Saturday 23 May 2015

Defining Steampunk

So… I wanted to do an interview this weekend but, ah… Yeah. Things didn’t turn out as planned, so here is something that came to my attention recently. Steamers trying to explain to Steampunk to the non-initiated. Is there a definition? Plenty, yet none has been accepted as, The Definition. But why?
For starters, were does the name come from? The term was coined in 1987 by science fiction writer K.W. Jetter in Locus magazine for books like the Anubis Gate (1983), Homunculus (1986) and his own Victorian themed Morlock Nights (1979). He based this name on the dystopian science-fiction genre Cyberpunk, like The Matrix, I Robot, Johny Mnenomic and Blade Runner. Because of the Victorian-setting they used he coined the word, Steampunk. Little did he know of course that a entire subculture would spawn from this.
Before we move on, Steampunk is not a theme. It’s a genre. People tend to get that confused in my experience. Steampunk as a genre is defined as Cyberpunk in the past, but many writers have moved away from this classic definition of the genre. However I already did a piece on this a few months back. All I can add is that, these last few years the name Fantasy Steampunk has been tossed around to describe stories that have Steampunk-esque settings, but have supernatural entities involved like vampires and werewolves.

When it comes to stories, we have a clear definition for what is and what isn’t steampunk. However when it comes to the subculture and all what that contains it is a different matter. For example, Steampunk music. There is no such thing, yet there are Steampunk themed bands. Steampunk related stories and/or adventures or told through the lyrics. As for sound, forget it. Yeah, there are bands that have that ‘good ol’ vintage sound to it, but that doesn’t mean it’s steampunk. I think Montague Jaques Fromage told it best. ‘There is no such thing as steampunk-music. But there is Music Steampunks like.’ Here is the think. I think this goes for most other for expressions of Steampunk. During my interviews with Ebenezer C. Whitford and Rosie, both replied that their designs weren’t meant to be Steampunk. Those were deemed such by Steamers.
Steampunk is very inclusive. There is a lot of free to be had when it comes when it comes to design, fashion and themes. No wonder it´s so hard to define. People try, but usually end up telling a whole story of everything that can be found within it confines. So let’s start with, what you should focus on explaining.

Context. Usually we are talking about the worldwide subculture, not just stories or music. It´s a subculture based upon an esthetic, which combines modern and archaic technology with added decorations, based upon the Barok or Arte Deco styles for example. So it’s a very creative movement in which the DIY-mentality is held in high esteem.
You could clarify that this esthetic is based upon stories of Jules Verne and HG Wells, this however, rarely works because few people in the Netherlands seem to know these writers. Also it gives people, even Steamers, the impression that their stories are Steampunk. No, no they are not. They are plain science fiction. 
It is also true that Steamers have the tendency to romanticize old world customs and some try to reenact this behavior. This, however, is not unique to Steampunk, but still something to keep in mind.
As for a definition… Well there are a lot of um. One very popular one is Victorian Science Fiction or the way Victorians saw the future.
I have issues with these descriptions. Ok, the last one is accurate in some way. Still, I don’t like the term Victorian. First off, what does Victorian even mean? There is Victorian Engeland (1819/1837-1901).  You could emphasize the 19th century perception of technological progress and that technology makes anything possible. One can also describe Victorian England as the perfect Dystopia in the past, with an imperialistic and corrupt government, liaise fair economics and eugenics policies. It’s also know for macabre things like Jack the Ripper, body snatchers and let’s not forget the Great Stink. In short, what Victorian means is rather vague. Also, a lot of people started to associate Victorians exclusively with Steampunk. Everywhere you look at cons and fairs are tophats and grand dresses. There is nothing wrong with that, but it has lad to a great amount of same-ishness in an otherwise very inclusive genre. What about non-Victorian styles, aka the rest of the world or other time periods and cultures. Why can’t we use our own history for inspiration? And I don’t want to hear, ‘Well, not allot happed in the Netherlands.’  That‘s just saying. ‘I don’t want to look for it.’

What definition do I prefer? I like Retro-Futurism or Creative Anachronism. Yeah, they are a bit blend but it’s way more accurate in describing what Steamers do. Combine things that don’t belong together, like old and new, technology and art, etc. It also suits my wish that steamers will look for different era’s and cultures for inspirations. But that is a whole different subject.

So, what did we learn? That Steampunk is hard to define and discribe. Still, people seem to have few problems identifying Steampunk. It’s kinda like porn in that regard. You know it when you see it. 


Do you have a good discribtion of Steampunk for the non-initiated. Please leave it down here in the comments.

Friday 15 May 2015

Arkham Horror: The Black Goat of the Woods


Something completely different today, but I'm sure many steamers will enjoy this. 



For those that follow me, I really like to play boardgames, especially complex ones, like this one, Arkham Horror.
It’s a board game by Fantasy Flight Games, that has been running from about 2005. Till 2012 Fantasy Flight has published a great number of expansions for it. Board games Geeks.com lists 20 of them, including fan-made expansions. These don’t include the lists of fanmade content published elsewere online, like playable characters and monsters. It also has a number of spin-off games, like the travel handy Elder Sign and the more roleplay focused Eldritch Horror.

Arkham Horror, for those that haven’t guessed already, is inspired by the works of H.P.Lovecraft and the Chutlu Mythos. A universe in which alien gods are real and manipulate humanity destiny. The protagonists in these stories are often confronted with powers and secrets way beyond their understanding and often go mad as they delve into the past of humanities origins and the secrets of the Ancient Ones.
Arkham Horror translates this very well. Each player is in control an investigator with their own unique statistics and abilities. These investigators must work together in order to find clues that popup throughout the city of Arkham in order to close gates to other worlds. But to do so, first they have to travel to these worlds and come back before they can use their knowledge to close these gates. They fail if, to many gates have opened or if monsters that spawn near the gates have overrun the city of Arkham. When that happens the Ancient One arrives in our dimension to destroy the world and the investigators get one last chance to defeat this god-like being in one final battle.     

The great feature of Arkham Horror is it's replay value. The core game comes with dozens of Ancient Ones for the investigators to fight, like Hastur, Nyarlathotep and of course the Great Cthulhu itself. Each has their own abilities and rules that make the game more difficult. Some make certain monsters stronger, other make the players weaker and so on.

The other feature are the encounters. Arkham city has been divided into several districts with it’s own street and locations. Each turn investigators can fulfill quests or experience encounters at the locations with can help them or could end up fatal. But travelling through the city is not without peril, as monsters pour through the gates that open up throughout the game. These monsters can be defeated with weapons, like daggers, pistols, enchanted blades, relics and even flamethrowers. Or they can be simply evaded, if your investigator has the skill. However, the clock is ticking and the Ancient One draws nearer every turn. Choices must be made and the players must adjust their strategies multiple times each game.

This brings us to last great element. Players can adjust the skills of their investigator each turn with a slider system. Need to get somewhere fast, you can sacrifice your sneak to gain more speed. Need more punch, you can sacrifice your willpower to gain more fight-skill. Need more lore to study tomes, you can sacrifice your luck this turn. However, the game can throw you a curfball and that choice can end up fatal. Your investigator can be thrown in jail, get injured, get lost in time and space or simply go insane! If 'the Dice are Wrong' - it could cost you the game.
Arkham Horror is a great but long game, with an expected playing time of four hours. But they are four hours of great fun and plenty of banter between the players as an investigator becomes insane as she discovers a dark family secret at Arkhams Historical Society or turns out was experimenting with ordinary coffee at the Science Building this whole time.
However, for the real fans, Arkham Horror really come to life with the expansions. These contain new Ancient Ones, Items, rules, monsters, spells, injuries, madness, encounters and threats throughout the game. The bigger ones, like Dunwich Horror even adds a whole new town to the board.



Last night we played The Black Goat of The Woods Expansion. This is a small expansions that adds new card types and rules. The first is Corruption Cards, which turns the investigators into decadent, greedy and narcotic individuals. The idea is that the investigators become so corrupt, their presence alone brings forth the Ancient One.  Corruption cards have a kind of a trade-off to them. Some turn your investigators insane, but also gives you clues to help you on your quest.  Others have no adverse effect on the investigators, but burn through the corruption cards like crazy. When the corruption pile is gone the Ancient One arrives.
Investigators can now join the Cult of a Thousand Goats, whom get their own set of encounters in certain locations. They could either be bad, good or have a trade off. But they are really intresting and one of them helped us win the game, with the 'Call Ancient One' spell. Yes, a spell that helps you end the world! Or in our case, kick Hasturs hiney.
Beside the Ancient one, the investigators also have to face a Herald. Heralds are not unique to this expansion. They are a kind of worldly manifestation of a Ancient One which adds new rule to the game, like stronger monsters and more difficulty. In this case it’s the Black Goat of the Woods, a manifestation of Shub-Niggurath.
For beginners, it also adds five difficulty levels. Two Easier and two harder.  

Did we enjoy this expansion. Yes, we did. But We had to remember a lot rules added by the Herald. But it really chanced the game for the better. For example, when killing certain monsters that investigator got a corruption card. So monster are no longer fodder to get killed, but have real consequences to the game. I got the corruption that made me insane so my investigator was forced to live in the asylum to heal his sanity. Yeah, not great, but the idea of a reporter spending his days in an asylum while receiving ‘Nightmarish Visions’ that help hem fight the evil that is encroaching upon the world is what you can expect from an H.P. Lovecraft inspired game.   


So that my overview of Arkham Horror. A great game that got me, and many of my friends, hooked for years now. Get it if you like complex games cooperative with monsters, loot and random encounters. It is a must have for H.P. Lovecraft fans and a great way to get acquainted with the mythos. Also the art is wonderfull, especially the monsters and Ancient Ones. For people with little experience with games like these, the rules and conditions might be a little overwhelming and I would suggest to play the core game first before playing the expansions.


And of course someone made a My Little Pony expansion....
 





Monday 4 May 2015

Interview: Terrence Lauerhohn


A short interview with Dutch writer Terrence Lauerhohn on Elfia, Haar Zuilens 2015




For more information on the author, visit zilverbron.com