Empire
of the Summer Moon by C.S.Gwynne.
The
horrific and sustained level of violence in the mid-to-late stages of
the game are clearly inspired by Gwynnes relation of the Indian Wars.
The
fact that in early drafts of the game all PC's were referred to as
'settlers' shows the clearest link. Though all such references were
utterly expunged in the 1st edition.
Stuarts
controversial zero-sum approach to cultural and political development
has attracted criticism, though it is difficult to tell if this is an
ironic statement on Stuarts part. This may be the first development
of 'ghost protocol' rule systems that play such a large part in later
editions.
Blind
Descent by James M.Tabor
Stuarts
noted obsession with large underground spaces is well documented. The
random tables for vast subterranean Karst formations give us some of
the most poetic and lucid prose of the first edition. Many players
recall being inspired to start their first game simply to explore
these ex-luminous negative spaces.
Is
is a source of almost universal frustration that the tables are
almost impossible to use coherently. Later hacks and adaptations have
produced workable versions, but always at the cost of the poetic
element.
Stuarts
self-devised system for 'easily and and intuitively mapping
3-dimensional underground spaces' using pipe-cleaners and beads has
never been successfully used by anyone.
The
Theatre Work of Edward Gordon Craig
Few
players will fail to recall images very similar to this one
and
this one.
Once
again we see an obsession with vast underground spaces, the human
figure (and human actions) isolated yet, somehow, focused by the rich
negative space around it.
Few
are aware that Craig's influence applies not only to the interior
art, and creative inspiration for the Karstic tables, but also to
design. This image of Craig's illustrated Hamlet shows almost exactly
the same page layout and design sense as the 1st Edition.
Though parts of the 1st edition are given as a Socratic dialogue, between designer and player and between GM and Character, attempts to present it as a dramatic work have always ended in failure.
Unquenchable
Fire by Rachel Pollack
A
random roll for gender at character creation and again at every third
level when in the presence of magic, is the most direct of Pollacks
influences in the game.
Stuart
caused controversy when a transcript of an alleged Internet chat
emerged in which he railed against Pollacks 'hippie-ocalypse' and
ranted for several non-punctuated pages about a wide variety of
apparently unrelated political topics. Stuart has denied any
connection to the transcript.
Pollacks
influence is clearly shown in the magic system. The use of extended
improvised poetics and the rapid power exchange between the player
and game master, sometimes peaking in a total and immediate reversal
of roles, is one of the most unique features of the game. Many
players got there first taste of running a game after an unexpected
use of magic and some of the most famous campaigns have experiences
multiple, unplanned reversals of this kind.
Personal
Memoirs of U.S.Grant.
MCLELLAN!
Ah, who does not recall the first appearance of MCLELLAN in their
game. That remarkable and engaging enemy/ally figure does more than
anything else to add a much needed humanity to what is often little
more than a disturbing palimpsest of strange encounters. The dice
matrix used for generating Random Falstaffian Counterpoints of
Occluded Motivation are one of the most exciting and most-often
copied parts of the game. Here, if nowhere else, we can truly say
that Stuart has added something to the hobby as a whole.
The
Air Loom Gang – Mike Jay
The
re-working of almost all villains in the setting as imaginary
telepathic machines, manned and created by schizophrenics, is one of
the strangest and most disturbing aspects of the game. Few first time
players will fail to recall the final door in castle Roscoe opening
to reveal, not the cackling Vampire Monroe (who had taunted the
players during the whole level) but the shadowy, clattering form of
an impossible machine, manned by the insane.
In
fact about 80% of players who were introduced to the game by the
'Roscoe's Folly' adventure simply stopped playing after the first
level. It is of interest that almost all the designers and writers
for later editions of the game were drawn from the remaining 20% from
the same adventure.
nice nice nice
ReplyDeleteWould that we lived in a world where Random Falstaffian Counterpoints of Occluded Motivation dice matrices are objects of emulation.
ReplyDeleteHeh, this is neat. In your research did you find any more information on character classes/roles?
ReplyDelete