SISTER ANGELA’S VEIL
Mark Lain
Explained by Mark Lain
Let’s start
with the really obvious thing here – I wrote this mini-FF that appeared in Fighting Fantazine Issue 16. So I will
try to be as objective as possible and offer some trivia about this piece as we
all my opinions on it. The original idea for Sister Angela’s Veil came from one single cameo, the chestnut orgy,
itself actually a red herring that serves no purpose to the true path and, more
to the point, can lead to you missing an essential piece of information later
on, assuming you choose to use an item that can only be found in the orgy room.
The concept of this episode is based on a true historical event that I stumbled
across whilst watching an episode of The
Borgias. Basically a group of corrupt Priests were duped at a feast that
developed into an orgy and chestnuts were served in amongst all the frivolity.
As it happens, the women involved in this event also wore veils (and little
else) so this is where the overall veil idea also came from. So, essentially, I
constructed an entire adventure around this one event then I subverted it by making
it totally unconnected to the optimum way through. Indeed, the observant will
notice a few steals from true history and/or popular culture, but that is a
feature of my adventures that I do not try to conceal. The most obvious
examples in SAV are: the (Borgia)
chestnut orgy; Father Grandier is named after a real 16th Century
Priest who was at the centre of the “Devils Of Loudon” case that was documented
in Aldous Huxley’s book of the same name, itself the source material for Ken
Russell’s 1971 movie The Devils; Grandier’s
(potential) suicide by slashing his wrists in the bath is based on a moment in
Umberto Eco’s The Name Of The Rose as
is the idea of a forbidden book having its page edges laced with poison to
prevent prying eyes; the Chapterhouse is based on that found in Wells
Cathedral, a room that fascinated me when I frequently visited it when I was
growing up in Somerset; the automaton powered by a section of the ground is an
amalgam of the daleks’ power source in the first ever Doctor Who dalek story from 1963 and Tick-Tock from Return To Oz
Next came the
real point of the piece – the investigation into the missing holy relic of
Sister Angela De Culpa (a bit of an Enigma Mea
Culpa reference in that name). The veil idea’s inspiration has already been
covered but, when I realised that if you write it in the possessive (ie with a s at the end of the character’s name)
you get an anagram of what would be the big reveal of the adventure:
Sister Angela’s Veil = Sister Angela
Lives
Not the
toughest verbal puzzle ever as the name is still evident, but the point is there.
As an aside here is the question of why I called her Angela and I honestly have
no idea. Maybe a subconscious angel image for religious iconography or perhaps
it’s just a pretty name that came to mind and seemed to flow nicely, who knows,
but The Name Of The Rose comes into
play again in how YOU get involved in the mystery as there is a definite
parallel with the sending of William Of Baskerville in Eco’s story and, again,
I make no apologies for this.
The location
was always going to be a convent in the Moonstone Hills just because I wanted
it to be remote to add a sense of your being vulnerable and a long way from
home. The convent layout is based on a genuine convent medieval floor plan (I
forget which one or where it is), albeit simplified and heavily re-arranged. My
original idea was that the convent had turned to vice since the veil vanished
and that its residents were now under the influence of a malign trance from
beyond the grave as, without the veil’s positive presence, the literal
corruption of death had turned the convent into a brothel which would explain
why there could be things like orgies going on in there (although I never fully
nailed quite how this had come about in logical terms). But this idea got
vetoed when I submitted the first treatment to Fighting Fantazine (they said, correctly, that it didn’t quite make
sense) so, as I wanted to curry favour and my endgame was to see my work in
print to get it some audience exposure, I acquiesced and changed it to an
“untainted” convent but that still housed some nasties and a few people of
dubious virtue.
At this
juncture, let us look at the submission process that eventually led to SAV seeing the light of day in the pages
of the ‘zine. After changing the treatment the concept was accepted by the
Editor and I set about with gusto writing the adventure. I tend to work quite
quickly once I get going so this took a month or thereabouts from first draft
to submission-worthy version. I then waited 12 months to get the first set of
proof-reading and play-testing notes back from the ‘zine. Various edits,
questions, and corrections were suggested and I addressed these as needed (I
believe there is still a section mis-link that we all missed, but it wouldn’t
be FF without mistakes lol). One issue though that arose from the outset was
one that I would not back down on and, subsequently, this does seem to have
become something of a point of controversy with this adventure and I have seen
it mentioned in pretty much everything I have read about SAV, this being the killing of the changeling in its initial baby
form. The standard objection is the morality of killing a baby. I will address
this as it is important and, in at least one case, I received a pretty
vitriolic comment concerning this episode on an online gamebook forum. I have
defended the relevance of the baby kill since the ‘zine first raised it and my
justification is twofold: 1) when was FF ever conceptually moral in any way? 2)
if you read on from that choice, you quickly realise that the baby is more than
it seems when you engage it in a sequence of increasingly tough combats (in
other words, by the next playthrough the player will know the truth of this
section). So, I submitted my revised text and I waited. And I waited. A further
full 12 months later (to the month), I received another set of proofing/playing
notes querying more (mostly minor) points and requesting more corrections. By
this point, quite frankly, I had long-since lost interest in this adventure and
moved onto other projects so I no longer cared and just agreed to whatever they
suggested, minus the baby kill which I absolutely refused to excise from the
adventure as it is a neat trap for the unwary player (replays should show how
to correctly deal with it) and it also links back to an earlier cameo so it
adds some coherence too. I acknowledge that, in isolation, what you are
expected to do to tackle the changeling may seem unsavoury but context is
everything and I think it is a key part of the experience of this adventure.
Once the
final draft was settled on by both parties, the next stage was when I was asked
for an art brief for the cover, x number of internals, and x number of
incidentals. I always like to have the big set pieces and any moments of awe or
horror illustrated in my gamebooks, so choosing what to have visualised is
usually something that is in my mind’s eye as soon as I design that particular
part of an adventure. So this was an easy task, even though the project was, as
far as I was concerned, very old news by then. This was the only time that I
have been required to write an art brief without knowing who would be producing
the art, so I had to write the briefs without the benefit of being able to
exploit and play up to an artist’s style. By a bizarre coincidence, the colour
cover was by Michael Wolmarans (aka Mike Tenebrae) who I have since worked with
several times on my own Destiny’s Role
gamebook series and he is very good at interpreting my briefs how I see them. I
liked the cover when I saw it – it was striking and captured the sense of
mystery that I was looking for, but I have read a lot of negative comments
saying that it is a bit too grotesque or unsettling (again, since when was FF
meant to be cosy?) However, and this is another unique experience for me
adventure writing-wise, I did not see any of the art until the ‘zine issue was
published and I was rather less impressed with the internal art by Simon Walpole
which is, let’s make no bones about this, pretty poor. I have seen worse in the
‘zine and I accept that this is a fan work, but the art did it no favours at
all and is far too bright and cartoonish for what I was looking for. There is
no way I would have accepted any of it for a DR book but I did not have any say in the art the ‘zine matched to
my text so it is what it is.
This subject
neatly brings me to my personal opinion of an adventure written by me. First
the positives. There are some fun moments of black humour that I enjoyed: the Potenza
curse that renders your weapon useless (ahem); the initial moment where if you
refuse to co-operate the book basically says “Sod you, stay outside and die,
then”, but phrased better obviously; and the part where you can end up having
to blunder your way through the leading of a religious service if you have
killed a particular character. For those who focus purely on the polemic baby
kill, I say this: I do have a sense of humour after all. And I do like the way that,
as a mood piece, it is pretty taut and it definitely has atmosphere. I have
seen it described as “weird” which was the intention as I wanted to do
something a bit mysterious and outré, whilst also creating a fairly traditional
building exploration adventure. In fact, I do think that the overall
mystery-solving concept worked well. Generally, I see this as an adventure of
moments and I’m not sure how well it gels, but there are several cameos that I
really like: the orgy, the scriptorium, the trippy garden and its hidden tomb,
the calacorm (who doesn’t like calacorms?), the automaton (which doesn’t quite
fit though), and the bathroom Grandier encounter that can go any number of ways
and really does require the player to tread carefully and think. When I wrote
it, I liked the whipped suspended “fallen” nun but in retrospect it is maybe a
bit too sado-masochistic, but then this adventure does get pretty dark (as many
reviewers have pointed out) and this was heavily influenced by the 1970s
Italian nun-sploitation movies that Redemption re-released in the ‘90s that are
utter shite yet oddly compelling at the same time. Plus, this cameo does link
to the changeling and adds even more context to what unsavoury events may have
taken place in the recent past in the convent. On a similar note (and in the
next chamber to the changeling) is the immured nun-wight which is another true
history concept (devotional walling in of oneself) that I’ve fused into a
fantasy horror trope for shock effect. I think the adventure overall has quite
an old school feel, but the added violence and nastier moments do serve to pull
it into the 21st Century.
Re-reading it
for this review is the first time I have read it since I submitted the final
draft (I couldn’t face it until now because the whole overlong saga of getting
it into print was too arduous and I hated this gamebook for so long because of
this) and it does stand up pretty well, but if I had full creative control and
speaking now with the benefit of hindsight, I would definitely do some things
differently to address what I see as its negatives/failures. There are way too
many Luck tests (often with fatal outcomes for failing) and I doubt a Luck
score of less than 11 or 12 will get you very far. Likewise, there are some
tough fights so a high Skill is essential, especially if you fall foul of the Potenza
curse and/or lose your weapon at Square One (which is maybe a bit unfair, but
you are entering what you are made to believe is a holy place so it does add
up). The “Angela claiming to be Amandla” moment can just seem like a typo but
it is meant to emphasise the lie that links what Grandier tells you so it’s
actually a key text prompt for victory, but it did not come across very well
and probably doesn’t really make sense so I should have made her lying more
obvious (possibly just by choosing a better fake name for Sister Angela to
utter). I would definitely make the meaning of the “veil of lies” concept more
explicit generally as that is the point of the title (well, that and the
anagram that exposes the lies) and the “veil” maguffin. I would also write it how
I originally intended it ie with the fall to prostitution angle, but I would
definitely give it a more logical base as I would have the time to develop this
properly as it was discarded before it got the chance to become something that worked
in context. I think overall that my now negative view of this adventure is born
out of the prolonged creation of it (and my subsequent disappointment when I
saw the internal art) and the fact that it was never quite what I planned it to
be. Indeed, when I first started planning this adventure, the process of
expanding the ideas and designing the overall map was a very exciting time
(especially as I knew where it was going to be printed) but after 2+ years of
development hell there came a point where I was just going through the motions,
which is a shame really.
There are a
couple of important points to note at this juncture. Firstly, the mirror episode
(step into it or smash it?) is a trick I used to include in many adventures that
I GM’d for friends when we played out scenarios in my early teens. For some
reason this idea captured my young imagination and its being featured in SAV is a nod to its inclusion in
basically every adventure I ever created when I was young. Secondly, this is
the only time I have ever used a Bestiary to mine ideas for encounters to
include (in this case, Out Of The Pit
for pretty obvious reasons) and we have OOTP
to thank for how the whole changeling part found its way into the proceedings.
I think I probably chose to refer to OOTP
to try and give SAV a more “FF
authenticity” feel, but I cannot be certain anymore quite why I did this. I
seem to recall that the calacorm was always going to be there so the prison
cells were a given and the way you can get knocked out and come to in them is
very much a homage to The Citadel Of
Chaos.
My personal opinion is that SAV is an average mini-FF in the context of what has appeared in Fighting Fantazine as their output (just like Warlock before it) swung from brilliant adventures to utter dross. The ‘zine has at times definitely offered better mini-FFs than SAV, but there has certainly been some that are inferior to it in its pages too. For a long time it seemed like SAV might be the magazine’s mini-adventure swansong but it looks like there is a new Issue imminent after several years’ hiatus. To close I will ask myself the question “Am I proud of Sister Angela’s Veil?” For sure, I am proud that I got my work published in the ‘zine and I do not take this for granted in any way. That the adventure got a positive comment in You Are The Hero Part 2 from one of the ‘zine’s staff just before it was released was also a pleasing moment for me. Of all the adventures I have written (both amateur and professional) this is my least favourite, but this is as much because I like to complete a project and move on rather than endlessly going around in purgatorial circles revisiting it well after the fact as it is for any artistic or quality reasons. It is way too hard and the true path is very tight but it was designed as a challenge and a mystery to solve rather than a slash-and-collect-your-way-to-victory affair. That it was never quite how I imagined it is a problem that probably bothers me more than anyone else. The bottom line is that gamebooks are created for people to play and art of any kind is designed to both entertain and to provoke/inspire a reaction from those who experience it. The fact that some people have played it and felt compelled to comment online suggests both of its fundamental purposes were achieved but I myself would never rate it any higher than a decent but flawed effort.
I found your blog very recently when I became interested in Fighting Fantasy. Sister Angela’s Veil was the second Fighting Fantasy adventure I ever played (after Legacy of the Vampire). I understand some of your criticisms of Sister Angela’s Veil and I enjoyed Legacy of the Vampire more, but Sister Angela’s Veil was great.
ReplyDeleteI enjoyed the theme, atmosphere, and mystery all the way through. It was loads of fun and it made me want to try more Fighting Fantasy.
Thanks for the feedback Ryan. It's great to hear that you have discovered Fighting Fantasy and that you have enjoyed my adventures. There is a huge world of gamebooking awaiting you out there
DeleteThat made for a fascinating insight into how you got this adventure published.
ReplyDeleteThe ' next ' issue of Fighting Fantazine seems to have been due forever but still no sign of it !