Another comic effort.
Monday, 30 December 2013
Monday, 23 December 2013
Dead Man Talking
Heard an incredibly depressing interview on my drive to work this morning, in the grim wet gloom two days before Christmas.
Totally bummed me out, so I've squeezed it all out of me and onto paper. Keyboard. Screen. Whatever.
I listened to death today.
Not Death
with a capital D.
No dour
Discworld reaper,
nor gamine
Gaiman goth girl, no;
I listened
to a dying man,
who exuded
his oncoming death
with each emphysemic, leukemic breath.
For half an hour in my car
I listened to him breathe his death
on Start The Week with Andrew Marr.
A man so near the end
you could feel the mortality
seeping out of the radio.
Blanketing me in the bleakness
the blackness
the sadness
of his poetry.
You're not dead yet Clive,
but I'm mourning you now
and thinking back
to the funny fat-faced man on the telly
saying 'Meanwhile, on Endurance…'
and showing us clips
of silly people from around the World,
and writing what is was like
falling towards England
with only a cardboard suitcase,
a Singapore suit
and mushy slushy Chelsea boots.Normal light-hearted hijinks will resume in due course.
Wednesday, 4 December 2013
Wednesday, 20 November 2013
Dan Brown's The Mysterious Thing
Now, I quite like a Dan Brown book, I do. Oi, come back. I haven't finished yet. Put your snarky snobbery over there on the side for a moment and read on. There will be amusement and mockery, do not fear.
As I was saying, I do quite like a Dan Brown book. I like the mysteries and the riddles and the stuff about the weirder bits of history. I even don't mind the bits about art and architecture, providing they're heavily laced with references to hidden clues and secret passages of course.
And sometimes the books have cool visual puzzles like the ambigrams in Angels & Demons and the map thing in The Lost Symbol. I actually sat down and decoded the map thing before reading any further, yes I did. I am that sort of a person. I also used to translate alien languages in comics, and for those of you who do likewise, what about that issue of Smalsh Yegger, eh?
But I diverse. I do like a Dan Brown book. I will freely admit that the writing, whilst perfectly competent, ain't great literature. But that's fine. I'm not after great literature, just an engaging mystery/adventure. And yes, the characterisation's non-existent, but who cares? I just wanna figure out the puzzles along with (and hopefully ahead of) tweedy protagonist Robert Langdon.
BUT. I am halfway through the audio version of the latest effort Inferno and I've figured out which aspect of Mr Brown's writing bugs me. It's the padding. My god, the padding. The endless pages of nothing much happening and nobody getting anywhere. I swear he uses a template much like the following to bump his page count up every other chapter...
* * *
The Mysterious Thing
Chapter nn
Robert Langdon glanced down at the Mickey Mouse watch that
served as his personality. His age-nonspecific brow wrinkled in concern. Too fast. They were moving through the plot too
quickly. He had to slow things down somehow.
But how? Perhaps some internal monologue, debating his
choices. Or should he? The threat of the Unusual Killer finding them was ever
present. Could he afford to spend time reviewing the story so far and
considering all the clues and puzzles for the convenience of the reader? Could
he afford not to?
His mind wandered back to a lecture he had given about the
Famous Dead Guy some time ago. Rehashing the deceased genius' life and
achievements would not only serve to remind everyone that this story Could
Actually Be True, but would also pad out a few pages with some judicious keystrokes
from the Famous Dead Guy's Wikipedia page. And it would make an ideal flashback
scene for the movie adaptation.
He paused in his reverie, suddenly aware once more of his
surroundings. They were in the Fascinating Real Place, with its unusual
architecture and collection of weird stuff. Tourists will come to visit this
place after they've read this; I should get a royalty, Langdon mused. Though he
did not muse wryly, as that would have suggested some sort of personality. And in any case, he did not need the money, as
his flashback lectures on Art History For Dummies seemed to provide him with a
healthy income. Enough to keep him in tweed jackets and comfortable loafers, at
any rate.
Running a hand through his brown hair, his only notable
feature apart from the watch, he glanced over at his companion on this strange
journey. The Helpful Young Woman was looking at the Intriguing Object she held in
fascination.
'Robert', she began 'You were telling me a little about the
Helpful Thing before we had to run away again. While we're hiding here from the
Unusual Killer, could you continue for the benefit of myself and the reader?'
Langdon smiled. But not patronisingly, as that would have
shown some sort of personality.
'More than a simple MacGuffin, the Intriguing Object is a
device to guide the protagonist on his journey, revealing clues one by one. And
by extension, the reader too is fed background on the Famous Dead Guy and the
Mysterious Thing which we seek in maddening, bite-sized morsels. Just enough to
keep them interested through the padded bits.'
'Like this one?' the helpful Young Woman said, peering out
from their hiding place, bravely.
'Precisely.' Langdon was pleased. Under his paternal
tutorship, she had rapidly adapted from the role of wrong person in the wrong
place into a useful expository foil and capable companion, much like a Bond
Girl or Dr Who assistant, though with neither the sex appeal of the first or
the personality of the second. No matter, he reassured himself, she would disappear
in between books anyway.
They went over the next clue again. Discussing it over and
over, to give the readers a chance to work it out themselves and feel clever.
Was it an anagram? Or an acronym? Perhaps a homophone or a translation?
Fortunately, as the world's premier symbologist and explainer of things,
Langdon was well qualified to unravel the secrets of the Mysterious Object, one
tedious layer at a time.
He repeated the next part of the puzzle. If they could
stretch this out for another paragraph, he would be able to use his jammy
eidetic memory to solve the riddle. Perhaps if he went over the story so far just
one more time, with the Helpful Young Woman asking lots of simple questions.
But already he could feel the onset of another narrative shift, and with it
another frustratingly oblique chapter from the perspective of the Unusual
Killer and the Friend Who Is Actually The Main Baddie. Langdon checked his
watch again and ran his fingers through his brown hair. But not nervously,
because, well, you know.
* * *
Thursday, 12 September 2013
Scriptics: AKA - A Foggy Day In London Town
Well, hello again. I've been having a jolly good rummage through the Pouch's back catalogue of late, fishing out a few never-before-seen (except by everyone who knows me but weren't able to run away fast enough) products of my imagination. Comic strips, nasty digs at gamers, satirical tarot cards and the like. As you do.
This seasonal harvest of creative goodies is in no way linked to my starting a new grown-up job on Monday, thus signalling the end of a fun but ultimately financially punitive year off / sabbatical / mid-life crisis / failed attempt to make a living out of making shit up. Oh no. Nothing to do with that. Not an eleventh minute of the eleventh hour, half-arsed display of what one might laughingly call a portfolio of written work in order to remind myself that while yes, I might be going back to the old nine-to-five and taking the Man's dollar (pound actually) once again, secretly I am still a writer of mildly entertaining things which the day job is just there to fund.
Speaking of mildly entertaining, remember those little TV script excerpts I splurted out a couple of years ago? Stuff like AKA: The Children of the Fields? Department X and the Iron Menagerie? The Man From 2000: The Year of the Monkey?
What do you mean, No? I'm wounded. Oh alright, I forgive you, like I always do.
Once more with the introduction then. These scriptics are one-page scripts for fictional British TV shows from the 60s and 70s, which I wrote for the splendid game 7TV. They range from Dr Who meets The Avengers to Time Tunnel meets Adam Adamant. Yeah - that wide a range. Hey, whaddaya want from me? It's an homage to cult British telly, or as I like to think of it, everything I watched between the ages of seven and thirty-two.
In the scriptic below we return once again to the supernatural adventures of that mod mage of swinging London, Adam Kismet, played (in my head) by sixties icon Simon Dee. Or more precisely in this case, we return to Adam's friend and companion (we'd have said assistant or Girl Friday back in the day) Eloise Pargeter (probably played by Paula Wilcox), as she falls afoul of sinister devil-worshipper Sir Humphrey Lomax (almost certainly played by legendary heavyweight villain actor Charles Gray).
Throughout these scenes, kindly assume a modest TV budget, low rent effects, scenery chewing character actors and a cracking Radiophonic Workshop soundtrack...
A Foggy Day In London Town
SCENE 18. ALLEYWAY, EXTERIOR
A London alleyway, wreathed in thick fog. Ms PARGETER, dishevelled but struggling is dragged before Sir Humphrey LOMAX by two of his burly CULTISTS. His lackey HAMILTON stands behind Lomax and whispers into his ear.
EFFECT – Smoke machine.
He turns toward the rear door of the club.
SCENE 19. INNER SANCTUM, INTERIOR
A richly appointed wood-panelled study, adorned with occult idols, paintings and books. A walnut desk with a leather top. A high-backed chair behind the desk. A flimsy stool before it. LOMAX is in the highbacked chair. He is wearing the full black and gold robes of a magister. Ms PARGETER is sat in the flimsy chair, bound at the wrists and ankles. HAMILTON stands by the door.
EFFECT: Darkly lit by a reading light on the desk.
He reverently pats an old leather-bound book on the desk.
She gulps.
HAMILTON opens the door. Two robed CULTISTS enter carrying the dead body of GEORGE the milkman between them. They place it on the floor by Ms PARGETER’s feet and leave. Hamilton closes the door again.
She cannot take her eyes from the corpse of GEORGE.
LOMAX fixes his gaze upon the corpse of GEORGE.
EFFECT: superimpose glowing eyes on LOMAX.
The corpse begins to twitch and slowly begins to rise to its feet. Ms PARGETER struggles to get out of the chair, but the bonds around her wrists and ankles are too secure. The corpse of GEORGE sways upright behind her.
MAKE UP: GEORGE the milkman. Corpse pallor, blacked out teeth, opaque contact lenses.
LOMAX smiles cruelly and he switches his gaze to Ms PARGETER. The corpse of GEORGE raises its arms to her neck. Ms PARGETER screams.
Roll Credits.
There will be many more of these, as I feel the burning need to expose my one-page wonders to you in their full majesty. Later efforts will, I assure you, feature lobster men, Nazis and Diana Dors.
This seasonal harvest of creative goodies is in no way linked to my starting a new grown-up job on Monday, thus signalling the end of a fun but ultimately financially punitive year off / sabbatical / mid-life crisis / failed attempt to make a living out of making shit up. Oh no. Nothing to do with that. Not an eleventh minute of the eleventh hour, half-arsed display of what one might laughingly call a portfolio of written work in order to remind myself that while yes, I might be going back to the old nine-to-five and taking the Man's dollar (pound actually) once again, secretly I am still a writer of mildly entertaining things which the day job is just there to fund.
Speaking of mildly entertaining, remember those little TV script excerpts I splurted out a couple of years ago? Stuff like AKA: The Children of the Fields? Department X and the Iron Menagerie? The Man From 2000: The Year of the Monkey?
What do you mean, No? I'm wounded. Oh alright, I forgive you, like I always do.
Once more with the introduction then. These scriptics are one-page scripts for fictional British TV shows from the 60s and 70s, which I wrote for the splendid game 7TV. They range from Dr Who meets The Avengers to Time Tunnel meets Adam Adamant. Yeah - that wide a range. Hey, whaddaya want from me? It's an homage to cult British telly, or as I like to think of it, everything I watched between the ages of seven and thirty-two.
In the scriptic below we return once again to the supernatural adventures of that mod mage of swinging London, Adam Kismet, played (in my head) by sixties icon Simon Dee. Or more precisely in this case, we return to Adam's friend and companion (we'd have said assistant or Girl Friday back in the day) Eloise Pargeter (probably played by Paula Wilcox), as she falls afoul of sinister devil-worshipper Sir Humphrey Lomax (almost certainly played by legendary heavyweight villain actor Charles Gray).
Throughout these scenes, kindly assume a modest TV budget, low rent effects, scenery chewing character actors and a cracking Radiophonic Workshop soundtrack...
* * *
6.30 Black and White
A.K.A.
starring Simon Lee
A Foggy Day In London Town
by DON COTTON
Ms Pargeter decides that the best way to keep an eye on the enigmatic Adam Kismet is to move into the house next door. But moving day is interrupted a dense fog that blankets the city. And then people begin to disappear.
Ms Pargeter ...................... PAULA WILCOCKS
Fortnum ............................. RONALD CORBET
Mason ...................................... JOHN CLEASE
Sir Humphrey Lomax/
Magister Malleus .................CHARLES GREY
Producer PRESTON TREVOR
Director SAM PONSDALE
* * *
SCENE 18. ALLEYWAY, EXTERIOR
A London alleyway, wreathed in thick fog. Ms PARGETER, dishevelled but struggling is dragged before Sir Humphrey LOMAX by two of his burly CULTISTS. His lackey HAMILTON stands behind Lomax and whispers into his ear.
EFFECT – Smoke machine.
HAMILTON
We ought to kill her, Magister.
LOMAX
No, Hamilton, not yet… Bring her to my sanctum.
He turns toward the rear door of the club.
SCENE 19. INNER SANCTUM, INTERIOR
A richly appointed wood-panelled study, adorned with occult idols, paintings and books. A walnut desk with a leather top. A high-backed chair behind the desk. A flimsy stool before it. LOMAX is in the highbacked chair. He is wearing the full black and gold robes of a magister. Ms PARGETER is sat in the flimsy chair, bound at the wrists and ankles. HAMILTON stands by the door.
EFFECT: Darkly lit by a reading light on the desk.
LOMAX
It is useless to struggle, my dear. Those bonds are quite secure, I assure you.
He reverently pats an old leather-bound book on the desk.
LOMAX
Do you like my inner sanctum? It was here, many months ago that I came across the Ritual of Apollyon, a ritual I intend to enact, tonight!
PARGETER
You’re mad!
LOMAX (Chuckles)
Am I? Is it madness to question the nature of this world? To probe the fabric of reality? In another time, another place, I would have been hailed as a visionary, a sage!
PARGETER
You’d have been burnt as a witch, more like!
LOMAX
Really, Ms Pargeter, I had hoped you would understand my viewpoint. Appreciate the historic challenge I have undertaken – to make contact with Those Who Lie Beyond.
PARGETER
So that’s what you’re doing! Adam said only a fool would try something like that.
LOMAX (Splutters indignantly)
It is Kismet who is the fool! Wasting his talents in the service of those sheep out there. With his arcane skill, his knowledge, he could have bent this world to his will long ago! But soon, with the power I will wrest from Beyond, he will bend to me, and acknowledge that Magister Malleus is his better.
She gulps.
PARGETER
He said it was impossible. Nobody would have the willpower to resist those… things you’re talking about. He said their minds are so huge, they’d overwhelm anyone who even looked at them!
LOMAX
Do you question my strength of will, Ms Pargeter? I can assure you I am more than capable of carrying out my plans. Did I not summon the choking fog that even now paralyses all of London? Is it not my will that maintains the endless corridor that your precious Adam Kismet is doomed to walk until he starves to death?
PARGETER
You lunatic! I demand you let him go!
LOMAX (Slowly shaking head)
I hardly think so, not at this crucial juncture. But… I think you still require proof of my power, my dear. Perhaps a small demonstration will suffice to convince you. Hamilton – bring the body in!
HAMILTON opens the door. Two robed CULTISTS enter carrying the dead body of GEORGE the milkman between them. They place it on the floor by Ms PARGETER’s feet and leave. Hamilton closes the door again.
PARGETER (Tremulous)
That’s, that’s the milkman! He’s dead!
She cannot take her eyes from the corpse of GEORGE.
LOMAX
Life, death, these are mutable states of being, dear girl. Surely Kismet has told you that much? Now, behold the power of a true magister of the forbidden arts!
LOMAX fixes his gaze upon the corpse of GEORGE.
EFFECT: superimpose glowing eyes on LOMAX.
The corpse begins to twitch and slowly begins to rise to its feet. Ms PARGETER struggles to get out of the chair, but the bonds around her wrists and ankles are too secure. The corpse of GEORGE sways upright behind her.
MAKE UP: GEORGE the milkman. Corpse pallor, blacked out teeth, opaque contact lenses.
LOMAX smiles cruelly and he switches his gaze to Ms PARGETER. The corpse of GEORGE raises its arms to her neck. Ms PARGETER screams.
Roll Credits.
* * *
There will be many more of these, as I feel the burning need to expose my one-page wonders to you in their full majesty. Later efforts will, I assure you, feature lobster men, Nazis and Diana Dors.
Labels:
7TV,
adam kismet,
alternate television shows,
department x,
fiction,
scriptic,
zombies
Wednesday, 11 September 2013
Reading the Screaming Cards
Go here for an introduction to the Screaming Cards.
Traditionally, there are 3 configurations or patterns for the cards, though variants do exist. None of the configurations use the entire pack, and all are arranged as follows:
- The
entire pack is shuffled thoroughly, usually by the person undergoing the
reading ('the Guest').
- The
cards are dealt by the Guest face down onto the table, in the order and
configuration indicated by the person carrying out the reading ('the
Host').
- Cards
should then be turned over, so that they are facing the Guest (though
advanced readings may make use of 'inverted' cards).
Readings for as given Guest may vary over time, due to the
waxing and waning of various factors, both internal and external, such as
emotional states, energy fields and planetary alignments.
The House
A configuration of the
Self
Also known as the Palace or Mountain, this pattern
represents the inner voices and influences of the Guest; their mind,
personality and soul.
The House is made up of three distinct areas: the Door
(outward persona), Windows (inner voices) and Roof (core aspects).
1. The Door
This is how the Guest chooses to
interact with the World. It is their voice, outward demeanour and everyday
persona that they use to present themselves to others.
2. The Southwest Window
This is a minor negative
influence. An inner voice with some malign effect on the Guest's daily
activities.
3. The Southeast Window
This is a minor positive
influence. An inner voice with some benign effect on the Guest's daily
activities.
4. The Northwest Window
This is a major negative
influence. An inner voice with a greater malign effect on the Guest's daily
activities.
5. The Northeast Window
This is a major positive
influence. An inner voice with a greater benign effect on the Guest's daily
activities.
6. The West Roof
This is a deep, unconscious negative
aspect or drive. It is also one of the Guest's spiritual guardians or totems.
7. The East Roof
This is a deep, unconscious
positive aspect or drive. It is also one of the Guest's spiritual guardians or
totems.
8. The Upper Roof (or Chimney)
This is the deepest core aspect
of the Guest's current psyche. It is also the Guest's primary spiritual
guardian or totem.
The Seasons
A configuration of Time
Also known as the Passage or River, this pattern represents
the course of the Guest's life; be it the recent past and immediate future, or
their entire lifespan. It may represent just one aspect of the Guest's life,
such as their career, relationships, finance or health.
The Seasons are divided into rows for Spring (childhood,
birth, renewal, rain), Summer (youth, growth, change, fire), Autumn (adulthood,
maturity, stability, drought) and Winter (old age, decline, closure, ice). Each
Season is made up of the central Earth column (the primary influence) and
bounded by Sun and Moon columns (secondary influences). This of course uses 12
of the 13 cards in the pack. The 13th card is said to be 'outside
time'.
The cards should be dealt as follows:
The Table
A configuration of the
World
Also known as the Hall or Campfire, this pattern represents
the external influences on the Guest. These may be individual people, groups or
organisations. The cards ringing the table represents chairs, each one occupied
by a different being with some effect on the Guest's life, whether that is on a
daily basis, over a long period, or just once.
The Table has an upper female row, a lower male row, plus
one card at the head and one at the foot. The male and female cards are
labelled as such merely for ease of reference and may not actually represent
individual men and women.
The cards should be dealt as follows:
1. The Lord
Someone or something that that
has great power over the Guest. Also known as the Judge.
2. The Lady
Someone or something that that
gives the Guest solace, comfort or sanctuary. Also known as the Abbess.
3. The Brother
Someone or something that that
the Guest trusts and relies on. Also known as the Sergeant.
4. The Lover
Someone or something that that
the Guest desires. Also known as the Mistress.
5. The Rival
Someone or something that that
the Guest is in competition with. Also known as the Opponent.
6. The Maidservant
Someone or something that that
the Guest uses for their own ends. Also known as the Serf.
7. The Enemy
Someone or something that that means
the Guest ill, or works against them. Also known as the Fiend.
8. The Empty Chair
Someone or something that that
the Guest has lost or has been denied. Also known as the Corpse.
Tuesday, 10 September 2013
The Screaming Cards
This obscure cousin to the Tarot first came to prominence in
England
during the reign of Elizabeth I (1558 – 1603), where for a brief period such
noted mystics as the astrologer John Dee used their ability to divine the codified
messages conveyed by the cards to win favour with the Queen. Elizabeth herself
was said to be much taken with the Screaming Cards, privately consulting her
own pack on several occasions on matters of state, and some say the heart.
Though popular belief considers the cards to be a product of
Elizabethan England, the true history of these remarkable devices is far older,
and lies much further east than many suppose. Whilst a full discussion of the
various, often conflicting, theories on the origins of the Screaming Cards
would occupy many pages, what follows here is a distillation of the latest,
most scholarly thoughts on the subject. Avid students of esoterica and the
paranormal alike will find this brief overview more of a taster than a
comprehensive guide, and are encouraged to research further either online or in
specialist libraries.
It was the Cistercian monk Roger de Hardgrave (1469 – 1547)
who truly popularized the use of the pack among Tudor society, with the
publication of his hand-painted English translations of the earlier German
'Linz' pack, or Schreiendekarten. De Hardgrave was an illuminator by training,
studying first at Fountains Abbey in Yorkshire and then later at Heiligenkreuz
Abbey in Austria .
It was doubtless here that Brother Roger first encountered the Linz
pack, inspiring the scholarly monk to adapt them for his English-speaking
fellows upon his return to Yorkshire in 1538,
just prior to the dissolution of the monasteries.
This so-called 'de Hardgrave pack' is the version that came
into popular use at the court of Queen Bess, passing through the hands of Dee,
the actor Edward Alleyn and of course the philosopher Sir Francis Bacon. Notable
for their distinctive intricately painted scenes of Tudor life, it was this set
of 13 cards that first used the English names for the symbolic characters we
know today: Long Armed Jack, Peter Scatterkin, Master Nosedrip and so forth. However,
with the death of Elizabeth
and the crowning of the ascetic James I, de Hardgrave's Screaming Cards fell into
disfavour. Few copies were subsequently made, the surviving packs decaying over
the years or else lying forgotten in dusty corners of the Bodleian and Royal
Windsor Libraries until their revival in the early 20th century by
the likes of MacGregor Mathers (1854 – 1918).
The first known appearance of the Screaming Cards in Europe was
in the 15th century, arriving along the Silk Road from India .
They were carried and no doubt traded by merchants via Constantinople, Venice and Genoa , finally
reaching the court of the Holy Roman Empire in Linz , where the Emperor Frederick III (1452 -
1493) was intrigued by the cards' supernatural ability to reveal his past,
present and future. Our modern English name for the pack comes from the old German
(Frühneuhochdeutsch) word
Schreiendekarten – shouting or screaming cards.
But this term for the Linz pack is itself nothing but a
phonetic corruption of the Hindi 'Shri' (Master) – a word in common use by Indian
traders in the 15th century - identified as an early title used to refer
to the inhuman (some say demonic) figures as they appeared in an earlier
version of the pack, originating somewhere in northern India. This honorific
'Shri' would have sounded to a German-speaking ear like 'schrie' or 'screamed',
hence Schreiendekarten and eventually Screaming Cards. Documentation collated
by the University
of Rajasthan in the 1960s
painstakingly identified these earlier 'Master' figures on the cards as Shri
Asvapna, Shri Sujana etc, though of course English speaking scholars tend to
use the classic de Hardgrave names such as John O'Dreams, The Battered Man and
so forth.
It is also worth noting that earlier, in a letter to the Pope,
the missionary Friar Carpini (1180 – 1252) wrote that he had witnessed
Mongolian mystics advising the great Khan Güyük by 'casting a score of icons about them, divers spirits most
strange engraved upon'. Some editions of his noted work Historia Mongalorum quos nos Tartaros appellamus also make mention of this
incident. If Carpini did indeed encounter an earlier incarnation of the
Screaming Cards at the court of the Khan, the discrepancies in his description
imply that it is likely not a direct ancestor of the Indian pack that arrived
along the Silk Road centuries later, but
rather a variant pack. This in turn suggests a common 'Ur' pack of cards, sire
to both the Indian and Güyük cards, now long lost to history, but perhaps containing a
heretofore only guessed at 'Full Pack'.
The pack presented here is a new edition, based on the older
Indian version and using the figures' original Hindi names, as opposed to the
more well-known Linz
and de Hardgrave versions. The depictions themselves are taken from the notorious
experimental studies on thought projection carried out at University
of California , Berkeley in the 1960s, where attempts to
visually manifest incarnations of the Screaming Cards using an oscilloscope
connected to students' frontal lobes yielded intriguing results.
Hindi
|
de Hardgrave
|
Shri Asvapna
|
John O'Dreams
|
Shri Barpa
|
The Snowherd
|
Shri Cimk
|
Master Nosedrip
|
Shri Cot
|
The Dwarf
|
Shri Gamx
|
Peter Scatterkin
|
Shri Jaga
|
Long Armed Jack
|
Shri Jel
|
The Scaredyman
|
Shri Jijfasu
|
The Inquisitor
|
Shri Kusa
|
The Joyous One
|
Shri Lalaci
|
Squire Pygge
|
Shri Sujana
|
The Battered Man
|
Shri Ult
|
The Upside-Down Man
|
Shri Wakawa
|
Master Squares
|
For simplicity, the honorific Shri has been omitted from the
cards themselves.
Note also that the figures fall into two camps – the six
Elysians (depicted with a light blue background) and the six Tarterans
(depicted with a ruddy brown background). Some scholars hold that Elysians
represent nobler, perhaps heavenly traits, while the Tarterans embody baser,
even hellish leanings. One card, Cot (the Dwarf) remains apart from both
groups, as befits his special status (see below).
The Figures
John O'Dreams, an Elysian
This
mysterious fellow represents dreams, fantasies, aspirations and inspiration,
and is brother to Ult. He is associated with the Greek Muses, the god Morpheus,
and Oneiros. In the de Hardgrave pack, John O’Dreams appears as a dark wanderer
with a glittering eye. Inverted, Asvapna may signify nightmares, lack of
motivation or dullness.
The Snowherd, an Elysian
This
frosty gentleman represents the physical elements of snow, ice and cold, as
well as generosity, purification and preservations, and is brother to Kusa. He
is associated with St Nicholas, Jack Frost and other Winter spirits. In the de
Hardgrave pack, the Snowherd appears as a massive white-bearded man, swathed in
furs. Inverted, Barpa may signify harsh times, deprivation or killer frosts,
hence his depiction here bearing a scarf cum noose, reminiscent of the Tarot’s Hanged Man.
Master Nosedrip, a Tarteran
This unfortunate figure represents
illness, disease and general sickness, and is brother to Sujana. In medieval
times, he often appeared on images of the Plague and Black Death. He is
associated with lepers, historical figures like Typhoid Mary, and the Horseman
Pestilence. In the de Hardgrave pack, Master Nosedrip appears as a sickly
plague-bearer, gaunt and covered in buboes. Inverted, Cimk may signify immunity
to illness, good health or a symptomless carrier.
The Dwarf
This diminutive character figure
represents smallness, youth and adventurousness. Unique amongst the Screaming
Cards, he is neither Elysian nor Tarteran, standing figuratively between Paradise and the Inferno (as denoted by the verdant,
earthly background of his card). He is associated with overcoming great odds, children,
Mankind and everyman heroes such as Jack the giant killer. In the de Hardgrave
pack, the Dwarf appears as a wide-eyed youth of low stature, bearing a walking
stick, reminiscent of the Tarot’s Fool. Inverted, Cot may signify age,
largeness or meekness.
Peter Scatterkin, a Tarteran
This
anarchic fellow represents chaos, untidiness and unpredictability, and is
brother to Jaga. He is associated with primal Chaos, the elder god Azathoth,
Set/Sutekh, and poltergeists. In the de Hardgrave pack, Peter Scatterkin appears
as a grinning imp, making a mess as he runs through the market. Inverted, Gamx
may signify neatness, order or law.
Long Armed Jack, an Elysian
This
prankish gentleman represents mirth, mischief and freedom of spirit, and is
brother to Gamx. He is associated with trickster gods like Coyote and Loki, as
well as clowns and folklore creatures like Br’er Rabbit. In the de Hardgrave
pack, Long-Armed Jack appears as a jester with freakishly long limbs, stealing
pies from the kitchen window. Inverted, Jaga may signify theft, invasion of
space, ill-humour or confidence tricks.
The Scaredyman, a Tarteran
This
nervous figure represents fear, anxiety and excitability, and is brother to
Wakawa. He is associated with cowards, Phobos, and the Cowardly Lion. In the de
Hardgrave pack, the Scaredyman appears as a soft-featured monk, trembling in
the candlelight. Inverted, Jel may signify courage, calm or firmness.
The Inquisitor, a Tarteran
This prying character represents curiosity,
meddling and questions. He is associated with detectives, busybodies, and cats.
In the de Hardgrave pack, the Inquisitor appears as a masked witch-finder, his
long nose literally sniffing out secrets. Inverted, Jijfasu may signify
impartiality, sensory loss such as blindness or answers.
The Joyous One, an Elysian
This smiling fellow represents
pleasure, happiness and the Sun, and is brother to Barpa. He is associated with
Apollo, Ra and other sun gods. In the de Hardgrave pack, the Joyous One appears
as a chubby golden child, beaming with good cheer. Inverted, Kusa may signify
pride, self-satisfaction or searing heat.
Squire Pygge, a Tarteran
This lustful gentleman represents gluttony,
desire and indulgence. He is associated with Bacchus, Tuck, Falstaff and the
deadly sin Avarice. In the de Hardgrave pack, Squire Pygge appears as a
corpulent country nobleman, his tight, wine-stained coat bursting at the seams.
Inverted, Lalaci may signify abstinence, self-control or the Horseman Famine.
The Battered Man, a Tarteran
This dreaded figure represents
misfortune, injury and mortality, and is brother to Cimk. He is associated with
the number 13, victims and Death. In the de Hardgrave pack, the Battered Man
appears as a pale knight, dragging bloody bandages behind him. Inverted, Sujana
may signify good luck, recovery or life.
The Upside-Down Man, an Elysian
This singular character represents
reversal, improbability and challenges, and is brother to Asvapna. He is
associated with wizards, the Monkey King and Merlin. In the de Hardgrave pack,
the Upside-Down Man appears as a robed magician walking upon his hands.
Inverted, Ult may signify conformity, the mundane or failure.
Wakawa
This
powerful fellow represents invulnerability, strength and potency, and is
brother to Jel. He is associated with Hercules, Thor, Gilgamesh and other
mythic heroes. In the de Hardgrave pack, Master Squares appears as a
broad-shouldered circus performer, clad in a lion skin. Inverted, Wakawa may
signify weakness, flight or infertility.
Tomorrow: Reading the Cards
Tomorrow: Reading the Cards
Sunday, 8 September 2013
Roleplayer! the Comic Strip
Some 10 years go, a chum from the world of Rolling Dice And Running Around With Rubber Swords phoned me up and asked if I wanted to do a little comic strip for a magazine he was working on for a newish roleplaying company.
Now since 'Do your own comic book' had been on my To Do list since the age of six, I readily agreed, and began sketching out - literally - my ideas for a series of 3-panel strips, not a million miles away from Yamara and Knights of the Dinner Table. Only more bitter in tone and drawn by a palsied homunculus.
The result was Roleplayer!, the prototype of which follows below. Since I am a) not a very good cartoonist, b) rubbish with Photoshop and c) lazy, it involved an awful lot of photocopying a handful of basic images, cutting them out by hand and overwriting (poorly) with Tipp-Ex and felt tip. Still, I thought it was funny.
Roleplayer! Playtesting a new system |
Um, OK, says I. Since I like rilly wanted to do my own comic strip. So back to the drawing board I went (dining table, actually), and came back with this next effort. You may recognise the theme from the Player Archetypes article I had written around the same time (Module G4 - Mock-Tudor Coaching Inn of the Stone Giant Voivode).
Roleplayer! Petz |
So now I had gone from the writer and artist of my own little 3-panel strip to the artist of someone else's not-very-funny script. And after a week of trying and failing to draw a funny talking rodent, I contacted my friend and begged off the entire deal. There endethed my glorious career in RPG satire comics, thus leaving the field wide open for Rich Burlew's The Order of The Stick...
But I like to think that in alternative dimension, things went a little differently, and I am even now closing the deal on the fifth collection of Roleplayer! graphic novels, and reaping the royalties from the associated gaming spin-offs and Lego figures.
(I still think Spumebeak is a great name for seagull familiar).
Labels:
cartoon,
comic,
comics,
disillusionment,
fiction,
roleplayer,
spumebeak,
talking rodent,
vaguely serious musings
Module G4 - Mock-Tudor Coaching Inn of the Stone Giant Voivode
Many years ago, my cynical roleplaying friends and I came up with Roleplayer!, a character-generation system for people who wanted to roleplay roleplayers. If that makes sense. These days you would say we were being very 'meta'. Back then we were just snarky wise-asses who sneered at everyone who played games but us. I think the system may have made it onto the boards of Something Awful, but other, memorier people would have to confirm that. If it turns up, I'll repost it here.
Anyway, whilst digging around the deep and dusty recesses of the Pouch this morning (failing to find a long-lost John Buscema sketch of Mephisto, since you're asking), I came across the following, which is an outgrowth of our earlier efforts to lampoon our fellow gamers.
This then is the Younger Ocelot's sarky snapshot of tabletop roleplaying archetypes, circa 2003. Apologies for any offence caused, though my younger, snidier self would counter that offence was actually very much the intent. The scamp.
Ref Archetypes
I'm a Storyteller
- I facilitate a shared storytelling experience that I like to call Consensual
Fictioneering. I don't like dice or systems. My stories involve death,
unrequited love and childhood trauma. Characters in my games are likely to be
pale and wear a lot of black leather. Total immersion role-playing is
encouraged, with a full-fledged screaming argument in-character representing
the summit of my storytelling aspirations. I run these games at conventions to
meet girls.
I'm an Old Time
Dungeon Master - I only run classic D&D type games. Squared paper and
multi-faceted polyhedra are my tools. On the wrong side of 30, I often casually
namedrop playing Gary Gygax's original Chainmail game in 1974 at the age of 6.
There are mouldering piles of ancient TSR, Avalon Hill and Flying Buffalo
products lurking in the corners of my forbidding flat. Peckforton Castle,
Bedbug Island and Ballastor's Barracks are Names of Great Power for me. I can
remember Dave Langford's first book review column. Games run by me revolve
around underground complexes randomly populated by 2d6 Orcs playing dice in
sealed rooms with no food or water. My greatest thrill is rolling "20 -
DM's choice" on the Wandering Monster table.
I’m a Keeper - I
run games that no-one else plays anymore. I insist that they're really good,
but have to admit that the others only play them because they can't be bothered
to run anything themselves.
I'm the NPC King.
I have an enormous repertoire of richly developed supporting characters for my
players to encounter. Each has their very own voice and probably facial tics
too. I enjoy showing off my favourites to the players, and making sure they
realise how great I think my creations are. Plot and player actions are
secondary to me exercising my vast array of cameo appearances. I like to base
my characters on obscure walk-on parts from movies and TV shows that nobody
likes or remembers.
I'm the Background
King. Similar to the NPC King, I have developed a fully fleshed out
campaign setting. Every house and shop in town is mapped and described in
painstaking details, from the number of sacks of grain in the feed store to the
inscriptions on each cemetery headstone. I like the players to wander around
the setting I have created, hoping they will stumble across a thinly
thought-out adventure hook, or more likely, get bored and make one up
themselves (this often involves a bar-room brawl and a fascinating tour of the
local incarceration facilities).
I'm the Plot King.
I've designed a fantastically convoluted storyline for the players to utterly
ruin when they kill the vital contact or call in the police instead of
investigating it themselves. I will break down mid-session and sulkily declare
that it's all ruined. One of the players will attempt to mollify me by pointing
out it's a great story, just not a great game.
I'm a Railroader.
Related to the Plot King, I too have a great story to tell, but unlike my
weaker cousin, I have the strength to bend the players to my will. Through a
series of scene shifts, deadly curses, in-game coercions and other deus ex
machinae, I will subtly and not-so subtly ensure that the pitiful pawns who
play my game end up exactly where I want them. Too late, they will realise they
have boarded the Plot Express, bound for a pre-determined outcome, with no
stops en route.
Player Archetypes
I'm a Pet-Lover.
I insisted during character creation that I would be accompanied by a faithful
wardog, talking parrot or smartest-horse-in-the-movies. Whilst this will
initially work within the first adventure, both the ref and the other players
will eventually become annoyed by my abuse of this animal sidekick as a
telepathic human-smart extra pair of hands to gain unfair advantages. The pet
will be unceremoniously eaten by a troll soon after, leaving my character
strangely ineffectual.
I'm a Driver.
Like the Pet-Lover, I insisted on a sleek and unique vehicle during character
creation, such as Nightboat the crime-solving boat or KIMM the sexy superbike.
This soon proves to be a mistake as the campaign moves the players away from
the original coastal/riverside/fjord environment to a desert. The hapless
wonder-machine is either mothballed indefinitely or suffers a modern fate not
unlike the troll/pet incident.
I'm an Adult Newbie.
A frustrated real-life hooligan, I have accidentally fallen in with a crowd of
role players who are subtly attempting to reform me. Their efforts fall at the
first hurdle when I inevitably create a warrior character with a Really Big
Gun/Sword. I further exhibit my caveman roots by instantly falling upon the
first female NPC we encounter and engaging in graphic grown-up naughtiness
quite at odds with the game atmosphere. The other roleplayers laugh nervously
at this but do nothing to curb my manly ways, as they are a bit scared of me.
I'm a Rules-Boy.
I know the system forwards and backwards. I've read all the supplements and
expansions available and pride myself on calculating other players' To Hit
numbers without leaning over to look at the sheets. My crowning achievement is
pointing out a loop or logic flaw in one of the Ref's own house-rules and
hoisting them on their own petard (which hits for 4d10 explosive damage, no armour
save). I will eventually be brought low by over-reaching myself during an
extended bout of rule-lawyering and find myself roundly humiliated by a ref who
has actually read the rules.
I'm a Distraction.
My task is to ensure that no period of pure role-playing lasts longer than 5
minutes before I drag it off course with an off-topic remark. Last night's TV,
reality shows in general and past games are popular subjects of mine. My
weapons are double-entendres, catchphrases from Vic and Bob and Blackadder
quotations*. The ref will good-naturedly endure my constant interruptions as
the price they pay for having me on board. Besides, it is likely that I will
have mesmerised the ref along with everyone else at this point, with my banal
flow of Fast Show** impressions, mid-dungeon. The only cure for me is an enforced
sentence as a ref myself, wherein I will be faced with an entire group of
distractions of my own to deal with.
* I am obviously fairly old.
** See above.
** See above.
I'm a Symbiote. I
lack the self-confidence to roleplay independently, so I habitually attach my
character to someone else's. I regularly play partners, brothers, deputies or
co-pilots of existing, stronger personalities. I am characterised by a lack of
originality, often pinching character names from comics, TV or movies. At some point, my roleplaying 'host' will
fail to turn up for a gaming session and I will be left stranded without a
guiding intellect. I will eventually bond to a new host in the party,
regardless of any in-game incompatibilities (such as a vampire/paladin
partnership), and will continue to ride them like the bone-idle wretch I am.
I'm a Swashbuckler.
Like many other players, I live for the combat. But where many of them are
interested in Causing Massive Damage with Really Big Guns, I enjoy the cut-and
thrust of the fight itself. A simple To Hit roll will not satisfy me until I
have graphically explained my complex series of actions - each round of my
character's combat will be described in fine detail; whirling, leaping,
parrying and slashing. I am a fan of Errol Flynn, Oliver Reed as D'Artagnan and
Jackie Chan. I'm probably a member of the Sealed Knot, and may well harp on
about my 10-week fencing course back at sixth-form college.
I'm a Girl. I've
been roped into playing tabletop games by my boyfriend, in the hope of seeing
him more often. I was hoping to play Storyteller games that didn't involve vast
amounts of number-crunching and critical hit tables, but so far this has proven
fruitless. I tend to get shouted down by the boys, who at least have the good
grace to get embarrassed by their interactions with female NPCs, now that I'm
around. I don't play superhero games.
I'm a Closet Gamer.
My artfully compartmentalised life has been arranged so that my beer and footie
mates never meet my games and comics mates. The potential shame and social
stigma of being outed is not quite great enough to force me to kick my dirty
little habit. I am however sufficiently self-conscious during games sessions to
never actually roleplay, contenting myself to describe my character's actions
perpetually in the third person, and never engaging in in-character dialogue. I
never play verbally oriented characters and would probably spontaneously
combust if forced to roleplay some form of social interaction with an NPC.
I'm a Glove Puppet.
I kid myself that I'm something of a problem solver or detective, suiting me
amply to investigative games. In the past I have stumbled onto the ref's plot
quite by accident and amazed my fellow role-players. By now I am hopelessly
convinced on the rightness of my instincts, and regularly claim to have 'got it
sussed' at some point during a game's first session. The ref has by now figured
out my pet 'theories', often based on my favourite X-Files episodes (regardless
of game genre), and is now cunningly working me like a sock toy. Blithely
unaware of this sly manipulation, I am leading the rest of the group down a
plot route of the ref's choosing. I am the secret weapon of the Railroading
Ref.
I'm a MinMaxer.
I studied the character generation rules at length, in order to squeeze the
maximum benefit and minimum penalty from the system. I have located one or two
rule loops that give me a game-destroyingly massive advantage in a crucial
element, like combat or spell-casting, making me the Best Sniper/Ninja/Hacker
In The World. The ref will gnash and grind his teeth at my impudence, but will
be held at bay by my mantra of "It's all in the rules". Attempts to
impose house-rules to curb my excesses will result in high-pitched whines and
angry glares across the gaming table. My character will almost certainly be
killed in a specially designed scenario to rid the gaming world of my
disruptive presence.
I'm a Jack-Of-All-Trades.
I managed to spread my starting character skills thinner than butter on hot
toast, resulting in more skills than there are slots on the character sheet. I
have the bare minimum rank in each, but this is still enough to make me the
busiest character in the game. My character is thus defined not by what they
can do (as they can do everything), but how they do it. The other players
secretly hate and resent me, spending most of the level advances in getting
skills better than mine. They have foolishly failed to realise that the game
system makes in-game skills purchased much more expensive than starting skills,
and thus they will never match me. They will eventually bludgeon me to death
with mini-doughnuts and other role-playing comestibles.
I'm a Frustrated
Actor. Handicapped by a grotesque physical appearance or dubious personal
habits, my thespian leanings have been instead channelled into tabletop gaming.
I insist on role-playing every encounter in-character, replete with appropriate
accents, speech patterns and oaths. Less-confident refs can be intimidated by
my Lee Strasberg approach to roleplaying, and start to stumble over their own
NPC dialogue. I will often win tournament games at conventions, if an
attractive female gamer is not around to win.
I'm a Collector.
I have countless sets of out-of-date games systems displayed proudly on shelves
in my bedroom. I have ferreted around the wild and lawless fringes of eBay,
seeking to complete my Dragon Warriors book set. I have the rare AD&D
module G4 - Mock-Tudor Coaching Inn of the Stone Giant Voivode, and
several leather bound volumes of White Dwarf - the Glory Years. The
rest of my time is spent purchasing collectable card game booster packs, in my
quest to Own Every Card Ever. I am quite poor.
Subscribe to:
Posts (Atom)