Praise for Twisted Tales Events

'In the past few years Twisted Tales has become a major force in the promotion and appreciation of horror fiction. As well as putting on author readings and signings at bookshops it has expanded into organising larger events, bringing authors and critics together for discussions of the field. I've been involved in quite a few of both and have found them hugely enjoyable and stimulating - I believe the audiences did as well. May Twisted Tales continue to grow and prosper! If you love the field, support them! I do.' - Ramsey Campbell

‘Twisted Tales consistently produce well-organised events for writers and readers of horror. What really distinguishes Twisted Tales for me is the intelligent themes and investigations they pursue, and the high quality of the discussions they always stimulate. As an author I've been invited to three of their events and have been pleasantly startled, to near shocked, by the attendance levels - two out of three were even sold out. I salute anyone who contributes so much to the literary and cultural life of horror fiction.’- Adam Nevill

'Twisted Tales events are wonderful... a great way of promoting 21st century horror fiction. Supported by Waterstone's Liverpool One and really well organised, Twisted Tales brings together established names in the genre as well as new voices and of course readers. Looking forward to much more to come...' - Alison J. Littlewood

Saturday 25 October 2014

David Hill Jr interviewed by David McWilliam about 'V20: Dark Ages'

David A Hill Jr is a writer, game designer, editor, and whatever else people will pay him for. He's currently developer for the Vampire: The Dark Ages line for Onyx Path Publishing, as well as Changeling: The Lost developer. He's worked all over the place, on Shadowrun, Dragon Age, Marvel Heroic Roleplaying, Leverage, Pathfinder, and all manner of stuff. Some of it won Ennie and Origins Awards. He lives in the mountains of Japan with his wife and an absurd number of Gundam model kits. He thinks that makes him a cyberpunk. You can check out his independent games at Machine Age Productions.

V20: Dark Ages is currently on Kickstarter.
 

DM: What is V20: Dark Ages and how does it relate to Vampire: The Masquerade?
DH: V20: Dark Ages is a spinoff of Vampire: The Masquerade, and Vampire: 20th Anniversary Edition in specific. It's a complete, standalone game set in the mid-thirteenth century. You're playing at a time of impending upheaval and change. In Dark Ages, we're looking over the hills ahead to the Anarch Revolt and the events that cause the formation of the Camarilla and Sabbat. In the modern nights, the Camarilla represents a sort of cultured, ‘proper’ order, whereas the Sabbat represents fanaticism and chaos. The Camarilla is a conspiracy to deny the existence of the impending end of the world. The Sabbat fights that impending end with fire and fury. Without those inherent structures, Dark Ages characters have a lot more room for individual interpretation of our world. We're in a time that redefines what it means to be a vampire clan, because old clans are falling, and new ones are rising.

1243 is a good time to be a vampire. Of course there are no cell phones or mirrorshades, but the lack of modern forensics and mass media empower vampires to make really hard choices. V20: Dark Ages isn't about whether or not you can kill those that cause you problems; you can. But should you?

DM: Does this create a sense of impunity with regards to the treatment of mortals? For instance, can vampires openly rule cities and raise armies with which to wage war?
DH: It can mean that. What it really means though is, humanity is able to shepherd itself. If you do something egregious and obvious, you’d better have the might to back it up, because there’s always someone ready to knock you down. Maybe it’s a rival vampire. Maybe it’s a witch hunting organization. Maybe it’s just an unruly mob. So yes, some vampires openly rule. But those are typically exceptions, and typically very temporary. The human spirit does not like being broken.

DM: How did you become the developer for the new Dark Ages line?
DH: I've been working with White Wolf/CCP/Onyx Path as a freelancer for about eight years now. I got my start with Werewolf: The Forsaken. Over the years, I've developed a few books, edited a few, and written a ton. There's not much of a grand story behind how I became V20: Dark Ages developer. I've just always had a passion for Dark Ages Vampire, and for Vampire: The Masquerade. When our annual pitch session came up a couple of years ago, I put together a pitch document explaining my vision for a relaunched Dark Ages line. The powers-that-be liked it enough to put me at the helm of the project.

DM: Does the historical setting fundamentally alter the ways in which vampiric society sees itself?
DH: Our historical setting, as I noted, is different in that it redefines clans and sects. It's a time of flux and upheaval. You don't have a Camarilla and Sabbat. We're not entirely sure what clan means, or what it's going to mean. Instead of huge, world-spanning conspiracies, vampires are held together by "Roads", which are religions or philosophies that help them stave off their deeper monstrosity. For example, characters following the Road of Kings believe vampires are better than humans, and that hierarchy is the only true way to order and reason. They believe some vampires are followers, and some are leaders. They just believe they are the natural leaders. Characters following the Road of the Beast are their polar opposite. They believe structure is a way to keep down the spirit, and oppress the perfect predator within every vampire’s heart. So they eschew law and order on principle. Then we get vampires on the Road of Heaven, who believe vampirism comes from divinity, and that every vampire has a higher purpose in their god’s great plan.

Another big difference is, there's no New York. There's no Chicago. London had less than 40,000 people at the time. Half the major cities in Europe were in the Italian peninsula. This means you can't have vast cities with 200 vampires. Everything's very personal, very visceral. You can't have a gang of ten vampires hating you, because that probably means the entire city is against you. There's also a sense of wonder and exploration we can't really experience in the modern world. V20: Dark Ages is set primarily around Europe. But new trade routes are opening, and with them, new parts of the world open to our vampires. We see vampires coming in from places unknown, bringing their own customs and exciting stories.

DM: To what extent will the core V20: Dark Ages book support storytellers and players who find the setting appealing but are largely unfamiliar with the historical period? Do you recommend any history books for those who really want to immerse themselves in the Dark Ages?
DH: We actually provided some tools for building a believable, authentic-feeling world. As well, I’d consider one of our chief inspirations, Monty Python alumnus Terry Jones’s Medieval Lives and The Crusades. They did a great job of showing what night to night, day to day life in the medieval world was like for the random person, not just for the romanticized nobility.

DM: Given the centrality of Christianity to European culture during the Dark Ages, does religion play a greater role in terms of threats and the mythology of the World of Darkness in that era?
DH: Christianity is a very important element in Vampire: The Dark Ages. The church sometimes acts as a balancing force against the vampires. Sometimes, vampires wield the unknowing church as a weapon. The Crusades are particularly hard on vampires, because there’s a lot of fire, and a lot of daytime fighting. Vampires are urban creatures, and the Crusades destroyed cities. For example, the vampires of Constantinople aren’t that lucky in this era.

Then again, we want to express that while Christianity is a dominant force in this time and place, it’s not the beginning or end of vampiric existence. After all, many vampires in this era are old enough to remember a time before Christianity. Many have seen stark changes in church doctrine, so they view mortal religion with a cynical eye. We also have influence from pagan cultures, Celtic witchcraft, Slavic animism, classic Egyptian mythology, Islam, and numerous other topics.

DM: Does vampiric magic play a greater role in a period when belief in the supernatural was far more prevalent than modern nights?
DH: Remarkably bigger. In fact, our section on blood magic is huge, and in the Kickstarter, we’ve been able to nearly double that space into a whole glut of sorcery. If you’re interested in magic of all stripes, you can get it in the Dark Ages. From strange Egyptian rituals, to rituals for digging up the unholy blackness of the abyss, to demon summoning, to spells to mitigate problems with medieval travel.

DM: What are the unique horror role-playing experiences that V20: Dark Ages will offer players and storytellers?
DH: This book asks questions which evoke horror. And in places, different questions than your classic Vampire game. What does it mean to be immensely, frighteningly powerful? What does it mean to be alien and withdrawn from the world? What does it mean to be able to end a life the way a normal person could cut a rope? What does it mean to live without consequence? The questions we’re asking with V20: Dark Ages are all about immersing yourself in this terrifying body that you are both in awe of, and feel sorry for.

DM: How has the release of work-in-progress chapters from V20: Dark Ages through the Onyx Path website influenced your design process?
DH: It’s been wonderful. While sometimes it can be challenging to navigate signal through noise, it changes the process entirely. Usually when you develop a game, it’s a one-way street. You write, design, write, design, edit, and publish, and hand this product out to the world. With this method, it’s a back and forth process. You can gauge thematic elements and really feel out what people are interested in.

DM: What are your plans for the V20: Dark Ages Kickstarter? How would you like to develop the line beyond the core book?
DH: What we’re doing is building two companion books. The Tome of Secrets is basically a companion volume of rules and new material for the game. Right now, it features a ton of new sorcery, rules for mass combat, words on vampire knightly orders, and other weirdness. It also features letters in the game universe between characters, showing off the era and setting. The other companion volume is a fiction anthology. Every stretch goal we hit either adds a story to the anthology, or more rules content to the Tome of Secrets. Right now, every backer on the Kickstarter gets whatever they pledged for, as well as the Tome of Secrets and fiction anthology. So it’s a great buy-in, you get at least three books if you even just spring for the PDF level.

Beyond the Kickstarter, I’d really like to see Dark Ages grow into a full line. I have ideas for setting guides and more material for Asian and African vampires. I’d also like to build on the world with a Dark Ages Werewolf book, Changeling book, maybe Mage and Inquisitor, and other stuff. But that all depends on how successful we are. This Kickstarter’s the first real hand out to the community to find out just how viable a Dark Ages line might be.