Browsed by
Author: M Harold Page

Scottish-based swordsman and writer. I teach German Longsword for Edinburgh's Dawn Duellist Society, and currently write historical adventure franchise novels for a living. If you read my writing, you'll spot that Harold Lamb is a big influence. You might also guess that I listen to a lot of Viking Metal, especially Tyr and Turisas.
Joseph P Laycock’s Dangerous Games: Revisiting the “Moral” Panic Around D&D (and You Thought the ‘Pups Were Bad)

Joseph P Laycock’s Dangerous Games: Revisiting the “Moral” Panic Around D&D (and You Thought the ‘Pups Were Bad)

Laycock Moral Panic
Laycock… set out to investigate the forces of darkness so we don’t have to.

The 80s Dungeons and Dragons Moral Panic gave my teenage AD&D group a headache… fortunately, only literally.

I confess that we drank too much beer while watching the movie Mazes and Monsters. We giggled at the odd (willful?) misrepresentation of our world, but perhaps that was a kind of false bravado because we also talked too late into the night: “Did they just…?” and “Erk?” and “WTF?”

Mazes and Monsters
“Did they just…?” “Erk?” “WTF?”

And so, as is the way of things, we woke up without answers to those questions, but with headaches — or at least I did.

I now know that we were lucky growing up in cosmopolitan, largely secularist, middle class Edinburgh.

Scratch the Internet (e.g.) and you’ll uncover heartbreaking stories of teenagers — even outside the USA — thrown into needless conflict with their parents, and parents duped into betrayals that can’t be fixed: imagine coming home to find your lovingly created campaign world, months of work, had been burned?*

*You’ll also get a reminder that the entire United States wasn’t consumed by this latter-day witch hunt. If you guys gave us the panic, you also gave us D&D in the first place. Plus Rock and Roll and jeans. Thanks!

And when you read these heartrending accounts, you come back to the questions, “Did they just…?” and “Erk?” and “WTF?”, more or less my 12-year-old-son’s response when he heard about all this on a podcast.

Which brings us to the subject of that podcast: Joseph P Laycock’s book, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds.

Laycock is like a Call of Cthulhu character: a card-carrying theology professor who has set out to investigate the forces of darkness so we don’t have to.

Read More Read More

The Dungeon Master’s Guide to the Middle Ages? (Review: All Things Medieval: An Encyclopedia of the Medieval World)

The Dungeon Master’s Guide to the Middle Ages? (Review: All Things Medieval: An Encyclopedia of the Medieval World)

All Things Medieval
This book will probably save you time and money because you won’t need all those funny little books on private life and seasons and agriculture and inns…

The horrible thing about being a historical novelist is that the specific information you need often exists, but not in an accessible form. You stand a good chance of being Embarrassingly Wrong on topics such as marriage customs for your particular setting and that — worse — you’ll discover this in your Amazon reviews: “I think you’ll find…

That’s what drew me to All Things Medieval: An Encyclopedia of the Medieval World, a big fat pricey double volume by medievalist blogger Ruth A Johnston, “an independent scholar with a research specialty in medieval literature and languages” and published by the uber-respectable academic press Greenhill.

In the age of Wikipedia, it’s rather brave to publish any sort of popular encyclopedia, which is perhaps why this one seems priced for the academic and library market. It was of course the price — hefty for a hard copy, and perhaps outrageous for the ebook ($154.44 or £108.48!) — that nudged me into asking for review access. I needed to know: Is it any good for my research?

It’s certainly inspiring and well written; a worthy successor to books like the old A History of Everyday Things in England. Just glancing at the entries for M we have well-illustrated and lively topics: “Machines, Magic, Maps, Masons (See Stone and Masons), Measurement (See Weights and Measures), Medicine, Menageries (See Zoos), Mills, Minstrels and Troubadours, Monasteries, Monsters, Music, Muslims.

Read More Read More

How to Worldbuild a Good Sandbox: Four Rules from the Warhammer 40K Universe

How to Worldbuild a Good Sandbox: Four Rules from the Warhammer 40K Universe

Honour Guard Dan Abnett-small
Games Workshop’s Warhammer 40K universe is one of the best sandboxes around.

I’m working on a sandbox Space Opera setting.

Sandbox is the tricky part; a “sandbox” is a storyworld that lets you tell (or experience — if you are a gamer) all sorts of different kinds of story. Essentially, I’m building my Discworld.

Oh, you say, just make it big with lots of different kinds of settings plus spare blank spots on the map.

Yes, that gives you lots of flexibility (though less than you’d think). However, the stories won’t be — sorry, I can’t think of a better word — branded.

I mean, the asteroid miners over here and the fight against the dark lord over there, don’t need to belong in the same universe and the reader (or player) won’t really feel as if they are revisiting the same place.

So a good sandbox is one that maximises the possible range of branded stories.

Spend time with a 12-year-old tabletop gamer and you quickly realize that — in this light — Games Workshop’s Warhammer 40K universe is one of the best sandboxes around. You can could dump just about any Space Opera SF story into it, and it would still feel like 40K. To do Firefly, just plug in Orcs, Inquisitors and Space Marines and Imperial Guards. To do Starship Troopers tell a story about the Imperial Guard. To do Star Trek, just follow a Tau captain on their five year mission.

Less so in the Star Wars universe.

Firefly Wars would need a local civil war as backstory, since the cleanup after the prequels feels like it would involve more mass graves. Your Alliance could be the Empire, but the Empire doesn’t really feel as if it would do dark secrets — why bother hiding them? — or have secret super soldier programs– it has Stormtroopers and Sith anyway. Starship Troopers could be about the latter-day Stormtroopers, but the moral ambiguity would be lost. Star Trek…? No, not without taking a ship to a different galaxy and then it would not feel like Star Wars. It would lose its brand.

So the 40K ‘verse is a far better sandbox than the Star Wars one.  How can this be? It appears to follow four basic rules…

Read More Read More

How and Why You Should Withhold Information from the Reader

How and Why You Should Withhold Information from the Reader

Risen Empire
…quickly turns out to be about a secret.

You’re not supposed to withhold information known to a point-of-view character. Or to put it another way around:

If the viewpoint character knows something relevant, then by default share it with the reader.

Except that successful authors do this all the time!

It’s most common in thrillers where we follow the Bad Guys, but don’t find out who they are working for until the end. However, you also find it in SF&F. For example, Scott Westerfeld’s marvelous The Risen Empire quickly turns out to be about a secret. We see one team try to expose the secret and another — who know what it is — ruthlessly try to preserve it.

At this point, people will nod their heads and trot out the wisdom they’re supposed to trot out: Once you know the rules, then you can break them; go serve your apprenticeship.

However, that’s not very helpful if — for example — the story you are trying to write hinges on a big secret.

I think there’s quite a different set of rules at work. As you might guess, as far as I’m concerned, it’s all about the conflict.

Read More Read More

Armored Rampage!

Armored Rampage!

SVT 256
“Write what you know”, they said.

Somebody yells, “Form a wedge! Form a wedge!”

This is my last chance to experience something I’ve craved since reading Ronald Welch’s Sun of York back when I was twelve. I love my plate armor, but I’m now in my forties, a dad, and my days of hitting the road with my armor are numbered. (“Write what you know”, they said. So I had set out to know what I wanted to write about.)

“Let me go first!”

I take my place at the front of the knot of my friends in armor from different periods. Everybody jostles around and, without the benefit of NCOs, forms a rough triangle with me at the point.

Ahead, the Viking ranks stiffen, dress their shields. Locals mostly, and many of them students, so there’s a lot of quilted armor and even some linen shirts.

I grin into my visor. We’re older, heavier in build. One-to-one we outweigh them and we’ve concentrated our weight into a human battering ram…

…and yes, it’s a small multi-period medieval faire at St Andrews, Scotland. The weapons aren’t sharp. It’s not real.

But read on, because the experience was illuminating…

Read More Read More

Hugh Hancock and Why Geeks Love Lovecraftian Magic

Hugh Hancock and Why Geeks Love Lovecraftian Magic

Carcosa
If you like the short film, you might enjoy his — NSFW– Carcosa Lovecraftian web comic.

How come geeks like Lovecraftian magic so much?

Writing on Charles Stross’s blog, Hugh Hancock, Machinima guru turned live-action filmmaker and web comic — um — maker(?) who — disclaimer! — has been a mate since he threw me through a pile of chairs, thus curing the suspected RSI in my shoulder — thinks it’s because Lovecraft pings the things that horrify geeks:

What if too much knowledge really was bad?

What if there were no life hack to divert the apocalypse?

What if the Inquisition were right?!!?

Obviously he’s onto something. It is all pretty horrifying and creates a wonderful double bind; we readers simultaneously want the protagonist to satisfy our curiosity, and at the same time want them to flee the horrid fate that will result.

However, I think there’s more than Horror at work.

Before I go on to explain why, go and watch his short Lovecraftian film HOWTO Demon Summoning so we have a common reference point (and because it’s funny and horrific, and makes surprising use of CGI given Hugh is an indy filmmaker).

 

Read More Read More

(Not) Recommending SF&F Classics to the Young Person or Novice

(Not) Recommending SF&F Classics to the Young Person or Novice

dunsanyWe’ve all done it: “Oh you want to read some Fantasy or SF? Here, how about some Lord Dunsany or E.E. Doc Smith?”

And the books vanish for months, then get returned by the shamefaced borrower: “Couldn’t really get into them. Sorry.”

I’m probably typical. My much-loved genre classics are the equivalent of a warm bath, not a subject for literary criticism.

Until recently, that is.

My son – “Kurtzhau” – is 9, at the tail end of Middle Grade. He loves some of the rip-roaring YA novels that are knocking around – Percy Jackson and Time Riders, for example (the Pulp tradition is un-self-consciously alive and well in YA). However, he craves proper stories with swords and/or soldiers and lasers in them. Powered armor is also good.

And that’s a problem. Nobody seems to be writing the mainstream subgenres for YA.

Helpful mates recommend all sorts of adult novels, but often forget that the dénouement – say – takes place in a brothel staffed by surgically modified aliens and that the antagonists are incestuous twins.

That leaves the classics; either mid-20th century YA such as Andre Norton or earlier “Pulp” yarns which were constrained by pre-WWII decency codes; the stuff I grew up on, the stuff that still crams my shelves…

The stuff of which Kurtzhau inevitably bounces. Here’s why.

Read More Read More