Author Archives: Kevin McFadyen

About Kevin McFadyen

Kevin McFadyen is a world traveller, a poor eater, a happy napper and occasional writer. When not typing frivolously on a keyboard, he is forcing Kait to jump endlessly on her bum knees or attempting to sabotage Derek in the latest boardgame. He prefers Earl Gray to English Breakfast but has been considering whether or not he should adopt a crippling addiction to coffee instead. Happy now, Derek?

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Raiders of the Lost Acropolis

So for Christmas, I was generously gifted a lovely two player game called Akrotiri. I’m a little hard pressed for two player board games and given that Kait’s really the only one willing to play with me, it’s been a boon to get some new games in my collection to vary our options. Course this has come with the uncomfortable realization that my sister tends to beat me at head-to-head games. She was dominating in the two player Agricola version called All Creatures Big and Small. Then she got Caverna Cave vs Cave which she’s been sneaking out last minute successes each time we open it. Now we’ve got Akrotiri though at least I’ve managed to secure a few victories so far.

However, since those other board games aren’t mine, I haven’t done a review on them. Akrotiri is, so I got to share my thoughts today on what it’s like.

First off, I kind of like it. The game is quite different from the others that I’ve played. It’s not a worker placement, which is the primary source of competition in the 2 player Agricola and Caverna. Those games are primarily about trying to optimise your farm or cave build while potentially taking important actions from your opponent so they’re less optimal. While Akrotiri isn’t particularly aggressive in its mechanics, I do feel there’s a bit more back and forth play with it than the others which lean pretty heavily on being hands off of your opponents actions.

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Akrotiri is designed by Jay Cormier and Sen-Foong Lim. It is published by Z-man Games and rights belong somewhere amongst them all.

For one, Akrotiri is played in a single space. Players don’t have their own little cave to putter away on. You’re slowly building the map of Akrotiri with each turn, creating an expanding island infested Aegean with strict trade routes that your boats can sail. As such, there’s two ways you can interfere with your opponents movement. One, you can block docks by parking on them in your own turn, denying your enemy access unless they happen to be holding a tile that they can use to open up a new space. Second, you can redirect incomplete trade routes to other islands with your tile placements. You always get to place a tile before you take your little trade vessel around the sea, however, so you’re not going to get locked away unless you really outplay yourself.

But what exactly are we trying to do in Akrotiri. This game does rely on accumulating more points than your opponent and you accomplish this by funding expeditions to unearth lost temples on the tiny islands dotting your tile build sea. But before your little venture in tomb raiding can commence, you need to first find where your temples are buried. This involves drawing map cards which will give you requirements to fulfil for you to place your temple. Each map simply lists the number of element tiles needed in each cardinal direction that must be satisfied with your temple placement. Since each tile has a single element on it, this puts pressure on your tile placement to not just block your opponent but to fulfil your map conditions so you can progress through your expeditions. The game ends once one player has successfully unearthed six temples but depending on the type of map, your temples are worth different amount of points.

It sounds confusing but once you start playing, you find the rules themselves are pretty straightforward. For example, I might have an easy map that requires I have two fire tiles to the right of my temple, one tree south of it and a water tile to the north. I can build my temple on any non-excavated island so long as one of the quadrants of that tile meets these criteria. You can even use that tile’s own element assuming it falls in the right direction. Course, just because the rules are easy doesn’t mean that the game is.

As you place your temples, you are rewarded with extra abilities. Most of these are giving you additional actions during your turn but you also get to draw more goal cards as you progress. These cards are hidden from your opponent and let you score additional points for fulfilling additional requirements for your temple placements. They’re things like building a temple on an island with a tree element or gain a point for each tile used to build that island. If you’re lucky or sly you can really accumulate a lot of points with these bonus goals.

And this is where one of my major complaints with Akrotiri arises. Our games have been entirely determined by these goal cards however its entirely random how you get them. You draw two cards from the deck and pick one to keep and one to discard. So it’s possible your opponent can just draw into a winning card as their final goal and you couldn’t do anything about it. Alternatively, you might just draw nothing but dead goals that means you’re playing at a severe disadvantage in the game. So far we’ve found that the goals of building temples a certain number of portages away from the central island to be really bad because their point value is pretty minor considering that your opponent can fairly easily disrupt these requirements by laying tiles to make them directly connected.

Thus, a lot of the strategy my sister and I have discovered is trying to determine which goals they have and attempting to block them. By the end of the game you will know what they have but this element requires memorizing twelve different scoring goals. Which mostly means we spend a lot of the game looking at the back of the rulebook. I like this element of deducing what your opponent is doing, I’m just less of a fan of so much chance determining who will win.

There is an additional layer of strategy in that you need money to fund these expeditions for the lost temples. Money is accrued through the collection of resources from freshly placed tiles. These resources correspond with the element of the tile. So placing a fire tile requires that you put one fire resource on its quadrant. You also have your choice of another resource to place anywhere else on that tile. And the value of resources increases with each cube removed from the market and scattered across the map. In this way, it’s advantageous to double up on the resource shared with the tile, assuming you can gathered both of them and don’t leave the extra lying around for your opponent to grab.

As you can see, the different tactical considerations increase as the map expands. If you’re placing tiles to stop certain islands from meeting your opponent’s hidden goals, you may be leaving them easy to collect resources to fund their expeditions. If you’re trying to lay tiles to meet the requirements of your maps then you may be leaving your opponent to fully gather in another direction or fulfil their hidden agendas.

Then there’s the question of what kind of temples you pursue. The maps for finding their locations come in three different difficulties: easy, medium and hard. The points increase for each type of map but so does the cost of purchasing them. Hard maps cost nine gold to purchase, cost gold to fund the expedition and have harder requirements to place them. However, they’re also worth seven points in the end. If you manage to place that temple to meet one or more of your agendas, you can get a temple that’s worth more than ten points alone. Unfortunately, the longer it takes for you to place your temples, the more time your opponent has to find theirs. If you’re not fast enough, your opponent can unearth a bunch of smaller temples but close the game out while you have lost points for not excavating your last ones.

It’s a delicate balance of pushing for the higher valued maps while also placing pressure on your opponent to make less ideal decisions to keep up. And, of course, if you can figure out where an opponent is trying to build you can swoop in and claim that island for your own excavation if you happen to have a map that fulfils that requirement. It’s not simply of getting the biggest, most expensive maps.

However, since so much of the game is reliant on map chicanery, my other big complaint with the game is that there’s not a lot to do in the first couple of turns. You don’t even get to place a helpful tile if you’re second player. The game setup requires both players place one tile before the first player takes their turn. So, as second player, you don’t want to place yours so the enemy can gather your resources. Neither Kait nor I have really discovered a good use of that first turn and it’s very easy to basically just pass it without doing anything. So while I like the dynamics of creating the map and the strategy involved, I would have like something more interesting to do at the beginning.

Accessed from https://icv2.com/images/27788Akrotiri_LG.jpgAkrotiri does have an interesting pace, however. The start of the game is a bit slow as you’re low on funds, tiles to meet temple requirements and resources to collect. You’re left looking for any action to take rather than good actions. However, things ramp up very quickly as you start unearthing temples and start getting more and more actions per turn. By the final two temples, you have six actions to take and between portages, resource gathering and excavations, it’s very easy to lose track of how many actions you’ve done or what you were trying to accomplish. It’s not uncommon for your opponent to suddenly excavate two surprise temples in one round and end the game while you’re still plotting how to orient the tile you’ve just picked up!

Overall, I really enjoy Akrotiri. It’s really different from the other two player games that I’ve played. It’s a little on the long side, however. Cave vs Cave feels like a faster experience especially since a lot of our time is spend mentally rotating map tiles and trying to figure out how many actions it takes to navigate a trade route. But outside of the goal cards, it’s a pretty strategy heavy game. The randomization of tile and map draws aren’t too bad since you have some control over them, whether that be through purchasing more maps or spending an action to call for a specific element tile.

Now it’s just a matter of scrapping a few more victories from my sister’s slumming strategy of only unearthing cheap but easy temples to finish the game before I can found my glorious places of worship!

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A Tale of Madness and Mythos

Well something magical happened over the holidays. My family and I were able to find enough time to sit down and work through a new little game called Mythos Tales.

Course, this game isn’t really new. I believe in released in 2016. What’s more, it was released in the same genre as another game I’ve discussed at length on this blog: Sherlock Holmes Consulting Detective. In fact, the game is essentially Consulting Detective but instead of investigating the twisted streets of London you are hunting down the insane footsteps of cultists on the fictional streets of Arkham. All the familiar trappings of Consulting Detective have returned but this isn’t simply a reskinning in Lovecraftian lore. Mythos Tales takes several bold strides to separate itself from the genre’s founder. Some of these changes work. Some of them don’t.

The game is shorter than Consulting Detective. Only eight mysteries await in the tentacle covered box. Nine if you have the bonus kickstarter mystery called The Faceless Expedition. It does, however, contain a map of Arkham, a directory, a collection of newspapers and the casebook. There are, however, a few additional elements.

Accessed from https://cf.geekdo-images.com/images/pic2820384.jpg

Mythos Tales belongs to Hal Eccles, 8th Summit and some other people while taking heavy inspiration from Lovecraft and the Cthulhu Mythos.

Prime among them is the time tracker. Mythos Tales takes a curious approach to try and address the major shortcoming of Consulting Detective. Cases have a time limit and each location you seek will draw you towards an inevitable conclusion to your investigations. These vary depending on the case presented but you generally have between four and six days to get to the root of whatever evil is currently besieging the little Massachusetts town known for its plague of eldritch horrors and despicable witches. Each day is further broken down into morning, afternoon and evening.

There is also a small deck of cards called Requirements. Both the time tracker and requirement cards feature in all the cases and represent the biggest shift in gameplay. My feelings on these two important elements kind of tie into my overall feelings of the whole experience. Sometimes they work. Often times they don’t. I like the experimentation even if I’m not tickled with the overall results.

Let’s start with the good. Requirement cards are my jam. I had some issue with Consulting Detective, especially in the West End Case Files, where the mysteries were getting a bit convoluted due to the nature of the game’s setup. Since the scenario writer is unable to know the exact sequence players will investigate locations, they often write each location on a nebulous expectation that it’s the first place you’ve visited in the case. This means if you happen to, say, find some mysterious white powder at the crime scene, going to the forensic pathologist may or may not actually work out depending on the mood of the writer. The pathologist may be preemptively analyzing the white powder which, if you happen to visit him before the crime scene can be baffling when he’s discussing details of the case you haven’t uncovered yet but treating you as if you have. On the other hand, the scenario writer may just have the pathologist never say a word about any white powder and you’re meant to use Sherlock Holmes’ alien space brain to predict that you’re supposed to visit the taxidermist about it because obviously that’s where you take strange white dirt.

Mythos Tales sidesteps this issue. During the course of the investigation, you’ll come across people who will give you a generic greeting and information for your first visit but the end of their section might contain further instruction for the reader. Generally this reads as, “If you possess Requirement Card 1, proceed to supplementary encounters on page 42 and read encounter 3.” This effectively allows you to follow-up on clues and discoveries without having to worry about the order players travel to locations. The only downside, and it’s pretty minor, is that if you visit the pathologist and don’t have the request requirement card, you know there exists something out there that he can shed further light on. However, this bit of meta knowledge isn’t necessarily helpful. Oftentimes these supplementary encounters aren’t always fruitful and this can be a gameplay trap due to nibbling away at your time tracker.

Which brings me directly to that new mechanic.

I’m less enthused about the time tracker. I understand why it exists. It gives a general idea of the complexity of the case Armitage, your Sherlock Holmes replacement with significantly less character, will inform you of the approximate number of steps you’ll need to solve the case before setting out on it. There is a hard limit, so you can’t somehow get wrapped up in sideplots so much that you end up running the additional step penalty to the point of not even wanting to finish the adventure. It’s a way to ensure that players don’t try and read every entry in the game. They literally cannot since the case’s conclusion comes at the time tracker’s conclusion regardless of their progress.

Unfortunately, I don’t feel the time tracker is as smoothly integrated as the requirement cards. Both will shape player actions in ‘unnatural’ ways but the time tracker is more intrusive. The requirement cards simply make players want to find whatever card they’re missing in order to come back to the location it was needed at to learn what they couldn’t access. It can sometimes feel like you’re playing “Where is card 6?” instead of trying to logically follow the case (and trying to guess what the card would even represent based on where it was needed). The time tracker, however, puts unnecessary pressure on the player. Oh, you haven’t solved the case yet and you have three more steps to go? You’ll probably start lashing out erratically trying to find some magical location that will allow you to stumble into the solution instead of properly following up your leads. Even worse, the game tries to incorporate the time into several of the cases. Some locations can’t be accessed except at certain times of the day or on certain dates. If you arrive early then you’ll feel the siren song of curiosity drawing you back on the date you should have visited even if you had no good reason to do so outside of the directions given in the location’s entry.

Even worse, however, is the fact that the time tracker double punishes missteps in the adventure. Not only are you evaluated on the amount of time that you spend on the case (and receive point penalties at the end for going longer than Armitage much in the same way you are with Sherlock) but each false lead also eats into your allotted time for the case and could simply run you off the clock before you can properly solve it. So, you lose a point for going to the wrong location for the point tally and you lose the time that would be needed to follow the proper path to the conclusion. And woe betide you if you need to visit a location at night but the case concludes in the afternoon and you only learned of this requirement after your final nighttime step!

I liked that the game tries to make a day/night cycle more important to gameplay and an additional consideration of when you want to visit certain locations. But trying to wiggle your investigation around these time restrictions especially given the free form nature you learn about them is far too fussy and punitive to the player. For me, the few cases we failed often hinged on the fact we skipped a location we learned about early on and never went back to it because we felt we wouldn’t have enough time to track down any leads it would dovetail into as our time tracker was nearly filled.

Accessed from https://boardgamestories.com/wp-content/uploads/2016/06/pic3055418_lg.jpgPerhaps the best use of the time tracker was as a way to adjust the difficulty of consecutive missions. If you scored poorly on a mission, then next case you investigated often had a small handicap afforded to you to make it a little easier. This would be either reducing the number of locations you were penalized for visiting by one, allowing you an extra time slot for visiting locations or giving you a free requirement card for the case. On the flip side, if you were proving to be far more competent than even Armitage, you would be handicapped by having less time on the next case by starting with your time tracker advanced one space.

There were also several tokens that came with the time tracker that were never used which I thought was a bit weird.

These were the biggest changes to the game. However, there were several smaller ones that I thought were a bit interesting. A lot of the cases had unique game elements strictly for that case – explained before you started out on them, of course. In one you had to deal with poison. Another you could give chase to a suspect after certain encounters. Perhaps the most interesting one was a mystery that focused on passing into the dreams of the town’s inhabitants and exploring their dream version of Arkham. All the relevant locations in that mystery had a corresponding dream version that you could visit and had drastically different encounters associated with them. It’s almost a shame these elements didn’t come up in later cases though I can understand that the additional complexity would simply be too much to handle from a scenario creation standpoint.

Finally, and this isn’t a new mechanic or anything, Mythos Tales does a far better job of outlining what exactly you’re expected to do with each mystery. One of my long standing complaints with Sherlock is you have no idea what you’re going to be asked at the end and, since Sherlock sets the questions, you’re playing from a massively disadvantaged position. Mythos Tales makes this far more fair. First, Armitage does a very good job of making explicit what you’re supposed to do. At the end of each case introduction, he’ll tell you exactly what he expects for you to solve. If a painting were missing, his closing remarks would likely be directing you to identify who the thief was, where the painting went and why they stole it. That way you know you don’t need to waste any time worrying about how the theft was performed since it isn’t a primary concern for Armitage.

Second, Armitage is explicitly incapable of answering all the questions at they end. They’re not based on his investigation but based on the overall mystery itself. My estimation is that Armitage can answer about seventy percent of the questions but there are a fair number of points to accumulate for going off his beaten track and learning elements that he won’t know. Course, the danger in trying to strategize around this hole in Armitage’s method is that you don’t know what these questions are until the end and the primary questions always award the most points. So it’s important to listen to wise, grumbling Armitage and focus on his directions.

Now that we’ve covered the good and interesting aspects, let’s dig into the bad.

The biggest problem with Mythos Tales is actually the biggest problem facing Consulting Detective: bad writing. Mythos Tales has about four cases that are solid from my experience. Unfortunately it has three that are pretty bad with one of them literally unplayable because of bad writing. And the problems in Mythos Tales are possibly more egregious than Consulting Detective. Forewarning, you can’t solve the sixth case. Straight up, there is no path through the mystery that lets you answer the questions posed. Armitage’s path makes no sense in that he literally can’t follow the locations provided at the end because he doesn’t gain the requirement cards needed for them by where he goes. Furthermore, one requirement card that’s necessary for the solution isn’t even available anywhere in the entire case! It’s a shocking case of everything going horribly wrong on a production side that I’m surprised at least some of its errors weren’t discovered before print. Ignoring case six, however, there are others with missing locations in the directory, spelling errors on names so you can’t find them, locations on the map with the same number or no number so you don’t know where some places are and other minor errors that can have a pretty big impact on the case depending on their importance or perceived importance.

These careless errors stand out in starker contrast since the rest of the game is so careful otherwise. At least you come to expect bullshit from Sherlock that when it comes up again, you aren’t taken unaware. But Mythos Tales has a solid first couple of cases before the quality of the writing takes a noticeable drop. So if you do decide to play Mythos Tales, it’s unfortunate but you need to search through the internet for errata to make some cases playable.

Accessed from https://images-na.ssl-images-amazon.com/images/I/91sV2laHPnL._SX466_.jpgAnd I’m just going to say it: the newspapers were dead useless in this game. They felt like they were tacked on because Consulting Detective had them. I think, once again, the time tracker is partly at fault since you can’t have obtuse clues hidden in papers since players are so pressed for time they’ll never investigate longshot possibilities in the print. So it simply isn’t feasible to build cases around using them.

As for the difficulty, I found that overall Mythos Tales was a lot easier than Consulting Detective. Our results support my impressions too. I think we only failed two cases and one of them was the aforementioned impossible to solve case. Two or three we scored within Armitage’s expected window (even including the hilarious bonus mission where we got ‘Cthulhu devoured’). The rest we crushed Armitage in. Granted, it sometimes felt like we cheated in those and this is due to a unique issue with Mythos Tales. I, personally, am a fan of Lovecraft’s work having read a lot of it over the years. As such, I was able to pick up on the Lovecraftian elements and references pretty quickly. Other players wouldn’t. So they may need to hit up more locations trying to understand the relevance of Dagon references whereas I knew immediately what the writers were implying and the implications it had on the case. Oftentimes this meant I would be able to get us some free points in the end by answering some minor questions without needing to resort steps or time in researching them.

But despite this unique weakness of the game, I felt that the cases were pretty straightforward anyway. I’m not sure if this is a necessity due to the constraints enforced by the time tracker (you can’t have surprise twists if people are trying to manage their incredibly limited time) or by the fact that all the mysteries rely on some supernatural element (you can’t use deduction on things that are, inherently, illogical). Overall, most cases didn’t really use the supernatural element all that well, either. For most it was window dressing, though the several cases that executed their mystical elements well were certainly highlight cases of the box.

I’d say I liked Mythos Tales more than Consulting Detective and I know my family greatly appreciated the fairer cases even if they could have done without all the tentacle dressings. Mythos Tales isn’t really a refinement of the genre but it does add its own twists and elements that make it a worthwhile foray to explore. I’m not certain I’d jump at a sequel partly due to the quality of the later cases. If one were realized, I’d certainly wait on others impressions before looking into it. However, more than anything, I think Mythos Tales demonstrates that the game systems of Consulting Detective are flexible enough that they can be applied more broadly and that the systems themselves are still pretty fun even without major changes to them.

Until next time, happy hunting detectives.

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How to Write: Lesson 5

Accessed from http://www.wga.hu/index1.html

Oriental Writer Cutting His Pen by Benjamin Gerritsz Cuyp (1640).

Happy New Year fellow webizens. We have returned to a blisteringly cold 2018, at least up in my neck of the woods. Hopefully all your vacations and family time was well spent. With any luck you even have some new year resolutions that you might actually keep this time. Or not. That’s okay too.

We’re just going to jump back into those writing lessons because we’ve had such a long time away from them. And I know you’re just dying to get a bit more insight into that creative process. Maybe you can pick up a few tips too. I’d love to know if my How to series helped anyone with their fiction.

We’ve kind of been discussing so far a lot of preparation work for writing but there hasn’t been a whole lot of time spent on technique. Well, that’s about to change this day. Because that’s what the new year is for: changes!

Prior I talked about important components of different storytelling. But, barring some truly weird and experimental fiction, there is one constant regardless of your stripes or interests as an author. There is but one element of every story that is universal and, if my psychology background is going to bias, perhaps the whole reason we tell stories in the first place. While we love fantastic locations and daring adventures, the thing that really grips us and keeps the pages turning are the people in our stories. For, without people, you mostly have a travel documentary. And even those focus a lot on local travel or the experiences of the traveller nowadays and not just on the old buildings or swamps they’re stepping into.

Truly, characters are the vessel in which we transport our readers through our narratives. I’m sure all of us can think of those stories that simply didn’t resonate with us. Sure, they might have been creative. They may have even contained really flowery prose. But can you think of many stories which had really bad characters that you could finish?

I certainly know when I’m listening to people’s criticisms, the principle issue almost always revolves around the characters. Whether that be they’re too shallow. Or maybe they’re too perfect. Perhaps they’re too unbelievable. There’s a seemingly fine line for characters that plays directly into an important concept called the Suspension of Disbelief.

See, no one is confused or surprised that a work of fiction they’re reading is… well… fake. This is a self-evident statement but it actually carries a lot of important consequences with it. Think back to those stories that you love. You know how you can just hear the characters? You can often see the locations or feel the action? You despair when they despair. You cheer when they triumph. You are devastated when they kill off your favourite doctor. Maybe when you finish and put it down, the story simply occupies your mind and you’re left in an aimless fugue wishing you could go back and experience that wonder and excitement.

When a story is successful, we the readers are happy to suspend our disbelief and belief in the actions, characters and emotions as though they are real and worthy of our time. There’s an unspoken contract between reader and author. The reader is willing to ignore the fact that they’re reading ink on a page or pixels on the screen and you, the writer, is going to transport them on a fantastic journey.

But you can’t let them see the scaffolding of your rides or the pneumatic machinery of your displays. You can’t draw attention to the fact that you are merely composing words on a page to them. It’s your duty to not betray their sense of acceptance. You want your reader to feel the action is real whether that action involves fire breathing dragons, ghosts from the pale or cybernetic clones on murderous rampages. Literature is not real life and even the most mundane story is going to be far more ordered and directed than our daily lives.

Our readers are, bless their hearts, willing to let a lot pass. But the one thing that simply won’t fly are awful characters. We can accept alternate dimensions, dream powered magic and talking animals. We won’t accept that ditsy character who flunked out of high school to become a wandering bohemian somehow knowing advanced astrophysics and is capable of diffusing a ticking nuclear warhead.

We need to write consistent, believable characters. This also means we need well-rounded and interesting characters to write about.

Creating characters is a pretty big topic and obviously not something that can be covered in a lesson. But we’ll lay the groundwork for creating compelling protagonists that your readers want to know more about.

There are, of course, a few basic rules that should be followed. Your character should be consistent. If you introduce your protagonist, Wilhelmina, and say she’s a bit of a klutz, then don’t turn around and have her earn a standing ovation when she steps in to cover for the lead ballerina. There are enough examples in media where characters we know suddenly behave opposite to how we’ve come to expect them. This isn’t to say your characters can’t sometimes act out-of-character but those should be rare occurrences that can, ultimately, be explained by their prior beliefs or actions. A well mannered, law abiding citizen doesn’t just turn around and start mugging old ladies for no reason.

Consistency, while being obvious, is much harder than it seems. This is a truth that isn’t apparent until you start writing. It’s easy as a reader to notice when characters start acting irrationally. But as a writer, these mistakes can sneak in for many reasons. One, you might not have conceived your character quite as completely when you started and so you don’t know how they would react in different circumstances. Two, as a writer, you’re balancing more than just character consistency when you’re writing. You’re also trying to maintain tone, express theme, pace the narration and formulate a plot. You also will have a whole medley of characters entering your story and, of course, they all have to come across as believable entities in their own right!

It’s a hard thing to get right but an easy to spot error.

There are, of course, techniques you can develop to strengthen your characters. When writing my first few novels, I actually spent a lot of prep time “learning” my main actors. I wrote brief snippets and scenes, little vignettes that would never be incorporated into the story, that would examine and test the characters in different ways. In this way I could find the “voice” of these characters so they could express themselves differently than their fellows. I remember in one of my writing classes doing an exercise where you wrote a brief description of the contents of your character’s pockets to get a sense of what they felt was important enough to them to keep close by at all times. This is very much in the same vein but isn’t just devoted to description but also their speech patterns and problem solving.

These character sketches are valuable resources at the start of your novel, especially if you have an ensemble cast. It gives you some time to test different elements of your writing style and gives you a brief window into your characters’ psyches. Even better, you can use these vignettes to reference so you can remember how your characters act and think. Many times they’re great for refocusing your attention and reminding you of the important details of their personality while your story progresses.

They don’t have to be long. Think around three pages. I find focusing on an event or conflict either important to the character or that encapsulates their personality is great subject matter for these snippets. For Thyre, my character snippet on Jarret, the soldier, focused on the mission which left him with a limp. It focused on his experiences fighting in the jungle and his thoughts and motivations for joining the army in the first place. It covered both a personally pivotal moment in his life that would directly impact his personality with the story as well as detail the foreign struggles and conflict which shaped the Empire abroad.

And the best part of these snippets? They aren’t meant for public consumption. You don’t need to worry whether they make sense. You don’t even need to fret about making a coherent story with a defined beginning, middle and end. They do, however, give you more time with the characters that your readers won’t have and consequently make you the expert on them because of that experience.

They also make for a great proof of concept and sometimes you may even catch some issues early that could trip up your story later if not changed.

So take some time and get a little personal and intimate with the people of your book. They’re your confidantes. They’re your closest friends. They are your family and you should know as much about them as you possible can.

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Happy Holidays

Merry Christmas and Happy Holidays from all (three) of us here at somewherepostculture. I hope you all have wonderful family plans and vacations waiting. Make good memories and cherish the time with the ones you love. As the gracious individuals we are, we’re going to lead by example.

See you in the new year!

Accessed from http://artmight.com/albums/classic-g/George-Goodwin-Kilburne-1839-1924/Kilburne-George-Goodwin-Yuletide.jpg

Yuletide by George Goodwin Kilburne (1839-1924).

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All Aboard the Hype Train

Accessed from http://media.socastsrm.com/wordpress/wp-content/blogs.dir/106/files/2017/09/MOTOE-Trailer-release-website.jpg

Murder on the Orient Express, its images and all other legal stuff belongs to Agatha Christie, 20th Century Fox, Kinberg Genre, Scott Free Productions and whoever else that I failed to mention.

So over a month ago Murder on the Orient Express released. I went to see it. I had always wanted to see it. The story is a little famous. Written by Agatha Christie if you didn’t know. Though it’s arguably her most famous story so I’d be surprised if you didn’t know. When I had expressed to my family that I wished to see it, most of them already said they had. Or knew the ending. I was a little surprised because some of them don’t even read mystery novels.

Now, my interest wasn’t based on the star power of the movie (though it does have the always entertaining Kenneth Branagh and a host of other really fantastic actors). It wasn’t even the buzz surrounding the picture. Largely because I was keeping myself divorced from the film having decided to watch it when I heard the title. I wanted to know as little about it as possible. That it was the seminal work of Agatha Christie was enough for me.

And I’m glad that I had.

If you’re like me and know nothing about Murder on the Orient Express, and you have an interest in watching it, then I’d suggest you stop reading now and go take a look. What I can tell you is that the performances are top notch and the filming of it is expertly crafted. As a cinematic piece, it is wholly worth the price of an evening ticket. So close this window now and go check it out! Scoot!

For the rest of us, either those not interest, those that have seen it or both, then I have many thoughts on the film. I suppose the first place to begin is the obvious question: did I like it?

Unfortunately, that question is possibly the hardest. So let’s talk about something else first.

I legitimately thought the acting was outstanding. There isn’t really a poor performance amongst the lot, though if I had to pick the weakest actor from the ensemble then it would go to Tom Bateman as the son of the Orient Express owner. He basically serves as Hercule Poirot’s (Kenneth Branagh) bumbling sidekick with little characterisation beyond degenerate womaniser and zero investment in the turmoil that overtakes his train. Outside of being a busy set of hands at the legendary detective’s side, he just doesn’t do anything interesting with his character or time on screen. Which is a stark contradiction to the rest of the cast who work overdrive in their brief moments before the audience to bring the colourful cast alive.

But Murder on the Orient Express is largely a Branagh affair. Bringing Hercule Poirot alive is a tall task especially since he’s been so defined by David Suchet’s portrayal. You can’t truly mimic other performer’s takes but Branagh never truly revitalises the detective or redefines him. I’m reminded of Heath Ledger’s Joker in Nolan’s movies. That was a transformational performance that changed the public’s perception of the comic book character for years to come. Branagh… isn’t doing the same. He does a fine job but it mostly left me wanting David Suchet to return.

Though I do have to give credit to Branagh for that fantastic moustache.

Accessed from https://thumbs-prod.si-cdn.com/puNWI6hxrIcu0-zij_KQk_kv_YA=/800x600/filters:no_upscale()/https://public-media.smithsonianmag.com/filer/85/6d/856d6deb-250b-4fe6-a19f-92555a75dbcc/mv5botg1mzmzntewnl5bml5banbnxkftztgwmjc3njiymji_v1_sy1000_cr0015031000_al_.jpgOf the standout performances, I’d have to give it to Johnny Depp to be honest. Depp has been pretty lacklustre in his years since doing Pirates of the Caribbean and it felt like he was pretty much going to ride out his career coasting on that character. However, though brief, he certainly adds punch and life to Samuel Ratchett. Otherwise, I really liked Olivia Colman as Hildegarde Schmidt – the assistant to regal Judi Dench’s Princess Dragomiroff.

Part of the issue, however, is that there’s such a large cast and so little time to spend with them. And each character has seemingly a lot to say towards the plot that, by the end, it feels like you’re just blasting through most of their connections and issues to come screeching to the end. Having not read the novel, I can see where much time would be spent weaving their various backgrounds and interactions together. In a film that can only cover an agonising portion, however, their time is too brief and the story focuses more on the plot. It feels like the movie would benefit from having a smaller cast just so you could focus on those characters more but one of the problems with Murder on the Orient Express is its devotion to sticking with its source material.

I’m not film buff, however I could really appreciate the technical work done. Trying to keep action high on the cramped quarters of a train can’t be easy, and there were some very clever uses of perspective and angle to both add variety and communicate emotion. I think the moment when I really noticed this technical work was with the discovery of Ratchett’s body. The camera follows Poirot from a top down perspective, curiously removing the audience from the initial facial reaction of the discovers of the grisly scene while also cutting out the grisly scene itself! You only see Branagh’s head as the initial panic over the dead body is addressed and the doctor is brought in to do a very brief examination of the body. It was an intriguing and unexpected use of camera work that brought my attention to an otherwise ignored aspect of film making. Whether that is a good thing or not, I suppose, is more up for debate.

But all this is perhaps extraneous. Given its authenticity, the real question about Murder on the Orient Express’s quality isn’t on its production or execution. Both of those are outstanding. Instead, the movie lives and dies by its story itself. And that’s where I feel things get a lot murkier.

As I mentioned earlier, my whole impetus for watching the movie was its pedigree. Agatha Christie is really the founder of the murder mystery genre. Murder on the Orient Express is one of her famous, if not most famous, stories. And I just simply can’t see why.

It does represent the distillation of her style, however. This is the point in my movie review wherein I recommend a wholly different movie. Have you heard of Murder by Death? Yes? Good. Go watch it. No? Too bad. Go watch it.

Murder by Death is a comedy that lampoons the mystery genre. It specifically targets some very famous but very old authors and works. I really enjoyed the movie on its comedy merits alone. Seeing Murder on the Orient Express has made me appreciate Murder by Death far, far more. Now I know exactly what it’s criticising. And I absolutely agree with the writers and Capone. What they did was bullshit.

But let’s be more concrete. Agatha Christie wrote her mysteries specifically in a manner meant for the reader to be impressed by the detective. The techniques used were not opaque. The detective often had additional information never presented to the reader. Say, like in the Murder on the Orient Express, the knowledge of an earlier incident involving the kidnapping and death of a little girl. Detectives will also often go into a scene and make note of objects or evidence never elucidated to the readership. That way, when the big reveal occurs, the audience is in awe of the deductive prowess and fantastic reasoning of the principle character.

It’s certainly a style that’s run its course. And, for me, it’s definitely a style that I don’t lament fading. There’s a certain dishonesty to it. Like the author doesn’t actually feel confident the detective will come across as observant or intellectual if they don’t purposefully keep their audience in the dark. It’s the idea that if, when presented with the same information, the audience will groan and decry “it’s obviously the butler!” But unlike the audience, the detective is enslaved to literary pacing and story development.

Accessed from https://www.facebook.com/DaisyRidleyOfficial/photos/a.471098263051120.1073741828.471084793052467/759935070834103/?type=3Which is a fair concern. Literary detectives don’t work under the same restraints as real life detectives. And genre savvy readership is plenty apt to be able to parse their favourite writer’s style and method to figure out the perpetrator before the climax of the story. And the last thing you want is your audience groaning over the obvious struggle of your detective to piece together obvious clues and finger the culprit.

Murder on the Orient Express is clearly written to subvert it. It’s hard to not see it less as a story about the characters but more a game between the author and readership. There’s far too many fake-outs and misdirections than I personally like. The story is secondary to the situation as you fight with Agatha Christie, trying to beat her at her own game. And, of course, she’s leaning into the old bag of tricks because her readership would know them by now.

In the end, I don’t like the story because it’s reliant on a history of Agatha Christie’s style and characters in order to achieve it’s amusement. If you’re not really familiar with her, like I am, it’s very easy for the piece to piece moments to make absolutely no sense. And, frankly, they don’t. The characters’ motivations and methods are insanely over-the-top. It’s a mess of over complicated nonsense with no rhyme or reason to occur. At best I can imagine that the whole thing was set up because the culprit was aware that Poirot was onboard and was worried about being discovered. Unfortunately for that hypothesis, Poirot only made it on the train at the very last minute so either the culprit is capable of making insanely detailed plans involving the movements of multiple actors or that this was originally planned in order to baffle… no one?

I mean, seriously, the culprit had the ability to murder the victim in some discreet alleyway in Istanbul then ride a luxury train to Europe where they would never be caught. The whole mystery is intentionally made convoluted solely so Poirot can dazzle and amaze when he reveals who was ultimately behind it. But it’s such a blatant example of showmanship that it lays bare the ugly reality that you’re not watching anything real. This whole exercise is just a mindless excuse to amuse and entertain with nothing else to stimulate your interest.

Sure, in a reductive way this could describe any entertainment but that’s where character arcs and themes step in to give you greater pause to consider the work and its larger relevance. There is no relevance to Murder on the Orient Express save for its fame. In a sense, it’s the Kim Kardashian of murder mysteries. Its meant to be ogled for an hour and a bit but ultimately discarded and forgotten.

Contrast that with Murder by Death which examines the actual underpinnings of a genre and the relationship between author and audience and it’s hard not to think one has more value than the other despite being a shameless spoof.

So did I enjoy Murder on the Orient Express? I enjoyed its production. I enjoyed the contextualization of other work that stemmed from it. But of the mystery itself I can’t honestly say that I did. I’m glad I saw it for its role in history but, more than anything, it makes me question why it played a role in the first place.

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Where Goes the Snow Beneath the Lights of the Boreal

Accessed from https://en.wikipedia.org/wiki/Aurora_Borealis_(painting)

Aurora Borealis by Frederic Edwin Church (1865).

So it’s been some time, hasn’t it? The astute amongst us will have noticed that it is December now. Which means we’ve just come through November. As such, I have finished the NaNoWriMo Challenge. For those unfamiliar with NaNo (short for National Novel Writing Month), it is an online self challenge to try and write a whole novel in a month. I participate in two of their events: the official NaNo challenge in November and Camp NaNo which is a practice month to work on just about anything.

It’s a great little experience and the official version is pretty serene. You have a set target of 50,000 words in one month which works out to 1,666 words a day. It’s reasonable even for those with busy schedules but still a feat so you feel accomplished at the end. Over my time doing the challenge, I’ve found that I’ve become quite adept at it and that the original 50,000 target isn’t particularly onerous to meet. This year I did a bonus 11,000 words or so. But more than that, I choose to make the April Camp NaNo more challenging by setting a word target of 90,000 which is still quite a sprint for me.

At any rate, as a celebration of my return to regular posting behaviour, I thought I would share a random snippet from my story: raw and unedited. I just plucked this from my word document without rhyme or reason since I’m still a little confounded by the work. Usually my feelings about a project immediately after completion is a dizzy mixture of relief, disappointment and confusion. I’m never quite certain how I ended up where I did or even whether I like what I’ve just done. That’s why I put a couple of months between drafts and editing so that I can let the project simmer on the back-burner and all my failed ideas that didn’t make it or work like I planned can fade from my thoughts so I can see the results for what they are.

And since my NaNo stories are typically more experimental since it’s only a modest 50,000 target, I rarely have much planning going into the venture so the results are usually very unexpected.

For this story, I wanted to write some general fiction about a woman going missing in the far Canadian north. The story doesn’t really focus on the woman herself but the three people affected the most about it. Their reactions to her disappearance are quite varied but they each have their own convoluted story to tell about her life. I wanted to give that sense of how it’s impossible to predict the impact we have on each other’s lives and, in the case of these three individuals, the impact a person can have even without meeting them.

So we’re going to take an early peek into the troubles the investigating officer faces when the story of the missing tourist Yuki Ogasawara first starts to break.

— 

Charlie had never seen a press conference. Well, he’d never seen one in person. He’d seen a lot on tv. He’d even given a mock one at police academy. Course, the expectation was that the media correspondent would take care of them. Whiteriver wasn’t large enough to warrant a media correspondent. Janice seemed quite happy to take the position however.

One person who wasn’t happy with it, though, was Sergeant Sheppard.

“Didn’t I tell you that I thought there was no warrant for raising alarm!” Sheppard growled from his desk.

“Yes, sir.”

“But you went ahead and called for one anyway? This was supposed to be a simple case, Charlie. Now you’ve bunged it all up!”

“I’m sorry, sir. But I felt, given the information presented to me, that it needed escalating.”

“But you didn’t want to share that information with me?”

“I… tried!” Charlie gulped. He knew he was in hot water. He felt like he was in hot water. He wasn’t even certain why. Though he had more sympathy for the frog in the pot. He pulled on his collar aware that no amount of airflow would cool his neck.

“This will instill paranoia, Charlie. And for what? We don’t even know that the woman is missing. There’s been no contact with a relative. No confirmation that she isn’t home safe and sound. We don’t even know where her home is!”

“She’s from Japan, sir.”

“Japan! Not even a resident. You’re going to get people all worked up about a kidnapping over someone that probably just went back to her country!”

“I… never thought it was a kidnapping,” Charlie muttered.

“What’s that?”

“I don’t think the evidence points to a kidnapping.”

“Why is that?”

“Well there was no ransom…”

“And why would there be if she was a tourist?” Sergeant Sheppard asked. “Certainly if they were posting it to her address it would be all the way over in Japan, now wouldn’t it? And who would go so far to kidnap someone half a world away? And in Whiteriver no less? You know how many people live here-”

“Twenty-five thousand, sir.”

“-twenty-five thous- yes, that’s correct. There are deer herds out there larger than our community.”

“Is that true, sir?”

“What?”

“That there are larger deer herds?”

“I don’t know. I assume so. Probably out in the Maritimes. The point is, Charlie, we’re a quiet and civic little community. We like our tranquillity. It’s what draws people to come visit us. They want escape from the chaos of city living. And you’re disturbing their much deserved peace with these fanciful big city crime theories.”

“Well, it is a fact that Ms. Yuki has gone missing from her room where all her belongings were left,” Charlie said.

Sergeant Sheppard dismissed his point. “All we know is some foreigner skimped out on the bill. Could have forgotten to pay it. Maybe she swiped her phone at the door on the way out. Who knows with tourists sometimes. It’s possibly she thought she could pay online. How old did you say she was?”

“Forty, sir.”

“Forty? Hm…” Sergeant Sheppard chewed his graduation certificate on the wall with his eyes. “Regardless, the fact still remains that I’m chief officer here and I didn’t give you permission to assign Janice to-”

“Janice thought it was necessary too-”

“Janice isn’t lead on the investigation!” Sergeant Sheppard said. “And you trotting that poor girl before the press when she hasn’t had proper time to prepare-”

“I gave her all night to get ready.”

“One night? We haven’t set up a task force to deal with a missing person and you’re already assigning specific roles to people in the office?!”

Sheppard shook his head. He stopped Charlie short with a raised hand.

“More than anything I’m disappointed, Charlie. I had such high regard for you. You were such a promising officer with a lot of talent and much to offer-”

The soul burning moment was ended by a merciful knock at the door.

“Yes?”

“Sir, it’s about the Coast Fraser case.”

“Yes, we’re currently discussing that,” Sergeant Sheppard said, looking at Charlie. But Bradford didn’t leave.

“I think you might want to see this.”

He held up a paper. Charlie turned in his seat. In bold typeface was the name The Whiteriver Rapids. The leading story was quite an eye-grabber though the accompany picture of the Coast Fraser Hotel was hardly glamorous.

“What’s that?” Sergeant Sheppard asked.

“Today’s paper. The front story is about our investigation, I think. Titled Woman Missing from Whiteriver Hotel. I think it’s a little redundant. Why would the Whiteriver Rapids write about a woman missing from another town? Plus, you’ve got the Coast Fraser on the front but don’t mention it in the lead-in for the story. Seems like sloppy journalism.”

“How is this possible!” Sergeant Sheppard bellowed. “We haven’t even run our press conference!”

“Oh, they mention that,” Bradford says, pointing at font far too small for Charlie and Sheppard to read. “Said they reached out for comment from RCMP. Janice told them she would be making an announcement to the community shortly. The Rapids do really seem on top of things, don’t they?”

“Ok, ok,” Sergeant Sheppard waved Bradford from his office. He leaned back in his chair and let out a protracted sigh until the door closed. He looked at Charlie long and hard. Then he shook his head. “Well, guess it’s good that you went forward with this. Makes us look on top of things. So… good work, officer!”

“Thanks, staff sergeant.”

Sergeant Sheppard leaned forward in his chair. “But if we’re upgrading this to a missing persons, it’ll take high priority. I’m going to have to oversee your investigation, you understand. Run everything by me and I mean everything, understood? We can’t have wasted resources on fruitless searches. I need to sign off on it all.”

Charlie tried to keep his teeth from grinding.

“Yes, sergeant.”

Sergeant Sheppard thrummed his fingers on his desktop. “You’ve got a report of all developments so far?”

“It’s been one day.”

‘I’d like to see one by this afternoon.”

“Yes, sir.”

Sergeant Sheppard nodded to himself. “Alright. This can work.” He smiled. “I’m sure you’ll do great with this expanded responsibility.”

“Thank you, sir.”

“Well, what are you waiting here for? You have work to do, don’t you?”

Charlie stood. “I’ll get to it right away.”

Sergeant Sheppard led Charlie to the door then closed it behind him.

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How to Write: Lesson 4

Accessed from http://www.wga.hu/index1.html

Oriental Writer Cutting His Pen by Benjamin Gerritsz Cuyp (1640).

Well, we’ve covered a number of writing tips that don’t really have a lot to do with the craft of writing. It’s important to get in the right mindset and to prepare to create your work but time has come to actually how we go about doing the actual writing. While throwing words on pages is the essence of the art, there are obviously techniques and considerations that can assist with that end. Since, just any old words won’t work. We’ve read stories that weren’t good and others that simply blew us away. How do we make ours more the latter than the former.

So today we’re going to talk about the three main components of a story. They’re part ingredients and part spices. They inform and direct each other even if you only use a dash of one and a healthy helping of the third. But any story can be considered through these three elements and it’s best to think about them at the start than try and address them later when you’re neck deep in the minutia of your work.

These three cornerstones of writing are, of course, Character, Plot and Theme.

I’m sure that’s elicited a series of groans from just about anyone that had to take a high school English course. But it’s important to recognize that our teachers didn’t pull these aspects out for analysis with no justifications. Its these elements that get your readers hooked and it’s what will separate your writing from the rest.

But it’s also important to know that you don’t need all three. In fact, many of the best literary books will put their primary focus on one of these (though they’ll still have the others in a lesser degree). They are so ubiquitous that an explanation for them is pretty unnecessary but their importance may not be immediately evident.

Every story, for example, has characters. And those with primary attention to character are easy to highlight. They’re often the ones selected for book studies in school and include such famous works like Catcher in the Rye, To Kill a Mocking Bird or Memoirs of a Geisha. The draw for the reader is the personal journey and change they undergo. Oftentimes, if you really break down the moment to moment action, there isn’t really a lot happening in that person’s life. But the personal struggle, the internal turmoil brought on by the challenges the protagonist faces, are what draw the reader in. If writing a character driven story, it’s vitally important that you have a rich and fully developed character. Their hopes and weaknesses will be essentially what leads your plot and inform the themes.

On the flip-side, plot driven novels put far more focus on the action. The characters are important but you’re there for their exploits and whatever business they’re on, not necessarily the gritty peeling of their personality. These kinds of stories are often broadly popular. Star Wars, for example, has rather generic characters. They’re more archetypes than individuals. It’s the struggle between the Rebels and Empire that interests the fans. Spending too much time on the interpersonal conflict can actually detract from the narrative itself. But, of course, you can’t have empty names filling the sides of your gripping battles either. Characters are more defined by their relation to the driving conflict and the people that oppose them.

Of the three, thematic stories are perhaps the rarest. At least stories that put the theme at the forefront and drive most of the narration. Your Star Wars and Memoirs of a Geisha certainly have prominent themes but the theme isn’t at the fore. Lord of the Flies is really driven by its theme to the point of dictating character action and plot development. One reason for thematic driven pieces to be so rare is the modern perception of these stories coming across as too preachy. A Pilgrim’s Progress is hardly going to have the splash now as it did in 1678. As such, modern writing generally regulates theme to a secondary or tertiary consideration but it’s still an important one, nevertheless.

Thus, when preparing and writing your novel, it’s important to keep in mind where you want to set your focus. You can, of course, prepare these in broad strokes if that is your style. But it will save yourself a lot of headache and frustration in the editing phase if you’ve already got a focus from the start. When writing my first story, I had a kernel of an idea and set about trying to realize it into something more than a two line pitch. It took several drafts before I realized that the personal character elements were dragging away from the action I wanted to be the primary focus. My natural inclination for character dramas was detracting from the mystery that was meant to pull the reader along and really muddied the narrative.

Thus, for my second novel, I knew that I wanted my characters to take central stage. So the plot took a backseat and the locations and events that did explode onto the page were issues that sprang from personal histories or would allow the expression of my cast better than necessarily what would be the most exciting event. Furthermore, the specifics that I detailed in the world creation were meant to provide further insight into the characters and their motivations.

My latest novel, however, is far more thematic. The genesis for it was based on conceptions of humanity and its malleability due to technology. Considering how best to communicate my thoughts on the intersection of these two elements dictated the structure of the novel and who would ultimately be the principal characters. It determined their ages and occupations as well as the need to split the novel in two for both points of view.

Because, ultimately, determining on which element is going to be your focus will inform the techniques that you utilize. Certain tropes work better in plot heavy stories than they do in character pieces. And you’re not apt to use a stream of consciousness in order to narrate the big confrontation of your alternative history epic when your hero finally confronts the villain that has plunged the world into war.

So, when writing your story decide how much of your centre stage is going to be taken up by your characters, themes or plot and make sure that when pacing and developing the narrative you portion off the appropriate amount of time to each. With any luck, you can pinpoint when you’re spending too much time rushing from point to point and not listening to the inner struggle of your character or when theme starts dragging out the enjoyment of your plot. It should let you correct course before veering too far off-track and reduce the workload of your editing.

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How to Write: Lesson 3

Accessed from http://www.wga.hu/index1.html

Oriental Writer Cutting His Pen by Benjamin Gerritsz Cuyp (1640).

There is a personal element to writing. No two writers are exactly the same, otherwise we wouldn’t have such variation in our works. Truly, a homogeneous talent pool is the most dystopian ideal to create for creative fields. Sometimes good advice needs to be amorphous and vague so that each listener can take the important elements and adapt them to their own needs and situations.

So, I’d talked prior about the important of turning off your own internal filter and how to keep yourself on track through the use of (or lack thereof) plans. I’m going to do a last little lesson on writing “prep” and it’s a little insight into how I approach a work.

Personally, I don’t just do one project until completion. I’m a bit of a perfectionist and loathe finding errors in my own works. This doesn’t combine well with being an imperfect being and so I can get lost in a novel if it’s the only thing occupying my time. Setbacks can lead to hang ups and, invariably, I’ll grow tired of working on my project and long for greener pastures elsewhere. Thus, I tend to have several projects on the go at any given time. That way, should motivation be lacking in one department, I can refresh my mind by looking at something else. On average, I have somewhere between three and five things on the go.

It works for me but hopping around from wildly different stories can make for other challenges. How do I keep tone and language consistent within a Victorian steampunk murder mystery after I’ve just spent some time working through a multitude of speech patterns in a wild west adventure? There’s a real danger of losing sight of stylistic choices or forgetting important characteristics of my characters that are necessary for conveying the theme and atmosphere.

Thus, I’ve found being able to recreate the “head space” I was in while writing the first draft or conceiving the initial idea aids in refocusing my attention. It’s especially important since, while I do keep extensive notes on my projects, I also have a bad habit of carrying a lot of my work in my head and weighing ideas and options before committing them to the page.

But I have a shortcut to remind myself of how I wanted my stories to feel.

I use music.

It’s a little cheat. When doing a lot of my mental preparation for a story, I’ll seek out songs and create playlists that inspire me for the project. Often these revolve around hitting the right atmosphere in my head for what I want the piece to convey. Thus, style over substance takes precedence for me. For the Clockwork Caterpillar, I had a rather eclectic mix of folksongs, foreign metal and American rock. Derick Steals a Baby is largely jazz and orchestral. Part of what determines the shape of the playlist is determined by how the concept for the story germinated. If I imagined and refined the story idea while listening to music then I have an easy start to my list.

But if the inspiration struck elsewhere then it can sometimes be harder to think of a good list. Sometimes, I’ll think of a piece of creative work that is somewhat similar and search for music from or associated with it. Other times it can simply be what’s playing in the background while I’m musing about the ideas and trying to make a coherent story from them.

And having something work well in the background is key. I don’t make lists of my favourite songs or what’s popular currently. This isn’t a method of distraction and a discordant or “flavour of the month” song that’s apt to get overplayed and annoying quickly simply isn’t helpful. I don’t think any of my work lists have any of the bands I listen to for pleasure in them. Not to say the songs I pick aren’t pleasurable. But I need something with as few mental associations as possible so I can latch my story ideas to the melodies. Thus, hearing that song reminds me of my story and not anything else in my life.

And when I have a really great list together, it’s truly something special. But I’ve had some poor lists before that just simply didn’t do the work. This is hardly a necessary step to writing but similar elements to my playlist can be incorporated into other writing styles. Finding what motivates you is just as important as coming up with the greatest ideas. The best story isn’t one that exists solely in your imagination. Thus, it’s necessary that you take whatever shortcuts, cheats or tactics you can to make sure that you get your writing done. Whether this is specific food or drink, a cosy little corner or a collection of motivational pictures doesn’t matter. Perhaps even a simple ritual of sharpening a pen and cracking open a fresh, blank tome is all that’s necessary to start feeding those imaginative juices and getting the words to flow free.

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Happy Turkey Day!

I’ve been a bit quiet of late. Part of that is the national celebration for eating one of the world’s ugliest birds. I’m telling you, PETA, we’re doing our part to make the world a cuter place. The other part was due to me taking time to poke around some lovely canyons.

I was down south, checking out some famous locations. You may have heard of things like Zion National Park, Yosemite National Park, Bryce Canyon National Park or maybe even Grand Canyon National Park. Or maybe you haven’t. Either way, I’m going to tell you about them.

They’re pretty.

So in conclusion, if you have the chance, I’d recommend checking them out.

No? Not enough? Alright, I can give a few more details.

There’s actually quite a bit I can say about these places despite only spending a day at any of them. They’re remarkable areas of scenic beauty tucked away on the Colorado Plateau. You may not be aware of this, but Canada isn’t particularly swimming in deserts (well, at least not the hot, sandy kind) so puttering through the foreign landscape was a real treat. There’s quite a variation in the land and always being within eyesight of soaring red cliffs never got old. The lack of trees, however, would sap away my sanity had the change been more permanent.

But as a vacation spot, it was very lovely.

I’m only going to prattle about Zion National Park, though. Everyone knows the Grand Canyon. Most people I know already want to see the Grand Canyon. It’s a gosh-darn World UNESCO Site so it really doesn’t need me to tell you to check it out. But just in case it does, you should check it out if you get the chance.

However, the Grand Canyon is kind of what you’d expect from all its press floating out there. That just leaves Bryce and Zion and, of the two, I’m more smitten with Zion.

It’s not that Bryce is bad. It’s quite a surprise. But I think Bryce works best as a destination the less you know about it.

So Zion it is! But what is Zion? Well, it’s this:

Picture belongs to me.

They say a picture is worth a thousand words.

For me, I was looking forward to Zion because I’m a massive nerd. We have several words devoted to a little computer game called Fallout: New Vegas. It introduced me to the surrounding area of the Mojave Desert and one of its exotic locations in an expansion was a trip to Zion. Of course, it wasn’t an accurate reproduction of the area but it did include several prominent features while also capturing the feel of the park.

However, as I wasn’t wandering in on a post apocalyptic trading caravan (though I thoroughly wished I were), the approach to Zion is a bit more humble. I stayed out in St. George so had an hour drive past the grand tan Navajo Sandstone and to little Springdale. It’s certainly a touristy spot with little shops dotting its main street advertising native art or pretty rocks. There isn’t much parking save for the sides of the street, and a long line of cars heading to the park will encourage you to pull before the squat desert structures. Thankfully, the park runs a very convenient (and free!) shuttle service that covers most of the town and ends at the park entrance.

There you’ll meet some friendly park rangers who will cheerfully take your entrance fee before waving you across the rather timid and unassuming Virgin river towards the park proper. One wisely advised I grab the Park Pass which would grant access to all National Parks and Monuments throughout America for one year. This is a steal, especially if you’re going to three or more locations within a year.

But before entering, there’s one final comment to be made about the park. There’s a Zion Outfitter right at the door and you’ll probably want to check it out if you’re not a hardcore climbing enthusiast or a local. The reasons for that is the Narrows.

Zions most famous hike is through the Virgin River at the heart of the park. To take this challenge on, you’re going to really want the speciality gear that the Outfitters rents. Now, most of their offering is probably unnecessary. They have pants, water tight bags and warm jackets. Thankfully, their cheapest bundle focuses on the gear you’re least likely to own: water resistant socks and shoes. Plus you get a walking stick.

These babies were a godsend. The Virgin River carries so much silt from the canyon that it is almost always murky. So you won’t be seeing the mass of stones hiding beneath its surface. I know I would have had bruised and bloodied toes if it were not for the reinforced exterior of those hiking shoes. Plus, the grip offered by the socks and shoes are fantastic for keeping your balance while treading over the slick rocks. For me, I found the fact that the socks kept their grip even while the shoes filled with (refreshing and cooling) water also a blessing for the hike. The walking stick as well is invaluable for probing the waters as you wade across to judge the depth and avoid hidden sinkholes while also giving you an anchor for keeping yourself steady in the stream. This will run a total of $24 but it’s money very well spent if you’re looking to tackle Zion’s most desirable hike.

That said, the renters discourage taking the equipment on the other trails. And the Narrows hike is located at the end of the shuttle service (which is about forty minutes one way). So you better start early if you want to do it or try and spread your hikes out over several days instead of squeezing everything into one.

The first trail I tackled, however, was Angel’s Landing. Once you’ve set a plan and bought your pass, you are funnelled towards the bus stop which ferries the vast majority of visitors into the canyon. As I was there near the end of climbing season, I had about fifteen minutes until a bus picked me up. Though the signs for thirty and one hour wait times were still out. Once aboard, a lovely little prerecorded message gave some history of the park as I gaped at the canyon walls along the way.

Angels Landing begins at the Grotto stop. It’s easy to find since a lot of people head towards it. The trail ascends to the top of a rock formation nearly in the middle of the park. The canyon loops around it, giving a sense of being lost in the breathtaking scenery. The trail is considered difficult, though the first two miles are well paved and maintained that I’d imagine very few would struggle with it. There’s a series of switchbacks—well two, really—that oversee the five thousand and change feet to its summit. The first set are long and uncovered. When doing it in the morning, you’re going to be very exposed and warm. But the trail heads up a small ravine once you’ve climbed the first half dozen switchbacks and you get to have a bit of shelter and reprieve from the glaring sun. Trees fill the crevices in this cooler section and it’s fairly level until you get to the titular Walter’s Wiggles. These are a set of twenty-one small switchbacks that lead right to Scout’s Lookout.

For many, Scout’s Lookout is enough of Angel’s Landing to enjoy. From here you can look over either side of the rocky ridge and get the jaw-dropping views. There are washrooms and a few scattered trees to drink water and take a break. Many will call it a day here. Of course, I pushed on.

I took this.The final half-mile stretch is a nerve-wracking scramble over narrow rock with just the assistance of a metal chain from keeping you becoming another warning statistic about climbers who have fallen to their deaths at the start of this stretch. Personally, I found it was physically the hardest at the start of this stretch. There were the most people traffic jammed on the sheer rock and all the dust from their boots made to surface incredibly slick. If you get past that, things get better. At least, physically they do.

Mentally, I found this hike the hardest I’ve ever done. Most climbs were tiring but I wasn’t really afraid. Angel’s Landing, however, kept me moving slowly and purposefully. My camera bag added an unnecessary amount of shifting weight that, when combined with the high winds, kept playing images of a mortal fall for fifteen hundred feet. There is no surviving if you tumble here; the rock is sheer on either side.

It took some work but I was able to mentally ground myself and concentrate on the climb and experience itself which was the real turnaround for the hike. Once I reached the end, it was something special. The sense of accomplishment combined with the views were unparalleled. The climb down was far easier for me too. I’m not afraid of heights so I could take the time while waiting for those ascending to pass and really enjoy the canyon, watching birds drift listlessly through the air. I also found it less unnerving to pass people descending and didn’t feel like one wayward nudge would be the end.

Course, the descent from Scout’s Lookout carries the same warning towards one’s knees as any climb down from a high hike.

The real treasure of my time in Zion, though, was the Narrows. It was a hike truly unlike anything else. It takes some time to reach the trail, however. You ride out to the final stop—The Temple of Sinawava—then hike along the Riverside path for almost two miles. The Riverside is a pretty simple and relaxing hike which means it’s rather crowded since people of all ages and skill levels are heading out to at least see the Narrows. The views of Riverside are a little underwhelming since the canyon walls are closing in though you can really appreciate just how red they are.

At the trail head, however, is a small crowd of people gathered on the rocky shoreline looking up the wide Virgin towards the shadows of the Narrow’s mouth. Its beginning is a touch unassuming. I was eager to grab some pictures in the river itself for novelty reasons but the canyon is wide enough that you can walk on the opposite shoreline and wading across mostly serves to separate the river walkers from the narrow travellers.

But it’s not long until the magic happens.

The river is constantly changing, taking up the entire berth of the slot canyon or tracing out a thin ribbon amongst rocky, tree-covered shorelines. Rocks of all sizes dot the trail and there’s plenty of breaks for you to stop and grab a bite to eat or enjoy the cool atmosphere. The canyon walls soar above you and you’re in shade more often than not so you’re never warm from the hiking. Of course, there’s also no privacy so make sure you make use of those toilets back at the bus stop because there’s nothing else out here. Apparently you can pick up sani-bags in town for removing your duty should it come to that.

Course, the price is well worth the experience. It’s incredible the variety you can get in just canyon walls and the way the light plays off the stone when it does break past the corners of the earth are simply amazing. Every bend and turn was a new delight and I gleefully grabbed pictures along the way.

My journey ended at a little feature called Wall Street. This section of the hike is when the canyon is at its narrowest and you truly feel the weight and power of the sandstone around you. It’s a fantastic section that, unfortunately, was far too flooded further one. I had been warned by an exceedingly kind Australian woman that about twenty minutes past Wall Street you had to swim to continue. I checked out a side route from Wall Street which was pretty empty of travellers. Here the water gathered it large pools segmented by fallen trees and was a welcome breath of tranquility. I snapped more pictures of course before turning around and heading back.

My picture.There’s a bittersweetness to how quickly return trips always are. You’re glad it’s shorter and faster because you’re tired and sore but you’re still sad to see it come to an end. The forty minute return trip on the bus gave ample time to nap, however.

So if you happen to be out at Springdale for a day with nothing to do, may I recommend taking a peek into Zion? You can soak your feet and climb up to where angels fly.

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We Can Stop Digging, Watson

Awhile ago, I reviewed Sherlock Holmes: Consulting Detective. Well, if you hadn’t enough of my complaining about the original game, my family and I have finally gotten through the expansion Jack the Ripper and West End Adventures.

If you want a short, sweet summary of the experience: it’s worse than the first. Which is quite a feat considering how sour my family was towards the original game.

Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is the product of Asmodee and a bunch of others that aren’t me.

But if you haven’t read my prior review and you want more than “it sucked” then buckle up because I have a lot of thoughts about the experience.

First, a quick rundown of what Sherlock Holmes: Consulting Detective is. The game is quite different from your normal tabletop games. This is an (ostensibly) detective game about solving a crime by listening to descriptions or testimonies at various places and by a revolving cast of characters. The idea is pretty neat and certainly something that would be up my mystery obsessed family’s alley. The conceit is that you’re a member of Holmes’ Baker Street Irregulars. These rapscallion street urchins are known for running tasks for Holmes but in the game you’re promoted to assistant consulting detectives and are given the same premise to the mystery as Holmes before being set loose into the streets of London to come up with your own explanation for how and why the crime took place.

And, more often than not, you’ll come to a better conclusion than Holmes. But more about that later.

The only tools you have available to solve the case is a map of London with various locations demarcated with a number, a directory, a list of Sherlock Holmes’ famous allies, the newspaper for the day and the case book which contains the meat of the adventure. After listening to the introduction of your case, you will look up locations on the map or by searching the directory for the address of potential suspects then consult the corresponding number in the case book. In this way you simulate the experience of crossing the busy streets of the Victorian Empire’s capital. And when you start running into some frustrating dead ends in your investigation, you can crack open the papers to get some additional clues to get you back on track.

Now, the game aspect of Consulting Detective is that you’re ostensibly in a competition with Holmes trying to solve the mystery before he does. And this aspect is what brings the whole experience crashing down on a fundamental level. But I’ll be addressing this portion of the game later since it’s an inherent problem in the original release that was only exacerbated with the expansion.

The expansion itself, however, is distinctly split into two experiences. The first four cases concern the infamous Jack the Ripper case and is the first instance of a crossover between Sir Conan Doyle’s fictitious character and a real world event. The latter section of the case is six additional cases set in the same style as the original game. It’s these adventures I’ll address first.

When comparing the West End Adventure to the original Consulting Detective collection, all three of us were grossly disappointed with the offerings. The writing is still the largest stumbling block but, more than anything, I found that these cases were simply far less inspiring than the original ten cases. We basically solved all of them within three locations in the book and they really didn’t feel as developed as the originals. Since I was the sole keeper of the case book, I also happened to notice that all of them were on the thinner end of the spectrum with all six approximately the same length as The Munitions Magnate and about as interesting. The Munitions Magnate I felt was a pretty good case solely because it worked as an excellent introduction to the game and its mechanics. The case itself is pretty dry and West End Adventures doesn’t really find any way to sprinkle some excitement into the mix.

In fact, outside of Dr. Goldfire and the Murder of Sherlock Holmes, I’m having a hard time remembering them despite having played them only last week. And of those two, I’d say only the Murder of Sherlock Holmes is interesting. I just remember Dr. Goldfire because it sounded like a James Bond villain.

Give me a sec as I look them up…

Jeez, even looking up their names I don’t even remember what A Simple Case of Murder was about. Oh, digging further I was confusing Savage Club with A Simple Case.

And that’s exactly the issue with this expansion. The only reason that The Murder of Sherlock Holmes stands out is because of its use of a theatre as a location for interviewing multiple witnesses/suspects. It felt like a missed opportunity since you’re given so much information concerning the theatre layout and suspect locations when all that information really isn’t relevant.

Contrasting these cases with the originals and there differences between their quality is quite stark. The Mystified Murderess (despite it being a written mess) at least had a rather unique concept. The Lionized Lions was my favourite simply for its cute setup. The Cryptic Corpse really hit a traditional Sherlock Holmes vibe and the details of The Pilfered Paintings were pretty amusing. Even with the annoyances of The Banker’s Quietus, The Mummy’s Curse and The Solicitous Solicitor, I’d say we found them at least okay. I’d say the only one we truly hated was the Thames Murders. And with those cases part of our frustration was trying to play the game “by design.”

West End Adventures, however, are all feel pretty much the same. There’s also the unfortunate issue that they’re pretty predictable too. Several start without an actual murder but you know you’re going to come across one pretty early on regardless. The lack of depth in these cases even reflects in Sherlock’s awful solutions. He resolves all of them within four or five clues because there’s really just not that much going on with them.

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They’re bad and had the original release been on the level of West End Adventures, I can’t imagine the game ever being recommended.

The Jack the Ripper files, however, are a bit interesting. For one, there designers did some research into enacting some measure of authenticity so the nature of the cases is starkly different from the rest of the Consulting Detective cases. You’re going to be reading through gritty details and unreliable witnesses and testimonies. Here, the red herrings don’t feel like cheating because there’s a much stronger feeling of authenticity to its presentation. These four are certainly the strongest of the cases and I don’t think it’s a coincidence that this is due to the writers being constrained to actually following a real life case and thus don’t have some absolutely idiotic events occur.

Granted, Sherlock Holmes’ solution is completely asinine but that should be expected from anything carrying the Consulting Detective name.

But there’s some extra details that make the Ripper files stand head and shoulders above the rest. First, there’s a distinct change in the nature of playing the game. You’re provided far more visual aids in those four cases and are expected to pull out details and clues from those aids. It really helps to clear up some of the ambiguity which arose from the purely written accounts that can lead to contradictions in the rest of the cases. It also makes the newspapers a lot more interesting to read.

However, there’s a second element unique to the Ripper files that really needed to be expanded to the whole of Consulting Detective. You have the ability to follow up individuals about specific clues or questions!

Granted, due to the nature of the game, these follow up questions are pretty restricted but it’s a fantastic addition that really makes the game a better experience. Before the Ripper files, if you came across an important clue you had no ability to find further information about it. Say, after some detective work, you came across the name of a likely suspect there really wasn’t any way to ask the police about that suspect since the designers couldn’t know if you were visiting the police before or after learning of said suspect. With the Ripper files, however, there are many passages that come with some cryptic directions if you’re arriving at a location for a specific reason. Say, for example, you learn about a shady individual named Derek the Dirk who was seen in the area of one of the murdered women. When you go to speak to Inspector Lestrade, you will still get his generic chest puffing about how you ruffians shouldn’t be in his precinct. But at the bottom of the passage you might be rewarded with a little bold text reading, “If you are looking for information concerning Derek the Dirk then go to the location in this district corresponding with the number of the location you last heard about Derek the Dirk.”

Granted, if you’ve come to Lestrade before hearing about Derek, then you might be more vigilante about this missing Derek character from your investigation. However, after going through the casebook after the investigation, I found that there were some red herrings that you could investigate as well which adds that necessary element of ambiguity where you can’t know if following the lead on Derek the Dirk is a waste of time or not. And having a more responsive investigation is certainly worth the trade-off.

Course, none of this addressed Consulting Detectives true issue. It’s scoring system is a mess. The West End Adventures are even more of a mess than the originals. My mom kept saying that Sherlock cheats and it wasn’t until this set of cases that I finally came around to her point of view.

First, for Jack the Ripper and West End Adventures, we decided to play the game the way everyone recommends: ignore the scoring. But in doing so, I only came to see how incredibly arbitrary and awful the scoring really is.

Part of the problem is inconsistency. There were two cases where Sherlock admonished Wiggins for attempting to come up with a motive for the crimes. The very next case one of the primary questions asked at the end was about the culprit’s motive. Consulting Detective is constantly doing these contradictions. It sets up a sense of expectation in one case and in the very next it will break all the rules it had established. Sometimes the method a crime was committed is incredibly important. Sometimes, it doesn’t matter how an impenetrable safe is broken into with a dozen witnesses in the area and no explanation given at the end for how it was compromised by the guilty parties. Sherlock cheats in this manner by dictating what and when something will be important and, without providing the questions ahead of time, there’s simply no way for the player to know what incongruities are due to the game’s design or simply bad writing. In one case, we had followed Holmes’ steps exactly but kept hunting down clues because we erroneously assumed we had to unmask the location or true identity of the criminal because literally every other case until that point expected those answers. And this time Holmes considered it unimportant… simply because.

I’ve put a lot of thought into the game aspect of Consulting Detective because it is so bad that it detracts from the experience. And I’m not certain there’s a satisfactory answer beyond simply getting better designers and writers. What is clear is that Consulting Detective does a horrendous job of ultimately making clear what you’re supposed to actually do in the game. And this is inexcusable considering they’ve published twenty cases and have had plenty of time to figure out a good method of doing so.

But I’m going to share my idea for a better way.

First, during the introduction of a case, the writers should drop most of the extraneous fluff and spend more time actually making clear what exactly the players are tasked to do. To use an example of what not to do, the Savage Club case is too vague. You leave understanding that there’s some sort of Bohemian Scandal setup for the adventure. You’re contact by a princely individual who wants you to address some embarrassing situation before it can get out. But the Savage Club doesn’t make clear what you need to do to stop that embarrassment. Do you need to reclaim the necklace? Do you need to prove the necklace was stolen? Do you need to retrieve the letters? Do you need to prove the letters were stolen and not intended for their current owner?

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Original Sherlock Holmes art by Sidney Paget

Since there’s no clear indication of what will solve this case, it will naturally lead to players meandering blindly all the while Sherlock knows immediately what needs to be done. Every player should finish the introduction to a case and know exactly what the first two questions in the back of the book are going to be. If this means Sherlock has to turn to the Baker Street Irregulars and literally spell out, “I’m leaving you, Wiggins, to find out who killed our victim and how” then so be it. Then players can properly go to scene and start deducing answers with this directed focus.

Second, if you’re going to have a competition with Sherlock Holmes over solving the case then Sherlock should spend a lot more time engaging with the damn case. That Sherlock solved most of his in four steps and the designers expect you to do the same is asinine. The designers are literally creating a game to not be played. There are so many locations to visit and sub plots to uncover that players are directly encouraged to ignore. It’s bad design. It’s also even worse that Sherlock will make broad proclamations about the case without actually having the evidence to make those claims. This goes contrary to the character and even contradicts a lot of his advice throughout the game. If the designers wanted a detective who made wild assumptions and didn’t bother to “eliminate the impossible” to find the truth. Holmes’ most famous quote is to basically hunt down leads and prove they’re wrong. Yet in the game he never, ever does that. He just magically finds a path that can make sense and doesn’t even examine whether there’s an “improbably but truthful” alternative.

So Sherlock should have some steps to corroborate witness testimony, to ensure his theories are sound and eliminate other possibilities. Sherlock should literally be used to demonstrate to players how to engage with the game and solve the case. No one is bedazzled when Sherlock pulls some nonsense solution especially when it’s trivially easy to go through the locations he did to come to his conclusions.

There should also be some consistency in his allies. It’s also asinine that only three allies are ever actually useful. Why are over half his allies “not in their office” for most of the cases. Why even bother putting them on a list to consult. Players shouldn’t have to guess when an ally is going to be important or not. Basically, what we learned is that Porky and Langdale Pike are the only really important allies to visit and basically you rotate between them for each case. And the fact that one in twenty cases requires you to visit the Carriage Court but there’s literally never anything to gleam from it otherwise is also stupid. Especially if there are no witnesses to at least suggest you should check out the movement of carriages by seeing a suspect climb into one.

Instead, all allies should be useful in some manner. Make most of them like Sherlock which give helpful hints pertaining to the case but aren’t necessary to visit. Make some of them consistently give direction to the sub plots that are bonus questions at the end. I like that Porky often asks you to look into elements pertaining to the case but from a wholly different direction and more of the allies should do that. That way, when you do get to the end, you aren’t completely baffled by some of those bonus questions which can seemingly come out of nowhere.

Finally, there should be far more consistency in how information is presented. It’s frustrating trying to find the right witness who will actually describe what a body looks like, especially when it’s a moment when Wiggins actually looks at the body himself! Anytime a new character is introduced, there should be some measure of important information provided so that witness testimonies for height, hair, accent and build can be easily determined. Also it’s bullshit that you can have someone interact with an individual to such an intimate degree like removing a bullet from them and they can’t even tell you their god damn hair colour!

There shouldn’t be one exact way to solve a case but many different angles that you can approach it. This does mean keeping track of all the minute details but that’s exactly what Sherlock Holmes is about.

The game ultimately should be designed in a fair, engaging and fun way that encourages people to think and analyse the information they’re given. There’s potential here that is absolutely squandered in the shoddy writing and it’s simply inexcusable for a game that requires consistency in information to have witnesses with incorrectly spelt names so you can’t even look them up in the directory until you stumble across the one individual that properly writes their name.

As it stands now, I’d hesitantly recommend the original Consulting Detective. But I would never tell anyone to play Jack the Ripper and West End Adventures. And any recommendation comes with ignoring the rules of the game which leaves me wondering why people would play it in the first place.

Truly, the best way to engage with Sherlock Holmes is to simply read the stories.