URTH |
From: m.driussi@genie.com Subject: (urth) Wolfe RPGs Date: Wed, 28 May 97 19:43:00 GMT [Posted from URTH, a mailing list about Gene Wolfe's New Sun and other works] Reply: Item #5008537 from URTH@LISTS.BEST.COM@INET# cephalothorax, Thank you for your interest in "GURPS Book of the New Sun"! As for how it is going as a project, the two easy answers are "slowly" and "please tell us: download the (second) draft, look over it, and send comments to SJGames and/or me." Re: capturing the mood as key to the experience, I agree with you. (Urth as a "Gamma World" variant is an especially astute call--bonus points for "Thundar the Barbarian." It is as if you are reading my mind!) If we look at how "Original D&D" was actually played (nevermind for the moment the issue of what was published and how it was presented, etc.), it is hard to believe that Jack Vance's THE DYING EARTH or Tolkien's TLOTR had any sort of influence. Or that =any= "classics" of fantasy fiction did. In fact, the chaotic ooze had no real parentage and, imho, is primarily responsible for computer arcade games like Pac-Man, Donkey Kong, and all their more "serious/blood thirsty" descendants <g>. However, the RPG industry has been moving ever closer to issues of style =and= substance. "Recent" vampire-mania LARPs, where your local goths get out and literally "do it" out on the streets after dusk, show that "mood" and "context" are both valued commodities. Also the rise, however feeble, of "storytelling" games leads away from the elements appropriated by the computer arcade games. And there has been a tradition of author-sanctioned games-based-on-fiction, too (as opposed to the r/i/p/o/f/f/ "homage" scenario first pioneered by the first edition of "Gods, Demigods, & Heroes" which "borrowed" material from the works of Moorcock and Lovecraft). Having writ that, still--given the improbability of a "perfect" game, one cannot ensure that the players will play it in the perfect way. And likewise one can imagine people playing a quintissentially Vancean adventure from such an obviously flawed game as "Original D&D." Chaosium's "Call of Cthulhu," an excellent rpg based upon fiction, is a good reference point: how can the referee create the suspense and chills of a Lovecraft story when the players have knowingly signed up for a Lovecraftian adventure? (How to keep the usual gaming clowning around from turning it into "Ghostbusters"?) With this kind of self-knowing, can a true "Lovecraft" story take place as an adventure, or will it be more like "Prohibition Era: X-Files"? (Granted, the characters =all= must die or go insane, preferably both.) Re: "how many character points does it cost to wax melancholy?" LOL. In truth I've added a Fugue State mental disadvantage for those who have Severian-brand Eidetic Memory (tm), for those unpleasant times when you'd secretly rather be lost in memory (roll for hours) instead of dealing with the muck of the moment. Finally, this annecdote: when Neil Gaiman heard about the project he said (words to this effect), "How neat--a game where everybody tries to figure out who his own mother is." <g> =mantis=