“Sometimes the universe really does talk to you,” I said.
“No, the universe always talks to you,” my friend replied. “Sometimes you just listen.”
What the universe seems to have in mind for me, at least this week, is the creation of interactive narrative. I’ve had a strong interest in the field ever since my early MUSH playing days, back around 1994 and ‘95 (yes, I do remember the Internet before the World Wide Web — I’m that old), though it was probably 1998, about the time I read Hamlet on the Holodeck, that I first began to think of “interactive narrative” as something I could persue as more than an idle hobby, but as a serious evolution of media and storytelling. Family obligations — not unwelcome ones — delayed any serious efforts towards, until the universe whacked me upside the head by tossing me in the path of Skotos.
I used to think it was just an extremely fortunate cooincidence that my long-defunct web pages on unicorns turned up on web search for NarniaMUSH. I’d forgotten the page was still online, or that it mentioned I’d once played a unicorn on the game, so the email from a Skotos employee asking why NarniaMUSH had closed came from out of the blue. I was enthralled with what Skotos was setting out to do, and jokingly told the person that had contacted me to let me know if they were hiring. They were local, more or less, so there was a real possibility of getting a job in their customer support department (or Customer Experience, as they call it). But when they contacted me again it was to ask if I was interested in actually designing their flagship game.
It was a totally unexpected offer, but I snapped it up. I found out later that one of their primary reasons for asking me was the essay on CamelotMUSH that I’d written two years earlier. I wrote that essay for an Arthurian track at a Popular Culture conference, but was unable to actually go and present it, so the paper just sat around collecting virtual dust until Skotos called. I didn’t think about it at the time, but maybe it was just the universe trying to push me in the right direction: if I hadn’t written that paper, I might not have ever been employed by Skotos, or help build Castle Marrach.
That was all four years ago, now, four years that has very much been dominated by Castle Marrach. Now that it’s entirely behind me (or nearly so: a few threads remain) I’ve been casting about for the next creative sinkhole, er, endeavor. While I’ve thought about embarking on another interactive project off and on, marked changes in my personal life seemed to indicate that a more solitary venture: writing stories, a novel, maybe some hypertext.
Until the unverse started poking me this past week. It started about a week ago, when my visiting sister and I went to the local game store, which happens to have huge collection of RPG books in stock. On a whim, I looked to see if they had a supplement I’d heard of perhaps a month or two before, addressing the topic of gender roles in roleplaying. It wasn’t on the main shelves, so I wandered away, but then noticed they had some bins filled with books as well, and sure enough the one I was looking for was there. My sister was nice enough to buy it for me.
Next came a series of conversations with a friend of mine (the same one quoted above). He was thinking of rejoining Castle Marrach, and as we discussed the state of the game versus the potential we both felt it had at one time, he managed to stroke my ego a good deal, complimenting my abilities as an interactive storyteller, and my potential as contributor to the genre. The conversation culminated in a serious discussion about whether or not I should actually undertake another project, wherein I admitted that one of the major reasons I hadn’t commited to one was lack of a compelling story. I was interested in experimenting with ideas, testing concepts I’d learned over at Castle Marrach, using a small-scale project as a testing ground for a larger project, and Chris Allen of Skotos had made it clear I was welcome to use their resources to build something if I wanted. But I just hadn’t found a story idea that I felt was worth pursuing.
My friend also pointed me to an RPG-design theory site that he thought I’d find interesting. Not only did it have a number of useful articles that supported concepts I’d already begun to recognize on my own, but it turned out that it was run by the author of the same book that I’d just started reading a few days before. Cooincidence?
The morning after the conversation with my friend, Chris Allen messaged me again, this time dispensing with his indirect approach and just asking flat out if I wanted to create and run a stage at Skotos. I was primed for it, of course, after the conversation of the previous day, and all it took was the kernal of an idea popping into my head like the proverbial lightbulb to push me over the edge. That was when i started to suspect the hand of the universe at work, and I asked Chris to give me a week to work up a proposal and consider a commitment.
As if to make it’s point final, I was led to the site of an individual who seems to be doing more or less what I wouldn’t mind doing myself: authoring a series of multiplayer, interactive narrative games and trying to make a living from it. I don’t know how successful they are for him, creatively or financially, but it’s a start. I believe that the more people who are attempting to produce this kind of entertainment with an eye to quality, then the more likely it is that people will be interested and thus grow the market even more. What I see when I look at this other site is the possibility that I can do it too.
So, what it looks like is that I’m going to building a stage for Skotos. A stage, in Skotos lingo, is more like a LARP than your typical MU*: it doesn’t run continuously but on a periodic basis. In this case, I’m looking at a short-run (one three- to four-hour session probably) scenario that can be repeated over and over again, with different players taking on the roles of pre-determined characters. Once it’s established, it should take very little in the way supervision to keep it running, so the commitment is short term instead of indefinite.
Oddly, the lightbulb idea that set me off was not a mythic or fantastic one, which themes tend to dominate the bulk of my creative work. Instead, I’ve chosen a western theme: cowboys, six-guns, saloons…which I suppose lends itself to a certain type of mythopoetica, but it’s certainly not an overt one. As a westerner myself, I’ve always been a covert fan of cowboy stories — films at least, I’ve only read a couple novels in the western genre. What especially appeals to me for this project, though, is the near universality of the genre. Most players will easily be able to slide into the provided roles without needing a lot of time to acclimate. I don’t know what the specific storyline will be, yet, though I suspect it will climax with a shoot out at high noon. In fact, High Noon is what I’ll be using as a working title.
It’s my intention to chronicle the evolution of this project here, supplemented by some more formal essays along the way. For starters, I’ve just got a simple to-do list, not everything directly related to High Noon.