Tag Archives: Multiverser

#59: Verser Lives and Deaths

This is mark Joseph “young” blog entry #59, on the subject of Verser Lives and Deaths.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48),
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66),
  12. #47:  Character Routines (chapters 67 through 72),
  13. #50:  Stories Progress (chapters 73 through 78),
  14. #53:  Character Battles (chapters 79 through 84),
  15. #55:  Stories Winding Down (chapters 85 through 90), and
  16. #57:  Multiverse Variety (chapters 91 through 96).

This picks up from there.  These chapters begin with Lauren exploring a new world and Joe leaving an old one.

img0059Station

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 97, Hastings 34

The “parakeet people”, as I mentioned, had been created for a different world, a world called The Valley for a demonstration version of the game; this was not at all like that world, but the people seemed like they would work here.  They are technologically less advanced, closer to the culture of birds in their practices, and have no psionic abilities, but are otherwise the same.  I wanted something that was alien but cuddly, something that the reader could love or could at least understand how Lauren could love them.  Making them brightly colored flightless avians fit the bill, and I had already used such creatures in that other world so I’d given some thought to them.

Obviously birds are not sexless, but their genitalia are somewhat different from mammalian, sufficiently so that (as is true with felines, come to think of it) humans don’t see it.  Since they were avian, I made them oviparous, which eliminated the navel and the mammary glands.  Thus to Lauren they would not be distinguishable by gender on sight, at least initially.

The tapping speech centers trick is something that I picked up from Dungeons & Dragons™, that a number of spirit creatures do:  they read the minds of the people in front of them in a way that allows them to speak and understand the target’s language while doing so.  My character did it in play, I think when he contacted the Dar Koni in Nagaworld, but Lauren is teaching herself to do it here.  It proves less than completely reliable at first, as she has trouble finding a word and then a moment later finds it easily.  I describe it differently from the way the Dungeons & Dragons books do.

The aspect of being unable to say her name in their language is tricky.  Most names in most languages have meanings, but at least in modern America we have largely abandoned words as names.  That is, when a Greek said that his name was Theodorus, everyone knew that meant God’s gift; when an American says his name is Theodore, everyone just asks whether people call him Theo or Ted, and we don’t think about what the name means.  Yet between human languages names translate—the Greek Petros is the English Peter, the Spanish Pedro, and the French Pierre, only partly because the name has a meaning, and only partly because the languages are related.  But English was not related to the Parakeet language in any way, and whatever meaning “Lauren” has relates to objects in our world which probably did not exist in theirs.  Thus although in the next book Lauren’s name would translate to a proto-English version when she used the same trick, in this case she could not translate her name into their language.

That also let me suggest that their mimicking abilities were as good as any earthly bird.

The notion that the word for “home” meant “nest” was quite logical.  We use the word “home” to mean “house”, but also to mean some rather intangible concepts about people and places.  The word that they used for their houses would similarly extend to cover the place where they lived more generally.

The fear of “something else that had nothing to do with her” was my first step toward the climactic events of the book.  I was introducing the concept that these people had an enemy, and the enemy exercised some control over them.  The something which the birds feared turned out to be the sparrow people; I had not at this point determined that.

I liked saying that the mayor started toward the town “without another peep”.  It was an expression my parents used, and I’ve heard others say something about not wanting to hear another peep out of someone, usually children who are supposed to be going to sleep.  The impression that these are child-like creatures was underscored by that, I think, but of course they were also bird-like, and we think of birds as peeping, and in fact use it of children mostly because we use it of birds.


Chapter 98, Slade 32

I never actually used a Playstation Guncon, but I saw one a few times.  I decided it was a good design for an inertial weapon, and it made sense for Slade to have played video games with it at some point.  I think it was a relatively short-lived gadget, but it was sufficiently connected to his time that I could make the reference.  When I first saw the Blake’s 7 blasters, I thought they were a neat design, an escape from the traditional shape of guns.  One could say the same, I suppose, about the hand-held Star Trek phasers.  But when I learned the concept of the fast draw (not just that it existed, but how it worked) I realized that pistol grips were designed so that when held normally the gun barrel would point toward the target.  Thus I needed something more like a gun than not.  Yet I still wanted something different; and the idea that Slade was a video game player invited the idea of using something that functioned like a gun in the modern video game world.  The Guncon was available, something like a gun but not, with a similar grip system, so it became the design of choice.  It also meant Slade had used something enough like it to know what he was doing with it.

The MK-12 does pretty much the same thing as Kondor’s kinetic blaster, but I gave it different power parameters.  Kondor’s can be adjusted to three levels of impact, increasing in damage and power consumption, which means fewer shots at higher levels of impact.  Slade’s has only the one power level, but it gets as many shots from one battery as Kondor’s gets from his lowest setting.  On the other hand, Slade’s is the larger gun to carry.  There is little functional difference between the two guns, but I wanted there to be operational differences because they came from different worlds.

It was time to give Slade skills based on his stay in the space world.  I wanted him to have the blaster, and to improve his thief skills by extending them to these kinds of locks, so I started that process.  Lock picking of course has to keep pace with the technology.  Slade has leapt across centuries of technological improvements, so he needs to get up to speed on the locks—but Tom Titus can teach him.


Chapter 99, Kondor 33

The anti-supernaturalist Joe Kondor is looking for a naturalist explanation for creatures that appear to be made almost entirely of light with bits of matter floating within them.  Magnetism and gravity are the first ideas that come to him.  Again he found a naturalist explanation for a supernatural phenomenon.  In this case, even though it’s not accurate, it gave him a functional way to respond to the monsters.

The fact that the vorgo unmakes these creatures is a complete surprise to him, but he does not have time to think about it at the moment.  That ultimately comes back to him in another book.

I didn’t have “magic weapons”, so I needed to find a way to make specters difficult to kill but not invulnerable.  The notion of knocking out bits of skeletal debris from within the field that comprised their form gave me that option, since if you aimed solely for the form you probably would miss the bits and pass your attack harmlessly through, but if you focused on hitting the fragments rather than the creature, it was a tougher shot but a potentially effective one.

The big limitation on guns (slug throwers) is the ammunition.  I’m generally pretty lenient on being able to find the “right” bullets in any world that has bullets (with a few exceptions, such as Dark Honor Empire where only one size bullet exists), but when you’re in primitive worlds running out of bullets is a big deal.  Besides, he had already used quite a few in The Mary Piper (beta), and had not had a chance to replace them.

I was rationing his bullets, and yet exhausting them.  It was important that he run out of ammo, but not too soon.


Chapter 100, Hastings 35

I wanted Lauren to learn the language, so I had to explain why the link was not sufficient; it’s a reasonable explanation anyway.  I also wanted to use the time Lauren was here alone to give some feeling to the world in which the three would adventure.

The sparrow people came into existence at this moment.  I knew that someone would be kidnapped by someone, but only now knew who the kidnappers would be.

The “sparrow” people are more like crows, I expect, but since parakeets are so small I didn’t want a larger bird and I didn’t want the name to prejudice the reader overly much.  These are the villains, but they aren’t particularly villainous or threatening at this point.  They were the “others” from the previous chapter when there was concern about the reaction of some “others”, and indeed they don’t like the fact that she is there.  For one thing, they’re the dominators here, and that the oppressed people have a monster living among them is not going to be seen with approval.

Both the hint that she could not always get the language link and the comment about the pyrogenesis being less reliable here than in the vampire world are pointing to the fact that the psionic bias is lower here.

The thing about birds eating berries that are poisonous to people is true, part of basic survival training.  It happens because the berries have a seed in a thin shell, and the bird’s digestive tract is less acidic and so does not dissolve that shell.  The seed passes and finds soil elsewhere, thus spreading the plant to new locations.  In other animals, though, the shell dissolves releasing an internal poison that sickens the eater, discouraging such creatures from taking the berries in the future.

There is a survival field test for edible plants, but there are kinds of plants for which it does not work (mushrooms notably) so it’s probably better not to use it in an alien world.  In any case, Lauren doesn’t know the test.

I decided on the double-length seasons as a way of making things move slowly here, and creating more time for everything to happen without disrupting it with a winter.  I wanted Lauren to be here a long time but not a lot of seasons; she arrived in the early to mid spring, and I wanted the half year to the late autumn to be a long time in which a lot happened.  So I decided that the year was about twice as long on this planet as on earth.  That’s simple enough to do, I think—a larger, hotter central star and an orbit farther from it getting about the same radiant energy but going through seasons and years more slowly.

I also wanted her to get a bit complacent, and then realize that she shouldn’t be.


Chapter 101, Slade 33

The mini-adventures referenced at the beginning of this chapter were all concepts from Blake’s 7 episodes.  That was, in fact, one of the problems I had with this scenario–so much had been done so well by the series this was emulating that creating new stories was a challenge.  The idea of the Federation trying to trap Destiny came from a Blake’s 7 episode, but didn’t do anything that that episode did.  So, too, the notion of transporting a rebel organizer to another planet, but in the Blake’s 7 version the Federation had replaced the organizer with an incredibly sophisticated robotic duplicate.  I stuck to the simple form, partly because I didn’t want to steal so cleverly original a script idea, and partly because I didn’t see any way Slade could have been involved in such a story.

These adventures also gave Slade time to practice, which made his skill the more credible, particularly with the blaster he had only recently obtained.  It should have taken longer to get as good as he got, but I didn’t want to drag the story too much.

One of the better pieces of advice I picked up decades ago was not to name characters specifically so you can make jokes about their names (one of the reasons I find the Meet the Parents films so annoying).  I broke that rule with Rhodes Correctional Facility, not merely because Rhodes’ End had a clever ring to it, but also because I figured whatever such a prison was called someone would have come up with an ironic nickname for it at some point.  This one worked.

The Rhodes prison break was, as far as I recall, my own idea from the ground up.  I was not sure at this point how it was going to go, but I did think that Slade would verse out in the process.  When I mentioned the security systems, I already had in mind the possibility that the air would be evacuated killing everyone including the Destiny crew.  I didn’t like that idea, because I prefer an upbeat game and an upbeat story, and whatever happened to Slade I wanted the Destiny crew to survive at least, preferably succeed.

The shielding was a reasonable reason why they couldn’t materialize in the commander’s office; the communications systems were a reasonable explanation for why the entire thing wasn’t shielded; and it made sense that the central control area could not be shielded for that reason.  But I was making it up as I went along, trying to figure out what I would do in that situation and why it wouldn’t work, and then what I would do instead.  I also wanted to split the group up, because it made sense to have them work together in different places to make the plan work rather than go all in a unit to one place.

Tom’s pride, that Bob Barnes is “almost as good as me”, seemed an appropriate reflection of his character.  He would not admit that someone was better than he was at any thief skills.

I also decided it was a trap at the moment they got there.  I needed something to make it more interesting.  What I had not decided was exactly how the trap was supposed to work; but it would mean that there would be no guards in the prison levels, as the obvious plan would be to evacuate the air once the Destiny crew was aboard.

I thought it was clever that they recognized the trap precisely because they did not see the fighter escort for the prisoner transport.  It’s something like a prisoner transport convoy that does not have a police escort—the fact that there is no escort suggests that there are no prisoners, or the transport is bait.


Chapter 102, Kondor 34

I needed an excuse for Joe to keep the pistol bullets, because he was going to need his guns for the last world and wasn’t going anywhere before that where he could resupply.  This was a fight scene, plain and simple.  I used the mace because I wanted to keep the bullets in the pistol (I’d already planned to provide bullets for the rifle through Lauren’s spare).  Kondor needed to succeed clearly and die in the process, and this seemed to work.

In high school I attended a summer music camp, and at the end of the week we did a concert at a church in Flemington that had a real pipe organ.  Its choir loft was a maze, and our handlers had to arrange us and direct us so that the procession could split into the choir seats that surrounded the central organ and sat within the pipes.  It happened one year that I was second in line, the guy in front of me meandering around the warren and landing cuddled up next to the organ.  When we were later recessing, we had to wait while everyone else moved out of our way, and I jotted on a piece of music, “I guess the worst thing about being first in is being last out.”  He wrote back, “At least I can say that I led the choir.”  That’s where the line about being last out originates.

In play this is a tough world, because you really want the player to defeat the undead, but once he has done this there isn’t much for him to do thereafter, and less that is likely to get him killed.  I try to push the main fight to a place where the player knows that the humans have won but he’s not going to make it out alive.  It was easy to do in the novel, of course.  As C. S. Lewis once observed, in Hamlet Ophelia did not drown because the branch broke or because Hamlet did not arrive in time, but because Shakespeare drowned her.  On the other hand, I do assume that in some way the undead recognize the verser as not of this world, and target him specifically.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#57: Multiverse Variety

This is mark Joseph “young” blog entry #57, on the subject of Multiverse Variety.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48),
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66),
  12. #47:  Character Routines (chapters 67 through 72),
  13. #50:  Stories Progress (chapters 73 through 78),
  14. #53:  Character Battles (chapters 79 through 84), and
  15. #55:  Stories Winding Down (chapters 85 through 90).

This picks up from there.  In these chapters we see very different worlds and adventures.

img0057Stars

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 91, Hastings 32

Even reading the first paragraph here, I relate to it—the feeling of simply staying in a warm bed.

I was building this world from a different one.  Eric Ashley thought it was supposed to be the same world, but really it was only the same creatures at a more primitive cultural state—things I had not yet decided at this point.  (After all, if I can have humans in many different universes, why can’t there also be many different universes in which my humanoid avians are the dominant creatures?)  However, I wanted to dial down the power for this one, so I decided the psionics bias wasn’t high enough for levitation.  That requires what might be considered a moderate bias, so I still had room to decide that other things were possible—and as Lauren notes, I could still change my mind.  Ultimately I put it where it was possible for her to “levitate” other objects (telekinesis) but not herself (levitation), which worked for what I needed to do.

I was making world decisions on the fly at this point.  I wanted this world to be a bit less magical and a bit less psionic than Lauren’s previous ones, to prevent her from being the superhero, but since I hadn’t decided exactly how much I was moving slowly.

The magic worked, but there wasn’t any particular way Lauren could be certain it worked, only that she attempted it and felt a direction.

I had already made some decisions about this world.  It was my “gather”, the place where the three were going to meet and work together.  I knew that in the end Bob Slade was going to face the final challenge and defeat it, that Joe Kondor was going to use his tracking skills, and that Lauren was going to sacrifice herself for the sake of the mission.  The rest I was creating as I went.

The road eventually became indefensible; it was not something the indigs (indigenous life forms) would have created.  I wrote it off to a dry watercourse which they followed into the woods when they foraged, thus smoothing and compressing the bottom, but it’s weak.  Fortunately I never had to defend it.


Chapter 92, Slade 30

A couple years before I wrote the novel I had read about quantum non-locality and thought about using it for the kind of communicator I describe.  I published a web page explaining the idea, and got a few e-mails about it.  Eventually someone wrote to say that what I proposed probably would not work—but the novel was already in print, so there was no changing it.  Some years later, someone else wrote and asked if he could use the idea in one of his own books, and I said sure, but I’m told it won’t actually work.  He seemed to think that was fine, that it was simply good to have a scientific-sounding explanation for a science fiction device.  Of course, one of Clarke’s Laws says, in short, that scientists are usually wrong when they say something is impossible.

The work aboard Destiny as part of engineering was raising Bob’s technical abilities.  I used them a bit in a later book, but haven’t really tapped them yet.

I had developed Slade as a bit of a jack-of-all-trades, and it seemed appropriate to get him involved in installing components, much as he’d have done with cars back home.

A diplomatic mission was probably going to be a boring story, I thought, and the more so as Slade was not a diplomat; but a planet rejecting pressure to submit to the Federation was good basis for some action, and so I set up the action.

The rebel pirates was my recognition at this moment.  I still don’t know what was in the crates.

I set up for combat without knowing exactly how I was going to handle it; but I thought this was a good starting position, and I’d work out something.


Chapter 93, Kondor 31

Talwin the priest was of course using prayer to strengthen and revitalize the men; Joe could not accept the possibility of that kind of magic, and so he relegates it to the realm of positive thinking.

I wanted to get Kondor outside the walls, because nothing more or interesting was going to happen until I did; but the castellan wasn’t going to agree to it without a compelling reason, so it was time to bring the vorgo into play.

As I broached the notion of Joe going on the offensive outside the walls, I was looking for a way to move the story forward and bring a dramatic ending—but it was obvious that such a one-man assault really made no sense.  However, it would make sense to use the vorgo as a weapon against the specters, and since it would be difficult to target them specifically from the distance of the walls, a commando mission to get it into their midst was the best option.

I knew at this point that he was going to die outside the walls, and I didn’t want him to be too far from his gear, but it didn’t make sense for him to take it all.  I knew he was bound for the parakeet world, with Lauren, so it would be all right, but I didn’t want to run another searching for gear scenario and wasn’t sure how to avoid it.

I also wanted him to have a low-tech weapon that didn’t rely on ammo with which he’d had at least some experience, so I gave him the mace and cause to use it at this point.  I hadn’t yet figured out how I was going to get him to use it before his other weapons were exhausted, but he was going to need it.  I note that I’ll do that in games sometimes–give a player character something I know he’s likely to need in the future that he doesn’t particularly want in the present.

I had envisioned a part of the end of the book, and it required Joe to fight a long battle that exhausted most of his ammo and left him with hand-to-hand combat.  I thus needed to put such a weapon into his gear, and a mace was both simple enough and connected already to Bob if I needed to talk about training Joe to use it.  I did not do that until considerably later (the fourth book), but it was in view at this point as a possibility.

It is also a mission that makes no sense to him, and probably had he not approached them he would not have volunteered and they would not have asked him.  So it was important to have him ask to fight outside the wall.

I notice that sometimes I split infinitives in this book.  I have since somehow had it drilled into me not to do that, and it bothers me when I see it, which suggests to me that I’m being too strict in my grammar sometimes.  I’m sure very few people recognize it—but I do it less in later books.


Chapter 94, Hastings 33

At some point I decided that the bird people I had created for the demo world The Valley would work well in this gather world.  I took away all the trappings of that world—the psionic monks, the meteorite storms and rings around the planet from the broken moon, the avian/reptilian predators—and just made them a simple primitive group.

The wigwam is a traditional Native American home design in the northeast corridor.  It in some ways perhaps resembles a beaver’s home but on land, comprised of sticks and mud.  It struck me as also similar to an enclosed nest.  Some birds do build enclosed nests, but these are relatively rare; it is also rare for such nests to be built on the ground.  However, it seemed to work, to push the nest concept toward the wigwam concept for a small humanoid flightless avian race.

Seeing brightly-colored humanoids, the natural response would be to assume they were dressed in bright colors.  They aren’t, but that’s how it would appear from the hillside above.

Lauren is on one side of a valley, coming down from a low mountain; the mountains to the other side are higher, and of course she can see them—one cannot really see the mountain on which one is standing, only the immediate slope.

I’ve seen sunsets and sunrises in the mountains.  They are most impressive, really, when you are sitting with your back to the sun looking at the far mountains where the shadows are gradually rising or receding.

I was trying to give the feeling of serenity and beauty, and I could only do so through Lauren’s eyes.  The hymn came forth as a way of presenting the impact it had on her.


Chapter 95, Slade 31

Somehow the printed version of this chapter made it “93”, a typographical error no one caught.

It was time to do ship-to-ship combat, and I needed to figure out a way to make The Destiny a significant force in battle.  I was attempting to think of something that would make my spaceship different from all the many battling spaceships I had seen, and I came up with the notion of a pair of independently controlled maneuverable gun batteries.  This would give the ship the tactical advantages of launching fighter planes without putting fighter pilots at risk, as they could be remotely controlled from the bridge and could flank the enemy.  The idea of independently controlled weapon batteries was a rather sudden solution which I had never seen.  They are probably quite logical now in a world of drone fighters, but at the time I was not aware of anything like them.

“OTG” is “orbit to ground” weapons.  I figured readers would get it from the context.

The cracked pipe was because I really didn’t want Slade to sit and watch the entire fight—partly because I didn’t want to describe more of it, and partly because it wasn’t that interesting.  If I put him to work in engineering fixing the cooling system, that meant he was contributing something.  The broken pipe would save me the trouble of continuing the blow-by-blow on the battle.  The problem with battles is that you have to keep them changing.  They have to seem risky, edgy, as well as new, but at the same time within the bounds of what the reader expects of the players.  If the battle is short, it makes the enemy seem weak; if it’s long, it gets boring as it bogs down in detail.


Chapter 96, Kondor 32

The football imagery is natural for Kondor because the vorgo looks so much like a ball, although more like a bowling ball than any other kind; but football strategy makes sense for it.

I am glad I realized the problem with the eye patch; it’s one of those things that sometimes slips by in games, when a character has a disability with which the players are unaccustomed.

Destroying skeletons by shattering their pelvises seemed a solution to the problem of facing them at range.

The spectres were guaranteed to be tougher than anything else they had faced; I needed to make them so.  It was not so hard, really–in game terms, they had a very high resistance to all kinetic attacks, because the weapons usually passed through.  Looking for an explanation that would work in the book, I decided that they only did damage if they managed to dislodge the fragments of matter suspended in the glow.

His notion that zombies in the setting of a graveyard are horrors, but on the battlefield they’re just another monster, probably owes something to the Dungeons & Dragons™ games I’ve run:  players don’t really worry about lower-level undead as if they were really undead, they just treat them like any other creature.  The specters are different because there are features about them that empower them; the zombies are just ugly putrid bodies that need to be killed.

It was quicker, I thought, to switch to the pistol than to switch clips on the rifle; but whether or not this is so, I wanted to keep a clip for the rifle, so he would not be out of that ammo yet.

The advantages of rifles over pistols are pretty much all about range, and at point blank range those advantages are insignificant; for some rifles, the length of the weapon becomes a liability in close combat.  The M-16 seems to be a weapon that can be fired accurately “from the hip”, as it were, but it still is not more accurate at short range than a pistol.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#55: Stories Winding Down

This is mark Joseph “young” blog entry #55, on the subject of Stories Winding Down.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66),
  12. #47:  Character Routines (chapters 67 through 72), and
  13. #50:  Stories Progress (chapters 73 through 78), and
  14. #53:  Character Battles (chapters 79 through 84).

This picks up from there.  The battles our three characters were fighting last time have come to an end, or at least a lull, in these chapters.

img0055Spring

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 85, Hastings 30

Lauren’s story was driving forward at the moment with the arrival of Horta, so I brought her back and delayed Bob for a chapter.  That also had the advantage of leaving Bob floating in space a bit longer, giving the feeling of that seemingly interminable waiting he experienced before he was rescued.

I still had no idea what the acorn did; having Bethany shout to use it was another piece of the puzzle I was going to have to solve when I worked it out.  It seemed appropriate to suggest that it would be useful against Horta.

Lauren is overmatched by Horta, and it shows.  She is losing from the beginning, and can’t get an advantage.

I did not need the gun, as such, to go with her; I only needed the bullets.  To have Horta damage the gun meant Lauren was not going to use it, and the bullets would be in the clip when she reached the next world.

The more potent a spell is in Multiverser, the more it costs to do it.  The cost of the magic Lauren uses to engulf Horta in flame is high in that the range is extremely short creating the serious risk that the user will be caught in the fire—which is what happens to Lauren.  The idea that the spell Lauren used was so powerful that it killed her even as she succeeded was an idea I had seen with explosives, but not with magic.


Chapter 86, Slade 28

The notion that life pods are automatic seems to be presumed in science fiction stories, but it occurred to me that it is presumptuous and there should be some consideration of why they are that way.  The answer was simple enough.

This was a different way to show the battle; it saved me from trying to work out the details of how they did such combat just yet, and captured the necessary parts.

Bob reasonably sees this as a turning point in his life, a moment at which he has begun to be a warrior.  It’s not much, but it gives him his start.


Chapter 87, Kondor 29

The vorgo has had its effect, and by chance it has brought to unlife the dead man next to Joe.  He is now looking for an explanation that does not include the idea that magic has animated a corpse and caused it to attack him.

He also has the experience of being frightened of something which intellectually he does not believe.  The dead are dead, he tells himself, and this is all done as part of a psychological battle—but if so, it is working against him almost as well as against the others, because he believes they are undead even though he knows they cannot be.

Again Kondor comes up with a naturalist explanation for a supernatural event.  That leads him to start seeking a naturalist solution, which the reader knows is a mistake.


Chapter 88, Hastings 31

The image for this world bothers me a bit.  Our artist was from the southwest, and apparently was unfamiliar with the shape of the wigwams made by Native Americans in the eastern forests—he made them look like teepees of straw.  They’re supposed to be round-topped.  But then, I’m not an artist.

Although I knew that this was the last world for the book, and I knew the major plot points that would have to happen here, I actually knew very few of the details of this world at this point.  I knew that it was primitive; that was about all.

The telepathy test was something that I don’t think I’d ever seen anyone try, but it made sense:  if you were still in the same world, you should be able to find the mind of at least one person whose mind you knew.  Lauren did not consider the possibility that they might all, or any, be asleep, though.

I considered that she might have been teleported to the Poconos, not far from the city; I knew she had not been, but it was a possibility she had to consider.

The notion that versers think about patterns in their arrivals is a recurring one.  There are no patterns, but the randomness of the arrivals sometimes seems to create them.

I sleep in sweat suits.  I started decades ago when we had a dog who would wake me wanting to go out, and the pajamas I favored while not indecent were not exactly adequate for being seen by neighbors.  The practice made sense for a verser, particularly when in an outdoor setting, so Lauren adopted it.  I don’t think I ever considered what the others wore for sleep.


Chapter 89, Slade 29

I was actually impressed by Slade’s performance; it seemed to work well.  I thought it would be good to have his shipmates impressed.

QNL is explained later.  It stands for Quantum Non-Locality.  I don’t know whether it would actually work, but is based on the theory that one particle of matter can exist in two places at the same time, which I’m told has been “demonstrated”.

Slade questions his actions, wondering rather human questions about the men he had killed, and chides himself for doing something (the thinking) that does not fit with his warrior self-image.  I’ve seen the monolithic fighter type, and he doesn’t make a lot of sense to me.

Slade’s decision to push the questions from his mind seemed an important part of his character development, but I’m not yet certain where it is leading.


Chapter 90, Kondor 30

The priest Talwin is of course healing people by prayer.  Kondor assumes that that is not possible, and so concludes that Talwin simply persuades them that they can keep going.

Kondor keeps coming back to being a doctor.  It seems to be his first response in most situations, and so has become very much core to his character.

Figuring out what day would look like when the sky is so totally overcast it is as night, to a man whose red and blue visual receptors are tuned outside the visible light range into the infrared and ultraviolet respectively, was a feat; but I had already considered the problems of mixing those frequencies into normal eyesight in a web page on vision variants in Dungeons & Dragons™, so I had a head start on it.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#53: Character Battles

This is mark Joseph “young” blog entry #53, on the subject of Character Battles.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66),
  12. #47:  Character Routines (chapters 67 through 72), and
  13. #50:  Stories Progress (chapters 73 through 78).

This picks up from there.  All three of our characters are involved in some kind of fight in these chapters.

img0053Phila

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 79, Slade 26

I have never been a sports enthusiast, but I was forced to play a bit in high school and knew something of the various games.  Football is a particularly good example here, as each player has to do his job but probably does not know what the other players are doing—only that if they all do the little part they need to do, the guy who does understand the whole plan will see to it that they achieve the desired result.  My job might be only to push this incoming lineman to the left, but the result should be that our receiver goes through the hole that helps create and we advance the ball a few yards.

I would feel bad about stealing matter transmission, except I don’t know who created the idea.  They had it in Blake’s 7, and mine is most like theirs, but I saw it in Star Trek before that, and it was on Doctor Who at least as early as the Tom Baker years.

In my explanations of what happens when someone “verses out” I noticed that it was very like what theoretically happens in matter transmission:  the molecular structure of the body is disassembled, moved, and reassembled.  Thus for Slade his first transmat would feel similar to his last verse-out.  He’d never been fully conscious for that, but fortunately I’d already moved him to that semi-conscious state for his arrival here, so it was something that would feel familiar.


Chapter 80, Hastings 28

The idea of blessing water as it filled the tank of a pumper truck was mine.  We used it when we went after the Presemium, a high-brow theater that was the third of the three major vampire strongholds in Ed’s version of Chicago—it had underground caverns, and I wanted them flooded with holy water.  Since at this point I knew Lauren was not going to stay in this world long enough to do all that I had done, I decided to use the pumper truck, and several other bits we used at the Presemium, at the Pit.  (I also did a psionic transmutation, changing the water in the fire sprinkler system to alcohol, but I did not include that in the books.)

The camp food was modeled on Gumper’s Four-man Meal Packs, a staple of long-trek hikes and canoe trips.

I think I inserted this short chapter to give the feeling of delay, of the passage of time before the attack on the Pit, hoping that the reader would feel some anticipation from it.


Chapter 81, Kondor 27

I may have seen something like the ram catcher in a game source book somewhere, but I can’t recall to credit it.  I might have invented it and used it here initially, and then seen something like it elsewhere.

The fact that arrows are not terribly effective against skeletons is a Dungeons & Dragons™ trope, but it makes sense to me.

Eventually, when I designed this world for game play, I had to work out how the wizard did his magic; at this point, he only needed to be able to do it, particularly since Kondor, a disbeliever, would not be interested in how Sowan thought he did it.


Chapter 82, Slade 27

Two things are happening in this chapter, really.  One is that I am trying to give the impression of critical sections of the ship—a liquid or gas cooling system, a computer mainframe, and something like rods to control the reaction in a nuclear reactor—without actually saying what anything really did and so limiting the future technology or causing Slade to appear to know more than he did.

The other is that I’m trying to turn a routine raid into an action story.  The alarm sounding and the appearance of the technician are part of that effort, creating problems that have to be overcome.

The expression about there being no good plan Bs is something of a family enigma.  I’m sure I heard it from my brother Roy, who is equally sure he got it from me.  I joke that since I included it in my novel, I’ll be credited for it, but I suspect there’s someone out there who came up with it first who hasn’t gotten credit for it.

I wanted one-man life pods so that it would make sense for Slade to be alone.  They’re not exactly sensible, but you do see them on some science fiction movies.


Chapter 83, Hastings 29

I had staying power—Ed complained about how difficult it was to get my character out of a world, and he never actually succeeded in getting me out of this one.  Lauren is reflecting that to some degree, winning and surviving against the odds.  She is the only one of the characters at this point still in the original world—although in fairness, Slade stayed in his first world for a couple decades, and Kondor for perhaps a dozen years, and it’s really only been a few months for Lauren.  Still, I was going to have to move her out of this world, and I knew that this event was my best shot—if I did not do it now, I was going to have to expand into a lot of much more difficult adventures (my work eventually involved a paranatural predator, a ghost, an Egyptian curse, and a wizard, all of which were crazy open-ended stories).  So I knew going into this that somehow Lauren was going to come to the end during this fight.

This chapter is laced with Lauren’s scripture verses.  I wanted to establish them, and convey the texts to the reader.

The dimming is of course the wizardry of Horta, battling against her.  We’ve got a contest of skills and power here.

The baptism quote is one of my favorite “people get this wrong all the time” verses, which is why Lauren explains it.

The wizard whom Bethany replaces brought a Barbie doll—he seemed to be fixated on the things—and when he cast his spell it walked into the fray stabbing people in the ankles with something like a hat pin.  He complained that it was supposed to grow to be forty feet tall or something.  I wasn’t doing dolls with Bethany, and thought that military toys were a better choice.

The soldier was not an unreasonable possibility, given the priest’s connections with the hunters, but the real reason for having him here was to give Lauren the bullets that Joe was going to need in the last adventure.  I did not yet know what that was, exactly, but it was taking shape and I knew that he was going to be short on ammo and needing more.

I still did not realize that Lauren would be fighting Horta in the past, or that there would be a more powerful vampire, Tubrok.  Still, this confrontation was going to be adequate for the climax of this world.


Chapter 84, Kondor 28

C. S. Lewis somewhere spoke of the “materialist magician”, the person who tapped supernatural powers but believed they were entirely natural abilities of his own.  Kondor has something of that perspective of the wizard—who is not such a person, who actually is knowingly tapping supernatural energies.  However, he is correct that there is a difference between having mental abilities beyond those of everyone else that give you unexpected powers and using magic—he just fails to recognize that the latter is also possible.

Joe tells the dying man he’s going to be all right, and maybe he thinks so, if he can get back in time to help him; but there is something to the need for medical personnel to encourage positive thinking in patients, who are more likely to recover if they believe they will, and so it may be that this is just something Joe has learned as part of “bedside manner”.

Joe is faced with another evidence that what he thinks is happening is incorrect, as the dying soldier dies and comes back to life as a zombie to attack him.  First he has to deal with the problem; then he has to explain it to himself in a way that fits his view of the universe.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#50: Stories Progress

This is mark Joseph “young” blog entry #50, on the subject of Stories Progress.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66), and
  12. #47:  Character Routines (chapters 67 through 72).

This picks up from there.  Our characters are advancing in their efforts.

img0050Cemetery

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 73, Slade 24

I took Slade’s cryptic comments in another direction with his statement that he’s died before and will do it again.

The concept of an “auto-mechanic” is very much a twentieth century concept, and while it’s not dead yet it probably will be if we keep going a few more centuries.  Thus I realized that the crew of the spaceship would be just as clueless regarding what an “auto-mechanic” was as the medieval adventurers.

The captain’s comment that the assassin Ishara has “problems with intimacy” is, as far as I recall, the only line of which my editor specifically said it was funny.

I also thought it likely that people in the future would have no understanding of smoking, and that faced with that Slade would realize that it can’t be explained.

The stuff in the small treasure chest was invented on the spot, as things I thought might have use as well as value.


Chapter 74, Hastings 26

I had imagined—not as much as envisioned—that in future books when Lauren trained Bethany in the past some of these magics would come into that.  They never did, although the trick with the die came to have plot significance in making something work when I painted myself into a corner with Merlin.

I still had no clue about the acorn.  I often wonder when I read books by others whether the author knew when he put the “shotgun over the mantel” how he was going to use that particular shotgun, or whether it was an “I can do something with that” moment, or simply a bit of serendipity.  This was a highly serendipitous “I can do something with that” object, and I stunned myself when I realized what I had given myself.


Chapter 75, Kondor 25

Kondor’s dream is dealing with the idea that the fact that you disbelieve something does not mean it could not be a reality.  It is easy to laugh at supernatural horrors when you know them to be fictional; it is much more difficult when they might be a reality.  Army of Darkness can fill the screen with horrors, but they are never real horrors for us, and we can laugh.

When he was in Sherwood, I spent very little time on the notion that he would learn their skills; but it seemed reasonable that having been there for years he would take a bit of time here and there to learn a few things outside his medical specialization.  He was, after all, also a soldier.  Thus the bow was a reasonable choice; at one time all English peasants were expected to learn the bow, and it was the weapon that defeated the French.

Joe had a resource problem:  his bullets were limited.  I knew by this point that I was going to have to find a way to re-supply him, but also that he was going to have to be careful about how quickly he used what he had.

Because of Kondor’s skepticism, the explanation of the vorgo is a superstition, and he thus thinks that what is being done in that vein is wasted resources.  He tries to justify this based on the morale of the fighters, but at every turn he sees more problems—such as the fact that manpower is going to be used to move corpses to the pyre when it should be on the walls.


Chapter 76, Slade 25

In technology skills, Multiverser recognizes that the level of skill necessary for various tasks differs in kind.  The ability to design a machine is the highest level, but there are people who are very good at building a machine from a design, even better at building than the designers, who could not create a design.  There are those who can modify a machine by looking at how it works and improving it, those who can repair a machine if it breaks, those who can (intelligently) sabotage a machine so that it won’t work properly, and those who can operate a machine with only a basic knowledge of how it works.  Slade is looking at star drives and gravity generators and particle weapons, and he cannot begin to fathom how these work—but he’s also looking at electrical systems and fluid and gas conduits and support structures, all of which are simple enough that he could fix a problem without knowing how that particular part of it makes the rest of it work.  Thus he has repair skills that can be used here.

The listening post raid is inspired by a Blake’s 7 episode in which they attack a Federation Outpost to get the latest code cipher machine.  It was an obvious type of mission for this kind of scenario, and I run it frequently in live games (although, as I think I mentioned, this world was created in this novel and only subsequently detailed for game play).  I had to remove the code cipher machine, as that was too obvious a connection, and I expanded the outpost significantly both to give me more room for my adventure and to make it different.

The line about Slade trying to decide “what medieval gear he should have for a raid on a space station” was another that my editor mentioned positively.  The image of an armored knight with a sword attacking a space station does have something of a lark to it.


Chapter 77, Hastings 27

The game system imposes limits on how much people can carry, both in terms of what can be lifted or carried while walking and in terms of how much will move with the person from universe to universe.  This latter limit increases over time, but particularly in the early worlds people who are pack rats have to consider what they really need to take with them.

It is also often the case that players wish they had gotten one thing or another in a previous world where it was relatively easily obtained, and Lauren is considering that aspect now.  She has sort of left it to the last minute, and while I might be accused of the convenience that she managed to think to do this shopping very shortly before she left this world (and I had at this point realized that I was going to have to move her before I’d used all the cool stories I’d developed in play), it is certainly the case that facing the fight she has planned she would be aware of the possibility of moving to another world in it.


Chapter 78, Kondor 26

The darkness was needed because without it there would be no explanation for how the undead were able to fight in daylight.  I don’t think I ever explained how it was done, but I attributed it to magic used by the specters, the most powerful of the enemy.

The eyesight adjustment was one of the key reasons for giving him that eye before.  I wasn’t certain where or when I would use it, but seeing in the dark was the point.

It is interesting that Joe thinks of the natural eye as the “good” one, and the cybernetic one as a substitute, not a real eye and therefore inferior, even though it does more and responds faster.

That the castellan regards Joe’s vision magical fits into Joe’s preconceptions about magic, that it is simply a word to describe what we do not understand.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

[contact-form subject='[mark Joseph %26quot;young%26quot;’][contact-field label=’Name’ type=’name’ required=’1’/][contact-field label=’Email’ type=’email’ required=’1’/][contact-field label=’Website’ type=’url’/][contact-field label=’Comment: Note that this form will contact the author by e-mail; to post comments to the article, see below.’ type=’textarea’ required=’1’/][/contact-form]

#47: Character Routines

This is mark Joseph “young” blog entry #47, on the subject of Character Routines.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60), and
  11. #43:  Novel Worlds (chapters 61 through 66).

This picks up from there.  Our characters are settling into new plans.

img0047Earth

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 67, Slade 22

People who quit addictions remain addicted.  My father quit smoking in essence by saying that he did not need to have a cigarette right now whenever he wanted one, and managed not to have one for half a century.  Bob Slade had quit smoking before he was a verser, which is why he always had those matches, later toothpicks, in his mouth, but the tense situation of finding himself trapped and hunted on someone’s starship made him nervous enough that he wished he had one.

Slade realizes that he’s having something of an alien encounter, but the crew looks human, so he’s dealing with that in his own offbeat way by discussing little green men.

The spell is gibberish.  I needed him to cast a “darkness” spell, and the particular concepts of magic he was learning from Omigger involved incantations in lost languages combined with specific movements (and sometimes materials) to tap supernatural energies.  Darkness is a relatively easy spell, in Multiverser terms, as far as what works in different worlds, and it’s defensive without being aggressive.

Although this is a Blake’s 7 inspired world, my captain is more like Kirk than Blake (although I think he’s more like a choral conductor I had in New Jersey All-State in 1971), and my computer/science guy has more Spock than Avon in him.  Slade’s claim that he called some darkness makes no sense scientifically, but as I wrote decades ago, in magic cold and darkness are energies opposed to heat and light, not mere absence of energy.

My predictions concerning the demise of TV and console games seem to be on track a bit faster than I anticipated, but it certainly made sense to assume that they would be unknown this far in the future.  I had seen PBS specials covering wearable computers, and was expecting them to move into use more quickly than they have, but they do seem to be coming via the smartphone and possibly Google Glass®.

The name game is something that happens with versers, because no one knows who you are until you tell them.  I’ve often had players invent names to identify themselves, or use the names of fictional characters.  Bob at this point just gives them the names people have used for him in the past, and the reference to his girlfriend is a throwaway—I never detailed the girlfriend.


Chapter 68, Hastings 24

In game, I was working with Chris Jones’ character Shadow, who had the ability to become invisible, was incredibly strong and very hard to hurt, and could fly.  He grabbed the ghoul and flew with him, and let me pretend I was doing it somehow.  We got the guns after we reached the airport.  Most of the rest of it was very similar to the game, although I think the game character chose Atlanta.  I liked the idea that Arnie’s now long dead parents retired to Miami so he could visit their graves there.

I was not sure what should happen to the bullet that hit the wall.  It could have deflected, but that would have created a serious danger that it would hit Arnie, and I didn’t want that.  I thought it made sense for a telekinetic force wall, as opposed to a psionically generated force shield, to hold things that hit it, and prevented the dangerous bouncing.

I know that cursing is common in modern books, but it’s not part of my speech patterns and I saw no reason for including it in the books.  It was simple enough to say that Arnie cursed.  I have often wondered how I would cover this if it ever went to film or video, because of course he would have to say something.

The guns will become part of Lauren’s gear.  They are just like a set my character has.  John Cross has since raised issues with whether the design is possible, but has concluded that it could be, given certain assumptions that are not contrary to the book.

I liked the gag about dropping him at the airport where people land safely all the time, instead of just dropping him from wherever they were over Philadelphia.  She doesn’t actually say that she could smash him into the ground below or put him down gently, but she conveys it in the metaphor of landing at the airport.


Chapter 69, Kondor 23

That iridescent indigo sky is among my favorite colors, and I included it largely because of that.

Kondor’s wariness probably reflects the way I run game characters when I’m playing the party leader:  always cautious, moving slowly and keeping eyes open at all times.  I don’t like to lose party members, and I don’t often lose them.

I notice two points now, in retrospect.  One is that I never mention horses in the telling in the book.  Often in play characters will ask for horses to make the trek more quickly.  The other is that when I created the world I made the distance twelve miles, which no one can walk in an hour.  The “less than an hour” is not from the castle, but from the sunrise at the second crossroad.

I like the phrase, “monumental reminder of his own mortality” as a description of a graveyard.  I should shorten it, removing the possessive, and put it on a Facebook image card or something.

People are often uncomfortable among dead bodies, and for many that extends to cemeteries.  I thought it was a good counterpoint for Kondor’s atheism and general skepticism of all things supernatural that he could not account for his own discomfort with tombs, and that his explanation that it was a reminder of his mortality was both a plausible excuse and an answer that had been invalidated by his experience.  It also sets up his own internal inconsistency, that he does not want to admit he is afraid of something in a graveyard but he is compelled to express the fear through his actions.

Standard marching band steps are usually a short eight steps to five yards or a long six steps to five yards.  Both of those are slightly unnatural practiced steps.  A standard pace—a double stride—is about five feet, varying from one person to another.  Ten yards is thirty feet, six paces or twelve strides, so his steps are a bit short.  He is struggling to do this.

People think that football fields are a hundred yards long; they are actually a hundred twenty yards long, due to the end zones of ten yards each.  Kondor makes, and then corrects, that mistake, although he is estimating, and he is trying to encourage himself.

I wanted my characters to be credible adults who did not swear.  It was easy with Lauren, and with Slade his oaths are all references to Pagan deities.  With Kondor, the solution was that he was raised to avoid such words, and had his mouth washed out with soap more than once for using them, so he tended to avoid saying them.

When I originally designed the vorgo, I described it as exactly the size and shape of a bowling ball, roughly the same weight.  Someone suggested that it ought to be bright green, which would add to the comedy for the player character who made a trek to retrieve what proves to be a bright green bowling ball.  When I got to this point in the story, though, I ignored the color suggestion—I was trying to maintain a dark mood and did not want the levity.  It is still humorous enough that he identifies it as a bowling ball and sees nothing of value to it.

The “gravest” importance was a deliberate word choice.

The shock value of the bodies rising to seated positions works in the game; I hope it works in the book.  I put the break here, again returning to the notion that I wanted readers to want to know what happens next and so keep reading.


Chapter 70, Slade 23

I have a very clear image of Ann Parker in my brain, but have no idea where I got it.  She’s got long blonde hair, and is petit.  The implant is there because of the character Gan on Blake’s 7, who had an implanted violence limiter, and there was an episode in which there was a defect with it which forced them to find medical help; I did not know what adventures we were likely to have at this point, so I wanted options.  Her implant is my own idea, although it owes something to some book I read where pilots interfaced directly with their ships by a plug.

Kozakowski was the name of the smartest kid in my high school class (or at least, that’s what everyone thought), but I just used it for a name.  The character is somewhat modeled on Tarrant, pilot who joined the Blake’s 7 crew in a later season, but I made him black to push myself away from the feeling that I was copying the show too closely.

Tom Titus is again very much Vila Reston.  I always loved Vila’s line, “There isn’t a door I can’t get through if I’m scared enough.”

Bert “Burly” Bently is more of a copy of Gan, a big gentle guy, but I made him the engineer.

Ishara Takamura is another whose image is very clear in my mind but whose origin I cannot identify.  He has typical features for a slender Japanese male, with a bit of a sinister look to him.

I always picture Toni Bently as tall, thin, and black, a sweet smile and gentle disposition, and an air of culture.

George White is a composite of a number of people I’ve met over the years none of whose names I recall, a guy who can do all different kinds of things because he’s done all different kinds of things; he’s older than most on the crew, probably in his late fifties or early sixties.  A “Jack of All Trades” skill set was used in the game Traveler, which I never played but for which I created characters once, and I liked the idea.

When I put Marilyn Wells on the crew, I had in mind a character something like Troi on Star Trek:  The Next Generation, but a slightly different look with lighter hair.

The notion of finding a ship adrift was a bit of an improbability, but I needed an explanation for how they had a ship, and to avoid being too much like Blake’s 7.  This barely qualified, but I couldn’t think of another option.

Torbin is based on the computer of the original show, including the idea that it won’t talk about what happened previously or where it originated.

When I run this world in games, I often give this chapter to the player to read when he finds a way to get historic background on the world.  I pretty much invented the Federation backstory, looking for a credible way that a totalitarian regime could arise in something as vast as interstellar space.

The progression from ‘chairman of the meetings hosted at my home’ to ‘chairman the most powerful ruler in known history’ is modeled after one theory of how the Bishop of Rome became the Pope.

As Slade defines himself as landing on the rebel side of a civil war, it is the first step in his view of who they are and what they do.  It takes another step in a later chapter.


Chapter 71, Hastings 25

My recollection is that Lauren forgot her workout in part because I forgot it.  I considered going back and trying to work it into the earlier chapters, but decided that there was enough happening in her life that it was perfectly logical that she would forget an appointment.

The thing about throwing off your sleep cycle with a nap is a rather personal experience of my own—I often find that a nap at the wrong time means I’m awake too late and can’t get up the next day.

John “A1Nut” Cross gave me a lot of trouble about those bullets after the book was published.  I might have handled it differently had he given me feedback on the draft (he helped me immensely with the rifle/pistol arrangement for the world Dark Honor Empire I created for Multiverser:  The Third Book of Worlds), but I was working pretty much from what Ed did in-game.  The issue is whether you can have a pistol that fires the same bullets as a fifty-caliber machine gun; fifty caliber revolvers (they are made) use a shorter bullet with less kick.  However, in the end he agreed that one could custom-make such a gun, and the fact that it would have a lot of kick was covered in the description.

I used the trick with the coin to destroy the Coffee Shoppe.  By this point I had decided that Lauren was not going to survive the attack on The Pit, and the coin would become both a meaningless scrap and a problem for future worlds if I didn’t use it—besides, I thought it a clever idea and wanted to use it.  In game, I used an epoxy, because PC7 was the best glue I knew when I was still keeping track of such things (I read about Superglue and have some grasp of how it works, but don’t ever use it for anything), and Ed had me use something called PC12 when I looked.  But here I thought that the more modern superglue type adhesive was the better choice.

I had worked out what the three objects did for which the clues were given, and was working out how she would test them as I did it.  With the die, though, I thought I could get a good cliffhanger from having her black out—particularly as both Slade and Kondor had already died and gone to other worlds, so I figured the reader was expecting it to happen to Lauren, and I wanted to use that expectation.


Chapter 72, Kondor 24

Part of the fun of this chapter lies in the tension between Kondor’s certainty that there is no such thing as undead monsters and his recognition that something which looks entirely like that is now pursuing him.  He tries to invent explanations for what he sees, but he is still terrified and running for his life.

It was part of the conceit of the world that the undead could, at need, walk about within their cemetery but could only cross into the world in darkness.  The notion of the importance of darkness gave me some other problems, but the solutions were at least workable.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#43: Novel Worlds

This is mark Joseph “young” blog entry #43, on the subject of Novel Worlds.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56), and
  10. #39:  Character Futures (chapters 57 through 60).

This picks up from there.  Two of our three characters find themselves starting in new worlds in these chapters.

img0043Castle

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 61, Slade 20

I was building Shella into a sorceress for no real reason other than that it gave me story and character development for Slade.  It turned out for the better in the long run, but at this point I did not see where it was going.  I recently read the quote (and I confess to being terrible at sources) that writing a novel is like driving home at night in the fog:  you can only see a hundred feet ahead, but you can make it all the way home.  That makes sense to me.

The “not bad, for an auto mechanic” line was important.  It was enough that Slade regarded himself a fighter, and was becoming one; I did not see him embracing a career in magic, and doing so would have made him too much like Lauren.  I needed him to think of magic as something he didn’t really do well and wouldn’t pursue seriously.

Having Shella there also gave me a side door through which to arrange Torrence’s marriage.  I wanted it to be something with which the modern Slade would be comfortable, but knew it had to fit within the concept of arrangements of the time.  Using the sister to introduce girls to her brother seemed the way to do it.

I found my way to get Slade out, and had tied up most of the loose ends to this point.  I did not know that any of these people would ever come back into the story, so the parting from Shella was a bit melancholy for me.

At the time I gave very little thought to what it was Slade was trying to do, that is, what spell he was trying to learn.  I don’t think I’ve returned to that, but it’s possible that I mentioned it again somewhere and have since forgotten.  Anyway, I’ll probably recall it in some future book.

I think the fact that Joe and Bob versed out in successive chapters was strictly coincidence here—I’d brought them both to the point that they were ready to go, and I had worked out where they were going, and found ways to move them, so it happened.


Chapter 62, Hastings 22

I wanted Lauren to learn the sort of “hyperspace” travel the werewolves used, as I was certain it would be useful to her in the future.  I had no idea just how much she would use it eventually, but here and now she needed to learn it.

In copying this chapter, I noticed that I’d missed a close quotation in the book.  It’s fixed in the online version.

I’m fond of grilled ham and cheese, and of cream of mushroom soup.  Tomato soup goes well with grilled cheese, too, but is a bit cliché, so I went with my preference.

I had eaten at Bookbinder’s in Philadelphia exactly once—treat of the executives of a company for which I had worked security, when I had to testify at a National Labor Relations Board hearing concerning the termination of an employee I had caught stealing from the company.  All I remembered, really, was that they had really good lobster bisque.  It’s also the only fancy restaurant in the city I know, but at least I knew it was there.


Chapter 63, Kondor 21

I created The Quest for the Vorgo as a world for a stripped demo game that ran very rough, but I found the world to be fascinating and reworked it for full game play; it was slated for release in The Third Book of Worlds, which is a work in progress.  It owes a lot to the wonderfully comedic Army of Darkness, and its idea of dropping a modern person into a medieval undead horror story.  I’ve used it for a lot of demos since I wrote this.

I was particularly interested in running Joe Kondor in it, because he was an atheist, and he would have to find naturalist explanations for the magic that permeates so much of this world.  I figured it would be fun, and there would be a sort of message in the very fact that in the face of all this magic he could maintain his persistent unbelief.

The opening of the world was also fun, because we have a group of magic-using locals who have just performed a ceremony which is supposed to call a “supernatural” deliverer to aid them, and the character appears in their midst.  I will never say whether he appears there because the spell worked, or they think the spell worked because he appears there, but generally people who land in this world take the bait and go on the quest whether or not they think the magic worked.

The names of these characters were invented quite off the cuff; the only one that has any real source is Dimtri, which I got by shortening Dimitrios, cover artist Jim Denaxas’ given name.  When I pulled the world together for game play, I did not carry the names into it, because they are not all that easy to remember.

The castle is on a motte and bailey design, but Kondor would not know that (and the reader probably would not connect the description to anything specific even if told that it is the design of the Tower of London) so I simply had him describe it.  The photo selected for this web log entry is a motte and bailey castle, but rather a smaller and more simple one than the one in the story.

The name mistake, Jo-suede Candor, was at the time intended as a way of intensifying the sense that these people did not think of him as human.  They did not understand the structure of his name.

The comment on the bed was on the thought that medieval life was not comfortable, that they had nothing like the comforts we take for granted.  Even when Joe was in Sherwood sleeping on a mattress he made from local materials, his bed was more comfortable than this one in the main tower.


Chapter 64, Slade 21

In-game, players roll each time they enter a new universe to see whether they have moved to the next “stage”.  In the first stage they enter unconscious and awaken.  In the second stage, though, they arrive in a dream state, and the referee mixes bits of reality with bits of the past and whatever fantastic elements he wishes, much as the sort of dream you have when you are awakening but still dreaming and things in the room mix with the dream.  I wanted this to happen in the book, and Slade’s second world gave me an opportunity to experiment with it.

I created this world specifically for the book, although I later distilled the essential elements from it for demo games and was hoping to release it in a planned project of short world books called “Triple Play”, sets of three worlds that were of similar substance, this one one of three space settings.  That has not materialized.  I based a lot of this on the concepts of Blake’s 7; as I previously mentioned that my thief Filp was based significantly on Vila Reston, I also based characters here somewhat loosely on those characters.  I had run a Blake’s 7 world at least twice in playtest (after all, Ed always encouraged plagiarization for game play) but knew I couldn’t use it as it was, particularly as I think someone had been working on a role playing game for it about that time.

Kondor was surprised to find himself on a spaceship; Slade is similarly surprised, but his situation is different.


Chapter 65, Hastings 23

I gave the impression through Bethany’s dialogue that she and Lauren had fought vampires together before.  I already knew that Lauren was going to train Bethany when she returned in the past, but had not worked out any of the details of that.  When I got to that part in the second novel, it was something of a challenge to figure out how to make that happen.

The use of her psionic powers is becoming automatic for Lauren, which is going to matter eventually.

The hints are riddles.  I had by this point worked out what the paperclip, die, and marble each did, and found a way to create seemingly related riddles for them.  I still did not know what the acorn did, and had to make it seem as if Bethany knew but was keeping it secret.

I remember that when Ed ran this scenario he had his Bob the Ghoul (whom I have renamed Arnie) attack someone I knew—but I do not remember who it was.  I had Chris Jones’ character (known by the not very original name Shadow, I renamed the character Whisp in the rulebook) working with me, but I can’t now recall the details of how we found out about the attack, or who was attacked.


Chapter 66, Kondor 22

The particular fun at this point is that the summoners believe Kondor is a supernatural immortal—which in a sense he is—and therefore that he does not understand anything about being mortal—which of course is not true, he just doesn’t understand the details of their time and place and the nature of their enemy.  So it is difficult for him to make sense of the information, because they assume on the one hand that as the summoned deliverer he must know the problem and the solution, and on the other that as an immortal being he knows nothing about graveyards and corpses and the undead.  His situation is actually the reverse of that.

It would have made more sense for Kondor to send the emissaries sooner so that troops would be arriving the same day he returned with the vorgo, but he did not think of that.  This gave me more drama during the fight, though, because there would be reinforcements if the troops could hold long enough.

The wall was not envisioned as thick enough for an entry passage with arrow slits and murder holes; Kondor’s corral achieves something of the same effect, although less effectively.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#40: Multiverser Cover Value

This is mark Joseph “young” blog entry #40, on the subject of Multiverser Cover Value.

In a thread on Facebook on a completely different issue (an article I encountered on an effective non-lethal weapon) posters made some comments about the complexity of the Multiverser game system.  I don’t happen to think it that complex, really (to create an Original Advanced Dungeons & Dragons™ character without limiting in advance what the player might want to be, the referee needs to have access to twelve of the thirteen hard-cover volumes), but they did tackle two of the more complicated areas:  the spell system and the way to calculate cover value for armor.  I promised to provide answers, and since I no longer have the Gaming Outpost forum for such things, the answers are going to land here.  We previously addressed the issue of Multiverser magic; this entry will deal with the cover value problem.

Combat image from Multiverser: The Game: Referee's Rules, by Jim Denaxas, (c)E. R. Jones & M. Joseph Young

This part of it was raised by one of the most experienced Multiverser referees out there, my own son Kyler:

While you’re talking about complicated math in multiverser, I’m surprised no one has brought up Cover. That was one of the first things I changed when I was trying to streamline the system.

The math for Cover can get ridiculously complicated when you’re wearing layers of armor. “Add this, divide that. Take into account material density.” I abandoned it in favor of a system that focused more on where you were hit and ascribed a damage value to each piece of armor.

I’m not saying that the Multiverser system’s way of dealing with it is bad. I’m just saying that it’s needlessly complex, basically no matter what we’re trying to do.

Ouch.

Well, in my defense, the rule book does say that calculating cover is a complicated bit of math–but at the same time, that you don’t have to do it generally, as once for any piece of armor is sufficient.  Reading some of the other comments on the thread, I’ll note that if for Multiverser purposes you’ve calculated the “cover value” of five different pieces of armor, and you wear them all, your cover value is simply the sum of all the pieces you’re wearing, even if they cover the same body parts.  So the math is only difficult when a particular piece of armor is created or acquired, and after that the only question is whether you’re wearing the same pieces or left something off.

So, what is the complication?

How well armor protects is based on two factors, one of which is also based on two factors.  The one factor is how much of the body the armor covers.  It is kind of the joke that people wear bullet proof vests but are easily killed by a shot to the head.  That’s why combat and riot gear includes helmets.  The system would be complicated indeed if we required the referee to work out how much protection was afforded to each part of the body, but we allow a sort of fiction here–if you’re wearing a bullet proof vest, you are that much harder to hit, and the “cover value” takes into account that blows against your torso are less likely to penetrate, even though your head is still vulnerable.  In theory, someone can aim for an unprotected head, but they’d take a size penalty on the shot.

The second factor is how difficult it is to penetrate.  We know from history that iron armor protects better than bronze armor, because iron weapons are more likely to penetrate bronze armor but not iron armor.  It thus follows that a suit of white dwarf alloy (if such a thing could be obtained and worn) would protect better than a suit of aluminum.  We cover this factor with a density number–nothing too scientific, just the application of a game concept of “density” extended to cover materials that have not yet been created.  We also allow the issue of thickness, when it comes to armor–if you make your armor twice as thick, it’s more difficult to penetrate–but that particular factor is usually ignored because thicker armor of that sort is overly restrictive:  armor that is twice as heavy is only twenty-five percent more protective.

So the system really comes down to these two factors:

  1. How much of your body is covered by the armor?
  2. How hard is it to penetrate the material covering it?

It’s not usually difficult.  For example, let’s suppose someone gets a full suit of jointed full plate armor.  The book suggests that such a suit covers ninety-five percent of the body–there are some slots for vision and air in the front of the visor, and a few small gaps where the metal comes together most of which open and close as the body moves.  It would be made of a relatively hard metal, but that could be a softer one like bronze or a harder one like steel.  Thus there’s a range of densities for hard metals, from 2@6 to 4@8.  From there it’s simple to convert the values to “decimalized” numbers and multiply.  If we’re looking at 95% coverage at 2@6 density, that comes to 26 x 0.95=24.7, which we round to 25, a 25 percentage point penalty on incoming attacks.  If we have heavier denser metal, say a 4@8, that’s 48 x 0.95=45.6, again rounded to 46.

It looks complicated probably probably for two reasons.  One is because of that table in the book that looks like this (you don’t have to read this table, it’s just here so you can see it):

From Multiverser: The Game: Referee's Rules, (c)E. R. Jones & M. Joseph Young

That makes it look complicated–add this, subtract that, put it all together to get a number–but ultimately, all it’s really saying is, figure out how completely the wearer is covered.  It tries to take into account things that should be considered–chain doesn’t really cover your entire body because it has little holes in it, and we’ve all read stories about the arrow or knife that went through the holes in the chain armor.  Ultimately, though, all the referee really needs to do is decide what percentage of the body is covered–or conversely not covered–to get his basic “percent covered”.  That’s all that that table is for.

The second complication arises, though, when players attempt to “game the system”.  They’ll usually try to make armor thicker to get more protection out of it–and sure, a phone book is harder to penetrate than a manila envelope, so thickness does matter.  It does not matter if the design uses layers–that is, if you’re wearing a chain shirt under solid breast and backplates, you get the full value of both.  It’s only complicated if you make the material thicker, such as making the breastplate half an inch thick instead of a (standard) quarter inch.  That requires a bit of math–but the thickness of the armor is not going to change, and wearing multiple layers of armor is simple addition, so you only have to do the complicated bit once.

After all, how many times does someone get a new suit of armor?  A few minutes to work out how effective it is should not be that much of a problem.

The game also has rules for ablative armor–armor which protects by absorbing damage–but these rules in essence say that unless the ablative armor is also stated to provide cover value, it does not provide cover value and so isn’t part of this calculation at all.  There can also be complications if someone is hiding behind a wall and someone else is destroying the wall, but that’s an attack on cover or structures, not at all about armor, so it’s not part of the usual “cover value” issue.

Or did I miss something?

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#39: Character Futures

This is mark Joseph “young” blog entry #39, on the subject of Character Futures.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48)., and
  9. #37:  Character Diversity (chapters 49 through 56).

This picks up from there.  Our three characters are each in various ways preparing for something in the future in these chapters.

img0039Sherwood

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 55, Slade 18

I had begun seriously toying with the idea that Slade might marry Shella, but at this point I was also seriously planning the end of my book, and Shella did not fit where I was headed.  Still, it seemed natural to draw them closer together.

The notion of Torrence becoming Lord of Slade Manor had developed gradually, and was well-formed when I had the letter sent at the end of the previous chapter.  Shella’s place was still nebulous.

I wanted to bring across the idea that having control over your own destiny is a very modern concept, that even for the sons of noblemen in the past everyone fell into his assigned place in the world and did what his parents left him to do.  Torelle can’t see it any other way.

As Slade begins talking to Torrence, he wants to say that Torelle ought to have mentioned this earlier but is too stubborn in his conception of life to have done so, but he doesn’t want to offend Torelle in the process, so he looks for a reason why it falls to him, now, to do so.


Chapter 56, Hastings 20

I needed a lunar eclipse, because the concepts of the werewolf I was using included that they were nearly invulnerable under that condition.  In play, if I recall correctly, Ed simply rolled the dice and announced that there was such an eclipse coming up on a particular date.  I could have done something similar, but I wanted a bit more of a connection to reality—besides, I had played this in about 1993 and was writing in 1997, so just as he had put me a few years in my future I put Lauren a few years in hers, and had her already past the date of the eclipse from the game.  So I checked an almanac.  There was an eclipse coming on October 17th, which in story terms was very short, as I had been tracking dates and trying to keep consistent with the seasons in the climate and could not easily shift everything (not impossible for Lauren to wear a parka in September, but not at all reasonable in August).  It happened that the eclipse would not be total in Philadelphia, but I figured that to be a very small change, and noticed that it would be quite a few years before there would be another eclipse at all, and I could not stretch Lauren’s story that far.  I also felt that the rush gave it a sense of realism, because when you are trying to align actions with astronomical events you sometimes find yourself under pressure.

In play, some of the ideas put forward in the book by Father James came from the player behind his character, Tim Pangburn’s Father Holer, including the banquet, radio jammers, and the tampering with fire boxes and false alarms.  I had conceived of the Mission On the Move (it was the State Street Mission in game, I think, but I liked St. George better, and was not at all certain how much Ed had plagiarized), but I didn’t use it until the third raid, the destruction of a theatre called The Presemium.  I had already decided that Lauren’s story had run long enough, and I was going to eliminate everything I did after that point, in part because some of it was very much off the central story and involved another player character, and in part because I had still been in that world when Ed stopped running the game, and I thought the confrontation with Horta would be a good way to end it.

I also conceived the notion of blessing water in the pumper trucks, but that, too, was done at the Presemium raid; I liked the idea too much to abandon it, so I brought it into the story here.

I was toying with the notion that Horta might be an antediluvian (pre-flood) vampire at this point, and put the notion forward with Annuda.  Werewolves are not so long lived, perhaps comparable to humans, and their history is all oral tradition, so it wasn’t etched in stone just because she said it might be so.  Since Lauren killed Horta, and I was planning to take her to earlier points in the history of this world, I realized while writing the next book that I was going to need someone more powerful than Horta who was going to have to be the villain in the final encounter in the third book.  Thus the destruction of Horta led to the conclusion that Tubrok, not Horta, was the antediluvian.


Chapter 57, Kondor 19

When I run Sherwood as a game, Richard does not return unless the player finds a way to return him; the novel more closely follows the history, in which the merchants ransom their king.  John really did not have the money—Richard and their father had heavily taxed the land to pay for their wars, leaving little in the royal coffers.  It is also the case that upon his safe return, Richard reneged on the deal he had made with France to remove the impediment to his leadership of the Crusade, and crossed the channel to do battle over the ownership of Normandy, Brittany, and D’Anjou.

The connection between the Prince John who ruled as surrogate for Richard and the King John who was forced to sign the Magna Carta is not generally made.  I had never made it until I researched the history for this world, and even now I cannot put a year on it beyond that it was near the end of the first decade of the twelve hundreds.  I figured Kondor wouldn’t know, either.


Chapter 58, Slade 19

Quite frankly, I had no idea that Slade would eventually marry Shella.  It was one of those things, that I thought they were attracted to each other but that he would always consider it impossible and she would never push the issue, and so he would verse out and leave her behind.  So I was playing with their mutual attraction while keeping the boundaries clear.

The communications spell was one of those things I thought might be useful at some point in the future, but was done more to give the impression that Slade was learning magic, at least a bit.

I also found myself building a friendship between Slade and Filp.  It, too, was expected to end when Slade left, but I found that much of it lingered with Slade as he visited other worlds.

When I began Slade’s dungeon crawl I thought he would probably be killed somewhere early in the game; I had not anticipated making him a lord and keeping him there for decades.  I realized that I had painted myself into a corner, as there weren’t too many ways to remove him that would be consistent with his character, but I also saw some advantage in having the story go this way, so I wasn’t too worried.


Chapter 59, Hastings 21

My editor was not a religious man, and he found Lauren’s affront at the competing religion to be irrational.  I had to do some extensive rewriting here to make it clear why the religion Gavin espoused was dangerous.

Throwing a “spanner in the works” is probably a distinctly British version of that concept; I had always heard it as a “monkey wrench”.  The latter is a vernacular name for a pipe wrench, which I assume the former also is; I got it from a Doctor Who episode long ago and liked the word at least for that expression.

“We Shall Overcome” has long struck me as a peculiar song.  I learned it at church camp, and it comes across as one of those contemporary Christian songs of the early sixties, like Kumbaya or They’ll Know We Are Christians By Our Love, but it lacks any specifically Christian thematic elements.  Thus I thought it would work for a religion that was imitating Christian ritual.

Lauren’s speech and actions are calculated to incorporate as much supernaturalism as possible into what should come across as very natural and ordinary, as if magic and vampires were things everyone encountered on a daily basis.  It was part of the psychological attack on their faithlessness.


Chapter 60, Kondor 20

Kondor’s uncertainty concerning what to do next reflected my own.  I was not eager to attempt to create a tour of early thirteenth century England, and I really had done most of what I could do with Kondor as founder of modern medicine.  I was also faced with the problem of how to remove him from the present world, since if arrested he would logically face a trial, a rather drawn out and not terribly interesting part of the story.  So I looked for a shortcut, and managed to find one.

Sir Guy’s accent is different, of course, because he is high-born Norman, whereas all the commoners and recruits of the shire reeve are Saxon.

I have often wondered whether to return Kondor to a future version of the world he formed here.  I do that with players in this world, particularly if they kill or otherwise depose Prince John and so prevent the signing of Magna Carta.  Joe took no interest in politics here, ultimately (despite his initial interest), so he did not change that—but he did change their medical science drastically.  I chose to bring him back to a future version of his next world, though, and if I ever do it with this world it will be far enough removed from the present to give it distance.

I have always been fond of the opening of Quest for the Vorgo, in which the verser arrives on the table on the dais during the ceremony to summon a supernatural deliverer.  No one has ever been able to answer whether the magic brought him there, or whether it was something else.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#38: Multiverser Magic

This is mark Joseph “young” blog entry #38, on the subject of Multiverser Magic.

In a thread on Facebook on a completely different issue (an article I encountered on an effective non-lethal weapon) posters made some comments about the complexity of the Multiverser game system.  I don’t happen to think it that complex, really, but they did tackle two of the more complicated areas:  the spell system and the way to calculate cover value for armor.  I promised to provide answers, and since I no longer have the Gaming Outpost forum for such things, the answers are going to land here.  This entry will deal with the magic.

From Multiverser: The Game: Referee's Rules, (c)Valdron Inc, by Jim Denaxas

Harry Lambrianou (wow–I spelled that correctly on the first try without looking) raised the issue, and said in significant part:

My biggest problem – and the thing I houseruled away most frequently – is that MV’s magic system, as written, insists that /any change/ no matter how minute results in a completely new spell.

So if I have a “Battle Blessing” spell that normally takes 1 minute to cast, and I decide that today I need to rush it and cast my “Battle Blessing” in 10 seconds… normally you would think that this is my normal “Battle Blessing” spell, albeit with a skill penalty for rushing, right? That’s intuitive… No, it’s an /entirely new/, but /otherwise identical in every way/ spell… that does not inherit the Skill Ability Level for the spell its based on. So if I was 2@8 on the original Battle Blessing… maybe I’m 1@3 on the /identical/ rushed version…. and both need to be leveled up separately.

At one point I think my actual Verser self had something upwards of four different copies of this same spell, the only difference being one was a shorter casting time, or one affected three people instead of five, or something like that. It got out of hand very quickly.

I hated this from the first time I saw it happen, and consequently have never enforced it on the handful of players I ever ran for.

It’s a valid point:  if you know how to perform some kind of magic, shouldn’t you be able to perform it more quickly if you’re in a situation in which you need to get it done fast?  However, I have two answers for this.

The first has to do with “game balance” in mechanics.  That was always a big deal before Vincent Baker’s Lumpley Principle and Ron Edward’s Model, and it’s still a big deal in complex game design.  It means, among other things, that every power has limits so that it won’t dominate the game.

Magic, in Multiverser, has essentially two limits.  One is the same limit that applies to technology, psionics, and even to body skills:  bias, which determines what is possible or impossible in a given universe, and how difficult it is to do.  It’s a relatively simple system given the complexity of issues it addresses, but it’s not at issue here.  For any given magic outcome, either it is or is not possible in the present world, and it can be more or less difficult.

The other limitation is the one at issue.  In Multiverser, you can design your own magic skills.  You can say that you want to achieve this result–create fire or lightning, charm an enemy, pass unnoticed through the midst of a crowd, fly–and that you are going to take these steps to achieve it.  The simple form of the rule is that the power you get from a “spell” is proportional to the effort you put into it.  That effort can take the form of sacrificing objects of greater or lesser value, speaking loudly or gesticulating wildly in ways that call attention to yourself, saying words that broadcast what you are attempting to do so the target can take countermeasures, and, almost always, how much time it takes to cast it.  The battle blessing in particular is significant in this regard:  a two-minute spell to enhance your combat abilities means that for two minutes you have to stay out of the fray, which might not even be possible; the same spell in twelve seconds is going to be very nearly something you can do while drawing your weapon.  Obviously, though, if we assume that the battle blessing does exactly the same thing to the same degree at the same probability of success, no character in his right mind would take two minutes of valuable combat time to cast a spell he can cast in twelve seconds.  Thus part of the solution to prevent that is that the probability of success on the twelve-second version is considerably lower than that on the two-minute version.  Assuming everything else to be the same, the longer spell is probably about thirty percentage points more likely to be successful than the short one.  That can impact whether or not it works, of course, and also because of Multiverser’s relative success rules it can also impact how well it works, because a higher successful roll normally delivers a better outcome.

Understand, too, that I believe in running an equitable game.  If when you create this spell you get this bonus for shouting, everyone should get that bonus for including “shouting” in any spell design; it becomes the “shouting bonus”.  I have a list of standard bonuses for standard “spell components”, and when someone comes up with some new component I had not previously considered I compare it to my list and then attempt to make note of what I decided so that if they do it again, or someone else at the table does it, I will treat it consistently.  When you create a spell, I look at everything you’re investing in success, and crunch the numbers, and I give you a number, a “situation modifier”, to record with the spell description that says that this spell is this percentage more or less likely to work than the baseline.  You get that bonus–or penalty–whenever you use that specific spell.  But if you modify that spell in any way, you’ve changed the bonus or penalty.

Of course, I could let you change the spell for a specific casting–but that means that when you do that, I have to recalculate the chance of success anyway.  And in doing so, I’m probably going to have to look up the baseline for the spell, figure out what elements you are using and what value I gave each of them originally, and work out the new chance of success pretty much as if it were a new spell–and seriously, how much of a two-minute ritual can you cram into a twelve-second rush casting?  And does it make sense to say that because you have done this two-minute ritual before a couple times you will be just as good at doing the same ritual in twelve seconds?  I think of the fast talker competition, where someone holds the record for the fastest delivery of a particular Shakespearean sililoquy (I cannot now recall whether it is from Hamlet or MacBeth).  Does the fact that you recited that sililoquy a couple times mean you can now challenge the record?  You can deliver such a speech at a reasonable pace and allow yourself time to think of the next line without looking as if you don’t know what you’re doing; you can’t spit it out at record time if you have to think of the words.  Believe me, I’ve sung a few songs that have incredibly rapid-fire lyrics, and you had better know them cold if you expect them to make it to your lips.  So I have to recalculate, and I probably don’t have the original calculation handy (why clutter your character paper with the detailed numbers, particularly when that’s not character knowledge?) so I’m starting from scratch.

And if you’re forcing me to start from scratch to recalculate your chance of success for what is necessarily a different ritual (because it runs a different length of time) that feels to me like you’re doing a completely different spell, and I want it on your sheet for the next time you decide you want to do it in twelve seconds instead of two minutes.  It really is not the same spell just because it has the same outcome, any more than striking a match, using a cigarette lighter, and rubbing two sticks together are the same skill even though they all produce fire.  You are attempting to achieve the same outcome a different way, and the simple fact that you want it to happen more quickly proves that this is the case.

Of course, it does make sense that if you’ve done the same skill enough times you would be able to do it in less time.  That’s true when I cook, certainly, as once I know the recipe I’m not stopping at each step to check it.  And that leads to the second answer.  It’s built into the system that when you have used or practiced a skill long enough/enough times to be good at it, your “skill ability level” crosses the line from amateur to professional, and whenever you perform that skill you do it in half the time.  Your two minute skill takes only sixty seconds.  Continue at it and eventually you will be an expert at that skill, and it will take only one third as long as it took when you were an amateur–in this case, forty seconds.  No, that’s not twelve seconds; but if your ritual requires singing four verses of Onward, Christian Soldiers at thirty seconds per verse (sorry, Harry, it was the first decent example that came to mind), you’re going to have a lot of trouble getting it as fast as ten seconds per verse.  So “faster” is built into the system, but only after a lot of practice.  If you want the same outcome in less time, you really are trying to figure out a “faster” way to do it.  There is a saying in business, something like “Fast, good, cheap, pick two.” If you’re trying to get fast, you have to trade something for it–you’re doing it a different way, and a different way means a different skill, even if it’s a choice between the American Crawl and the Breast Stroke.  Keep doing it the same way and you get better at it; change the skill, and you’re learning more skills.

There’s nothing wrong with learning more skills–if one fails, you can use another.  In fact, if you botch on a skill you’re not permitted to retry it again immediately, but you are permitted to try a different skill that does the same thing, so having multiple versions of a skill can be useful in a pinch.

Anyway, that’s how it works and why.  I know it frustrated you; it frustrated me that you couldn’t see that to be the same skill it had to be done the same way.

Eric does all of this by the seat of his pants, and you can do it that way.  I don’t, because I am not good enough to keep the playing field level if I don’t keep track of the rules–but Eric is more like Ed in that regard, and doesn’t much care whether the playing field is level as long as it tells a good story.  It’s harder for a good player to play in a world like that, though, because things are not predictable–a spell that should be easy winds up being hard, because the same standards aren’t maintained from one to the next.  Part of play is learning what works, and what makes it work better.  If the standards shift, you can’t learn that.  It can still be fun, but it’s not quite the game we designed.

I also sympathize with your feeling, Harry, that you were trapped in the same world for a long time.  It’s not entirely my fault–people who stay with the ship take risks of being versed out in a lot of ways, and people who settle into city life, even taking a job with the city watch and starting a fire department, are not taking the same risks.  My second world was a modern vampire setting, and before long Ed was becoming frustrated trying to find ways to get me out of it, because I kept playing smart enough to beat his killer monsters.  Eventually he stopped running the game, and I was never really out of there; two other referees tried to pick it up, but they couldn’t see how to get me out, either, and both gave up on it.  Kyler was stuck in NagaWorld so long that he had to dream up something plausible but truly dangerous to try to get himself out of there.  Being stuck in a world in Multiverser seems to be proof that you’re a good careful player who knows how to stay alive.  It’s a compliment.  Reckless players jump from universe to universe.  You were never that.

I’ll address the cover value thing in a couple days, probably.

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