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The Backwards Mask

Hey, Matt. Thanks for the update.

I have to agree on the callsigns. I really can't stand their over-use in TNE, and it is the one thing that I dislike the most about the game. Pretty silly, but hey, that's me.

From what I recall, these books were not all that long, so Jon Crocker's earlier comment about them being written for a 12-year old ring true to what I remember. I want to remember them being fairly short with rather large font for a paperback, so the word-count was kind of low. Resulting in a shallow, short book. (The GDW books I definitely remember being like this (and remember more of the story from) are the Dark Conspiracy books from Stackpole).

I have to wonder if the books were edited down to their length or just written that way.

So yes on deeper characterization and yes on a more intricate plot. Personally, I don't care if it ballons the size of the story - if it is well written, it will be worth it.
 
I don't know if this is the right place to ask, but how does one create meaningful characters? How can one seamlessly (is that the right word?) add depth to a character who's been flat for two books?

I'm trying to think of how authors have created depth in their creations, and can't see the actual mechanism, though it seems to have to do with a consistent personality, shaped by past experiences, coming out in small ways under various circumstances.
 
Good point - I don't think it can be done seamlessly, but then again, I don't think we want the style to be the same as the first two books, either. So, if the story is well told, that may be a jarring difference from the first two books. ;)

And I also think you are right in that there is no true formula for creating characters with depth. There are a lot of tools: exposition, consistent dialog and motivation, maybe some internal dialog (but nothing like Dune - that went a little internal heavy, especially in the later books).

So those are the tools, but then the writer has to use them effectively.
 
Perhaps when you have finished the third book you can rewrite the first two and bring them up to its standard. ;)
 
Originally posted by Leonidas:
I think you’ve struck on an extremely pertinent point, and one that I hope to address in TBWM – characterizations.
Mark,

Thank you.

As you can tell, i was extremely disappointed by the TNE novels. Worse than that, I was ashamed.

Here's this setting I dearly love, this game I've played and played with since the Carter Administration, and it's being presented to potential new players by a pair of novels which are utterly wretched even by the admittedly low standards of RPG fiction. The TNE novels made the Dragonlance dreck look like Aubrey & Maturin by comparison.

As I’ve said before, I don’t want to continually focus on the negative of the TDOW & TDOC, but these things need to be addressed as frankly as possible.
And having adressed the negatives frankly and admitted they exist - because there are a few poor souls who actually enjoyed the TNE novels and not for just their novelty - having acknowledged that the Brunette novels are best used as a guide of what NOT to do, you can now move on to write a good novel.

I believe all of us here feel strongly that, if you emphasize characterization, narrative flow, and limit the number of As You You Know, Bob... asides, you will produce a good novel.


Have fun writing,
Bill
 
Originally posted by robject:
I don't know if this is the right place to ask, but how does one create meaningful characters? How can one seamlessly (is that the right word?) add depth to a character who's been flat for two books?
Not being a published author, but having read a great many books and heard a great many stories, I thinik it really varies on the kind of world of set up. A person's tolerance for two-dimensional characters is much greater when they're reading, say, "Halo" or Clive Cussler novels than they are during "War and Peace." It also comes down to quality of writing - some people just write stuff that flows better than other people.

One of the easiest ways is slipping in small details. People have different quirks of their personality, opinions, and tastes that set them apart from other people. It doesn't have to be history. It doesn't even have to be explained. This can vary from personal habits to more obvious things like having a drawl.

Imagine if you found out that Lon Maggart, Secretary-General of the RC, secretly loved decidedly low-brow entertainment like women's jello or oil wrestling. Or alternatively, the guy was an expert on Fifth Viliani Dynasty architecture and could talk to you about it until your ears bled. Or both.

In main characters, they might have things they enjoy doing that you might not imagine someone like them would enjoy. The rough and ready Regency Marine Corps special forces enlisted man who saves up all of his pay because can't get enough of "high culture" who vanishes from his squadmates entirely during his leaves because he's off renting a tuxedo and catching ballet shows, eating meals at good restaurants, and visiting art galleries.

Even minor characters can have small things that give them personality. Like a soldier who has replaced the carrying strap for his assault rifle with intracately woven guitar strap.
 
It's setup and quality, but also there has to be a plot that is worth the time that you expend reading. I mean, its great if someone can write an interesting character description and all that, but if the plot isn't there, the reading exercise is a waste of time.

I like Vonnegut's rules (these are from my unreliable memory, so they are paraphrased):

-Don't waste ther reader's time
-Let the reader root for at least one character
-Every character has to have some motivation
-The text needs to either reveal character of advance the story
-Start as close to the end as you can
-Put your characters through hell to see what they are made of.
-Write to please one person
-Don't draw out the exposition

Not saying that this guarantees a good story - if you can't write decently, nothing will help.
But those rules help keep things interesting.
 
Wow, thanks for the update.

Gentlemen, I respectfully submit that a "seamless" transition is the last thing you want under these circumstances.

I want to feel the bump as I transit from the muddy, winding, wheel-rutted, ox-cart-path of the old, to the eight-lane, paved and graded, straight-as-a-surveyor's-laser autobahn of the new.

Best of luck, and looking forward to it!

Jon
 
Greetings everyone,

I’m back, finally, and this time I have the synopsis of To Dream of Chaos for all of you. That will be at the end of the post, however. Before I get to that I want to talk a bit about what’s come up since my last post.

Normally, I would respond to individuals, but since several of you have chimed in on differing subjects, I don’t want to have to retread the same ground. So, I’ll be responding by topic with one exception:

Bill Cameron,

Dragonlance dreck? Hmmm…that begs the question, what game-related fiction have you liked? I’m just trying to establish a datum point…


Okay, so now for the topics. If anyone feels that I’ve passed over one of their points, bring up again, and I’ll see what I can do about it.


Story Length

For the most part, when an author is considering the length of a manuscript, they measure it in terms of words, not pages. Depending on the point size, the font, and a bunch of other pagination and typesetting stuff, you can change up the page length considerably. Throughout all that, the word count is about the only thing that really remains the same.

For those of you that had physical copies of TDOW & TDOC, you can see that in effect. TDOW was in a much larger type and was a much shorter story than TDOC. While the two stories had comparable page-counts, there was more to read in TDOC.

I asked Marc Miller about their length, and he put them somewhere in the neighborhood of 80,000 words. I checked what I had already for the TBWM and it was about 75,000 words, and I’m not nearly finished telling the story. I would estimate that when the smoke clears, that the finished manuscript will probably clock in at about 130,000 to 150,000 words, depending on how long-winded I am.


Of course, that’s just an initial estimate. It could be edited down, it may not. And, since it’s going to be a PDF, then overall length isn’t as big a deal. For my own part, I’m hoping that it’s a nice long read that keeps you turning pages until the end.

Probably more than you wanted to know, right?

Okay, moving on…


Seamlessly

I can see both sides to this one. As I’ve said, I want to keep things consistent with what has gone before. If Drop Kick is left-handed, then I don’t want to have him writing a note with his right hand. So, in that case, I do want a seamless transition with no weird character inaccuracies.

At the same time, I want this to be better than what has gone before, which equates to that “bump” in the road that transitions the old to the new. So, I guess it really depends on you how you look at it.


Characterization

Again, I think that there have been some very good points brought up about this. Dialogue, exposition, character quirks – all are excellent ways to build a character up in the minds of the reader.

There’s a common thread that runs through all of those things. Emotion. If you don’t have an emotional investment or attachment in a character you read about, then it doesn’t matter what happens to them in the story because you don’t care .

I think emotion is what connects us to characters that have nothing in common with our normal, mundane lives. When you that put that in a science-fiction context, it becomes very important. After all, how do we get inside the head of a character that flies around in a starship, visiting dozens of alien planets, when most of us haven’t managed to get off Terra yet? Ah, but if we see that same character getting yelled at by their boss, or embarrassed by their parents, or mourning the death of a friend, then we’re right there with them. Why? Because that’s the part of their lives we can understand.

Now that’s all very well and good, but throwing emotion into the mix is a pretty nebulous way to talk about creating rich characters. Talking philosophically about emotion as a tool doesn’t necessarily tell you “how it’s done.”

Well, the truth is there’s no tried and true way to create colorful characters. Every author I know personally, or that I’ve read approaches the subject differently. There may be similar techniques that they use, but to quote an old saying, “there are many roads to Rome.” Besides, in the final analysis, the individual reader is the final judge of whether or not the characters had substance.


Higher Standard

Quick side bar here – as a writer you’re only as good as the last the thing you’ve done. You can’t rest on your laurels. I say that beforehand because, aside from these posts, you guys haven’t been exposed to my writing style yet. About the last thing I want to do is over-hype myself when I’m still an unknown.

I’m confident in my abilities, sure, and the fact that Marc and MJD are guiding me through this is very reassuring. It’s like having James Bond and Batman backing you up when you’re about to walk down a dark alley. ;)

But, the fact of the matter is, that the “proof is in the pudding.” I will only say that my goal is to write an engaging, thought-provoking story that works well in the rich tapestry of Traveller.

You know what I mean?

At some point, though, we will post Chapter 1 of TBWM for public consumption, and open up the floor for feedback. That will be coming in the not-too-distant future.


Okay, so I think that just about covers the flyby…

Speaking of looking for feedback, here is the run down on TDOC.


To Dream of Chaos

Plot Summary:

Two months after their return from Sauler, Hornet’s crew has parted ways. When it is discovered that a dangerous Oriflammen free-booter has stumbled across a massive cache of Pre-Collapse weapons, including a black globe generator, the RC reunites the crew of the Hornet to undertake the mission to recover this ancient artifact, or to destroy it if it is to fall into hostile hands. So, the new and improved ship sets sail for the planet Mexit.

The journey is an arduous one, and new people are added the Hornet’s “extended family” as two junior Technarchs from Oriflamme join the team, as well as the space pirate-turned-ally, Vega Zorn.

Once the united group of space travellers reaches Mexit, they find a planet being torn apart by civil strife. On one side is the Church of Grace and Light, a fairly benevolent religious order that waits for the return of the prophet St. Kilalt. On the other side is Emperor Brak, a petty tyrant whose control stems from his arsenal of technologically advanced weapons. The heroes fall in with the Church rebels to try to find the weapons depot. When a few of Zorn’s people as well as the junior technarchs are captured, Red Sun helps depose the evil Brak from power and helps set up the Church as the interim government.

Through some codebreaking, the heroes find that the location of the depot lies within the holy texts of the Church, which means that the tomb of St. Kilalt and the depot are one and the same. Once a group from Hornet finds their way in to the depot, they find it controlled by relic, Virally self-aware androids, called nightjacks, devoted to bringing back the sleeping saint from his cryo sleep. The “ground hog” they awaken, however, is little more than a power hungry arms dealer with delusions of grandeur. But even Kilalt has an unseen master, as the depot’s Virus-infected computer core starts the wholesale destruction of the populace. Thanks to some decisive action on the part of the heroes, the robotic army of nightjacks is defeated, and the underground depot containing the black globe generator, weapons and ships is summarily nuked from the inside.

With the Church once again minding their affairs and the opposition defeated, the crew of the Hornet leaves behind some of their new troopers to form the backbone a new supply base for future RC boostrap operations. They leave also with the intent of bringing Zorn back to RC space to face punishment for her previous crimes, which will presumably land in her front of a firing squad.

Story/Character changes since The Death of Wisdom:

• The Hornet’s systems have been upgraded, including an improved electronics suite, a gatling gun and plasma cannon. Many of her other internal systems have been improved as well.

• Additional crew members have been added including a small group of drop troops, supported by a G-Carrier, heavy battle dress, and a heavily armored Intrepid grav tank.

• Drop Kick (now promoted to Sergeant Major) and Snapshot are now very much involved, with hints being dropped here and there about a possible marriage.

• Red Sun expresses her almost unknown artistic side, when she paints the logo for the Hornet, as well as when she renders a striking painting of the planet Aubaine for Drop Kick.

New Characters:

Newton – The replacement for Scissor from the Hiver Technical Nest, it is much younger for a Hiver than its predecessor. While it is perhaps a more capable technician, its manipulations are not as smooth or refined. Despite some suspicions, its intentions seem ultimately benevolent…you know, for a Hiver.

“Gaffer” – The immediate commander of the Aubaini Drop Troops, he answers directly to Drop Kick. He's an excellent soldier, and capable of rigorous discipline. He is, however, a racist when it comes to both Hivers and Oriflamme. He’s fiercely protective of his people even if he’s harsh on them at the same time. This brash attitude ultimately costs him his life at the hands of a nightjack.

Liu An-Wing – One of the Junior Technarchs picked up on Oriflamme, she is a striking young woman, who believes that her one most powerful diplomatic weapons is her wardrobe, a fact that Bela, the other technarch, constantly chides her about. While capable, she is not always as adept at handling people as she thinks, and she carries an ulterior motive from Oriflamme – to procure the depot for her planet exclusively.

Now...do you have any comments/questions/brash political statements?

If so, now’s your time.

Si vales, valeo.

-Matt Carson
 
Just think of Batman as Bond with psychological trauma issues.


They both get to play with gadgets and kick ass. They both get to act like playboys (only Bond does it on the clock).

I think the only real difference is the Martini. :cool:
 
Hello, Matt, and welcome to the show! Hope you brought lots of popcorn for everyone...

I'll give you a very brief picture of me before I go and waggle my finger in your direction.

I got into Traveller about half way through Megatraveller's run, when I was in high school, and TNE was released just about the time I got out. Between what my cousins who introduced me, and my own efforts, I've got nearly all the GDW published material for MT and TNE, and even most of the T4 stuff (was still a sucker for anything Traveller then) and most of GT. Of all that, while I love the way Gurps does things, I think TNE was the best, and that's due - I'm sure - in no small part to FF&S.

When I read or watch TV or movies, I don't need anything really deep or entertaining, so AT THE TIME, you could say (at the risk of offending Bill and anyone else as sensative to crap as he is) I was one of those people who liked the novels for more than their novelty.

Now that I'm older, and perhaps because I've had to THROW AWAY my beloved Commodore and Amiga computers and Compute!, Compute's Gazette, and Amiga magazines, and my disappointment in T4, I've pretty much put on hold any Traveller purchases. I greatly admire Hunter for keeping The Hobby alive with T20, even though I personally dislike the D20 system, and I also admire Martin for doing his best to resurrect TNE. It was this that has caused me to join in the TNE1248 project, though of late, with having a real job (truck driver) I don't have much spare time to contribute like I used to. OTOH, I seriously doubt I'll get T5, even if it does come out, and even if I do spontaneously have a group.

So that's me+Traveller, in a nutshell. As to these books, your synopses and everyone's comments have helped to refresh my pitiful memory a bit, so I can tell you at least a couple things.

First, at the risk of sounding sexist, I noticed that nearly all the important roles in the book are played by women. It came off to me as some kind of desperate plea that "we can do whatever guys can do" or some such. But since the books were written by a male, I was fairly sure that these "women" thought more like men than anything else.

Other than the apparent desire for the author to get some chicks on the screen for the eventual movie version, there didn't seem to be a goog reason for him to do things the way he did. I have thought of one, myself. Women, being smaller, need less in the way of food, water, and air. The US Navy seriously considered making boomer submarine crews all female because it would allow the sub to be on station for a greater amount of time. I suppose that in the future, when women are allowed to be put into combat situations as often as men, that they might carry out this plan.... unless (bad joke warning) their periods all get synchronized and they all get PMS at once and nuke the world (I warned you).


I also noticed some of the things Bill did about lack of characterization. I expected Coeur to have to make some kind of choice between her previous allegences, or something like that. I expected the crew, being made up of people who don't really like each other, to make mistakes in an effort to put down their perceived enemies. There were a LOT of opportunities to do things well, a lot of the pieces were in place, but they just didn't happen. I could hardly complain because I do a lot of the same things in my own works, and after all, this was a book based on a game, so I wasn't looking for excellent literature.

Overall, I'd guess the story made a semblance of sense; it didn't go with the typical formula that "everyone lives", or even that they live happily ever after, so in that way, I guess it felt somewhat real to me.

If I were writing this book (and if I ever finished it
), I would put together a whole new crew, perhaps keeping only Coeur because of her centrality to the whole thing, and anyone else that really seems to fit the bill. Other characters that survived can be assigned elsewhere, maybe bumped into, but since they've pretty much been ruined, why have them? The military moves people around all the time, and it's not like this is the Enterprise, where no one wants to leave even after 20 years on the same ship. Real militaries shift their people around every few years, so this is a good excuse.

I hope this works out for you; now that I often times look for quality, I'll be expecting to see some in your work when I buy it, and I hope to see more novels. (Yea, I know I haven't read MJD's, but he's not done writing them, and I DESPISE reading half a story, so I have to wait until he's done.)
 
Matt, Best of luck with this project.

I served in the US Navy, so I like hard edged action, corridors in flames, and if a few guys get spaced / blown into vapor / amputees from a missile hit, so be it. All pirates be hanged, so this pirate turned friendly, well, your honor, I object to anything that smells like it, Han Solo not included.

Let's see loss, and wounds, and perhaps death, not necessarily splatter, but these things happen, and in Traveller, it's way more deadly than most, both as a setting, and as a game.

Okay, so the First TNE novel, I read about halfway through it and frankly was just bored.

What I'd be looking for would be in the style of:

Alien (Novelization) by alan Dean Foster - not for the horror, but the storytelling. Space is dark, space is dangerous, people die in space, in nasty ways. Not quite that dark, but everyone that has played Traveller has stayed with the system, despite the very real chance or actual event of losing characters.

The Forever War by Joe Haldeman. The way it was described, I felt like I was alongside Mandella, in my own suit. A better treatment of Mobile Battlearmor Infantry than the classic Starship Troopers by Heinlein.


So perhaps I am off the mark, but The Backwards Mask, it's a military flavor story, not such that the thing has to be some kind of ultra-right wing fascist militarism, but, if there is gonna be battle, then let it BE Battle.

Let's see blood, sweat and wounds. Exhaustion, and it's psychological, and pysiological effects on decisions and focus by all.

From what I recall, Couer D'Esprit was way too calm, unflappable. Even Kirk got nervous, and I daresay he's the most famous space captain out there.

From your one-sheet cast lists of the past novels, you've got all these strong characters.

Give em all a weakness, a hidden secret, foibles. They are heroes not because they are strong up front, but because when pressed they can do the damn mission, despite their fears, flaws, weaknesses, via teamwork, and following their training, and thinking on their feet, or flippers/whatever.

They must be continually tested, and tested, to the point of endurance.

Work it out so that as previous posters said, you don't get lost in specs of the weapons, call it an autopistol or an autocannon or something, and describe it once, but after that, leave it.

Comments on past Novels you Didn't Write...

If the hivers are so good at manipulation, why do they get smoked?

Is it a sacrifice, for the greater good?

Proof that all plans o' Hivers and Men are doomed to fail?

If the Hivers are the Secret MIB's of Traveller (And I bet I am way off the mark here) How come they didn't see the events in the first two novels coming?

Most importantly:

Please, please don't let it come off as "You can hear the dice clattering in the background."

"Hey, Physic, Listen at the Door, while I load a missile into the lower Turret, and (some other Callsign) Checks for Traps." Would be...Insulting.

Conversely, there is a fine balance.

If we as Referees / players of TNE / Traveller can't imagine our own characters (and we have many hundreds, I would think) doing the things in the game, with the game, that the story is telling, there is automatic rejection of the character and the story.

I am not saying you need to keep track of Rate of Fire per combat round, but if you have the Captain saying something like "Hell, let's Misjump, it'll be fun", or You have "A 100 ton Courier with three hardpoints" I will actively campaign to have your Green Judge's Guild Referee's Screen Revoked.

From your clarity of responses, and what seems to be careful preparation and consultation with Marc Miller, I am surely looking forward to see what the Backwards Mask has to offer.

Oh, and It might be enlightening to either have posted to the web, or included with the novel the characters' stats and / or a page with their skills (done up in whatever Traveller system, I guess TNE, shrug), because I can get more out of a character writeup PLUS a brief bio, since I work more with them, as a game referee.

Again, Good luck, and my own little bit of apocryphal writing wisdom:

"My father drove a cab, every day, for 30 years. Not one day in that time did he ever call off sick with Cab Driver's Block."

- Merxiless
 
Originally posted by Leonidas:
Dragonlance dreck? Hmmm…that begs the question, what game-related fiction have you liked? I’m just trying to establish a datum point…
Matt,

Everything is relative.

Taken as literature, Dragonlance is crap. Taken as game-related fiction, Dragonlance is near the top. It all depends on the yardstick you use.

Look at the kilotons of Star Trek fiction out there. Can any of it other than John Ford's 'Mirror Game' be said to be good as a work of fiction? Take away the various television series, many movies, and frothing fanbase and none of them would have been published. IMHO, Ford's novel would have been. It's works as a stand alone piece of fiction.

I don't read game-related fiction expecting Conrad, Greene, or Conroy. It isn't that the standards are lower but it is that the standards are different. The first two TNE novels failed meet any actual standards.

Enough about the two failures already. The slate is clean and your word processing program awaits. Do us proud. Give us a novel we won't be ashamed to admit represents Traveller.


Have fun,
Bill
 
Greetings everyone,

Now that short descriptions of TDOW & TDOC have been added to this post, we can proceed on to talk about where I walk in at The Backwards Mask.

A couple of points about TBWM for those interested parties:

(Minor spoiler alert: viewer discretion is advised.)


1.) The Crew of the Hornet is reunited, so the core of the ship’s personnel will return in TBWM.

This includes Red Sun, Gyro, Snapshot, Deep Six, Physic, Newton, Drop Kick, Mercy, Whiz Bang & Bonzo.

While I can definitely see the point about crewmembers never going away, such as the case with the Enterprise, the Hornet’s crew have been together about 2 ½ -3 years. That’s not too terribly long considering how long one voyage takes them. There have also been times when the crew splits up and goes their separate ways, such as at the beginning of To Dream of Chaos – Crowbar was given command of Hornet, while Coeur was being considered for command of the Sulieman Victrix. Hammer brings them all back together (plus some reinforcements) to go on the mission to Mexit.

I can also see that when the chips are down (such as they are in the TBWM), RCES high command would see the need in maintaining an existing command team, especially if it yields results. Having the same core functionaries on the ship also means that general operations can go pretty smoothly since they don’t have to “break in” a new pilot/navigator/engineer, etc.

Believe me, I had thought about really mixing up the Hornet’s compliment, picking and choosing the ones I wanted and having the rest transferred. Then the thought occurred to me then it wouldn’t exactly feel like the end of a trilogy with a massive shift in the cast for the last book.

2.) There will be some new faces on board the Hornet, including an Intelligence Officer and some elite Marines.

Hornet’s mission this time around will require the services of a field operative from the RCES Naval Intelligence Branch. And, of course, when it comes to breaking things, they will also have the destructive talents of some new, highly-dangerous Marines.

More on this as we go along…

3.) Virus will not be the central adversary.

As tempting as it is to have ridiculous amounts of Vampire ships lurking in every shadow, Virus will not be the central bad guy(s). That’s not to say that Virus won’t play a role in the story, because it will. The big “V” was already the main baddy in To Dream of Chaos. Since I’m trying to round out the trilogy with TMBW, I have to adopt that mindset and not re-tread that part of TNE so “soon” after TDOC.

So, to coin a phrase from Buffy/Angel, who will be the Big Bad? Well, The Guild was the antagonist in the first one, Virus was the mustache-twirling silent-film villain of the second, and the bearer of the goatee of Evil in TBWM will be…someone else entirely.

4.) Along the way, Hornet will run into people they’ve met in TDOW & TDOC.

You will discover the fates of Vega Zorn and August Delpero. The Hornet will once again run across the likes of Delvin Garett and Tirese Serene. There will even be a few of the blink-and-you-miss-it characters from the first two novels that have a role to play in the TBWM.

5.) The Hornet will get some new toys and abilities.

Oh, yes…the Hornet will have another refit to give them the edge where they’re going. Just as there was an escalation of events/action from the first novel to the second, there will also be a major escalation in the third. Hornet will have an array of new hardware to get the job done.

I don’t want to spill too much, but let’s just say that Hornet will truly begin to deserve her motto, “Cave Aculem” (Beware The Sting).


And now a word about...

Game-Based Fiction

I think the majority of GBF suffers from a central dilemma. The fiction is meant to enrich the game setting be it Halo/Forgotten Realms/Magic: The Gathering, etc. Of course, it’s the dream of GBF writers everywhere to have their stuff go mainstream and be recognized by a larger crowd than just the fans of the game setting. That’s hardly something you can plan on, though. ;)

So, if you’re writing something like that do you spend most of your time advertising the game setting and shoe-horning a story in there somewhere, or do you create a cool story that grows organically out of the environment that also just happens to be set in that game world?

Speaking as just a reader I would prefer the latter – a solid story set against the backdrop of the game world. But, a lot of GBF unfortunately tends to go the other way with it, where you can almost hear the dice rolling, or see people fighting in initiative order.

Not all the time is it the author’s fault, but be that as it may, the end result tends to sour the genre as a whole. Though it may sound strange, I’m very selective in the GBF that I read. More often than not I’m disappointed, but occasionally I’ll find a gem.

Furthermore, GBF also suffers when the story contradicts a play experience you might have had.

For example, say that you and your gaming group all play TNE, and the Ref has set the game aboard the RCS Starblade. Aboard this ship you and your friends are the commanding officers merrily taking the ship from adventure to adventure, earning a reputation for tenacity and bravery in the face of the enemy.

Then you open up The Backward Mask and the Starblade gets blown up on page 3 without a fight, just to prove how dangerous the situation is. There’s immediately a disconnect between your own experiences with game and what you’re reading as canon.

This can happen with virtually any setting, but particularly in a setting like Traveller, that is so varied from playgroup to playgroup that we have the expression IMTU.

When this happens there’s nothing the author can really do about it. There’s no way he/she writing the book can know what everyone’s experiences were when they’re busily tapping away on their keyboard trying to meet their deadline. But for the player, a discontinuity like that can alienate them on the spot. I can’t count the times this has happened to me.

Of course, as a player who wants their character to be “real” within the setting, you might just ignore what the offending novel has to say. And if you do that, then not only has the novel not enriched the setting for you (which is really the point in the first place), but if anything it has driven a wedge between you and game world, defeating its own purpose.

So, why do I bring this up? Really, it’s just to show that GBF has a tough road to travel a lot of the time, much more so than a self-contained novel with no game ties where the reader has no preconceived notions going into it.

But when it works, it’s wonderful. You may go to your local hobby store and see literally hundreds of novels based on games lining the bookshelves. Maybe only one in twenty is actually worth the read, but when you find that one, it is worth it. When it all clicks, then the game setting has another jewel in its crown, another story for the characters to hear about in game, and more plot tie-ins for the enterprising Ref.

At least that’s the way I see it, just one guy’s opinion.


What do you guys think?

Si vales, valeo.
-Matt
 
Originally posted by Leonidas:

While I can definitely see the point about crewmembers never going away, such as the case with the Enterprise, the Hornet’s crew have been together about 2 ½ -3 years. That’s not too terribly long considering how long one voyage takes them.
Yeah, not THAT big of a deal (although the TNE timelines seemed to be a bit compressed given the jump capacity of the salvaged vehicles, but I digress...) given the state of travel times. A single mission can literally take months.

But I also agree with the Enterprise thing. The fact that it takes 20-30 years for a senior crewmember to get a new job is, I don't know, just WRONG.


Then the thought occurred to me then it wouldn’t exactly feel like the end of a trilogy with a massive shift in the cast for the last book.
As long as the characters are worth a damn, then yes.


3.) Virus will not be the central adversary.

As tempting as it is to have ridiculous amounts of Vampire ships lurking in every shadow, Virus will not be the central bad guy(s).
Ok. I was never one of those anti-Virus (pun-intended) ranters - if Virus is done right (and here I think less is more) then it is a great plot device.


Well, The Guild was the antagonist in the first one, Virus was the mustache-twirling silent-film villain of the second, and the bearer of the goatee of Evil in TBWM will be…someone else entirely.
Lucan! I knew it!
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4.) Along the way, Hornet will run into people they’ve met in TDOW & TDOC.
If this fits logically in the story, then fine. Otherwise it looks like a "hey - there's the guy from page 217!" kind of moment.


5.) The Hornet will get some new toys and abilities.

Oh, yes…the Hornet will have another refit to give them the edge where they’re going. Just as there was an escalation of events/action from the first novel to the second, there will also be a major escalation in the third. Hornet will have an array of new hardware to get the job done.
So, not to get into the whole "I can hear the dice rolling" thing here, but will this be consistent with TNE FFS? Meaning, I don't want to see the Hornet with a Meson Gun Spinal Mount.



Furthermore, GBF also suffers when the story contradicts a play experience you might have had.

For example, say that you and your gaming group all play TNE, and the Ref has set the game aboard the RCS Starblade. Aboard this ship you and your friends are the commanding officers merrily taking the ship from adventure to adventure, earning a reputation for tenacity and bravery in the face of the enemy.

Then you open up The Backward Mask and the Starblade gets blown up on page 3 without a fight, just to prove how dangerous the situation is. There’s immediately a disconnect between your own experiences with game and what you’re reading as canon.
Yeah, I can definitely see this, but to an extent, this was the risk that anyone who played in the OTU took - They could do something that was overridden by the next TNS release (or CNS, as the case may be). In fact, moreso with TNE, because some of the published adventures (I think the Droyne adventure in Smash & Grab) were actually referenced in CNS. So, you either didn't play it and the results became background, or you modified your campaign. No biggie, but I think most players/refs can do that, especially for something like this - a setting that, with the exception of MJD's work, has been dormant for over ten years.

Interestingly, I have seen this done once and it was kind of awkward. There was a Battletech computer game about 20 years ago (possibly less) that was set around the whole Clan concept they had going, the Crescent Hawk's Revenge, or something like that. Anyway, Mike Stackpole wrote a novel dealing with the "final" Inner Sphere/Clan battle and actually inserted the reference to the computer game as a one-sentence throwaway line. The line was there specifically for computer gamers to pick up on it (something like "the Crescent Hawk division took the southern approach") but ultimately it added absolutely nothing to the story. It screamed "INSERT BY GAME COMPANY".

Just my $.02.
 
"The Plan" sounds pretty good.

My vote - go with the 'organic story grown from game world' approach and it will be harder to go wrong. I don't think people want to hear dice rolling in the background, but a good story stands on its own legs regardless.

One of the best examples I've come across for game fiction [not that I've read that much, you understand...] is "Status: Deadzone" for the Necromunda game by Games Workshop. Now, Necromunda is a combat game, pure and simple, but they could have fallen into the trap of writing a transcript of someone's game session and padding it out. Instead it's all based on the background - I thought I was picking up a guilty pleasure/nostalgia trip, and instead got a few short stories that were actually pretty good. I realize that novels are different beasts, but I think the principle's the same.

Best of luck!
 
Definitely, write the story from the plot and characters.

Any Game Novel I read, I see it as some alternate parrallel universe, where X happened, based on what the author wanted, or the game publisher decided and contracted him/her to write.

I don't include what happens in BattleTech Novels in my BattleTech campaign.

But if the writing is done well, it is, and I enjoy it, and buy another one by the same author, even if I don't use his events in my version of campaign history.

Again, best of luck.
 
Ironically enough, Jim, if he puts in a spinal Meson gun, that WOULD fit within FFS guidelines. They never bothered to give a minimum size, at least not right away. Not that a Meson gun would be of any use that small; lasers and missiles are about as good as you can get at that size, maybe allow the laser to be used in an anti-missile role with faster shots, as I've harped on for a while now elsewhere.

Anyway, yeah, I see your point about continuity there, especially when considering the considerations you pointed out, and that probably most GROUPS of players would do it that way anyway. So I guess I'm on board with your plan.
 
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