Showing posts with label Steampunk. Show all posts
Showing posts with label Steampunk. Show all posts

Monday, November 19, 2012

On Background: Hector Kingsley Landships

So you tend to learn very interesting things about history when you are researching a steampunk book.

One of the things I was researching recently was the introduction of tanks during World War One. The reason for that is the tank gets invented a lot earlier in Hector's world than it does in ours. The Distillation kind of speeds up or alters a lot of scientific advancement, so the Germans (unified much earlier than in reality, and allied with the British during a fight with France) roll out their version of the tank during the 1860s or so.

Except they don't call it a tank. They call it a landship.

You see, the reason that type of mechanized war machine gets called a tank in the first place is due to some interesting stories behind its development. The British who were working on the device didn't want the enemy to know what they were making. After all, tanks had the potential to finally break the terrible stalemate of trench warfare; they didn't want to tip their hand too early. So they mislabeled the product of the Landship Committee as a 'water carrier', supposedly destined for Russia or the Middle East.

At which point they noticed that the acronym for water carrier is WC--otherwise known as the British abbreviation for toilet (water closet).

Probably knowing that soldiers would come up with enough off-color names for the things on their own, the British then decided to change the name to 'water tank'. Eventually the name was shortened to tank, giving the weapon of modern warfare its distinctive nomenclature. Not every language uses it of course, but English typically refers to the vehicles by that name consistently.

Unfortunately for me, in Hector's world that particular series of events would not have happened. Tanks would have come to the British through their German allies, so they wouldn't have had to resort to disguising the invention themselves. As a result, they probably would have stuck with the original term for the device--a landship. Interesting what changes a little tweak in history could create, isn't it?

Monday, June 18, 2012

On Arcanum

So here's a blog post on what has been consuming my free time recently. And by consuming, I mean devouring without mercy or end of appetite.

Arcanum: Of Steamworks and Magick Obscura is an RPG. Worse, as you can tell, it is a steampunk RPG. There was absolutely no hope that I would be able to avoid buying it when I saw it, but at the very least I hoped that I would be able to finish it quickly and move on.


As all good RPGs do, this one crushed those fragile hopes. Arcanum can be described in one word: deep. I've read epic fantasy novels with less developed frameworks for their society and backstory. It is set in a world of magic and industrial revolution, where the various races of elves, dwarves, orcs and humans all coexist and thrive. Magic in this world is anathema to technology; a magical artifact can cause havoc with even the simplest technological device, while technology can make spells fizzle and fail. You can sense the tension between those two forces everywhere in Arcanum, from the political debates to the backstory for each nation you enter, and Arcanum does a very good job of immersing you in the conflict. As for backgroun, well, the manual comes with its own treatise on how the various races of Arcanum evolved or were magically morphed, along with detailed explanations of everything else in the game. That should give you an idea on how well thought-out this world is.

The balance between those two forces has shaped not only the culture and politics of Arcanum, but effects the gameplay and plot. People will react to you differently if you are a half-elf mage, an experienced dwarf blacksmith or a gun-toting human bandit. Combined with the different backgrounds you can give your character, you can play this game in a hundred different ways and have a new experience each time. The game gives you a freedom that allows you to choose your own story and shape your experience as you play. Plus, you get to make your own Molotov cocktails, repeating rifles, and forge dwarven armor, or just blast the enemy with arcane magical force. What could go wrong with that?

The character development in this game is very well done; it doesn't seem like any particular path is inherently superior to the others. I've had fun playing any of the various roles, and half of the fun has been designing new characters and seeing how the game changes. I think the technical term for what I've got is 'alt disease', which means I still haven't finished the game yet, but I have like five different characters about a quarter of the way through the story. The funny part is that the options available and the balance of the various elements mesh a lot better than most modern games. Aside from a few issues with combat (unless you play it in the turn based mode, real-time combat gets you stomped on by monsters pretty quick.) and the annoying fact that when you die without having saved you lose everything, Arcanum is one of the funnest games I've played in a long time. In fact, playing through this one has given me some very interesting ideas for my own, paper based RPG design... but that will have to wait for another post. Mwaha.

So there you have it! I got this game over on Good Old Games, where it does not cost nearly as much as it is worth. If you are a fan of steampunk, RPGs, and extremely good videogame storytelling, give it a try! See you around.

Saturday, April 28, 2012

On Cool Stuff and Getting Stuff Done

Alright, so first things first. Iron Angels second to last draft is finally done. Yeah! Now it is off to our esteemed copy editor, Tristi Pinkston. Hopefully that means we will be on track for a publication date in May, which at the moment looks increasingly likely.

That also means that I am now free to work on other projects again, namely The Social Contract's first draft and the Badger rewrite. I will hopefully have the alpha readers go over Badger during May, so that I can then spend most of June tearing it apart. Let me know if you want to help out with the whole process! As it is, Badger has a target publication month of August, and I think we have a very good chance of making that date too. After that, the only other book to get done during 2012 will be the sequel for Kingsley, subtitled Murders in Whitechapel, which hopefully will be ready by November.

Five books in less than a year. That's possible and not entirely crazy, right? Aheh heh...

On to other things. We have a cover being done for Badger at the moment, again by Paul Hamblin, our awesome artist from Wolfhound. He's sent me a few rough versions, and says he'll have the finished prodcut done soon. I'll post it when it's ready, so get excited for it!

We've also had an ad up occasionally on Girl Genius, and things have been going moderately well for us. I don't know how cost effective ads are for ebooks; perhaps it is the fact that we need people to buy the book and not just visit a comic? At the same time, Kingsley's been doing a bit better as a result, so I'm not complaining at all!

Also, at the end of this next week, Emily and I will be off to Utah to participate in the LDS Storymakers conference. It will be the first time going as an actual professional writer, so I'm kind of nervous. At the same time, we'll get to meet some of our writing friends and attend some cool panels and workshops, so it is totally worth it!

Finally, whoever did this is awesome, hands down. I'm on a freaking wiki! Huzzah!

Whew, lots of news, huh? Perhaps I should post here more often... oh well. Off to work! See you around!