Showing posts with label desperado. Show all posts
Showing posts with label desperado. Show all posts

Saturday, December 31, 2022

A GM's interpretation of Grateful Dead's Terrapin Station

People find their fantasy world gaming inspiration in lots of places. Obvious choices (fantasy movies and books) of course. 

Some can be odd. Some years ago I remember some inhabitant of the Dragonfoot forums in a discussion about a warehouse hallway fight in the Daredevil TV show excitedly going on about how that scene was "so D&D." Yeah, most dungeons have hallways. But I could not see how a superhero punching thugs in a hallway was a big D&D inspiration. But what the heck. I remember as a teen visiting my oldest brother, a sort of biker tough guy type,  in his big house in the mountains and on a lark running a D&D session for him and his wife. They had zero expeirence. It did not last more than a couple hours. Big bro had a fighter in the city who was not long in the tavern before starting fights. He ended up killing a summoned city guardsman and ended up in jail. It was all good laughs. Later we were listening to the Desperado album by The Eagles, and he was like "hey, this is like a game!"

Sure, the album told a story. A western themed one for sure. But the only resemblance to D&D was his character getting in trouble with the law in the session. 

But I should not judge. For many years I got a lot of Inspiration from a Grateful Dead album.

In the 90's I was mostly into hip hop and rap. But I went out with a girl from Ren Faire a few months. Heidi was only around 20, but she loved The Grateful Dead, a band that was not on my radar. But on long trips she would jam out to them, and I sort of got into it. I remember going with her and a gal pal of hers to a concert in Oakland, CA. The highlight was them saying we would all take shrooms, but after I took a dose they decided they did not want to so we could drive there. I was flying while they goofed on me. 

My favorite song they did was from Terrapin Station. 




A great concept story album about a kind of mystical train station full of characters, it would eventually tickle my fancy for gaming inspiration. It's not just about characters interacting, but it's equally (or more so) about the teller of the story. The "DM" if you will. 


Here's my breakdown in game terms:

The Lady with a Fan. She has
a challenge for you, good sir...


Let my inspiration flow in token rhyme, suggesting rhythm,
That will not forsake you, till my tale is told and done.
While the firelight's aglow, strange shadows from the flames will grow,
Till things we've never seen will seem familiar.

Characters in front of a fire, or a fireplace. Clearly, they have travelled, and are in unfamiliar surroundings. Kind of adventurous, right?
Shadows of a sailor, forming winds both foul and fair all swarm.
Down in Carlisle, he loved a lady many years ago.
Here beside him stands a man, a soldier from the looks of him,
Who came through many fights, but lost at love.

Tells you a bit about the characters backgrounds. In old school style, its brief. They will be more defined by their experiences than their past. The sailor once loved a woman. It's important, because its mentioned. The soldier also has had his romantic entanglements, but clearly, they did not work out well. One sympathizes. 
While the story teller speaks, a door within the fire creaks;
Suddenly flies open, and a girl is standing there.
Eyes alight, with glowing hair, all that fancy paints as fair,
She takes her fan and throws it, in the lion's den.

GM introduces an NPC. Or is it a monster? A spirit? Or just a magic user. I mean, she comes out of the fire. She's hot, and she wants to give herself to a man. She is among men, and her tossing the fan to them is an invitation. 
Which of you to gain me, tell, will risk uncertain pains of hell?
I will not forgive you if you will not take the chance.
The sailor gave at least a try, the soldier being much too wise,
Strategy was his strength, and not disaster.

The soldier is wary of women. Of love? He is a badass, but has been hurt on an emotional level. He is not into the test. The sailor, maybe remembering that love of the past, wants to gain it again. Whatever the test is, he passes it. I like to think its a D&D style puzzle. 
The sailor, coming out again, the lady fairly leapt at him.
That's how it stands today. You decide if he was wise.
The story teller makes no choice. Soon you will not hear his voice.
His job is to shed light, and not to master.

Sailor gets the enthusiastic lady. Happy ending? You make the call. The story teller makes no choice. he's running the game, man. He must be impartial. Is the game coming to an end though?
Since the end is never told, we pay the teller off in gold,
In hopes he will return, but he cannot be bought or sold.

This story has no end. It's D&D. it goes on an on. Even if the campaign ends, unless somebody dies you never get to the end of their tale. And this DM cannot be bribed with Beer or Doritos. 
Inspiration, move me brightly. Light the song with sense and color;
Hold away despair, more than this I will not ask.
Faced with mysteries dark and vast, statements just seem vain at last.
Some rise, some fall, some climb, to get to Terrapin.
Counting stars by candlelight, all are dim but one is bright;
The spiral light of Venus, rising first and shining best,
On, from the northwest corner, of a brand new crescent moon,
While crickets and cicadas sing, a rare and different tune,
Terrapin Station.

And there's some good metaphysical stuff for yah. 
Like I said, inspiration comes from different places. Don't judge, and maybe one day I will tell you about how a Michael Jackson song greatly influenced a few games of mine in the 90's. 
YMMV. Happy New Year!