Bantam Books
I’m the sort of Game Master that provides the players a lot
of input in the story. That leads to a good amount of improvisation on my part, which in
turn can lead to a somewhat disjointed narrative. But real life never follows
a rigid narrative arc. So that means mean seemingly disparate events over the course of a campaign can’t link
up to have a larger meaning. Plenty of books adopt this sort of approach but
Ray Bradbury’s The Martian Chronicles is closer to Roleplaying Games than most other examples. The book links up short
stories written across his career, the only constant being the use of Mars as a
setting. However, the repetition of certain themes, characters, and concepts,
along with the stories written to unify the others, gives the anthology a surprisingly
coherent storyline. The Martian Chronicles taught me that as long as a GM can keep a
few fundamental elements consistent, they don’t have to worry about the individual
sessions of a campaign forming a more conventional plot.
While
each story has considerably different characters, circumstances, and tones, they all
share a common setting. Each story helps build up Bradbury’s vision of a habitable Mars and
the strange, wondrous beings that built it. Alternatively, they
establish the circumstances on earth that brought Mars’ human colonists to the
red planet. Most of the stories also share themes about exploration, colonialism,
technology, and nuclear war. The way in which The Martian Chronicles builds a larger narrative out of smaller,
self-contained stories forms a close parallel with the way many RPG campaigns
play out. It also shows that one "whole" narrative isn’t necessarily more
effective or meaningful than a more fragmented one.
In
addition to offering insights into how to run a campaign, The Martian Chronicles features some strong ideas for them. While
only a few stories feature direct violence, each one has significant stakes and
an eerie atmosphere to accompany it. The Martian
Chronicles helped teach middle school me that there’s more ways to convey threat in a
story than just an adversary or some other form of direct harm. Just because science
fiction can features monsters, ray guns, and the like doesn’t mean it
absolutely has to. Imagery like 50s style American towns built over Martian
cities and automated houses that run even after the end of the world also gave
me a sense of what an unconventional, colorful but still familiar setting could
be. The Martian Chronicles had a
considerable influence over me as a kid and its impact extended to how I run RPGs.
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