And if your group is like mine, along with the end of the game
comes the knowledge that it’s going to be a while before you get another
turn in the Big Chair, before you have another substantial game to
devote your creative energies to.
So: the melancholy of endings. And time to reflect on the game and
figure out what you did wrong, what you could have done better, and if
you’re lucky, those times when you actually knocked the ball out of the
park.
The game I’m talking about is SEVEN STARS OF ATLANTIS, a 1930’s pulp adventure in the Indiana Jones tradition. I’ve been trying to get a real, meaty pulp adventure game going for so long that it feels like a victory that I’ve even been successful in organizing one. I don’t know what it is about that genre that seems to baffle or bore so many groups, even ones that grew up on Raiders of the Lost Ark like I did. Sure, it’s been a long time since there’s been an Indiana Jones movie – and even longer since there’s been a good Indiana Jones movie – but for me the globetrotting adventure with dusty fedoras and Nazi-punching is second only to Star Wars in my affections. And I tend to go back and forth on that last point.
Our cast of larger-than-life heroes included Rex Powell, a
world-famous explorer slightly past his prime who hits the bottle as
hard as the bad guys; Theodore Kerwood, a reporter who chronicles
Powell’s exploits, and the son of a famous inventor and adventurer
who mentored Rex early on; Margot Bryce, a spoiled heiress who amuses
herself with a secret career as a globetrotting jewel thief; and Song Su
Li, the brilliant daughter of a criminal mastermind – the Sinister Dr.
Song, a villain in the Fu Manchu “Yellow Peril”
tradition.
Perhaps Su Li and Dr. Song are a good place to start talking about
SEVEN STARS. I went into the campaign/character creation session hoping
for modest things, I thought: 1) “How about we punch some Nazis?” and 2)
“While I acknowledge that this genre has
much about it that is problematic, or, let’s be blunt, racist and awful –
it’s not my intention to dwell on those things in this game.” The
players, perversely (I thought), had no interest in punching Nazis, and
Rob quickly backed me into a corner with his
character concept. If his character was the daughter of a Yellow Peril
villain, that opened up a big, nasty can of worms. It meant that I
couldn’t ignore the thing about the mostly straight-forward,
meat-and-potatoes pulp adventure genre that I was least interested
in wrestling with, because frankly racism is a big, serious issue. I
don’t approach it lightly (nor should anyone), and I wasn’t sure it
would be a good pairing with lighthearted adventure. When you’re running
a game that a lot of players aren’t that interested
in to begin with, problematic content makes you worried the whole thing
is going to implode and bury the game.
So I was left with trying to reform, or at least make more complex,
one of the characters who looms largest in the pulps – and who most
modern readers find extremely troubling. How could I make a Yellow Peril
villain the center of the game? I hoped to
make use of something Rob had told me once about his Cold City game: he
had made the thing about that setting that troubled and irritated him
into the grain of sand to build a pearl around. Good advice. I looked
to a couple of sources for inspiration: Warren
Ellis’s magnum opus PLANETARY, and one of my favourite movies from the
1980s, Big Trouble in Little China. Both of these sources depict a
Yellow Peril villain like Fu Manchu as a main character, and
successfully make them more than the sum of all their
racist forebears. PLANETARY’s Hark is actually a hero, from his own
perspective, battling against the enemies of China – the West. Once the
fearless utopian Axel Brass (modeled on another pulp icon, Doc Savage)
convinces Hark that the West isn’t his enemy,
everything changes – he joins the ranks of the great pulp heroes who
defend the world. Big Trouble’s Lo Pan is less apologetic in his
Yellow Peril evil, even revels in it, but James Hong gives him a real
humanity underneath it that makes him more than
a stereotype.
In one surprising moment, the immortal Lo Pan makes this rather
revealing statement to hapless Jack Burton: “You’re a man of the world,
Mr. Burton. You know how it is between men and women… how seldom things
work out. Yet, like fools, we keep trying…”
A Yellow Peril villain with a sliver of humanity? That had promise.
I also liked the idea that, from a certain perspective, Dr. Song could
think of himself as one of the good guys. From his perspective, he’s
battling the forces of colonization and exploitation
that brought the Opium Wars to China. I decided that it made sense to
make colonialism the real villain of the story, and that I would
need to make sure to underline that point in every exotic port of call
that the heroes visited. I would always emphasize
the fact that the locals worked for the lavish hotels the heroes
visited, but were not actually allowed to be clients. The Adventurers’
Clubs that they visited were populated entirely by lily-white
Westerners, telling stories of the latest tombs they’d looted.
And ultimately, the real villains of the piece would turn out to be symbols of Western power.
To be continued…
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