Klub Londinium: not the Mystic Walk

On Friday last week Kevan Davis and I met in Regents Park and did—simultaneously and not as it’s supposed to be done—the Klub Londinium ‘Mystic’ walk. It was a lovely evening, the temperature and mood were just right, and the experience was transfigurative. I’m still in the process of mustering my thoughts and forcing them into digital form. Shortly.

In the meantime my old friend and comrade-in-arms Mr Cardhouse (we have met once, six years ago) has posted his experience of the Jejeune Institute ARG. It is considerable. Also excellent, because Cardhouse is very high on my list of ‘If you didn’t write like you, who would you like to write like?’ people on the internet, and though not a games guy in the usual sense he gets it. (He was one of the guys behind X/Worship the X, which was part of the early-90s flowering of simply amazing US music/culture zines that also produced Greed (Kurt Sayenga, where are you now?) and Might (ed. one Dave Eggars) and slightly later Raygun. You should know X if only for Evan Dorkin’s amazing two-page comic-strip retelling of Catcher in the Rye illustrated entirely with drawings of Fisher-Price Little People. Yes you should.)

(Fuck me, twenty years ago. Much like Klub Londinium. Was there something in the water?)

Anyway, Cardhouse has caught the lightning-in-a-bottle sensation of being in an ARG experience: the information overload, data coming to you in the wrong order, sometimes weeks or months late, the other people, and the amazing confusion and weirdness and joy of it all. I commend it to you.

Back to it.

Sudden Sway: Neuro-Activity Modules and Klub Londinium

‘This is a Neuro-Activity Module, broadcast to you on the wavelength of sound. NAMs help you “be” more easily. From Conceptat, the idea agency.’

The words jolted me out of my late-evening fervour of typing. It was the early 1980s and I was in my study at boarding school, banging out an article for the gaming fanzine I’d set up a few months earlier, Wereman, with the John Peel show on Radio One in the background. But suddenly—this. This wasn’t Peel’s usual eclectic noisy nonsense. This wasn’t even music. What was it?

‘Kev and Kath, function and data processors for Conceptat—the idea agency—have recently attended the office self-awareness weekend at the Olde Mill By The Stream. Kath is under stress as a result of an attack made outside the Green Man. Kev has left his first wife, who he has understood so well that she no longer exists. Hrrrh hrrrh winebar, hrrrh hrrrh cosy place between town and country. However, the noisy quiet has been broken by a card from the local society. “Come to the Union Ball!” it reads. “Bring two presents, a What and a Why.” Kev is anxious.’ 

What the hell? The text was half-way between the new turks of cyberpunk and Philip K Dick, the audio production like a well-produced self-help tape. Kev and Kath chatted earnestly about Whats and Whys, and spinach gnocchi. It was J G Ballard’s banal future brought vividly to life with quiet hysteria—not knowing whether to laugh or scream. And then, as a distorted voice pronounced ‘Please press [Return] on your computers now’ and the radio speaker broke into the shrill staccato of a home computer programme recorded on cassette, I decided that whoever these people were, and whether or not they got around to making any music, they were going to be one of my favourite bands of all time.

Fast-forward to 1990. Sudden Sway’s two Peel Session tracks, ‘Relationships’ and ‘Let’s Evolve’, have entered legend. The band is about to release its third proper album, having put out the extraordinary Spacemate in 1986—a double album in a box five centimetres thick, stuffed with literature and ephemera about a bizarre and strangely plausible over-commercialised near-future, costing their label WEA a great deal of money that I’m sure it never saw again, and ’76 Kids Forever, the soundtrack of a never-produced musical trading on a faux-nostalgia for the 70s and 80s that didn’t exist yet.

They’ve also released Sing Song, eight different 7” singles pushed out simultaneously in identical packaging to a bewildered and somewhat oblivious public; followed by Autumn Cutback Joblot Offer, an eight-track album on a 7” single. They’d done a residency at the ICA Gallery in London, sitting in a chipboard hexagon playing songs when visitors pressed one of four buttons, while an exhibit around them extolled the delights of the fictional new town of Heavenly Springs. They are still one of my favourite bands.

And then a small mention in Time Out notified me of Klub Londinium, guided experiences by Sudden Sway, by application only. Of course I applied. In return I got… a personality test?

At this point my memories of the event are just that—twenty-year-old memories—so if you’re a Sudden Sway completist please do not rely on the details of what I’m saying here. This is what I took away from the event, not necessarily what was actually organised or actually happened.

I filled in the personality test and sent it back, and was told to turn up at Liverpool Street Station on a Saturday afternoon, with a portable cassette player and headphones. I think at some point a fiver changed hands, and at some point I got a cassette marked ‘Klub Londinium: Outsider’. And this, at last, was the Neuro-Activity Module I’d been promised a decade earlier.

The instructions explained the intention: having graded people into four personality types—Materialists, Hedonists, Mystics and Outsiders—the organisers wanted to give paticipants a way of experiencing London through a different set of cultural filters, by letting them take a tour designed around a different personality type.

‘Ah, psychogeography,’ the smarties are already muttering, ‘the Situationist International, the idea that cities only exist as we perceive them, everybody knows a different London’ and that was part of it, certainly. But this appeared to be the first example of a system for letting you experience someone else’s London—not just giving you their places but their interpretation of them, within the intimacy of a pair of headphones. For the 45 minutes that the tape played you had someone else walking with you, their voice in your head, not talking to you but talking to themselves. And more besides. It was, in 1990—Margaret Thatcher still prime minister, Amstrad computers still considered acceptable—transmedia.

How did it work? Participants were met outside Liverpool Street Station by a representative of Klub Londinium, who gave them an identity badge and told them when to start the walk. Participants walked on their own, with only the tape for company, to guide them and keep them at the right pace. I think there was a ten-minute interval between walkers; it may have been less but it should be fairly obvious already that this wasn’t an activity that was going to scale well.

Press play, and follow the tape’s instructions. There are three elements on the tape: the Narrator, who tells you where to go; a musical score that comes and goes; and the Outsider, your companion on the journey, your Virgil through the seven circles of east London and your guide to this stranger’s perspective.

The only problem was that on the personality test I’d come out as an Outsider, so this wasn’t a million miles from how I’d have seen the walk anyway. It wasn’t me exactly, but it was a worldview I recognised, though exaggerated and unnecessarily depressed. Nonetheless, interesting.

The walk lasted forty-five minutes, and covered—I’d guess—slightly more than two miles. I don’t remember the details of its course—do you remember the route of a 45-minute walk you did once twenty years ago—and most of the sights along the way I’ve forgotten too. The general tone was about urban degeneration, the loss of community, the searching for somewhere to live and to call home. It wasn’t political at all, there was nothing that might alienate the walker from the recorded soundtrack—but the soundtrack was working to create a sense of alienation from the environment, a sense of displacement and discomfort.

It was very well done. It was also quite depressing, that being the core of the Outsider personality. It’s difficult to distance yourself from voices in your head, to gain a sense of detachment and a space in which to analyse what you’re experiencing, and besides it was 1990, nice people didn’t do that sort of thing.

I do remember two specific things:

1. Entering a raised area, like a large courtyard, surrounded by modern buildings. I want to say it was a housing estate or at least modern flats, but that seems unlikely. At this point the narrator makes a reference to something like a surveillance society, and the voice in my head starts going a bit paranoid: ‘I feel like I’m being watched, like I’m a test subject in their laboratory. Are they following me? Are they observing me?’

—except there were people following and observing me, carrying clipboards. They were keeping their distance but there was no question, of all the people around (and admittedly it was a quiet Saturday afternoon so there weren’t many) they were explicitly paying attention to me.

It took my internal games-designer a few seconds to realise that they were stooges who were reacting to people wearing Klub Londinium badges, but for anyone less analytical it must have been an eerie and disorienting experience.

2. Further on, probably two-thirds of the way through the course, there was a long bridge under a railway. The afternoon was overcast and drizzly and the space under the bridge, shadowy at the best of times, was dark and ominous. The narrator warned of crime, of dispossessed youths with nowhere to go, and the Outsider began to worry about danger, about what might be lurking in the shadows

—and there was someone in the shadows, silhouetted against the daylight at the far end of the tunnel, leaning against the wall in a post of arrogant, youthful hostility. Just waiting, not moving. And it was clear that the tape was taking me towards them, right past them.

No one else in sight. Just me and this unknown figure, and the voices in my head: the Narrator calm but insistent that I proceed; the Outsider increasingly panicked by the possibility of confrontation or worse.

Fifty feet away. Twenty feet. Ten. And as I reached arms-distance from the lounging youth he suddenly stepped away from the wall, turning towards me, took a step towards me—

—and another, and walked past me, the way I’d come, and away.

My heart meanwhile, was going like an over-caffeinated jackhammer. It was a brilliant piece of minimal theatre, with me as unwitting stooge and audience together.

The walk concluded at the Geffrye Museum in Bethnal Green, as the Outsider either evaporated or expired in a frenzy of exclusion from the selection of homes that the museum offered; and the participants rendez-voused with members of the band at a nearby pub for something of a postmortem.

I don’t remember much about that part, to be honest. But about the same time I saw Derek Jacobi perform Henry IV parts 1 and 2 over successive nights and I don’t remember anything at all of that. And Klub Londinium made such an impact on me that twenty years later I can still recall the face of the man in the tunnel, a face I saw once, in shadow, for a handful of seconds two decades ago. Anyone who doubts the power of transmedia hasn’t seen it done properly, is what I’m saying.

But why am I telling you this? Klub Londinium was a one-off series of four events and as far as I know they were never repeated. Sudden Sway seem to have ebbed away as the 90s witnessed their predictions of a bland future of corporate brain-whitewashing beginning to come into actuality. But as technology has given games designers the tools to create psychogeographical walks with transmedia elements, geo-synched events and even augmented-reality add-ons, I thought it would be useful to make a record of what must have been one of the earliest attempts to do something like this.

Perhaps not the earliest, though. I’m sure the ghost-walks where hidden watchers cue spooky events have been around for centuries, whether with a human guide and narrator, or with participants following a map.

But Klub Londinium was a specifically media-based experience, possibly one of the first real transmedia experiences, more than twenty years ago, before portable technology included CD players let alone MP3s, GPS or Google Maps. And it’s interesting to look back and compare how cassette-based technology and a couple of friends stand up to today’s enhanced digital experiences.

To this end in a few days Kevan Davis and I are going to redo one of the Klub Londinium walks. Obviously it won’t be the same: the geography of the city will have changed over twenty years—though we’re deliberately doing the Mystic, the one set in Regents Park, to minimise that—and there won’t be any actors or stooges along the way to bring the psychogeographical elements of the landscape alive the way that Sudden Sway originally intended. But we will reconstruct what we can, compare it to the state of the art, and report back.

(Klub Londinium tape inserts courtesy of Fruitier than Thou.)

Hey kids, comics!

With great regret I am selling off my comics collection, prior to moving house. I loved this stuff but it’s spent the last ten years under the bed not being looked at.

We are talking about three full boxes of comics, measuring almost two metres. Probably not far off a thousand actual comics. High points: lots of Alan Moore, Eddie Campbell, Cerebus, Peter Bagge, Jim Woodring (lots of early Jim Woodring), Fantagraphics, Eclipse Comics, weird little b/w indies and art-comics like the Drawn & Quarterly anthologies, some silver/bronze-age oddities. Not a lot of superheroes, basically no Marvel apart from stuff like the Bill & Ted comic by Evan Dorkin (not the movie adaption—though he did that too—but all-new Bill & Ted material by the writer/artist of Milk & Cheese: Dairy Products Gone Bad. Which I’m also selling quite a lot of).

Very little rubbish–apart from a small section labelled ‘worst comics in the world ever’, which I briefly collected. I just discovered that one of them, Neutro, is worth $50 these days. That’s not included in this set.

No, there is no Sandman. Yes, there is every issue (I think) of Reid Fleming: World’s Toughest Milkman and the indescribably awesome Tales of the Beanworld (Actually there is some Sandman, but not much.)

It’s a complete grab-bag of curiosity. There may be some stuff of actual £££ value in here but frankly who knows.

I will take literally the best offer I get. If that’s £5, that’s £5. And you collect or arrange for shipping.

Key points:

I’m not going to spend a complete day making a complete list of everything. If you want to know if I’ve got any specific titles then ping me and I’ll tell you. But no cherry-picking: one person will get the whole collection. This is an exercise in house-clearance, not maximising the value of this thing.

This collection is not suitable for children. Some of it isn’t suitable for teenagers. A few of the books aren’t suitable for anybody.

Most of the comics are bagged. Some of the unbagged ones are  slightly yellowed. General condition is very good–near mint.

Bear in mind that in the late 80s and early 90s I did a lot of comics reviewing and interviewing for the comics magazines of the day (Speakeasy, Fantasy Advertiser, et al). Comics as a medium for art and creative storytelling was a subject I took seriously, and this collection reflects that.

If you’ve got any questions, stick them in the comments. If you’ve got any bids, stick them in the comments too.

I will take the best bid  received by 6pm on Friday 10th August. You have to arrange collection of the comics from Clapham by 14th August at the latest.

If you win, be gentle with them. Lots of good memories here, and I’d like them to go to a good home.

 Update: £60  is bid, lads and gentledames.

Alms and the Beast

Stone Skin Press, the fiction offshoot of Pelgrane Press, has been running a Kickstarter campaign to fund the release of their first four short-story anthologies: The New Hero vols 1 and 2, Shotguns vs Cthulhu and The Lion and the Aardvark: Aesop’s Modern Fables.

This is interesting to me because I like the Pelgrane folk immensely, they have had the considerable good sense to appoint Robin D. Laws as line-editor on the books, Robin has had the lesser good sense to include a new story of mine, ‘Alms and the Beast’ in New Hero vol. 2, and it is featured on the front page of the Stoneskin Press site today.

 

 

 

 

 

 

 

The basis of the New Hero series is a great concept. In each story, style and genre are less important than the character of the protagonist. He, she or it must be a catalyst within the narrative: provoking change and fuelling the action and reactions, but coming out at the end fundamentally unchanged by what has happened. Conan is a good example but not a great one; James Bond and Judge Dredd come closer to the platonic ideal. So there’s SF, fantasy, modern-day, weirdness, and quasi-historical fiction. Which is where I come in.

For ‘Alms and the Beast’ I’ve revisited some of my favourite themes for short fiction: medieval England as a backdrop; dark forces at work in the world; the interplay of duty, honour and faith; and a protagonist stripped back to their core, trying to find a new role in life and striving how to be a good man who must do bad things. People who know my earlier work may spot similarities with the nameless priest of Morr, god of Death, who appears in the novel Hammers of Ulric which I co-wrote with Dan Abnett and Nik Vincent, or the mutating hero of my Marks of Chaos novels for Games Workshop, who fights Chaos in the Old World and within his own body. And the background might as well be the Dragon Warriors RPG, which I published until last year.

I don’t keep coming back to these themes because I find them easy to write about. The truth lies in the other direction: these are meaty subjects that demand to be explored in different contexts. I don’t write for my own satisfaction, but if I don’t believe in what I’m writing then neither will you. I am drawn to these ideas and the characters who embody them because they fascinate me and pull me in. Easy? If I wanted to write easy fiction I’d be churning out post-Dan Brown thrillers.

Plus I enjoy torturing protagonists, giving them a difficult time, and sinking their barges, whether real or metaphorical. That way lies strong emotions and conflict, and if you don’t have those in a story you might as well be writing a letter to your mum.

So we have a nameless protagonist who wears a leather cloak covered in silver and tin badges from a hundred different sites of pilgrimage; dark schemes and strange rituals in the English summer; disaffected knights returned from an unfinished crusade to a land where their roles are increasingly undefined; and a man who has lost everything in the name of trying to protect what he believes in. It feels like fertile ground for more stories. If you agree, go and throw some money at the Stoneskin kickstarter.

Once Upon a Time in Texas

It’s almost twenty years since Atlas Games released the first edition of Once Upon a Time, the card-game I co-developed with Andrew Rilstone and Richard Lambert. Since then it’s sold around a quarter of a million copies, and is available in ten languages including the pirated Chinese edition. And Once Upon a Time 3rd Edition will be released in time for Christmas this year with all-new art and packaging, and some tweaks and refinements to the gameplay you know.

The game has also sparked the interest of many, many people around the world, who have found ways to use the game and its cards to do things we never dreamed of when we were prototyping the thing on the backs of old business cards at the start of the 1990s.

A couple of weeks ago I heard from Alex Gray, an old RPG designer contact of mine who played one of the OUaT draft decks with me at the Chicago WorldCon in 1992. He told me that two of his friends in the Austin improv scene, Firth and Arjet, are using Once Upon a Time cards as part of their shows at the Hideout Theatre. This sounded awesome, so I got in touch. Here’s Kristen Firth to explain:

Before the show we get audience members to fill out slips we’ve printed on color-coded construction paper, where we ask them for a location, object, or character type that might be in a fairy tale. (Originally we asked for a “character” but got a lot of already existing named characters instead of things like “princess”.) We put the suggestions in a hat, then grab one character and one object and use that to inspire the beginning of the show and protagonist. One of us runs backstage to get into a makeshift costume as that character, while the other begins narrating a story.

We tell the story via a bunch of improv scenes and occasionally more narrating. The non-protagonist ends up playing a lot of other characters, and the protagonist usually at least one or two others briefly as well. Throughout the show we periodically go to the hat and grab one of the three types of suggestions and incorporate it into whatever is happening at the time.

At about five minutes before our show time is up we get the people running the lights/sound at the theater to sound a horn (or whatever noise device they have), and we freeze the show. We go to a deck of ending cards from Once Upon a Time (including both the base game and Dark Tales expansion), choose a few cards randomly, then read them to the audience. Then we go through the choices and let the audience applaud for which ending they want to see. Then we unfreeze, go back to the story, and wrap up in the next five or so minutes ending with the sentence that they chose.

Honestly we could do the whole show with only the cards from the game, and that is how we rehearsed the format before the run. For our performances though we often try to heavily incorporate audience involvement into our various formats, so letting them supply some of the details does that very well. But having a well-constructed ending makes for a nice touch.

If you’re in Austin, go and check out Firth & Arjet at the Hideout Theatre. And if you’re doing something interesting or different with Once Upon a Time, please get in touch.

Every Old Hero Is New Again

Robin Laws has just posted the full cover for The New Hero vol.2 anthology, due from Stoneskin Press in February 2013. It’s a gorgeous piece by Gene Ha, featuring every protagonist from every story in the book, in the style of a classic Japanese woodcut.

I have a story in TNH2, and my character can be seen standing on the bridge on the left-hand side. He’s the tall fellow in medieval clothes, with a pudding-bowl haircut. I can’t tell you his name because he doesn’t have one, but I can tell you that the silver dots on his leather cloak are pilgrim’s badges. If you remember that I’ve written about a fantasy hero with no name and a religious angle before, please be reassured that this guy is very, very different. I think you’ll like him.

Diana Jones Award 2012 shortlist announced

It’s that Diana Jones Award for Excellence in Gaming time again:

SHORTLIST FOR 2012 DIANA JONES AWARD ANNOUNCED

The committee of the Diana Jones Award has announced the shortlist for its 2012 award. The list contains five candidates that in the opinion of the committee exemplify the very best that hobby-gaming produced in 2011. In alphabetical order, they are:

  •  BURNING WHEEL GOLD, an RPG system by Luke Crane, published by Burning Wheel.
  • CROWDFUNDING, with particular acknowledgement to Kickstarter.
  • NORDIC LARP, a book by Jaakko Stenros and Markus Montola, published by Fëa Livia.
  • RISK LEGACY, a board game by Rob Daviau, published by Hasbro Inc.
  • VORNHEIM, an RPG supplement by Zak S, published by Lamentations of the Flame Princess.

The winner of the 2011 Award will be announced on Wednesday 15th August, at the annual Diana Jones Award and Freelancer Party in Indianapolis, the unofficial start of the Gen Con Indy convention.

ABOUT THE AWARD

The Diana Jones Award for Excellence in Gaming was founded and first awarded in 2001. It is presented annually to the person, product, company, event or any other thing that has, in the opinion of its mostly anonymous committee of games industry luminaries, best demonstrated the quality of ‘excellence’ in the world of hobby-gaming in the previous year. The winner of the Award receives the Diana Jones trophy.

The short-list and eventual winner are chosen by the Diana Jones Committee, a mostly anonymous group of games-industry alumni and illuminati, known to include designers, publishers, cartoonists, and those content to rest on their laurels.

Past winners include industry figures such as Peter Adkison and Jordan Weisman, the role-playing games Nobilis, Sorcerer, and My Life with Master, the board-games Dominion and Ticket to Ride, the website BoardGameGeek; and the charity fundraising work of Irish games conventions. Last year’s winner was Fiasco by Jason Morningstar.

This is the twelfth year of the Award.

More information is available at www.dianajonesaward.org or at the Award’s Wikipedia page at http://en.wikipedia.org/wiki/Diana_Jones_Award.

 

Please help me choose my next book

It feels like time to write another book, and I’ve got a question for you. I’ve got three projects that I could usefully and quite easily turn into books, and I’m torn between which one to pursue, so I’d like your advice. Which of these would you be interested in reading? Which of these might you pay for? If more than one, which first?

COME ON PILGRIM
In the summer of 2006 I researched and walked the route of the original Pilgrim’s Way, 146 miles between Winchester and Canterbury. Some of it was along established footpaths, some was along major roads, and parts involved trespassing through farms, woods and gardens, as well as working out how to cross major rivers where there haven’t been fords or ferries for hundreds of years. And since the medieval pilgrims didn’t have maps of the route, I didn’t either.

At the time I wrote a blog of the whole thing, which with some editing and about 10,000 new words could be turned into a witty chronicle of a journey that was more physical and emotional than spiritual—though along the way I would try to finally answer the question of why an atheist like me would go on a medieval pilgrimage. Also there aren’t many recent books about the Pilgrim’s Way and its actual course, and it’s a subject that covers the history of Britain and its evolution into the country it is now, so there’s plenty of tasty meat. This would be much, much more than a chronicle of a ramble.

VIDEOGAMESMANSHIP
I gave a talk at GameCamp about ‘Videogamesmanship, or how to win games without being any good at them’. It was based on Stephen Potter’s splendid 1947 book Gamesmanship, which is better known as the basis for the Terry Thomas movie School for Scoundrels.

Gamesmanship involves using psychological cues to put your opponent at a disadvantage, unsettling them, breaking their concentration and convincing them that you are the better player, or at least the one who ought to win. Potter applies it mostly to games like golf and tennis, where you have face-to-face contact with the other player, and there’s a sense of sportsmanship and fair play that the good gamesman can exploit to their advantage.

Gamesmanship is a delightful and very funny read, but it’s completely out of date—and in fact is long out of print in the UK. In an era of online games, where twelve-year-olds will teabag your twitching corpse while yelling about how they’ll shag your mum, is there still a place for methods of elegantly outplaying your adversaries?

I think there is. And I think I can get 30,000 cracking words out of it.

Videogamesmanship would cover the art and science of gamesmanship in online and offline play, realtime games like FPSes and RTSes and asynchronous games like Words With Friends, as well as MMOs, social games and mobile games, board-games, card-games and RPGs. Plus  the correct use of forums, possibly Twittermanship and  Angrybirdsmanship, and of course gameswomanship. If successful it may devolve into a second volume: Internetmanship, or how to win any argument on the internet despite being wrong.

ALAS VEGAS
Alas Vegas is the first tabletop RPG I’ve designed since The Extraordinary Adventures of Baron Munchausen. I did a lot of work on it about eighteen months ago and then put it to one side when real work intervened, and never went back to it. Nevertheless I think it’s good stuff, unlike any other RPG I’ve ever played or read about.

Alas Vegas begins with the player-characters digging themselves out of a shallow grave in the desert outside a large casino city. It is midnight. They are naked. They have no idea who they are or how they got there. The game involves exploring the city, rediscovering their identities and learning what path led them to their sandy graves. At the same time they must work out what this place is, how it works, and how they can escape its clutches.

The game uses a semi-conventional GM-and-players structure, and plays to conclusion in four sessions. The main story has a pre-determined plot—it’s not a railroad but there are key NPCs, events and encounters. However the second story, the PCs’ identities and relationships and stories, is dynamically and collaboratively created by the players themselves as the game develops. At the end the two come together in a stunning climax of revelation and realisation, in an encounter with the shadowy figures who run the place… and just possibly a way out.

Alas Vegas is driven by a cut-down version of the never-before-published narrative system I originally developed in the 1990s to power the Bugtown RPG. The core mechanic is a version of Blackjack played with Tarot cards. The game is short. This is not a conventional RPG: it’s setting and system in a single pack, with no room for supplements or expansions. It is what it is and when it’s done it’s over.

To say more would spoil it, but this isn’t an RPG version of Tim Powers’ Last Call. It’s much weirder than that.

* * *

Okay. I want to write all three of these books, but it’s a question of prioritising one over the others. I could do Come On Pilgrim quite quickly but the other two require an investment of time and resources, so I’d probably have to run a Kickstarter or Indiegogo campaign to fund them. Would you back either? Both? Which one would you prefer?

There’s space for comments below and I look forward to hearing what you think.

Short creativity and clay-imagination

Gamecamp 5 was last weekend (May 12th) and went about as smoothly as one of these events can. The schedule was filled with great sessions from clever people, and once the day was begun there was a lack of logistical nightmares that made it one of the first GameCamps that I’ve been able to relax at (I’ve been on the committee since GameCamp 2). Plus many old friends and new contacts, excellent food, and a spirit of cooperation, collaboration and the free sharing of ideas that makes the British games business such a lovely place to work.

There’s a tradition at GameCamp that we always give out a neat game-related freebie on the door. As time has gone on we’ve specifically tried to find items that will act as ice-breakers and will encourage attendees to talk to strangers and—even better—play games against them. Last year everyone got a random Lego minifig with a three-line game attached: I blogged about it here.

This year we left it a bit late and by the time we started to phone suppliers we found we’d missed their deadline for printing, threading, engraving, enamelling or whatever else. Oops. It looked like we weren’t going to have anything for the event. Then the week before GameCamp I was in our local toyshop and noticed little packs of modelling clay like Plasticine, six different colours to a pack. Not as cool as Lego but undeniably creative…

So I proudly present the second Gamecamp social game:

Rock Scissors Wha…?

Challenge another player. The challengee chooses the clay-colour for the contest.Ask someone to referee. They shout Go! Players have 45 seconds to sculpt something:

a) recognizable and the correct colour;
b) using all your clay of that colour;
c) that would win a fight against the other player’s sculpture.

After 45 seconds the referee declares which sculpture would win the fight. Artistic merit only counts if both players sculpt the same thing.

The winner gets all the loser’s clay of that colour. At the end the person with the heaviest ball of clay wins an underwhelming prize.


Like the Lego game at last year’s GameCamp, ‘Rock Scissors Wha…?’ is designed to be creative and social, not big or important enough to distract from the main business of the day but fun enough that if you found yourself sitting next to someone you didn’t know, issuing a challenge came naturally. We didn’t end up with an eventual winner—which is a shame because David Hayward had dug up a prize that was truly underwhelming—but I think that in a very real sense everyone was the winner.

Rock Scissors Wha…?’ is a blend of two themes that show up over and over again in my work: creativity and simplicity. The game doesn’t tell you what to make, that’s completely up to you, and I really hoped that people would increase their power-levels over the day, so the final show-down would be on the level of Cthulhu versus the Heat Death of the Universe. It was huge fun to watch people play, partly to watch people engage their creativity and imagination as they sculpted.

Once Upon a Time and Baron Munchausen both challenge their players to create stories from fresh cloth: they supply templates and guides, but they never dictate. And I’ve been working on a new creative game with the amazing Jenifer Toksvig—the working title is ‘Framed!’ but our design brief is to make a drawing game that isn’t Pictionary. Because pretty much every drawing game is either Pictionary (Draw Something is just asynchronous Pictionary, like Words With Friends is asynchronous Scrabble) or Exquisite Corpse, and Pictionary is charades with pencils.

The other theme is simplicity. This is the fourth game I’ve designed in a year that’s small enough to fit on the back of a business card. The whole of ‘Rock Scissors Wha…?’ is a hundred words. Condensing a game down into its barest essence requires mind-bending discipline and it has professional relevance as well: I’ve spent the last few weeks on a fantastic project writing riddles and puzzles short enough to fit into a tweet (140 characters). I’m trying to get permission from the client to write a couple of blogposts about that, if only so I can start an article with the words “I’ve been writing for Stephen Fry again.”

No! Don’t go!

This is still Cope, but Cope in transition, courtesy of a deeply annoying hack and some amazing reconstruction-work by a WordPress surgeon who, if you ever need a WordPress surgeon, I will joyously recommend to you. We’re working out of a default theme while I rethink a few things, but there’s some bits of news that won’t wait until the polish has been applied.

Firstly there’s GameCamp 5, the now-nigh-legendary Unconference, which is going down on May 12th at London South Bank University. As I write there are six tickets left in the second tranche, which is unsurprising because at £15 for the day including an amazing Italian lunch, it makes snips look overpriced. The final tranche goes live at 11am on Wednesday 25th April, and the best way to get a reminder of that is to follow @gamecamp on Twitter.

Secondly, two days after that on 14th May I’m talking at Geeky on the subject of ‘Writing a book in a week’. The answer, you may be surprised to hear, does not involve short books, but will tip various hats to Moorcock, Fanthorpe and my one-time writing partner Carl Sargent, before discussing the recent work of the Paige Turner Project (prop. J Wallis) and my so-far untested method for writing a 50,000-word novel in an hour.

Thirdly, the estimable Pandemonium Fiction has just released Pandemonium: Stories of the Smoke, its anthology of Dickens-themed SF/F, set in a wide variety of possible and impossible Londons. Familiar names to watch out for here include Alexis Kennedy the creator of Echo Bazaar, my Black Library colleague Jonathan Green, Rebecca Levene, and myself. Faced with an anthology about Dickens, I naturally wrote a story about Shakespeare. If you need to ask why, you don’t know me very well. But it’s a cracking book and I commend it to you.

Next entry: we will probably speak of riddles.