| Building the Wraeththu RPG:
An Interview with Gabriel Strange
by
Wendy Darling

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Many Wraeththu
fans — whether gaming fans or not — have been eagerly following
the development of the Wraeththu RPG, called From Enchantment
to Fulfilment, to be published by Immanion
Press.
News has been
posted various newsgroups and forums, and the RPG's
web site offers periodic updates.
However, for
an in depth look at the soon-to-be-released game and the
work that's gone behind it, I offer an interview with Gabriel Strange,
the main driving director of the game project.
Gabriel offers
insights on how the game came about, the challenges of creating it, and
offers a sneak peak of what gamers and Wraeththu fans can expect.
General
When did you personally first encounter Wraeththu?
It would be about four to five years ago when Lydia told me about
it, then by chance we had some time free when Storm was doing
a book signing in Birmingham. There we met Storm and I mentioned
about the RPG, and Storm seemed receptive to the idea.
When did you (and Lyd) first start thinking about a Wraeththu
game? When did you start to work on it as a serious real-world
project?
There
are two stages to this, firstly the rules were written over
10 years ago. While I was at college, I spent many nights
thinking about how I could improve the whole role-playing
experience. I used to role-play every weekend then, so I
got the worst and the best of it at that time.
From the initial inception I did work on the rules and a mock setting for
the next five years. Strangely enough the test setting was similar in nature
to the whole Wraeththu Mythos.
Then
three years ago we met Storm and I started slow to put things
in to perspective. I reworked the rules to fit the world
better. It took a little while to work out every aspect
of what is needed and what is not going to be any use.
June
of last year came around, then it was like we were all possessed,
Storm, Lydia and myself, spent most of the month working
on the background. 90 percent of the background was written
that month. From then on it was the slow arduous journey
of translating the notes and rules I had into readable understandable
English. Now in the latter stages all of the written work
is done, and it's
just down to editing and clarity work. It's amazing to think in a
little over a year we have written over 230,000 words for the game,
as well as writing 50 percent of the next two books.
In just a couple of sentence, tell me, what is From Enchantment
to Fulfilment?
Not
quite sure what you mean, if it's the game as whole,
then this is what it means to me:
It's
an epic journey of a civilization from the early days of
enchantment and magic, to the progressive era of development
for a stable future.
I think to many people it will mean different things, but
overall it is a journey for a better future.
Who are some of the people working with you on the game? What
various roles have they played?
Our
key staff:
Myself,
I'm the graphic designer, writer, project coordinator, artist,
web designer and a few other things.
Lydia,
who does writing, reading and checks the Mythos. She also
works on the web site when I'm busy.
Storm,
who fills in the writing where we have missed bit. She also
corrects the Mythos information if it needs it (thankfully
we seem to work on a similar wavelength). Storm also has
the interesting task of deciphering our English so it is
clear and understandable by every one who reads it.
Wendy
Darling, our ever-faithful editor, has to edit what we
do, I believe in this kind of project having our editors
as non-role-players means you can get a clarity not normally
found in other role-playing games.
Our
other staff includes the artists Bruce
Wells, Aaron Henson,
Olga Bosserdt, and Gillian Pearce. Bruce is the main Artist
for the whole book. he is the one who sets the style and
look of each tribe at the time the game is set. The other
artists will then work on the look and style of the tribes
they choose to do in the next stage of development.
Plus we have our many readers who look over the book and
generally nod a lot. The main proof reader being Donna Scott,
who like Wendy has a very good eye for English.
Finally
we have our testers. We only have a few for this project,
as it is a focused effort and we need testers who we can
rely on to take our work and tell us the truth about it.
Our key tester is Andy Peregrine, who worked as a writer
on the 7th Sea RPG.
World-Building
Describe the setting of the game, at least the opening time
frame.
As
many of the fans will know, the setting from the books, what
we have done is provide an insight in to the early days
of the setting. The game is set at the breaking point of
humanity, where the humans have finally realised they cannot
win and will now fight to the death to protect what little
future they have. The Wraeththu have also realised they are
destined to be the new dominant race on Earth, but their
road is not going to be an easy one.
The
world itself has been hit by natural disaster after natural
disaster. Disease, famine and the instability of society
has brought humanity to its knees. What is known as America
and Europe have now been taken by the Wraeththu and they
are entrenched in every foothold they can get. The Eastern
and Southern reaches of the globe have a lesser population
of Wraeththu, and little is heard about from these areas.
Few Wraeththu wander from their lands, for fear that the
remnants of humanity still have a large enough force to do
some serious damage to them.
I know you and the team has done a tremendous amount of work
filling in background for the game, everything from tribes to
biology to magic to politics. Could you please list out some
of the major areas of world-building you've had to take
care of?
I
would say the most challenging is magic; translating what
is purely a literary medium to something you can quantify
and set rules for is quite hard.
With
magic in the game, we
are dealing with two unknowns, the first being the rules. Not
everyone is a hardened role-player, so the rules have to
be clear and understandable, as well as flexible. The
second unknown is Magic itself. Many people will know magic
as fireballs or wizards who magically conjure beasts and
castles. Well, we're having none of that! The magic is more
literal and is there to aid the story, not to make the character
powerful so that can slay hordes of demons.
On
the politics, we had to map out where each tribe resides,
and how they got to such locations. Some were most tricky,
as they are only mentioned one or twice in the books.
Two of the tricky tribes were the Obliviata and the
Smalt. Both are mentioned once. Then it was working
out which tribes had bad relations and uneasy ones,
with these we had to take factors of tribal ethics
and ideals, as well as what happens in the future. It
was by no means an easy task.
Another
section we had fun with was the biology. We now have a clear
idea of how things work, the inception process is described
in detail (gruesome in some places), and we have worked out
where they came from and where they are going. However,
these won't be in the Core Rule Book, but are so
we have a reference point to write about their evolution.
Describe Storm's involvement in the world-building
process. She is obviously the authority on Wraeththu, yet she
was not writing the background material herself.
What has been the review process?
Basically
it was quite hit and miss to start with, but we quickly
got the right vibe.
Essentially
what we are writing about is not widely known. We are filling
in the gaps that will eventually lead to the setting in the
first three books.
I
write what I think is right based of the ethics and ideas
of the tribes and the current world situation. Then I pass
them to Storm, who will change or edit these as she see
fit.
Generally
we get things right. Sometimes I have had to explain my
reasoning behind something. I would say 95 percent of the
time we get it right. However, Lydia and I
are fully aware it is not our world and if Storm is not happy
with something, she can change it or remove it completely.
Any wild ideas we have are usually discussed in person to
see how they would work.
What has it been like working with an author on the expansion
of her fictional world?
Interestingly,
most of the time we find that Storm has not thought about
the why and how things work in the world. So we all feel
in some way like explorers and archeologists, unearthing
the past and relating it to the present. I think for Lydia,
Storm and myself it has been a learning curve, as there is
so much to think about for a world beyond the scope of a
novel. Lots of things will appear in the novel, but how did
they come to be, what series of actions and politics made
them happen?
Other
things we think about may seem minor in comparison but are
still important in creating a vibrant and realistic world.
Fashion and decorations, social life and tribal beliefs,
all play a part in shaping a world. The best way to look
at this is where would we be today without art and expression?
What seems unimportant to some people is vital in the construction
and actions of society.
What
has it been like knowing that future Wraeththu fiction, such
as books, stories, etc., will possibly be impacted by the game,
because of the "canon" it sets up?
It
has been useful; knowing the future in such situation is
advantageous, we have a line to follow and a place to be
at a set time. I think this is what has made it possible
for us to get the right vibe for the world, as we know where
the setting will be in the future. It has stopped us from
running wild with bad ideas and unfeasible descriptions.
As I always say to people, we treat the description in
the novel as only 5 percent (but the most important 5 percent)
of the world, leaving another 95 percent to explore, not
only by ourselves but by the fans and their stories.
What sort of work have you had to do as far as coming up with
geography to represent the world of Wraeththu?
Most
of it. Storm is the first to admit she has no sense of direction,
hence Cal also has no sense of direction in the novels. Mapping
Megalithica was interesting, working of descriptions in the
book, where everything was either north or south of somewhere,
and some places were both. However, the end result is useful
to us and to Storm.
The tribes
section is very extensive and includes some tribes
that really haven't been written up much in the actual
Wraeththu books, like the Obliviata. Describe the process that's
happened as far as fleshing out these tribes, especially the
not-so-well-known ones. Who has come up with ideas? Where do
you get consensus from?
With
these tribes Lydia and I have had some free reign. However,
we still need to make them functional in the context
of the world. It is usually a case of reading what little
description there is and extrapolating where they live and
their reasons for being there.
The
short story Storm wrote about the Obliviata was set in the
future. The idea that the character felt trapped by
their surroundings made me think that the tribe would be
nomadic, and as they were trapped in Megalithica, far away
form their home land, I decided that around the Arabian nations
is a good place to have them come from. One you have a home
land, everything else is pretty much common sense. At the
end of the day every tribe wants to survive and each will
put in place customs and beliefs that will ensure that survival,
add a twist of lemon and you're done.
There's a lot of background in the game having to do
with Wraeththu biology. What are some of the areas covered
and what to you are some of the cooler bits?
Inception
and the biology is the best bit to me. It will answer many
question fans have had. Also describing how magic works in
the world is also cool, even though its hard to write.
Within the game guide, you're including numerous quotations
from various hara, both famous and obscure, as well as a few
stories, to be included as examples to demonstrate various points.
Describe the role of these character bits?
They
will add flavour to the game, and help those playing it get
a clear picture of the world. Many of these contain plot
ideas or possible hooks to get stories going; some are just
a bit of fun. One thing we have tried to do is keep the
voices of the characters real, as people rarely talk like
they do in films or books. The way we did this is to listen
to how we speak to each other and capture something of what
a real person would say, and not someone who swallowed a
thesaurus.
The game also contains fictional "reference material" like
articles written by Sulh librarians. Talk to me about where this
idea came from and how it's developed to be part of the
game?
In
role-playing it's always nice to have something that
could in many ways be called an artifact, a story or letter
form a character will give you more feeling for the world
than just a description of it. You can read between the lines
and see what the character is thinking. Also it can give
us a chance to ad a personal spin to events. Even though
in some cases this spin is wrong, it's what that character
believes. At the end of the day, it just give the reader
something that can give them a feeling of what the world
is like.
In a lot of ways, the initial game book is going to serve as
a Wraeththu almanac or reference book, which in my view is going
to be a great resource not just for players of the game, but
for fan fiction writers. Could you talk a little about what you
think the interaction will be?
My
hope is that a lot of the fan fiction writers will find a
group of friends to role-play with, and the end result is
those adventures can also become fan fiction.
The
game aspect offers a different way to tell stories. I always
see role-playing as a more traditional form of storytelling.
Where a group would sit around a campfire and one person
would tell a story and the story would evolve based on the
reaction of the listeners. Role-playing is giving the listeners
direct control over the main characters of the story.
With
this I hope the fan fiction and gaming fans will work together
to produce some interesting and fun fan fiction.
The Game Itself
What are some of the main principles you've put into
designing the game?
The
main one is to bring new people in to the world of role-playing,
and to give them a taste of something that is fun and exiting
— and not just for a select few.
What are the 3 biggest challenges you've faced in designing
the game?
1)
Managing time, 2) writers Block, 3) clarity of text.
How does this game differ from other games out there in the
marketplace today?
I
would say in many ways, the main ones being that the book
is aimed at a wider audience. Unlike other game makers, we
have explained everything, so most people can understand
what role-playing is all about. I'm
sure many people have picked up a RPG book and after the
first chapter, wondered what it was going on about. This
element of confusion is what we hope to remove by telling
the reader what it is all about and relating it to movie
making, which is more approachable.
Also
our subject matter is rarely touched on in a serious light.
The main part of role-play a Wraeththu is coming to terms
with your newfound sexuality. This is not an easy process
and can offer great potential for stories and good role-playing.
One thing we hope to offer in future books is a greater insight
in to what will go through the mind of a newly incepted hara.
For this we will be talking to transsexuals and other groups
who have gone through such events in their life. The
greater depth an understanding the next two books will
offer can bring a story to life.
In online forums, some people have argued that it's impossible/silly/weird
to be role-playing magically endowed hermaphrodites. They say, "Why
not just be an elf or a troll or a vampire?" I know what
your response to this generally is, but could you please restate
it?
Look
at it this way: A Wraeththu was once human, all they have
done is undergone a change. Their world view and psychology
will eventually change to suit this new psyche. This is something
we can realistically imagine as this kind of thing does
happen.
Being
an Elf that has lived for 1000 years, to me, is almost impossible
to play. We don't know what effect living so long will have
on the mind. In my opinion physiological disorders and apathy
would come as part and parcel to such along life span. Yet
in many games people just play Elves as humans with cool
abilities.
The
same goes for Dwarves. They are long-lived and have an obsession
with rocks, which could be classified as a sexual perversion.
Again, in my experience, Dwarves are played as humans will
cool abilities.
At
the end of the day, the Wraeththu psychology is closer to
that of a human, because they live in a similar would and
face similar situations. So certain key instincts and factors
will still come in to account.
A
lot of this comes down to common psychology and instinct.
Your psychology will change the further you get in to the
world of fantasy. Living underground and obsession
over rocks, coming out only at night to drink blood
and living for thousands of years, etc., will all have
affects in psychology and behaviour, beyond what we could
possibly understand.
In reading through the game material, I find it very interesting
how players will be able to choose to start out as either human
or har and that players have to account for the psychological
trauma brought about by inception. Could you describe how things
like inception and post-traumatic stress disorder figure into
the game and characters?
Eeek,
I could write a book on this…
OK,
the short answer is: These elements are tools by which
the Storyteller and player can promote good role-playing
and enhance the story and playing experience.
Rather
than just saying 'Oh you're a
Wraeththu now,' it is better to act out the changes
over time. This will also help the player get in to
the feel and psychology of playing a har, as they can construct
the new character psychology over time and bring in
little things as throwbacks to human life.
I
have seen many people playing humans who get turned in to
vampires, and it's almost like a switch has been flicked
and their character instantly become something different.
To me this is bad role-playing. If such a massive change
happens to you overnight, you at first would want to go back.
You would miss your old ways and may even try to go back.
Other outlets for such stress could be self-abuse or a complete
change in the character's psychology. Such things are
not easy transitions, and if these transitions are put
on the character, it can enhance the enjoyment of the
game greatly. They can also be useful for people who
want to write fan fiction.
How does the use of magic, like manipulation of agmara, factor
into the game?
Like
in the books, it is a literal means to an end.
Unlike
other fantasy books, magic is not all fireballs and frogs.
What the character does is try to manipulate the magical
energies of the universe without it noticing what you're
doing. Like with a pond, a small water strider skipping the
surface would go unnoticed, a large rock thrown in would
be noticed by all.
The
idea is for the players to come up with a good literal description
of what they are doing and make it so the effect is the kind
that is powerful but small and inconsequential. The last
thing you want is to have something snap back at you when
you least expect it. This how the universe will smooth out
those ripples a character makes. So the less ripple the less
chance your character will get negative affects, at important
events.
It
is all down to the Storyteller how thing flow. Some players
will get to grips with things quickly, other will make a
few mistakes. These mistakes are what can make good and interesting
storylines.
In online gaming forums, a lot of people have swarmed in on
the game as being a game primarily focused on sex. What is the
role of sex in the game? Is it a big deal or just one of the
many factors players must deal with?
It's
not a big deal at all.
At
the end of the day, look at it this way: People have sex,
it is an essential part of our survival, and the Wraeththu
are in the same boat but for different reasons. Sex is as
essential as food, and like in novels and games a character
very rarely sit down and describe the intricacies of what
you're eating and how the characters are going it. The
same goes for sex. A simple line such as 'Were off to
have Aruna,' is all that is needed.
At
the end of the day, it is down to the individual group as
to how they describe this, though it is an essential part
of life. It is also a common one so will not need describing
every time it happens.
Talk to me about the "Introduction to Gaming" you've
put together for the first book and what the purpose of it is.
The
is an aid to anyone who has not role-played before. It
will help them get the general feel of what it is all about
and hopefully take out some of the mystery and much of the
stigma associated with role-playing.
Would it possible for you to summarize the play of the game,
like maybe describing a night's game and what it might
involve? (This can be something like a summary from the Gaming
101 document, but you can use different examples.)
This
is immensely difficult to do in such a short space of time.
However...
The
best way to put this is to say the group, led by the Storyteller,
will be taken through a free form and open story where
anything can happen. The Storyteller will open the story
with a short reading with the main plot hooks for the charters.
From here it is the Storyteller who has to give descriptions
and literary tools for the players to describe their actions.
The better the descriptions, the better the actions. It
is a fine balance between to much description and not enough,
so the Storyteller must juggle what is right.
As
the game progresses, the character will wander around the
world and the Storyteller will describe actions and the interaction
of others around them. Occasionally the Storyteller will
take on the role of a non-player character, for better
interaction.
It's
really like a carefully controlled discussion with rules
to help gauge if the character is capable if such an action.
The
Storyteller will fill in blanks and offer up tidbits of information
if the players get stuck and mediate combat and make sure
the rules are adhered to. Though the rules of combat may
seem limiting, the aim is to make things realistic and give
the players something to think about, as one bad die roll
could mean death for a character. The rules are there to
add a realism to certain actions, since as we all know, even
the most skilled person can make a mistake, and this roll
of a die offers that risk factor that we have in everyday
life.
Artwork
How did Bruce Wells come to be the primary artist for the game?
Because
he is good and adds a certain feel to the book, a feel that
will help the game sell to a different audience. A lot of
what makes a RPG sell is the artwork, and having vivid and
striking artwork is important. Bruce fit that role perfectly,
plus he is a big Wraeththu fan so already had a feel for
the world.
Describe the kinds of work Bruce has been assigned for the game?
Bruce
is mainly doing characters and scenes to help illustrate
the fashions and look of the tribes and their surroundings.
Other artwork is being used, mostly done by myself and
the other artists to help describe specific details such
as weapons or items in the world.
Illustration
of har
of the Unneah tribe
by Bruce Wells
I would say that Bruce's image of Wraeththu is a lot more
brutal and industrial than others artists. I really like it myself,
because it is different. How do you feel this image fits with
the game? Also, what has been the reaction of people to this "different" type
of image?
Many
people like the artwork because it give things a harder edge,
that edge which is needed to describe the current world state.
Everything is not a bed of roses and it is still a fight
for survival. Bruce's art reflects that edge of the world
which is brutal and unforgiving.
Describe the creative process behind coming up with each
of the various tribes' looks and/or symbols?
For
the tribes, I left everything in the hands of Bruce. As
an artist myself I know what it can be like being told what
to draw, so I just give Bruce an idea and let him roll with
it. This helps with inspiration and the end result is you
get a better images.
Related Projects
After the first book is released, what's the plan for
future game books?
We
have two other books are currently working on, the 'Players
Guide' and the 'Storytellers Companion.' Both
of these books will give more in-depth detail in the world,
offering more information on psychology and things at
are important to the world. Also we will use these books
to bring in new tribes and areas of the world, as these
books will describe events and have information about what
has happened over the 4 years since the game setting started.
The
main use of these books though it to help Storyteller and
Players get more out of the game. It will give them insights
in to how to build better characters and role-play them better.
Also how to become a better Storyteller and going in depth
about setting up stories and characters. Many of these sections
will be written or at least approved by people in various
professional fields, such as writers, actors, and people
who have experienced such physical and sexual changes.
What other related projects are out there?
There
is still the long-running plan the do a Tarot
deck, as well
as number of short novellas written by Storm. Also we have
more fan fiction novels planned and are still looking for
more good submissions, which I hope this game will help happen.
A
few other projects such as the computer game and movie ideas
have been planned but have been put on hold due to current
events we cannot discuss at this time.
About
the Interviewer: Wendy Darling (nickname Wiebke Fesch) is a web designer, fanfic author,
and editor of Inception. She lives in Atlanta, GA, where she is self-employed,
operating her own web design business, Metro Girl. Wendy is co-author of a Wraeththu
Mythos novel called Breeding
Discontent, and is an editor with Immanion Press. You can reach Wendy
at wdarling@abraxis.com. |