. Character description for interactive narratives other than
games are usually based on words; the character is described in the lan-
guage of the participants. Descriptions for games, in contrast, are almost
exclusively in terms of numbers. A character description sheet for the
Rolemaster game, for example, often contains well over one hundred
numbers to describe a single person. Some computer games present the
character controller with a predominantly or wholly pictorial representa-
tion of the character. As virtual reality techniques become more popular
3: Application
This is the period during which the playing, learning or performance
actually takes place. The way this proceeds should not be dependent
on the system in use; but an inappropriate system can profoundly alter
or even stifle the expectations of the participants. The most successful
and fulfilling interactive narratives offer as much freedom of choice to
the participants as possible; any limitations should be part of the story
rather than the character application system. Different methods of inter-
action impose their own technical limits. For example; solo game-books
present at most three or four choices at each decision point, leaving no
room for alternative strategies, and computer games may either require
simple, small-vocabulary sentences or treat everything as movement of
an on-screen picture.
Even interaction systems that can offer great flexibility, such as table-
top role-playing, may be distinguished in other ways, such as how they
resolve character-to-character and character-to-environment contests.
In the Amber role-playing game, all contests are resolved by comparison
of the character descriptions or by a referee’s decision. In other role-
playing games there is usually some random element such as the rolling
of dice or the picking of cards from a shuffled deck. This randomness
is used either directly (‘The falling meteor has a 50% chance of crash-
ing on your home town’), modified by a character attribute or ability
(‘Roll a number less than your strength score to lift that object’), as a
contest (‘Both of you roll a die and the highest number wins’) or as some
combination of the above. In the TORG game, for instance, resolving
a typical ‘Can I do this?’ question might involve rolling a twenty-sided
die, rolling it again and adding the results if the indicated number was a
ten or twenty, looking the resultant number up in a table, adding num-
bers from character attributes and cards from a special TORG deck, and
finally comparing the result with a difficulty number chosen by the ref-
eree. Luckily, most task resolution systems are not this complicated.
In the physical group of games there is often little by way of an ex-
plicit system for resolving questions of this nature. The assumption is
that if the participant can do it, then so can the character. This is the
easiest way to distinguish physical group interactions from the visual
group; visual interactions need a way to decide what the character can
accomplish. Task resolution systems in the visual group are not gener-
ally as developed as those in the imaginative group. A major problem is
that, unlike tabletop role-playing for example, these visual events often
have a large number of participants in different places and situations.
It is simply not possible for a referee to adjudicate every action. Allow-
ing the participants to resolve their own conflicts can work if the par-
ticipants are responsible and non-competitive, but there is always the ‘I
shot you!’ ‘No, you missed me!’ situation. Several approaches have been
tried to resolve this problem from rolling dice, through scissors/paper/
stone challenges, to token-passing. In my opinion, token-passing shows
the most promise but can be complicated to plan and use. For example,
to resolve a shooting in a competitive and secure way might involve the
shooter showing the target a gun token and handing over a bullet token,
in return for which the target hands over a wound token. When a tar-
get has no wounds left they are dead (or at least out of action); when a
shooter has no gun token or no bullet tokens left they cannot inflict any
more wounds.
4: Modification phase
Normally, after application, there is a period during which the actions
of the previous phase have their effect on the character. If a character
is retired, or has not survived the application phase, then this consists
solely of removing the character from the environment. In education
and training this is when the lessons of the interaction are consolidated,
questions are answered and loose ends tied up: a vital part of the learn-
ing process. In a performance such as a stage play the change to the
characters may be small, but by adopting slightly different viewpoints
and attitudes each time, an actor can keep the freshness and spontaneity
which distinguishes live theatre from a recording.
Where the character is different from the controlling participant,
there is more freedom to change the character to reflect the experi-
ences of the application phase. The changes to the character depend
to a large degree on the character and the setting, but they will usu-
ally include at least: growth and ageing; physical and mental injuries or
scars; increased knowledge and skills; and changes in relationships with
other characters. Where a system is provided to handle the modification
phase, it is usually an offshoot of the character description system used
in the second phase. Choices made in the description phase can have a
strong effect on the possibilities for change after the action. Role-playing
games have a wide variety of complex character modification systems
ranging from the fixed career path of the Dungeons & Dragons game
(where a character merely collects experience points until a threshold
The above points are often best illustrated with examples: typical say-
ings or actions, particular incidents from the past, pictures, props and
so on. The aim is to build, in the head of every involved participant, a
model of the character so that future actions can be generated from the
details given.
There are also character analysis techniques used in other fields
which may provide helpful ideas for use in interactive narrative. Em-
ployment agencies and psychoanalysts, for example, have assembled
systems for describing the abilities, attitudes, and actions of people. Very
little of this has found its way from the real world into the world of simu-
lations and games.
With the increasing variety of character description systems, all po-
tential users should be free to choose a system that best suits the in-
tended application and participants. Adopting a form of classification
as outlined above will hopefully result in interactive narratives that can
concentrate on the story, not the system.
Frank Carver first encountered role-playing through D&D in 1979. Since then
he has been a lifeguard, a Royal Navy officer, an electronic engineer, a student,
a computer programmer, a writer and a small businessman—and that’s just in
real life! Frank is also the author of SIMPLE, the one-page role-playing system,
and is often to be encountered demonstrating and giving it away at conventions.
the average gamer losing their lines but, considering the scope of
favourite player character. In the Aria, there is no reason to assume
process of building the canticle, that humans will be the only peo-
good players will become very in- ple that will create a society. At the
volved with their part of the world. very least, an explanation should
This makes Aria more intense than have been given for focusing only
most games. on the humanoid races. With all
This intensity, however, does the detail that has been put into
produce amazingly rich worlds the analysis of the various hu-
with histories that can be useful in man civilizations, this seems a very
a variety of situations. We experi- strange omission.
mented with using a world that Despite this, the Aria system is
we had created in Aria in a differ- well researched and thorough in its
ent system. This was very success- approach to world-building. The
ful, since all the history had been idea of a group creating worlds and
created, all the peoples had been taking the parts of protagonists on
brought to the point where the an epic scale is a fresh and welcome
other game system could take over, change from the usual campaigns
and the characters used in the ex- of violence and individual gain that
perimental game knew their histo- have pervaded the games industry.
ries far better than is the case in The Worlds system is also a fantas-
the average game. tic resource for writers who want
We were, however, left wonder- to develop worlds for their stories.
ing why the creators of Aria didn’t How players will react to this new
include guidelines and rules for approach is anybody’s guess, but I
the creation of alien races. The think Aria will appeal to the game
reader is presented with many hu- enthusiast who wants to create uni-
man character types and family verses rather than destroy them.
cultures. The publishers are plan- basic ideas behind the writing of
ning more supplements, dealing the game.
with the physical aspects of worlds It was clear that someone had
and providing more information read (once, at a guess) some Jo-
on military gaming. seph Campbell: there is a lot of
Both books look beautiful: they stuff in the ‘Prelude to Aria’ about
are full of lovely line drawings that the importance of myth. Indeed,
depict the medieval and renais- the game has the subtitle: ‘Canti-
sance cultures that are the focus of cle of the Monomyth’. This is just
the system. The game isn’t totally surface chrome. This game is not
generic, but sets out to model high based on mythology, and the un-
and low fantasy settings up to (but derstanding or appreciation of the
not including) the invention of mythological way of viewing things
gunpowder. is not part of it.
Right, I’ve described the books There was also a list of defini-
and the intention behind them. I tions of game terms and philoso-
will now proceed to lose my temper. phy. Again the surface reading
A role-playing rulebook is a of Campbell shows up. Words
device for teaching you how to like ‘Archetype’ and ‘Aspect’ are
play a game. I think that’s as near abused throughout the game as
self-evident as anything can be. mechanical terms for every occa-
It must be constructed with that sion. I read this list twice and was
function in mind. If you can’t use no wiser. It even defined ‘Suspen-
it for that purpose then you might sion of Disbelief ’. This caused my
as well throw it away unread, as I worry to increase. If ever there was
was tempted to do with my copies a self-evidently clear phrase it is
of the Aria books many times. (I ‘suspension of disbelief ’.
got all the way through the Worlds It soon became clear that I was
book but I confess to having to facing a case of severe cruelty to the
skip parts of Role-Playing. I feel lit- English language. This game has
tle shame for this. It’s damn noble more jargon, more waffling, more
of me to plod through the thing vague generalities and general se-
anyway for the sake of this review. I mantic dross than it has been my
knew after the first chapter or so it misfortune to read since I gave
would be no use to me.) up trying to comprehend Marx-
I first became uneasy when ist literary criticism when I was at
faced with the Preface, which university. Oh, And More Needless
some fool has chosen to print Capitals Than You Have Ever Seen.
over a dark, marble background What the game seems to be
that makes it even more unread- based on is sociology. Now I’ve
able than the ones in the Vampire nothing against sociology as a
books. My unease increased as I study, but the more jargon-ridden
read on into the ‘Prelude to Aria’, aspects of the discipline seem to
which appears in both books and have had a bad effect on the au-
explains the core system and the thors. I could not penetrate some
interactive fantasy 1.4 121
Reviews
chanics work) and it was here I So, intentions 10 out of 10, execu-
missed these most. I wanted to see tion approximately 2 out of 10. An-
printed on the page the dialogue other big book (I might just keep
that would occur when a session of the Worlds book to raid for ideas)
Interactive History was running. to go into the sack marked ‘Buy in
My imagination failed to come up haste, repent at leisure’ along with
with anything remotely believable. Nephilim and some others. Perhaps
There are lots of examples of so- I can sell them at the next games
cieties (as you might expect, the convention to someone who hasn’t
one solid achievement of the sys- read this review.
tem) but no examples of play that And the next time, Last Uni-
I could find. corn Games, (if there is a next
A project of this kind could time) don’t try to be all things to
not possibly be a game playable all men, try to root your designs in
‘straight-out-of-the-box’. I did something specific or at least give
not expect that. But I do expect specific historic examples, playtest
a role-playing manual to provide not only the system but the book,
the systems by which I, as referee, and for heaven’s sake show your
can build a world and then run a manuscripts to someone passingly
game. In focusing on the first Last acquainted with the English lan-
Unicorn have fumbled the second. guage.
probably not suffer for it. exercise than Torg. The world-
It’s not that West End Games books are, naturally, also available
has been too ostentatiously reac- on their own. How much continu-
tionary; MasterBook is a skills-based ity there is between the two game-
‘character design’ system with nary systems, I can’t say.
a sniff of randomized attributes, The rulebook’s art is sketchy
character classes or ‘levels’. But and occasionally poor, but toler-
most of the would-be trend-setters able. The rules themselves are rea-
currently have a pretty negative sonably presented, with only a few
view of ‘generic’ systems, contend- spelling errors. I would add that
ing that the rules system should there are none of the industry-
be carefully crafted to fit the game standard ‘see p.00’ errors, either,
world, and that ‘literary’ and ‘nar- but this is mostly because there’s
rative’ concerns should rate above very little cross-referencing. The
simulation mechanisms. Master- book also lacks an index. This
Book is specifically a generic sys- surprised and annoyed me; poor
tem, and it talks a great deal about indexes are bad (and common)
mechanisms before it ever gets enough, but in this age of DTP,
into questions of story-telling. refusing to even try seems like ar-
But there is a hint of the fash- rogance.
ionable when one opens a Master- This problem is compounded
Book box. Along with rules, world- by the fact that the rules frequently
book and dice, there’s the deck of refer to mechanisms and terms
cards. However, these aren’t pretty that haven’t been defined yet,
or collectible, and they certainly so that the initial impression of
have no full-colour pictures on a competently constructed book
them. (As a matter of fact, mine slowly shifts to a persistent, nag-
were rather badly cut, which struck ging dislike. The authors’ prose
me as a bad start.) Two-colour style doesn’t help. It’s not as bad as
printing and a lot of game jargon some of the hobby’s classic disas-
is most of what they give you. Any- ters, but it does clunk a little, with
way, West End could claim to have many redundant clauses (‘A critical
set the trend here, not followed it; failure can be interpreted by the
the system is apparently based on game-master in any way he sees fit,
that which it first published some but, in brief, something goes seri-
years ago in Torg, a game which ously wrong because the character
I must confess I always avoided failed so badly’); an editor could
for its heavy-handed omnivorous- easily have trimmed this stuff by
ness and terribly cumbersome five or ten per cent, leaving space
presentation. MasterBook, which for that index. The rules also use
consists of one moderate-sized English rather oddly at times. For
rulebook, which may optionally example, disadvantageous items
be purchased boxed up with para- on the character sheet are termed
phernalia and a single worldbook, ‘Compensations’ (because they bal-
seems like a rather more civilized ance out the characters’ Advantag-
126 interactive fantasy 1.4
Reviews
es), and there’s the occasional feel- sult Points total, is cross-referenced
ing that this isn’t the writer’s first to another table to give the degree
language. (‘These Advantages take of success. Actually, this is a fairly
on the auspices of the uncanny.’) straightforward system, and it has
Character creation is a fairly the virtue of applying to combat as
simple process. The player divides to other activities, but it’s not the
68 points up between eight At- simplest I’ve ever seen, and it’s not
tributes, then calculates six more completely intuitive. From writers
Derived Attributes. Two Attributes, who clearly have a taste for pulpish
Intellect and Mind, determine (via action-adventure games, this is
a table) how many points the play- mildly odd; from the publishers
er has to buy skills, with various of the legendarily quick-and-easy,
rules for optional or compulsory swashbuckling Star Wars system,
special-izations. Then the player it’s surprising.
can select Advantages (which can There’s also a standardized
include skill modifiers) from vari- ‘Values’ table, which relates At-
ous ‘columns’, but with the require- tributes or Result Points to weight,
ment to select an equal number of distance or time on a logarith-
Compensations from balancing mic scale. This may worry some
columns. For some reason, some numerophobes, but actually it’s
example Column IV Advantages something that can work well in
are listed, but no Column IV Com- a generic system; it always gave
pensations. All of this is a little the Hero System one significant
more complex than simply paying advantage over the sternly linear
the same type of points for every- GURPS, in my opinion. Master-
thing, but it may ensure that char- Book has to fudge its numbers a lit-
acters are a little more complex tle in places, but not too seriously.
and interesting. The character fea- Then there’s the cards. These
tures listed look generally reason- aren’t actually compulsory; in fact,
able, although I’d want to playtest they represent an attempt to bolt a
for a while to be sure. set of narrative-oriented, melodra-
Task resolution goes as follows. matic mechanisms on top of a more
The player rolls two dice (with conventional, simulationist rules-
some rules permitting advanta- system, and would probably be in-
geous re-rolls and bonuses), and appropriate for some styles of play.
looks the total up on a table to ob- I would certainly not expect some
tain a Bonus Number. This is then of them to see much use in any
added to the character’s relevant game; for example, the ‘Martyr’
Attribute plus Skill (if any) and any card gives some temporary bonus-
referee-assigned Modifiers, to give es and eventually an automatic suc-
an Attribute or Skill Total. If this cess at some dramatic and essential
is greater than a Difficulty Num- task—in the course of which, the
ber defined by the GM or by an PC automatically dies. Despite the
opponent’s abilities, the attempt extra (small) complications they
succeeds; the difference, the Re-
introduce, the cards are alleged
interactive fantasy 1.4 127
Reviews
world’s 1930s, but West End has Even pulp horror works from the
opted to create the fantasy world assumption of normality, even if it
of ‘Marl’, which looks suspiciously then subverts it; it’s the irruption
like a stock sordid-medieval fan- of the ghastly that’s dramatically
tasy setting dragged through an effective. A world in which every
arbitrary industrial revolution. city is ruled by corrupt autocrats
The trouble is that the set-up with zombie servants is not shad-
doesn’t really work. The game- owy and ambiguous; it’s just, well,
world consists of a number of city- nasty. I know that dark is fashion-
states, separated by a monster - able but sometimes games writers
haunted Wilderness which serves seem to feel obliged to buy their
the explicit purpose of keeping black paint by the bucket.
PCs from too much travel—but I The sense of a conventional-
just can’t believe that a twentieth- but-grim sword-&-sorcery world
century-style society could survive being arbitrarily kitted out with
in such a context, even with the trench- coats and .45s is exacerbat-
assistance of this setting’s potent ed by the introduction of the ‘God-
techno-magic. The cities feed war,’ a dimension-spanning strug-
themselves from rather heavily gle between (surprise) Order and
defended surrounding fields, and Chaos which has recently returned
trade between them is restricted to to Marl, and been complicated by
high-value luxuries—and yet cof- the emergence of a third force, the
fee appears to be a common drink renegade ‘Oathbreakers’.
on a temperate-zone continent. To be fair, this conflict has
These are million-person, sky- some interesting elements. For
scrapered modern metropolises, one thing, it’s a dirty, clandestine
not the much smaller trade-towns sort of struggle, and the temporal
of the Middle Ages; they should authorities are mostly concerned
have a whole industrial society to with stopping it getting out of
support them, not a few danger- hand. For another, the side a char-
ous and unreliable farms. It may acter chooses has a significant
be nit-picking, but my suspension effect on their style and skill in
of disbelief just died. spell-casting (and spell-casting is
As for the atmosphere of the a widespread skill in this setting).
game: it may be naive of me to Furthermore, vampires and such
complain, but I think this one is who are committed to Order know
just a little too dark. Film noir was exactly when they will next be-
always a cynical, uncertain genre, come thirsty, whereas their chaotic
but it took its force from an under- counterparts have far more erratic
lying moral coherence; the hon- appetites. Characters accumulate
est detective was living by a code ‘adds’ when they perform services
to which the majority at least paid for a faction (this is a very prag-
lip-service, and there was always matic set-up—intent or attitude
the chance of finding an uncor- don’t come into it), but curiously,
rupted judge or an honest cop. they don’t have to accept these
interactive fantasy 1.4 129
Reviews
spite the occasional lapse, such tions within the PC group, but that
as the enthusiastic discussion of is, after all, the area least under the
personal armour, which is surely referee’s control. This does bring
missing the point in the 1930s. Its out this system’s emphasis on plot
organization is a little erratic, with and narrative drive, however.
chapters on character creation and The ‘Allies and Enemies’ chap-
equipment placed before any sub- ter is a little weird, with just three
stantial treatment of either the pe- characters from the films detailed;
riod or the style of play, while four Indiana Jones, Marcus Brody,
separate timelines (dealing with and Sallah (admittedly, three use-
Indiana Jones’ career, technology ful NPCs). The film villains are
from 1850 to 1958, miscellaneous ignored; although most of them
history from 1900 to 1949, and do end their appearances dead,
exploration and archaeology from I would have thought that they
1822 to 1945) are pushed off to ap- would make excellent model an-
pendices. (Once again there is no tagonists. Instead, we get a ge-
index or cross-referencing, and a neric Nazi Stormtrooper, a generic
minimal contents page, so organi- gangster—and seven pages of
zation is a serious issue.) And for animals. These could be useful in
some reason, a brief set of notes on pulp scenarios, but far less so than
dangerous diseases is buried in a interesting human encounters.
chapter which otherwise deals with This is possibly the book’s single
use of the cards. But there is a lot in worst error; it does very little to
here. The writing is generally rea- encourage complex character in-
sonable, with only the odd lapse, teractions.
aside from a problematic tendency But it does provide a decent
to explain game concepts from run-through of the historical pe-
scratch. As this isn’t a stand-alone riod, with short but interesting
rulebook, that is pointless at best, notes on weird events, organized
irritating at worst. crime, and major archaeological
The book does consider the and legendary sites. Any of these
question of how the system should could easily be expanded to fill a
be fitted to the genre; for example, whole book; I choked a little at the
players should start sessions with association of ‘Druidic activity’ and
more cards than in other games, Carnac, and there are some anach-
allowing them a greater range ronisms, but the page on archaeo-
of dramatic options. It also has logical technique was refreshingly
lengthy, perhaps even long-wind- down-to-earth. Better organization
ed notes on plotting and running would have been nice, though,
adventures and campaigns; these along with some discussion of
may be a trifle formulaic, but they events in the world of air travel;
cover topics that too many other this was a great age of dramatic
games barely mention. If I had to and adventurous progress in this
nit-pick, I would argue that they area, including the development
disregard the question of interac- of aerial archaeological surveys.
132 interactive fantasy 1.4
Reviews
campaign where a small band of elves, dwarves and orcs, and there-
PCs can take the role of wandering by ruining the setting’s consistency
gunslingers protecting villagers of style.
from bandits and petty warlords. There have been many sup-
It helps, too, that the character plements since the Rifts Conversion
classes presented in the original Book, but few with much to recom-
rulebook (yes, it’s a character- mend them. Rifts World Book Five:
class and level-based system) are Triax & The NGR, a sourcebook
interestingly quirky, varied, and for Germany and central Europe,
sufficiently detailed to qualify as represents a kind of nadir. The
‘character templates’ rather than book is two hundred and twenty-
just lists of statistics. The month- four pages long. Pages 34 to 154
old baby dragon—thirty feet long, are filled with descriptions of guns,
nearly invulnerable, and possessed robots and powered armour. This
of all the naiveté and enthusiasm is particularly inexplicable in view
of a puppy—that one of the play- of the fact that the combat system,
ers created for my first attempt although admirably fast and sim-
at a Rifts campaign stands as one ple, lacks refinements such as rules
of the most memorable (and fun) for cover, target size, or a distinc-
PCs I’ve encountered in any game. tion between short and long range
Unfortunately Rifts also has a (particularly significant when even
dark side. Although much of its the hand weapons have ranges of
strength stems from a sense that half a kilometre or more). Worse
the authors enjoy writing about yet, the material as it is presented
the setting (an unusual trait in a shows obvious signs of padding.
game of this type), it is also clear For example, the section on giant
that they enjoy creating new weap- robots begins with a list of various
ons, armour and (particularly) gi- features common to all the robots
ant robots even more. The result covered, including a paragraph on
is that although the first supple- sensor systems—a paragraph that
ment for the game (Vampire King- is repeated at the end of the de-
doms) featured useful background scription of each robot, with iden-
material, interesting NPCs and an tical wording. Nor is the rest of the
excellent, if irrelevant, section on book particularly distinguished.
travelling carnivals, subsequent Thirteen pages are taken up with
volumes have increasingly degen- two comic strips that might chari-
erated into lists of magic items and tably be described as ‘poor’, and
military equipment. Worse, this another thirty pages go on a list
enthusiasm seems not to extend to of new, mainly military, character
new monsters, with the result that, classes that are merely re-hash-
in the Rifts Conversion Book, Pal- es of material from the original
ladium took the fatal step of sim- rulebook. Take away the contents
ply importing creatures from its pages and another ten pages of
pre-existing fantasy RPG—adding weapons and robots used by the
main group of bad guys and you’re character classes. The best thing
left with thirty-two pages of actual in the book is probably the King-
background material, including dom of Tarnow in Poland, whose
several full-page illustrations. This survival depends on a magical ar-
is scarcely going to provide the tifact that gradually and inevitably
basis for an interesting and varied corrupts its owners—not only is it
campaign. Nor are the ideas pre- quite a good idea, but the authors
sented particularly original: the have made a laudable attempt to
New German Republic (the NGR create some interesting NPCs to
of the title) is a benevolent, if au- go with the inevitable lists of weap-
thoritarian, government that per- ons.
secutes mutants and non-humans Given the title, Rifts Mercenaries
mercilessly—not a bad idea, but is pretty much what you’d expect.
one that exactly duplicates the There are a lot of new weapons and
Coalition States who are the main armoured vehicles, with more of a
American power detailed in the military feel than in previous offer-
original rulebook. ings: the emphasis is on tanks and
Rifts Sourcebook Three: Mind- aircraft rather than giant robots,
werks is a rather haphazard col- but not to the extent of the end-
lection of supplemental material less soul-destroying lists in World-
for Rifts Worldbook Five (making it book Five. The core of the book is
a supplement to a supplement— the descriptions of six mercenary
a concept that’s sadly not as unu- companies, with the focus on their
sual as it ought to be). It’s better leaders and most important per-
than its associated worldbook, sonalities. Fortunately these are
but not exactly ground-breaking. quite well done—interesting, if not
You get another sixteen pages of earth-shakingly innovative NPCs
military equipment, including a in a varied selection of outfits (one
ridiculous ‘Mobile Infantry Strike definite Good Guys, two definite
Base’ that really belongs in a range Bad Guys, and three somewhere
of cheap plastic toys, but there’s in between) that could easily be
useful material here too, includ- fitted into an existing campaign.
ing some more background detail The only real weak point is the ad-
that should really have been in the venture seeds included with each
worldbook, and three rather pe- company—these tend rather to
destrian adventure seeds (yet an- the obvious. (The mercenaries are
other evil genius from before the in trouble, and the PCs can help;
Cataclysm with a high-technology the PCs are in trouble and the
base, an evil god-being in the form mercenaries can help; the merce-
of a tree, and a race of aliens whose naries and the PCs are rivals on a
only function is to allow the referee mission…) As well as this, there’s a
to make up their own new mon- functional, if slightly perfunctory,
sters) and a reasonably imagina- points-based system for designing
tive selection of new monsters and new mercenary companies, and
throughout the game for action and James Bond were cautious
resolutions—the rules cover op- and unlucky. The hero points rules
posing attributes from different simulate the mood of the novels.
scales, although in practice most The second half of the rule-
conflict will be between characters book (240 pages) is a sourcebook
whose abilities are on the same for Farmer’s novels. Each of the
scale as each other. The game levels of Jadawin’s world is de-
system relies on a couple of basic scribed in great detail. The game
systems, described in just half a designers have compiled every bit
dozen pages. of information they found in the
One of the designers of Thoan, novels and filled in details which
Leonidas Vesperini, translated the Farmer left blank. So where Farmer
second edition of Shadowrun for just mentions the Atlantean tier of
Descartes a few years ago. Not sur- the Jadawin’s fortress, but says next
prisingly then, one feels the inspi- to nothing about it, the rulebook
ration of Shadowrun in the design spends 30 pages describing it.
of Thoan. Every action is resolved Any French-literate Farmer fan
by throwing six-sided dice (the would probably find the wealth of
number of dice depending on the information invaluable, the way
Attribute being tested) and trying the Lucas-lovers were delighted by
to beat a difficulty number, with the information in the Star Wars
each die equal to or above this source-books West End Games
number counting as a success. The published a few years ago. The
number of successes indicates the rulebook is very well indexed,
quality of the result. Unfortunate- something that should be manda-
ly, a few ‘improvements’ have been tory for any book this size but is of-
made to this basic principle, which ten forgotten by the designers and
only complicate matters. publishers.
Shadowrun used Karma points Unfortunately, there are a few
to help characters beat some other- problems with the game, all linked
wise insurmountable odds. Thoan to the combat system which is dice-
uses ‘Hero points’ for much the heavy and tedious to operate. To
same purpose. Players use these simulate heroic deeds and complex
points to re-roll dice or get auto- simultaneous action, the designers
matic successes. Since players get chose to base the game around an
these points back at the end of the order-sheet system. At the begin-
adventure, there is no incentive for ning of each round, players roll
them to save them: they are en- for their character’s initiative. This
couraged to act heroically, to take initiative decides how many ‘action
chances with daring manoeuvres ranks’ each character will get in the
and brave deeds. coming round. Then each player
As I said before, Farmer is a fan fills an ‘intention sheet’ describing
of Rice Burroughs, and his own what the character will do on each
heroes (notably Kickaha) would of their action ranks. Action ranks
probably think that Indiana Jones are then counted (back from 10 to
interactive fantasy 1.4 143
Reviews
1) by the referee, and every time that they are using rules: but the
an appropriate rank is reached, designers of Thoan obviously don’t
the player must tell the referee see it that way.
what their character will do. If this Of course, a good referee could
involves an attempt to hit an op- overcome this problem, but since
ponent, it will be an opportunity to the game is supposed to be suit-
role large numbers of dice. There able for beginners, this is really
can be up to six rolls for each at- no excuse, especially given that
tempt, plus a Stamina roll at the the ‘advice to referees’ chapter
end of the round! can only be considered sketchy: six
The order-sheet system has pages, followed by an overview of
been tried before in RPGs, and the novels. When one compares
in some board games like Yaquin- these few pages to some other
to’s Swashbuckler, but considering games not even intended for nov-
the current trend towards rules- ice gamers, it becomes clear that
light, story-oriented role-playing only an experienced referee can
games, it’s hard to see how going hope to run this game successfully.
back to wargame-inspired rules Although Thoan fails as an en-
can help beginners understand try-level game, experienced gam-
role-playing games. If you want ers who would like to play in a tru-
to encourage new gamers, it’s best ly heroic RPG could definitely do
to let them without even realizing much worse than take a look at it.
thor had played AD&D, decided it to read. And the author was right.
wasn’t realistic enough and tried This is, without doubt, the most
to solve the problem by writing mind-numbingly boring RPG I
his own system, instead of look- have ever read, and I like reading
ing at what else was on the market. RPGs! Rule follows rule, with no
Surely, if you want gritty, realistic lightening of tone at any point,
fantasy without the baggage of a and no examples to give the first-
world background, GURPS: Ba- time reader any grasp of what’s
sic Set would do, or Role Master or supposed to be going on.
RuneQuest or … What, in any case, So I decided to skim it, rather
is a generic, realistic fantasy sys- than reading every word, so that I
tem? Once you’ve defined a magic could at least get some overview of
system and an economy, you have the book. It seems a character has
at least a sketch of a world, or at fourteen main Abilities generated
least a type of world you’re limited at random and then allocated by
to. On this front Fantasy Earth may the player. (Anyone who wants to
actually be less generic and more play a magic user has also to gen-
limiting than AD&D. erate a further twelve Abilities.) A
Despite these misgivings, I de- character must choose a character
cided to give it the benefit of the class (warrior, ranger, burglar, sor-
doubt and actually read it. The in- cerer, shaman or cleric) or a mix
troduction gave me a sinking feel- of a number of them. This gives
ing. A single quotation will show the game a rather traditional,
what I mean: stodgy feel, despite the fact that
Some may find the rules a little the character class is only for ini-
dry and not exactly an exciting tial generation. The player has a
read. If so, I apologize. certain number of points to put
However, they are rules. One
into skills, most of which must
of the most frustrating things,
to me is to buy a game which be put into skills related to their
is a great read and then you character’s class, and the rest are
realize you cannot actually for background skills. There are
figure out how to apply half no less than 138 skills in the book,
the rules. I would rather have mostly described in great detail.
the game be easy to play and Rolling against skills is similar to
hard to read than the other the system in White Wolf games—
way round (I hope it turned roll 1d10, add your skill level and
out easy to read and easy to
compare it to a target number.
play, but sometimes you cannot
have everything) … The game Once we get onto combat, how-
has been criticized as being too ever, the system changes. Now we
heavy on math. I hope people have to roll 2d10 and add them to-
will not be scared off by this … gether. There are lots of modifiers
And so on. here, as you might expect in a ‘grit-
With this warning in mind, ty, realistic’ system, and a couple of
and calculator in hand, I began pages of Wound Description tables
Nephilim
Donald H. Frew, USA
In his review of Nephilim in IF#2, ‘Orichalka’, the magical metal
Brian Duguid wrote: that can damage and even slay
Despite the claim by a ‘wiccan Nephilim, is derived from ‘orichal-
elder’ on the back cover that cum’. In the Critias (ix.), Plato
Nephilim ‘skilfully blends real- tells us that this mythical metal
world occult knowledge with (‘orichalc’) was known only to the
… [a] role-playing game’ …
Atlanteans and valued more than
Many concepts fundamental
anything save gold, while Pliny
to the game’s fictional
magic—Ka, Orichalka, and (xxxiv. 2) says that this metal (‘au-
the Nephilim themselves—are richalcum’) no longer exists. For
entirely original and feature more information on this and oth-
in no occult tradition I’ve ever er mythical and magical metals, I
read. refer you to The Book of the Sword by
Forgive me, Mr. Duguid, but to be Richard F. Burton (Dover, 1987). It
blunt, that’s why I’m a wiccan El- does not seem too large a stretch
der and you’re not. to turn a mythical Atlantean metal
‘Ka’, the magical essence of into a magical one for the sake of
a Nephilim, is derived from the a game.
Egyptian concept of ‘ka’. While The ‘Nephilim’ themselves
in ordinary humans ‘ka’ can be are derived from the ‘Nephelin’
rendered as ‘soul’, more or less, or ‘Nefilim’ of Hebrew lore. Men-
in gods and god-like beings (e.g. tioned briefly in Genesis 6 as the
the Nephilim) ‘ka’ becomes the es- ‘sons of God’ who mated with the
sence of magic. Thus, in Papyrus ‘daughters of men’, they are de-
BM 10188 (col.27/5-6), the sun- scribed in some detail in the apoc-
god Re declares that ‘Magic is my ryphal and apocalyptic Book of
ka.’ There is an excellent discus- Enoch (or Enoch I). Here they are
sion of this meaning of ‘ka’ and its some sort of cross between fallen
relation to the magic-god Heka, in angels, giants and Titans, who are
The Mechanics of Ancient Egyp- immortal, interact with humans
tian Magical Practice by Robert on a regular basis, and practise
Krietch Ritner (University of Chi- and teach a multitude of magical
cago Press, 1993). arts and occult sciences. Enoch I
150 interactive fantasy 1.4
Letters
Women In Gaming
Phil Masters, UK
As the author of GURPS: Arabian Of course, as you said, this
Nights I was naturally interested may be tied up with the fact that
by your editorial comments about the ‘Arabian Nights’ genre is in-
the game’s cover. The artwork herently a man’s world, but I’m
was originally painted by the (fe- not completely sure. It is true that
male) artist for a completely differ- the original tales were primarily
ent book (a fantasy novel); Steve coffee-house entertainments for
Jackson Games then purchased all-male audiences, but the genre
second-use rights. I have to admit has transformed into something a
that I was entirely happy with it, little more complex today. There
although I had no particular say in are plenty of ‘Arabian’ fantasies on
the process. the market written and widely read
It is, to be sure, an all-male pic- by women.
ture, but given the book’s subject, I don’t claim my supplement
it could conceivably have featured as particularly sophisticated in its
female characters dressed in a way treatment of either female charac-
that would have done my feminist ters or ‘female themes’, but I did
credibility no good whatsoever. make a few token attempts to ad-
Less probably, it could have fea- dress such topics, including notes
tured harem-women clad in gar- on ‘Harem Campaigns’, in which
ments that I would have known to female characters and a minority
be more historically plausible, but of males would concern themselves
which would have confused most more with politics and social rela-
buyers. At the risk of being ac- tions than with physical violence.
cused of moral cowardice, I think I don’t know if anyone has taken
that the picture (which I regard as this idea up, but I persist in think-
a pretty fair piece of fantasy art on ing that it has potential; I mention
its own terms) is as good as I could it here to demonstrate that even
have hoped for. the most seemingly ‘masculine’
genres have potential for the kind reduce the male/female ‘way of
of handling you discuss. doing things’ to the binary oppo-
I think you were a little too sition of nurturing/fighting falls
abrupt in your dismissal of female back some way behind recent sci-
characters cross-dressing, as sug- entific discourse. Feminist Theory
gested in Space: 1889. As a number in the age of post structuralism
of feminist historians have pointed tends to view gender and even
out with enthusiasm, this has been sex as constructed. The construc-
a more common phenomenon tion of ‘the female character’ is
throughout real-world history than constantly redefined by society
one might expect; virtually every and even science. What does ‘fe-
all-male army or navy throws up maleness’ mean? Is it connected to
instances of cross-dressed females, ‘womanhood’? I think one would
sometimes remaining in disguise be better advised to divide not be-
for years and establishing success- tween man and woman, but to dif-
ful careers. It’s a limiting approach ferentiate along the lines of ‘male-
for a game character, and perhaps specific’ or ‘female-specific’ behav-
modern female players would of- iour, which may exist in different
ten regard it as too demeaning, shares in both men and women
but I have seen it adopted (in an and which has to do with our his-
‘Arabian Nights’ game, by a female tory and society.
player), and I think the subject de- The main thing which differ-
serves a little more consideration entiates destructive games from
than it is usually given. non-destructive ones is the de-
gree of responsibility players have
Jan Henrik Wagner to take for their surroundings. If
Frankfurt, Germany they have to control a community,
With reference to your editorial as, for example, Ars Magica cov-
concerning the women in role- enants, they develop a surprising
playing, I think you underesti- degree of peacefulness, ‘motherly
mated female players greatly. To instincts’ and social relationships.
Reviews
Phil Masters, UK
I found myself in some, rather that can easily be resolved, and
hypocritical, sympathy with Jona- I’d be more than a little worried if
than Tweet’s comments in issue 3, IF took to insisting on play-test re-
concerning reviews written with- ports for every review it commis-
out play of the game involved. On sions. Once upon a time, when
the other hand, as Jonathan has I was asked onto the inevitable
to admit, this is not something ‘Writing for Publication’ panels
In the weeks since Nigel’s death, I have struggled to put words on paper.
The very thought of writing is tied to the memory of him; he was the
definition of a professional writer. Everything I could write about him
strikes me as a pale imitation—I am an impostor trying to live up to his
excellent example.
The role-playing industry is a pretty tight-knit one on the whole.
People regularly move across company boundaries to share their ideas.
We function much like a large, extended family spread across countries
and continents; we meet at reunions that pose as conventions, displaying
our latest creations like progeny. Each year there are marriages of game
designers to companies, sometimes divorces and the accompanying gos-
sip; newcomers spring up, distant cousins return to the scene. Rare is the
person who enters the industry without knowing someone here, either
by name, by example, or in person.
Nigel Derek Findley was one of those people; his name was includ-
ed in the credits of more books across more company lines than any
other freelancer. From AD&D to Vampire and almost everything in be-
tween, sourcebooks and scenarios, short stories and novels, Nigel Find-
ley achieved the kind of success writers in this industry rarely hope to
dream of.
That alone is enough to recommend him to the Gamer’s Hall of
Fame but there is so much more about him, so much about the person,
not the writer, that deserves recognition! I feel I must make some state-
ment about him for those who only knew him as a name on many credits
pages in their gaming libraries.
A single sentiment was expressed by nearly everyone who met him.
Despite Nigel’s success, he had the ability to put people at ease, to make
them feel that he was honoured to be in their presence rather than the
other way around. Despite his busy schedule, he was never too busy to
offer support and advice to aspiring writers, to read and offer a thought-
ful critique of someone else’s material, to pull out the stops and dash
out extra material on short notice to cover for someone else who’d left a
Nigel D. Findley:
Bibliography
Atlas Games
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Deadlines
Issue 5
Manuscripts: 31 November 1995
Advertising: 31 December 1995
Issue out: February 1996
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Advertising: 30 April 1996
Issue out: June 1996
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Issue out: October 1996