Saturday, November 11, 2017

Harry Potter - Adventures in the Wizarding World

A couple of years ago I went into great detail about how, and more importantly why, a Harry Potter tabletop roleplaying game could and should exist. I direct people to the series of posts on this blog repeatedly, and (in light of new information) I thought I'd put all of the posts into one for ease of reference, update it a bit (as I've had some new ideas about how it could work) and add a new section at the end about the recent developments in Harry Potter gaming with the announcement of Portkey Games.

If you've been reading the blog, or know me even remotely well, you'll know that I love Harry Potter. My love of Harry Potter has lead me to ask many times "why is there no Harry Potter roleplaying game?" 

My pursuit of Harry Potter as a game has seen me look into the license many, many times, and a couple of times it has seemed like it could happen - talking to Warner Bros. and everything. But alas, it was not to be. 

I'm still convinced that a Harry Potter RPG is a great idea, but I think it has a couple of hurdles to get over - hurdles that could be tackled by getting the right message to the right people. 

The first hurdle is explaining what roleplaying games are - or more importantly, what roleplaying games are now and how amazing they can be.

Roleplaying Games - Using Your Imagination
Envelopes for Harry Potter Book Night 2015
at Waterstones, Norwich.

One of the truly magical things about Harry Potter is that it got kids reading again. Not only were kids reading, they wanted to read. I worked in a bookstore for seven years, and the greatest and most exciting experiences there were Potter book launches - the kids in their hundreds, dressed up for the midnight launch. The first one I worked we even had owls in the shop during the day. The atmosphere on the nights was amazing. 

What a Harry Potter RPG could do on top of getting kids reading, is get kids using their imagination in a truly social environment. So much of our time is spent staring at screens, whether these are TVs, our phones or computers, interacting with people via texts or messages, or even strange disembodied voices from the other side of the country telling us how bad our gaming skills are. 

Tabletop roleplaying games have the advantage of getting people together, face to face, sitting across the table and interacting. 

I've mentioned elsewhere on my blog that I got my first job in the "real world" due to playing Dungeons and Dragons - the boss interviewing me had been a gamer, and knew that it meant that I could communicate, work in a team, formulate courses of action, and (handily enough as it was a cartography job) could draw maps.

Dungeons and Dragons always has this social stigma associated to it - the image of grown men of generous proportions sitting in their basements. 

But going to a gaming convention these days, times have changed. There are far more women gamers (often more than men), and more and more kids playing. Boardgaming has become cool and popular again, and families are getting away from sitting in front of the TV and gathering around the table to play a game on a regular basis.

It's a great time for games, and a great time for roleplaying gaming.

The great thing about tabletop roleplaying is that it really stretches the imagination. Rather than being limited to the options of a videogame, RPGs allow your characters to do anything. You create your own stories, create characters with real depth and meaning, and work as a team together - not competing against each other - but together, creating your own stories and battling evil. 

The first hurdle in getting a Harry Potter RPG to be approved by J K Rowling and Warner Bros. would be to show them that roleplaying isn't what the stereotypes portray - certainly not any more. RPGs can be valuable social experiences that fuel the imagination and are perfect for kids and adults alike.

Creating Your Own Stories

The second great hurdle, and certainly one that I think is one of the tallest hurdles to overcome, is the concept of "creating your own stories", as we mentioned before.

Creating such a detailed and magical world, as is the world of Harry Potter, it's understandable to be protective of it. The events of the books are set in stone, and (despite being able to wander about and do strange things in the video games) you wouldn't want people playing Harry, Ron and Hermione and changing the events of the books.

However, if you set a game outside of the books, after the Battle of Hogwarts, but before the years when Harry and Ginny's children attend, that means the events of the books are held fairly sacred.

But the great thing about tabletop roleplaying games is that the stories you tell in the games, the adventures you play, they are yours and stay at the table. It's not like your stories are suddenly part of the official world. They are purely your own.

West End Games'
Star Wars RPG
A great example of how this works is Star Wars. There have been multiple roleplaying games based upon Star Wars (West End Games' one is my personal favourite, but there have also been ones by Wizards of the Coast, and most recently from Fantasy Flight Games). They allow you to play characters in the Star Wars universe, scoundrels, rebels, pilots, Jedi and more, throughout the many eras of the Star Wars history... but they never changed the Star Wars movies, they didn't become "canon", and they didn't ruin anything. 

Adventures were published for them, and some have been incredibly successful. But they're not part of the Star Wars universe outside of sitting around your dining room table, and in your imagination. The source material is incredibly safe.

For Harry Potter, other schools of witchcraft and wizardry could be created, making the events and characters at Hogwarts even safer, rather like the nameless schools that appear around the world in the PS3 video game "Book of Spells".

Of course, exclusive content, and fact checking direct from J K Rowling would be the ultimate way to go. It would be similar to the Buffy the Vampire Slayer RPG from Eden Studios. When we were working on the supplements to the game we needed the full names of characters that only had first names in the series (Faith and Kendra). Eden asked Fox, and Fox asked Joss Whedon who provided the surnames for the characters (Lehane and Young, respectively), which have now become official in books and comics since.

Communication to the Ministry

Those, I see, are the biggest hurdles. Once you get over the stigma of roleplaying, and the care required for playing in J K Rowling's world - knowing that the game would be great and positive for kids, and wouldn't harm the world of Harry Potter, it's plain to see that a Harry Potter roleplaying game would be an awesome thing.

How would it be done?

The keys to a great Harry Potter RPG would be twofold - keeping it quick, simple and easy so that the game is fast to play, quick and easy to pick up for new players, and doesn't get bogged down in rules that would slow down what Harry Potter is all about: storytelling. And secondly, creating a game that is true to the feel of Harry Potter's world. 

Over the years, as I mentioned before, I'd planned and plotted a Harry Potter RPG many times in the past. I'd even recruited my awesome graphic design friend Will Brooks to put together samples of possible designs for one of the book's layouts.

First attempt at layout for the Students' Book for Harry Potter: Adventures in a Magical World
(c) David F. Chapman and Will Brooks
The first version was trying to be busy, a little like the amazing Film Wizardry book (which, I have to confess, we own four copies of...). C'mon, seriously... if you haven't looked at that book, it's awesome. The iBook for it is just as amazing, as the images are animated, just like reading a copy of the Daily Prophet.

A clearer approach was taken for a second attempt, swaying away from the movie images. 

Second attempt at layout for Students' Book for Harry Potter: Adventures in a Magical World
(c) David F. Chapman and Will Brooks
Of course, pretty pictures do not give any indication of what the game would be like. I went into great detail with a potential pitch for what the main game would be like, as well as possible supplements.

Me, in my rightful place, in the
Ministry of Magic


Harry Potter: Adventures in a World of Magic

Summary:

Harry Potter: Adventures in a World of Magic aims to allow players of all ages to experience the excitement of being a student at Hogwarts, and to enjoy the endless possible adventures that can await them in the wizarding world.  Players decide upon their student’s actions as they attend class, investigate mysteries and battle dark forces.  Using a quick and intuitive game system it aims to reproduce the feel of the setting, while allowing players to fuel their imaginations and develop their problem solving and social skills.
Early prototype layout for Chapter One
Layout by Will Brooks


The basic game will focus on their first few years at Hogwarts. Game rules are provided to allow players to invent a new student to attend the school, set after the climatic battle of Hogwarts and the defeat of Lord Voldemort. The game then takes them through the experience of shopping in Diagon Alley for supplies, choosing a wand (or rather, having a wand choose them) and embarking on the journey to Hogwarts. Rules will allow the players to be sorted into Houses, attend classes, play Quidditch, and engage in thrilling adventures while sneaking around the school.  A series of introductory adventures will be included, so players will be able to start almost immediately.

The basic game will be followed by periodic supplemental material expanding the information presented, and covering advanced classes, magical creatures, the Ministry of Magic, and more.





Audience:

The huge popularity of Harry Potter means that the game would appeal to the following groups:

Game Players

Obviously, we want game players to pick up the Harry Potter: Adventures in a Magical World.  All elements necessary for play will be included.  The plan would be to use our own, simple and innovative system that is simple enough to be easily picked up by new players, which would be able to be used over and over again to create more complex adventures and stories.

Game players who aren't necessarily Harry Potter fans will hopefully be tempted by the game's presentation and innovative game play.

Harry Potter Fans

Harry Potter has captured the imagination of millions of fans worldwide. Most of those fans dream of being able to go to Hogwarts, to fly on a broom and cast spells with their own unique wand. This game would allow them come a little closer to the fantasy, to immerse themselves in the wizarding world and experience the magic of the books and movies.

For the Harry Potter collector, we'd hope to include cool background information, possibly even exclusive content (unseen photos or design artwork, maybe even background similar to the amazing entries on Pottermore) that would entice the completist who may later be tempted to have a go at playing the game.

Readers

There are a number of people who will buy the game because they collect and read this sort of thing, but do not have the opportunity or time to actually play the game.  The game will include interesting information that’ll appeal to gamers and fans of the series alike, and present a handy reference in a lavishly illustrated way that would encourage readers and fans alike.

Above all, the key is going to be accessibility, aiming to appeal to everyone, from 8 to 80 years old!

Tone:
Sample prototype layout for Chapter One
Layout by Will Brooks

The basic game, and all supplements, will strive to capture the feel and ideals of the books.  Above all, it will be accessible, with the basic game acting as a gateway to both gaming as well as Harry Potter’s world in a clear and friendly way.  Sidebars will include interesting facts about the school, creatures and staff, and the history of the wizarding world, which will appeal to Harry Potter fans.

The book’s style will be visually identifiable as Harry Potter, using stills and promotional photography from the movies, and a style that fans will find familiar, presented in a similar format to The Daily Prophet, or the fantastic Page to Screen or Film Wizardry books with their amazing graphic design.  It will be supplemented by quotes from the books, used to emphasise specific elements of the rules or the book's design when it adds a suitable flavour.

The language will reflect the feel of Harry Potter.  It will be capture the humour, the adventure and the optimism of the stories.  It will also be written in “English”, using British spellings of words, rather than the traditional American spellings as seen in most games.

Above all the integrity of the story will be maintained.  The setting is after the events of the books, after the defeat of Voldemort at the battle of Hogwarts in 1998, but before James Sirius Potter and Albus Severus Potter attend Hogwarts. This way, while the players will be creating their own adventures and stories at Hogwarts, the events of the books, and the play Harry Potter and the Cursed Child, remain out of bounds and untouched. 

The game is designed to encourage children’s imaginations, storytelling, problem solving and to get them interacting in person in social situations, rather than relying on computer games and talking over the internet. And, above all, it is supposed to be fun, exciting and magical.

Harry Potter: Adventures in a Magical World - The Basic Game 

Have you ever wanted to go to Hogwarts School of Witchcraft and Wizardry? To learn to cast magical charms, to brew potions and learn of the wizarding world? Maybe even take part in that most dangerous of wizarding sport – Quidditch? 

Now you can enter Harry Potter’s world, learn the secrets of Hogwarts and defend your fellow students against dark forces. Harry Potter: Adventures in a World of Magic takes you from your first trip to Diagon Alley to board the Hogwarts Express and enroll in the most prestigious and famous wizarding school in the world. All you need is a pencil and some dice!

Within the box you'll find:

* A Student’s Book, providing a guide to creating a student to attend Hogwarts, as well as the basic rules to get you playing.

* The Headmaster’s Book, with even more options to expand the game, allowing you to do just about anything in the school from attending lessons, learning Quidditch, to sneaking around the castle to investigate rumours of strange goings on, or venturing into the Forbidden Forest.

* Report Cards to keep track of your students’ progress through the school year.

* The complete game rules, simple and easy to use for new players, and able to handle even the most troublesome situation.

* The basic lessons of magic, how it can be used, what must never be used and where you can use it.

* A smattering of magical creatures and beasts that may be encountered during the average school year.

* A guide to creating your own adventures and advice for the Students and Headmaster on how to play them. All of this and more is covered!

* A complete adventure, ready to play, so you can start playing straight away!

Harry Potter: Adventures in a World of Magic Game
86 page Student’s Book, full colour, paperback
144 page Headmaster’s Book, full colour, paperback
32 page Adventures Book, full colour, paperback
Hogwarts Acceptance Letters
4 page Quick Start Guide, full colour, paperback
Dice
Counters and tokens
Box – full colour, made to look like a vast Hogwarts tome

Breakdown of Contents:

The amazing students' book covers
designed by MinaLima for the
Harry Potter movies. Wouldn't the
game books look awesome like this?
The New Student’s Guide to Hogwarts

Written from the perspective of either a Hogwarts Prefect or possibly the Head of House, this book will introduce all of the rules for the player, as well as offering some advice on how to play and how to get the most out of the game.

The first section will introduce readers setting the tone for the game. It will also provide a summary of what is to follow, and the conventions used (text conventions, sidebars, font indicators, rule descriptions, gender references, measurements and a note about the author(s)).

A very brief summary of the world of Harry Potter is explained for those foolish enough to be unfamiliar with Harry’s adventures or the wizarding world.  

The basic explanation of the game and its elements are introduced here. Using an example of play, the way the game works, how the players create an adventure in their imagination, while using rules to avoid the typical “I got you,”/ “No you didn’t” problems. The basic terms of the game are also covered here. The game requires the Report Cards, Tokens to keep track of things, and dice, all of which are provided in the box.

Each player controls a new student at Hogwarts, going to classes and sneaking off to have adventures and uncovering possible threats to the school. There is a Headmaster, a player who controls the action and knows where the story will develop and controls any extra characters, or enemies the players may face.

The adventures are divided into Chapters, resolved in one or more gaming sessions. Chapters can be linked into a story arc that can last the whole school year, building into to an epic story created purely by the interaction of players.

Students and Report Cards

The bulk of the Student’s book is dedicated to filling in the player’s Report Card, which defines how good they are at doing certain things, and explains what the grading on the Report Card actually mean for playing the game.

The students can come from all walks of life, and the game allows for this. Whether muggleborn or pureblood, with a knowledge of the wizarding world or coming to it all new – just about anything the player can imagine is possible.

The only limitations are playing inherently evil characters or setting the game during the events of books. Those are forbidden. Harry Potter is all about good overcoming evil, how love can conquer hate. It is about players having a good time and being happy – and while there is danger, and darkness, the players are actively keeping this darkness at bay rather than embracing it. 

The events of the Harry Potter books are set in stone and the game is designed to avoid playing during the events of the return of Voldemort.

School Rules

The other large section in the student’s book covers the full game rules, everything from classes, potions, charms, flying, and all of the drama and action that we’ve come to know and love.

One basic mechanic (roll two dice and add the student’s grade from their Report Card; the higher the total, the better the result is) determines the result of most actions, from noticing a clue to avoiding a Bludger.  This mechanic is only used when the outcome of an action is in doubt and is dramatically important; no rolls are used for eating trifle or walking down a school corridor, unless it is somehow relevant to the Chapter.

Conflict

Most tabletop games are about competing against each other to find a definite winner. However, this game is all about working together. Helping each other through the school year, working as a team to uncover any dark forces that may be threatening the school, and using each other’s differing areas of expertise to win through in the end. Just as Harry, Ron and Hermione were challenged to use their own skills (flying, chess and herbology knowledge) to get through the tests that lead them to Professor Quirrell at the end of Harry Potter and the Philosopher’s Stone, the players will find that cooperation will overcome almost any obstacle.

Actual direct conflict with other people or creatures remains true to the themes of the book. The spells immobilise, disarm or hinder, and never kill. The Unforgivable Curses remain off-limits to the students, and even experienced players who feel they have to use such a Curse will find their student wracked with guilt and nightmares. This doesn’t mean that characters cannot be killed during the game – Hogwarts can be a dangerous place at times, but in these times of peace such an event is rare.

House Points

House Points allow players to temporarily nudge reality in their favour.  If a roll doesn’t go their way, or if they are badly injured, or unable to fathom a way out of the situation they’ve wound up in, House Points can be spent to tweak the game at suitably dramatic moments to the player’s benefit.  House Points are gained by good game playing, making witty lines at apt moments, being brave and making the story dramatic and exciting.  At the end of the school year, the House Points that the students have earned can go towards the House’s totals, in order to win the House Cup.

Learning

The rules section also cover the student’s actual learning – whether this is during classes and being studious, or through their experiences outside of the classroom. The students mature, get better at their work and grow, and as such, their grades may improve. Of course, if they spend all of their time on the Quidditch pitch or being a socialite their studies may suffer and their grades may actually go down!

Advice

Finally, in the student’s book, are a few helpful guides for playing the game and getting the most out of it.

Mastering Headmastering

The Headmaster’s Book repeats most of the information from the student’s book, allowing the Headmaster to have access to the game rules without having to repeatedly borrow the book from the other players. However, the Headmaster’s book also includes additional information, clarification of the rules, and additional advice on how to play the game.

Written as a guidebook supplied to a new school headmaster, the book features additional rules for writing up a student’s Report Card, playing through their first trip to Diagon Alley, purchasing their wand (or rather, having a wand choose them), through to the train journey to Hogwarts. It also details the important process of being sorted into a House, as well as advice for playing a game where the students are all in different Houses. Of course, each House is covered in more detail to give the Headmaster more information for running the game.

Classes

The Headmaster’s Book also goes into more detail with the basic classes as the students learn about Astrology, Herbology, Charms, Potions, flying and the all important Defence Against the Dark Arts. The limitations of magic and the Principal Exceptions to Gamp’s Law of Elemental Transfiguration are also covered, so that the Headmaster knows exactly what the students can and cannot do with magic.

Quidditch

A section of the book also covers playing Quidditch, allowing students to take part in the most exciting and dangerous of sports. The rules are quick and cinematic, allowing the actual game of Quidditch to feel fast and action packed, like watching it in the movies. An additional game will be produced to allow a more strategic Quidditch simulation at a later date for those who wish to incorporate it into their school year.

The School and its Surroundings

A brief overview of the school, locations and classrooms, House common rooms, and notable events is covered for the Headmaster to refer to during the game. The surroundings are also covered briefly, including the Black Lake, The Forbidden Forest, the Gamekeeper’s Hut and Hogsmeade. 

The Dark Forces book cover, photographed
at the Warner Bros. Studio Tour
Designed by MinaLima - An example of how
the book covers could look
An Introduction to Potential Threats to the School

While Voldemort has been defeated, there is still danger and threats to the students as well as the school itself. Woe betide anyone who feels they’re able to wander through the Forbidden Forest without thinking twice, and who knows what may be lurking in the castle’s dungeons? Most of the Death Eaters have gone into hiding or have been rounded up and sent to Azkaban, but there may be one or two plotting in the shadows, looking to gain a fraction of the power that they once had. This section details some of the creatures, Villains and threats that the students could encounter on a particularly bad day at school. 

Adventure!

Finally, the book also gives the Headmaster everything needed to create and run a game. Advice and guidelines for the development of Chapters and Terms is also provided, as well as help in creating the overall themes of the story.

The themes of the books – potential, optimism, love conquering darkness, and destiny are all suggested here, and the Headmaster is encouraged to keep the game in the same tone and share these themes.

Acting as Headmaster can be a little daunting, and this section aids the player who has never managed a game before.  Advice includes avoiding “railroading” the players on a predetermined plot, concentrating too much on classes and ignoring the personal dramas that make the story interesting, and getting a feel for how the game is going to ensure everyone has fun.

An Appendix is also included to recommend further reading, provide a glossary of terms and spells, and handy game-play reference.

-

Quick sketch of how the box design
would work, making the box
look like one huge book.
The idea would be to have a basic game that would come in a box, designed to look from the outside like one of the old textbooks from the Hogwarts Library.

To make the box more attractive and more commercial, this would be wrapped in a slip-cover that would partially cover the front with more colourful images of Hogwarts, Harry and so on, and provide information about what is inside.







This cover would be slightly shorter than the box is wide, so the cover can be stored inside the box once opened.





Not only that, the inside of this cover would be filled with useful information for the Gamemaster so the cover could double as the Gamemaster's Screen.




-

So that was the initial pitch. This doesn't include the plans for the supplements, the expanded rules for the later years, and more. 

"It's our choices, Harry, that show us who we truly are, far more than our abilities." - Albus Dumbledore

Sample character sheet (designed as Report Cards)
along with a wand sheet (as a receipt from Ollivanders)
[prototypes by D.F.Chapman]
Now,  I thought I'd look at the actual game system and how it could work to replicate the feel of Harry Potter and the wizarding world.

When the pitch documents were first put together, the basic idea was to use the Vortex system I'd created for Doctor Who: Adventures in Time and Space for Cubicle 7 Entertainment. It seemed the easy thing to do, adapting the gadget rules to work for magic items, and so on.

But the more I thought about it, the more I reconsidered. Sure, the basic mechanic could remain, but it didn't necessarily need to. Working on my pet project, WILD, the RPG of dreamshare, creating a system for that naturally fired off some new ideas of how a game system would work for Harry Potter.

Let's look at the basics.

Most roleplaying games (Doctor Who included) use a basic Attribute and Skill mechanic. Add the two together, or one modifies the other, and bingo. Harry Potter would be similar, except the Attributes and Skills would be a little more broader ranging and less restrictive. 

Everybody can do everything, its just that some people are better at some things than others. Neville is brilliant at Herbology, and Hermione lacks the talent for Divination. But they can all do it.

Attributes, rather than the usual Strength, Dexterity, etc. would be simply the following four:

Brave, Cunning, Dedicated and Wise.

It's rare that something happens in the world of Harry Potter that wouldn't fit into one of those four. 

You'll notice that those four descriptors seem a little familiar. That's because those are the key words usually associated with the four houses of Hogwarts - Gryffindor, Slytherin, Hufflepuff and Ravenclaw respectively. Students would have one of these "attributes" at 5, one at 4, another at 3 and one at 2. The high Attribute would determine the House the student it sorted into. Highest Attribute is Wise? Ravenclaw! Have your 5 in Cunning? Slytherin! 

But what about strength, or dexterity I hear you ask. Well, that's where the "skills" come into it. Instead of a long list of Skills like athletics, firearms, dodge and so on, it makes more sense to simply break it down into the classes that the students attend in Hogwarts. Flying is mandatory for first years, and the remaining classes (Astronomy, Charms, Defense Against the Dark Arts, Herbology, History of Magic, Potions and Transfiguration) covers just about everything needed in the game. Hence the Dumbledore quote above.

Once the students reach their third year, they opt to choose another two classes out of Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes, just like in the school. 

Then, simply, you'd roll a couple of dice, add the suitable Attribute and the correct Class, and try to beat the difficulty of the task, just like Doctor Who.

But thinking of the Doctor Who system, the results of the rolls used to be split into three levels of success, and three levels of failure, using the very cool Yes, But, No, And style of gaming. 

Success Table from the 11th Doctor Edition of Doctor Who: Adventures in Time and Space
You know what else has three levels of success and failure?

O.W.L.s.

Ordinary Wizarding Levels - the wizarding world exams.

It's like it was meant to be!  

How the Success Table would work just like O.W.L. results!
However, the more I thought about it, the more I thought that you could break down the classes and group them into even more generic terms. I came up with the idea of just using five, named after places in Hogwarts -

Charms Class, Library, Quidditch Pitch, Common Room, Divination Class

Charms Class would cover all magic usage that involved wands,
Library would cover any research or information, or academic magic like Herbology or Potions
Quidditch Pitch would be for flying, or any athletics and physical activity.
Common Room could cover all of the social interaction, and
Divination Class would not only cover prophecies and divination, but also perception.

It would certainly make it simpler...

These broad definitions could be paired with report comments like "exceeds at the Patronus Charm", or "often suffers from explosive side-effects", which could give bonuses and penalties, like the Good or Bad Traits in Doctor Who.

Hmmmm...

A closer look at the character sheets, designed to look like Report Cards -
The corner is cut off, and it is a sleeve you can tuck the equipment cards into
for ease of storage.
With character sheets that look like report cards, wand sheets with information of the wand's qualities on mock Ollivanders receipts, the other options are endless... Broom sheets as receipts from Broomstix, or Quality Quidditch Supplies... and familiar sheets with stats for owls, toads or cats from Eeylops Owl Emporium or the Magical Menagerie on Diagon Alley.

Rough doodle for a possible Chocolate Frog Card
You could take the props route even further with a couple of other options for task resolution. 

Working on WILD, I've been toying with using cards instead of dice for task resolution, using Tarot to inspire not only how you succeed but also what happens. Something similar could be done for Harry Potter using Chocolate Frog Cards...

Four suits, equals each of the Houses / Attributes, and extra symbols on the cards could be used for extra effects or for a quick Quidditch resolution system. Major cards could represent the most common charms, and the symbols could even be used for wizard duelling...


For a simpler task resolution system, you only need to look to Cubicle 7's Lone Wolf RPG for inspiration. In a genius move, rather than using dice, you flip a counter into the lid of the box and it lands on a grid of numbers which gives you a result. Simple! Brilliant. What does that sound a little like?

Gobstones.

Using a printed counter that looks like a gobstone, you could flip them into the lid of the box onto a grid (that could look a lot like a gobstone playing field) to replace dice rolling. You could even have places on the grid that would be when the stone spits at you, indicating a disastrous result!

[Of course, since originally writing this I've had a dozen more ideas that could work, including six sided dice with one for each house colour...]

--

I could go into more detail about how Quidditch would work, wizard duelling, and more, but this is already a lot to take in. As you can tell, the Harry Potter RPG is constantly on my mind, suggesting new and exciting ways of running the game, talking to me like a Horcrux in the night.

"The mind is not a book to be opened at will and examined at leisure."
- Severus Snape, Harry Potter & The Order of the Phoenix

Next, I thought I'd take a quick look at potential supplements for the line, and how it would take the game beyond Hogwarts and into the world of magic.

The collector's edition of Page to Screen, along with the collector's
Beedle the Bard, and other Harry Potter reference books!
Each supplement would be presented as a book that could actually exist in the wizarding world, complete with cover design and layout that would fit right in on a shelf in Hogwarts. 

Senior Years Supplemental Textbook

Presented as a guide for selecting the optional courses, this book expands upon the rules of the game and allows students to choose their options in the Third Year (adding two of the following courses – Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes) as well as the more advanced versions of their usual classes. 

The book also presents some of the really advanced magical techniques that are taught to the older students, and prepares them for their OWLs and NEWTs. Apparation and other more exclusive classes are covered for use if there is enough demand for the staff to warrant running the classes (for Sixth and Seventh Year students).

The rules also aid the Headmaster in creating more and more challenging adventures for older students at Hogwarts, taking the game to vast and epic proportions!

The Ministry of Magic

Some students may wish to seek a career at the Ministry of Magic once their education at Hogwarts is complete. The Ministry offers many opportunities to the wizarding graduate and this set of additional rules allow players to continue to game while working for the Ministry. 

The various departments are covered, most notably the exciting Department of Magical Law Enforcement, and the legendary Auror Office, as well as the Improper Use of Magic Office, Magical Law Enforcement Squad, the Misuse of Muggle Artefacts Office, and the Detection and Confiscation of Counterfeit Defensive Spells and Protective Objects Office.

Of course, if they don’t fancy a career there, there are plenty of other options available including the various offices in the Department of Magical Accidents and Catastrophes, the Department of International Magical Cooperation, the Department of Magical Games and Sports, the Department of Magical Transportation, the Department for the Regulation and Control of Magical Creatures, and the ever secretive Department of Mysteries. 

The Wizengamot will not be an option for the players.

The Ministry of Magic opens up a new world of gameplay for the players, taking on the various tasks of Ministry officials, investigating strange goings on and the misuse of magic in the wizarding world. It also doubles as an essential resource as a location for visiting Hogwarts students.

Headmaster’s Office

It’s all well and good being in charge of things, but it can be a bit tricky sometimes trying to juggle all of the staff, the pupils and the classes, and that’s before any of those unforeseen catastrophes happen. This book provides advice and additional game rules for the Headmaster to help them with running the game, planning new adventures and what to do if the players decide to go off in unexpected directions. 

Monster Book of Monsters as it appears in
the Prisoner of Azkaban movie
Monster Book of Monsters

While the Basic Game provides a smattering of monsters and bizarre creatures that may be encountered during the average school year – whether this is during class or through reckless venturing into the Forbidden Forest – it only begins to scratch the surface of the vast menagerie of wild and wonderful creatures that inhabit the wizarding world. Cataloguing some of the most interesting, rare and exciting creatures to be encountered, this is a handy resource for anyone wishing to explore or hoping for a career in the Ministry of Magic’s Department for the Regulation and Control of Magical Creatures.


Fantastic Beasts and Where to Find
Them, cover by MinaLima designed
for the films
Fantastic Beasts and Where to Find Them

Expanding upon the Monster Book of Monsters, this adds even more information about magical creatures through history, and expands the game into the era of Newt Scamander and the new pentology of movies set within the wizarding world. This adds new, post school career options for magical explorers and opens up the world to budding Gilderoy Lockharts everywhere.


Magical Schools of the Wizarding World

Hogwarts is well known to be one of the most prestigious places to gain a magical education. Certainly, after the defeat of Voldemort, it has become one of the most famous wizarding schools of its kind. But it is most definitely not the only one. While some choose to home school their young wizards and witches, other schools are out there in case Hogwarts is considered potentially too dangerous. Of course, these other schools are the institutions of choice for those in the country where they are located, but sometimes exchanges and such events as the Tri-Wizard Tournament mean that interaction with other schools becomes part of the academic year.

Defence Against the Dark Arts
book prop cover from the films
designed by MinaLima
This book gives the Headmaster additional information and rules for setting their game at Durmstrang or Beauxbatons, Ilvermorny or Mahoutokoro, or even a whole new school of their choosing, or for incorporating students from other schools as part of an exchange program or tournament at Hogwarts.


Defence Against the Dark Arts 

One of the most dangerous lessons in the academic year, this deserves an additional textbook of its own. Not only does this provide information for the Headmaster about the dark magic out there in the wizarding world, but also provides details for a host of Villains and evildoers that the students may have to face as part of their adventures. However, the most essential information within this tome is advice for the student on how to defend themselves against such evil and how to counter any of their dastardly plots.


Hogwarts - A History, book prop
cover by MinaLima for the movies.
Hogwarts – A History

Hogwarts is a huge place with a colourful and eventful history. This essential handbook for the budding Hogwarts Headmaster collects all of the necessary background information about the school, the various locations within the walls and in its surroundings – from the astronomy tower to the dungeons, from the Headmaster’s office to the Chamber of Secrets, right out to the Owlery and the Quidditch Pitch, to the Dark Lake, the Forbidden Forrest and Hogsmeade. 

-

And that's it. That's everything that has been compiled to date in my head for a potential Harry Potter roleplaying game. Ideas are always popping into mind, but I'll leave these blogposts as it. It would be amazing if this line were to be made, but for now they will remain as fantastic books in my overactive imagination. 

Maybe one day, execs from Warner Bros. or the legendary J K Rowling herself will see these posts, see what a great game it could be, how it would be respectful to Harry's world and Rowling's amazing creation, and how it could spark the imagination of kids and adults alike.


We can but dream.

----

Supplemental

I originally wrote most of the above posts a couple of years ago, shortly after we'd started talking to Warner Bros. about the possibility of doing a game, and only getting so far (it wasn't something they were considering at the time).

Since then, the thoughts of a Harry Potter RPG have always been lingering in my mind. However, recently (and hence the new post) there was the announcement on Pottermore that Warner Bros. Interactive had launched a new gaming division called Portkey Games.

A new division whose only purpose is to develop mobile and console games in the Wizarding World.

Brilliant! I must admit, I've always enjoyed the video games, and was slightly obsessed with the Fantastic Beasts iOS game "Cases from the Wizarding World". The moment they announced the launch of this new company (and the "Pokemon Go!" style game that'll come in 2018) I had to go and check out their website. The FAQs were very interesting, especially the following...

FAQ from the Portkey Games site







"...not considered canon."
"...have been inspired by the Wizarding World."

I say, this is sounding like something I was pitching earlier!

FAQ from the Portkey Games site













"...not direct adaptations of the books and films..."
"...interesting new locations, characters, story elements, etc."
"...experiences place the player at the center of their own adventure."

OOooooh, now we're talking. So under license from J K Rowling, Portkey Games will be making new stories, in new locations, with new characters, that may interact with familiar locations and characters from the books/films, won't be considered canon, and are all about the players being the focus of the action.

This is JUST what I was talking about earlier!

Hopefully, if Warner Bros. are happy with this to happen in video games (which have a far greater audience and reach) then maybe we can hope to see a tabletop Harry Potter roleplaying game in the future.

I just hope I'm the one to write it.

You know where to find me!

Still dreaming.

Dave
Slytherin (and proud)

Monday, October 16, 2017

Licensed to Play

I have a bit of a problem, and I know the cause. 

Like many tabletop gamers of my age, I started playing with the classics - Traveller first, then Advanced Dungeons and Dragons and Runequest - before starting to run my own games when I bought Star Frontiers. Y'know, the old school classics.

I really started Traveller (and Star Frontiers) because I loved Star Wars. Of course, neither of these games are Star Wars - especially Traveller - but I needed my science fiction fix. And while I was never a huge fantasy fan in my youth, I loved the games of D&D and Runequest we played.

But along came the licensed games. Games that used similar rules to the classics, but were actually properties that I knew and loved from films and TV. We played FASA Star Trek and Doctor Who, TSR's Indiana Jones, West End Games' works of genius - Star Wars and Ghostbusters. It was in licensed games that I found my real love. Maybe it's my lack of imagination, but I had less trouble mentally visualising a Rodian walking into a dimly lit cantina, or the inside of the TARDIS than I could a Scout/Courier in Traveller, or Castle Greyhawk. 
Cover for a Ghostbusters scenario I wrote
to submit to WEG back in the late 80's.

It's no surprise really that my favourite RPGs of all time are all licensed properties - Buffy the Vampire Slayer (Eden), James Bond (Victory Games), Star Wars (WEG) and Ghostbusters (WEG).

My addiction to licensed games followed me as I ventured into the realms of writing RPGs. My first attempts at writing supplements were submitting scenarios for Ghostbusters to West End Games (though heavily influenced by Back to the Future, Weird Science, and Moonlighting). When I started talking to the lovely people at Eden Studios, who really gave me my break in game writing, it was because I'd picked up Conspiracy X (which, in my head, was as close as I could get to an X-Files RPG), All Flesh Must Be Eaten (which owed a lot to Romero's classic zombie movies) and Witchcraft (whose awesome cover just made me think of The Craft).

Ironically, though I'd submitted some suggestions for supplements for All Flesh Must Be Eaten (one heavily influenced by my love of 80's horror movies, called "Summercamp Stalkers and Unstoppable Evil", and another which was basically Aliens only with zombies), when Eden silenced my nagging it was by letting me work on their Planet of the Apes RPG (in all but name) - Terra Primate.

Then it was a slippery slope. I worked on the Buffy the Vampire Slayer RPG (which was a dream come true knowing my love of Buffy), and Army of Darkness (groovy).

Then after talking to Angus and Dom at Cubicle 7, and Chris (who would later go on to create the publishing juggernaut Modiphius) we started pitching to the BBC to create a new Doctor Who RPG.

Cover for the original pitch to the BBC to produce
the Doctor Who RPG.
I was in my element. Pitching to the BBC, writing a licensed game, making sure it felt like the series. It was licensed gaming at its purest. I was an addict, and I'd found the purest drug. Doctor Who was a blast to work on. An absolute joy. Getting to read the scripts for Matt Smith's first series months before they aired, sitting in BBC Worldwide's offices with a portable hard drive to pick cool images we could use in the books. If I smiled any wider the top of my head would have come off.

Then I got distracted. I wrote and helped film a nerd comedy webseries. I'm still happy with my scriptwriting, and I still think it's funny, but I turned down game writing work for that, which I regret. I should have stayed on target. 

Luckily, I had my own project - WILD. I figured, after feeling a bit scarred by the film-making experience that I'd do whatever the hell I wanted and it would just be me. Autocratik was reborn. Hence the name.

But that drug - the pull of the licensed game - it keeps calling to me.

I managed to get aboard with Modiphius for their amazing and glorious Star Trek Adventures, helping to shape the game - from the skills, to the publishing schedule, to the very name of the game. That was fantastic. But, working seven days a week (dayjob and dreamjob) was exhausting and I had to step back from the control panel.

So, I'm back to writing WILD. And while it fills my urge for an RPG that incorporates many of my favourite things - Inception, Elm St, Twin Peaks, and more - that addiction is still nagging away at the back of my head.

Sample layout for a proposed Licensed to Kill RPG (c)2012
Text by me, layout by Will Brooks
I still really want to do a James Bond RPG. I loved the original game, and can see how it would work modernised and updated to the new movies. In my head I can see the supplements, the game, everything...


Sample layout for a proposed Harry Potter RPG (c)2012
Text by me, layout by Will Brooks
I still really want to do a Harry Potter RPG. I love Harry Potter and I think an RPG would be great - not only for gamers, but for fans of the wizarding world yet to break into gaming. It'd be great for kids, and get them using their imaginations. It could do for tabletop gaming what the original books did for kids book publishing. Well, maybe not. But it would be a heck of a lot of fun. Yes, I've written about it on this blog, many, many times before...


Mock Stranger Things RPG cover -
I mean, it's just begging to be a game
isn't it?

I still think an official Stranger Things RPG would be awesome. Yeah, I know Tales from the Loop is genius and kinda filled that void (though it's more tech than paranormal). It still amazes me that someone hasn't done a game, especially as the series uses Dungeons and Dragons as a main plot element! You could do all sorts of paranormal investigation and uncovering government plots. It'd be great!

Yes, I get twitchy and mock up the covers for RPGs
that don't exist but I wish did...
I still think an RPG of Lev Grossman's The Magicians would be cool. If Potter is impossible, how about the cool and (more adult) take on the magical place of education? Brakebills is just the beginning, with sourcebooks for Hedge Magic, Fillory, etc... It's diverse, cool, edgy, and doesn't take itself too seriously. And you could go really dark, or burst into a musical number. Awesome!

Cover for mocked up Twin Peaks RPG
I did for a bit of fun.
I still think there could be a Twin Peaks RPG. Multi-levelled with a basic game of small town intrigue and murder mystery, before expanding into the weird and surreal Lynchian realms. 

I still think there should be a new Indiana Jones RPG. I loved the original TSR game, and with a new Indy movie coming, the time is right...

Mock up cover for John Dies at the End RPG
Original Artwork by Vincent Chong for the
limited Cemetery Dance edition of the book.

Hell, recently I've even started thinking that the novel series (and movie) John Dies at the End could be an RPG. Cthulhu-like paranormal investigations with more jokes, dimension hopping and weirdness. It'd be like a gross new version of the Ghostbusters RPG with more dick-jokes.

To the many people in the industry I bug, or have bugged in the past - I'm sorry to be such a pain. I hope, one day, to work with you all again. I'm sorry, but I've tasted the purest licensing fix there is, and that hunger to taste that joy again keeps rising in me. I can hope, but sometimes I need to remember not to bug people too much and get on with WILD.



Saturday, October 7, 2017

The Start of Something New

It can be a little terrifying, big changes in your life, and today marks a big change in our lives. My amazing, talented and wonderful wife, Debs, has gone to her day job at Waterstones for the last time after over sixteen years.
Debs at one of her successful Harry Potter Nights

After working in that bookstore for so long, from its early days as one of the new flagship Ottakar's stores (remember Ottakar's? Those were the days...) to being bought out by HMV and becoming Waterstones, to being sold off by HMV to become its own company again, she's been there.

Working the midnight launches of three Harry Potter novels (and the midnight launch of Cursed Child), dozens upon dozens of author events, and creating amazing displays for the windows, the author signings, and organising all of the Bloomsbury "Harry Potter Book Nights".

Back in the old Ottakar's days, when I used to work alongside her, we both contributed to the company's intranet, as editors and advisors - me looking after science fiction and fantasy, Debs looking after the mind, body and spirit section. A duty that had us working closely with publishers, and was rewarded by our MD with dinner parties and trips to HMS Belfast and the Globe Theatre.

She stuck with it through the change of company, and when Waterstones decided every shop should look the same, through to now when the shops are encouraged to create unique, exciting displays to promote the events.

Handwritten giant parchment poster to advertise Harry Potter Book Night 2016

Amazing display to promote Fantastic Beasts

It has been sixteen years of incredible highs, and dreadful lows, but in a move that surprised both of us, she's leaving. Even though I've suggested that she should leave for years, I never actually thought she'd do it - and I don't think she did either.

Window display for the Harry Potter and the Cursed Child script book -
a display used (uncredited) by The Bookseller magazine as a cover!

Dementor and discover your Patronus activity for Harry Potter Book Night

Defence Against the Dark Arts display with quiz at Harry Potter Book Night

It is scary, but I've been trying to reassure her during her times of freaking out and asking "what have I done?" by reminding her of the opening of High School Musical - it is "The Start of Something New".

Handmade Sabriel costume and display for Garth Nix event and signing

Ingenious display for Ben Aaronovitch event and signing to promote
The Hanging Tree

What that is, she doesn't entirely know. It could be crafts, putting the skills she's honed in her amazing displays to work.

I hope that part of it will see her polish off the three novels she's written - the first part of three inter-connected trilogies of awesome urban fantasy. Stories that have been buzzing around her head for over twenty years.

She could go back to her amazing skills in graphic design - never have I seen a more pedantic and accurate page layout than when she was working for 64 Solutions magazine.

Debs can do anything she likes. Whatever she chooses, I just want her to be happy.

She still loves books, and is one of the most creative people I've ever known. If I have one request from readers of this blog post, I ask you to both follow Debs' future adventures on Twitter -

@twistedwitch

And check out her new blog, where she talks about writing, the creative process, and whatever else is in her mind. It's brilliant, and well worth following.

Dead Chapter Graveyard

Thank you. I look forward to seeing what she gets up to!

Monday, September 25, 2017

Dreamfall

Back in 2010, there was a moment when I walked out of the cinema after seeing Inception, and I thought - "That would make a great roleplaying game." Seven years later, I'm still working on that game - WILD. An RPG of "dreamsharing". I've always been fascinated by dreams, ever since having the crap scared out of me with the first Nightmare on Elm St, so that moment when I decided to stop dreaming about a dreamshare game and actually write one, I started devouring everything that would help to inspire, entertain and inform.

Readers here on my blog have followed the development of WILD (short for Wake Initiated Lucid Dreaming), how I've been writing the game, working on the game system, and changing and developing it over the years. Hell, you just have to click the WILD RPG button at the top of the blog and you'll get all the posts filtered for you. Even when I've been working on other things, it's been burning away at the back of my mind.



So much so, that when I thought foolishly that I'd join my wife's yearly crusade for NaNoWriMo, I wrote a novel in November 2012 - tentatively titled "Into the WILD". The novel served as a work of fiction aimed at teens, that could be read alone (it was the first of a trilogy) or as the backstory and background to the roleplaying game - explaining why and how the dreamsharing technology came into existence.

It followed a tech developer's teenage daughter who slips into a coma. We follow the story mostly from her point of view, trapped in her dreams, while her father develops the dreamshare tech hoping to go into her dreamscape and help guide her out and to wakefulness.

It was okay, but needed a hell of a lot of work doing to it. But I finished something (for once) and the following NaNoWriMo I decided I'd either work on the sequel, or the rewrite.

[Don't worry, I'll get to the point soon...]

Time passed, but I always kept an eye open for movies, series and books about dreams to keep my mind in the right place while was working on the game.
Cover of Dreamfall - Amy Plum
(Though this doesn't capture the rather lovely spot-gloss waves of distortion)

Earlier this year, I discovered a book called "Dreamfall" by Amy Plum. It had been released in the States to great acclaim, and had already been optioned for a TV series by the people behind the Scream TV series (which is really good!). I read the description of the book and I was a bit worried...

Seven teenagers who suffer from debilitating insomnia agree to take part in an experimental new procedure to cure it because they think it can’t get any worse. But they couldn’t be more wrong. When the lab equipment malfunctions, the patients are plunged into a terrifying dreamworld where their worst nightmares have come to life—and they have no memory of how they got there. Hunted by monsters from their darkest imaginations and tormented by secrets they’d rather keep buried, these seven strangers will be forced to band together to face their biggest fears. And if they can’t find a way to defeat their dreams, they will never wake up.
-text from Amazon


Crikey! Sounds a bit like what I'd been working on.

Getting to the point, the book came out in the UK a couple of weeks ago and I picked up a copy from my local bookstore to see what it was like.

First of all, it's nothing like what I've been working on, so that was a relief. Secondly, it's actually really good!

As the Amazon blurb says the story revolves around seven teenagers who are hooked up to a machine in a research lab for an experimental cure for their insomnia/night terrors. After a freak accident, they're trapped in a cycle where they are trapped in one of the seven kids' most horrific nightmares, and if they survive they can recover and rest (and their wounds are healed if they've survived) in a "void" like loading space, before being thrust into the next nightmare.

The nightmares are horrifically familiar, playing on everyone's worst fears and making them even more harrowing. I must admit, for a teen title I wasn't expecting to feel quite so palm-sweatingly tense while reading it. I mean, I'm in my late forties. I shouldn't be wigged out (for want of a better term) while mentally egging the characters on to escape.

Another confession is that I normally don't like books in present tense. Maybe it's just old-fashioned of me, but I can find it a little off-putting. And, this is told in first person from three different perspectives - Cata and Fergus (two of the teens trapped in the "dreamfall" as they call it), and Jaime (a med student sitting in on the experimental procedure, often noticing details the doctors behind this process are missing in their panic). Thankfully, the writing is excellent and you can tell the characters apart - their voices feel different - and the present tense gives the nightmare sequences a real sense of urgency.

There are some excellent plot-twists - one of which I saw coming, but it distracted me from the other couple of twists so well that I was genuinely surprised.

As I mentioned in previous posts, I've had real trouble concentrating at the moment. Stress being the major factor, I've found it really difficult to finish books, or sit through any movie that's less that utterly gripping.

Dreamfall, I read in its entirety in three days, which is a great testament.

-

In summary, it's great. Loved it. A fast paced, gripping read with some seriously scary moments. Thankfully it is very different from what I had been working on, so I can breathe a sigh of relief.

My only complaint? It really finishes with a bit of a cliffhanger, and we have to wait until May 2018 for Neverwake to finish the story. I don't know if I can wait that long!

You can find more info about Amy Plum on her website here.

And you can find Dreamfall in bookshops (preferable) or on Amazon or Waterstones.

-

Maybe I should get back to that novel for this year's NaNoWriMo?

Tuesday, September 12, 2017

Dream Inspiration

I had a dream.

I was in a large, old building in London. The sort of building you see in the movies, that are owned by the rich, or possibly even a gentleman's club. I remember going through to the kitchen, and someone I recognised offered me a piece of chocolate cake. It was a huge chocolate cake, with white icing, but it was balanced on a breadboard on top of the washing up. As I turned to rescue it, it sank into the washing up water, and I ended up scooping it up in my hands and throwing it into the bin.

Poster for Peter Dinklage's movie,
REMEMORY
(available now on Google Play)
I returned to the main sitting room of the "club" and Peter Dinklage and Al Pacino were there, discussing their film work. I sat at the table wanting to join in with the conversation, when a tall, skinny guy came up to me and asked who I was. He kept asking me strange questions, but I was frustrated because he didn't listen to any of my answers - he was just waiting for a space to talk to me about his project.

However, his project was a book. He handed me a copy and told me to have a look. It was large, like a phone book, and I started trying to read it. It was full of pretentious language and made little sense, but the further through the book I got, the more illustrations appeared. It became almost half graphic novel, half book, with individual words in different colours. Some of the images moved, parts we orientated differently.

I asked if he'd been influenced by "House of Leaves", and I closed the book. He pretentiously called it a Bible, but I recognised the cover from one of the advance catalogues I'd used at work.

I woke inspired.

--

But what to do with this information?

This is obviously my subconscious trying to tell me that I like the idea I'd already had for how I want the book to look. But who was the person telling me about his book in my dream? I seem to remember him looking a lot like Tony Hale from Arrested Development, but I haven't watched that in many years.


And why were Al Pacino and Peter Dinklage there? Maybe it's a subconscious thing again, knowing that Dinklage is in a movie I'm about to watch ("Rememory") that uses a headset device to access the memories of people... a sort of murder mystery type thing. Al Pacino? Maybe that's from Insomnia, and the video documentary I was watching about Christopher Nolan films?


They say you never dream of a face you haven't seen.

What should I do with this new knowledge? Go with it? Know that I'm on the right track?


Dreams can be quite an inspiration. There's always the legend of various scientists and artists waking from their dreams with ideas for formulas, works of art or songs, perfectly formed and them leaping to desperately note their ideas before they vanish.

Hell, going back to David Lynch (see previous post), one of the great inspirations for my creative life for many years. He uses dreams to inspire and even "catches the big fish" - that is, finds the inspiration and the ideas by swimming the great lake of the collective unconscious through transcendental meditation.

If my dreams are telling me that I'm on the right track, I just hope they give me ideas that I can use.




Friday, September 8, 2017

Never mind the quality, feel the width...


Just a quickie to say that there have been some minor cosmetic changes to the blog. It was annoying me that the actual area the text filled on the blog was tiny compared to the background. Recently, Blogger has added a way to adjust the width of elements, and I've done a little tweaking.

So, if you look at any of the older posts on here (after all, this is my 252nd post on here) and the pictures, and the runaround of the text around the pictures, seems a little weird, it's because I've changed the width. I've corrected a host of the major posts, like the Harry Potter ones, and the RPGaDAY posts, but some of the older ones may not flow perfectly.

Sorry! Hope you think the site looks better for it!

Tuesday, September 5, 2017

We Live Inside a Dream

I mentioned in a post a while back that I was a huge fan of Twin Peaks (and David Lynch in general). I really wanted to write a post on here about the finale of the third season of Twin Peaks, or Twin Peaks: The Return as it's often called. But where to begin?

I LOVE the unexpected. Anything that avoids that moment when you go "Ah, I can see what's going to happen" is great in my book. I love to be surprised by TV and movies, to not see the same old plots and tropes. Twin Peaks is far from predictable. Where the first couple of series were a soap opera / murder mystery with some paranormal elements, the third / return series has been full-on David Lynch.

My old post was just after watching the first two episodes and I was already hooked and thrilled. It did everything I wanted - it introduced new characters, a new murder mystery, addressed some of the Cooper elements with the Black Lodge and the doppelgänger, and had some stand out weird elements.

But nothing prepared me for the now legendary Episode 8 (aka "Gotta Light?") where, after a brief period of relatively normal narrative, we are treated to a live performance by my favourite band ever (Nine Inch Nails), then 45mins of strange black and white sequences with the nuclear explosion at Trinity, the birth of BOB from the "Mother", the Fireman sending a golden orb of Laura Palmer into the desert, strange frog-legged bugs crawling into the mouth of a young girl as she sleeps, and various woodsmen breaking into our reality and killing people.

The birth of BOB in Episode 8 of Twin Peaks: The Return

That was the moment I had an epiphany. Twin Peaks had a message for me.

"Do whatever you like. Don't try to please everyone, just create."

Do you think David Lynch, when he was coming up with that episode, thought "I really shouldn't do this, people won't get it." I know Mark Frost co-wrote this series, but there's so much Lynch in this episode - so much Eraserhead and his wacky b/w art-movie feel - that I don't think Frost got much of an input on this one.

But it really did make me think that I should stop worrying about what I'm writing, and just get it out there. Not everyone is going to like it, but someone will. Maybe just one person who's as nuts as me.

Then came Episode 14, aka "We are like the Dreamer". Like Lynch, I'm fascinated by dreams. I wish I could do the transcendental meditation where he catches his big fish. But if you've followed my game writing, especially for WILD and what I've been trying to do for the last six years with it, you'll understand. When Episode 14 started and Gordon Cole (played by David Lynch) says that he had "another Monica Bellucci dream" and we see the strangeness that unlocks a memory of his encounter with Philip Jeffries (the late, great David Bowie) back in the movie Fire Walk With Me - you'll know I was squirming and giggling with delight.

The ever amazing Monica Bellucci - subject of Gordon Cole's dreams...


"We are like the dreamer, who dreams, and then lives inside the dream. But who is the dreamer?"

The finale was shown as two episodes (17 & 18). Everything was perfectly wrapped up in Episode 17 pretty early on - evil Cooper doppelgänger (Mr. C) had been dispatched, the BOB inside was punched into oblivion, and then it all gets REALLY weird. With a close up of Cooper's face superimposed over a lot of the scene, Cooper foreshadows what he intends to do - "There are some things that will change. The past dictates the future." But the superimposed face of Cooper reminds us - "We live inside a dream."

While Cooper travels back to the night Laura Palmer died, he tries to intervene and stop her murder. We see scenes from the first ever episode, as if Laura was never found "wrapped in plastic". But she vanishes when Cooper tries to lead her home and Cooper leaves the Lodge to be greeted by Diane. They set off to travel into another reality to save Laura. It all gets even weirder as the final eighteenth episode progresses with changes of personality, of name, of reality. All culminating in a final scene that will resonate in TV history and spark even more debate than "How's Annie?" ever did twenty six years ago...

"What year is it?"

Twenty six years ago I was just as obsessed with Twin Peaks. As I mentioned in my previous post, I recorded them all off of BBC2, and analysed them as much as my younger brain could. When I had to present a project for my graphic design course (the project was to explain something to someone) I foolishly picked Twin Peaks.

A couple of weeks ago I stumbled across a photo I took of the project, trying to make a relationship map with all of the characters from the original two series.

Photo of my Twin Peaks relationship map project from 1992

It's not very good, and I didn't have the internet to check all of the relationships, but it does show how completely and utterly obsessed I was with the series back then. I hope it raises a smile at least!

Now, with the finale out of the way, it still inspires me. There are huge elements that tie in with what I've been writing - dreamlike narratives, the strange seeping into reality, tulpas, etc. I'm looking forward to a rewatch of all 18 hours (though it may be a bit mindblowing to do it in one sitting).

All I can really say at the end of all of this is a huge thank you to Mark Frost and David Lynch. For letting us into their world, and telling us that it's okay to be inspired by our dreams. And thank you to everyone involved with the series. For challenging what a TV series can be and getting everyone talking and thinking.

Please don't leave us wanting for another twenty five years!