Showing posts with label Stephen King. Show all posts
Showing posts with label Stephen King. Show all posts

Monday, May 25, 2015

Pet Sematary by Stephen King



I vaguely remember seeing the movie Pet Sematary when it first came out in 1989. My recollections of it now, is that it was a mediocre movie. Like many of Stephen King's movies at the time.

I just finished the novel.

What a difference.

Pet Sematary has a small cast and a small local. The action is all relative to the area.

But it's tightly wound and amazingly well structured with every word written seeming to have a sort of inevitable lurch to the next one.

The novel focuses on the Creed family, freshly moved to Ludlow, an off the beaten path haven for raising a family. Save for the nearby road which thunders with heavy truck traffic. Early warnings of both mundane words and supernatural entities is ignored or forgotten until the unthinkable happens and then it gets worse.

In clumsier hands, the tale might have used short cuts to get to the main body of work. That would have been a mistake. One of Stephen King's strengths, or at least here and in other books with a small cast like the Shining, is allowing the build up of how believable the characters and their motivations are.

It's not interested in beating the reading over the head with how vile things are or how gross some particular vision is. Rather, it has a slow wind up that continues to beat the drum of anticipation while giving the readers glimpses into a larger world that has its own plans for the Creed family.

This is hinted at being something much older than the town, much older than America, perhaps older than the people who first lived there, coming from another country altogether. The opportunities to prevent the tragedy that happens, ignored.

To a point though, that brush off of the dangers, isn't natural. The book indicates strongly that everything proceeded as it must, because the power of the 'bad place' was on the rise. That there was no true ability to resist the flow of fate here.

But it's the struggle to do so which makes it a great read. It's the twists and turns that Stephen King puts the Creed family through that make it worthwhile. We get to see the origins of the animosity between Louis Creed and his father in law, and how after years, that when the opportunity to put that in the past arises, that Louis cannot. Not because he doesn't want to, but because it, indeed, the whole relationship with his father in law, is no longer important compare to the thing that Louis must do.

There are numerous instances like that, ranging from when Louis helps explain to his daughter the whole concept of death after visiting the Pet Sematary, to his daughter experiencing what happens when an elderly friend's wife dies to other, closer, more unconscientious horror happening.

As with other Stephen King novels, there is the occasional 'wink' as other work's he's written. For example, while under a sense of dread and driving on little sleep, almost falling asleep at the wheel, Rachel Creed passes the town of Salem's Lot. There were a few of these references in the novel and I'm sure in future novels, if Stephen King continues to write as he did here, there will be mentions of some tragedy happening in this small local.

I highly recommend Stephen King's novel Pet Sematary and hope that one day we'll get a limited series out of it that doesn't have to rush and ruin the mood and build up that the novel so skillfully delivers on.

Sunday, February 8, 2015

Oliver Twist by Charles Dickens

Have you ever gotten to something from a roundabout way?

On RPG.net, on a thread, "Are there any books of Advice for RPG Players?", user king_kaboom mentioned Stephen King's novel, On Writing. My mom is a huge fan of Stephen King so I raided her library and sure enough, she had a copy of the book.

I quickly devoured it. If you're a writer, a person who wants to write, or just want to read a quick moving first person narration, On Writing should be right up your alley. Highly recommended.

But then, how did I get to Oliver Twist?

Stephen King, much like the original Dungeon Master's Guide, has his own 'Appendix N', but his is "And Furthermore, Part II: A Booklist". I've cribbed a few of the books for my next trip to Half-Price Books and looked on Amazon.

One of the books was a free version, Oliver Twist!

This may sound strange, but I can't recall having seeing Oliver Twist much less reading it. I know some of the famous lines like when Oliver is asking for more porridge mind you, but that's probably from culture assimilation from movie commercials as opposed to actually having seen the movie.

It's an interesting reading experience. The terminology is vastly different than the words in common use today. Some of it reflects rather strangely on modern society.

"The oldest inhabitants recollected no period at which measles had been so prevalent, or so fatal to infant existence; and many were the mournful processions which little Oliver headed, in a hat-band reaching down to his knees, to the indescribable admiration and emotion of all the mothers in the town."

"'What do you mean by this?' said Sikes; backing the inquiry with a very common imprecation concerning the most beautiful of human features: which, if it were heard above, only once out of every fifty thousand times that it is uttered below, would render blindness as common a disorder as measles: 'what do you mean by it? "

It's odd to hear how measles in a book published in 1838 is talking about the horrors of a disease that people are fighting against vaccination today. Ugh.

It's a prime example of how things that were life threatening and taken in a far different manner today are dismissed. How the arrogance of 'modern' man allows us such freedom that we think we know better because we haven't had to suffer through the horrors that a disease being so common might bring.

In terms of Oliver Twist? I am for the most part unimpressed. It might be the time it was written. It might be the methodology in which is was written. It might be that I prefer the characters in the books I read to have more agency in their own affairs.

Oliver for much of the book is either laid up sick, shot, or awaiting as he suffers one type of imprisonment over another. That's not the type of character I would hope players would make at my table.

The book might have been better off if it had been called The Tale of Mr. Brownlow or something of that nature. Oliver suffers much misfortune, but on several occasions is saved from the worst aspects of life by strangers who have no reason to take him in. In those aspects it's a feel good story.

But some of the other characters provide more interesting.

For example, the Artful Dodger. He embodies several things that make him stand out as a worthy character. For one, while a child, he dresses in adult clothing that's too large for him. For another, he is 'serious' as an adult. He also has respect for his mentor, Fagin. He also has some friendship with Oliver, although he has no problems abandoning Oliver when necessity calls for it.

As an outside look, the other thing that's interesting about the Artful Dodger, is that he's caught on an almost unrelated incident. It's not that he's caught that's the problem, it's that the world will never know how great the Artful Dodger was as a thief. If the Artful Dodger were to boast of his numerous exploits, it would doom his fellow rogues. Can't have that. The rogues themselves have a good time recalling his many adventures and successes. 

That would be a solid way of characters having to look for information. The rogue they need to know about is dead and apparently wasn't that good of a thief. Those who know where to look for the information though, may find a whole different layer under the 'upper crust' that knows the truth of how valuable a rogue that died was!

Another bit that's probably not used too often in RPGs, is the unintended consequences. One of the characters is a rogue whose main characteristic is his reliance on violence. He quickly learns that there is a bit of difference between being a thief and a murderer as the murderer attracts far more attention and from a far different crowd than just a thief. 

There's also a great deal of locations in the book that could bear some transporting straight to a campaign. One of the things that may strike old friends of the series Thieves World was the 'Maze' where alleys made things treacherous and death lurked around every corner.  Past such structures in London is found Jacob's Island

From Oliver Twist, "... crazy wooden galleries common to the backs of half a dozen houses, with holes from which to look upon the slime beneath; windows, broken and patched, with poles thrust out, on which to dry the linen that is never there; rooms so small, so filthy, so confined, that the air would seem to be too tainted even for the dirt and squalor which they shelter; wooden chambers thrusting themselves out above the mud and threatening to fall into it - as some have done; dirt-besmeared walls and decaying foundations, every repulsive lineament of poverty, every loathsome indication of filth, rot, and garbage: all these ornament the banks of Jacob's Island."

If you look at that wiki entry and have no ideas on how to put it into a game system, well, we're looking at things differently. 

When I read something like Oliver Twist, even if it's not full of swordsmen and magicians battling the tides of chaos and other classic chestnuts, it's important to think, "Well, what COULD I use." As often as not, there are many things ranging from a certain feel of the setting being read, to names, to habits and physical descriptions.

When reading, try to keep an open mind as to what may be useful as opposed to what may not be useful.

I can easily see someone using Oliver Twist as the basis for a Thieves World style campaign or breaking out the very OSR book Haven and using it as the basis for a whole different series of rogues.

For those who've read Stephen King's On Writing, are there any other books that you would prioritize in his booklist? For those who've read other older books like Oliver Twist, have you found yourself pondering why or how such a book has survived the test of time?

Leave a comment below!

Saturday, October 12, 2013

Doctor Sleep by Stephen King

After having finished the Shining, also by Stephen King, it wasn't going to be long before I picked up and read Doctor Sleep. This sequel is like thirty years in the making. The short review? It's good but... The long review will be following and will have a few spoilers but I'll try not to get into any specifics yet.

The 'problem' if you will, with Doctor Sleep, is the same that many people had with Riddick. In it, we have characters that are powerful, competent, and able to plan against enemies that while fearsome looking, really aren't that terrible in terms of their overall abilities. In a joking way, it's like Dragon Ball Z. "Hey guys, remember how powerful Goku was when he was a kid? Look! His son is even more powerful!"

This is the difference when contrasting the Shining to Doctor Sleep. The former is terror. The later? Not quite Buffy the psychic vampire slayer but...

The good news though is that it's still an entertaining, and a fast read. I was only slightly annoyed at how modern the book reads in that there are references not only to A Game of Thrones, but also to Harry Potter. Way to hit all the pop notes there. There are a few surprises here and there and a lot of nods to the Shining as well as several parallels in it.

In short, it's a good novel, just not necessarily a good horror novel eh?

In terms of RPG notes, I'll be pointing out the obvious use here and that's the enemy, the True Knot. Some spoilers of a more specific nature coming so read no further if you want to avoid that type of thing.

The True Knot are psychic vampires. They generally stick with children and woman because I guess they struggle less? Anyway, they go after those that have, what they call 'steam' or what Danny boy calls 'The Shining'. In doing so they are not quite immortal, but watch the years melt away.

In a RPG, they could make a good change of pace from the standard vampires. The real problem though, is depending on the genre of the RPG, they might not be that unusual. For example, in a fantasy RPG, one that has actual vampires, ghosts, and other horrors that are long lived, or even long lived races like elves, would anyone look twice at them?

Mind you, their feeding habits might bring them to the character's attention but... and this is the strange thing to say, in some genres, like say Cyber Punk, their utility might even be more useful to the corporations. Who wouldn't want to have some specials on hand that they can keep in line by feeding some 'death' to? See, not only do they feed on 'steam' from high powered individuals, they can feed if it's a high casualty rate.  In most post modern cyber games, death would be common enough that it shouldn't be a problem to keep them feed.

The problem, again in my opinion, is that they don't really have the traditional invulnerabilities of the things they emulate. They have some psychic gifts. Not many as a matter of fact and invulnerability to anything, like say, getting shot, beaten, or falling off a roof are not among them. This makes them kind of boring compared to the horrors of the Overlook or those things in a RPG that may be more standard fare.

The good news though, is like many good characters, if the GM is willing to invest background and detail into them, as Stephen King does here, they can make excellent antagonist. They would be loathe to combat players directly and have many middlemen. Players might not know who their foes were for a long time. In a D&D game for example, especially one that uses psionics or say, incarnum, something might be hunting such characters down but the signs are slow in their maturation.

When looking to add foes to the campaign, it doesn't always require the GM to reinvent the wheel. Taking the idea of the True Knot and how they hunt and what they hunt, may be something the GM does with existing creatures like Vampires in a campaign.

Doctor Sleep should provide some inspiration and if not for the GM, then for the characters that might challenge such monsters.



Sunday, October 6, 2013

The Shining by Stephen King


My mom has owned the Shining for decades. Yesterday I finally got around to reading it. Mind you I've seen the movie adaptation with Jack Nicolas and parts of the television version but never read the book.

Recently Stephen King decided to write a sequel to this book, a new novel called Doctor Sleep. That prompted my mom to get the Kindle edition while it was on sale and I figured I'd get the Kindle version of the Shining while it was on sale.

Wow. What a great book. I'll would say I'm throwing spoilers out left and right but there wasn't that much I'd take from the novel to a game in terms of the characters. There are some bits that are fantastic, but really it's the strength of King's writing to get us inside the heads of the characters, in a very small cast, that carries the novel forward. Now I'll be very curious to see how the sequel is. When we write things decades apart, they may not have the same flow, tone, or 'voice'. I'll be curious to see how Danny compares now to how Stephen first wrote him.

But there are some things I like about the novel that would make for great bits.

For example, how about the hedge monsters? In the hotel, there are several hedge animals, lions, dogs, and others, that at times seem to move, to encircle the watcher, to advance only when they are not watched. At the end of the novel, they are definitely on the attack and there is no assumption that the character in question is hallucinating.

The Overlook, the hotel that in and of itself is a character in the Shining, has a few parts that make great role playing tools or at least the inspiration for them.

For example, the hotel feeds on psychic energy. For most people, it's just a normal hotel. But when Danny, a powerful psychic enters it, the hotel comes to life and does things its never done before. This can be anything from say, having a user of arcane magic enter the hotel, to any type of energy, like a psionic or a divine spell user enter it.

The GM could also just pull a Castle Amber or the Vanishing Tower, where the Overlook only comes into contact with the real world at certain points and certain times and that those who enter rarely leave.

In addition, the hotel is able to pull things from the entirety of its history. It does this without problem with Jack is losing his mind and does so in such a powerful way, that Wendy and Danny are aware of what's happening. These ghosts are even able to influence the real world such as freeing Jack from the temporary location his wife has placed him.

Imagine that the characters need a clue, a bit of information from another time. They've spoken with the elves, dwarves, and other long lived races but the bit they need is said to be known only to a particular sadist who died in your version of the Overlook. Imagine that there are those who might have their own agendas that may wish to escape from the Overlook and offer assistance to the players in exchange for such assistance?

The GM may have to determine if these are just ghosts, echoes of the real people or if they are actually able to escape. Or perhaps there is a mix? Previous adventurers who have become trapped in the overlook, some of them gone mad and others desperate to escape from the insanity?

The Shining was well written. It allowed the reader to delve deep into the characters heads. If your players give you enough back ground information that you can tweak them, give them 'alternative' versions of the history they wrote down, things seen as they might be from a twisted point of view, you'll be able to get them shaking their fist at the evil GM in no time.

Wednesday, January 20, 2010

Age is Not Just A Number

When creating characters, either as Game Master and breathing life into NPCs or as a player, think about the age of the character. What does it say about the character?

While reading Harold Lamb's Wolf of the Steppes, the age of the main character, Khilt the Cossack, made me ponder the value of age. In this case, Khilt is not quite the Old Man of the Mountaint, but is an older man. In some of the tales, he notes that these days, he survives more than the use of tactical genius rather than sheer brawn.

Those who encounter him often have one or two thoughts. One, he's an old Cossack and that makes him dangerous. Warriors don't live to a ripe old age on the steppes. Two, he's old. He's no longer a threat.

In a fantasy game, that might be a little more difficult to acheive because there are so many options in terms of what a character can do. However, if playing something like Dungeons and Dragons 4th edition, making the character a martial class whose primary ability isn't in fighting, such as say a Warlord, may allow the character to speak openly and mour about his lost fighting prowess but at the same time inspire the youth of the next generation to take up arms.


On the opposite end of the specturm, we have Marvel Comic's graphic novel, The Gunslinger Born, in their line of The Dark Tower series. Here, Roland is a pup. Few take him seriously. While he manages to excel at his tasks, while his skill with the gun is not rivaled, his youth makes him brash and perhaps foolish. It allows other to prompt him to take action instead of thinking.


Roland manages to break records and strives to "remember the face of his father" but thanks to his youth, manages to fall victim to things an older individual, like Khilt, may have avoided.

In any game system, it's often easier to role play the brash youth. The trick thought is eventually showcasing some grwoth in the character based on events that happen to him.