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Posts Tagged ‘gaming’

Dice Tales at BVC – No Takebacks

My newest Dice Tales post is up at Book View Cafe: No Takebacks, in which I talk about the way that RPGs don’t really allow for revision, and what that does to the story. Comment over there!

I’ll also mention that since the BVC WordPress configuration doesn’t display the series name, I’ve switched to using a tag to sort all the Dice Tales posts. So if you’re looking for one easy way to pull them all up, now you have it!

“Dice Tales” at Book View Cafe

I’ve started blogging at Book View Cafe again, this time on one of my favorite topics: role-playing games! Specifically, RPGs as a method of storytelling, and how that interrelates with and differs from the more conventional kind of storytelling I do as an author. There are three posts up so far, one introductory piece to launch the series, one on the dramatis personae of an RPG, and one on mechanics. New installments will be posted each Sunday morning. Comments are off here; share your thoughts over there instead!

You’re a handsome devil. What’s your name?

This came up in the comments on Sovay’s LJ, and it turns out to be much too long to fit into the comment limits. Besides, I’ve told gaming stories here before and been assured that I can actually make them interesting, so why not share the story with all of you?

This is the tale of Hantei Seikiro Shosuro Arikoto the man currently known as Ensō, an NPC in my Legend of the Five Rings campaign. Also known as, my best effort to date at creating a Magnificent Bastard.

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at the corner of Bourbon Street and Nostalgia Lane

The 20th anniversary HD remake of Gabriel Knight: Sins of the Fathers came out last week.

This is one of the few video game series I’ve ever really fallen in love with. It had drama! Character development! Random trivia about real-world history! My sister introduced me to it, and sat with me during my first playthrough, offering advice and possibly taking the controls from me when I couldn’t get past that one mummy in the mound. So, naturally, when I heard the HD remake was coming out, I a) bought her a copy as a gift and b) invited her over for a slumber party/playthrough evening.

First things first: the voices are different. Apparently they lost the original recordings in the intervening twenty years, and the result they got from stripping the audio out of the game files was not good enough. And I’m guessing they could no longer afford the services of Tim Curry and Mark Hamill. I was very apprehensive about this, because Tim Curry’s terrible Nawlins accent is such a memorable part of the game; what would it be like without him?

The answer is, much the same. They did an excellent job of casting voice actors who could match the sound of their predecessors. There were a few lines where I remembered the original intonation enough to cock my head at the difference, but the rest of the time, I forgot I was listening to a new voice. I’m sure that if I did a side-by-side comparison of the two, I would find places where the HD version is lacking, but it passes muster on its own — which is what really matters.

Things that are distinctly improved: the graphics! (Duh.) Holy crap, you can tell what things are. There are books in cases and bottles on shelves, rather than indistinct blobs on horizontal lines. Gram’s house has wallpaper! Rugs have patterns! It’s not the highest-quality graphics and animation — in particular, there’s the creepy thing where people’s mouths seem to be moving independently of their faces when they talk — but it’s a massive improvement over the old look. They’ve also changed up the gameplay a bit: the mime is still a pain in the ass, but getting past that one mummy just involves grasping the general principle of “you need to dodge,” rather than having to move to exactly the right spot, wait exactly the right amount of time, move again, wait again, and then finally break for the door. And the #@$@!!! beignet guy? IS GONE. Replaced by a much less Rube Goldberg-y solution to “how do I get into Mosely’s office?” (And a really creepy moment, too, which I don’t remember from the original.) There are a couple of new puzzles to balance out the simplification of the old ones: a lever puzzle in Magentia Moonbeam’s house that isn’t nearly as difficult as it might have been, a minor unlocking thing in the Gedde crypt.

Some of the changes are amusing. I opened the window in Schloss Ritter and was perplexed to see that the pile of snow had vanished, replaced by a puddle on the windowsill — until my sister pointed out that it’s late June and really, why was there ever snow there in the first place? Gerde no longer looks like she ought to be serving beer at Oktoberfest. Gabriel says “fuck” a few times, and I’m pretty damned sure that’s new. Other things I’m less sure of; weren’t you able to go to your grandmother’s house on Day One before? And you find the sketchbook there? I’m pretty sure the priest’s collar used to be in the vestry; possibly that got moved because the placement of hotspots would have made the door we think was the vestry too difficult to click on. And I wonder how much of the dialogue was changed, apart from Gabriel swearing. They’ve definitely altered the pronunciation of several of the voodoo-related terms (presumably to make them more accurate), and I think they may have added in some more context about things like the racial politics of Malia’s family being so influential in New Orleans.

Mostly it’s the same, though, with better graphics and a score that no longer sounds quite so MIDI. I’ll probably look at the original version again before I decide, but it’s entirely possible that this will become my preferred version to play. It’s nice to have the game look less primitive, and I will put up with a lot just to avoid that mummy and the stupid beignet guy. πŸ˜›

The real question is this: what now? Apparently Sierra was revived recently; they have a shiny website and everything, complete with what looks like a teaser for a new King’s Quest game. Will there be remakes of The Beast Within and Blood of the Sacred, Blood of the Damned? Redoing the former would be interesting, seeing as how they’d probably have to just scrap the FMV entirely and redo the entire thing as standard point-and-click, but you could probably rebuild the latter quite easily, with some off-the-shelf 3D engine that would blow the original one out of the water.

Or — dare I dream — might we finally get a fourth game?

I’m trying not to get my hopes up. But if this remake sells well . . . who knows? πŸ™‚

indicted on two charges of negligent authorial cruelty

You would think I’d notice when I’m doing something horrible to my characters — but sometimes the penny drops quite late.

The context for this post is the scene I wrote for Chains and Memory last night. There’s a detail I put into Lies and Prophecy that seemed like an interesting twist, an additional layer to an aspect of the world that the characters hadn’t realized was there. When I started planning out this book, I knew I was going to add another component to that detail; the adding happened a few days ago. And then last night, writing a follow-on scene, I finally realized what I’d done to Julian, by tossing in that little detail so many years ago.

I can’t get more specific than that without massively spoiling things, but I can give a different example of what I mean: Nicholas Merriman, an NPC in my game Memento, which is the campaign that ultimately gave rise to the Onyx Court series. Nicholas is nowhere in the novels, so there will be no spoilers for the Onyx Court if I tell you I may have been more cruel to him than any other member of the Merriman family save Francis. (Who did appear in the novels, so if I tell you his role in the game was pretty much the same except it ended a little bit worse, you’ll have some scale for comparison.)

Memento was a Changeling game about a group of faeries reincarnating in mortal hosts over a period of centuries, trying to create the Philosopher’s Stone. They were assisted in this process by a faerie-blooded human family, the Merrimans, who passed down the knowledge of their quest through the generations . . . but lost bits of it along the way, because seven hundred years is a long time to keep that kind of thing alive. Nicholas, living in the modern day, had only the fragments he’d gleaned from his Alzheimer-afflicted grandfather, and almost no connection to the faerie world whatsoever.

Under the mechanics for fae blood in that game, Nicholas was permitted one single “fae gift,” i.e. an ability inherited from his changeling ancestor. It could be a powerful ability, but he could only have one. I chose Parted Mists. In Changeling, the Mists are a metaphysical force that causes human beings to forget about magical things: to come up with “rational” explanations for them or dismiss them as mere fancy or just forget them entirely. Parted Mists allowed Nicholas to actually remember his interactions with the PC changelings, which was pretty necessary to make the plot go; ergo, my decision seemed like simple common sense.

So they meet Nicholas and realize they were doing something important and go through a process that causes them to remember their past lives, which takes up the bulk of the campaign, with them flashing back to previous centuries (and previous Merriman helpers) before finally snapping back to the present day and finishing what they started.

By which point I had realized that I had been horrifically, unthinkingly cruel to Nicholas.

Because he remembered.

Here’s the thing about Changeling: in that setting, there is a magical layer to the world that we can’t generally see. Changelings can see it; children can see it, but lose the ability as they grow up; adults can be temporarily enchanted to see it, but the Mists make them forget after the enchantment fades.

Nicholas did not forget.

After he met the PCs, Nicholas knew that he was living in grey, dreary Kansas. He knew Oz was right there, all around him: a fantastical world filled with color and magic and wonder. He knew the PCs lived in that world, and he’d been permitted to visit it a few times. But every time, the magic ended, and he was back in black-and-white Kansas — remembering precisely what he had lost.

I did not mean to be so cruel to him. But I was, and it took me months to realize I had been.

And that’s more or less what I’ve done to Julian. Not the same flavor of cruelty, but the same failure to notice until an embarrassingly long time later. The good news is, I have noticed, and that means I can make story out of it; that’s what I was doing last night. Not only that, but in writing up the problem, I realized it had a whole second layer to it, so that he’s asking Kim the question she hears, and also a second question she won’t hear until it’s almost too late.

If I’m lucky, readers will hit this part of the story and think “oh, wow, that’s a really awesome thing Marie Brennan set up there.” They won’t realize how much of it was an accident, that I only just caught at the last second. πŸ™‚

tonight’s random train of thought

Faffing around, putting off actually getting started again on work like I should, browsing the web, come across a mention of Wendy and Richard Pini, spend a moment imagining what I would say to them if I met them.

Remember that way back in the day, I bought the Elfquest RPG and made a bunch of characters, but never actually played the game; just sat around making up stories that more or less amounted to OC fanfic.

Probably a good thing we never actually played it. I think the game was Chaosium, and I don’t recall the system being really all that well-suited to the setting — not that I would have known the difference at the time.

Hmmm. What would be a good system for running an Elfquest game?

. . . no, I’m not actually planning on running such a thing. File this under “fun things to fiddle with,” like my hack of Cinematic Unisystem for Harry Potter or Mage: The Awakening for the Wheel of Time. (Or, um, Pathfinder for Dragon Age. Except I actually ran that one for a while.) But I open the floor to suggestions: what would you use for Elfquest? I personally have no idea, but I’m curious what other people might suggest.

speaking of Ree . . . .

Possibly the easiest way for me to encapsulate the character I talked about in a previous post is by linking you to this song.

It’s an amazing remix all on its own. I love the way it builds, wave-like: it keeps climbing and then receding, stepping back to a quieter level when you expect it to bust out in full Linkin Park screamo yelling. πŸ˜› But more than that, it fit beautifully with Ree at the pivotal moment of her story, the brink of her metamorphosis from the broken, lost thing she had been for eons back to her original self. “I’ve felt this way before” . . . she’d been shattered, and had tried to piece herself back together — thought she had succeeded — but then during the course of the game she was shattered again, falling back to square one, so far from her goal it was almost impossible for her to believe that she was actually closer to it than ever. “Against my will I stand beside my own reflection” . . . she sold half her soul to someone else, not realizing that was what she was doing, and she had to reclaim it. “Without a sense of confidence, I’m convinced that there’s just too much pressure to take” . . . the problem with her Seelie side was that it had too much confidence, without the fatalism of her Unseelie half to temper it, which is how she got broken again, and then the symbolism of the diamond and pressure over time pretty much guaranteed I had to use this song. This was Ree at her lowest point, one step away from victory, and the tension that builds throughout this evokes those days perfectly in my mind. There’s more to it than one song, but I can point to the song and say, this. This is why I can’t forget her story.

When I make soundtracks for characters, or for games I run, or for novels, many of the songs are filler. They go in because I want the whole story in music, and so I pick the best matches I can; in the really good soundtracks, even the filler is pretty solid. But this? This is why I go to the effort. For the one or two or five songs that are the story, the ones that become so linked with the narrative that they end up feeding back into it, and it can be eight years later and hearing them still brings the story to life in my head. This is Galen walking into the chamber below the Monument. This is Dead Rick getting his memories back. Here’s the entire second half of Doppelganger, according to my half-dozing brain when I was in the middle of writing the book; I can quite literally map segments of the novel to the various stages in the music, because my subconscious had decided this was the outline it was writing to. (Much like what happened here, though that was on a smaller scale.)

It’s no accident that I also love film scores. Pairing music with story — turning music into story — is one of my favorite things. Since I’m not a composer, I have to settle for the mix-tape approach. Sometimes it works out very, very well.

I’d say “you can’t make this stuff up,” but apparently you can

So there’s this game called Crusader Kings II, which is a strategy game in which you play a medieval European dynasty — yes, you read that right, a dynasty. At any given time your “character” is the king of that dynasty, but when he kicks the bucket you switch over to playing his heir and so on. (Or her. But getting female inheritance going is near impossible if you aren’t Basque, and playing as Basque is near impossible all on its own. So.)

It’s quite well-designed; the people behind it seem to have a decent grasp of how medieval politics actually worked. You can’t go to war unless you have a casus belli, so no invading your neighbor without at least a fig leaf of justification. You spend half your time marrying off your unattached relatives, so that you’ll have allies when you do fight a war and three generations down the road your heir might inherit the crowns of four kingdoms. Etc. And after a while they started releasing expansions for non-Christian or non-kingdom options: The Old Gods for European paganism, Sword of Islam for the Middle East, The Republic so you can play as Venice or some place like that, Sons of Abraham for Judaism, Rajas of India for the subcontinent, etc. I haven’t played those personally, nor do I know all of the cultures in question well enough to judge quality, but I get the impression they continue to do a decent job of modeling historical dynamics in a realistic fashion — within, of course, the abstracted framework of a political/military strategy game.

. . . a mostly realistic fashion, that is. Because one of the DLCs is Sunset Invasion, in which the Aztecs invade Europe during the 13th century. Y’know. Like they did.

I thought, okay. The people making this game are obviously geeks, and geeks come up with these wild, over-the-top ideas. They’ve gotten it out of their system now.

Friends, I was wrong.

I was so very, very wrong.

You guys. I wrote a CKII fic for Yuletide this past year. I made it as crazy as I could, based on my experiences with the game and some advice from my husband, but I’m well aware that it fell short of the full craziness CKII can produce. But even had I hit my mark . . . it would have been nothing compared to that tale above. All hail Sebdann, spawn of Satan and Queen of Milesia!

she’s a changeling; they get reborn all the time

I have no idea when and how I will do it, but I suspect that one of these years, Ree is going to find her way into some piece of fiction I write.

She was my Changeling character in a long-running LARP, and over the course of five years of playing her, I worked up a fascinatingly complex framework for the metaphysics of her personality. She was a changeling: a faerie in a human body, which meant that psychology and metaphysics and narrative were essentially three sides of the same coin (and hey, it’s the Dreaming; why can’t a coin have three sides?). I don’t know why she came to mind tonight, but she did, and I found myself re-reading the transcript of a scene I once ran via e-mail. Jadael hosting people at his manor for some kind of party — I don’t remember why — and Ree in the middle of her cyclical Court change, which meant she was Unseelie and overwhelmed by fatalism and taking it out on everybody around her. So Jadael, being the perfect host, took her to a building out back and let her beat the ever-living shit out of him in a fight . . . because that was clearly what she needed. Which was both true, and not. It probably wasn’t good for her. But it made her feel better, because she had more anger than she knew what to do with, and whaling on Jadael with her fists let her inflict the fatalism on him, too, and make him bleed into the bargain. And there’s the whole layer that got added in by the Mesoamerican faerie stuff I had invented — stuff which got reworked into “A Mask of Flesh” and several other stories from that setting I haven’t finished and sold yet — Ree formally thanking Jadael at the end for giving her blood, which meant more than he realized, because of the concept of a debt of blood and what it signified to her. She was a diamond that had been shattered, and ultimately I got her out of the pit of her Court change and her fatalism by way of a metaphor, Ree understanding that you don’t fix a diamond by gluing it back together, you recognize that what you have — what you are — is coal, and you make a new diamond through unspeakable pressure over a long period of time.

I don’t think you can tell that story with a human being. Whatever I do with it would have to be higher-fantasy than that, because you need somebody whose soul is a story, somebody who exists through and for the telling of stories, who can re-tell her own story to fix what got destroyed so long ago. Somebody whose psychological problems are metaphysical and metaphorical at their root, tied up in diamonds and blood and fire and ice. Parts of it will go away, I’m sure: the two jaguars and her totemic tie to them, which is straight out of the Mesoamerican stuff and will wind up in the Xochitlicacan stories if it winds up anywhere. The specific framework of the Changeling cosmos, with Seelie and Unseelie and Ree as an eshu. Many of the characters she interacted with. But something about the core is still there in my mind, simmering away, and like blood, it will out.

Someday. Somehow. I’ll let you know when it does.

Storytelling in Treble Clef

I don’t know what it was — my early education in piano; natural sense of pitch; heck, maybe even the ballet training — but something apparently wired my brain to closely associate music with stories. And over the last ten years or so, I’ve taken that tendency and made it foundational to how I work.

I’ve been thinking about this because I finally, after a variety of false starts, have figured out the “sound” for the Dragon Age game [profile] kniedzw and I are running. I realized that Ramin Djawadi’s music for Game of Thrones fit really well, so I went looking for more of his work, and simultaneously started browsing through the scores for other shows in the genre John Perich dubbed Blood, Tits, and Scowling. Trevor Morris’ work on The Tudors and The Borgias falls into precisely the tone I’m looking for. So I’m slowly acquiring music and building out playlists for various moods — creepy scenes, grand scenes, battle scenes, etc. And as I do so, the game coheres in my head.

This is why I was asking for Polynesian music earlier (and by all means, bring on more recommendations!). It isn’t that I can’t write a book without building playlists for it . . . at least, I don’t think so? I used to do it all the time. I’d have one or two “theme songs,” and that was all I needed. But now, figuring out the sound of a story is part of my process. And it isn’t just cat-vacuuming, I promise! In order to pick music, I need to know the feel I’m going for — so picking music helps me decide on a feel. When I make an actual soundtrack, with track titles and everything, I make decisions about what the important parts of the story are, and what their shape is or should be. It’s a musical outline.

Approaching it this way gets me thinking about the story from a new angle, with a different part of my brain. Music can route around all the fiddly little details and get to the heart of it, the mood and response I’m trying to evoke. Sometimes it even creates the story.

So if you’ll pardon me, I need to go check out the soundtrack to Rome.

This entry was also posted at http://swan-tower.dreamwidth.org/594846.html. Comment here or there.

screw subtlety

I’m running another role-playing game right now, and several times of late I’ve found myself saying the same thing:

“Screw subtlety.”

It happens because I’ll be planning some kind of plot, and chasing my own tail trying to figure out how to introduce a new element without making the player-characters suspicious. This is difficult when the PCs are being run by players — people very familiar with narrative conventions. When I told one of them the prospective fiancée for his nobleman was a meek, sheltered girl, his reply was “Gamer brain calls bullshit. I expect she has twenty-five skeletons and four fresh corpses in her closet.”

In a novel, you can get away with a higher degree of subtlety, because you control your characters’ thoughts. They don’t know they’re in a story (not unless you’re writing something very metafictional), so they won’t reflect on things the same way a player will. And while the same thing is theoretically true of a PC, any time you ask the player to ignore something that’s obvious to them out-of-character, you create a disjunct. Sometimes this can be fun, but other times it’s frustrating, because they have to role-play their character being blind to an idea they can see. Looping back around to novels, again, the same thing can be true of a reader — but since the reader isn’t actively participating in the story, the frustration is usually less severe. If you write your characters well, the reader will go along for the ride, blind spots and all.

So this is why I keep saying “screw subtlety.” Rather than bending over backwards attempting to make something not suspicious, embrace the suspicion! Why yes, this is weird; you have every reason to give it the side-eye. Knowing that up front doesn’t tell you what’s really going on. You’ll have to work to get the rest.

Doing that is surprisingly liberating. I think it’s a cousin to the notion of “burning plot” — making the cool stuff happen now, and letting it generate more cool stuff later, rather than trying to save it and have the lead-up be flat and boring as a result. Instead of making plot out of the characters figuring out there’s something weird with X, let them know that from the start, and move on from there. It doesn’t work in all situations or for all kinds of stories, but where it does, the result can be a lot of energy and momentum.

Which is why this is something I try to keep in mind for novels as well as games. Am I better off trying to come up with a plausible cover story for a given narrative element, or should I just let it show its face to the world?

This entry was also posted at http://swan-tower.dreamwidth.org/593817.html. Comment here or there.

Four! It’s a miracle.

Wow. This may be the ugliest first draft I’ve produced in ages . . . but it’s a draft, and a draft is fixable. Much more so than a story that doesn’t actually exist.

No title. It’s the Catherine Rochester story, for the tiny number of people who know who Catherine Rochester was. Though about all it has in common with the original character by that name is, well, the name, plus shapeshifting, undercover work, and the world’s worst identity crisis. (I made it much worse this time around. In fact, that’s the core of what the story is about.)

Four short stories in the last four months. It’s like I’m an actual short story writer again.

This entry was also posted at http://swan-tower.dreamwidth.org/592707.html. Comment here or there.