In order that my game world / PC graveyard doesn't meander off into boring quasi-historical mundanity, I thought I'd best make sure that I was clear in my own head what I am pinching from my influences when thinking about Hammerstein! I'm doing this in order to keep my imagination active and on message. Here's the lessons that I am taking from the first ten Fighting Fantasy books.
1. The [under]world has dungeons, lots of them. They are more than
mere monster lairs, filled with a rich variety, including things that
*appear* to make little sense - old dwarfs playing cards, random
benches for weary travellers, ferrymen, and animated tools. [Warlock of Firetop Mountain] However, even though evil wizards build towers and populate them with a strange array of
creatures and objects, there is a 'dungeon ecology', but it the rationale for and interaction between elements of the dungeon is fantastical rather than mundane [Citadel of Chaos].
2. The wilderness should be full of encounters that are mini-adventures in themselves. Stop thinking about mundane ecologies and economics - these forests are full of adventure. Indeed, the wilderness can be structured like a non-linear dungeon [Forest of Doom and Scorpion Swamp].
3.The 'world' can be small because travel is perilous. This peril is fantastical rather than grim. Bandits should NOT make up the majority of random wilderness encounters [Forest of Doom and Scorpion Swamp].
4.The 'world' is geographically small; tropical islands are a short journey from
temperate grasslands, and from there you can reach the icy mountains.
All manner of adventures can be crammed into a small space. Mundane distance is not the problem - the fantastic is [Forest of Doom, Island of the Lizard King, and Caverns of the Snow Witch].
5. Pay no attention to real medieval settlement patterns. Civilisation exists as pockets of light amid the fantastical peril. Culture can vary tremendously within a short distance - European inspired fantasy can sit alongside fantastical names inspired by a trip to Thailand [Deathtrap Dungeon].
6. Urban life is no less fantastically adventuresome than the wilderness. Cities are great big dangerous dungeons. If you want a quiet life, live in a modest sized town. [City of Thieves].
7. The big bads of the game world are magically powerful. They cannot be defeated simply by saying 'I ht him with my sword', but require a quest in order to identify and exploit his weakness. Unicorn tattoos are optional [City of Thieves].
8. This world contains famous professional adventurers. Adventurers (that survive) are rock stars [Deathtrap Dungeon].
9. Horror is as good a source of inspiration as its sibling genre, sword and sorcery [House of Hell].
10. Sci-fi gaming, despite all its promise, doesn't hold my imagination in the way fantasy gaming does [Starship Traveller].
Plenary: Forget subtlety - exaggerate! Don't drain the magic, the fantastic, and the adventure from the world by thinking about 'realism'.
[Addendum: an indiegogo campaign for a new edition of Blacksand? That is well worth £30]
[Addendum: an indiegogo campaign for a new edition of Blacksand? That is well worth £30]