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	<title>Shadows of the Apt &#187; gaming</title>
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		<title>Films v Games</title>
		<link>http://shadowsoftheapt.com/blog/489</link>
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		<pubDate>Fri, 28 Oct 2011 18:48:06 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
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		<description><![CDATA[Thieves later, films now.
Or: not film. This is just something that I've started noticing, and it's hard to ignore. There's a lot of fuss at the moment about computer games eating into the profits of the film industry — just the same fuss, as MovieBob has pointed out in his Studio System set of articles, [...]]]></description>
			<content:encoded><![CDATA[<p>Thieves later, films now.</p>
<p>Or: not film. This is just something that I've started noticing, and it's hard to ignore. There's a lot of fuss at the moment about computer games eating into the profits of the film industry — just the same fuss, as MovieBob has pointed out in his <a href="http://www.escapistmagazine.com/videos/view/the-big-picture/3679-Hollywood-History-101-Part-1" target="_blank" onclick="urchinTracker('/outgoing/www.escapistmagazine.com/videos/view/the-big-picture/3679-Hollywood-History-101-Part-1?referer=');">Studio System</a> set of articles, as there was when TV really got going, for example (1). I kind of heard this from various quarters and didn't pay much attention to it, to be honest. However, recently I've heard ads for some new war film on the radio that turned out to be for, I think, <em>Battlefield 3, </em>and if you travel the tube in London you can't exactly miss that many of the extra large poster spots, that would previously have been taken up by films — even quite obscure films — are now publicising games — and not just one big hit game, but at least four or five different ones. Just now I kicked off an article on the Escapist to be rewarded by a trailer that had me demanding, "Holy crap, did I miss a new fantasy film that's coming out? What on earth is this?" because it was obviously too Nordic to be <em>Immortals</em> or the <em>Clash of the Titans </em>sequel (2). The film? <em>Skyrim</em>, of course.</p>
<p>(1) In fact, historically Hollywood's reaction to an encroaching other medium has been "3D!" and we're currently in the middle of the third rollout of that particular technology.</p>
<p>(2) And, to be fair, I was also saying, WTF horned helmet, because there is no way that any sane man would be seen wearing that.</p>



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		<title>Minsc, Might and Morrowind</title>
		<link>http://shadowsoftheapt.com/blog/460</link>
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		<pubDate>Fri, 07 Oct 2011 21:23:51 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
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		<description><![CDATA[The Eye of the Beholder fond mockathon I did a while back started the memories flowing regarding computer RPGs (of the single rather than the MMO (1) variety) that I've had fun with. Now Fantasycon's gone and the Reading and London signings are still coming up, here are a few that I recall having some [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://shadowsoftheapt.com/blog/404" target="_blank">Eye of the Beholder </a>fond mockathon I did a while back started the memories flowing regarding computer RPGs (of the single rather than the MMO (1) variety) that I've had fun with. Now Fantasycon's gone and the Reading and London signings are still coming up, here are a few that I recall having some real fun with back in the day. There will be all sorts of spoilers. The images below are all from the <a href="http://uk.gamespot.com/?tag=header%3Blogo" target="_blank" onclick="urchinTracker('/outgoing/uk.gamespot.com/?tag=header_3Blogo&amp;referer=');">Gamespot </a>reviews, which I hope is in order.</p>
<p><span style="text-decoration: underline;">Might and Magic VII</span></p>
<p><span style="text-decoration: underline;"><img src="http://image.gamespotcdn.net/gamespot/images/screenshots/9/143119/mightan7_790screen001.jpg" alt="Image 1" /></span></p>
<p>Apparently there is a continuous plot to these Might and Magic games, but as I only played this one, and then one from <em>earlier</em> in the series about a year later, er… ok, it looks about as comprehensible as Final Fantasy when you start to read up about it, but Lord knows (a) I didn't know any backstory before starting, and (b) I don't honestly think it was needed. The Might and Magic are the same sort of "four guys in a car" party-based RPGs, so your characters exist only as little portraits of people (2) who all skate about the world in magical unison until they get eaten by one of a variety of 2D monsters in various colours (3).  I played this game sort of in tandem with a friend (4) which was lucky, as MM7 has a moral choice moment, and you either end up helping the bad guys take over the world (me) or helping the good guys save it (him). The chief difference is that one region was basically Mexico full of goblins (5) with an underworld of undead, and another area was a floating cloud city full of wizards with an even cloudier upperworld full of angels. Your moral choice dictated where you no longer got invited to… and which place you got to seriously stomp once you'd levelled up. Combat could be either live or turn based, and there was this absurdly dramatic chord when you went into turn by turn, and a similar one for when you finished the fight, and believe me, you would be hearing those sounds in your <em>sleep </em>soon enough.</p>
<p>The MM games were filled to the brim with secret areas, games within games and all sorts of crazy stuff. You could make stuff, mix potions, turn yourself invisible and raid the treasure vaults of your supposed allies, get horribly lost in a teleport-trapped dwarven tomb and decode weird clues so that on one day of the year you could be in the right place to kill a rare monster, and even… guns? And a spaceship? Wait, what…?</p>
<p>You have to remember that the number of fantasy RPGs that are <em>actually</em> pure fantasy RPGs are really very small. If it's not steampunk, it's ancient elder civilisation, and if it's not that it's out and out SF elements. The MM plotline somehow ended with a bunch of aliens turning up in fantasyland and crashing their spaceship, and the two plots both lead to you teleporting back there and fighting your way through the killer robots to either (a) destroy the ship so that it cannot be used for evil, or (b) use the ship for evil by — wait for it — stealing the photocopier key. Hell yes. Along the way you pick up a selection of laser guns, which do low damage but have an insane rate of fire and no ammo requirement and…</p>
<p>Well, remember you're four guys in a magic cart? Once your wizard gets spiffy enough, that cart can fly.</p>
<p>In a nutshell, this is why MM7, and its predecessors (I have a feeling the flying thing got actually taken out in later ones) were so much fun) — and especially in this one when your gallant fantasy aviators could zoom over the very simple landscape armed to the teeth with laser rifles and strafing madly at anything in sight — and almost everything could shoot back, so you had epic wheeling dogfights with acid-spitting hydras and the like, and the game just basically said, all that stuff you've learned over several hours of gameplay? Throw it out now, for you will never cast another spell or swing a sword again.</p>
<p><span style="text-decoration: underline;">Wizardry 8</span></p>
<p><span style="text-decoration: underline;"><img src="http://image.gamespotcdn.net/gamespot/images/2001/pc/rpg/wizardry8/wizardry8_790screen004.jpg" alt="Image 4" /></span></p>
<p>The most recent "guys in an invisible cart" game, this was decidedly up on MM7 in the graphics department, although again the story got somewhat lost because I wasn't paying attention to the opening cinematic and hadn't played the previous 7 games. However, this game also starts with a spaceship crashing into fantasyland, with the added bewilderment of your band of stock fantasy heroes having been <em>on</em> the spaceship, even though you're all armed with swords and bows and fireball spells. This becomes a theme relatively quickly when you meet the three other spacegoing races apparently fighting for control of the planet and the high-tech maguffins that have been lost there. One lot are a galactic empire who mostly rely on blunderbuss-level tech, and the Dark Savant (main bad guy) has a legion of robot soldiers who have no ranged weapon capacity at all.</p>
<p>Wizardy 8's gameplay was further enlivened by a punishingly arbitrary approach to difficulty levels, which played to an insane double standard. Fixed monsters, including the Dark Savant's aforementioned robots, did not change over time, so that every visit to the conquered main city it became easier and easier to swan through the robot respawns until they — the game's main threat — were utterly trivial. In contrast, random wandering monsters seemed to scale to a difficulty level somewhere 5–10 levels <em>above</em> that of your party, so that odds on any encounter with bandits or roving wildlife would end with the entire party massacred, especially if they surrounded you. You'd get out of bed, give the Dark Savant's troops a kicking, and then venture forth with your monster detector on, and hide in a crevice the moment you saw any red dots coming.</p>
<p><span style="text-decoration: underline;">Baldur's Gate</span></p>
<p><span style="text-decoration: underline;"><img src="http://image.gamespotcdn.net/gamespot/images/screenshots/1/75251/baldursg_790screen003.jpg" alt="Image 3" /></span></p>
<p>Possibly one of the most famous RPGs of all time, and the first in the list where you actually got to see your characters, I won't go into much detail about what it was like because most people will have played it — and if you haven't, think  Dragon Age, which is very much its spiritual successor (and which I'll make some notes on at some point). You wander about a 2D landscape that mockingly mimics a 3D landscape by having areas roped off that you can't get to, and there's some plot about a… honestly, I can't remember. It's another Dungeons and Dragons game, though, and there were plenty of follow ups, including a direct sequel and couple under the Icewind Dale monicker, and they were all good. You start with a single character and pick up others, and then it does something really quite remarkable, because there's this guy called Minsc. Minsc is a Russian-sounding ranger who has a hamster called Boo that he thinks can talk (and fight — "Go for the eyes, Boo!") but he's also one of the handier combat characters in the game, and very useful to have around when he isn't mind-controlled. The hamster, by the way, is actually an item in his inventory, and he won't let you take it away. Minsc joins you because there's this girl he wants rescuing from gnolls, but he'll happily hack the crap out of anything you point him at, and he has the best lines in the game ("Magic is impressive, but now Minsc leads! Swords for everyone!"). And then, after you've blithely ignored his occasional poke about going to rescue this girl of his, he goes berserk and has to be put down. And then you scrabble desperately back through all your save games, and lose untold game progress, in order to find one where you can go rescue her from the gnolls in time, because by that point <em>you really like Minsc (6).</em> This is the first time I ever ran into a character in a computer game that inspired any kind of emotional response. The writers/game creators had made a person, a real NPC that you cared about, and who made you laugh. Again, this presages Dragon Age, where that kind of party interaction is one of the main points, but it was a feat seldom equalled.</p>
<p>Baldur's Gate is also notable at doing its damndest to bring the D&amp;D rules to the computer and getting it wrong a few times along the way. There was this one point in the plot where some evil doppelgangers were going to gatecrash some royal function and kill the local noble. They were said to be hiding in the sewers, but although I ran into all manner of other nasties down there (7) I could never find them, and whilst I could beat them up, what I couldn't do was stop them killing the king/duke/whatever before I'd finished them. So I sat my party outside the room they were all in — courtiers and doppelgangers, knowing that nobody would be starting the party without me, and I considered my options. What I did have in hand was an entire bagfull of wands of summoning that would dispense random monsters wherever I pointed. Delightfully, nobody in the duke's audience chamber batted an eyelid when I dropped a half-dozen gnolls next to the throne. Then some wolves, and hobgoblins, and… basically I filled that room to bursting with monsters of all shapes and sizes, all of them natural foes to mankind if you met them in the wild. Nobody cared. Possibly the servants even offered them drinks. Then I walked in and all hell broke loose. The doppelgangers switched forms, and every summoned monster in the room descended on them with tooth and claw and a sock with a rock in it. My computer slowed down to about one frame a minute. I went and made some tea. About an hour later the doppelgangers were dead, the duke was alive, and everyone had decided never, never to mention the Day the Monsters Came.</p>
<p><span style="text-decoration: underline;">Morrowind</span></p>
<p><span style="text-decoration: underline;"><img src="http://image.gamespotcdn.net/gamespot/images/2002/pc/reviews/morrowind/morrowind_790screen002.jpg" alt="Image 2" width="632" height="474" /></span></p>
<p>Another game that most people will have played (8), and so I won't bother with the detail. Morrowind didn't have a Minsc, but what it did have was plot and world in spades — this was the first game I ever really got absorbed in playing to the extent that I was right there in my character's skull wanting to know what was going on — and when you found out what was going on it was absolutely worth the journey. This carried over into <em>Tribunal</em>, the first sequel (<em>Bloodmoon </em>not so much, as the plot was far more separate) and indeed it sort of made more sense to cut the Morrowind plot in the middle, go do all of <em>Tribunal</em> and then go back. The basic setup was that you had three gods, or godlike beings, and a fallen god bad guy, and a prophecy, all that jazz, but it was a genuinely epic voyage of discovery and (spoilers!) when in <em>Tribunal</em> you find the fate of one of the gods (in whose religion you may actually be quite involved) and when you discover the nature of the others… Also, even though the graphics weren't a patch on the later <em>Oblivion</em>, the world was awesome, and populated by <span style="text-decoration: underline;">weird monsters</span> rather than the usual fantasy fare (when I first saw one of the big floating tentacle-monsters it scared the crap out of me — and then I discovered that they were basically farmed like cattle) (9). And, it was a very open world, and you could ignore the plot completely, and there was an extremely skilled and active modding community that the game openly embraced. The bit where I confronted the Big Bad on the gantry of his death rocket (10) after obtaining the two sacred weapons of waaa that were the only things that could defeat him, and he stepped back and fell to his death almost immediately, we'll chalk up as either anticlamax or extreme realism.</p>
<p>(1) Though you <em>know</em> this chain of posts is going there.</p>
<p>(2) In the earlier part of the game, often little portraits of dead people.</p>
<p>(3) Those old pre-Quake graphics, eh?</p>
<p>(4) Same guy who was getaway driver for Eye of the Beholder.</p>
<p>(5) It was Mexico. It was a desert full of cactus and, I think, even had vaguely hispanic music. It couldn't have been more Mexico if the goblins had been wearing sombreros.</p>
<p>(6) If you mistakenly rescue the girl <em>before</em> you pick up Minsc then Minsc won't register it, and in fact will be irreconcilably berserk and merrily kill <em>her</em>, sadly.</p>
<p>(7) The lot of a sewer-worker's life in fantasyland is well chronicled.</p>
<p>(8) The new one, <em>Skyrim, </em>is out any day now, I think. I did try <em>Oblivion</em>, but honesty never really got into it.</p>
<p>(9) This is one reason that <em>Oblivion</em> put me off — it was wolves, goblins and bandits, and that, frankly, is just dull.</p>
<p>(10) Technology again — there's a whole elder race/steampunk thing going on in Morrowind.</p>



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		<title>I, Beholder</title>
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		<pubDate>Sun, 24 Jul 2011 22:40:57 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
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		<description><![CDATA[I've been meaning to pen a thing about online RPGs, to go with my long-ago posts on paper and live ones. There's a ton of this sort of stuff about, of course — Elder Scrolls, Dragon Age, Baldur's Gate. However, first off:
Eye of the Beholder
Possibly nobody else even remembers this. It was a TSR Forgotten [...]]]></description>
			<content:encoded><![CDATA[<p>I've been meaning to pen a thing about online RPGs, to go with my long-ago posts on paper and live ones. There's a ton of this sort of stuff about, of course — Elder Scrolls, Dragon Age, Baldur's Gate. However, first off:</p>
<p><em>Eye of the Beholder</em></p>
<p>Possibly nobody else even remembers this. It was a TSR Forgotten Realms thing way ahead of Baldur's Gate, and it was completely mad on a number of levels, and yet enormous fun — and generally the fun and the madness tended to stem from the same elements. I give you some examples:</p>
<p>1. Your 6–8-man party of random adventurers was set up like a first person(s) shooter, and whilst having Duke Nukem or whoever potter about with a POV camera stuck between his eyes is one thing, this starts to break down when you're basically the shared POV of six people, and there's no head bob for movement, leading myself and my co-player to the irresistible conclusion that our valient heroes had descended into the dungeon on a golf buggy.</p>
<p>2. Although a 1-player game, we found that it actually worked better with 2 — one to control the trolley, usually by reversing at top speed away from the irate monsters, and the other to cast spells, shoot arrows, and throw random items from the inventory. Melee combat basically never happened, but everything in your pack could be flung at monsters for actual damage as your half-dozen characters frantically backpeddled down the corridors, and this was, in fact, what most of the early encounters degenerated into — especially the level with all the spiders, which was one level before you could deal with their poison (sneaky).</p>
<p>3. The monsters, in grand old D&amp;D fashion, could not work the doors. In fact, when dealing with Mind-flayers, as an example of a monster type quite capable of killing off some or all of your party, we ended up adopting the following procedure:</p>
<p>a: open the door, unload all series spells and attacks at the perplexed Mind Flayer.</p>
<p>b: close the door before the Mind Flayer can do anything.</p>
<p>c: rest up for eight hours for the spellcasters to regain their spells.</p>
<p>d: repeat until successful. Fights can be expected to last up to 2 weeks.</p>
<p>4. Given the severely limited flat graphics (like the old pre-Quake FPS's) and general early and rough feel of the game, there were some extremely clever touches that I've never seen since, such as:</p>
<p>a. You had to watch the repeating wall panels carefully because the secret doors were activated by little buttons that relied on the player(s) being able to spot them/</p>
<p>b. The game also took advantage of the repetitive environment by having traps that turned the party around, which was almost impossible to notice.</p>
<p>c. The occasional pile of bones you found could later be resurrected into an additional character for your party.</p>
<p>5. Finally, though, after fighting your way through about 20 levels of slimy, dank dungeons, you reached the Beholder's lair. Which was immaculately done up with white and purple wallpaper, and had dinky little dado rails with plaster eye motifs, leading to the inescapable conclusion that "Changing Rooms" had just finished with the place. This is a monster with a bunch of eyestalks and no hands, and so the logic can lead to either the beholder somehow hiring a team of interior decorators who fought their way through all the same psychotic monsters in order to pimp out its crib, or alternatively the beholder itself doing all the plastering by way of masterful telekinesis. The beholder also had an enormous spike trap in its living room, which served the sole purpose of killing the beholder when you knocked the wretched creature back into it, making this the most hamfisted example of Chekov's Gun I've ever come across.</p>
<p>But it was fun, and it was the first online RPG I'd ever played that didn't come entirely in text asking me which compass point I wanted to take through a poorly described forest. And Baldur's Gate would be for a few years, so it was all we had.</p>



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		<title>World of Bugcraft –and– new story</title>
		<link>http://shadowsoftheapt.com/blog/198</link>
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		<pubDate>Fri, 22 May 2009 22:09:59 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
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		<description><![CDATA[Firstly, there's a new story up, Counterspies by Adam Gauntlett, which you can find here.
Secondly, some of you may be aware of a dalliance entitled World of Warcraft (1). Well now, one feature of this global pastime is something called the armory, wherein you can look up all manner of things. And search the player [...]]]></description>
			<content:encoded><![CDATA[<p>Firstly, there's a new story up, <em>Counterspies</em> by Adam Gauntlett, which you can find <a href="http://shadowsoftheapt.com/wp-admin/post.php?action=edit&amp;post=201" target="_blank">here</a>.</p>
<p>Secondly, some of you may be aware of a dalliance entitled <em>World of Warcraft (1). </em>Well now, one feature of this global pastime is something called the armory, wherein you can look up all manner of things. And search the player database by character name. So, a little gander(2) displays the following</p>
<p>3 Tisamons (a priest and 2 paladins), 2 Stenwolds (priest and shaman), 2 Thalrics (warlock and paladin), 1 Cheerwell (rogue, weirdly enough), an assortment of 9 Tothos, 6 Tynisas (5 of whom are rogues), 7 Achaeoses, 7 Balkuses (3), 4 Scutos and a Sperra.</p>
<p>Now, lord knows I can't claim credit for some of these — names like Totho and Balkus are the sort of thing that people can happen upon quite happily by themselves (4) but even so… the wonder of it all…</p>
<p>(1) Alternatively, a highly contagious life-eating plague called <em>World of Warcraft</em>. Lord knows I'm still not over my case of it.</p>
<p>(2) is that right? Is "gander" look? Is this rhyming slang, and if so, what on earth is it rhyming with? Or is it dadaist rhyming slang: "Goose and gander — look"?</p>
<p>(3) You never think you'll need to work out what the plural of a character's name is…</p>
<p>(4) Case in point: there are at least 20 Felices.</p>



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		<title>The Real and Ancient Game, part II: Less ancient, more real</title>
		<link>http://shadowsoftheapt.com/blog/177</link>
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		<pubDate>Thu, 05 Mar 2009 23:36:13 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
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		<description><![CDATA[So…
I'm standing in a block of perhaps twenty men and women forming a compact fist at the centre of the battle-line. Around us, our fellow countrymen make the numbers up to a couple of hundred, arrayed behind and to either side of us with an order that few of our allies can match. The front [...]]]></description>
			<content:encoded><![CDATA[<div><span class="014440314-02032009">So…</span></div>
<div><span class="014440314-02032009">I'm standing in a block of perhaps twenty men and women forming a compact fist at the centre of the battle-line. Around us, our fellow countrymen make the numbers up to a couple of hundred, arrayed behind and to either side of us with an order that few of our allies can match. The front rank are shieldmen — our shield wall is the envy of the world. They stand with their round shields slightly overlapped, waiting for the advance to be sounded. I stand in the second with the spearmen, ready to defend the heads of the shieldwall, or guard their bodies should they fall. Behind me the rigid lines lose their cohesion: a shifting, porous mass of archers, skirmishers, healers and magicians mill and fret.</span></div>
<div><span class="014440314-02032009">    To our left, the forces of our allies are doing their best to match us: a stretch of men with tall black tower shields, a stand of athletic hellenes with bronze helms and shortswords. Beyond them, the more ragged ranks of the clansmen: claymores and great-axes serry the air. There is a murmur of uncertainty. <em>Why have we stopped?</em> Ahead of us the terrain slopes up, no place to be caught by the enemy. <em>Shouldn't we be taking the crest of the hill?</em></span></div>
<div><span class="014440314-02032009">    To our right the elves are filtering in. There are few shields amongst them, many bows.  Aside from small knots of armoured men who must be the personal retinues of some noble or other they lack the sheer metal mass of our own heavy infantry. Our people who share a flank with them are restive. There is a shifting of our skirmishers — bucklermen, sword and dagger men and spears — towards that edge of our lines.</span></div>
<div><span class="014440314-02032009">    Our scouts are coming back, and at a run: a meagre handful of them, quivers rattling at belt or back, they are racing down the slope to where our lord-general, and all the allied generals, stand waiting for their report.</span></div>
<div><span class="014440314-02032009">    The tactical situation is, it seems, very simple: <em>They are coming.</em> </span></div>
<div><span class="014440314-02032009">    Our general takes his position in the second rank, beneath the raven standard. The shieldmen pull a little tighter, correcting all the little lapses of discipline that an enforced wait brings.</span></div>
<div><span class="014440314-02032009">    I raise my eyes to the hill's crest.</span></div>
<div><span class="014440314-02032009">    They appear against the sky, just a scattering of figures, it seems: a rabble of spears and swords, barely a shield amongst them. There are so few, as they begin the descent, that I think they must be mad.</span></div>
<div><span class="014440314-02032009">    But they are not alone, of course. They are just the most eager for the fray. As they are two steps further down there are more on the crest, and then more again, things of human shape with bloodied faces, clad in flapping red, and they are charging, and the green grass of the hill is eclipsed by a tide of crimson as though some great hand was simply pouring them into the world, an unlimited number of them, rushing at our line and howling wordless cries, weapons raised on high and, I swear, even when they were closing with our shields there were more coming over the hill.</span></div>
<div><span class="014440314-02032009">    The elves loose, and our archers also, and the sky is suddenly busy with their shafts. It is not, as we skalds might say, enough to blot out the sun, but the arrows are legion even so. They must cause a fearful ruin to the enemy, who are coming so swiftly, in such numbers, that it<span class="715324809-05032009"> seems </span>impossible for any arrow to<span class="715324809-05032009"> miss</span>. </span></div>
<div><span class="014440314-02032009">    The shafts vanish into their onrushing mass, and their casualties are lost amongst their host, and they come on.</span></div>
<div><span class="014440314-02032009">    The shieldmen brace, and I take a tigher grip on my spear-haft.</span></div>
<div><span class="014440314-02032009">    The impact sends our entire line back a foot, for all their preparation, and the next ten minutes is lost in chaos. The line holds, the howling faces of our enemies for a moment leering over our shield-rims before enough of them arehacked down that those following grow leery of braving the reach of our blades. Their bodies vanish into the earth.</span></div>
<div><span class="014440314-02032009">    To our left, the elvish forces disintegrate even on the moment of impact, breaking and falling back, unable to hold the line, abruptly our skirmishers are funnelling forwards to hold the flank even as the shieldwall bows…</span></div>
<div> </div>
<div><span class="014440314-02032009">It's been really quite a while since I wrote <a href="http://shadowsoftheapt.com/blog/58" target="_blank">this</a>, and so about time I followed it up.</span></div>
<div> </div>
<div><span class="014440314-02032009">The above is not, as you might think, just a piece of slightly purpled prose written perversely in the first-person present tense, but is a personal account. I was that spear-carrier. That initial engagement then led to one of the nastiest, bloodiest battles I've been a participant in. We lost some of our best.</span></div>
<div> </div>
<div><span class="014440314-02032009">Of course they came back in different hats, as Stoppard put it (1), but that's beside the point.</span></div>
<div> </div>
<div><span class="014440314-02032009">Live role-playing(2), sport of kings (3) and yet another of the things one does that can't really go unmodified onto the CV (4). It's an odd hobby, and very hard to describe to those who haven't been there, but I'll give it a go. </span></div>
<div> </div>
<div><span class="014440314-02032009">The insider's impression: a step into another, more fantastic world without even needing the wardrobe, filled with terror, wonder, magic and raw emotion.</span></div>
<div> </div>
<div><span class="014440314-02032009">To give the most extreme outsider's impression: a half dozen teenage boys<span class="715324809-05032009">,</span> dressed in sheets and knitted string<span class="715324809-05032009">,</span> panel<span class="715324809-05032009">-</span>beating a near-identical group (save that there are slightly more of them and they have rubber werewolf masks) with lumps of foam and gaffa tape, whilst someone at the back is shouting "Fireball!" and pointing at people. So much for that.</span></div>
<div> </div>
<div><span class="014440314-02032009">There are different scales of larping, of course, and variable quality, and very different setups. There are university clubs, which range from the sight described above to thirty intellectuals playing out intricate games of alternate history with Elizabethan politics. There are commercial small-party clubs, where attendees get to be the Fellowship, running through caves or woods <span class="715324809-05032009">from one </span>riddle, trap<span class="715324809-05032009"> or</span> ambush<span class="715324809-05032009"> to the next</span>. There are mid-level fest-systems, where the player numbers reach perhaps 50–100 or so, <span class="715324809-05032009">meeting </span>to act out new adventures in the worlds of, say <em>Firefly</em> or <em>Stargate, </em>or to pursue historically-oriented role-playing as vikings or celts, with or without magic. Then there are the larger fest systems, where player numbers can top the 1000 mark, assembling in their factions and groups and alliances and going to war against this year's enemy (6). To my knowledge (and the larp scene can change very quickly sometimes) the two biggest battle-oriented fest systems are the Lorien Trust and Curious Pastimes, the latter of which provided the spectacle narrated above (8).</span></div>
<div> </div>
<div><span class="014440314-02032009">Some systems are less about the battles and more about the politics. In the Maelstrom (9) setting, another I <span class="715324809-05032009">sign up to</span>, whilst there is a modicum of duel, melee and buckles to be swashed (10) there is far more of trade, research, bitterly daggered politics. fiddling the exchange rates and trying to discover What is Going On (11).</span></div>
<div> </div>
<div><span class="014440314-02032009"><span class="715324809-05032009">Of course larp has some older siblings that bear mentioning. Historical re-enactment is the arch-originator of it all (12), although to continue the family metaphor, it probably doesn't talk much about its wayward little brother, and leaves the dinner table abruptly when the irresponsible fellow's exploits are mentioned. Or maybe not. There are plenty of re-enactors who have a foot in both camps, but overall the very, very serious attention to precise historical accuracy doesn't survive contact with a seventeen year-old boy in a dressing gown calling himself Gandlewic Bhaedspredh. </span></span></div>
<div> </div>
<div><span class="014440314-02032009"><span class="715324809-05032009">As an odd kind of missing link between the hardcore re-enactors and the full fantasy larpers come outfits like the Society for Creative Anachronism, who are generally enacting, rather than re-enacting, but draw more from history than fantasy (or so I understand). In fact something like the SCA was, weirdly, my very first pointer that grown people actually did this kind of thing, One of my all-time favourite books, Peter Beagle's <em>The Folk of the Air </em>(13), introduced me to the concept years before I ever took up a rubber sword, as the hero, Joe Farrell, gets draw into an SCA-like group where real (and very dangerous) magic is going on behind the scenes. Beagle's portrayal of the quasi-larpers, despite the genuine nastiness that turns up amongst them, is a sympathetic one, and that idea, of a combination of freeform character drama and no-holds-barred melee, must have stayed dormant in my mind until I finally had the chance to try it myself.</span></span></div>
<div> </div>
<div><span class="014440314-02032009">The key thing to remember is that, like a Tardis<span class="715324809-05032009"> (14) </span>, it's very different when seen from the inside. It's not a spectator sport, but it <em>is </em>very immersive. Being Someone Else has a very strong appeal. Stage-acting is all very well, but it puts you on rails and dictates your destination. Tabletop gaming has much to recommend it, but lacks a visceral adrenaline edge. However foolish the entire business might look from outside, however those who shrink from geekery might practically dissolve into oily goo if asked to don a tabard and take up a rubber sword, it is an <em>experience</em> like no other: to stand there with your comrades as the enemy charge your line, or to desperately broker a fragile peace between two colonies while all around you their soldiers are mustering for a fight, to mourn a lost friend taken from you by the murderous hands of a vicious cult (15), to see the empty places at the fire the night after the battle, these are things that we cannot normally do. We live very comfortable lives around here, for which I'm profoundly thankful. They are muted lives, though. I personally never had the yearning to climb a sheer cliff with a minimum of safety equipment, or zoom about in a power boat at outrageous speeds, or do any of those other sports where the word "extreme" seems to be followed by the unspoken addendum "-ly dangerous." Everyone gets their emotional kick from somewhere, and it seems a little unjust that dressing up in chainmail or robes should be thought of as aberrant, whilst throwing oneself off a bridge whilst still attached at the ankle by a rubber band, or even joyriding in someone else's car whilst out of one's mind is, apparently, more explicable to the mainstream of society. It's almost a revisiting of the "RPGs don't kill people, guns kill people, but RPGs aren't mentioned in the constitution" argument.</span></div>
<div> </div>
<div><span class="014440314-02032009"><span class="715324809-05032009">The demographic of larp is also skewed from the traditional tabletop RPGers. There are far more women, for example, maybe closing on a 50/50 split in some cases, and the age range is similarly broader, especially with the players coming over from the re-enactment side of things. Tne range of experience in the hobby is, consequently, that much the more varied.</span></span></div>
<div> </div>
<div><span class="014440314-02032009">For a fantasy<span class="715324809-05032009"> writer </span>whose books have more than their share of armed mayhem, larp has another function as well. A writer of sword and sorcery can <span class="715324809-05032009">set his own rules for </span>the sorcery part, but should really know about the swords bit to avoid dull, unconvincing or flat out impossible fight scenes. I imagine most writers in the genre have had a crack at <span class="715324809-05032009">some manner of practical training</span>. Certainly one wouldn't want to draw sword on KJ Parker on a dark night, who'd probably take a break from building a log cabin to skewer you with a rapier and then fling you several miles from a trebuchet<span class="715324809-05032009">  (16)</span>. I had the privilege of watching Mary Gentle fight with sword and dagger, one time, more than holding her own against her instructor and a fellow student, and her understanding, her personal experience, shows clearly in her writing. A writer without any kind of <span class="715324809-05032009">familiarity with </span>the fight is in danger of producing scenes that run like a bad MMORPG combat, opponents slogging it out toe to toe in strict alternation.</span></div>
<div> </div>
<div><span class="014440314-02032009">Now I'm not saying that everything I ever learned about swordsmanship I learned from larp. In fact, the majority of my knowledge of actual technique comes from some years of stage-fighting training, taught by a kind, patient but, in the end, infinitely troubled man who was one of those people made too late for an age already dead and gone. From him I <span class="715324809-05032009">picked up </span>all that my ham-hands and two left feet were capable of learning of the mysteries of broadsword, rapier, smallsword, main-gauche, quarterstaff and the good old fashioned art of the stage punch-up, and without that training I'd be the poorer writer, no doubt. Stage fighting is a business of intricate preparation, where two supposed opponents work together to propagate the lie of their adversity, though. Stage fighting doesn't tell you how it feels to be standing in a mob of nervous, uncertain people waiting for the enemy to come, or what it's like to be fighting for your life against bad odds, and realise that the allies behind you have atrophied, your formation collapsed, and the man at your back has <em>his </em>back to you. For sheer safety reasons larp fighting is limited by rules that distance it from the real thing, but the tactics are the same: shields, spears, bows and all, and a great deal of the emotion feels very real even though you have nothing "real" to lose.</span></div>
<div>
<p> </p>
</div>
<div><span class="014440314-02032009">(1) In <em>Rosencrantz and Guildenstern are not taking their hits</em>.</span></div>
<div><span class="014440314-02032009">(2) Optionally live-action role-playing. The inclusion or omission of the word 'action' does not indicate the level of physical exertion required. </span></div>
<div><span class="014440314-02032009">(3) This is almost certainly not true. If anyone knows of genuine larping royalty, always keen to hear.</span></div>
<div><span class="014440314-02032009">(4) Historical re-enactment is not true, but close enough for government work. Non-historical enactment would be closer.(5)</span></div>
<div><span class="014440314-02032009">(5) Obvious comparison with <a href="http://www.topatoco.com/merchant.mvc?Screen=PROD&amp;Store_Code=TO&amp;Product_Code=DC-PREENACT&amp;Category_Code=DC" target="_blank" onclick="urchinTracker('/outgoing/www.topatoco.com/merchant.mvc?Screen=PROD_amp_Store_Code=TO_amp_Product_Code=DC-PREENACT_amp_Category_Code=DC&amp;referer=');">this </a>from the cartoonist Dresden Kodak.</span></div>
<div><span class="014440314-02032009">(6) For the curious: those systems that have a big non-player enemy fill its ranks by way of "monstering", whereby half the players at any battle will doff their usual costume and become Faceless Stormtroopers of the Big Bad, to die in waves against the shields of the heroes (7)</span></div>
<div><span class="014440314-02032009">(7) Or, <span class="715324809-05032009">occasionally</span>, to slaughter the heroes mercilessly.</span></div>
<div><span class="014440314-02032009">(8) For more details see <a href="http://www.curiouspastimes.co.uk/" target="_blank" onclick="urchinTracker('/outgoing/www.curiouspastimes.co.uk/?referer=');">here</a></span></div>
<div><span class="014440314-02032009">(9) For more details see <a href="http://www.profounddecisions.co.uk/" target="_blank" onclick="urchinTracker('/outgoing/www.profounddecisions.co.uk/?referer=');">here</a></span></div>
<div><span class="014440314-02032009">(10) Swashes to be buckled?</span></div>
<div><span class="014440314-02032009">(11) The general rule being: if you don't know, you're ignorant. If you think you <em>do</em> know, you're not only ignorant but wrong.<span class="715324809-05032009"> </span></span></div>
<div><span class="014440314-02032009"><span class="715324809-05032009">(12) Well, history is the arch-originator of it all, but that's going a little beyond my brief</span></span></div>
<div><span class="014440314-02032009"><span class="715324809-05032009">(13) Which rumour suggests may shortly be re-released in an expanded version under the title <em>Avicenna</em>, which I'm looking forward to. Mr Beagle has also just released a new short story collection entitled <em>We Never Talk About My Brother</em>, which I've just started on today.</span></span></div>
<div><span class="014440314-02032009"><span class="715324809-05032009">(14) I deserve some kind of award for trying to illuminate an inherently geeky topic by using a simile that is in itself comprehensible mostly to geeks.</span></span></div>
<div><span class="014440314-02032009">(<span class="715324809-05032009">15</span>) and yet to know that the actual <em>person</em> will, as aforesaid, come back in a different hat, and that's very much the point. It's limited-exposure tragedy, as if you can not only play the Dane, but actually know that you've come to this final and untenable position not by playwright's fiat but by your own choices and those of the people around you, and then still be able to join Claudius and Gertrude in the pub for a drink later.<span class="715324809-05032009"> </span></span></div>
<div><span class="014440314-02032009"><span class="715324809-05032009">(16) I should point out that I am very fond of KJ Parker's books and elegant prose style, and the utterly unique things done therein with the genre. I want to make this particularly clear as I suspect that, along with all those other areas, Parker probably knows more about law than I do, too. </span></span></div>



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		<title>The Real and Ancient Game (1)</title>
		<link>http://shadowsoftheapt.com/blog/58</link>
		<comments>http://shadowsoftheapt.com/blog/58#comments</comments>
		<pubDate>Tue, 15 Jan 2008 21:31:00 +0000</pubDate>
		<dc:creator>Adrian Tchaikovsky</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[gaming]]></category>

		<guid isPermaLink="false">http://shadowsoftheapt.local/blog/58</guid>
		<description><![CDATA[“There is a ten-foot by ten-foot room here. There is an orc. He is guarding a chest.”
 
For better or for worse, role-playing games.
 
There are very few things (2) that a man could admit to doing that would throw more of a pall of geekishness about him. I say “a man” because the quintessential image of [...]]]></description>
			<content:encoded><![CDATA[<p style="margin: 0cm 0cm 0pt;">“There is a ten-foot by ten-foot room here. There is an orc. He is guarding a chest.”</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">For better or for worse, role-playing games.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">There are very few things (2) that a man could admit to doing that would throw more of a pall of geekishness about him. I say “a man” because the quintessential image of a role-playing gamer is male, although more usually portrayed as trapped in that awkward transition between man and boy.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">I won’t say that there isn’t fire behind the smoke, but, your honour, I shall try and defend the institution, the old alma mater of imagination. The defence will seek to prove that the image is both inaccurate and outmoded (3).</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">Way back in the day (4) Dungeons and Dragons was dangerous. It was a stone-cold killer out to get your children. In those days, bizarre to say, D&amp;D (and rock and roll, admittedly) filled the same panic-mongering, knee-jerking, puritanical gap that computer game and video violence fill these days (5). In fact it’s almost certainly the same people and/or institutions banging the drum. Whenever a maladjusted kid takes it into his head to bring military history to life in the classroom, the blame is ladled conveniently and safely onto some pop culture bête noir, rather than, say, wider social issues, freely available automatic weapons (6) or, heaven forbid, something to do with parenting. If someone is sufficiently unbalanced to blow away as much of his life as he can get into his sights before ending it all then one must suspect that no amount of Harry Potter, Golden Compass, Dungeons and Dragons, Iron Maiden or Grand Theft Auto (7) is honestly going to push him over the edge. That edge was crossed a while back, internally, and alone.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">The role-playing game industry, then, has had its times of persecution. Anyone, for example, who has watched the execrable hate-film Mazes and Monsters will have felt that persecution quite keenly, if only because the portrayal of role-playing (and live action role-playing too) therein is so woefully inadequate. Man, if I was involved in that campaign I’m not sure I wouldn’t consider something drastic myself… However, whilst there are still a few extremists who no doubt believe that it’s all, basically, down to Satan, the hobby’s public perception has settled on something risible, baffling and archetypally geekish.</p>
<p style="margin: 0cm 0cm 0pt;">There is a rich history there, for those that care. Emerging from the wargaming hobby to spawn Gygax’s Dungeons and Dragons, a peculiar mixture of miniatures battles, Tolkien and Jack Vance, the hobby grew in a strangely organic, even fungal way, absorbing different genres as it found them. Amongst the earlier games, for example, was the Sci-fi Traveller, and the H.P. Lovecraft tribute game Call of Cthulhu, both still going several editions on today. From small-town labours of love the market proliferated wildly into reasonable-sized corporations, producing some wholly original games, some based on books, and a few (to my mind weak) offerings that were cash-ins on the film of the moment. Major milestones include, of course, White Wolf’s Vampire, inspiration for a million moody Goths and itself strongly influenced by the writings of Anne Rice (and the film Lost Boys), and the astonishingly detailed semi-historical game Ars Magica.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">Of course, this is all “tabletop”, and the hobby has spread considerably since. I’ll talk about LARP (or LRP, the “action” is apparently negotiable) another time, suffice to say that the term has been legitimised in Larpers and Shroomers: The Language Report as part of the evolving English language. However there is an enormous growth industry in purported computer role-playing games, a market now worth some quite ludicrous amount of money. I have to say I’m a bit of a purist here. Single-player games to date have basically given us combat/problem solvers with RPG trappings, and that doth not a role-playing game make. Online games have more potential, if only because of the ability to interact with other human beings (8), but when I see people actually strutting around on, say, World of Warcraft speaking like Prince Valiant, if Prince Valiant hadn’t the first idea about punctuation, I always feel… well I feel, I suspect, like a non-gamer feels listening to gamers. All faintly foolish. I enjoy online games, but for the game. I’ve not yet found one condusive to actual roleplay, and it’s honestly not what I’m after when I seek out the computer.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">The current image of role-playing games, however, is undergoing something of a metamorphosis. I won’t say they’re becoming hip. I’m not sure there’s enough pelvis in our sociocultural skeleton for it. However, the foolishness is rubbing off, revealing something almost respectable, almost intellectual, about the whole thing.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">The foundation stone for this change is time and money. The people who were those thirteen year old boys being fighters and mighty wizards and wishing they had girlfriends are now grown men with office jobs who mostly have families, and yet those days, those dice-throwing days, were the golden days of their youth, and even if they no longer play, the hobby has a shimmer of pleasant nostalgia. Nostalgia is big business, now. The admen have turned it from a failure of the old into a mass phenomenon. I heart the 70’s! they cry, and television rehashes endless old footage in a bid to waste the cheapest hour of your life. That’s the time. The money is in the fact that an awful lot of those thirteen year olds were into computers, and computers turned out to be quite a useful thing to be into, and suddenly the awkward, derided kids with the glasses were earning enough to buy wholesale all those tough guys who were good at sports. Geek is chic, so to speak.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">It’s worth noting that a lot of the increased cool must surely be because the hobby is nowhere near as male-dominated as it once was. This is probably because the style of play has changed from the original “kill things and be powerful” concept that allowed put-upon adolescents to escape from the inadequacies of real life, and evolved (in a very real sense of the word) into something capable of considerably more depth and meaning. At the average LARP event these days you can often find a fairly even gender split.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">A major boost to the respectability of the hobby, however, has been the willingness, all of a sudden, of notable names to be associated with it. Such illuminati as Vin Diesel and Robin Williams, for example, are confessed gamers, and that must utterly bewilder the anti-gaming lobby in the States. Moreover, writers are beginning to come out of the games closet. Writers of fantasy fiction, it is true, stand only a step beyond the hobby as respectability goes (9), but that is a useful step. Here is someone who plays those damned games, and not only are they making a living, garnering something of celebrity, but that success must surely have been assisted by their gaming hobbies. To name but two, Stephen Erikson has stated that his epic Malazan Book of the Dead grew out of a role-playing campaign he ran with his friend Ian Esselmont (now also writing books set in their shared world), and Jim Butcher, author of the recently televised Dresden Files, is an acknowledged larper.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">So why? What is it that all of these people have been doing all those years, if it wasn’t, after all, something to do with unholy rites? What is the appeal? Why spend seven hours straight rolling dice if there’s no money involved (10) ?</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt;">Later, maybe. If you need to ask the question. Later, perhaps. Maybe we’ll let you in on what you’ve been missing.</p>
<p style="margin: 0cm 0cm 0pt;"> </p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(1)   The title is Dianne Wynne-Jones’ term in Homeward Bounders to describe the unpleasant god-games played by the book’s nebulous villains.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(2)   Train spotting, however, is definitely one of them.</p>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(3)   Mostly. Mostly inaccurate and outmoded. Lord knows, there are some of the old school left, but we don’t talk about them. A friend sent me a flowchart of increasing geekishness recently, much to my amusement. It can be found here: <a href="http://www.brunching.com/images/geekchartbig.gif" onclick="urchinTracker('/outgoing/www.brunching.com/images/geekchartbig.gif?referer=');">http://www.brunching.com:80/images/geekchartbig.gif<img id="snap_com_shot_link_icon" class="snap_preview_icon" style="padding-right: 0px; background-position: -1158px 0px; min-width: 0px; display: inline; padding-left: 0px; font-weight: normal; min-height: 0px; left: auto; float: none; background-image: url(http://i.ixnp.com/images/v3.36/theme/silver/palette.gif); visibility: visible; max-width: 2000px; padding-bottom: 0px; margin: 0px; vertical-align: top; width: 14px; max-height: 2000px; line-height: normal; padding-top: 1px; background-repeat: no-repeat; font-style: normal; font-family: 'trebuchet ms', arial, helvetica, sans-serif; position: static; top: auto; height: 12px; background-color: transparent; text-decoration: none; cssfloat: none; border-width: 0px;" src="http://i.ixnp.com/images/v3.36/t.gif" alt="" /></a> . Whilst the ordering will vary depending on who you talk to, it does rather demonstrate the sheer divisive clannishness that geeks, and especially gamers, are prey to.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(4)   A marvellously indefinite expression. I probably mean the late seventies and eighties.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(5)   Hell, computer games were always violent. Everyone knows of some kid in the 70’s who, after a marathon session in the arcades, went home, dressed up like most of a wheel of cheese and went on a homincidal eating spree. Not to mention the Space Invaders murders… like the police said, “you’d think, when they saw he had a gun, they wouldn’t just keep slowly going backwards and forewards in front of him…”</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(6)   It may well be that people, rather than guns, kill people, but the fact remains that people with guns kill people rather more efficiently than people without guns, or what on earth are we giving them to the army for? Similarly, I didn’t ever hear that kind of gun-pundit say, when confronted with some atrocity that was being talked up by the evangelist crowd “Satan doesn’t kill people, people kill people”, although it would, sure as hell, be very true.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(7)   Curious fact – Alan Campbell, designer and programmer on Grand Theft Auto is also a fantasy author, giving us the excellent Scar Night.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(8)   They are. The people who play online games are definitely almost mostly human.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(9)   Indeed, see the diagram at (3) above.</p>
<p style="margin: 0cm 0cm 0pt 36pt; text-indent: -18pt; mso-list: l0 level1 lfo1;">(10) Because rolling dice to lose little Bobby’s college fund is entirely fine and responsible social behaviour compared to having your 18th level ranger kill some frost giants.</p>



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