Tag Archive for 'Nostalgia'

Wiki-Wiki-Wah-Wah

I love wiki sites; especially ones about games and TV shows. The level of detail that some of them go into about the most trivial minutiae of their subjects is truly astonishing and would rival a real encyclopaedia for scope.  Some of my current favourites are:

  • Tardis Index File
    The Doctor Who Wiki. What this site doesn’t know about Doctor Who is plainly not worth knowing. If you don’t know your Dalek from your Sonic Screwdriver this will sort you out. The articles are well written, well researched and many hold behind the scenes information that adds insight into design and story choices that were made while the show was being created.
  • Memory Alpha
    This one is the daddy of all Sci-Fi show wikis. A vast library of infomratipn on every possible aspect of the Star Trek universe from Andora to some alien Kirk punched out once that has a name beginning with Z. Much like the Dr Who wiki above there’s a wealth of informaiton about the show’s production that’s almost as interesting as the articles themselves.
  • Wookiepedia
    The Star Wars Wiki. This one is a monstrously large and detailed site. It had to be though as Star Wars has to be one of the largest franchises in history.
  • He-Man Wiki
    Everybody loves He-Man! By the power of Grayskull etc. This Wiki gives the lowdown on what the power of Grayskull really is, and a lot more besides.
  • Unofficial Elder Scrolls Pages
    An exhaustive Wiki that covers everything to do with the Elder Scrolls games from The Elder Scrolls: Arena published in 1994 to the recent award winning The Elder Scrolls IV: Oblivion. Indispensible if you want to know everything there is to know about Bethesda’s incredibly detailed world.

Writing Musings

I’ve just found an old, almost prehistoric notebook of mine from the mid-nineties. What’s unusual about this particular book is that it contains quite a sizeable chunk of a role-playing game that I had put quite a lot of work on, but that I had completely forgotten about until now.

The game idea, from what I can make out of my faded teenage writing, appears to be based around a Gothic Victorian, or maybe Edwardian, Earth.It certainly seems to be set sometime in the late 1800s and early 1900s, but the setting is fairly indistinct. I could argue that that was deliberate to avoid having to prescribe too much to potential players, but I think that it’s far more likely that I didn’t know enough about the period in question to write a comprehensive background section. In an age just before the emergence of the World Wide Web information like that took time and effort to research and the history section of the school library wasn’t exactly overflowing with information.

I think, from what I’ve read and what I remember, it was partly inspired by the Ravenloft setting for Dungeons and Dragons, or maybe by some of the HP Lovecraft books that one of my friend’s had. I also sense a slight hint of maybe White Wolf and their World of Darkness edging in, but the. Strangely it also bears some resemblance to the League of Extraordinary Gentlemen, Van Helsing and several similar “action/horror” movies that came out in the early to mid 2000s.

The setting and tone are very rough around the edges, and I’ve returned the thing to its hiding place lest it be purged during one of my folk’s regular top-to-bottom clear-outs, but it has intrigued me. Imagine it, a gothic horror version of London, or maybe even Glasgow. A city trapped on the cusp of a new century, but being held back by the demons and ghosts of the past. A metropolis trapped in curling, endless fog and long cold nights. Strict class divisions, strange artefacts from foreign lands that stand as horrible sentinels  in monolithic museum. Maybe an ancient evil stirs in the filth alleys and dingy workhouses. Then a lone crusader, a saintly hero or a dark anti-hero, strides out into the night to do battle with it. The fate of the British Empire, civilization and the world!

I believe

El Kat and I watched the outstandingly funny Boat That Rocked at the weekend, and there’s one scene in particular that has awakened an old memory in my dusty old mind. Roughly halfway through the crew are all sitting out on deck drinking beer and talking. They play a game where one person says something beginning with the words “raised you’re hands if you’ve never…” and then says an action or scenario, usually something embarrassing, and the others have to raise their hands if they’ve done it. They take it in turns to go around the group choosing actions and telling embarrassing stories. It’s a funny scene that does a lot to help get to know the characters within their world.

I’m sure that it’s not a great stretch to say that nearly everyone has played the game Truth or Dare at some point in their lives. I wonder however if any of you have ever heard of a game that a few of us invented as students while out for the night at Jim’s Bar in the Queen Margaret Union circa 1998.

Maybe it was the product of one Carlsberg too many, or maybe it was just a by-product of the urge to expose philosophy, moral indignation and personal views while under the influence.

The rules are fairly simple. Everyone takes a turn to say two facts about themselves. The facts must stated in a certain way: The first must be “I believe…” and the second “I do not believe…” followed by whatever you believe or do not believe in. The only other rules are that these must be statements of actual belief, and not just jokes specifically at one of the other player’s expense.

I suppose there isn’t really a point to the game, it’s just a kind of variation on truth or dare.

Given our states of mind, and the philosophical nature of our debates the game often focussed on religious, moral and social topics. I’ve included a few of my own below to give you an idea of how it works.

I believe that nothing worthwhile is ever easy
I do not believe that the ends justify the means

I believe that all human beings should be free and equal
I do not believe that human rights can be given or taken away

I believe that any human can be a monster by their own choice I do not believe that an entity like “The Devil” is the cause of all evil in the world

I believe in God
I do not believe in the way that he is portrayed by religion

I believe religion is a social construct to control humankind I do not believe that we can comprehend or communicate with God

I believe that all gods are the same God
I do not believe that any faith is less valid than another

I believe that all humans have an equal capacity for good and evil I do not believe that

I believe that human greed is the root of all evil
I do not believe that human greed will ever be satiated

I believe the world will end when the sun dies
I do not believe the world will end if humans die

I believe we are the sum of our actions, words and choices
I do not believe that humans are born sinners

Campaign Ideas: The Rise of Evil

I often regret that I haven’t had more of a chance to indulge in playing RPGS. Unfortunately as I’ve said in previous posts there tends to be a lot of wariness on the part of most people to take part in such a thing. It’s annoying that those selfsame people have no problem with making a fool of themselves playing Wii-Sports or warbling out I Will Survive at the pub karaoke. I’ve never let the lack of players stop me from coming up with ideas for campaigns and scenarios to play through should I ever manage to somehow acquire a new gaming group. My ideas don’t go to waste of course, but they do tend to get half scribbled into a notepad or a half started short story and forgotten for years.

One of the ideas that I’ve had bouncing around for as long as I can remember is a campaign called “The Rise of Evil“.

Most RPG scenarios are needlessly clichéd and episodic. The players and their characters stumble from one loosely related adventure to the next, killing monsters and taking their treasure. Eventually they’re richer and more powerful than most of the kingdoms in their world, but by then most campaigns have petered out through players moving on, or simple loss of interest in proceedings.

The clichés aren’t restricted to the general plot and proceedings either. The villain of the piece is invariably an ancient evil dragon/necromancer/wizard/nobleman/vampire (delete as appropriate) that rules from an impossibly over fortified residence hidden somewhere like the Swamp of Death, Forest of Darkness or Mountains of Pointy. The place is invariably filled with illogical traps, monsters that are inside locked rooms where there’s not enough room for them to turn around, let alone live in comfort, and treasure left lying around in plain sight waiting for a gang of hapless adventurers to come along and steal it.

I wanted to run something a bit different, something that would give the players an involvement in their world and the events that shape it.

The first quest would, by necessity as well as design, be a low level one. A simple search and retrieve, or maybe hunt and slay, mission for a local worthy. Hopefully for tradition’s sake their job wont start out inside a local tavern with buxom serving wenches either.

I have always thought it would be best if the player characters started out as members of the local community. Farmers or artisans within their community rather than a bunch of itinerant adventurers wandering through town. It promotes some proper role-playing in that they have commitments and attachments to non-player characters and institutions that they wouldn’t otherwise have. There’s more of a motivation for the characters when they’re acting in the interests of their community rather than solely for gold and silver. There’s also a greater element of realism involved when they’re focused on a local area and feel a connection with it rather than the usual staple in adventuring where they’re focussed on gathering loot and gaining levels.

The first adventure would see the characters starting out on a fairly mundane day in their small village community. A sudden influx of low level monsters, or the disappearance of an important NPC, maybe both, would see the characters band together to investigate the source of the problem. They would find a forgotten crypt, or crumbling ancient temple in a desolate area of forest near the village and in the course of investigating they would come across several challenges from monsters and the crumbling environment of the ruin. Ultimately they would emerge victorious having removed the threat to the their village and having enriched themselves through gems, items and gold pieces in the process. Mixed into these pieces of loot, and throughout the ruin, will be vague hints of an ancient evil and prophetic statements about its return, ages of darkness, apocalypse, fire, brimstone and all that fun kind of stuff.

I know what you’re thinking: Other than the NPC community aspect this is a fairly generic start to a campaign. Well you’re right it is, but that’s part of the beauty. It lures the players, and as a consequence the characters, into a sense of false security. They believe that they know what’s what from the outset. They’ll naturally assume that the troubles and situations that they encounter are all interconnected and the work of some over arching evil menace that they’ll have to defeat to “win the game”.

Really though what I want to do is create something unique. To begin with there wont be an over arching force of evil in the world. There wont be a conquering army of undead, or a demonic apocalypse. There will just be a party of adventurers that increasingly find themselves called on by the locals to help them out when they encounter a situation that gets out of their depth. In return they bring in wealth and prosperity to their community. All fine and admirable for a group that aspires to be known as heroes.

The trouble, and the core of the campaign will develop slowly and methodically from the smallest seeds. The principle villain wont be an ancient vampire, or a mad wizard or a tyrant he’ll be a local merchant. A merchant made powerful, wealthy and influential by the influx of goods and materials that the characters unwittingly trade with him. His influence will spread slowly, like a black cancer through the community, encompassing murder, extortion, intrigue, theft and intimidation. The worst aspect of his rise to power will be the fact that at first he is an unassuming, country storekeeper with little interest in anything but tending his store and serving the community. The banality of this villian, and the slow rise of his evil would be the difference between this and other campaigns. He doesn’t spend his days cackling in a mountaintop fortress, or hunting down the scattered pieces of the Amulate of Ultimate Power, or even trying to overthrow the rules of the kingdom. He just uses his resoucefulness and lack of moral centre to futher his own petty ends of power and influence.

Mainly I’m taking cues here from figures like Chairman Mao, Mussolini and of course Adolf Hitler. Normal-ish human beings that have taken on monstrous proportions through power afforded to them via legal means. In essense the characters will indirectly create their own greatest opponent. One that is far more dangerous and insidious than a high level mage, and in his own strange way more powerful than a high level fighter all armed and supplied by their own cast offs.

It’s an odd idea, having such a banal villian in what is supposed to be a heroic, almost mythical saga, but I think it’s an interesting premise.

Having written this post I’m now starting to get an itch to start writing these ideas down, and maybe start developing the whole thing for use in the ever popular Dungeons & Dragons.

I wonder if there’s any fame and/or money in this stuff anymore…

Rab Cee

Although I had played quite a few choose your own adventure books, and especially the prolific Fighting Fantasy book series, I had never actually encountered role-playing games in their true form until I reached secondary school. My introduction came through a good school friend named Martin who had inherited a large collection of games and rulebooks from his older brothers when they moved out. The collection was eclectic, and probably worth a fortune nowadays, and included dozens of early Games Workshop games from their early pre-warhammer days, original copies of first edition Advanced Dungeons and Dragons rulebooks and heaps upon heaps of old White Dwarf. The collection was a veritable Aladdin’s cave of gaming treasure.

He also had recently acquired a copy of Dungeoneer that he brought into school with him one day. I don’t remember how we got talking about RPGS, but we uncovered a mutual interest in the games and their worlds.

Dungeoneer is the main rulebook for the Advanced Fighting Fantasy game system which is an extended and improved version of the rules used in the Fighting Fantasy books. Written by Marc Gascoigne and Pete Tamlyn it is unusual in the RPG field as it was published by Puffin Books, an internationally known publisher of mainstream children’s fiction rather than by a specialist RPG publishing house. Even more unusually it was a trade paperback sized book that could be found on the shelves of John Menzies.

My first ever character carried the resplendently half-inched moniker of Rab Cee. He was supposed to be a fighter/barbarian type from the far north, and naturally he had high skills in hitting stuff with weapons and grunting. Unfortunately his intelligence was on par with a wooden door stop and his social skills were somewhere between the Incredible Hulk and a dead frog. In all fairness he was little more than a two dimensional caricature based on Rab C Nesbitt. That is Rab C Nesbitt if he had lived in world of swords and sorcery and had developed an unhealthy interest in both fire and more specifically magical fire pellets.

Even though you may already have guessed, I suppose I should stop here and tell you what the hell a fire pellet is. Now, as I’ve already described, my mate Martin who got me into the whole RPG thing in the first place had a couple of handwritten books of items for sale and monsters that could be used in the game. One of the items that caught my eye, after the prerequisite two-handed sword and coat of mail armour, were the fire pellets. A fire pellet is a glass sphere, about the size of a tennis ball, filled with a volatile incandescent liquid. I suppose you could think of it like a sort of magical grenade, if a grenade was filled with atomic napalm and exploded at the slightest impact. Smashing just one of these things was the equivalent of setting off a fireball spell and could unleash holy hell on whatever it hit.

In hindsight they’re probably not the best thing to give to a starting character, especially when the player is only twelve…

I spent most of Rab’s starting allowance of gold pieces on a two-handed battleaxe, some chain mail armour and a leather sack filled with as many of these magical bombs as I could afford. I even sold off some of his standard equipment such as rope, grappling hook, his bedroll and even his torches were all sacrificed to finance his fire pellet fetish.

In the context of the game Rab didn’t live long, even though on my character sheet he was clearly marked as being 32 years old, which seemed an adequately ripe age for a drunken pyromaniac.

I’ll admit I wasn’t even subtle about Rab’s characterisation. He quickly devolved into a strange mix of pyromaniac and manic drunken social menace. He had little regard for property and even less regard for whatever quest or mission he had been hired to perform.

My first ever game took place on a rainy day in first year at school when we were packed inside out of the way of the weather. A group of us gathered round with Martin running as the Games Master and the rest of us with our hastily created characters eager for adventure.

There was Rincewind the kleptomaniac wizard who pilfered anything that wasn’t nailed down just in case it was useful as a magical reagent, Tamarall the noble, pompous and self righteous elf archer and Stumm Greybeard the doughty dwarf warrior with a peg leg made of solid iron.

This seminal adventure started out, as they often do, inside a busy tavern somewhere in the pseudo-medieval village of Hoganford. The word amongst the drunken scuttlebutts was that a gang of bandits was terrorising the local farmers and robbing travellers on the road towards the nearest major town. Recently they had grown so bold as to kidnap the infant song of the village mayor and demand a ransom for his return. The local head-honcho was looking for some people to take care of the bandits and rescue the kid.

Naturally the goody-two-shoes elf volunteered us all for this mission in spite of Rab’s heartfelt objections. We filed out of the Tavern, well I say filed. Rab, acting very much within the character I had defined, had to be forcibly dragged out of the establishment with a rope and pulley system.

While Rab stood swaying in the sunlight, narrowly making saving throws to avoid projectile vomiting or collapsing unconscious, the rest of the party interrogated the locals for information. While rolling up these random encounters Martin managed to hit on an odd occurrence whereby Rab noticed a sound coming from down a nearby well. Having encountered deadly random creatures leaping out of stuff in the original Fighting Fantasy books I, and Rab, became convinced that something mighty nasty was lurking at the bottom of the darkened well. Concerned that most of the stuff in the bestiary list which lived in dark underwater caves was too strong to deal with, and lacking a rope and grapnel to investigate the depths of the well Rab naturally decided to drop in a fire pellet to clear it out. Rolling for damage I managed to hit the maximum on all the dice which roughly results in the equivalent of setting of an atomic bomb in the bottom of a very small, shallow well.

The resulting geyser of superheated steam erupted about a hundred feet in the air, and at the top of this fountain of boiling water was the charbroiled corpse of the mayor’s kid. See it turns out that the kid was just lost and the bandits had tried to take advantage of the situation to try and pilfer a reward from the local worthies. Unfortunately this plan was foiled, violently, spectacularly by one man and his obsession with magical explosives.

The townsfolk naturally got a bit pissed at the death of an innocent child, and got out their torches and pitchforks to bring “those damned adventurers” to justice. Sensing that maybe they were in over their heads the rest of the party tried to negotiate with the townsfolk, but Rab sensing that any negotiation would probably result in him being lynched, decided to go down swinging.

The local magistrate had by this point turned out the village’s small militia to try and bring the situation under control before something unfortunate happened. He demanded that the party lay down their weapons and surrender so that the situation could be sorted out with the due process of law. The goody-goody elf and the dwarf both complied immediately. Rincewind had long since vanished into “the shadows” and escaped to the edge of the village and Rab was digging another fire pellet out of his leather bag.

The militia seized the elf and the dwarf. Rab seeing that he was next lobbed a fire pellet into the crowd, a quick dice roll for almost maximum damage later and a dozen charred corpses were flying through the air. Mad with power Rab started lobbing fire pellets around like an Indian fast bowler on steroids. NPCS ran for cover as the half drunk barbarian became Hogansford’s own version of the apocalypse. Houses burned, shops exploded into matchwood and people went sailing through the air propelled by the deadly power of exploding fire pellets.

In an effort to stop the rampage the Elf and the Dwarf both tried to grapple Rab to the ground and overpower him, but instead they all managed to topple over and land on top of the sack containing the remainder of the fire pellets…

Reportedly Rincewind, who was by now over ten miles away on a stolen horse, had most of his hair singed off by the resulting blast and Hogansford was reduced to little more than a deep crater somewhere in the eastern woods.

In all the game, and Rab’s career lasted less than half an hour, but I was bitten by the RPG bug and never looked back from that point on.

Sounds Of A Generation

As it’s my birthday I thought I would indulge in a spot of musical nostalgia and take a look at the age old question of what was Number One in the charts on the day I was born. Wikipedia quite usefully lists all the UK number one singles since the chart was first created way back in 1952, but thankfully I didn’t have to go quite that far.

August 21st 1979 was the last week of a four week run at the top for The Boomtown Rats with their hit I don’t like Mondays. It’s not a particular favourite of mine, but it was an OK song as things stand, especially in an era polluted with neon, flares and disco music.

Having discovered the lists of Number Ones I decided to have a trawl through and see what else was number one in the last thirty years:

1979 – The Boomtown Rats – I Don’t Like Mondays
1980 – Abba – The Winner Takes It All
1981 – Shakin’ Stevens – Green Door
1982 – Dexy’s Midnight Runners – Come on Eileen
1983 – KC And The Sunshine Band – Give It Up
1984 – George Michael – Careless Whisper
1985 – Madonna – Into The Groove
1986 – Chris de Burgh – The Lady In Red
1987 – Michael Jackson with Siedah Garrett – I Just Can’t Stop Loving You
1988 – Yazz and the Plastic Population – The Only Way Is Up
1989 – Jive Bunny and the Mastermixers – Swing The Mood
1990 – Bombalurina – Itsy Bitsy Teenie Weenie Yellow Polka Dot Bikini
1991 – Bryan Adams – (Everything I Do) I Do It for You
1992 – Snap! – Rhythm Is A Dancer
1993 – Freddie Mercury – Living On My Own
1994 – Wet Wet Wet – Love Is All Around
1995 – Blur – Country House
1996 – Spice Girls – Wannabe
1997 – Will Smith – Men In Black
1998 – Boyzone – No Matter What
1999 – Westlife – If I Let You Go
2000 – SPiller – Groovejet (If This Ain’t Love)
2001 – Five – Let’s Dance
2002 – Sugababes – Round Round
2003 – Blu Cantrell – Breathe
2004 – 3 Of A Kind – Baby Cakes
2005 – McFly – I’ll Be OK
2006 – Shakira – Hips Don’t Lie
2007 – Robyn – With Every Heartbeat
2008 – Katy Perry – I Kissed A Girl
2009 – Black Eyed Peas – I Gotta Feeling

So there you have it. These thirty songs are essentially the soundtrack of my life, now repeat after me: What a load of SHITE!

Ah Believe In THE POWAH

It’s amazing sometimes how memories of the most mundane things can stay with you for years after the fact.  One particularly odd memory that I’ve had recently is of the South of Scotland Electricity Board adverts that used to infest the TV when I was young. Even more specifically than that however is the fact that the jingle from them has reached out across time and space and got stuck in my head on more than one occasion.

I’ve got no idea what sets it off as the SSEB was privatised in 1991, and nobody has ever replicated their campaign. I can only assume that I saw it in one of those “Hundred Greatest Advert” shows that they sometimes pollute the schedules with late on Saturday nights.

Finally though, I have a way to deal with the jingle if it gets stuck in my head as some kind soul has posted one of the adverts on Youtube. The advert is from 1987 when I would only be eight, and it bears all the hallmarks of an Eighties Scottish television production. Everyone speaks in an infuriatingly over pronounced K-HELVEN-sayeed accent, they don’t have a single word of real Scots thrown in and everyone is a yuppie even though real yuppies never came within a hundred miles of Scotland.

Without further ado: BEHOLD THE TWEE!

The Kodiak and the RPG

My little sojourn down memory lane the other day has reawakened my interest in role-playing games. As a result I’ve been flicking trough various game books and manuals over the last couple of days and smiling at some of the memories that they invoke. I can actually still remember why one book has a giant Pepsi spill over the index pages.

The vast majority of my RPG related collection lives in exile at my folks house where it takes up more than its fair share of space. Most of the books are well thumbed, and have been used and abused a lot of the years, but non more so that the various manuals and supplements for role-playing games. By my rough count I must have about thirty or forty books from various game systems over the years. Not an enormous collection as things goes, but fairly respectable considering my often meagre resources.

Role-playing is a hobby that has been much maligned over the years, by conservative groups, and by the public in general. Trouble is that even though games, and the genre’s they inhabit, have become more socially acceptable and mainstream in recent years RPGS themselves remain a niche hobby. A state of affairs that’s not helped by the arcane nature of the rules, the elitism and defensive behaviour of many players and the ever present social stigma of being labelled a “geek”.

Role Playing Games and I have a long history. I played them a lot thought-out my time at school and even on into university. I particularly enjoyed playing as the Games Master, or GM to use the vernacular, a role which is best described as part referee, storyteller, director, supporting actor and writer. The GM is the one with the hardest job within the game. They are responsible for creating a framework against which the players, and their characters, have to play. They provide the descriptions of surroundings, In short everything that’s done by the program itself in a computer RPG like Baldur’s Gate. It can be an exhausting process designing a world and many people prefer to play in one of the many pre-existing worlds that exist. Most games have some kind of default setting that best fits the tone and , some are a simple sketch work map and a brief idea of how the world works, others, like the Forgotten Realms, one of the principle Dungeons and Dragons settings, are so insanely well detailed they rival the real world.

I suppose it’s fair to say straight away that my friends and I were never what I would describe as “serious role-players”. As far as we were concerned it was more important to enjoy ourselves rather than worry about the details of our characterisation or the individual minutiae of the rulebooks. We weren’t self possessed role-players, but equally we weren’t just rolling dice and marking character sheets for no reason. It provided a powerful outlet for our imaginations, and a far more constructive environment than standing round a bus shelter with a couple of bottles of cider.

I like to think that playing these games came with a lot of unintended benefits. It stimulated my interest in history, politics and technology as I tried to find out about real world equivalents for what existed in the game worlds. I don’t think I’d know half as much about castles, medieval warfare or mythology if I’d spent my teenage years solely occupied with Sonic the Hedgehog or Rangers FC.

I also found that the act of having to consistently produce written notes and entire adventures that would entertain and amuse also served to develop my writing, planning and communicating skills. I might even go so far as to say that it was far more useful to me than simply sitting through higher English. It also helped develop my imagination and cognitive abilities; especially when the players would go off on tangents to the original adventure and the entire game had to be reshaped on the fly to suit their whims.

As a nostalgic trip down memory lane I think I’ll publish a few posts here and there over the course of the coming weeks on the subject of my role-playing experiences over the years.