Tuesday, March 24, 2020

Solo RPG's: You Never Forget Your First Game

Steve Jackson.


The Man.
The Myth.
The Legend.
Steve--freakin'--Jackson!

You most likely know him from this rather lucrative game series:


Although his credits go back to the early days of gaming, starting with this:


And if I mention Steve Jackson and role-playing games, 
you probably think I'm going to talk about this:


But you'd be wrong.

Let's go back further, to the 70's, the era that spawned D&D and Star Wars. In the 1970's, a twenty-something Steve Jackson was designing for a company called Metagaming.

Their forte was producing inexpensive wargames. Rulebooks were a few pages of 8.5 x 11" paper, folded and stapled, while game-boards were a similar size of folded cardstock. The whole thing was sold in a transparent plastic bag.


<   $2.95?!?




The games Jackson designed for Metagaming were big hits, starting with Ogre (a wargame about a miles-long cybernetic tank vs. a horde of smaller units) and G.E.V. (an expansion to Ogre.) Ironically, he was also one of the crew that worked on Monsters! Monsters! a sequel/expansion of Tunnels & Trolls that flipped the dungeon-crawling paradigm on its head.



Jackson, like everyone else at the time, shared the same love/hate reaction to D&D: he thought that a role-playing game about high fantasy heroes was a great concept, D&D just implemented it very poorly. Being of a more strategically-minded bent, Jackson wanted to create something with cleaner wargame-like mechanics that brought in some of his experiences with "actual" sword-play from his time in the Society for Creative Anachronism (the organization that spawned a million Renaissance festivals.)


And so he created Melee, a game of man-to-man gladiatorial combat. Characters had just two attributes: Strength (which also dictated how many points of damage you could take) and Dexterity. Combat was similarly bare-bones: you roll three dice, and try and get under your Dexterity score. And, other than adding in some typical wargame-like structure (such as a hex grid for movement), that was literally it. Clean, concise, simple. Melee was a big hit, so it was quickly followed up by Wizard, which added a third attribute, IQ, and rules for magic.


A third product, "In The Labyrinth," added skills and turned the two smaller games into a larger, fully-fledged RPG called "The Fantasy Trip." (In my mind, NOT naming both the system and the book "The Fantasy Trip" seems like a marketing blunder, but I digress.) Metagaming (like Tunnels & Trolls) saw that there was a market for solo play, and so they jumped onto the bandwagon, using their small, inexpensive model of producing games.

Like the Tunnels & Trolls and "Choose Your Own Adventure" books, the Fantasy Trip solos used numbered paragraphs to direct players through the storyline. But unlike Tunnels & Trolls, these were closer in tone to the serious, straightforward adventure modules of D&D. Each was set in a specific world (for example, Arthurian England for "Grail Quest," or post-apocalyptic fantasy  for "Security Station.") Games were also balanced so that players who worked through them rationally could succeed--no surprise "there's a Balrog in the next room, just because it's fun."

They did, however, employ a unique marketing gimmick on two of their adventures, where clues in the text led to a prize hidden in the real world: a silver dragon in one adventure and a gold unicorn in another. But, for the most part, these were solidly-constructed, entertaining adventures with a high replay value.

The Fantasy Trip could have turned out to be "The Next Big RPG," but unfortunately Jackson had a falling-out with Metagaming, and after the split, the company retained the rights to the game. Only a few years later, Metagaming went belly-up.

Jackson tried to purchase The Fantasy Trip, but in those pre-Munchkin days, the asking price higher than what he could afford. And so he went on to create another  RPG, the very successful. GURPS (the Generic Universal Role-Playing system.) Comparing the two, it's obvious that GURPS shares a huge portion of its DNA with The Fantasy Trip. (The differences are significant, and maybe worthy of a discussion for another day.) And, looking at the success of GURPS--which spawned a library's worth of follow-on books--you'd think that Jackson would be content to let The Fantasy Trip go.

But you never forget your first game, and for Jackson that was all the work he'd done for Metagaming. As the decades passed, he re-acquired the rights to all of his old games, one by one: Ogre, GEV, and eventually, The Fantasy Trip.

Now, it's been rebooted through an INSANELY successful Kickstarter, and is now available in gorgeous new editions, with revived versions of solo games and many add-on products. 

People looking for a simple, straightforward solo RPG experience couldn't go wrong by choosing The Fantasy Trip. Highly recommended. My personal favorites are Grail Quest and Security Station. The latter shared The Fantasy Trip's default 's setting of Cidri, a "high fantasy world" that evolves from the ruins of a technological world (a post-post apocalyptic?) similar to the "Shannara" book series or the Ralph Bakshi movie "Wizards." A unique take on standard fantasy tropes.

You can find The Fantasy Trip here.




https://thefantasytrip.game/products/core-games/the-fantasy-trip-legacy-edition/

So, what parts of The Fantasy Trip does the FAST RPG share? Well, early on, our designers wanted FAST  to work with as few attributes as possible, which was a key ingredient of Melee and Wizard. Simple, clean, consistent mechanics and a point-buy method for constructing characters is also something that both games share. Like The Fantasy Trip and Tunnels & Trolls, FAST eschews polyhedral dice, and uses d6's. And finally, thinking about TFT's hex-grid based movement, we here at FAST are about to embark on a new project, one that uses the hex grid, but in a new way.

That's a story for another time--like the story of how I pissed off Steve Jackson at a convention. In the meantime...

Game on!

Falstaffe




Monday, March 23, 2020

Solo RPG's: The Second One


"Imagine if you will, a world without Zelda or Azeroth,
No polyhedral dice or dry-erase maps.
When a "character sheet"  went on your mattress 
and was filled with the Charlie Brown kids.
A world we call...the No-RPG Zone."

For some, it's hard to imagine a time before D&D was cool, but grey-beards like Falstaffe can remember back to before it existed at all--when wargames and miniatures were the closest you could get to RPG-like flights of fancy (and for me, that was Avalon Hill's Starship Troopers and Lou Zocchi's Star Fleet Battle Manual.) 

Still, try and place yourself in that era. Imagine hearing of a new kind of game--it wasn't even called a "Role-Playing Game" yet--described by players bursting with excitement and enthusiasm as something new and revolutionary--only to get smacked in the face with the glorious chaos that is the original 3-book ruleset.


Imagine all that and you'll get a glimmer of what faced Ken St. Andre back in 1975. He loved the idea of high-fantasy adventuring, but hated the confusing mess of the D&D system itself. And so he decided to make up his own game, using only easily-available six-sided dice that had simple, concise rules. This is the birth of the second published RPG called "Tunnels & Trolls." 


 First five T&T editions

The game owes a lot of its flavor to the personality of the creator and his crew, including artist Liz Danforth, James "Bear" Peters, Rick Loomis, Rob Carver, Steve Crompton, Michael Stackpole, and others. Where D&D was pretentious and verbose, T&T was humorous and rules-light, with spells like "Alaka-Scram," "Take That You Fiend!" or "Shake & Break."


It used D&D's core six Attributes, but added others including Speed, Wizardry, and Luck. Any these could be used in "Saving Throws" and to accomplish various tasks--one of the earliest stabs at a universal skills and task system.

Combat was handled in a very different way than D&D. Instead of throwing a single d20, each combatant rolled a number of d6's based on the weapon used, plus "Adds" from Strength, Luck, Dexterity and Speed (using Attribute Bonus rules that were, again, much more consistently applied than D&D.) The total from each side was compared, with the larger number winning. The amount over WAS the damage dealt out to the loser--one roll did it all. Unlike D&D's weirdly unintuitive Armor class, armor in T&T simply absorbed points of damage (as did Runequest, another early RPG.) 


One advantage to T&T combat was the way it sped up group combat: all the efforts of a party of adventurers could be combined into a single "party total." This could then be compared to the total from all the monsters. The group with the higher total won. And, in a unique twist, the losing side got to decide how to divide up the damage taken, making parties of mixed levels and abilities a viable option.


Early on, T&T's creators realized that there was more hunger for RPG's than there were players and GM's, so they created a series of solo adventures. 

Just like the core rules, they reflected the impish humor of the creators. You never knew what might happen next in a T&T adventure. For example, in one solo, the jolly green giant literally appears. In a dungeon. Turning yourself green and trying to pass yourself off as another jolly green giant is a viable choice for the player. 

But T&T solos also kept players on their toes, as they were notoriously difficult and deadly. T&T characters could be quickly and easily created, which was a good thing because they usually didn't last long.

Pressed for a favorite, I'd recommend the Blue Frog Tavern and it's sequels, if only for the bar's owner, a grumpy blue rock demon named Quartz. (Yes, much like Star Trek Deep Space Nine's Quark.)

http://www.flyingbuffalo.com/drivthru.html

While interest in T&T has waxed and waned over the years, in 2015 a successful Kickstarter campaign resulted in a new edition: Deluxe Tunnels and Trolls, featuring revised mechanics, the Trollworld campaign setting, and gorgeous new art from Liz Danforth and other T&T stalwarts. 

With the successful launch of the revised edition, T&T's solo adventures were also revised and re-released, and you can find them here, along with many other fine GM resources like the "Grimtooth's Traps" and "Citybook" book series. 
  

Another way to try Tunnels & Trolls is the free smartphone app. It features adaptations of many of the original modules and automates combat and saving rolls (the "Borgoth vs Guard Leader" screenshot is from the online game.) It even allows for custom character creation. Do expect a few glitches, but it's a good intro to the T&T system. Best of all, it gives a generous helping of free play before you hit the pay wall.


For those of you looking for a simple, rules-lite solo game with a little bit of humor, T&T is a great choice. There's a large library of adventures, many of them available in three different formats: print, PDF, or via the app. 

As one of my first RPG games, it still holds a place in my heart and was definitely an inspiration for the FAST RPG. We both share a rules-lite architecture, quick game-play, and unified mechanics (albeit in very different ways.) Initially, we tried doing a similar "one roll does all" combat roll, but couldn't quite make it work satisfactorily for us, although a ghost of it survives in FAST's "Light Mode." And finally, I hope that T&T's good humor and dedication to  creating a fun role-playing experience for players also lives on in our game. 

Thanks, T&T!

Next up: You Never Forget Your First Love

Sunday, March 22, 2020

Solo RPG Adventures

And suddenly, the whole world joined me in the retired lifestyle.

Put on your daytime pajamas, sit a spell, and let your pal Falstaffe tell you a story. Since we're all getting cozy, let me tell you about role-playing games that built their fanbases on solo RPG play. But hold up--these aren't some "ghosts of gaming past." These systems are still alive and kicking today in new and refreshed editions, and from their original creators, no less! Listen a spell, check out my links, grab some dice, and you, too, can be playing a solo RPG (or, at least as soon as it takes for the Amazon Prime truck to deliver.)


First off: Mea Culpa--I am definitely biased, and this isn't an exhaustive examination of all the solo systems out there. Feel free to tell me about your favorites in the comments. And yes, both of the systems covered here contributed to the FAST RPG in one way or another. 


Bias noted, forge on!

First, a few words on solo play for the uninitiated. These adventures are very similar to "Choose Your Own Adventure" novels where the story is broken up and scattered throughout the pages of the book. Players make decisions at key points in the story that guide them through a flowchart-like narrative. 

"Your path takes you to a chasm. A thin tree trunk spans the gap. Do you walk across (go to page 5) or attempt to jump the distance (go to page 23)?"


Solo RPG's follow this model, adding RPG rules to the experience, which allows for more variety in the outcomes of things like traps, combat, or the after-effects of drinking deadly poison. Solo RPG's also differ from "Choose Your Own" books in that players create an adventuring hero who can embark on multiple book-adventures, creating the feeling of a campaign. It's not tabletop, but a close approximation.

Solo RPG's were wildly popular back in the early days of gaming when most people had no idea what an RPG was, or how to find other players. Dave Arneson and the "Blackmoor Bunch" who created the hobby went to great creative lengths to find potential players. For example, they found books in the library related to wargaming and called up the people whose names were written on the sign-out cards! (That's how we stalked people back in the olden day, kids!)


But this style of play is far less common today for some obvious reasons. The hobby has many more players, GM's, and systems. It's far easier to connect with other players thanks to Social media sites, YouTube, game stores and conventions. The result being that the hobby has become so pervasive that people who would never consider themselves "gamers" still thrill to computer and console RPG's, or who binge-watch movies and TV shows ripped straight from TSR modules. (Looking at you, Witcher!) 


Sure, there's a nostalgia factor at work here, looking at solo RPG's that use real books, paper, and dice, but don't discount them altogether. Many find Solo RPG's to be a rewarding, creative, (and right now a relevant) experience. 

So, to paraphrase Freddie Mercury of the band Queen, "You had your time, you had the power. You've yet to have your finest hour. Solo RPG's--someone still loves you!"

Game on!

Now let's begin at the beginning (almost.)

Wednesday, June 20, 2018

Mile Markers

You're traveling through another dimension,
a dimension not only of sight and sound but of mind.
A journey into a wondrous land whose boundaries are that of imagination.
That's the signpost up ahead—your next stop, Falstaffe's Tavern!

What a busy week! Falstaffe here, with an update on what's been going on lately, and I have lots of news to share, starting with this bad boy right here: 



IT'S ALIVE!!!!  After over a year of work, the Third Edition of the FAST RPG is done and available for purchase (a mere $30 at Lulu.) That's the big exciting news, and I do want to delve a little deeper into the making of this behemoth in another post, but first I wanted to give a larger overview of where I'm at now, where I'm headed, and why it took so long to return to the blog.

Let's start with some other good news and work backwards, shall we?

My new year's resolution was to create a new slate of short stories, and yesterday (6/19/2018) I sent out three! They are:

"The Justice of Atla" -- a tale of ancient Greek sailors vs. a monster of their own making.
"The Bride of Barton Ash" -- a Grimm fable of a boy on a mission to find himself a bride.
"Snooker" -- a fantasy/sci-fi mashup about castles in space.

These are working their way through the submission process right now. I'm hopeful that they find a home somewhere, because they represent some of my best work, blending some unique ideas with action, emotion, and humor.

In addition, I've also resurrected another story, "The Weary Traveler" and hope that it finds new life via a podcast. A humorous fantasy heist, the potential to hear it in an audio format has me more excited than the return of chocolate-covered Peeps at Easter. Fingers crossed.

So what took so long to get here?

The simple answer is the FAST 3rd Edition . It's a beast of a book at 266 pages with full-color illustrations, and slated for a mass-market paperback edition. 3rd Edition was a difficult and demanding project that gobbled up most of my free time, demolishing Spring Breaks, Christmas Breaks, and Summer Vacation days with glee.

Was it worth it? 

Oh yeah!

Like I said, I'm planning on posting more about the process of working on the guts of the rule-book in a later post, so for now I'll just say that our home gaming back got their first good look at the Beta in the Fall of 2017, and since then I was busy refining the copy, play-testing the rules, and adding new artwork. Everything was going great.

Confident that the book was 100% ready to go, the printing process quickly relieved me of that silly notion. This was my first time working with Lulu, and while the finished product looks great, their website is NOT user friendly, and was filled with broken and empty links. It also didn't help that most of the work was being done on an old loaner Dell laptop, slowing pdf rendering time to a crawl.

Finally, after much wailing and gnashing of teeth the printer's proof arrived on my doorstep in early June, coincidentally, the first day of DieCon, our first big game event of the year. Talk about a dramatic entrance! The con-goers loved it, and we've already sold a bunch of copies online. Next week, FAST goes to FearTheCon with actual copies to sell.

So that's the simple answer to my absence. Of course, the reality is much more complicated than that. As always "real life" threw curve balls into my path, although Summer of 2018 finds everyone here doing well and in good health. I felt like now it was time to return to that New Year's resolution and get back to doing the thing that I want to do most: telling great stories.

Thanks for stopping by the Tavern, see you again soon.

Falstaffe


Saturday, December 9, 2017

How 1985 Changed Speculative Fiction




In the genres of science fiction and fantasy it seems as if there should be an infinite number of ways to show the story’s point-of-view. After all, your main character can be a deity from the Norse pantheon (American Gods), a human/starship hybrid (Ancillary Justice), or whatever this thing is:


(Sorry, Cassandra.)

But in actuality, there’s only a handful of framing devices that the author can use to convey the point of view of the characters and tell the story. 

Briefly, (or not) they are:

1st Person. “I walk into the room and see Fred.”
2nd Person. “You walk into the room and see Fred.”
3rd Person Limited. “Betsy walked into the room and saw Fred. If only he knew how he'd broken her heart.”
3rd Person Omniscient. “Betsy walked into the room and saw Fred, reminding her of his broken promises. He smiled, lips drawn tight, unable to reveal to her his secret identity as the city's caped protector. Neither one of them knew that there was a time-bomb taped beneath the table.”

(Note that in my examples, the 1st and 2nd POV examples are written as "Present Tense," while both 3rd Person pov's are "Past Tense," although for the purposes of this blog post, they could have been written either way.)

There is one more flavor of 3rd Person point-of-view that I’ll bring up here, “3rd Person Objective.” This is a viewpoint that asks for “Just the facts, m’am.” It functions like 3rd Omniscient, but does not let the reader in the on the character’s thoughts and feelings. It’s pretty rare today, but I’ll circle back around to it in a minute, so keep it in mind.

With only five choices, is there one POV that’s the best?

Well, of course you should use the one that best suits the purpose of the story. All of these approaches have advantages and disadvantages (which is a discussion for a whole ‘nother post.) However, there is one among them that has become the 800-lb gorilla that rules genre fiction: 3rd Person Limited. It is inarguably THE most-used literary POV for modern genre fiction, and a mastery of 3rd Limited is absolutely essential to new writers.

However, does that mean it is “the best” or “only” choice a new writer should make? Has 3rd Limited always been so prevalent, or was this gorilla once just a chimp? After all, I read a lot of 3rd Limited now, but my bookshelf is loaded with titles where Omniscience rules the day.

Thinking about this issue, I began to form a sneaking suspicion that 3rd Limited rode the late 90’s wave of Young Adult novels that was ushered in by Harry Potter. But, was that true or was it just another opinion, maybe one misinformed by nostalgia? Aware of what I knew, and what I didn’t know, I set out to find out the truth.

Step one was to compile a list of works by different authors from different time-periods, sticking to the genres of science fiction and fantasy, and only choosing highly-regarded novels. No cherry-picking titles, so as much as I enjoy me some old-timey Alan Dean Foster (famous for his novelizations of Alien and other movies) or H. Beam Piper (The "Little Fuzzy" series), they weren’t getting on the list. 

Instead, I turned to a pretty reputable source: NPR. (Full disclosure: I am an NPR listener and contributor, so my opinion of other NPR listeners may be biased.) NPR gave me my first big data-sample: a 2011 poll that asked listeners to cite the 100 best science fiction and fantasy novels of all time, which you can find here. To this base I added other classics and other outstanding SF & F titles from online study website Shmoop.com. All this information was gathered together on one spreadsheet. 

A disclaimer is probably needed here: I did not study nor do I claim to know all of these titles in-depth. In many cases, I simply previewed the first chapter, scanning it to see what literary POV was employed. (This method was suggested to me by the agent of one of authors, advice that was both helpful and not at the same time. Regardless, I will not be sending this agent any further queries.) For some of these books it is entirely possible that the POV changed later on in the novel. Any additions, corrections, etc. would be appreciated. Buyer beware.

With that said, here’s the raw data, and afterwards, what I learned from it.


Title Author  Year POV NPR Reader Ranking Notes
Gulliver's Travels Jonathan Swift 1726 1st Person Gulliver is the central narrator
Grimm's Fairytales Jacob and Wilhelm Grimm 1800 3rd Omni A few 1st Person
Frankenstein Mary Shelley 1818 Mixed 20 1st and 3rd, told from multiple viewpoints.
Andersen's Fairy Tales Hans Christian Andersen 1837 varies 1st, 2nd, 3rd Omni, and 3rd Limited
A Journey To The Center Of The Earth Jules Verne 1864 1st Person 72
Alice's Adventures in Wonderland Lewis Carroll 1865 3rd Limited
20,000 Leagues Under The Sea Jules Verne 1870 1st Person 37
The Strange Case of Dr. Jekyll and Mr. Hyde Robert Lewis Stevenson 1886 3rd Limited One main pov, with four supplemental
The Adventures of Sherlock Holmes Sir Arthur conan Doyle 1891 1st Person Peripheral Narrator
The Time Machine H.G. Wells 1895 1st Person 36
The Island of Dr. Moreau HG Wells 1896 1st Person Central narrator
Dracula Bram Stoker 1897 1st Person Epistolary
The War Of The Worlds H.G. Wells 1897 1st Person 39
The Invisible Man HG Wells 1897 3rd Objective varies
The Wonderful Wizard of Oz L Frank Baum 1900 3rd Omni
Cat's Cradle Kurt Vonnegut 1922 1st Person 28
Brave New World Aldous Huxley 1932 3rd Omni 9
The Conan The Barbarian Series R.E. Howard 1932 3rd Omni 68
The Space Trilogy C.S. Lewis 1938 3rd Limited 100
Animal Farm George Orwell 1945 3rd Omni 13
1984 George Orwell 1949 3rd Limited 6
The Lion, the Witch and the Wardrobe CS Lewis 1950 3rd Omni
I, Robot Isaac Asimov 1950 3rd Omni 16 With 1st-Person Frame
The Martian Chronicles Ray Bradbury 1950 3rd Omni 27
The Martian Chronicles Ray Bradbury 1950 varies 3rd Omni and 3rd Limited
The Foundation Trilogy Isaac Asimov 1951 3rd Omni 8
The Illustrated Man Ray Bradbury 1951 3rd Omni 91
 Fahrenheit 451 Ray Bradbury 1953 3rd Limited 7
Childhood's End Arthur C. Clarke 1953 3rd Omni 49
The Caves Of Steel Isaac Asimov 1953 3rd Omni 94
More Than Human Ted Sturgeon 1953 varies 1st Person Central Narrator with 3rd Person Limited and Third Person Objective
 I Am Legend Richard Matheson 1954 3rd Limited 65
The Chronicles of Narnia C.S. Lewis 1954 3rd Omni
The Lord of the Rings J.R.R. Tolkien 1954 3rd Omni 1
The Once And Future King T.H. White 1958 3rd Omni 47
Starship Troopers Robert Heinlein 1959 1st Person 31
Flowers For Algernon Daniel Keys 1959 3rd Omni 38
A Canticle For Leibowitz Walter M. Miller 1959 3rd Omni 35
The Elric Saga Michael Moorcock 1961 3rd Omni 90
The Phantom Tollbooth Norton Juster 1961 3rd Omni
Stranger In A Strange Land Robert Heinlein 1961 3rd Omni 17
Harrison Bergeron Kurt Vonnegut 1961
A Clockwork Orange Anthony Burgess 1962 1st Person 30
The Man in the High Castle Phillip K Dick 1962 3rd Limited Rotating POV's
Something Wicked This Way Comes Ray Bradbury 1962 3rd Limited 79
A Wrinkle in Time Madeline L'Engle 1963 3rd Limited
Charlie and the Chocolate Factory Roald Dahl 1964 Varies 3rd (Limited Omni), 2nd, and a bit of 1st
The Dune Chronicles Frank Herbert 1965 3rd Omni 4
The Moon Is A Harsh Mistress Robert Heinlein 1966 1st Person 34
The Chronicles Of Amber Roger Zelazny 1967 1st Person 40
Do Androids Dream Of Electric Sheep? Philip K. Dick 1968 3rd Limited 21 Close to stream of consciousness
Dragonflight Anne McCaffrey 1968 3rd Omni 33
2001: A Space Odyssey Arthur C. Clarke 1968 3rd Omni 24
The Last Unicorn Peter S. Beagle 1968 3rd Omni 55 Hero and wizard seem to be aware that they're in a fairytale.
Slaughterhouse-Five Kurt Vonnegut 1969 1st Person 19 Blurs the lines between narrator and main character
The Left Hand Of Darkness Ursula K. LeGuin 1969 1st Person 45 Mostyl, with some chapters experimenting with different POV's
The Crystal Cave Mary Stewart 1970 1st Person 84 with quirks
Ringworld Larry Niven 1970 3rd Limited 44
The Lathe of Heaven Ursula K. LeGuin 1971 3rd Omni
Mrs Frisby and the Rats of NIMH Robert C. O'Brien 1971 varies Mostly 1st Person with some 3rd Limited
Watership Down Richard Adams 1972 3rd Omni 32
Rendezvous With Rama Arthur C. Clarke 1973 3rd Omni 76 ?
The Dark is Rising Susan Cooper 1973 3rd Omni
The Princess Bride William Goldman 1973 3rd Omni 11 Told from the storyteller's POV
The Forever War Joe Haldeman 1974 1st Person 56
The Mote In God's Eye Larry Niven & Jerry Pournelle 1974 3rd Omni 61
The Dispossessed Ursula K. LeGuin 1974 3rd Omni 78
The Female Man Joanna Russ 1975 mixed 1st Person Peripheral narrator, plus 3rd person omniscient
The Xanth Series Piers Anthony 1977 3rd Limited 99
The Chronicles Of Thomas Covenant, The Unbeliever Stephen R. Donaldson 1977 3rd Limited 58
The Silmarillion J.R.R. Tolkien 1977 3rd Omni 46
Lucifer's Hammer Larry Niven & Jerry Pournelle 1977 3rd Omni 96
The Shannara Trilogy Terry Brooks 1977 3rd Omni 67
The Stand Stephen King 1978 3rd Limited 25 Multiple POV characters.
The Hitchhiker's Guide To The Galaxy Douglas Adams 1979 3rd Omni 2
The Riftwar Saga Raymond E. Feist 1982 3rd Limited 66
The BFG Roald Dahl 1982 3rd Limited
The Belgariad David Eddings 1982 Loose 3rd Limited 41
Neuromancer William Gibson 1984 3rd Limited 14
Snow Crash Neal Stephenson 1984 3rd Omni 26 Strong central narrator
The Handmaid's Tale Margaret Atwood 1985 1st Person 22
Contact Carl Sagan 1985 3rd Limited 50 w/3rd Omnii framing
Ender's Game Orson Scott Card 1985 3rd Limited 3
Watchmen  Alan Moore 1986 Graphic Novel 15 3rd Omniiscient with bits of 1st and 3rd Limiteded
The Culture Series Iain M. Banks 1987 3rd Limited 83
The Vorkosigan Saga Lois McMaster Bujold 1987 3rd Limited 59
The Legend Of Drizzt Series R.A. Salvatore 1988 1st Person 73
The Hyperion Cantos Dan Simmons 1989 3rd Limited 51
The Wheel Of Time Series Robert Jordan 1990 3rd Limited 12
The Outlander Series Diana Gabaldan 1991 1st Person 89
The Thrawn Trilogy Timothy Zahn 1991 3rd Limited 88 Multiple POV characters.
The Sandman Series Neil Gaiman 1991 Graphic Novel 29
Doomsday Book Connie Willis 1992 3rd Objective 97
Small Gods Terry Pratchett 1992 3rd Omni 57
A Fire Upon The Deep Vernor Vinge 1992 3rd Omni 93
The Mars Trilogy Kim Stanley Robinson 1993 3rd Limited 95
The Mists Of Avalon Marion Zimmer Bradley 1993 3rd Limited 42
The Book Of The New Sun Gene Wolfe 1994 1st Person 87 The narrator remembers everything and the story is his past.
The Sword Of Truth Terry Goodkind 1994 3rd Limited 62 Multiple POV characters.
The Dark Tower Series Stephen King 1994 3rd Omni 23
The Farseer Trilogy Robin Hobb 1995 1st Person 69
Wicked Gregory Maguire 1995 3rd Limited 80
The Diamond Age Neil Stephenson 1995 3rd Omni 75
A Song Of Ice And Fire Series George R. R. Martin 1996 3rd Limited 5
Neverwhere Neil Gaiman 1996 3rd Omni 48
Harry Potter Series J.K. Rowling 1997 3rd Limited
Cryptonomicon Neal Stephenson 1999 3rd Omni 53 Strong central narrator
Stardust Neil Gaiman 1999 3rd Omni 52 POV bounces around a lot
The Malazan Book Of The Fallen Series Steven Erikson 1999 81
Perdido Street Station China Mieville 2000 Loose 3rd Limited 98
The Kushiel's Legacy Series Jacqueline Carey 2001 1st Person 77
The Eyre Affair Jasper Fforde 2001 1st Person 82
American Gods Neil Gaiman 2001 3rd Objective 10 3rd person objective narrator
Artemis Fowl Eoin Colfer 2001 Tricky 2nd and 3rd Person Omni
Feed M T Anderson  2002 1st Person Unreliable narrator
The Time Traveler's Wife Audrey Niffenegger 2003 1st Person 70 From the POV of two characters
The City of Ember Jeanne Du Prau 2003 3rd Limited 2 main characters
The Wee Free Men Terry Pratchett 2003 3rd Limited Discworld Novel
Sunshine Robin McKinley 2003 92
Inkheart Cornelia Funke 2004 3rd Limited Mostly the main character, with other POV's sprinkled in
The Codex Alera Series Jim Butcher 2004 3rd Limited 86
Jonathan Strange & Mr Norrell Susanna Clarke 2004 3rd Omni 64
Going Postal Terry Pratchett 2004 3rd Omni 60
Old Man's War John Scalzi 2005 1st Person 74
The Book Thief Markus Zusak 2005 1st Person Limited (Death)
The Uglies Scott Westerfeld 2005
World War Z Max Brooks 2006 1st Person 54 but told through an interviewer (1st Peripheral)
Fablehaven Brandon Mull 2006 3rd Limited Split between two siblings
The Mistborn Series Brandon Sanderson 2006 3rd Limited 43 1st Person bumpers
The Road Cormac McCarthy 2006 3rd Limited 63
The Kingkiller Chronicles Patrick Rothfuss 2007 3rd Objective 18
Anathem Neal Stephenson 2008 1st Person 85
Leviathan Scott Westerfeld 2009 3rd Limited between two characters
The Way Of Kings Brandon Sanderson 2010 3rd Limited 71
The Great Gatsby F. Scott Fitzgerald 1st Person
The Invention of Hugo Cabret Brian Selznick 3rd Limited Narrator
The Golden Compass Phillip Pullman 3rd Omni


Still here? Great. 

Studying the chart reveals a number of things. First of all, it looks pretty clear that different periods of time tended to feature certain types of POV. Therefor, we can roughly divide all of genre fiction into the following eras:

  • Pre-Victorian. Prior to this time, authors employed a wide variety of styles.
  • Victorian. First Person viewpoints dominate.
  • 1900-1985. 3rd Person Omniscient is the POV most frequently used.
  • 1985-Mid-90’s. 3rd Person Limited dominates.
  • Mid 90’s-to today. Although 3rd Person Limited still holds the largest share, an increasing number of novels have other viewpoints.


Going back to my original assumption about 90’s YA novels and how they might have shaped trends in POV, I could see that I was both right and wrong. There was a great shift in genre fiction as the vast majority of the market moved towards 3rd Person Limited. However, the shift happened much earlier than I’d thought, around 1985, well before the YA explosion. (Who or what might have sparked this change is a question for smarter people than myself.) 

So I was wrong about that, but compiling the titles reassured me that my memories of titles that I read as a wee young lad in the 70’s and 80’s were correct. Books that were published before 1985—both great works like Dune and guilty pleasures like Alan Dean Foster—were all largely 3rd Person Omniscient works.

And finally, while my research was cursory at best, it did suggest something about the changing nature of the novel, something that touched on ALL viewpoint schemes. As I reread chapter excerpts from “Pre-Shift” novels it was clear that authors and readers simply didn’t place as much value on identification with a main character, on seeing the story through their eyes, feeling their emotions, etc. Where a “Post Shift” novel might languish in pages of describing one character’s sensory impressions, a Pre-Shift work would briskly want to hurry things along to keep the plot moving forward.

This brings me back (finally—see, I told you we’d circle back) to 3rd Person Objective, the more journalistic, pared-down, non-mind-reading version of 3rd Person. That viewpoint seemed to color all 3rd Person POV's, making a Pre-Shift 3rd Limited a very different reading experience from a Post-Shift 3rd Limited. 

So that about sums up what I learned. I grew up reading during science fiction’s great “New Wave” of the late 60's and early 70's when authors were pushing the boundaries of what the genre could be and what stories we could be told. And, gauging from the data, it looks like Novels and POV are continuing to change and evolve as writers experiment with characters, explore different POV's, and forge new styles. 

Maybe the possibilities in speculative fiction are endless, after all.