"As for the encyclopedia, well, it seems that we might end up going through the back-door on this one, as we’re in serious talks with a RPG 20D group who are keen to adapt the Malazan universe to a game. If this goes ahead, well, it will of necessity involve a release of all the relevant maps and game-notes presently occupying a cardboard box in my garage, and those from Cam as well. Said project demands full disclosure, don’t you think? Although, that said, the eventual release of everything could end up as instalments, expansion packs, etc. Still, it does mark an opening of the flood-gates."
No deal has been signed yet, so nothing is confirmed, but Erikson indicated that he and Ian Esslemont would release all of their background material, including maps, for use with the game. No word was given on which company was interested in publishing the game.
23 comments:
"Relevant maps" hooray!
Weren't they intending to release an malazan encyclopedia after the main series was done? is that still on the cards at all?
Harrumph. Guess I better finally finish the second book in the main series, Deadhouse Gates...but as I get older, I find I have less and less tolerance for massive brick-book fantasy series...do I want to struggle onward? The first book was good enough, but trying to get into the second was tough. I got about a quarter way through before I had to put it down. Maybe I'm just not interested or able to understand all the nuances of the secondary worlds authors like Erikson create. I'm amazed at the feat of worldbuilding, but at the same time I'm not sure I want to invest the brain space it takes to really immerse myself into the world created, savvy? A simpler world, with nowhere near as much depth, seems to suffice for me these days. I don't need as much detail, but I do need that old fashioned concept of PLOT! I'll take plot over worldbuilding any day! And a plot that moves forward at a perceptible level, for that matter!
Oh goodness, I hope it's not Pathfinder based. Heck; d20 in general is a terrible fit for the universe.
Well, MALAZAN came from an AD&D 2nd Edition campaign, so it does make sense. Although given most of the RPGing was done with the GURPS rules, that might have made more sense. It depends on who was interested in doing it.
A bit OT: do you guys recommend reading the Malazan series? I must admit I'm a bit daunted by its length and apparent complexity which (I guess) begs for multiple rereads. I've heard all kinds of different opinions on this one. Tough many do say that the first three-four books are the best. Suggestions?
I hate hate hated the first book, Gardens of the Moon. Based on that book, I have no problem saying that Erikson is a horrible writer with no character depth and poor writing skills in general.
It was a mess, random shit happened without explanation and there was nothing for me to get invested in— characters, story, prose, nothing.
What's extremely annoying is people who insist that it takes reading the first two or three books of the series before you "really get into it."
If I read the first book, which is however many hundreds of pages of BS, and I'm not even the slightest bit enthralled, why the hell would I want to continue with the series for some non-guaranteed payoff?
Of course, other people love the series to death. I find that decision to be in poor taste, especially if the rest of the series is anything like Gardens of the Moon. Still, people will like what they want.
Give the first book a go. If you love it, continue; if you come to (rightfully) despise it, cast black magic on the text to erase the ink from the pages.
I think D&D 5e would make a pretty nice fit with a good use of backgrounds.
Anon,
I love Malazan. But it's definitely a love it/hate it series. I'd disagree that the 1st four are 'best.' Memories of Ice may be the best single volume in the series. But The Bonehunters, the second half of Reaper's Gale, and the 2 book finale of the main cycle definitely stand up.
I think most, including me, were surprised by certain characters arbitrarily being powered up to insane levels, only to be put on the bus (Tattersail/Silverfox and Sorry/Apsalar for two). That said, it's a powerful journey.
I'll admit that Eiselmont's books have not captured my attention. I've tried three of them now. Finished none. Everyone tells me this is the book he finally matches Erikson. I never agree.
The Malazan book of the fallen series is definitely worth a read for those interested in epic fantasy.
It's certainly not easy going, nothing worthwhile is. Erikson himself says that you cant rush the books or you will completely miss whats going on. Even from one sentence to the next this is true. I almost put the first book down; glad I didnt.
The only character in GoT that comes close to even the most paltry of brief cameo'd Malazan Characters is Danaerys; thats right the one the whole series is about.
Love Erikson's work and was delighted when Forge of Darkness came out.
I've been hoping for a Malazan RPG for years; hoping this actually becomes a reality.
For what it's worth, I also hope they don't go with a 3.5ish D20 system. I'd rather they did GURPS or something else more flexible. Savage Worlds would be a good fit, imo.
I'm admittedly biased, but I'd love if they contacted the folks at Onyx Path (used to be White Wolf) to do it with the D10 system. I feel the D10 system for the old World of Darkness games was the best rpg system ever.
A system like Rolemaster would be the best fit for this.That's the only system that has the complexity to do his world justice.
I've never dealt with Rolemaster or Spacemaster, but from what I've watched/read they seem overly complex. Even the main website itself says the "master" games are for much "detail and greater levels of granularity." Exactly why I wanted to avoid a 3.5ish D20 system in the first place. Although, personally I've always preferred RPGs that focus on the flow of the story above all, and never really enjoyed things such as measuring miniatures on a grid, or looking at a character sheet that looks more like my income tax forms...
Would Rolemaster bog down with rules minutiae, or would it allow for quick, story-focused roleplaying? The main website admits that the "master" systems are rules heavy, and suggests the HARP systems for a faster flowing experience. I haven't played either, and am curious.
Regardless, I'm sure discussing our favorite RPG systems will be moot. I'm sure the decision will be made from a profitability standpoint, and WotC certainly has the money and marketability to overshadow almost any other system Erikson may consider, perhaps save Savage Worlds (which I would prefer to D20).
14 months on from the original post...any news or updates?
Nope. I don't think it's been mentioned in any subsequent interview. If Erikson gets the next novel out in 2016, hopefully someone will mention it to him.
Although Malazan started out as an AD&D setting it's probably closer (as written) to BECMI D&D (or Dark Dungeons, to choose a modern clone). The whole 'powering up to insane levels' is almost the point of the last two letters in BECMI, and in a way a lot of the Malazan and BECMI stuff come from the same place, Jack Vance and D&D winding each other up into a knot until everything you can imagine comes pouring out.
Erikson hated Forgotten Realms, which means he has better taste than most people that write for D&D.
Ironically, as there some very strong similarities between FORGOTTEN REALMS and MALAZAN :)
Sure, though Malazan is done much better. The problem with fantasy works isn't so much that they're derivative, but that they're cliche - they consist of nothing but the tropes, with no greater pathos or understanding of the material. It's like people who read the Bible and conclude it's history, there's a disconnect between the strengths of the form and the intellectual limitations of its creators.
There is definitely more shitty literature than ever before, and a larger market for shit, which Forgotten Realms is a prime example of. While Malazan so far hasn't blown me away, it doesn't read like Neckbeard FanFiction, which everything Elminster von Greenwood writes does.
I just saw your post and I hope you went on reading the books after all ... They are amazing .. AMAZING
Seems to me that GURPS would be the best game system to capture the spirit of Malazan. But Erikson probably is not aware of GURPS and SJGames, alas. GURPS did a great job for Discworld, which is a very different sort of fantasy game setting.
MALAZAN was created as an AD&D campaign world in 1982, but the second they could (in 1986) they converted it to GURPS. Most of the major MALAZAN campaign events unfolded through the GURPS campaign and I believe on the rare occasion they break out the game again, they still use GURPS. So yes, Steven and Ian are very much aware of GURPS :)
Juste read all Books Guy. It will take times but it is Worth it.
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