Showing posts with label Blue Rose. Show all posts
Showing posts with label Blue Rose. Show all posts

Thursday, August 18, 2016

Romantic Fantasy and the Heroine's Journey

Over on G+, Kiel asks:

So I'm asking anyone who knows more than me:
Does the above paragraph line up with what Blue Rose was/is/is supposed to be? Does it line up with what romantic fantasy is about?

Blue Rose: no, not really. The original, at least, was basically a very nicely streamlined version of 3.5 D&D (that later became True20) with the trappings of romantic fantasy, but lacking much of the substance. For instance, Blue Rose allowed you to play an intelligent, psychic animal without really understanding the role of such animals in the fiction.

Romantic Fantasy follows a particular sort of “heroine’s journey” that’s similar to, but distinctly different, from Joseph Campbell’s “hero’s journey.” The big difference, if you want the tl;dr version, is, where Joe’s hero meets people, the heroine of romantic fantasy collects people.

Typically, the heroine (though occasionally it’s a hero) starts off in a bad family situation. She’s unappreciated, perhaps even hated, by what should be her family. Perhaps she’s even in danger. Some instigating event causes her to leave home. She may have a destination in mind or just be wandering aimlessly.

Early on her journey, she’ll encounter a being in trouble. She’ll rescue this being and earn its loyalty by embracing her principle virtue. This being is often a psychic animal, but could also be a gay male imbued with mystery and often Bishōnen characteristics. What’s important is that the heroine can absolutely trust this being because they are both not acceptable as a romantic interest, nor are they potential competition for the eventual romantic interest.

This typically begins the second act (assuming a traditional three-act structure) dominated by the heroine collecting strays of various sorts (usually among the marginalized, mistrusted, or scary) and building a new family for herself. By the end of the second act, this family will be a firm source of strength for our heroine, and the third act is heralded by the family being either temporarily shattered or the heroine leaving that family and putting herself in great risk to save the world/kingdom/whatever. Of course, the family rejoins to support her at a crucial moment.

There are many, many novels that follow this pattern, and the ‘80s was a heyday for female authors of what we now call romantic fantasy. Chief among them was Anne McCaffery. Dragonflight was the book that started the Pern series that eventually got her a castle in Ireland, and it’s a great book, but if you want something a bit more condensed, try Dragonsong. It’s the first of a trilogy because it was published in the ‘80s, when everything in sci-fi/fantasy came in trilogies.

The other big name from that time was Mercedes Lackey, and she probably had the greatest influence on Blue Rose, especially its setting. I’d suggest Arrows of the Queen, but I’ll admit I’ve barely scratched the surface of this prolific author’s work, so others might have better suggestions.

If you want something more military, try Elizabeth Moon’s Sheepfarmer’s Daughter. This is classic ‘80s fantasy; bits of it read very much like a D&D session from the time. Moon was probably also the most successful in moving the formula into space.

For something a bit more risqué and modern, look to Jacqueline Carey’s Kushiel’s Dart. This one messes with the formula most of all by pushing the full arc out into the trilogy and then mucking about with the order things normally happen in.

Outside novels, there’s lots of anime that fits as well. From Miyazaki, there’s both Spirited Away and Howl’s Moving Castle. Vision of Escaflowne banks heavily on you being familiar with the formula so it can subvert it from start to finish. The most true to the genre, however, is probably Fushigi Yuugi.

So yeah, long story short, SW, SM looks to be closer to the genre than Blue Rose 1e was. You could certainly play a romantic fantasy story with BR, and it was closer to the genre than D&D, but it was just as easy to play it as D&D with talking animals.

The big challenge to my eyes is that romantic fantasy is very focused on its heroines the same way Dr. Who is focused on the Doctor. How do you keep that same sort of personal discovery and coming-of-age elements without making some characters feel like bit parts? Can you have multiple families being built simultaneously (and possibly even overlapping)?

Definitely study the genre, but don’t let yourself get trapped by it. There’s some great stuff there, but there’s also some cruft that doesn’t belong in anything but possibly solo PC campaigns.

(Oh, and here’s an interesting exercise left to the reader: is Dune romantic fantasy in space?)

Monday, June 22, 2015

Blue Rose: the Kickstarting

Blue Rose is now a-Kickstarter-ing. As promised, they've dropped the (justly praised) True20 mechanics for their new AGE rule set. I can certainly understand how that makes sense from a business standpoint, and while AGE isn't the rules I'd go to for this project, I can also see how this will nicely expand what they've built for their Dragon Age pen-and-paper RPG.

There's a bit of blah-blah about how brave and edgy the game was. Of course, I don't read Green Ronin's hate-mail, but I was pretty active on Big Purple in those days. Mostly what I remember were complaints about how the humans of Aldis were slaves to some bizarre magical deer who picked their rulers. Even worse, in the eyes of many, was the fact that this magical deer supposedly rooted out treachery and corruption. In the “perfect” kingdom of Aldis, what was there for heroes to do?

I was generally of the opinion that these complaints were a bit overblown, since the setting seemed a perfectly playable version of Mercedes Lackey's Valdemar with the serial numbers filed off. Still, it looks like they've tackled that issue with their “framework” stretch goals. Even if they don't get published, they should give DMs ideas on what sorts of things you can do with the setting.

And I suspect at least a few of the stretch-goals will be hit, considering they're more than halfway to their original goal now, on the first day of the Kickstarter. Here's hoping we get a fun game that takes a slightly different perspective on the whole High Fantasy genre. I'm not sure I want them to bother selling it to the uninitiated or not, but I certainly don't want them to sell out the genre they're aiming to emulate. There's a lot more to “Romantic Fantasy” than just talking animals and gay characters.

Tuesday, March 24, 2015

Feast of the Unicorn

So, Blue Rose is possibly returning. I suspect it will make its Kickstarter target. This isn't Green Ronin's first rodeo, after all.

Blue Rose is an RPG modeled on what the designers termed “romantic fantasy.” We're talking about authors like Anne McCaffrey, Ursula K. Le Guin, Barbara Hambly, Anne Bishop, Jacqueline Carey, and many more similar authors. I'd also include Wendy and Richard Pini and the Foglio's for “Girl Genius” among them.

I do still encounter, on occasion, comments that equate this sort of fiction with stuff like “My Little Pony.” Folks wonder why a mechanic (d20 in the original Blue Rose) built around combat would be used for a game about making friends over tea parties and resolving conflicts through mediation and...

And I have to wonder what books these people are reading.

Actually, no I don't. I know they haven't read any romantic fantasy. They look at the pastel covers with the prancing horses, manes blowing in the wind, and the heroine gazing mistily into the distance, and assume.

Well, neighbor, if that's your assumption, reality's ringing your doorbell and has a whole case of bitch-slap to deliver.

Let's start with a classic of the genre: the prologue to Anne Bishop's Daughter of the Blood.

Very, very NSFW. Also, if you require trigger warnings, romantic fantasy is not the genre for you.

Want more? Try the prologue to C.S. Friedman's Black Sun Rising.

Keep in mind, these are not the meat of the stories. These are the prologues. They're just the hooks (though, like good hooks, they're short, sharp, and dig into your flesh).

And this stuff isn't unusual. Jacqueline Carey's original Kushiel trilogy starred a masochistic sacred prostitute. Melanie Rawn's Dragon Prince pivots around the rape of a male character by a female villain. Mercedes Lackey's Arrow's Fall (sporting one of the most pastel-and-merry-go-round-pony covers ever) includes fratricide, rape, torture, and attempted suicide. The conclusion includes a violent execution and a pitched battle between two armies.

Sure, there are talking animals, gorgeous clothes, weddings, friendly dragons, and the occasional unicorn or gryphon. Why not? The target audience has proven through their buying habits that they love that stuff.

And yes, there are openly gay characters and bouts of polyamory now and then. But the sex isn't always the happy-happy hippy-trippy lovefest some would lead you to expect. Because the minds of teenage girls are full of monsters, and, as Ursula Vernon says, sex is “the mommy monster at the bottom of the well, with fifty lazily blinking eyes and muck settling across its back” and they want to drag those monsters into the light, see them, be terrified by them, and then toss them back into the well.

The truth is, all good writing is vicious. An author lulls you into caring for a character or three and then spends the next handful-hundred pages abusing them terribly. If the misfortunes of the characters resonate with your own life, the book will be all the more powerful for it. Nobody enjoys pre-chewed pablum. Most will enjoy a vicarious and dangerous thrill that flirts with the monsters lurking inside their own skulls.

Now, having said all that, if you want to argue about how well the Blue Rose game communicates and invokes that sort of thing, then we'll have something to talk about. :)