Showing posts with label start here. Show all posts
Showing posts with label start here. Show all posts

Twenty Years Later

[Originally posted 27 November 2016]

(Number 8 in an occasional series. See sidebar for full series.)

As already described, this story started life as a game. The original protagonists were Strikeforce, and their initial adventures were set in 1987. That story is being serialised on the site.

After about seven years, and 300 "chapters" (playing sessions), I decided the Game was much too unwieldy, too big and complicated to manage any longer, with too much weight of storyline and character history to keep track of. I decided to end it in a big, dramatic fashion. I created a storyline I later called the Event, in which all Earth's heroes sacrificed themselves to save the Earth. End of the heroes, end of the Game. I was out of the superhero-GMing-business.

For a couple of weeks. Then I realized I couldn't leave the Game behind. It was too much a part of my life. I needed to resurrect it. But how?

After a couple of false starts and bad ideas, I hit on it: a new storyline, called Twenty Years Later. Which would literally be that. The same universe, twenty years later, with the players playing completely new characters. Twenty years after the Event, a new generation of heroes was emerging. Their story is being serialised on the site as Heroes. The players had full knowledge of the pre-Event world, of course, but the idea was that their characters didn't. 

Throughout the new Game, I used as much of the old history as I could as background. There's James, saying that he's the son of an old hero (the player had my permission to put that link in James's background--in fact, it might have been my suggestion to him, because I wanted the storytelling opportunities that link would bring). There's Sara, the daughter of an old villain. Don, a pivotal character who was directly involved with Strikeforce 20 years earlier.

In some cases I deliberately hid crucial bits of information to keep the players guessing--the identity of Sara's mother, for example. And in fact, the exact details of Sara's power. Her catchphrase in the early Heroes issues, "I'm good at finding things", was a catchphrase I had her use in the Game. It clearly pointed towards a particular--wrong--character as her mother, misdirecting the players. When the true nature of the power slowly became obvious, the identity of her mother (who once had the same power) became obvious--to the players, not their characters, of course. (For clarification: Sara wasn't a player's character, she was one of mine.) 

In other cases, I made the nod to the past more obvious. When they met Franklin Marks, the players all knew it was Electron, twenty years older and without powers. But being good players, they played their characters as if they were completely in the dark. Because that's the essence of role-playing: you make your character act within the bounds of the character's knowledge, not your own knowledge.

Incidentally, the player who originally played Electron in Strikeforce played Fred in the Heroes era. When Fred met Franklin Marks (Heroes issue 6), I played Frank, the player played Fred, and the conversations the two had are fairly faithfully reproduced. Read that issue again, bearing in mind that Fred's player once played Frank, and think about how beautifully he played "in character", not letting his player knowledge colour his actions. In fact, read it keeping all of the players in mind: James, Fred, Harry, Chi-Yun, all of their players walked into the Marks's house knowing exactly who they were. Not a single player "broke character" to let any of that knowledge influence them.

The same pattern was repeated over and over throughout the Game. History crept in and became important. Sometimes it crept in merely for background colour, to amuse the players. Sometimes it was a mystery posed for the players' benefit, something that had no bearing "in game" but the players could amuse themselves figuring out who or what a particular call-back referred to. But every time, the characters behaved exactly as they should with the information they, the characters, had.

That's really satisfying to see, as a GM.

But when it comes to translating the Game to the story you read on the web site, this time jump (or at least the way I have chosen to deal with it) has caused a whole set of problems. That's going to need a lot more explanation, so I'll talk about it in the next of this series.

From Game to Story

[Originally posted 9 November 2016]

(Number 7 in an occasional series. See sidebar for the others.)

I've described how this story started life as a game, and the steps I went through to create that game. But how does the Game then become a story?

The game generates a lot of paperwork. Everything I plan to happen has to be documented, and that then has to be re-written to reflect what actually happened after the plan meets the players. At some point, I thought it would be fun to re-write it in story form rather than a dry history of "X went to Y and met Z", and that's how the Heroes Universe web site came into being.

There are a few problems in making a role-playing game session into a work of prose fiction. For a start, game sessions aren't neat and tidy the way stories are. Players don't always follow my plots, either through pig-headedness or because they've missed some vital clue that I thought would be more obvious than it was. They go in the wrong direction. They explore the wrong things, say stupid things to the wrong people, and generally just act like a force of chaos blundering through my plots.

Fiction writers talk about things called "story beats", which are the key moments that logically advance the story: X happens then Y happens then Z happens ... if these things don't happen in the right order (and with the right amount of dramatic pacing between them) then the story either makes no sense or feels flat.

Naturally, players excel at doing X followed by P, Q, F, skipping Y entirely, and blundering on to Z by accident. It's just ... not dramatically satisfying. Oh, it's satisfying to play, but that's because the players are actively involved. It's terrible to read afterwards. Even if it makes sense, the pacing is terrible.

So when I write the story I ... "adapt" it. Think about a Hollywood movie "based on a true story". There's no way the true story was as neat as the story shown in the film, but the screenwriter has "tidied it up" to make it feel dramatic while (hopefully) keeping the key factual elements intact. That's exactly what I do in going from game to story.

Go right back to Chapter 1 of Strikeforce. The big fight at the Institute for Temporal Studies? Didn't happen quite like that. It happened mostly like that, but it wasn't as streamlined, it was more dragged out. Electron's player tried numerous futile tactics against Killervolt, for example, and I don't think there was a moment of epiphany when he and Avatar switched targets, he just won through a lucky dice roll. I took liberties to change the fight from a challenging game to an interesting story.

I am also writing scenes that never actually occurred during the Game. In a gaming session, the only events we play out are the ones that players' characters directly interact with. So when Strikeforce chapter 9 opens with two pages of various villains and other non-player characters interacting in the ballroom of the Haley Hotel, none of that happened "in play". The gameplay started when Strikeforce heard of the raid and reacted to it. But in my plan for the game, I had the villains doing those things. I had to plan their actions, even if the players wouldn't see those actions, because the players would see the results of those actions and it all needed to make sense for them. So I have all these extra non-game events documented because they are actually a vital part of the plot, and I am writing them out when I think they will make the story more clear or more interesting for the reader.

The other thing to bear in mind is that I'm writing Strikeforce chapters nearly 30 years after we played those Game sessions. I have notes of what happened, but I didn't record what words the players put into the mouths of their characters (it would be an impossible task). Even if I had, players improvising dialogue on the spot will rarely come out with the sort of carefully-planned, polished prose that a novel needs to have.

So I am completely inventing the dialogue when I write the story now. But I'm inventing it based on years spent with those players and those characters. I know the characters so well, I know how they speak. The characters probably didn't say those specific words at those specific times, but they could have and probably should have. I am confident that everyone in my story is speaking "in character", as far as my writing skills allow. This also extends to characters' thoughts, which would almost never be expressed in a playing session but I can extrapolate from my knowledge of how a player portrays his character's personality and motivations. So where a character's thoughts would add to the story, I'll make them up.

So, that's it really. What you're reading is not a 100% accurate transcript of what actually happened in the game. You're reading a "dramatization" based on a "true story". And I hope it's suitably entertaining. If it isn't, that's my failure as a writer, because I know the Game sessions are entertaining. Well, if they weren't the players wouldn't have been coming back every week for 30 years.

Would they?

Planning the Game

[Originally posted 30 September 2016]

(Number 6 in an occasional series. See sidebar for others.)

I had a set of rules for a super-hero role-playing game: Golden Heroes. And I had a group of players I hoped would play a super-hero game. All I had to do was make a game that they would like playing.

The first thing you do with new rules is try them out by yourself before letting the players anywhere near them. Starting at the beginng, you create a set of characters in exactly the same way that the players will have to.

I decided I needed a super-hero team of five characters. I created Gemini, Hammer, Image, Lotus and Littlejohn. (Observant readers will have noticed them name-checked in Strikeforce Chapter 2 as an in-joke to myself. Persistent readers will actually encounter them in the story, eventually.) As I created each one, I gave them background stories, explained how and where they got their powers, and decided they would be police officers in the 24th century.

(One of the great things about Golden Heroes is that the rules actively required players to create a background, or in comic terms a "secret origin", for their characters, to explain where their powers came from. At the time, this was a pretty innovative concept in RPGs. And it's one of the key things I credit to the Game's longevity. Because when I told the players, "Now give your character a secret origin," they really put their imaginations to work, and gave me story ideas that I could run with for years. Much of the Game's story arose from the characters. Which is what stories are supposed to do, of course. But I'll get to that in time.)

I wanted a heavy SF flavour to my game, which is why I decided to set it in the future. And I didn't want the players' characters to be randomly thrown together as a team. That works in a one-off game, but in a long-running game you start to look at this collection of mismatched, type-A personalities who probably hate each other and ask, "Why are these guys even in the same room, let alone on the same team?" And the worse question, "Why are these characters doing this crazy thing the GM has placed in front of them?" The answer to both questions is often, "To make the game work," but that's a terrible answer. You need an answer that makes sense within the story, not just one that's convenient to make the game work. And unless your players are going to work together when they create their characters and build in their own relationships between the characters (never happens; even when they try, it doesn't work), the GM needs to impose a reason.

So, that was my reason: the characters are police officers. They're a team because that's their job.

So far, so good. But the more I thought about it, the more I realized I didn't want to set my game in the future. I wanted to start it in the future, but I would send the characters back in time and strand them there. Of course, I wouldn't tell them that. As far as they would know, I was running a futuristic game. I was sabotaging my stay-together-because-of-duty idea by moving the story to the past, but I hoped that it would be replaced by the mutual need to stay together because of the strangers-in-a-strange-land thing. Plus the sense of heroic duty would still be there because the characters would have been created as selfless police officers, so they would happily do the crazy things I placed in front of them.

With that established, I had to create a number of threats for the characters to encounter in the 20th century. I had the "Warscout" concept as the reason for going back in time, but you need more than one threat. That's good for a single gaming session. What comes next?

So I created a team of villains: Neutron, The Dragon, Cosmos, Skyrider, Greywolf, Astra, Siren, Silver Streak, Hellfire. Each one had his or her own background, origin story, motivation, and personality. This was stuff that the players wouldn't necessarily ever find out, but I needed to know. Because if I don't know where a character comes from, how can I decide how he will act at any given point in a game session?

Now I had my second game storyline covered. But I needed more. I added in the Department of Intelligence and Counter-Espionage (pinched from an example in the Golden Heroes rules) and spent some time working out how the organization worked, where their secret headquarters was, who the key agents were, and so on. I also needed other super-hero teams, to act as either friends or rivals to the players. The Defense League of America was a group I used to make up stories about as a child, so I dredged them out of my memory and worked out game statistics for them. I started to put together a history in which the DLA had been around for about five years, DICE had been set up to deal with the Anarchist threat at about the same time, and the world of 1987 was quite used to costumed heroes and villains running around.

It was enough to start. I understood enough about the world to answer any "What about...?" questions the players asked. The big short cut to this was that I was setting it in our own world, in our own time period. This gave me a huge advantage over running a pure science-fiction game. I didn't need to invent all the little trivial details such as how people cooked their dinner in this world, and the players didn't need to ask me. And of course that's exactly why I decided to time travel back to 1987 instead of setting the whole thing in the future.

But I still had a lot of inventing to do. To sustain a long game, I would need dozens of characters for the players to interact with. And I would need long-running, recurring plotlines. If an antagonist keeps coming back, or is a constant background worry, players get a lot more invested in how to overcome him. I had some ideas (the Warscout and the Anarchists were both intended to be long-term threats) but I was soon to get a lot more, and from an unexpected source: the players' characters, who would breath life into the game into ways I couldn't foresee.

Golden Heroes

 [Originally posted 11 September 2016]

Number five in an intermittent series on how this thing came to be. (See the sidebar for the others.)

Role-playing games (RPGs) became a thing around the mid-70s. Dungeons & Dragons (D&D) was the first one published, rapidly followed by a horde of imitators. I first encountered them around 1980, and D&D was the first one I played.

As I explained in a previous post, an RPG has a "games master" (GM) who devises the world and the plotlines, and "players" who take the part of characters in that world and move through the plots the GM creates for them. I started as a "player", which is probably how everybody should start. But although I loved being a player, I knew that all the real creativity came from the GM, and that's what I wanted to be. But there was no point in me being the GM for D&D, when our group already had one who was very good at it, so I needed something different. Almost randomly, I bought a second-hand game called Traveller. Unlike D&D, which was about heroes going on quests to slay fantasy monsters (the clue is pretty much there in the name), Traveller was a science fiction game. Which was good, because science fiction was what I really loved.

In a lot of ways, the Traveller rules were ridiculously primitive: both overly-simplistic and overly-complex at the same time. And a lot of things in them didn't really make any sense. But as I've already discussed, the rules are the least part of an RPG; the world is everything. The trouble was, In the first game session I ran I hadn't really figured that out. So I had a simple plot that didn't make much sense, set on a planet that didn't have any thought behind it. And the players created "cardboard" characters with no thought behind them; no personality, no goals or motivations, just playing pieces to solve the GM's puzzle. It didn't really work, and I almost stopped being a GM right then. But I went away, and thought about it, and realized what an RPG really was. It was a story. And I was good at making up stories (I thought). So I needed to stop thinking about a game, and start thinking about how to tell a story that my players could be part of.

I went to them and said, "I want to run Traveller again. What kind of stuff do you want to do?"

"We want to hijack a starship and explore space in it. Like Blake's 7."

Huh.

Well, ok. That's my premise. Now write a story that satisfies that. I'll need a universe for them to explore... well, ok, a corner of the universe... a few planets... a political background... conflicts and potential conflicts... interesting things to discover in different corners of different planets... ok... I can do this...

Several hours of work and pages of background notes later, I got the players back together and we tried again.

We played that game weekly (and in summer holidays, almost daily) for a couple of years. We pretty much stopped playing D&D. The players just kept asking for Traveller. And I kept making up new plots, and growing the universe more and more...

And something weird happened. Instead of mechanically plodding though my plot like it was a game of chess, the players had told me what they wanted to do within the game's world, and suddenly the world was as important to them as it was to me. They wanted to understand it. They wanted to work within it. And they did unexpected things that made me go away, re-evaluate my ideas, and come back with a better idea of what my world was like and how the players fitted into it. I had designed a world that would be there and make sense and keep working even if the players were not in it. But once they were in it, they affected the world. It reacted to them; it had to because they kept pushing at it. And they reacted to it in turn, as it pushed back at them, and their characters became more developed, well-rounded personalities, who felt like real people even as I tried to give them a real-feeling world to inhabit. It was still my world, but it was more than that. It was collaborative.


That's what all RPGs should be like, of course, and I know I'm not the only person to discover it. But from that point on I stopped creating "games" and started creating "worlds". Start with the world, and the plots for the games should become obvious, because you just have to look at what's happening in your world and ask, "How can the players interact with this?" I don't think I could run a game any other way now. I know some people play "one-off" games: short scenarios that don't need a detailed background, they stand alone, the players solve the puzzle, then they're over, finished. (Games designed to be run at conventions work like this, for example; they are never intended to continue for a second session, so why do you need a world beyond what the players will see in that one session?) And there's nothing wrong with that style of game, it's just that I don't think I could do that. With me, I need a world.

Over the next few years I ran several different games with various sets of rules. And always starting by creating a world.

And then sometime in 1987, I saw this in a Games Workshop sale. The game that changed my life:

It was the first super-hero RPG I had seen, though I had known such things existed. And I loved super-heroes. I wasn't sure if I could convince my playing group to try such a game,  but Games Workshop were only asking £1.99 for it. I couldn't not buy it.

I bought it, and it was the most elegant set of RPG rules I had ever read. Even today, with rules generally more detailed and "sophisticated" than they were in the early days of the hobby, and even though I've bought and read dozens of sets of rules in all genres, I've never found anything with core mechanics that simulated the action of comic-book heroes as well as Golden Heroes does. I had to convince my players to try this.

But first, I had to create a world for my players to explore.

And that's another story...

Role-Playing Games

[Originally posted 14 August 2016]

I've mentioned more than once that this entire work of fiction is based on a game, and I'm long overdue for explaining what I mean.

Before it was a web site, the Heroes Universe was a Role-Playing Game (hereafter referred to as RPG for short).

RPGs have been around for more than 40 years, with Dungeons & Dragons being the first and probably best known example. Obviously they are games, and they involve a group of people sitting round a table and moving pieces around, but other than that they're completely different from how "traditional" board games work. For a start, they take place mostly in the players' heads rather than on an actual board.

In an RPG, players don't compete against each other, they work as a team to solve some puzzle, problem, or conflict. One of the players creates the puzzles for the rest to solve. He is traditionally called the "Games Master" (GM). Some games use different terms, but I prefer GM so that's what I'll use here.

That's an RPG in a nutshell. But that's very superficial. To understand better, we have to look at how the GM creates the "puzzles" for the players.

First, I don't mean a simple puzzle like, "Rearrange these matchsticks to make a triangle". I mean a puzzle like, "You have been sent back in time to the year 1987 where you have to stop an extra-dimensional threat from destroying the universe." Ok, from now on let's say "plot" rather than "puzzle," because that's basically what I've just described. That sentence could be the plot of a novel.

Once the GM has the plot, he needs to create a setting to put it in. So he creates a world -- he thinks up some background details about the 24th century, comes up with the idea of a super-powered police force, and so on. Next, he needs an antagonist for the plot -- let's say, a super-powerful robot from some place called "Dimension W", who is sending a signal to summon his invasion fleet. Finally, he needs to know how the puzzle can be solved -- let's say smashing the robot's communication machine is the answer, but let's make it difficult by protecting it with a force field, and furthermore having the army unwittingly helping the villain.

That's the GM's job finished. (Well, the easy part of it. He has more to do later.) All of this springs entirely out of the GM's head, of course. He's bought a rule book for the game, but that doesn't tell him what plot to use. He has to write his own plots. And he's the only player involved in the game so far; he's shut in his room on his own writing all this down ready for when the rest of the players come round on Saturday. (Being a GM is a good job for people who like writing stories. That's why I do it.)

Now the players come in. The GM describes the idea behind the game to them -- "You're police officers in the 24th century." That's literally all he needs to tell them. Well, he might need to elaborate on details, but at the moment the setting is all they need to know. He doesn't tell them the plot in advance, because the game happens when they uncover the plot for themselves.

As the GM is responsible for supplying the plot for this story, so the players are responsible for supplying the characters. The GM will ask each one of them to create a character that could fit into the story he wants to tell. Based on the background he's revealed so far, one player might say, "My character is a futuristic secret agent trained in espionage and unarmed combat", another might say, "I'm a genetically-engineered human, faster and tougher than ordinary men". Another might give the GM a complete headache by saying, "I'm a demon!" (Great, thanks, did you miss the part where I said I'm doing science fiction?)

The rule book the GM has bought will give rules that allow him and the players to define exactly what their characters can do -- how fast they are, how strong, how good at fighting or sneaking around -- but that's not the important part of the character. The important part is when the player says, "My character loves reading old comic books and always dreamed of being a super-hero, that's why he's in the super-police. Also, he makes bad puns." That is a character. That's what you need to know when you read a story: not how fast the character can run but why he's doing what he does.

Everything is ready. Then the actual play of the game starts, and the GM's actual hard work starts.

First, he describes where the characters are, why they are there, and what they can see. "Your team reports as ordered at the Institute for Temporal Studies, teleporting there [he has explained how his future world works, so they know about teleporting around the world] as a group. Two guards are at the door ... and Nightflyer's intuition is giving him bad vibes about them."

Then the players describe their actions: "I'll challenge the guards," "I'll punch one of them," and so on. That's why its called a role-playing game. Each player plays the role of a character within the game world. You try to act "in character" -- speak as you have decided the character will speak, pretend that you know only what the character should know, say that your character is doing things that make sense for the personality and motivations you have created for him. None of us are under any delusions that we are great improvisational actors, but in effect that is what we are doing.

The GM will determine the results of the players' actions (this is where the rule book often does come into play, as you might actually need to know how strong or fast the character is to decide if their actions succeed) and describe what happens next. Then the players (acting "in character") give their responses, and the story is driven forward.

While the players are acting the roles of their characters, the GM only (!) has to act the role of every other person in the universe. The two guards at the door? That's me. The villains inside? That's me. The chief of police? Scientist? Computer? All me. Everybody the players' characters might interact with in the world has to be created and acted out by the GM. Sometimes I've played multiple characters at the same time, arguing with myself while the players watch. Oh, and at  the same time I'm making sure we use the rules properly, I'm trying to be fair about allowing their actions to succeed or not, I'm weighing up the implications and deciding what should happen next if they do/don't succeed, I'm remembering what plot secrets I have and haven't told the players yet, remembering everything the players have told me about their characters, and desperately hoping I will be able to think up an answer on the spot for when the players ask me something about the world that I haven't thought of in advance.

Because obviously, although the GM knows how he wants the story to go, he has no control over what the players might do at any given decision point. Perhaps they misunderstand a clue he gives them and go the "wrong" way. Perhaps they react in a way he didn't expect. Perhaps they ignore the villain completely and spend four hours arguing among themselves. (Yes, I have have had afternoons like that.) Literally anything can happen when the characters created by the players meet the plot created by the GM.

And that's what the GM loves. Because for four or five hours on a Saturday afternoon, he and the players are literally making up a new story, set in a world he has created. We call it a game, but the truth is, it's a collaborative work of fiction.

And that work of fiction, documented over the course of almost 30 years, is what you're reading on this web site.

I designed the world, but it's not my story. It's theirs. Ours.

Heroes: A Comic?

[Originally posted 17 June 2016]

The heroes story is written as a comic. Except, if you read it, you might find an oddity. Something important is missing...

A comic book has pictures. Everybody knows that. Which makes creating a comic book problematical when you can't draw.

Until, one day, I realized that even if I couldn't draw, there was nothing stopping me from writing a comic book: producing a script without the pictures.

Why shouldn't people be able to read a naked comic-book script? After all, people buy books of Shakespeare's plays and read those in the absence of actors. A comic-book script should be accessible in exactly the same way.

In fact, a comic-book script and a play have a lot in common. Both convey most of their information in lines of dialogue. The play may contain stage directions ("exit, pursued by a bear") which tell the actors how to stage the play. A comic-book script contains directions, too, but these are to the artist, who must be told what to draw on each page.

When you don't have an artist (or a cast), the "directions" become hints to the readers, describing the action they should "see" in their minds while reading the dialogue.

That still leaves the question of why one would write a picture-less comic book instead of writing a novel.

And the simple answer is: laziness.

Writing in script format lets me write much less formally than I would normally have to. It lets me flaunt English conventions, and it lets me gloss over passages of descriptive prose (which I find quite boring to write). I'm interested in plots and characters; the stylistic baggage of a modern novel gets in the way of telling the story.

Say I have a character enter a room and find a grisly murder scene. If I were Stephen King, I would need four or five pages to describe the room, the body, and probably every drop of blood. But as I'm writing a comic book, all I need to do is leave a note for my imaginary artist: "We see a room with a dead body. It's really gross and there is blood everywhere." I leave my readers to imagine the resulting artwork, and I save myself five pages of effort!

Laziness notwithstanding, I am also interested in the form, and formalism, of comic book writing. The pacing of a script, fitting actions to panels, managing scene transitions, using narrative tricks, foreshadowing and misdirecting—these are the things I want to explore. And they can all be explored in the absence of art.

Yes, it would be nice if I knew someone who could draw. But sometimes disadvantages can become an asset. This way, I can tell my story without worrying about an artist messing it up.

So this whole thing is pretty much an experiment. Let me know if it works.

Why Superheroes?

 [Originally posted 12 June 2016]

Funny, 15 years ago this post would have been titled "What are Superheroes?" Now, half the blockbusters coming out of Hollywood are superhero films, and my life-long, slightly strange ("You're a grown man and you still read comics?") hobby has become a mainstream thing. You all know what superheroes are.

So, why superheroes? Specifically, why have I spent 30 years creating a world full of superheroes which I'm now documenting on this web site?

Comics have been a part of my life ever since I first started reading. (I was reading books too, of course. You're allowed to read and love both, just like you're allowed to love both books and films. They're different things.) The earliest comic I can remember was T.V. 21, a comic that featured television spin-off stories. From there, I went on to all the popular British boys' comics. I read adventure stories, war stories, sport stories, science fiction stories, you name it I read it in comics. I read just as many different genres in comics as I was reading in books.

Plus one extra genre that wasn't in books. When I could get my hands on exotic imported American comics (and that wasn't easy in the 70s, as distribution was spotty and arbitrary), I devoured their stories of superheroes.

You all know what a superhero is: a larger-than-life figure with amazing abilities, who fights villains and saves people. It's not a new idea. Before Superman, Robin Hood was a superhero, so was King Arthur, and obviously so were Heracles and Sinbad.

But American superhero comics did something that those old myths didn't do: they built consistent worlds. Huge, massive, self-referential worlds. In American comics, Captain America was best friends with Iron Man and they would pop up in each other's comics to help each other from time to time.

And superhero comics had been going for years, and told an ever-unfolding story over those years. Spider-Man started as a high-school student, graduated and went to college, went through several girlfriends (one of whom died, damn you Gerry Conway), and had a massive cast of supporting characters who moved into and out of the on-going story. Spider-Man's comic wasn't about a man in a costume who punched other men in costumes, it was a soap-opera about Peter Parker's life.

And one more thing: superhero stories could do anything. Superheroes could go anywhere on Earth. They could visit lost cities in remote jungles. Fly to different planets. Travel through time. Fight aliens, dinosaurs, bank robbers, or evil corporations. They could save the world from meteor strikes, stand up for persecuted minorities, or rescue cats from trees. Superheroes could get their powers from anywhere, so a wizard could fight on the same team as a genius scientist, and neither would think that was odd.

If you want to tell a big story, the superhero genre has all the tools you could ever need to do it with.

That's why I love superhero stories, and have done all my life.

Fast-forward from a boy reading comics in the 70s to an adult (still reading comics) in 1987. I'm thinking about running a new role-playing game for a few friends, and I've found a set of rules for running superhero games. How can I resist?

The problem is, if I'm going to run a superhero game, I'm going to do it properly and make a proper superhero universe. A proper, big, consistent, multi-genre, soap-opera, decades-long, complete universe. So here I am, 30 years later... and here is my universe.

Now, I've just realized I need to write another post explaining what I mean by "role-playing game". Sigh...

Welcome to the Heroes Universe

[Originally posted 27 May 2016]

Did you follow a link straight to this blog without seeing the site first? Ok, you probably ought to at least look at the home page first, or you won't have a clue what I'm talking about: www.dmheroes.co.uk.

This site has been a long time in coming.

The Heroes Universe started as a game in the summer of 1987. Me and a group of friends playing out the adventures of a group of colourful heroes, inspired by the comics we were all reading at the time. I started it, I created the world background and the basic plot, and I thought it might keep us amused for a few weeks.

Over the years our group has played, and still play, a variety of different games. But when we say the Game, we all know what we're talking about.

Three decades later, we're still playing it, and I have no idea how. My simple ideas just... grew... and grew...

I wasn't just running a game, I was writing stories. Whenever I introduced a new character to the Game, I had to have a backstory. Half the time the players would never be aware of it, but I needed to write it. So I wrote, and I wrote, and...

This is what some of those three decades of writing looks like:

I have no idea how many pages or words that is. But it has grown amorphously into an unorganized mess. Many times over the years I have tried to put it into some kind of publishable format. Sometimes I've even succeeded (which is why parts of this site may be familiar to some people). But it has always defeated me in the end.

So this site is my new attempt, and this time I shall win. I am committed to eventually putting every bit of documentation (even the parts that only exist in my head) into a readable format, logically organized, cross-referenced, and available to anyone who wants to read it. And hopefully it will be interesting enough to make people want to read it.

But what is it? And why should you care?

It's a work of fiction. Simple as that. But I've tried to present different elements in different ways. Parts of it will be written in story form, parts of it will be pseudo-factual histories and character biographies, and parts might be whatever else I think up as an interesting way to document the universe. You can read the stories by themselves, but hopefully the supporting articles will be interesting in their own right.

As to why you should care, that depends entirely on my ability as a writer. I hope I can portray the characters and the universe they inhabit well enough that you will come to love them as much as I do.

And if it's not your cup of tea, that's fine. Thanks for giving me a chance and for reading this far.

I'll keep writing this stuff even if I'm the only one reading it. After all, that's what I've been doing for the last three decades.