Showing posts with label Pulp Fiction. Show all posts
Showing posts with label Pulp Fiction. Show all posts

Sunday, 3 September 2017

Sax and Violence: Writing Pulp


My grandparents owned New York editions of Sax Rohmer's Fu Manchu and Yellow Peril novels, and when I was young I read them when I waited at their house for my parents to finish work. The last in the series is The Hand of Fu Manchu, which I think must be the New York printer's name for The Si-Fan Mysteries, first published in 1917 and intended to be the last adventure featuring sinister doctor and polymath Fu Manchu. Not that it was; Rohmer's bank balance couldn't stand the loss of his most famous character, and Fu Manchu material kept getting published even after Rohmer's death.

I couldn't call his work good writing. In fact, it's bloody awful, and that's before you consider the racism. However reading them makes me realize the strength of pulp fiction, so now I'm going to talk about pulp, and how Rohmer works his magic.

Because it is magic, let's face it. Nobody has his output - his successful output - without a little magic. It's very much of it's time and there's no chance in hell you could get away with exactly the same thing today. However there are writers who've come close. Why? Well, let's see.

The Yellow Claw opens in a writer's garret. He's busily working on his latest epic, and he's all alone in the apartment. Without warning, a woman clad in civet furs - and nothing else - bursts in on his reverie. She faints. He rushes off for help, and by the time he returns with a doctor the woman is dead - strangled.

We're 11 pages in.

So lesson #1: NEVER STOP. NEVER RELENT. SOMETHING IS HAPPENING NOW NOW NOW AND IT MUST BE SHOCKING.

She's not just afraid, she's naked and afraid. She's not just dead, she's dead in his flat, and strangled. Moment piles on moment like a freight train crashing into a tunnel, crushing cars and bodies in hell's own bonfire. Every new scene should be a fresh horror.

Also from The Yellow Claw: the menace in this novel is, you guessed it, a sinister Chinese known only as The Yellow Claw, aka Mister King. The reader never sees his face, knows his identity, guesses his plans. Whenever he intrudes into the action we see his sinewy hands, but never the man himself. Even in the final moments, when his ship sinks with all aboard, the last we see of him is his terrible hands clawing at the hair of a poor unfortunate, to drag her down to drown with him.

So, lesson #2: never reveal.

If you can get the same effect with just a brief glimpse, then do that. A Nosferatu, when seen straight on, has nothing left to offer by way of shock, horror, or effect. By the time the players see it, they're already calculating its stats and possible ways of killing it. Whereas if they never see it at all, if they just see the effect it has and the damage it does, the effect is much greater.

Val Lewton did exactly the same thing in his films, and he was right to do it.
Cat People is a prime example, but there are plenty of others. Never reveal if you can avoid it.

This one's from Dope. "Sin Sin Wa is a marked man," says Seton Pasha, secret agent. "He has the longest and thickest pigtail I ever saw on a human scalp. I take it he is a Southerner of the old school; therefore, he won't cut it off. He has also only one eye, and while there are many one-eyed Chinamen, there are few one-eyed Chinamen with a pigtail like a battleship's hawser."

This pigtail is a huge part of Sin Sin Wa's character. It gets a mention in every scene he's in. He strangles at least one person with it. Yet ...

[Sin Sin Wa] raised his hands and began to unplait his long pigtail, which, like his 'blind' eye, was camouflage - a false queue attached to his own hair, which he wore but slightly longer than some Europeans and many Americans. With a small pair of scissors he clipped off his long, snake-like moustaches ...

Lesson #3: confound expectations.

Villains are smart. They know the value of a good disguise. More importantly, they know how to get the heroes to underestimate them. The day will come when that will cost the heroes dear.

From The Hand of Fu Manchu comes Lesson #4: Never can I forget that nightmare apartment, that efreet's hall!

The closing chapters take place in the home of Sir Lionel Barton, the world-famous explorer. He recently took possession of Graywater Park, formerly a fortress, a monastery, and a manor-house. Sir Lionel keeps a menagerie of big animals - leopards, lionesses, a couple Hyenas - in the extensive crypt beneath the chapel, because of course he does. And the house is supposed to be haunted, because of course it is. Yes, there are secret rooms walled up and forgotten since the Middle Ages. In fact the Spanish churchman who now haunts the place is supposed to have died in that mysterious chamber, which is, of course, a torture room with still-functioning equipment. And yes, to complete the picture, there is a secret tunnel that leads out of the Park to a hidden coastal cove, where Fu Manchu's yacht waits to whisk the Devil Doctor away.

In short, it's never just a house. Pack the place full of whatever you can think of. If there's even the slightest excuse for something mad, bad and dangerous to know hidden away in a back room, by all means put it in. If you need there to be a tunnel, then there's a tunnel. Maybe mobsters built it during Prohibition, or maybe it's part of an abandoned mine, or maybe ghouls have been digging under the walls of this place since time immemorial. Find a reason, however contrived, and use it.

Somewhat related to #4 is Lesson #5: double down on everything, especially the squick.

In Tales of Chinatown: The Daughter of Huang Chow, the hero discovers the hidden jewel hoard of Huang Chow, guarded by the most gigantic spider which he had ever seen in his life! It had a body as big as a man’s fist, jet black, with hairy legs like the legs of a crab and a span of a foot or more! Naturally one bite from this thing is instant death, and of course it lives in a lacquered Chinese coffin and is fed birds to eat, so that the stench of decayed flesh wafts from its nest.

Make sure every aspect of the thing screams for attention. It's not just a venomous spider. It's a spider whose body is as big as a man's fist, and which lives in an ornate coffin stinking of rotten flesh. That way, when it skitters across the room towards its prey, the prey is absolutely certain this thing is bad, bad news. There's no 'I might make my saving throw' with this creature. The only possible outcome is death - if it gets close enough to bite.

Finally there is Lesson #6, and this time I'm not going to quote from any one story, because this is present in every single story: pile the corpses high.

If someone isn't dead every other chapter, it isn't pulp. Preferably dead in some awful, soul-destroying way, so you know that the victim suffered before they died. Moreover death is no respecter of persons: anyone can die, at any time. Especially women, in Sax's case, but really, anyone's fair game.

The only possible exception to this is the villain, who can die, but preferably in such a way that there's still a chance the villain may return. In games where being undead is a thing, or brains are kept in jars, there's an obvious route. However the typical method is to have the villain die in such a way that the body's never found, or found in such a state as to be unrecognizable, leaving open the possibility of a body double.

This trope can get annoying if overused, so best to save it for the real, honest-to-Satan Villains. Henchmen, even the very important ones, only live once. Moreover there are ways to make the Villain's return intriguing, in such a way that the return is forgivable.

For example, in The Hand of Fu Manchu, the Devil Doctor returns as The Man With The Limp, even though the heroes know for a fact he was shot in the head the last time they saw him. Indeed he was. That's why he walks with a limp; he has permanent brain damage, because the bullet's still there. Which is why he kidnaps Doctor Petrie halfway through the novel - he needs someone to help him remove the bullet, and he knows he can rely on Petrie because he also captured Petrie's lover Kâramanèh. Unless the good Doctor cooperates, Kâramanèh's goose is cooked.

If Fu Manchu had just come back to life, it would have been boring. This way, not only does he return, he does so in such a way that the hero has to become involved, and an entire scene is devoted to what happens as a consequence of Fu Manchu's survival.

That's it for this week. Enjoy!










Sunday, 20 December 2015

Not Quite Book Review Corner: Lovecraft Country, Matt Ruff

I've been reading Lovecraft Country by Matt Ruff, a relative newcomer to the scene. He's been writing for a while, but keeps dropping off the map, and so his publication list isn't that long. First published in 1988, then nothing until 1997, then a gap, then a gap, everywhere a gap gap, old Matt Ruff he had a farm, and so forth. My copy is an uncorrected proof. When published, it will be via Harper Collins, and is expected to be a February 2016 release.

The central idea is fascinating. Ruff takes the tropes of Lovecraft's Mythos, and re-imagines the stories with African American protagonists. The setting is 1950s America, heartland of noir fiction, and the collection of short, interconnected stories opens with the tale of Atticus Turner, off to Chicago with a copy of the Safe Negro Travel Guide in his pocket, hoping to find his father. Except his father's gone missing, and all the clues suggest that he's gone to Arkham, Massachusetts, home of Lovecraftian horror. It soon develops that Montrose Turner is mixed up with a peculiar Order of the Ancient Dawn, who are themselves very interested in Atticus since he might be a direct descendant of the founder of their Order.

Things, as you might expect, get very complicated from that point forward.

I mentioned interconnected stories earlier. It wouldn't be entirely fair to call this a short story collection, even though it is a collection of several short-ish stories. There is a common long-term plot, however, and the characters are all related either by blood or by bonds of friendship. So in the first story Montrose is a relatively minor support character, but in a later story he becomes the main protagonist. Childhood friends, cousins, Brothers from the local Lodge, may all appear as fleeting glimpses in one story, only to reappear later as main characters. The Braithwaite clan and its magical machinations make up the main antagonists, along with its allies and rivals in the alchemical Orders that seem to spring up like weeds across America.

In and of itself the concept would be intriguing, but by combining it with Lovecraft Ruff manages to hit a very particular and sensitive nerve. After all, this is Howard Phillips we're talking about, the man who gave us Cthulhu but also gave us the comic verse On The Creation of Niggers, as Ruff reminds us very early on.

Recently the World Fantasy Awards statuette hit the news again. It's been pointed out, particularly in recent years, that having an award of this type made in Lovecraft's image is sending, at best, a mixed message to the world at large, and fandom in particular. "This is something people of color, women, minorities, must deal with more often than most when striving to be the greatest they can possibly be in the arts," said award winner Nnedi Okorafor, on discovering Lovecraft's reputation after receiving her award. "The fact that many of the Elders we honor and need to learn from hate or hated us."

It's been announced that future awards will not bear Lovecraft's image. Noted Lovecraftian scholar S.T. Joshi has been particularly outspoken in his disgust at this decision. "Evidently this move was to placate the shrill whining of a handful of social justice warriors who believe that a 'vicious racist' like Lovecraft has no business being honored by such an award."

I lost a great deal of respect for S.T. Joshi after reading that piece.

There's no denying Lovecraft's hatred, of women, of African Americans, of pretty much everything and everyone except white Anglo Saxons and Gothic Revival architecture. He has created some very compelling art, worthy of study, worthy of approbation. That does not excuse the rest of it.

Perhaps it's time to admit that having his face on an award is exclusionary. That it sends a message, intentionally or not, and that message is an unpleasant one. 

Having touched on that nerve, however, Ruff lacks follow-through. There are many dark and complex scenes in these stories, but at the same time there's an undercurrent of light-heartedness that is at odds with horror. Frankly, there's more angst and despair in The Hobbit than there is in this book, and the main character of The Hobbit is a jolly little fellow whose sole ambition in life is to eat more dinners.

That's not to say the stories are bad. They're very cleverly done, and as a counterpoint to pure Lovecraft there's pleasure to be had in re imagining those stories with these protagonists. Even so, you have to go into this expecting that it won't be horror, as horror is usually understood. There's the suggestion of shoggoths off in the darkness, and weird things do happen, but these shoggoths have a low-fat label on the side with an encouraging nutritional message from the FDA.

An example, hopefully avoiding as many spoilers as possible: in one story, a character is told to choose whether or not to accept a benefit. That benefit, we discover, comes at someone else's expense, and that someone else is kept inside a large machine, apparently unconscious. We're told by the antagonist that this person is in a permanent coma thanks to a head injury, and feels no pain. What would make this really work would be if we didn't know whether the antagonist is telling the truth. Perhaps there is no coma, no head injury. Except as the reader we know that the antagonist is telling the truth. We saw that head injury in a previous episode, and from that we can infer the coma. Trouble is, knowing that undercuts the horror by removing the uncertainty. 

So would I recommend Lovecraft Country to Lovecraft fans, when it finally debuts? Yes. Just bear in mind, as I've said, that this is not a frightening collection. It has horrific scenes, and its depiction of historical events is all the more shocking because we know the truth of the matter. We also know that it didn't happen very long ago, in the grand scheme of things. For that alone it's worth reading. 

Even if it doesn't keep you awake at night, captivated by existential bleakness and despair.

Saturday, 22 August 2015

One Tiny Teaser (Fiction)

As I've said before, I'm running a Patreon, and every so often when I get new members I like to post new fiction. My original intent was to post this particular piece on the Patreon for free, but as it relates to a Pelgrane IP, I've agreed with Simon that it should go up on the Pelgrane site instead. You'll note that no actual IP terms are used, but you'll probably guess which IP it is.

With all that in mind, I'm posting a teaser here, so you'll know what to look forward to later. Not sure exactly when this is going up, but by the end of the month for definite.

Enjoy!

**


       Dorcas wondered, not for the first time, what her West African mother would have said, if she knew her Cambridge graduate daughter was cleaning offices at Canary Wharf, the very job she had done for fifty years so Dorcas wouldn’t have to. Dorcas didn’t think the Glock hidden in her cleaning equipment would matter much to Mum. She was a straightforward woman. She wouldn’t have had time or patience for Dorcas’ specialized position.


      It was time for check-in. Dorcas took out her cheap mobile and typed in, hey baby. It was script three, and just as they’d practiced, Roy’s reply was hey, you. :) Simon, the loaner from Special Reconnaissance Regiment, was the one who’d designed it. He’d pointed out that blending in was key, and nobody looked twice at someone texting. There was always a risk that the messages would be intercepted, so the textspeak was bland. The key was in the timing. Once every half hour, on the half hour. So long as you stuck to script, the chance that someone was impersonating the sender was reduced to nil, or as close to nil as Simon could manage it. So long as the texts kept coming in, all was well. If the texts stopped coming, or Dorcas sent want coffee? then it was time to send in the cavalry.

Friday, 24 April 2015

The Pulps (Bookhounds of London)

A while back now, I talked about the kinds of campaign that could be played in the Bookhounds game universe: Technicolor, Arabesque and Sordid, each of which could be played in a Pulp or Purist style. However, of all the settings, the best suited for a Pulp style of play has got to be Technicolor, with its emphasis on the garish and the glorious. This time out I want to talk about a particular aspect of Pulp, the costumed hero, and what role, if any, it might play in a Bookhounds setting.

The era of the Pulp magazines, particularly the 1920s and 1930s, introduced a different kind of protagonist to the reading public. In the Victorian era, heroes were bold, resolute, usually Christian, and always fought on the side of the angels. The Pulp era turns all this on its head. A Pulp hero can be an out-and-out villain, like the Eel, or the Spider, self-interested and vengeful. A Pulp protagonist doesn't have to have a name; many of the secret agents that infest the genre go by numbers, like Secret Agent X, or adopt a pseudonym, like Raffles, to disguise their true identity and protect their reputation. Sometimes, as with the Continental Op, there's really no need to hide the protagonist's identity at all, but he still doesn't have a name. There's often a hint of mystery and mysticism, particularly with the Yellow Peril masterminds, and frequently the hero has direct dealings with the occult and the minions of Hell, as with Jules de Grandin or Carnacki.

As far as backgrounds are concerned, there's a heavy emphasis on revenge, often for the death of a family member. Gone are the days when people got into the hero business because it was the right thing to do. Now it takes someone killing your father to get you involved. Coincidentally, this frees up the hero to do a lot of killing on his own account, without boring existential angst. Once upon a time, even Batman used to machine-gun his enemies to death, and seldom did an episode of Dick Tracey end without at least one or two people getting murdered before Tracey steps in and guns the villain down.

Many of the villains and heroes of Pulp are technologically skilled, or born in the new age of technology. Biggles couldn't be considered a science hero, but he wouldn't be a hero at all if he hadn't happened to be around when people were inventing aeroplanes. Meanwhile villains like Doctor Death manage to mix an intriguing blend of horror and technology, using science to create zombies as well as death rays.

What does all of this suggest for Bookhounds?

Well, there are several possibilities. The first has to do with the players themselves, particularly if one or more of them happen to be close to the edge, in terms of Sanity. Often insanity is seen as an affliction meant only to hinder the character's progress, but it could also serve as an interesting motivator. Imagine a character who, after a sudden shock, decides that the only way to put a stop to the nightmares that plague her every night is to get out there in a costume, and fight occult crime. That's pretty much the origin story for Wesley Dodds, aka the Sandman, but there's no reason your players can't steal an idea or two. Imagine a bookstore where the proprietor, sinking deeper and deeper into delusions, uses the store's cellar as a lab for forensic analysis, and mixing the sleep gas that he, as the Red Shadow, uses to help him fight the forces of evil.

This is probably best used for a character who's already on the way out. While the idea of a character acting as a costumed hero has a lot of potential, I can't help but think it clashes slightly with the Bookhounds downbeat economic horror ethos. But as a brief, bright spark of manic life just before the candle gutters out, the character as costumed vigilante could be very interesting.

Perhaps a better use for a Pulp character in a Bookhounds campaign is as mentor figure, or villain. It's often the case that a player wants to increase his character's knowledge in a particular discipline, perhaps Occult, or Magic, but lacks the resources. Alternatively the character might have the Occult at his disposal, but lacks information in Physics or Chemistry, or some other vital ability. A Carnacki type could be a useful instructor, or source of those extra points needed to put together a plan to stop the villain in her tracks once and for all.

As a villain, there's all kinds of possibilities. Many of the cults already familiar to the players are essentially pulp villain vehicles already, like the Hsieh-Tzu Fan or the Cult of the Black Pharaoh. It may need very little tweaking to turn these organizations, or their leaders, into true Pulp Technicolor villains. Or perhaps that mentor, so useful in former days, suffered a psychotic break, and is now the very villain the characters now have to defeat. Except here's an antagonist who really does know all the characters' weaknesses, and how to exploit them, since he's known them all for years. Who better placed to defeat you than the man who taught you everything you know?

Another possibility is as an NPC who needs the characters, but is unwilling to reveal his true identity to them, for whatever reason. This NPC might see the characters in the same way Fox Mulder does the Lone Gunmen. While this does have potential, it risks moving the focus from the characters to the mysterious, powerful NPC, which isn't ideal. The best thing in its favor is that it gives the characters a clear motivator to get involved: their NPC asks them to do something for him. Perhaps the best use of this kind of story is to have the powerful NPC overwhelmed by mysterious forces halfway through the adventure, and either killed or seemingly killed. That way the Lone Gunmen get promoted from sidekick to main character status. It could be a very interesting way to start a campaign: the employees of the shop discover that their bookseller employer was really the Red Shadow all along, and now he's vanished. What to do?

With all that in mind, to close out I'm going to outline the Red Shadow, the notorious vigilante who's been turning London on its ear for the last few years.

Red Shadow, aka Marcus / Melinda Dash

Abilities: Auction 4, Athletics 10, Disguise 8, Driving 10, Electrical Repair 4, Explosives 6, Fleeing 10

Specialties: Biology, Chemistry, Evidence Collection, Forensics, Occult

Combat: Health 7, Scuffling 12, Weapons 5.

Martial Art: If used in the campaign, Red Shadow is an expert in Baritsu (see Zoom Martial Arts)

Signature Weapon/Device: The Silencer, a short-range dart pistol operated by compressed air. Capable of delivering one shot before it has to be reloaded. Damage -2, but projectile is usually tipped with sleeping potion, Athletics Diff 7 or fall unconscious. Red Shadow rarely uses other potions, but does know how to make deadly projectiles capable of delivering +3 Damage, based on an obscure venom obtained from a South American plant, grown in the Shadow's own greenhouse.

Special Gimmick: Truth Serum. The Red Shadow concocts this from a recipe of his own creation, based on secrets uncovered from a medieval herbal manuscript. In game terms, acts as 3 point pool Intimidation, one target, as the target hallucinates strange and terrible mirages. While, strictly speaking, this doesn't guarantee that the target will tell the truth, it's a pretty good persuader.

Transport: The Red Shadow owns a finely tuned bright red sports car, capable of 100 miles per hour.

Appearance: When acting as the Red Shadow, wears sharply tailored formal attire, and a red leather Commedia dell'arte mask. Whether male or female, the Red Shadow is an adept cross-dresser.

Notes: The Red Shadow lost his two best friends on the same terrible day. The three of them had ventured, on a lark, to an old, abandoned house in the West End, rumored to be the most haunted spot in London. There they encountered a group of individuals, self-proclaimed occultists and wizards, who were carrying out a ritual in the cellars of that shunned place. One of them was immediately sacrificed, while the other two were imprisoned while the ritual was conducted. The Red Shadow and his friend managed to escape, but the wizards chased them down, and the Shadow's companion sacrificed his life so the Shadow could get away. Ever since that fateful night, Dash has used the nom de guerre Red Shadow to hide his identity, as he tracks down and kills the cultists who murdered his friends. The conspiracy, Dash has discovered, has roots sunk deep in London's best and brightest citizens; so far Dash has uncovered and dealt with two of his enemies, but the rest seem to be protected by none other than British Military Intelligence. Though cautious, Dash will not give up his chance at revenge, no matter who stands in Dash's way.