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Author Archives: Jimmy Maher

The Goldilocks Principle in Fantasy Strategy

Although I’ve played way too many games for way too many hours over the way too many years I’ve been writing these histories, it’s safe to say that I haven’t spent more time with any one game than Heroes of Might and Magic II. Partly this was down to circumstance. Heroes II showed up on the syllabus just as I was embarking on one of my periodic digressions, a long series about international communications networks and how they culminated in the World Wide Web. Without the need to write in detail about a new game every fortnight, I was freer than I usually am just to play whatever I felt like playing. And what I felt like playing at that time was Heroes II. I beat every single Heroes II scenario in my Heroes of Might and Magic Millennium Edition set, some alone, some in multiplayer mode with my wife Dorte, who became almost as obsessed as I was. I must confess that my usual rule of no more than two hours of gaming per day was strained at times, shattered completely at others. But we were still in the midst of the pandemic then and there wasn’t much else for me to do with my free time, so I figured it was okay to set self-discipline aside for a while. Maybe it was even good experiential research, in that it re-familiarized me with that strange hungover feeling you get when you’ve spent hours and hours peering into an imaginary world behind your monitor screen — like butter that’s been scraped over too much bread, to steal a phrase from Tolkien. (For what it’s worth, I’ve found that the best cure for this condition is the same as that for a conventional hangover: a long walk in nature.)

I played and enjoyed Heroes III a lot as well, but not quite as much as Heroes II. Again, I’m sure that this was down to circumstance as much as anything else. By the time I got to that game, the pandemic was over, I was busier with real life again, and my two-hour rule was firmly back in place. Then, too, I had played a lot of Heroes of Might and Magic by that point, and was perchance finally growing tired of the basic concept in the abstract. So, when I say that I don’t like the more conventionally “gamer-dark” Heroes III art style as well as the previous game’s brighter, more cartoony vibe, and say that I am not entirely convinced that its new factions and other additional complexities really add that much to the experience, take that with a grain of salt. My opinion might be just the opposite if I had encountered these games in the opposite order.

Anyway, all of this had led me to ask two questions. Why did I find these particular games so appealing, given that I’ve never been all that hugely taken with world-conquering strategy games in the abstract? And what else is out there in a similar vein that I might also enjoy?

To try to answer the first question first: I think I like the unreality of fantasy strategy. I’m not at all averse to games that depict the real world, mind you, but I do start to have a problem when such games tackle weighty subjects in a thoughtless way. Call me a woke snowflake, but I just don’t want to play a Nazi general preparing Europe for the Holocaust or a Spanish conquistador subjugating the native inhabitants of the New World. I know too much about what those job descriptions entailed. I have no objection to playing a wizard, however — not even an evil one. For I know that the elves and dwarves he kills do not and never have actually existed.

The rest of this article constitutes the merest beginning of an answer to that other question I asked, about what else is out there when it comes to turn-based fantasy strategy. As most of you doubtless know, games fitting this broad description have been around since the dawn of personal computers. Knowing that I couldn’t possibly play all of them, I decided to confine this investigation to the late 1990s, the era of Heroes II and III and the period we still find ourselves in in the larger chronology of these histories. I picked out three examples of the species that are generally regarded as worthy: Warlords IIIAge of Wonders, and Disciples: Sacred Lands. Let’s give them each a spin and see how we go, shall we? Maybe one of them will turn out to be Just Right for me or for you.



As the name would imply, Warlords III is the third entry in a series, one that was designed by the Aussie Steve Fawkner and developed by a little Australian studio called Strategic Studies Group. But just to keeping things from becoming too straightforward, there are actually two games that bear the name of Warlords III, both of them published by Red Orb Entertainment, a brief-lived subsidiary label of the venerable Brøderbund Software. Warlords III: Reign of Heroes was released in 1997, only to be superseded the following year by Warlords III: Darklords Rising, which sported more unit types and additional campaigns. In a sudden outbreak of good taste, it also excised its predecessor’s hilariously cheesy cutscenes, featuring real human actors — by a generous definition of the term “actor,” that is — dressed up in crude latex monster suits. One of the enduring mysteries of the 1990s is why anyone ever thought this sort of thing was a good idea…

I must say that I adore the name Strategic Studies Group (SSG from here on), a wonderful example of the longstanding grognard determination to dodge the insinuation that they were engaged in anything so frivolous as making and playing games. No, friends, these are strategic studies of the battlefield, which in this case just happens to be filled with orcs and zombies and dragons in lieu of tanks and infantry and airplanes. (See TSR, or “Tactical Studies Rules,” and SSI, or “Strategic Simulations, Incorporated,” for other canonical examples of the trend.)

I’ve mentioned SSG only in passing before today; The Wargaming Scribe has done the best job of documenting their story that I know of. As he tells us, the company was founded in a suburb of Sydney, Australia, by two military-history and wargame buffs named Ian Trout and Roger Keating. They enjoyed a noteworthy international success right out of the gate in 1983 with their wide-frame conquer-the-galaxy game Reach for the Stars, the forerunner of interstellar 4X strategy games like my beloved Master of Orion. (I think that I tend to gravitate to this sub-genre for the same reason I do fantasy strategy: no messy, complicated real history to prick the conscience and muck up the joy of megalomaniac conquest.)

After Reach for the Stars put them on the map, SSG settled down to become a reliable purveyor of historical wargames, a kind of Aussie counterpart to the American SSI. Trout and Keating’s strong suit was the artificial intelligence that powered their computer opponents. In an era when even games like the landmark Civilization were able to offer up a challenge only by augmenting the rudimentary algorithms governing their computer players with an ever higher stack of material advantages, to the point that the human and the computer were in effect playing different games entirely, Trout and Keating obstinately refused to cheat in this fashion. Their computer players were widely acknowledged to be the craftiest in the business, capable of genuinely surprising human players from time to time with a clever bit of subterfuge or an unexpected ambush — no mean feat on an 8-bit machine with as little as 64 kilobytes of memory.

Fantasy strategy was added to SSG’s portfolio after Steve Fawkner sent the founders an early version of Warlords I for their consideration. The story goes that an unimpressed Ian Trout threw the disk in the trash — only to have his son come along, fish it out, and spend hours playing the game. On the basis of his testimony as to its merit, Keating and Trout gave it a second look, and eventually hired Fawkner to develop it further. This proved one of the best decisions they ever made. Released in 1989, Warlords I was simple and clean in a way that no SSG game had been since Reach for the Stars. Not coincidentally, it sold better than any SSG game since Reach for the StarsWarlords II followed in 1993, and also did well by the company’s modest standards.

For the third installment, Fawkner and his colleagues updated their paradigm in some ways to suit the changing times. Instead of relying strictly on randomly generated maps, Reign of Heroes offered up a ten-episode pre-scripted campaign, complete with the aforementioned cheesy cutscenes. In other areas, however, Fawkner stuck to his guns. Most notably, he refused to add player-managed tactical combat. When two armies meet on the strategic map, the computer resolves the outcome with a series of virtual dice rolls that flash across the screen while you wring your hands and hope for the best from the sidelines.

Believe it or not, this screen shows a battle in progress.

Once you get past the tacky cutscenes, which probably cost as much as the rest of the game combined if industry norms held true, Warlords III can seem almost like a shareware game. The in-game graphics are best described as rudimentary — in my opinion, actually worse than those in the previous games, which had a colorful low-res charm that these lack. The writing in the tutorial and campaign gives cause to wonder whether the author has entered a contest to see how many overwrought clichés he can pack into a small volume of sentences.

It was 1252 years since the founding of the Selentine Empire when the greatest threat to the free races of Etheria reared its ugly head (1). In the icy wastelands (2) of the far north, Lord Bane, Master of the Undead, and Lord Sartek, Keeper of the Chaos Beasts, had formed an unholy alliance (3). Like a plague (4), they swept down from the northern tundra, crushing the citadels of the High Elves beneath their bony feet (5).

(Not bad for three sentences…)

But we aren’t supposed to care about any of this, we are told by a small but devoted cult of Warlords III admirers. This game is all about the gameplay.

In practice, it feels very much like a board game. You start out with a single hero, and can recruit more as a scenario goes on, but, unlike in Heroes of Might and Magic, you’re free to move your armies — or “stacks,” as the game prefers to call them, thus maintaining the tabletop feel — without a leader at their head. Although the maps in the campaigns are fixed, there is a lot of randomness embedded within them. For instance, you can accept randomized quests on behalf of your heroes. These often entail plundering the dungeons, ruins, barrows, and other such archetypes of fantasy architecture that are scattered around the map for randomized treasure and experience; in keeping with the nature of the combat, the results of any given expedition are revealed to you with a simple onscreen message. The scale of the strategic maps is usually huge, with dozens of towns to dispute with your foes in addition to the other points of interest, but the lack of a tactical component means that the game plays quickly even by comparison with Heroes of Might and Magic.

All of this is… fine, I guess, but I struggled to grow invested in it. I admit that I didn’t get far enough into the campaign to say whether the much-vaunted SSG artificial intelligence makes a difference. With no way to control my units on the battlefield or in the dungeons, I felt like I was playing half a game while someone else played the other half for me and told me what happened. Meanwhile the aesthetics did nothing to make me want to spend time in this world. I tip my hat to anyone who has gotten past these initial impressions and embraced the great game which I am told is lurking underneath. But, speaking personally, Warlords III flew pretty wide of my strike zone.



Next up is Age of Wonders, which came out late in 1999. Designed by Lennart Sas and Arno van Wingerden, it was the first game ever from a Dutch outfit known as Triumph Studios. It was published in North America by Gathering of Developers and elsewhere in the world by GOD’s biggest shareholder, Take Two Interactive.

The impression its opening cutscene gives is the polar opposite of Warlords III‘s: digitized cheese is replaced with lush hand-drawn art (even if it does unveil a dubious new innovation in videogame babes, the first female suit of armor to display the poor girl’s nipples as bas-reliefs). The dramatically different aesthetic sensibility obscures the ironic reality that Age of Wonders owes a massive debt to the older, uglier Warlords series.

Indeed, Age of Wonders makes for a fascinating study in game design as dialog and evolution, in that almost all of its elements are so obviously lifted from earlier exercises in turn-based fantasy strategy. The core of its movement and logistics is Warlords III, with the same stacks of up to eight units, one or more of which may be heroes who can go up in levels and gain skills and equipment. We likewise have the same large maps strewn with towns to conquer, resources to corner, and dungeons to delve.

But when armies meet one another on one of these maps, there emerges an important difference. You have the option to let the battle resolve itself automatically — i.e., Warlords-style —  but you can also oversee the fray yourself in a tactical game that smacks strongly of MicroProse’s much-loved classic Master of Magic. There’s a global magic system here which is straight out of that game as well. You receive a certain number of mana points per turn, derived from the number of magical wellsprings you control on the map. You can invest your mana into researching new spells for your magic-using heroes or have them expend it by casting the spells they already know. Some of these spells are triggered from the strategic map, where they can remain in effect for many turns as long as you have the necessary mana to sustain them. Others are one-shots for use on the battlefield. And some spells, such as heals and buffs, can be used in either situation.

When you add in a town-management layer that falls somewhere between Warlords and Master of Magic in complexity, you wind up with a considerably heavier game than Heroes of Might and Magic. Speaking of which: the influence of that series can be most readily detected in Age of Wonders’s interest in set-piece storytelling, which extends far beyond the procedurally generated maps of Master of Magic or the halfhearted, poorly written campaigns of Warlords III. The campaign here is presented as a literal storybook, in which you can choose to join the side of one of two elvish factions, one peaceful and idealistic and the other warlike and pragmatic, who are each responding in their own way to an invasion by a new race known as… wait for it… the Humans. Rather than handing you a simple linear ladder of scenarios to overcome, the game lets you make choices at the macro-level from time to time, even gives you the opportunity to switch sides mid-campaign.

Age of Wonders’s commitment to its fiction is impressive. The diligent and inquisitive player will come to realize that even the standalone scenarios constitute an extended story; if you play them in the order of the dates which stand in their descriptions, you wind up living through a prequel to the main campaign. The atmosphere throughout is slavishly Tolkienesque high fantasy — not exactly the highest-hanging fruit in gaming, but this game pulls it off with more panache than most. Aesthetically speaking, Age of Wonders has aged remarkably well. The art and the music seem as lovely today as they must have the day it was released. (The one odd exception is the sound effects during the tactical battles, which sound like they were lifted from old Three Stooges reels.)

Age of Wonders supports any screen resolution you care to throw at it, including widescreen ones. It ran happily for me in my monitor’s native resolution of 3440 X 1440, making it only the second game I’ve come upon in this fifteen-years-long-and-counting journey through time about which I can make such a statement. The interface elements don’t scale, and became so small at that resolution that the game is effectively unplayable, at least for someone with middle-aged eyes like me — but still, the fact that it works at all right out of the box is amazing.

For all that, though, I couldn’t quite make friends with Age of Wonders either. My problem with it comes down to what the legendary game designer Sid Meier has immortalized as “the Covert Action Rule,” after a flawed and otherwise forgotten game of his that came out in 1991. Meier believes that the reason his attempt to do for spies what his earlier Pirates! had done for corsairs didn’t work as well was that its mini-games were ironically too well-developed, such that they could take too long for the player to complete. By the time she finally gets back to the overarching strategic layer, goes the theory, she’s forgotten what she was doing there, has lost that ineffable sense of flow. “One good game is better than two great ones” stuffed into the same box, goes one of Meier’s oft-quoted design principles. Of course, game design is as much art as science, and the Covert Action Rule is a real problem right up until the point when it inexplicably isn’t. Speaking for myself, I don’t even think it’s the principal issue with the game Covert Action itself.

But I do think that it’s my problem — mileages will obviously vary here — with Age of Wonders. Those tactical battles you get dropped into when armies clash are very slow. Your units usually start out well away from the enemy, far enough away that just maneuvering them into range can require several turns of careful micro-management. Worst of all are the dungeon-delving expeditions, in which you find yourself trying to move up to eight units one by one through a series of twisty little passages, hoping not to get any of them caught out by the monsters that might be lurking around every corner. It takes forever. When you’re finally dumped back into the overland map after one of these extended interludes, it can be downright disorienting, as if you really are trying to play two completely different games at the same time.

These big, bland tactical maps can be kind of tiring just to look at.

It’s true that Age of Wonders has the option to auto-resolve the battles if not the dungeon-delving. But doing so seldom produces the results you can achieve by taking charge yourself, even as the scenarios tend to be mercilessly tough by the middle stages of the campaign, requiring you to make use of every advantage at your disposal. And anyway, as I already noted in the context of Warlords III, I don’t find auto-resolving the battles very satisfying either.

So, yes, I’m a tough crowd to win over. If Warlords III feels to me like too little game, Age of Wonders feels like too much of one, full of side-quests that are more burdensome than fun. I will say that I’m curious to try the sequels to Age of Wonders at some point in the future; I understand that Triumph Studios made an effort in them to address some of my complaints, by starting tactical fights with the armies closer together and by eliminating the manual dungeon-delving entirely. For this reason, the sequels are definitely on my syllabus.

In the meantime, though, I sort of promised you a Goldilocks game right there in the title of this article, didn’t I? I’m a hard guy to please by this point in my life, after playing games for more than 40 years, but I’m not a hopelessly jaded player. It is possible to strike a balance that makes me happy, as Heroes of Might and Magic proves… and as does Disciples: Sacred Lands.


The narrator’s voice here always makes me a do a double-take, because it reminds me so much of that of the Irish poet Paul Durcan, who lent his talent’s to Van Morrison’s “In the Days Before Rock ‘n’ Roll.”


Disciples comes to us by way of a Canadian company called Strategy First, which was founded in Montreal around 1990 by Don McFatridge and Steve Wall. After playing supporting roles in the industry for a number of years, they decided to try to make a go of it as a full-fledged developer and publisher late in the decade, peddling lower-budget, nichier games than those that tended to interest the established publishers. Disciples, which was released at about the same time as Age of Wonders, was created by a small French-Canadian studio, previously known as Micomeq, which Strategy First had recently acquired.

The game was designed by one Danny Bélanger. Sometimes dismissed by reviewers even today as just a low-budget Heroes of Might and Magic clone, it actually has a mind and personality that are very much its own. Its most obvious fresh idea is its approach to territorial gain, the source of its subtitle. (The name “Disciples,” on the other hand, has nothing much to do with anything here as far as I can tell; the developers seem to have chosen it just because they thought it sounded cool.) You don’t manually tag the gold and mana sources on the map with your armies to claim them for yourself, as you do in most other games of this style. Instead there is a zone of influence around each town a player owns, which widens its circumference gradually at a rate of one square per turn. This process continues until the expanding circle of influence is blocked, by the territory of a rival, a border of the map, or a mountain range, ocean, or other impassible landmark. Thanks to this system, you can tell from a glance at the map which faction is winning: the human Empire’s territory is lush green, the Undead Horde’s bleak and dark, the dwarven Mountain Clan’s a snowy white, and the Legions of the Damned’s a fiery red. In fact, many of the scenarios have victory conditions that crown as the winner the first faction whose terrain fills a given percentage of the map. It’s a unique and enjoyable mechanic, with the potential added bonus of staving off the late-game tedium of conquering the last few enemy towns left on the map.

The symbol of the evil Legion of the Damned faction (as seen on the mini-map at top right here) is the Danish flag. I’m not sure what to make of that…

Doing a clean sweep of the whole map would be almost impossible anyway, because each faction’s capital comes complete with a single super-strong unit that cannot be moved but is virtually impossible to defeat. In effect, then, you never really have to worry about losing your capital. This is especially nice in multiplayer sessions, as it means that no one has to suffer the indignity of being knocked out of the game early and then sitting around waiting for the other players to finish, feeling like the world’s biggest loser all the while.

As in Heroes of Might and Magic, units here can only move if led by a hero. Each of these can have from zero to five subordinates, depending on his or her Leadership level. In another break from other games of this general type, even the underlings here are explicitly cast as individuals, not groups, and have the ability to level up and get stronger just like the main heroes as they fight battles and win experience points, as long as you have built the appropriate upgrades in your capital to enable their advancement. (These features led Strategy First to call Disciples a full-fledged CRPG in some of their press materials, but this is going rather too far.) Each faction has a different selection of hero and underling types that can be purchased in its towns — as many of each as you can afford — and then further customized as they gain levels. (Pro tip: more Leadership is always the right choice for your heroes whenever it’s available.) The game is quite well-balanced on the whole, with no faction having a truly decisive advantage.

Now, to address the Goldilocks in the room: there is tactical combat in the game, but it’s extremely simple even in comparison to Heroes of Might and Magic, much less Age of Wonders. Each unit has exactly one attack to inflict upon its enemies, or, in the case of defensive units, one heal or one buff to apply to its comrades. Your job in combat entails nothing more than deciding whom your units hurt or help when their turns come up, by clicking the appropriate enemy or friend. Maneuvering on the battlefield is not a consideration, for the very good reason that it’s impossible. The whole exercise is so ridiculously simple that at first you might think it rote, nothing but a more click-intensive version of Warlord’s automated battles. Give it a chance, though, and you’ll find that it’s not entirely bereft of Sid Meier’s proverbial Interesting Decisions. Whom do you choose to attack first? Whom do you heal or buff? These decisions can be the difference between victory and defeat in a close fight.

The combat screen. I’ve just hit all of my enemies with an area attack, although my hero missed one of the polar bears. (Ah, well… we’re supposed to be trying to save the polar bears, right?) Two members of my party here are specters, who paralyze a single opponent for one turn rather than damage him. I just have to decide whom to paralyze. That’s where some dilemmas start to creep in…

There’s a magic system here too, a highly streamlined take on the Master of Magic approach. You have to research spells before you can cast them. You can’t use these spells in battle (other than if your unit has a “built-in” magic spell as its one and only move), but you can use them on the strategic map to soften up enemy stacks before you attack them, to buff your own units, or to do other things, such as revealing a section of map hidden by the fog of war or, conversely, hiding a piece of it from your opponents once again. With the tactical combat being so basic, success often hinges on what you do before a fight begins.

The spell book. Each faction has one type of mana that it favors and its own unique set of spells to research. The only way to obtain other spells is to trade for them.

Disciples isn’t what anyone would call an overly complex game, but it has more subtleties to it than you might think. Dorte and I had more fun with this game in multi-player mode than we have with any since Heroes III. (She found Warlords III too ugly and dull and Age of Wonders too complicated to want to play them with me.) We’re not particularly cut-throat competitors, especially against one another, so we appreciated being able to approach the scenarios more as a race for third-party towns and territory than a mano a mano fight to the death.

Of course, there are aspects of the game that could stand improvement. On the whole, Disciples’s flaws are the inevitable byproducts of a small team working within a budget of well under $1 million Canadian. The artificial intelligence of your enemies could be better, as could the single-player campaigns in general. There are four of these, one for each faction, albeit consisting of just four scenarios each. I found them to be pretty much incomprehensible in terms of narrative, just a lot of portentous word-salad speechifying adding up to nothing. They must relate to one another somehow, must be parts of some grander story, but I certainly couldn’t explain it to you even after watching all of the cutscenes on YouTube. Nor do I care enough to want to try — which is always the worst indictment anyone can level against any piece of fiction, isn’t it?

Within the campaign scenarios, the developers attempt to compensate for the poor artificial intelligence by stacking the odds more and more wildly against you; this is, in other words, another one of those asymmetric strategy games which SSG so decried. Even so, I never found the one campaign I actually completed — that of the Empire faction — all that taxing.

The capital-management screen for the Mountain Clans. It changes as you build more structures, but to tell the truth that’s something I scarcely notice. The graphics in this game aren’t actively bad, but are kind of anonymous-looking, with a palette dominated by dulls browns and grays.

The above means that Disciples is easier for me to recommend as a game to play with a friend or two than as a single-player experience. When played with others, the stupid enemies no longer matter so much and the disarmingly elegant core rules are allowed to shine. Disciples hits that sweet spot of being easy to pick up but… okay, not exactly hard to master, but not trivial either.  I love it when I discover a new game that Dorte and I can enjoy together. And it’s always great to see a small team with original ideas come up with something as well put-together as this. The graphics and sound they could afford are not those of a AAA game — not even a AAA game from 1999 — but they’re just good enough not to be actively distracting, living somewhere between those of Warlords III and Age of Wonders.

Everyone’s mileage will vary, but for me, Disciples is the keeper of this trio. Fast-playing and straightforward, it’s the perfect game to share with someone else on the patio on a warm summer day in between sipping on a cool beverage and shooting the breeze. I like it. I like it quite a lot. And I very much look forward to trying out Disciples II.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: This article is a bit more experiential than a product of deep research, but there are a few online sources that proved exceptionally useful. These are The Wargaming Scribe’s write-up of SSG and Reach for the Stars, an old Gamespy piece by John Keefer on “Developer Origins,”Game Daily interview with Don McFatridge, a Home LAN interview with McFatridge, and a Kotaku interview with Steve Fawkner. Also the February/March 2000 issue of the French magazine Cyber Stratege.

Where to Get Them: Warlords III: Darklords RisingAge of Wonders, and Disciples: Sacred Lands are all available as digital purchases at GOG.com.

 
 

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This Week on The Analog Antiquarian

Opus 2: Henry VI, Part 1

 
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Posted by on June 12, 2026 in Uncategorized

 

Planescape: Torment, Part 2: …to the Desktop

The photographer’s model for the visage of The Nameless One on the now-iconic Planescape: Torment box was actually Guido Henkel, the game’s producer, who was enlisted at the last minute when the planned professional model had a “scheduling conflict.”


This article tells part of the story of Dungeons & Dragons on the tabletop and on computers.

Usually if you choose the longest dialog option, that’s the best option.

— Chris Avellone

Quite some years ago now, I briefly interviewed Brian Fargo about Interplay’s 1988 adaptation of the William Gibson novel Neuromancer. He was plainly busy and a little distracted with more modern game-development matters — this was in the midst of the Kickstarter-funded Wasteland revivals — but he was helpful and friendly enough during the half-hour or so that I spoke to him. Toward the end of our conversation, he mentioned that he had a box full of papers from his Interplay days gathering dust in a filing cabinet in his home office. Upon hearing this, I leapt immediately to make a pitch for my archivist friends at the Strong Museum of Play in Rochester, New York. And lo and behold, a Brian Fargo collection showed up at the Strong within a year or so. I don’t know whether these two events are related, but I like to think that they are.

Regardless, the next time I made it up to the Strong, I naturally made it a point to go through the collection. And it was there, amidst a mishmash of other documents spanning the nearly twenty years that Fargo spent running Interplay, that I first stumbled upon the original pitch document for Planescape: Torment, the one that crossed his desk in June of 1997 and led to the project being formally green-lit. I found this document rather shocking at the time, in that its tone was so totally out of keeping with the hallowed reputation which the game had long enjoyed even then as the most credible claimant to the status of true Interactive Art that the CRPG genre has ever produced. Much of this pitch, by contrast, seemed to have been written by Joe Lieberman’s most stereotypical nightmare: by a sadistic, DOOM-addled teenager who turned it out in between dry-humping everything around him with an even vaguely feminine shape.

No more using boring swords, daggers, or bows to carve bloody swaths through opponents. Plunge scalpels into foes’ eyes, lace their food with poisonous embalming fluid, push them into man-eating pockets of ooze, sic them with sarcastic biting skulls, hurl them into razorvines, conjure burrowing rot grubs within a victim’s brain, cast spells that make them bleed from every orifice, or change a person’s scent so they attract packs of hungry rats. Deliver punishment in ways that will bring a smile to your face.

“Fireball” can go hide in the fucking corner when you unleash your arsenal. Jam your hand into an opponent’s body, rip out his soul, and tell it to kill its owner. Make a gesture and summon a blanket of crawling, biting insects to turn your enemy into a Happy Meal. Send your foes on a field trip to Hell without a permission slip. Taunt someone to death. Summon your darkest shadows from across existence and send them into battle to feed on your opponent’s physical strength. Your succubus ally can kiss your opponents to death — they die with a smile on their face.

This game will have lots of babes that make the player go wow. There will be fiendish babes, human babes, angelic babes, Asian babes, and even undead babes. Think babes. Then think more babes.

To which one can only reply, whoa… whoa. Settle down there, Beavis, before you rub that thing raw.

This document, which has long since surfaced publicly and made the rounds of the Internet, has become something of a problem for Planescape: Torment’s cult fandom, being so markedly at odds with what they wish the game to be. Some have gone so far as to claim that the juvenile profanity was nothing more than an elaborate ruse to get Brian Fargo and his marketing cronies to sign off on such an uncompromising piece of art, or that this is the only corporate pitch document in the history of the world to inhabit the category of satire. But personally, I’m not buying these pat explanations. I think that the finished Planescape: Torment that we know is a blending of the adolescent and the rarefied, the commercial and the idealistic. It’s not that the higher concepts and grander themes don’t exist. It’s just that they’re embedded into a licensed and branded Dungeons & Dragons computer game — made by, let’s face it, a bunch of nerdy twenty-something American men with the same predilections and blind spots as their peers elsewhere in the industry. We probably shouldn’t allow ourselves to get quite as precious about it as we often do.

For what’s worth, I suspect that Chris Avellone himself might more or less agree with this assessment deep down in his heart of hearts. In every interview I’ve seen him give on the subject of Planescape: Torment, he’s been distinctly reluctant to take on the persona of the auteur creating timeless art for the ages. He tends to speak more in the terms of a creative professional who was given a job to do: “Like just about every game I’ve worked on in my career, the franchise or premise was mandated, and then I worked within the parameters given.” He prefers to frame the protagonist’s journey to self-knowledge more as a way of flattering the typical gamer’s sensibilities than a conscious artistic masterstroke.

It is a very selfish game. After about ten years of game-mastering players… that’s really all they care about. They want the entire adventure to revolve around them. Players want to hear people talking about them. It’s the ultimate ego stroke.

Again, this is not to say that Planescape: Torment doesn’t resonate in certain places with the proverbial human condition. It’s merely to say that it’s a complicated, piebald beast. Is it art? Maybe, depending on how you define such things, since art is always in the eye of the beholder. Is it a penetrating work of moral philosophy? Maybe, to some extent, but maybe not quite so much as some folks want it to be. Is it well-written? Intermittently, although seldom on a sentence-by-sentence level. Is it brave and groundbreaking in the context of its time and circumstances? Absolutely. Is it a great game, full stop? Eh…


Building the perfect box-cover beast…

Fair warning: a considerable number of Planescape: Torment spoilers follow!

Baldur’s Gate, the only Infinity Engine game to precede Planescape: Torment, attempts very explicitly to recreate the pleasures of playing tabletop Dungeons & Dragons with your friends. The companions whom you collect around you could easily be the avatars of said friends. Each of them is an archetype — fighter, magic user, cleric, thief — which constitutes one part of a Gary Gygax-approved well-balanced adventuring party. The game employs the classic “a group of adventurers met in a bar and went questing” setup. There’s an overarching plot, but it’s really just an excuse to explore more terrain, fight more monsters, and grow steadily stronger.  If you want, you can even play Baldur’s Gate together with your real-life friends, with each of you taking control of one character (although it’s rather clunky in practice, being subject to the technological limitations of the late 1990s).

Whatever else it happens to be, Planescape: Torment is nothing like that. It’s the very specific story of one very specific character, presented it a way that would never have worked with a gang of others sitting around the tabletop. Companions do arrive to accompany him, but they are always peripheral to his central psychodrama. There is no multi-player mode here. Having one would make no sense.

The protagonist of Planescape: Torment is the appropriately named Nameless One, a zombified shamble of flesh and bone who wakes up at the beginning of the game on a mortuary slab in Sigil, the city of inter-planar doors, with no idea who he is or how he got there. So, he sets off to try to find out. Along the way, he meets the aforementioned companions who join him on his journey. One or two of them he even meets in a bar, but these are not your typical happy-go-lucky adventurers with mercenary stars in their eyes. The fact is that each of their stories has long ago become interwoven with that of the Nameless One himself, generally to their detriment, and even though he can’t remember any of it. His own backstory will prove to be far longer and stranger than you or he might ever have thought possible, encompassing hundreds of lifetimes lived out all over the planes of existence, during which he has been good and evil and everything in between. His true quest, it will gradually become clear, is not merely to find out who he really is. Doing so is just a prerequisite to stopping the cycle of rebirths, owning his sins, and finally bringing his story to an end.

Planescape: Torment demonstrates the flexibility of the Infinity Engine. In keeping with the more personal focus of the story, the team at Interplay moved the camera in closer to show the characters on the screen better, condensed the interface down to a single bar at the bottom of the screen, and reworked the controls to make use of a popup, adventure-game-style radial verb menu.

Not only does Planescape: Torment subvert the traditional plot outline of a CRPG by turning a triumphalist power fantasy into a tragic journey of self-discovery, but it subverts many of the standard CRPG mechanics to serve its agenda. The Nameless One is immortal, which means that defeat and “death” in combat is a minor inconvenience at worst; he will always wake up once again on his mortuary slab, with all of his inventory, companions, and experience points intact. (In some places, he is even required to “die” in order to advance the plot.) With physical threats being thus robbed of their menace, a clever dialog response is almost always worth more experience points than defeating the same interlocutor in battle. Swords, armor, and most of the other usual trappings of heroic adventure are seldom seen, replaced by stranger concoctions, like a floating skull who can upgrade his attack by acquiring sharper teeth. Planescape: Torment is not your parents’ CRPG.

To wit: if you come to this game expecting a plane-skipping roller-coaster ride through a wide variety of environments, I’m afraid you’re destined to be disappointed. Most of it takes place within Sigil. You start out in the slums and eventually make your way to slightly posher districts of the city, but the general atmosphere remains one of futility and decay from first to last. I’m frankly not sure how to respond to this. My wide-eyed inner child, the one who used to consume pulpy sci-fi novels by the dozen, thinks it’s false advertising to promise us a city of doors to infinite possibility and then deliver only this sad-sack assemblage of run-down mundanities. My more mature incarnation, the one who studied (or in some cases suffered through) the literary classics at university, thinks it might be an admirable case of a game sticking to its guns. But even he begins to feel crushed under the sheer weight of misery on display here, begins to wonder what pathetic excuse for a multiverse this is that has such a squalid, nihilistic centerpiece.

Planescape: Torment has its share of interface issues, but the quest log at least is far more usable than the one in Baldur’s Gate.

In practice, much of your time in Planescape: Torment will be spent wandering through each new district of Sigil as it opens up, clicking on every character who has a name or otherwise non-generic description in order to initiate conversation. Make no mistake. These people like to talk… oh, my God, do they like to talk. A minority of them have information or assistance to offer that pertains to the main quest, or at least to one of the many side-quests. Most of them, however, just “rattle their bone-box,” as the Sigil lingo goes, for the sake of hearing it rattle, telling you all about their hardscrabble lives in paragraph after paragraph of text. I find that it becomes numbing after a while, a symphony of despair that just keeps hammering away on the same relentlessly grim note. It’s Down and Out in Paris and London, except an order of magnitude longer in a different dimension.

The Cant — the Cockney-inspired lingo of Sigil — is striking, even if it is lifted from TSR’s Planescape boxed set rather than being an innovation of this development team. All the same, the writing has a rough-draft quality to it that includes but is by no means limited to the typos and minor grammatical errors that are strewn fairly liberally throughout, the well-nigh inevitable result of laying down so very much text in a relatively short span of time. It’s enough to make you long for the days when computers were primitive enough that even text was expensive, such that developers had to choose their words with care, had to make sure that every single one of them counted. Failing that, we might wish that someone in Interplay’s marketing department had insisted that the whole game be voice-acted, which would have served the same purpose of forcing the developers to include only those words that really matter. (As it is, only the occasional line or two is voiced.)

Editing, in any sense of the word, was clearly not a priority here. Back in the 1980s, Infocom employed a full-time editor from the book-publishing world to polish and tighten the prose in its games. But alas, such work was far beyond the core competencies of a 1990s studio like Interplay. The only guiding principle here seems to be the more words, the better. Matters reach a kind of absurd climax when you wander into a bar in which the patrons spout verbatim paragraphs from the old TSR Planescape campaign setting, copied and pasted into the computer game. One can easily imagine that the developers must have been paid by the word, the way people like to say that the similarly verbally incontinent Charles Dickens once was. Whether they were or not, talk is way, way too cheap in Planescape: Torment.

At times, you can almost palpably sense Chris Avellone and his friends straining to put words in the mouths of so many superficially indistinguishable characters in ways that might make them stand out. You want to tell them that it’s okay, give yourself a break: literary merit is not measured by the kilogram of verbiage. Occasionally the writing surrounding the many bit players of Sigil can surprise you with a clever metaphor or a flash of insight or compassion, but more often it just wallows in the squalor. Many of the grotesques you meet are gross just for the sake of being gross, thus revealing that the sniggering lover of blood and boobs who wrote so much of the pitch document remains a part of the development team’s collective unconscious if nothing else.

A man is looking at you with a strange, bug-eyed stare. His eyes are huge… so huge they look ready to pop out of their sockets and roll across the cobblestones. He nods eagerly as you approach, bobbing his head like a bird… and as you near him, you suddenly notice the smell of the urine and feces surrounding him. The man sniffles, wiping his nose on his sleeve, then opens his mouth to reveal blackened, rotted gums…

Reekwind coughs, his eyes almost popping out of his skull as he does so. His cough seems to loosen his bowels, for he breaks wind loudly, as if to accentuate his point…

In a moment of levity, the game has fun with some of the tropes of golden-age CRPGs. “I’ll bet ye’ve all *sorts* o’ barmy questions! Greetin’s, I have some questions… can ye tell me about this place? Who’s the Lady o’ Pain? I’m lookin’ fer the magic Girdle o’ Swank Iron, have ye seen it? Do ye know where a portal ta the 2817th Plane o’ the Abyss might be? Do ye know where the Holy Flamin’ Frost-Brand Gronk-Slayin’ Vorpal Hammer o’ Woundin’ an’ Returnin’ an’ Shootin’-Lightnin’-Out-Yer-Bum is? I ought ta kick ye in the shins fer even pesterin’ a poor ol’ woman about it all!”

The companions with whom you hack your way through this forest of words instead of monsters are a mixed bag. Morte the talking skull is your first party member, already at your side when you wake up on the mortuary slab for the first time, already seeking to make up for having betrayed you in one of your earlier lives. His redemption arc aside, he’s clearly meant to provide a note of comic relief amidst the cavalcade of misery you encounter, even if in practice his humor misses rather more than it hits; the necrophiliac jokes about every female ghoul and zombie you meet get pretty old pretty quickly.

Your companion Dak’kon belongs to the githzerai, a planar race of ascetics who prize order and harmony over all else. Unfortunately for him, a crisis of faith has led to him being cast out by his own people.

Nordom is not so much cast out as dropped in from what feels like it ought to be a different game entirely. Recruitable only via a lengthy side-quest that’s disarmingly easy to miss completely, he’s a robot who has evolved into sentience and is trying to figure out what to do next. He’s essentially WALL-E nine years before Pixar came up with him; he’s even drawn in a cartoon style, a jack-in-the-box with big, sad eyes and way too many gangling limbs.

And then we have the two female companions. They are defined by their gender and sexuality in a way that their male counterparts are not, occupying an uncomfortable liminal space between adolescent wish-fulfillment and earnest character-building. The pitch document tells you most of what you really need to know about them when it promises “to fill the game with deep, meaningful interactions with characters that happen to have swaying, pendulous breasts.” Both Fall-from-Grace the reformed succubus and Annah the reforming tiefling thief look like your standard videogame hot chicks. The way they’re written, on the other hand, arguably provides less fodder for students of literature or philosophy than it does for psycho-anthropologists who happen to be studying a certain subset of turn-of-the-millennium young men.

Fall-from-Grace runs the embarrassingly named “Brothel of Slaking Intellectual Lusts.” This establishment is full of hot chicks just like her, who invite their male customers in to… well, just to talk to them about all the nerdy interests that cause other comely young women to roll their eyes and start sidling toward the nearest exit.

Annah is an apparently jaded girl of the streets who, it will eventually turn out, has never known the touch of a man (because of course she hasn’t) and thinks that The Nameless One might be the right one to finally teach her the ways of love (because of course she does).

Fun fact: Annah the tiefling was voiced by Scottish pop singer Sheena Easton. Sadly, The Nameless One never does get to spend a night inside her sugar walls.

Now, I don’t want to jump all over Chris Avellone and his friends for this. I believe we should weigh intent at least as heavily as effect when passing judgment on anything, and the intent here is as sweet in its way as it is perchance inadvertently revealing. If the “babes, babes, and more babes” guy from the pitch document is the person these lads were with their peer group, then the wide-eyed romantic who came up with Fall-from-Grace and Annah was likely the person they became alone at night after their buddies had gone home. I remember seeing the girls I crushed on — the ones I really crushed on, that is — in much the same way when I was their age or only a little younger. To my teenage eyes, they were well-nigh celestial beings whom I wanted to shelter from the ugliness of the world (not least all those other guys who were better at sports than I was) and commune with in a way that transcended sex (not least because I was none too confident in my own abilities in that department in comparison to those other guys). It’s a phase a lot of us go through, but also one that we hopefully outgrow. The problem with such attitudes is that they still preclude one from seeing the object of one’s fancy as a fully-realized human being with a full measure of agency in her own right. Men have been using these velvet cages, sometimes consciously and sometimes unconsciously, to hold women down since time immemorial. The women of Planescape: Torment contribute to the sense of a writing team who are punching a little too far above their own weight — or, maybe better said, their life experience.

The overwriting and the gawkiness are present in the main plot line as well. Below is a short extract from the game’s turning point, a long-sought-after and predictably prolonged dialog with Ravel Puzzlewell, a witch who knows much about The Nameless One’s real nature.

“A shadow with substance, a-seeking that which casts the light. I know you more and no… know…” Ravel pauses, her eyes dimming. “No more than I know the nature of ANY man. Crossed pasts have we… a man tainted with un-death, still feeling the pangs of separation, and an old withered crone, now all-imprisoned. Seems it that we are a-meeting for the first time? No, no, not, not… knot?” Ravel seems confused for a moment, then shudders, as if throwing off a weight. “Knot at all. An echo of a future meeting this is… or a past meeting, depending on which way time is facing.”

The first thing we notice here is the inverted sentence structures of Yoda-speak, a kind of default setting for mysterious and profound characters in way too many games. It serves to remind us that, for all their aspirations toward Philosophy, these writers are better versed in the works of George Lucas than Aristotle or Nietzsche.

Meanwhile all this punning on “know” and “no,” “passed” and “past,” “not” and “knot,” is the sort of thing that clever and ambitious young writers often turn out, and grizzled and remorseless editors draw a line through just as quickly. For it works only on the page (or the screen, in this case); if it was spoken, as we’re supposed to imagine dialog being, it would all fly right past the interlocutor. In the end, then, the only purpose it serves is to point out the cleverness of the author, which isn’t — or oughtn’t to be — the purpose of writing anything. If we keep at it long enough, most of us writers learn to nip such cherished little darlings in the bud before they can pull our readers out of the story we’re trying to tell.

And now, looking back on what I’ve written, I see that I’ve been hard on Planescape: Torment, harder than I really intended to be. And yet there are criticisms I haven’t even gotten to yet. For example, I haven’t mentioned how unsatisfying and annoying the combat is — yes, it does exist, and is actually quite extended and extensive at times, such as when you have to leave the streets of Sigil to delve into its tombs and sewers, or when you leave Sigil’s dimension entirely during the last quarter or so of the game. (Never fear: the other dimensions you visit are if anything even bleaker than this one.) Ironically, the same changes to the Infinity Engine that make this game feel more personal than the likes of Baldur’s Gate also serve to explain why Bioware made the choices they did for their own, more conventionally combat-oriented CRPG. Here, the close-in camera makes it harder to keep track of what is going on during a fight, even as the other interface changes make it harder to micro-manage your party when you really need to. Most of the standard CRPG elements — character levels, ability scores, spell books, etc. — feel like phantom limbs here; tragic psychodrama makes a strange fit with the power fantasy of Dungeons & Dragons. The final impression which I just can’t escape is that of an engine and system of rules which are badly out of sync with the game they’re being asked to present. If you want to call that further evidence of subversive intent on the part of the development team, be my guest. I just call it unfortunate.

For all that, though, I don’t want what I’ve written to read as an invalidation of the experience of those who have played Planescape: Torment and felt a wind of profundity blowing through its dreary environs. I’ve felt the same wind myself. (And no, I’m not talking about our friend Reekwind.) As you learn more and more about The Nameless One’s endless cycle of pain and suffering, both caused and endured, themes and ideas that games seldom touch on begin to emerge. One particular question is brought up again and again: “What can change the nature of a man?” To its credit, the game never offers a definitive answer, but two possibilities come to the forefront: “Regret” and “Belief.” As Saint Augustine tells us, these are two sides of the same coin: the weight of Regret engenders Belief, while our Belief fills us with Regret for all the ways we fail to live up to our moral potential. Thus the need for Confession to cleanse our souls and be worthy of that which we believe in… and so the cycle continues.

In a revelation that genuinely shook me, you learn near the end of the game that resurrection isn’t free, that every time The Nameless One is brought back to life on his familiar mortuary slab after a failed combat or some other misguided escapade, the life of some other poor mortal schmuck is taken in compensation for his rebirth. The “best” ending has him breaking that cycle by recognizing, acknowledging, and internalizing the suffering he has caused, looking that unwanted self-knowledge and its terrible consequences straight in the face. What follows is by no means conventionally happy, but it is the only fitting way to bring his story to a close. Kudos to Chris Avellone for not chickening out at the last minute, as other game designers have done.

Planescape: Torment is the first game of any stripe that I know of since Infocom’s Trinity to unabashedly don the mantle of Tragedy in the classical sense. Although Chris Avellone’s understanding of what that means is perhaps less nuanced than that of “Professor” Brian Moriarty, the author of Trinity, his take on it is more searingly immediate. For Trinity is the tragedy of an entire civilization, bereft of any characters at all who aren’t bit players, while Planescape:Torment is the tragedy of an individual whom we come to know all too well. Regular commenter P-Tux7 asked in response to the first article of this little duology of mine whether “it is right to punish someone who doesn’t remember doing the crime,” whether “someone can ever become not the person who did the crime,” and whether “justice demands an equivalent amount of suffering.” Such questions constitute the essence of tragedy, which writers have been struggling with as long as the written word has existed.

Despite all its granular failings of execution, then, Planescape: Torment leaves us with much to ponder, regarding both the nature of a man and — on a slightly more plebeian note — the nature of game design. Some of the themes that this game broaches are among the most profound we can wrestle with as human beings. The story of The Nameless One rhymes with the myth of Oedipus, who also looked terrible self-knowledge right in the face and had his soul shriven to the core. Or we might choose to read The Nameless One as a Christ figure, who redeems his fallen companions through a supremely unselfish final sacrifice. But there are likewise obvious parallels to Eastern religion and philosophy, which stress the need to escape the very same eternal life that Christianity purports to offer us. Meanwhile the existentialists among us must ponder whether a Nameless One who can’t remember the actions of his previous incarnations, who possesses no obvious continuity with his previous selves, can be said to truly be the same man at all. In fact, can any of us be said to be the same person we were when we were younger? After all, time is a river that changes all of us second by second, and, as Heraclitus told us almost 3000 years ago, it is impossible to step into the same river twice. Any game that can make its player ponder such thoughts as these is not to be dismissed lightly.

At the same time, though, Planescape: Torment belongs to a category of critic’s darling that always seems to get my curmudgeonly dander up (and tends to land me in hot water with some of my readers): games which are said to be so ridiculously effective as stories and settings that any gameplay inconveniences that dog them pale into insignificance by comparison. Grim Fandango is one of these: we’re told to forget the clumsy interface and nonsensical puzzle design and just enjoy the ride with a walkthrough by our side. Final Fantasy VII is another: forget the endless cavalcade of tedious random encounters and the fact that you can win all of them just by pounding the “attack” button over and over and enjoy the story. No matter how hard I try, I can’t see my way to giving games like these a pass. I love a good story and setting, but the fact remains that interactivity is the defining attribute of a game. It seems to me that it needs to work well too if we are to start throwing around accolades like “masterpiece.”

Much of what strikes me as flaws in this particular would-be masterpiece could have been fixed with a little more time and some more judicious oversight. The writing could be pared down at the same time that it was polished up; 800,000 words are not needed to convey a vivid sense of place and atmosphere, only a subset of the right ones. The tedious combat could be overhauled or perhaps eliminated entirely. Indeed, I sometimes think that my ideal Planescape: Torment would be a ten-hour point-and-click adventure game that doesn’t waste my time with unneeded mechanics or unnecessary talk, that makes every moment count. I doubt that Chris Avellone would go that far, but, again, I sense that he may just agree with me about some of the game’s infelicities. It’s just that he would prefer to improve the other systems rather than narrow the focus to the core story. “If the moment-to-moment gameplay is lacking,” he says, “then you’ve failed as a game designer. The combat was pretty weak, and I did feel it could have used more dungeon-crawling areas for players to explore and have fun in in addition to having fun exploring the conversations in the game.” Who knows? Maybe that would work too.

For when it comes right down to it, I still don’t know quite how to feel about Planescape: Torment; when I called it confounding at the start of this pair of articles, I meant it. I first tried to play it not long after it came out, only to give up after a few hours, bored by the depressing setting and all of the people there who never shut up. I returned to it in order to write these articles, and my sense of professional duty carried me all the way through this time around, even though I was once again bored for much of the time. Still, I’m glad I stuck it out, glad to truly know one of the most celebrated computer games in history. Yet I must confess that I’m equally glad to be done with it. I am of the opinion that the most fundamental responsibility of a game, before theme and meaning can even enter the discussion, is to entertain or at least interest its player. Planescape: Torment failed that test too often for me to call it a great game. If you want me to call it a brave and intriguing one, though… well, that I can definitely get behind. Seldom has any group of creators in this field challenged the expectations of their audience so thoroughly. And that in itself is a brave feat well worth applauding.



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Sources: The book Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs by David L. Craddock; Computer Gaming World of March 2000 and April 2000; the 2015 GamesTM special issue on “controversial” games; Retro Gamer 113. Plus the materials found in the Brian Fargo Collection in the archives of the Strong Museum of Play.

Online sources include Soren Johnson’s interview with Chris Avellone for his Designer’s Notes podcast, a Last Game Standing interview with Avellone, and Guido Henkel’s pictures and memories of posing for the Planescape: Torment box cover.

Where to Get It: Planescape: Torment is available as digital purchase from GOG.com in an “enhanced edition.” Buying it also gives you access to the original version.

 

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Planescape: Torment, Part 1: From the Tabletop…

By 1999, Interplay had begun crediting its internally developed CRPGs to “Black Isle Studios,” a distinction that represented very little difference, given that Black Isle shared office space and personnel with its parent publisher. Note the careful choice of words on the box above, to call Black Isle the “producers” — not the developers — of Baldur’s Gate.


This article tells part of the general story of Dungeons & Dragons on the tabletop and on computers, which includes the more specific one of the Infinity Engine games.

My power fantasy when playing a role-playing game is to confront a villain, explain point by point why his master plan is flawed, and then get him to admit that he hadn’t thought things through as carefully as I had, and ask me what I think he should do. Conversation-based player characters can have their bad-ass moments just as much as someone wielding a gun…

— Chris Avellone

Planescape: Torment is the damnedest game. Its list of failings is longer than that of many a game that I’ve simply written off as bad, full stop, and moved on from without a second thought. The pacing is glacial for long stretches; the interface is fussy and clunky; the combat is both irritating and utterly superfluous to the game’s design goals. Even much of the writing, by far the most celebrated aspect of Planescape: Torment, tends to seem proportionally less profound and more banal as one becomes farther removed in age and life experience from the twenty-somethings who first put all of these words — so many, many words, a reported 800,000 of them in all — onto our monitor screens more than a quarter-century ago. In so very many ways, Planescape: Torment is an undisciplined hot mess.

And yet it’s a hot mess that refuses to be dismissed lightly. For Planescape: Torment is also a vanishingly rare thing in the realm of game narratives: a genuine interactive tragedy, in the sense that Aeschylus, Shakespeare, and Nietzsche understood that word. That it recognizes the tragic side of life while inhabiting a genre whose whole point in the eyes of most of its fans is the triumphalism of going from a weakling to a demigod is incredibly brave and subversive. That it did this in 1999, when the games industry was smack dab in the middle of one of the most homogenized, risk-averse periods in its history, is as inexplicable as it is astonishing.

Clearly we have much to unpack…


TSR sold surprisingly few copies of the original Planescape campaign setting, even at the stupidly cheap price of just $30. It goes for $250 among collectors today.

Whatever else it is, Planescape: Torment is first and foremost a licensed adaptation of Dungeons & Dragons, a part of Interplay’s attempt to revive that storied tabletop game’s digital fortunes amidst the collapse of its parent company TSR and TSR’s acquisition by Wizards of the Coast. This particular computer game was no mere branding exercise, as was the case with some of them that came out in Dungeons & Dragons trade dress during the 1990s. On the contrary, Planescape: Torment was deeply, intimately informed by the creative work that took place in TSR’s Wisconsin headquarters earlier in the decade. The extent to which this is the case is often glossed over or forgotten entirely when retrospectives of it are written today. So, let me make it crystal clear here right from the start: love it or hate it, a huge chunk of what makes Planescape: Torment so unique and memorable originated not in Interplay’s Southern California offices but in the nation’s dairy-cow heartland.

It will presumably surprise no one when I write that the “planes” of Planescape are alternate planes of existence, separate from the “Prime Material Plane” in which most Dungeons & Dragons campaigns take place. They were introduced by Gary Gygax already in the late 1970s, in the iconic first editions of the Player’s Handbook and Dungeon Master’s Guide. His cosmology was a melange of a little bit of everything: quantum physics, Renaissance-era alchemy and astronomy, the holy texts of various religions, New Age philosophy, Dante and Milton, twentieth-century fantasy and horror novels.

Gary Gygax’s vision of the Dungeons & Dragons multiverse, as found in an appendix to the Player’s Handbook.

The Prime Material Plane stands at the center of it all, much like the Earth was once imagined to stand at the center of our universe. It is surrounded by the Inner Planes that embody the physical building blocks of existence, which are in turned enclosed by the Outer Planes that embody the metaphysical alignments, those nine possible combinations of Lawful, Neutral, and Chaotic, Good, Neutral, and Evil.

Gygax was always prepared to muse and to elaborate, on this subject as on so many others. Small wonder that these alleged rule books — surely the most chatty and discursive books of rules ever written, the heart of the Gospel of Saint Gary — were perused and pored over endlessly by his young fans, many of whom were discovering for the first time the countless disparate philosophical ideas he threw into the pot. Gygax wasn’t an overly sophisticated thinker in most contexts, but he was a prolific one, who always had ten more ideas waiting in the wings if you didn’t respond to his last one.

For those of you who haven’t really thought about it, the so-called planes are your ticket to creativity, and I mean that with a capital C! Everything can be absolutely different, save for those common denominators necessary to the existence of the player characters coming to the plane. Movement and scale can be different; so can combat and morale. Creatures can have more or different attributes. As long as the player characters can somehow relate to it, then it will work…

I have recommended that Boot Hill and Gamma World be used in campaigns. There is also Metamorphoses Alpha, Tractics, and all sorts of other offerings which can be converted to man-to-man role-playing scenarios. While as of this writing there are no commercially available “other planes” modules, I am certain that there will be soon — it is simply too big an opportunity to pass up, and the need is great.

This was a remarkably prescient description of where planar travel in Dungeons & Dragons would go — eventually. For a long time after The Dungeon Master’s Guide appeared in 1979, the other planes of existence were one of those Dungeons & Dragons concepts that were kind of floating out there in the ether (or was it the Ethereal Plane?) without anyone knowing quite what to do with it. Apart from some sketchy guidelines for “ethereal” and “astral” travel and combat, the rule books remained sadly short on specifics. The 1980 adventure module Queen of the Demonweb Pits, designed by Gygax and David C. Sutherland III, did take players on a jaunt to the Abyssal Plane, but that was a one-shot thing. For all that Gygax had claimed, in his indelibly Gygaxian way, that “the need is great,” as if an understanding of the planes of Dungeons & Dragons was an urgent matter of national security, neither he nor anyone else seemed to be in all that much of a hurry to address said need. The occasional slightly dodgy article in Dragon magazine aside, Dungeons & Dragons remained in practice a very Prime Material sort of game.

This situation first started to change in the latter half of the 1980s. By then, Gygax was on his way out of TSR and the Dungeons & Dragons craze of the decade’s beginning had just about run its course. Necessity was forcing TSR to adjust its business model, from selling the core Dungeons & Dragons game to new players to selling an ever expanding lineup of rules extensions, campaign settings, and pre-crafted adventures to its surviving base of loyal, hardcore players. The planes seemed like fresh fodder for all three types of product.

A longtime TSR stalwart named Jeff Grubb took the first concerted swing at it. In 1987, the company published his Manual of the Planes, the latest in its ever-growing line of new Dungeons & Dragons hardbacks for the hardcore. Grubb took it as his mission to give Gygax’s abstract cosmology a grounding in lived experience, to explain what it would actually be like to visit these places. Unfortunately, he prioritized alchemical realism over playability, winding up with a collection of environments that were as brutally, hilariously inhospitable to even high-level characters as one might imagine a plane of nothing but fire or air to be. “The book was fascinating reading,” notes Dori Hein, an ordinary Dungeons & Dragons fan at the time whom we will meet again in another role. “I loved the mythology and the grand majesty of all the planes, but — try as I might — I couldn’t create an adventure without killing all my players.” In the same vein, Sean Gandert of the website Exposition Break writes that “the planes’ complete resistance to being remotely welcoming is both what makes them fascinating to read about and also makes the book completely skippable and largely irrelevant. It is a work of cosmology and mythology, not a plan for where to send adventurers.”

The Manual of the Planes went out of print in fairly short order anyway, after TSR commenced rolling out a second edition of Advanced Dungeons & Dragons in 1989. The cynical interpretation of this initiative is that it was the best way TSR had yet devised for continuing to extract money from its static pool of players, by forcing them to buy the game they loved all over again in its most basic form in order to stay up to date with the times. The idealistic one is that it let TSR clean up a game system that had grown ever more baggily shambolic over the past decade of supplement after supplement. In reality, the second edition was doubtless a little of both, being seen one way by the people surrounding Lorraine Williams in her executive suite and another by the creative types in the cubicles.

That said, and looking back on what I’ve written about the later period of TSR’s history elsewhere on this site, I fear I may have overemphasized the cynicism at the expense of the idealism. There’s no question that the company fell prey to a set of perverse incentives during the last decade of its existence, many of them born out of idiosyncrasies in its longstanding distribution contract with the book publisher Random House. By the early 1990s, this had resulted in an absolute hailstorm of product brought down upon the heads of Dungeons & Dragons fans, more than all but the most well-heeled among them could possibly afford to buy, much less find the time to bring to the tabletop. But there’s likewise no question that these products were made with enormous love and care by the creative staff. This was the heyday of the alternative campaign setting, when TSR offered up the chance to leave conventional high fantasy behind and play Dungeons & Dragons in post-apocalyptic worlds, in the lands of the Arabian Nights, in Gothic castles, on the high seas, even in outer space. So what if there was no way to justify so many settings’ existence as commercial products, if each successive one sold worse than the one before, especially after the collectible-card game Magic: The Gathering arrived on the scene to tempt away large chunks of TSR’s remaining customer base. Circumstance had granted the people making these settings a rare reprieve from the harsh logic of supply and demand, and they didn’t let it go to waste.

Given this cavalcade of rich but disconnected settings, it was perhaps inevitable that TSR would look once again to the planar multiverse as a way of unifying a crazily diverse set of experiences bearing the name of Dungeons & Dragons. A boxed set reviving Gygax’s multiverse could bring them all together conceptually, could even provide a set of practical mechanisms to allow the same set of player characters to jump from setting to setting, just like Saint Gary had first proposed all those years ago.

In addition to being a unifying force for Dungeons & Dragons itself, Planescape was quite explicitly intended as a response to Vampire: The Masquerade, an RPG from an upstart company known as White Wolf Games that flipped everything you thought you knew about the tabletop scene on its head. Whereas Dungeons & Dragons, even in its supposedly cleaned-up second-edition incarnation, was infamous for the complexity of its rules, Vampire gave you just enough of them to provide a runway for storytelling. That fact, combined with its subject matter, attracted fresh blood to the hobby: Goth rockers and theater kids and Anne Rice readers, among them a surprising number of girls and women. At the end of the day, Vampire may have been full of as many clichés as vanilla Dungeons & Dragons —  clichés which are all the more evident from the perspective of today, after several more decades worth of vampire fictions — but they had the advantage of feeling relatively fresh from the perspective of the early 1990s. Indeed, this was the only period in the entire history of tabletop RPGs when it seemed possible that a different game might just unseat Dungeons & Dragons from its throne as the undisputed standard bearer for the hobby. Vampire’s rise made TSR nervous enough to want to make something of its own that was grittier, messier, and a bit less morally straightforward, less of a single-unit wargame and more of a vehicle for improvisational drama. It was no accident that the Dungeons & Dragons brand appeared on the eventual Planescape box only as a small logo tucked away in the corner.

David “Zeb” Cook, another veteran TSR hand, was made lead designer on Planescape. Dori Hein, who had by now graduated from merely playing TSR’s games to working there, became the producer, overseeing a team of artists, cartographers, writers, editors, and play-testers. They pulled out all the stops for a set that wound up consisting of no fewer than four separate books, printed on thick and creamy Pentair Suede paper, and four sturdy cardboard posters. The luscious package was capped off by the most intimidating Dungeon Master’s screen ever devised. One of TSR’s purchasing managers had a sign hanging in his office: “The pleasure of a product well done lingers far longer than the excitement of a bargain.” As it happened, though, the Planescape set was both: it sold for just $30, a ridiculously cheap price for such a luxurious product even by the standards of the 1990s. It may have been no more than a break-even price, or not even that, settled upon in the hope that Planescape would revive TSR’s flagging fortunes in the longer run by spawning a whole new ecosystem of supplements, adventure modules, and tie-in novels.

The Planescape Dungeon Master’s screen. Sitting down around a table that had this thing on top of it, you knew you were in for a mind-bending journey that was more Salvador Dali than Boris Vallejo.

Zeb Cook’s first and most important stroke of brilliance was to give his vision of the planes a hub around which to operate. This was Sigil, a “city of doors” giving unto the many other planes, a meeting ground and melting pot for the entire multiverse. Ranging far afield from the pulpy fantasy of Jack Vance and the stately epic fantasy of J.R.R. Tolkien, the two most obvious inspirations for traditionalist Dungeons & Dragons, Cook read postmodern, experimental novels by Milorad Pavić and Italo Calvino for inspiration. Sigil, a city of angles as well as doors, became a physical embodiment of their twisted, self-referential approach to narrative: “Get it right out front: Sigil’s an impossible place, a city built on the inside of a tire that hovers over the top of a gods-know-how-tall spike, which rises from a universe shaped like a giant pancake.”

Sigil is not so refined a place as some might expect for the central hub of the multiverse, but that’s fair enough, given that Cook’s multiverse itself isn’t all that refined. The dominant note of the city, even outside of its plentiful and teeming slum districts, is what we might call dirty Victoriana, of a piece with 21st-century novels like Sarah Water’s Fingersmith and Michel Faber’s The Crimson Petal and the White, which read like genuine Victorian “sensation novels” with the added ability to state outright the disreputable things that their ancestors could only imply. The dialect of Sigil’s streets is vintage Cockney slang in spirit if not always in the details of the vocabulary, with the same uncanny talent for being roundabout and penetrating at the same time: “berks” and “cutters” are no-account people; “the dark” is knowledge; “jink” is money; one’s “kip” is one’s (usually humble) abode; one’s “bone-box” is one’s mouth; to “pike off” means to scram. In keeping with all the best slang, these are words that you know when you hear them even if you don’t actually know them, if you take my meaning. As we’ve already seen, the books in the Planescape box that describe Sigil are themselves written in this vernacular: “Welcome, addle-cove!” begins the Planescape “Player’s Guide.” This is not the Dungeons & Dragons of 1980s school cafeterias; both dungeons and dragons are mostly missing from Sigil, replaced by far stranger things.

Instead of embracing the simplistic good-versus-evil dynamics of traditional Dungeons & Dragons, Sigil is divided into fifteen factions whose adherents are aptly described as “philosophers with clubs,” from the chivalric and vaguely fascistic Godsmen to the nihilistic Bleak Cabal, who preach that “once a sod believes it all means nothing, it all starts to make sense.” Ruling over the whole place, ensuring that no single faction gets too powerful, is the Lady of Pain, who can flay the skin from a poor berk just by looking at him. The overriding theme is that ideas and beliefs matter, are literally woven right into the substance of the multiverse, and can kill or save you just as indubitably as the physical elements of earth, air, wind, and fire. Sigil is the ultimate argument for the value of a good humanities education.

The Lady of Pain.

If there’s a weakness to the Planescape set, it’s that it spends so much space on Sigil that it doesn’t have enough left over for all those other planes of existence that were supposed to be the whole point of the endeavor. Instead of offering a wide-open set of possibilities, it can feel paradoxically claustrophobic, like the crowded filthy alleyways of the city itself.

Nevertheless, the Planescape box was endlessly audacious and imaginative, as different from the typical Dungeons & Dragons experience as anyone could have asked for. But, whether despite or because of these factors, it was not a commercial success. It sold just 60,000 copies over the five years after its release in April of 1994, a thin foundation indeed on which to build a new gaming ecosystem. The add-on lines, which offered opportunities to flesh out the multiverse in some of the way that the boxed set had failed to do, continued in fits and starts for longer than you might expect — another tribute to the topsy-turvy economic incentives that marked TSR at the time — but petered out for good after the failing company was acquired in 1997 by its own worst enemy Wizards of the Coast, the maker of Magic: The Gathering. The Vampire craze did eventually fade, but its travails had nothing to do with TSR’s efforts. It was rather something to do with the ever-shifting winds of pop culture, which soon replaced teenagers’ Cure and Alice in Chains records with the Backstreet Boys and Britney Spears.

So, had things turned out just a little bit differently, Planescape would be fondly remembered today only by a few tabletop nostalgics as a piece of work of unusual vision that never got its due. Instead, though, it went on to become a landmark of another stripe, in a different medium entirely.


Chris Avellone.

TSR had begun dangling the prospect of a Planescape computer game in front of publishers even before the boxed set shipped; such a thing was regarded as a potentially vital part to the product line that had become the latest Great White Hope for reversing the company’s accelerating downward spiral. Interplay rose to the bait, signing the contract before 1994 was out. In fact, it went so far as to hire Zeb Cook himself, who had concluded that “it didn’t seem like there was going to be a long-term future” for him on the tabletop. But the initial rush of enthusiasm petered out; Cook soon departed again, leaving the digital future of Planescape in limbo. And yet the idea of a Planescape computer game never completely went away. Late in 1995, when an inexperienced youngster named Chris Avellone came to Interplay for a job interview, he was asked how he would design such a game. He brainstormed in the spur of the moment the genesis of the eventual Planescape: Torment: “I would start it after the death screen. What happens after the main character dies?”

Avellone had grown up in the 1980s playing Dungeons & Dragons with his friends in his hometown of Alexandria, Virginia. By the time he went off to university, he had two possible futures in mind for himself: either to become a comic-book author or to become a tabletop-RPG designer. Neither field could exactly be called a growth industry at the time, but he made the best of it. On the gaming side, he sent a long string of submissions not only to TSR but to Steve Jackson Games, the maker of GURPS (“Generic Universal Role-Playing System”), and to Hero Games, the maker of the superhero RPG Champions. Initially, he met only with rejection; his closest brush with his heroes at TSR came when Monte Cook, yet another well-known name among the Dungeons & Dragons cognoscenti, took time out to plead with him personally to just stop submitting stuff already.

But Avellone persevered, and finally began to see some of his gaming material accepted and published. Yet he still had to confront the reality that the life of a freelance tabletop-RPG writer and designer left a little something to be desired: specifically, money. Most of the royalty checks that came in from the beleaguered companies that published his work — the Magic: The Gathering craze was in full flight, pushing RPGs to the margins of the same shops where they had once been the dominant attraction — had just two digits before the decimal point. Avellone, who had by now graduated from the College of William & Mary with a Bachelors in English, was still at loose ends when it came to the all-important question of how he was going to put food on his table as a responsible adult. Everyone told him that the wise choice was to acquire a teaching certificate, but all he wanted to do was find a way to make games full-time.

Oddly enough, he had never seriously thought about becoming a computer-game developer, despite having played his fair share of The Bard’s Tale and its ilk as a teenager. It took Steve Peterson, his editor at Hero Games, to point out to him how different the economics of that adjacent industry were. Peterson pulled some strings to secure Avellone an interview at Interplay Productions, for something which he was unlikely to find anytime soon in the moribund tabletop field: an honest-to-goodness full-time job. He got the job.

Although he had been asked about Planescape at his interview, he wasn’t allowed to spend all or even most of his time on that perpetually incipient project after he was hired. As the low man on the totem pole, he was shuffled around from team to team, plugging gaps in the design plumbing wherever needed. He worked on the infamous Descent to Undermountain, the nadir of digital Dungeons & Dragons during the 1990s; on Conquest of the New World, Interplay’s workmanlike take on the same theme as MicroProse’s Colonization; and on Starfleet Academy, an attempt to do TIE Fighter in the Star Trek universe that never felt true to its source material, in that it had the usually stately likes of the USS Enterprise dog-fighting in space as if it was, well, a TIE Fighter.

But betwixt and between all of the above, Avellone sat in his cubicle writing his Planescape game. He did so as much for his own peace of mind — because he needed something that he could feel passionate about — as out of any real conviction that the game would ever get made. The winds blowing against it seemed positively gale-force. For by now it was clear that Planescape would not prove the savior of Dungeons & Dragons on the tabletop. The TSR boxed set had barely sold at all, even as, commercially speaking, CRPGs were scarcely in better shape than their tabletop counterparts in the mid-1990s. Interplay already had one game in the stagnant genre under active development, in the form of Fallout. That looked like one too many in the eyes of most of the bean-counters.

Slowly, however, the murky picture started to take on some brighter shades. Just as 1996 was turning into 1997, Blizzard Entertainment unleashed a game called Diablo. Debate raged on Usenet and the young World Wide Web over whether Diablo, with its procedurally generated dungeons and its emphasis on constant action over a fleshed-out narrative, was a “real” CRPG at all or just a watered-down pretender. What was undeniable, though, was that it sold like crazy, raising the question of whether more complex, textured CRPGs might be ripe for a revival as well. Meanwhile a bankrupt TSR was by now in the process of being acquired by Wizards of the Coast. Wizards was saying all the right things about resurrecting Dungeons & Dragons for this new era, and its Magic revenues left it primed to spend more money on that endeavor than TSR could ever have dreamed of even before the collectible-card-game craze had cleaned its clock.

In what had seemed at the time like a triumph of hope over recent experience, earlier in 1996 the Interplay producer Feargus Urquhart had enlisted a fledgling Canadian studio known as Bioware to make yet another Dungeons & Dragons CRPG for Interplay to publish. In what had seemed a minor stipulation of the deal at the time the contract between Bioware and Interplay was signed, the former had agreed to allow the latter full access to the “Infinity Engine” it planned to use to build and run the game. By the spring of 1997, those arrangements were looking like they might prove more important, both to Interplay and to the whole industry, than anyone had anticipated at the time.

The Bioware game, for which Feargus Urquhart himself had come up with the name of Baldur’s Gate, was pitched straight down the middle, being about as traditionalist as a Dungeons & Dragons CRPG could get. It took place in the game’s more or less default setting of the Forgotten Realms, a world that took every cliché of epic fantasy and ran with it. Obviously this was the safest choice for a revival. But, in the wake of Diablo’s smashing success, Urquhart thought there might be space to throw up a curve ball as well to serve as a more outré companion piece. He asked Chris Avellone to condense his massive Planescape notebook into a proper project proposal.

The proposal reached the desk of Brian Fargo, the founder and head of Interplay, at the end of June 1997. “There was always a balance in running a studio between being commercial, being creative, and having your creative people be happy, and having them do things that are interesting to them,” says Fargo. “I was willing to take creative risks from time to time in order to allow these things to happen. Planescape: Torment was clearly one of those. When it came across my desk, I said, ‘Well, that’s as high-concept as you can get.’ But I thought that RPG players would like it, and I loved the writing and sensibility they put into the document. That got me interested in doing it.” It didn’t hurt, of course, that it ought to be possible to do the game fairly cheaply, since it would be able to re-purpose Bioware’s Infinity Engine.

The heart of the Planescape: Torment team was lead designer Chris Avellone, lead programmer Daniel Spitzley, the artists Tim Donley and Aaron Meyers, and producer Guido Henkel (a recent German immigrant who had helped to make the CRPGs Blade of Destiny and Star Trail in his native land). The project was not a major priority at Interplay for the majority of its existence, even after Fallout came out late in 1997 and sold pretty well, thus demonstrating that there truly was a reasonably sized market for more complex, conversation-heavy CRPGs than Diablo, provided that they were done well. In fact, in an ironic sort of way, Fallout’s success was to Planescape: Torment’s detriment. Eager to capitalize on the first non-sequel, non-licensed Interplay release to garner an appreciable buzz among hardcore gamers since Descent in 1995, Brian Fargo decreed that a Fallout 2 had to come out within a year of its predecessor. As a result, Planescape: Torment was all but suspended for much of 1998, while most of the team, Avellone included, moved over to pitch in on the Fallout sequel.

Although they did get it done on time, the biggest CRPG success story of the Christmas of 1998 proved not to be Fallout 2 but rather Baldur’s Gate, which introduced digital Dungeons & Dragons to a whole new generation of gamers who were more familiar with Diablo than Pool of Radiance. Just like that, Dungeons & Dragons on the computer became a hot topic again. With a Baldur’s Gate II not slated for release until 2000, Planescape: Torment was left to carry the Infinity Engine water in the interim. That brought a fresh influx of energy and resources to the project, and these were sufficient to get the game finished just in time for the Christmas of 1999.

It entered stores accompanied by stellar reviews whose fulsome praise felt only slightly obligatory in a Stockholm Syndrome sort of way. (Many reviewers did point out the “tome of text” to be read in tones that suggested that they might not have found it as uniformly delightful as their five-star verdicts suggested.) Nonetheless, as a computer game based on a tabletop setting that had been discontinued more than eighteen months earlier, Planescape: Torment was in a strange position for a licensed product. Even against weak competition — the only other high-profile CRPG release that holiday season was the abjectly terrible Ultima IX — the game’s sales were a shadow of the figures put up by Baldur’s Gate. In an ironic way, the lack of ringing commercial success may have been a positive for Planescape: Torment’s legacy, confirming its modern status as a cult classic that’s for the CRPG sophisticates rather than the hoi polloi.

As for my opinion… well, I’m afraid I’m going to need another article to properly interrogate the reputation and reality of the game. For, whether one happens to be sitting with the prosecution or the defense or just back in the jury box trying to sort through it all, the case of Planescape: Torment is a complicated one.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs, Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs by David L. Craddock, and Designers & Dragons: A History of the Roleplaying Game Industry volumes 1 (the 1970s) and 3 (the 1990s) by Shannon Appelcline; Dragon of March 1994, April 1994, May 1994, July 1994, and August 1994; Computer Gaming World of March 2000 and April 2000; the 2015 GamesTM special issue on “controversial” games; Retro Gamer 113. Plus the Advanced Dungeons & Dragons Player’s HandbookDungeon Master’s GuideManual of the Planes, and the Planescape boxed set. Plus the materials found in the Brian Fargo Collection in the archives of the Strong Museum of Play.

Online sources include Soren Johnson’s interview with Chris Avellone for his Designer’s Notes podcast, a Last Game Standing interview with Avellone, and Sean Gandert’s series of articles about the evolution of planar travel in Dungeons & Dragons for the website Exposition Break.

Where to Get It: Planescape: Torment is available as digital purchase from GOG.com in an “enhanced edition.” Buying it also gives you access to the original version.

 

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The Mystery of Rennes-le-Château, Part 5: The Man Behind the Curtain

Pierre Plantard in 1942, at age 22.


This series of articles chronicles the history, both real and pseudo, behind Gabriel Knight 3: Blood of the Sacred, Blood of the Damned.

It is possible to trace the Plantard family tree a fair ways back without relying on the Lobineau dossier, but not as far back as the time when the Merovingian kings ruled over the nascent nation of France. The real genealogical record shows that the Plantards were not a line of kings or demigods; they were rather ordinary laborers. The first trace we can find of them comes in the form of one Jean Plantard, who arrived from parts unknown to the town of Sémelay, about 300 kilometers southeast of Paris, during the first half of the seventeenth century. His descendants continued living in this region of France.

A Pierre Plantard was born in the village of Magny-Cours on October 11, 1877. Following a stint as a coal miner and a term of service in the French Army, he moved to Paris early in the new century to become a valet and butler, probably to one of the officers under whom he had served. (Such arrangements were common at the time.) He was called up again in that fateful month of August 1914, and spent the entire First World War fighting on the Western Front with his artillery regiment. He then returned to Paris to take up his domestic duties once again, working now for a wealthy Russian family who had fled the Bolshevik revolution in their country. He died in 1922 from a fall out of a second-floor1 window he had been attempting to clean, a sadly ironic fate for a man who had managed to survive four and a half years of brutal war.

The older Pierre Plantard died from a fall out of one of these windows. One wonders whether his son might turned out differently if he had grown up with both of his parents.

But before he left this world, Pierre Plantard fathered a son with his wife Amélie, a fellow domestic servant. Born on March 18, 1920, the son was given the same name as the father he would never know.

This new edition of Pierre Plantard grew up coddled by his mother. By working day and night, she was able to supplement the small pension she had been awarded after the death of her husband enough to provide him with a reasonably good primary-school education. She and her son were mutually convinced that young Pierre was destined for greater things than his father, or, indeed, any of his other less-than-august ancestors.

Still, it wasn’t clear just how he was to rise to the level of his just desserts from such a humble point of origin. After he finished his standard schooling in 1937, his mother found that university was far beyond her means, no matter how many hours she worked or how she scrimped and saved. Being still in full agreement with his mother that he was above manual labor, Pierre spent almost all of his time in their apartment, expressing his political views in pamphlets which he gave away for free. He was of a type with a certain species of young man that can be found in the less savory corners of the Internet today (and occasionally showing up in this site’s usually friendly and thoughtful comment section to sound a discordant note). Intelligent in some ways but socially awkward, they channel the grievance born of their social isolation into reactionary cultural and political views. In the context of 1930s Europe, the endpoint of that journey was almost always fascism and its even uglier handmaiden of antisemitism.

Alas, Pierre Plantard was no exception. He advocated for the “purification and renewal of France,” a euphemism which, I trust, requires no elaboration. As an admirer of Adolf Hitler, he was traumatized when his country declared war against Germany in response to the latter’s invasion of Poland in September of 1939. He immediately dashed off a letter to Prime Minister Édouard Daladier to demand that he “put a stop to a war started by the Jews which we cannot win.”

In the decades to come, Plantard would claim that he joined the Resistance after a Nazi army marched into Paris in June of 1940. But in the early stages of the occupation at least, nothing could be farther from the truth. He was in fact an admirer and booster of the Vichy puppet regime that was installed to govern part of France under Marshal Philippe Pétain, an 84-year-old hero of the First World War who, to paraphrase the later words of Charles de Gaulle, went from glorious to deplorable in the view of French history in the space of an instant. A letter which Plantard wrote to Pétain on December 16, 1940, shows his delusions of grandeur already in fine fettle at age twenty. Claiming that he has knowledge of an assassination plot against Pétain, Plantard pushes the doddering old man to get a move-on implementing the Holocaust before it is too late.

Please forgive me for taking the liberty of writing to you this evening. Despite my various commitments, my lectures and my magazine, I am perhaps still unknown to you…

I know that, in the depths of your soldier’s heart, you are suffering from the knowledge that the people of France are questioning your sincerity and your patriotism, and are suffering more perhaps from that than from the effects of our recent disaster. But I know also of your great love for our country, and I am certain that you will do everything possible to save it once more…

You must act! Immediately upon receiving this letter you must issue strict but totally confidential orders. You must put an immediate stop to this terrible Masonic and Jewish conspiracy in order to save both France and the world as a whole from terrible carnage.

At present I have about 100 reliable men under me who are devoted to our cause. They are ready to fight to the bitter end in response to your orders. But what is 100 men when faced with the might of our enemies? Whatever the case may be, they will fight alongside me for our cause.

This letter would be laughable if the undertone wasn’t so dark. Plantard’s magazine was an amateurish pamphlet he passed out for free on the street; his lectures were nonexistent, as was the crack squad of 100 soldiers at his beck and call. He was just a skinny kid writing screeds in his mother’s apartment in lieu of facing the real world outside. Yet he would prove bizarrely adept at inhabiting an imaginary world throughout his life, never allowing reality to get too close to him.

In 1941, Plantard claimed to be the head of a youth group called La Rénovation Nationale Française (“The French National Renewal”). Under its auspices, he petitioned the Parisian police to let him seize the home of M. Shapiro, “an English Jew who is presently fighting alongside his fellows in the British armed forces,” to use as the group’s headquarters; he said he had already gotten permission to do so from the occupying Nazi authorities. In response, the police launched an investigation of his affairs. The verdict was as dismissive as it was scathing. From our standpoint, the most shocking aspect of the report is how fully-formed Plantard’s modus operandi was at such an early juncture.

M. Plantard describes himself as a journalist; in fact he lives entirely off his mother, who holds a pension granted to her following the accidental death of her husband…

Plantard, who boasts of having links with numerous politicians, seems to be one of those dotty, pretentious young men who run more or less fictitious groups in an effort to look important and who are taking advantage of the present trend toward a greater interest in young people in order to attract the government’s attention…

La Rénovation Nationale Française seems to be a “phantom” group whose existence is purely a figment of the imagination of M. Plantard. Plantard claims 3245 members, whereas this organization currently only has four members…

To date no meetings have been held…

It would seem that this organization is doomed to failure.

The report concludes that Plantard should not be allowed to steal M. Shapiro’s house, even if the latter is a Jew.

But Plantard soldiered on undaunted. By January of 1943, La Rénovation Nationale Française had morphed into a magazine called Vaincre (“Conquer”). Its mission was “to restore to the Fatherland the strength to live through an ideal based on chivalry and self-denial.” In what some might consider an abnegation of its stated ideal, Plantard still hadn’t found a paying job or moved out of his mother’s apartment.

His lifestyle was about to be dramatically disrupted, however. At some point during 1943 or 1944, Plantard was sent by the Nazi occupying authorities to Fresnes Prison, the primary holding place for Resistance agitators among others, for a four-month stint. This event is documented only by the French police, who were unsure of the reason for the sentence; the report author’s suspicion is that it was handed down primarily out of annoyance and exasperation, because Plantard had been badgering the German authorities with requests related to his various associations and publications as persistently as he had been the French ones. All of the relevant German documents seem to have been lost. Regardless of the reason for the prison stint, those four months, unpleasant though they doubtless were, would show themselves to have been a blessing in disguise after France was liberated, in that they prevented Plantard from being tarred with the broad brush of a full-on Nazi collaborator.

Indeed, he was quick to change his tune after an Allied army marched into Paris in August of 1944. The following month, he founded his latest organization, Alpha Galates (“Alpha Galatians”). Its object was “the creation, maintenance, and development of one or more welfare centers for young people who have suffered from German oppression (forced labor, deportation, imprisonment).” The one bar to membership was “to have been a member of any German or pro-German organization,” a standard which Plantard himself arguably didn’t meet. Another report in the archives of the French police, this one dated February 13, 1945, concludes that “this association has not engaged in any activity. It has had about 50 members, who resigned one after the other as soon as they sussed out the president of the association and worked out that it was not a serious enterprise. Plantard seems to be an odd young man who has gone off the rails, as he seems to believe that he and he alone is capable of providing French youth with proper leadership.” At the time of this report, he was back to living with his mother and still unemployed.

But not for too much longer. In December of 1945, the perpetual adolescent dipped a toe into the adult world. He got married to a woman named Anne-Léa Hisler and left the nest at long last. His activities over the next ten years are murky. He, his wife, and the daughter that would soon result from their union appear to have lived for a good part of that time in the town of Saint-Julien-en-Genevois, close to the border with Switzerland. He appears to have served two short prison sentences there, one in 1953 and the other in 1956; his wife left him around the time of this second prison stint, although the couple would not be formally divorced until 1970. The details of the convictions remain vague, thanks to French privacy laws, but mention has been made of “breach of trust,” “bad checks,” “fraud,” and, most alarmingly, “abuse of a minor,” which may refer to sexual relations with an underage girl. It isn’t clear how Plantard earned a living during these years; his attempts at playing a confidence man seem not to have been terribly lucrative. He himself would later mention working as an architect’s draftsman, but this may have been cover for other, humbler forms of employment.

It was also in 1956 that the series of events which would lead to the likes of The Holy Blood and the Holy Grail and The Da Vinci Code began in earnest. You may remember that it was in January of this year that Albert Salamon wrote the first French newspaper accounts of François-Bérenger Saunière’s possible hidden treasure. Later this same pivotal year, either just before or just after going to prison, or possibly from his prison cell, Pierre Plantard registered an organization called the Priory of Sion with the French government.

It is tempting to read more than coincidence into the dating of these events. But we must avoid falling into the same trap that poor Henry Lincoln tumbled into again and again. There is no concrete reason to believe that Plantard read Salamon’s newspaper articles at the time they first appeared. Anathema though the notion is to conspiracy theorists, sometimes coincidence is just coincidence.

At this stage, the Priory of Sion was very much of a piece with what had come before, one more shell organization occupying a liminal space between a scam and a delusion, whose claimed membership count was at extreme odds with the reality of Plantard himself and a few others whom he had persuaded or cajoled into signing on as his “board.” As a subtitle, the Priory bore the acronym C.I.R.C.U.I.T.: Chevalerie d’Institution et Règle Catholique et d’Union Indépendante Traditionaliste (“Knighthood of Catholic Institution and Rule, and of Independent Traditionalist Union”). Its founding statutes make it sound like an amalgamation of two of Plantard’s previous organizations, La Rénovation Nationale Française and Alpha Galates. It borrows from the former an interest in chivalry and Medieval life in general, from the latter an expressed interest in doing good deeds for the community. On the whole, it comes off like a French version of the Society for Creative Anachronism, albeit with a reactionary edge lurking in the corners. As a concession to the changing times, the overt fascism and antisemitism have been excised, but one can still feel their undertow beneath the surface: “The aim of the association is to found a Catholic order, with the intention of recreating in modern form, while preserving its traditional character, an ancient knighthood, which by its actions promoted a highly moralizing ideal and was a factor for steady improvement in the rule of life of the human personality.”

A C.I.R.C.U.I.T. newsletter from the fall of 1956  — the acronym was actually more prominent than the name the Priory of Sion early on — promises to institute a bus service for the local neighborhood, “to take your children to school and then bring them home again.” The fee is just 360 francs per month for one child, or 500 francs for two or more: “We would kindly ask you to enter details of your children on the attached form and deposit it in the letterbox of M. Plantard, Hill B, before Sunday evening, 21 October 1956.” There is no reason to believe that these buses ever ran. For that matter, it seems doubtful that this first incarnation of the Priory of Sion existed in even nominal form by the time 1956 was over.

Plantard returned to Paris in 1958, just as France was being plunged into its most serious political crisis of the postwar era. A revolt in the colony of Algeria had exposed the ineffectuality of the current system of parliamentary democracy, which was known as the Fourth Republic. In response, Charles de Gaulle, the hero of the Second World War, led a sort of soft coup that resulted in a system of government with more resemblance to the American approach than that of most European countries, complete with a strong president. De Gaulle himself became the first of these presidents.

While the outcome of his efforts was still in doubt, de Gaulle’s supporters all over France created organizations that bore the vaguely ominous name “committees of public safety” to forward his cause. These were catnip for Pierre Plantard. Forgetting that he had once preferred Marshal Pétain to General de Gaulle, he began to present himself to the press as one of the leaders of these committees. He was quoted in this guise several times by France’s national newspaper of record, Le Monde; this was rising higher than his fantasies had ever taken him before.

Once the Fifth Republic was firmly established and the committees dissolved, Plantard discovered a new vehicle for his schemes, one that would prove immensely important to the later history of the Priory of Sion and Rennes-le-Château. He found out that, through some colossal administrative oversight, anyone could deposit unvetted documents into the Bibliothèque Nationale. After this was done, they would be assigned a catalog number and be made available to researchers just like any other item in the library’s vast holdings. The Holy Blood and the Holy GrailThe Da Vinci Code, and all the rest of the lore and lucre of Rennes-le-Château could never have come to pass without this bureaucratic tribute to our natural instinct to trust one another. For trust was a quality just waiting to be weaponized by a man like Pierre Plantard.

His first application of the technique was to deposit documents which seemed to show that he had worked as de Gaulle’s right-hand man among the citizenry while the Fifth Republic was hanging in the balance. The clincher was a personal letter from the general — a forged one, naturally. (One problem with all of Plantard’s efforts at forgery is that he couldn’t shift himself from a stilted and fussy prose style that becomes readily recognizable, even when translated into English, as soon as you’ve seen it two or three times.)

My dear Plantard,

In my letter of 29 July 1958 I told you how much I appreciated the part that the committees of public safety had played in the restoration work that I have undertaken. Now that new institutions are being proposed that will enable our country to once again assume its place in the world, I think that the committees of public safety should be released from the obligations that have been imposed upon them to date and that they can be demolished.

This letter would later entice Henry Lincoln and his co-authors to make the ludicrous assertion that de Gaulle had “turned specifically to M. Plantard for aid” in realizing the Fifth Republic. (This after Plantard had engaged in “laudable activity” during the Second World War, including “editing the Resistance journal Vaincre,” and had then been imprisoned “more than a year” by “the Gestapo.” In between these two heroic periods of his life, he had resided near Lake Geneva, Switzerland, by explicit invitation of that country’s government, to be “one of the éminences grises from whom the great of this world seek counsel.” It certainly sounded better than languishing in a provincial prison cell for petty crimes.)

Plantard had been putting on aristocratic airs all his life, part and parcel of his longstanding fixation on the vanished life of the Middle Ages. By the time he returned to Paris, he had likely invented the idea that he himself was a long-lost scion of noble blood, may even have already linked himself to the Merovingian dynasty of almost a millennium and a half ago. But his self-aggrandizing fictions would never have reached as many people as they eventually did if he hadn’t met Philippe de Chérisey.

De Chérisey was exactly what Plantard most devoutly wished to be: a real nobleman, a count to be specific, with a pedigree stretching well back into Plantard’s beloved Middle Ages. But whereas Plantard had spent his life running toward a noble title that could become his only through deception, de Chérisey had spent his running away from the expectations of his family. Born in Paris three years after Plantard, he had enrolled in acting school as soon as the end of the Second World War made it possible. Adopting the stage name of Amédée as a sop to his family’s sensibilities, he appeared on radio and in a few reasonably successful films during the 1950s, until his other habits began to interfere with his career.

Philippe de Chérisey drinks up in the 1956 film Gervaise.

For de Chérisey was an unrepentant drunk, womanizer, and all-around bon vivant who wore his dissipation like a badge of pride, as if he had stepped straight out of the pages of Les Liaisons Dangereuses. He was also a card-carrying Surrealist, whose watchwords were anarchy and absurdity, born out of the belief that nothing in life — absolutely nothing — was worth taking all that seriously. The best reason to do something was because it was fun; the best reason not to do something was because it was not fun. Surrealist moral philosophy extended no farther than that.

De Chérisey collected rogues and misfits whom he found amusing in the way that some other people collect stray cats and dogs. We don’t know exactly how he came into contact with Pierre Plantard, but it is clear that he found that man, who approached his con artistry with all the gloomy intensity of a knight about to ride into bloody battle in the name of his lord and savior, incredibly amusing. Plantard didn’t so much willfully lie as attempt to reconfigure the order of things to the way it ought to be, with himself in the place of prominence that he deserved. De Chérisey, who already had that which Plantard most desired and affected not to care a whit about it, found it hilarious that such an unprepossessing man as this one could have such delusions of grandeur. He began paying Plantard’s bills in Paris so that the bizarre fellow could have free rein to do his bizarre thing.

De Chérisey happened to have another amusing friend, a fellow traveler in Surrealist circles named Gérard de Sède, who was working on a book about the Knights Templar that was to be, shall we say, not an overly rigorous history of the Medieval chivalric order. De Chérisey put the “hermeticist” Plantard in touch with de Sède.  De Sède went on to quote Plantard prominently in his book.

The real conspirators of Rennes-le-Château: Pierre Plantard, Philippe de Chérisey and Gérard de Sède.

It cannot be emphasized enough how essential de Sède and de Chérisey were to everything that followed. Plantard was as dull and pedantic by nature as he was dishonest; de Sède once described him as “a big nocturnal bird, very gloomy, very tall, very skinny. He’s not cultured; in fact, he’s quite ignorant.” De Sède and especially de Chérisey, on the other hand, were possessed of all the joie de vivre which Plantard lacked. They were able to give his ponderous genealogies a spark of wit and whimsy, able to turn the fraud into a game that could prove almost as enticing to those who didn’t believe in it as those who did. (Witness: the fact that this series of mine has now extended to five articles…) There is a reason that Plantard didn’t become a successful con man until he met de Chérisey and de Sède, the same reason that he was plunged into relative obscurity again almost as soon as the relationship ended.

Just as the exact time and circumstances of Plantard and de Chérisey’s first meeting are unknown, it isn’t clear when Rennes-le-Château first crossed their radar either. In the late 1970s, Plantard would spin a tale of a youthful visit.

I went to Rennes-le-Château in August 1938 to recover some letters which the priest Saunière had received from my grandfather. It was during the holidays and I was not yet twenty years old. ‘Marinette’ [Dénaraud], as they called her in the village, received me very hospitably at the Villa Bethania; I stayed there for three days. We celebrated the 70th anniversary of the old lady…

This upper-crust vision of tea in the garden of Saunière’s villa is a complete fabrication, like most of what Plantard said during his life.

In the category of more reliable witnesses, the Carcassonne librarian René Descadeillas believed Plantard made his first appearance in the area already in the late 1950s. This may be correct, but it seems at least as likely that this is a rare instance of Descadeillas being mistaken. For a documented reference to Rennes-le-Château from the pen of Plantard can’t be found until January 18, 1964. He may very well first have learned about Saunière and his alleged treasure the same way that so many of his countrymen did, through the documentary that aired on French television in early 1961. However it happened, he became one of the collection of misfits, cranks, and dreamers who took to hanging about the place, standing out only for being a bit more extreme in all three of those descriptions than most of the others. Calling him “strange,” Descadeillas wrote that

this man lived in Paris. He had no connections and no known relatives in the area. He was a difficult fellow to place, drab, secretive, cunning, with the gift of the gab, but people who spoke to him said it was hard to follow what he said. He was not having a course of medical treatment [the nearby town of Rennes-les-Bains, once the home of the French Lewis Carroll Henri Boudet, was known for its medicinal springs]. People asked about the reasons for his regular appearances, because he turned up unexpectedly, even in winter. They also speculated about his interest in archaeological and natural sights, because he was not an intellectual. They were intrigued by the strangeness of his behavior: he used to go around surveying the area and inquiring about the origin of properties. He would set his heart on scrubland or abandoned ground which did not interest anyone.

Philippe de Chérisey reportedly accompanied Plantard on some of these trips, and presumably funded all of them. Together, the two of them began to concoct the narrative that would soon spread through France and then the rest of the world, through the mediums of Gérard de Sède and Henry Lincoln respectively. Plantard may already have been working on the fake genealogies that were meant to suggest that he was a long-lost scion of the Merovingian dynasty for quite some time by this point. The earliest of those documents states that it stems from 1956 (again, that pivotal year!), but it’s impossible to say if this date is accurate. But his masterstroke — or perhaps de Chérisey’s — was to link these fantasies with the ones surrounding the treasure of Rennes-le-Château, thereby lending them the verisimilitude of being centered on a very specific place, one that anyone could go and see for themselves. Stumbling upon the tomb of a once-wealthy American heiress and her mother, constructed only 40 years before, Plantard thought it looked like the one seen in Nicolas Poussin’s The Shepherds of Arcady and worked that into the story. And of course the Priory of Sion was added to the plot, no longer as a Medieval-revivalist social club but as a shadowy cabal that had been associated with the hidden Merovingian bloodline since before the Crusades.

The reasons for the inclusion in the lore of the painting by David Teniers the Younger and the anonymous portrait of Pope Celestine V were and have remained far less obvious, such that they have been confusing treasure hunters ever since. Ditto Le Serpent Rouge, the nonsensical poem that also made its way into the growing dossier. De Chérisey, the unapologetic Surrealist prankster, must have relished blending the soluble conundrums with insoluble ones such as these, all in the service of turning the inept failed con artist Pierre Plantard into a king. What could be more absurd and hilarious?

Between 1963 and 1967, Plantard and/or de Chérisey deposited into the Bibliothèque Nationale the tranche of documents that Dan Brown would grandiosely call Les Dossiers Secrets in the opening pages of one of the best-selling novels in history. The holy texts of what would become practically a new religion to some are to be found right here. Among them are the genealogies of the Merovingians (and the Plantards), the list of Grand Masters of the Priory of Sion, and François-Bérenger Saunière’s connection to the mystery, including his fabled trip to Paris to have some “parchments” decoded and to buy three particular paintings. In short, the Lobineau dossier is the new religion’s version of the Bible or Koran. In time, much would be added to the theology that didn’t appear there, but it was the foundation of all that was to come.

It was de Chérisey who created the textual puzzle boxes we have been referring to as Altar Documents 1 and 2. He forged Gravestone 1, depositing it into the Bibliothèque Nationale with the names of Eugène Stübeln and a recently deceased local priest named Joseph Courtauly attached, and repurposed Gravestone 2 from an old journal put out by a Languedoc society of gentlemen scholars. We know all of this because he later told the French author Jean Markale exactly how he went about “inventing a story that the mayor [of Rennes-le-Château] had had a tracing made of the parchments discovered by the priest. Then I started to devise a coded copy based on passages from the gospels, and then I decoded myself what I had encoded.” The actual messages hidden in the documents were de Chérisey’s usual mixture of the sensical and the nonsensical. The results were superficially clever, but positively riddled with tells that they were far from aged, from the modern typesetting to the use of a far too recent edition of the Vulgate Bible. Nevertheless, they would, as de Chérisey put it, “work beyond my wildest dreams.”

For many years, it was assumed that Gérard de Sède was more or less a useful idiot in all of this, nothing more than Plantard and de Chérisey’s dupe for getting their invented mythology out into the world. But the indefatigable Rennes-le-Château skeptic Paul Smith, who has been fighting the good fight on his website since three years before Dan Brown’s novel hit, believes that de Sède, being a card-carrying Surrealist in his own right, was in on the joke all along. Smith’s theory of the case is that “originally, Plantard wrote a manuscript on the Rennes-le-Château story and during an eighteen-month period approached countless publishers to buy it. Nobody was interested. De Sède then rewrote the book, made it more comprehensible and less cluttered with detail. The result was the book L’Or de Rennes which was published in 1967 by Julliard.”

By way of bolstering his case, Paul Smith has placed the original publication contract for L’Or de Rennes on his website. Signed on January 13, 1967, it considers de Sède and Plantard to be full-fledged co-authors, and unequal ones at that: de Sède is to be awarded just one-third of the book’s royalties, Plantard the remaining two-thirds. The contract concludes that “in accordance with Mr. Pierre Plantard’s wishes, his name will not appear in any way either in the text or in any publicity relating to it.”

So, no one associated with the book was innocent; it was a knowing scam from top to bottom. The crowning masterstroke, which reeks of de Chérisey’s devious mind, was the decision to leave one fairly easily decipherable secret message undecoded, as a sort of exercise for the reader. That pulled Henry Lincoln into an intellectual black hole that he would never escape, providing the trio with a dupe par excellence.

Pierre Plantard during the heyday of the conspiracy.

We don’t need to dwell unduly on what happened during the 1970s, on how the myth-makers fed Lincoln a steady drip of fresh information, until he reached the point of making up his own lore, thus making the conspiracy theories self-sustaining. It seems unlikely that anyone had thought about secret geometries in the paintings and landscapes before Lincoln. And the ultimate piece of plot inflation, the transformation of Pierre Plantard from merely a long-lost king to a demigod on Earth with the sacred blood of Jesus Christ coursing through his veins, definitely caught the trio by surprise. It first occurred to Lincoln as a potential answer to a thoroughly commonsense question: why did it really matter to anyone, other than perhaps some scholars of genealogy and Medieval history, even if Plantard really was a long-lost Merovingian? On the other hand, everybody could understand why it mattered if he was Jesus’s direct descendant.

Ironically, the French themselves realized the truth about the conspiracy theories they had sprung on the world far earlier than everybody else. Already in 1974, when Henry Lincoln had barely gotten started, René Descadeillas returned to the subject out of sheer exasperation with the misinformation he saw flying all around him from his perch in the library of Carcassonne. This time, he wrote and published a proper book, Mythologie du Trésor de Rennes (“Mythology of the Treasure of Rennes”), thoroughly debunking the notion that Saunière had been anything but a corrupt priest with a taste for simony alongside the one that the various documents being passed around by de Sède could be anything more than an elaborate, eminently Gallic practical joke. Several other French authors wrote similarly detailed exposés in the decades that followed, but none of them were translated into other languages to directly challenge the gospels of Henry Lincoln and Dan Brown in the wider world.

The real, three-man conspiracy that stood behind it all started to fall apart already by the end of the 1970s. De Sède was the first to break ranks, angry at Plantard for communicating directly to Lincoln instead of using him as his exclusive intermediary. He was already gone when Lincoln filmed his fateful interview with the would-be Merovingian scion in March of 1979. Switching sides with the fecklessness of a conspiracist spurned, in 1988 he would publish the book Rennes-le-Château: Le Dossier, les Impostures, les Phantasmes, les Hypothèses (“The Dossier, the Deceptions, the Fantasies, the Hypotheses”). It would explain almost everything, except the extent to which de Sède himself had been in on the scam all along.

Plantard’s break with de Chérisey came a few years after the one with de Sède, after Lincoln and his co-authors trumpeted the theory that Plantard was a direct descendant of Jesus Christ in The Holy Blood and the Holy Grail. He took extreme exception to this assertion, for reasons that aren’t really clear. One would think that this man of all men would love to be known as a demigod walking the Earth, but such was not the case. It may have been that, underneath all of the lies and deceptions, the Catholic faith he professed was in some sense genuine, and couldn’t abide a blasphemy such as this. Or it may have been simply that Lincoln and his cronies got rich by building on his cherished myth, while he did not.

De Chérisey, by contrast, loved this ultimate theory of the case, clearly seeing it as the perfect final punchline of the joke he had unleashed upon the world fifteen years earlier. He wrote articles and letters telling people so, which led Plantard to cut ties with him, as he already had with Henry Lincoln. De Chérisey died relatively young in 1985, a victim of way too much aristocratic decadence. Plantard refused to attend the funeral.

In the aftermath of the rupture, Plantard attempted to reboot a fraudulent legacy that, he must have felt, had gotten too far out of his control. He went back to his usual playbook, re-inaugurating the Priory of Sion as a social organization with a philosophy and a magazine but a dubious roll call of actual members. According to the latest mythology, the Priory dated not from before the Crusades or even from after the Second World War, but rather from September 19, 1738. I could try to explain the new secret history, which retained some elements of the old one and discarded others, but what would be the point? Suffice to say that Plantard was still up to his old tricks. Unfortunately for him, the loss of his co-conspirators meant that his efforts were subject once again to the weaknesses that had undermined his earlier attempts at fraud: his tendency toward pedantry, his tangled prose, his lack of personal charisma, and his utter inability to tell a straightforward story without getting himself and his reader irretrievably lost in the weeds.

Pierre Plantard with author Jean-Luc Chaumeil during the 1980s.

One technique which Plantard had long used to good effect was that of attaching his tales to those of famous dead people, who, being dead, were unable to contradict him. “He was first and foremost a past master at putting words into the mouths of the dead”, says Jean-Luc Chaumeil, the author of several books about the mythology of Rennes-le-Château. “Once someone had died he produced all sorts of documents, letters, and so on, all forgeries of course.” This longstanding practice — as demonstrated most famously in his list of Grand Masters for the Priory of Sion, without which Dan Brown’s novel would have been left without a title — remained one of his go-to moves as he entered his septuagenarian years. This time around, however, it would wind up hoisting Plantard with his own petard, in a way delightfully surreal enough to cause Philippe de Chérisey to giggle in his grave.

Roger-Patrice Pelat, at far left, in Rennes-le-Château in early 1981. His friend François Mitterand stands just to his right, wearing a hat.

Once upon a time in France, there was a prominent financier named Roger-Patrice Pelat, whose grievous life story would come to parallel that of his British counterpart Robert Maxwell. Pelat was very close to François Mitterrand, France’s president from 1981 to 1995, whom he had known since the two were prisoners of the Nazis together. They visited Rennes-le-Château during Mitterrand’s first presidential campaign, resulting in a well-traveled photograph of them standing inside Bérenger Saunière’s cluttered, rather tacky church. (The line between sinister trappings of the occult and mere bad taste is often thin.) Several years later, Pelat found himself at the center of a scandal when all sorts of improprieties in his dealings began to come to light. Mitterand distanced himself hurriedly, as politicians invariably do in such situations, and Pelat died alone and unlamented in March of 1989 of a literal broken heart.

Pierre Plantard moved to appropriate Pelat’s legacy for his purposes almost before the body was cold. In his telling, Pelat had become Grand Master of the Priory of Sion after he himself had stepped down from that post in 1984. But the Americans — these had become Plantard’s new bogeymen, a replacement for the Jews who had filled that role in his youth — had gotten to Pelat in some undefined way and brought him down.

For a long time, the American dream has been to dominate our country for financial and economic motives. The Priory, very many of whose members are themselves major financiers, politicians, directors of major insurance companies, magistrates, and so on, is the ideal CIRCUIT for various courses of action. That’s how Patrice Pelat was ensnared, and — I can say it here — I retain for him the most profound affection in spite of everything that has happened.

All would have been fine if Plantard had contented himself with spinning such fables exclusively for the all but nonexistent members of his largely imaginary organization. But on September 28, 1993, someone who called himself René-Roger Dagobert — yes, really — sent a number of documents to the court of law that was still investigating the dealings of the deceased Pelat. One of these, on the letterhead of the Priory of Sion, referred to Pelat as “our former Grand Master, who was always very much a man in the background, perfectly honest and just, who fell beneath the blows of various American initiates.”

In response, Judge Thierry Jean-Pierre ordered the police to search Plantard’s house and ordered the man himself to appear before his court, possibly because he suspected that the Priory of Sion may have been helping Pelat to launder money. This was a laughable notion on the face of it; Plantard’s operation was nowhere near that sophisticated, as must have been made all too clear by the documents that were seized. Nevertheless, Judge Jean-Pierre soon had Plantard under oath in his courtroom, and seems to have enjoyed making him squirm. There are conflicting reports about exactly how far he pushed him; transcripts of the proceedings remain sealed. Some reports have it that Plantard admitted only that he had lied about Roger-Patrice Pelat having been affiliated with the Priory of Sion, while others say that he confessed to all of the fraud, stretching back at least to 1956. Either way, Judge Jean-Pierre clearly put the fear of God into Pierre Plantard. For Plantard disappeared completely from public life after he went home from court for the last time on November 23, 1993; I might write now that he finally shuttered the Priory of Sion for good, if only there had actually existed much of anything to shutter. He died on February 3, 2000, just short of his 80th birthday.

The symmetry of the young and the old Pierre Plantard seems better suited to a novel than to real life. From first to last, he was founding grandiosely titled organizations in that aforementioned liminal space between wish-fulfillment and fraud, imagining thousands of members who didn’t exist, preaching his reactionary, nationalist politics in whatever form was deemed most acceptable at the time. He got his comeuppance at the hands of the Nazi occupiers of France during the 1940s and a French court of the 1990s for the same reason: for annoying them by spouting an endless stream of stupid, petty, self-aggrandizing lies instead of doing something better with his time.

Pierre Plantard was the embodiment of hyperreality, living his entire life in a virtual world of his own making. And he was the embodiment of another quality that hardcore hyperrealists often manifest: a complete inability to evolve. He was, whatever else he might have been, a perpetual adolescent. How strange to think that the mystery and the industry of Rennes-le-Château — the novels and the games and the movies and the tours and the earnest students of the lore who are poring over their sacred geometries even as I write these words — all came to exist because one emotionally stunted man decided to make himself the king he wanted to be as a replacement for a reality he refused to accept. In its way, his story is even more improbable than the mythology he spawned.


Farewell, Rennes-le-Château. It was an interesting place to visit, but I don’t want to live there.

There is much, much more that I could write about Rennes-le-Château, a sticky topic that can ensnare the skeptic almost as easily as it can the true believer. Every answer just leads you to five more questions if you let it.

But we shouldn’t let it. Once we cut through all of the tangential connections and secret codes and other nonsense, we find that the underlying truth is disarmingly straightforward. At the turn of the twentieth century, a corrupt French priest remade his church and his village into a lavish if tacky monument to his own eccentric tastes. In the 1950s, a hotelier harnessed the local legend of hidden treasure which the priest had left behind to drive business his way. Then a few other bored Frenchmen embellished the story for aggrandizement and amusement. Then Henry Lincoln heard the tale they were spouting and added some extravagant touches of his own to the story, because he wanted it to make sense so very badly. And then Dan Brown came along to mash it down and make it suitable for mass consumption, turning a chicken into a chicken nugget.

The peak of the Da Vinci Code mania is well past now, but the fantasies of Plantard, Lincoln, and their friends still echo through popular culture — not least the culture of gaming, which has long since become as mainstream as any other form of entertainment. Gabriel Knight 3, the game which started us on this journey, is just the tip of the iceberg. We will surely be encountering this mythology again as we proceed on this larger journey of ours through the history of gaming.

But at the same time that it has been an influence on games, the mystery of Rennes-le-Château is itself a sort of game — an “infinite game” in the words of Mariano Tomatis, one whose playing board is the whole world. Anyone who claims to have solved the mystery and thus won the game is immediately perceived as a threat by a community of players who have made it their hobby, their social outlet, in some cases even their identity: “The game of Rennes-le-Château continues to provide amusement only if there is an underlying mystery, an unsolved puzzle to be explored. Any contribution academically sound is immediately rejected by the large community of players, because every demystifying statement closes at least one of the possible extensions of the game, thus threatening the very purpose of the infinite game, which is to continue indefinitely.”

Every gamer knows the feeling of wanting to keep a good game going. But the wise ones also maintain the barrier between the game and real life. For to do otherwise is to risk madness, as the lives of Plantard, Lincoln et al. so painfully demonstrate.



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Sources: The books Holy Blood, Holy Grail and The Messianic Legacy by Michael Baigent, Richard Leigh, and Henry Lincoln; Bloodline of the Holy Grail: The Hidden Lineage of Jesus Revealed by Laurence Gardner; The Treasure of Rennes-le-Château: A Mystery Solved by Bill Putnam and John Edwin Wood; The Holy Grail: The History of a Legend by Richard Barber; Invented Knowledge: False History, Fake Science and Pseudo-religions by Ronald H. Fritze; The Tomb of God: The Body of Jesus and the Solution to a 2,000-Year-Old Mystery by Richard Andrews and Paul Schellenberger; Rennes-le-Château et l’enigme de l’or maudit by Jean Markale; Le Trésor Maudit de Rennes-le-Château by Gérard de Sède; The Holy Place: Saunière and the Decoding of the Mystery of Rennes-le-Château by Henry Lincoln; Key to the Sacred Pattern: The Untold Story of Rennes-le-Château by Henry Lincoln; Les Templiers sont parmi nous, ou, L’Enigme de Gisors by Gérard de Sède; Les Mérovingiens à Rennes-le-Château. Mythes ou Réalités. Réponse à Messieurs: Plantard, Lincoln, Vazart & Cie by Richard Bordes; Lives of the Popes: The Pontiffs from St. Peter to Benedict XVI by Richard P. McBrien; Foucault’s Pendulum by Umberto Eco; The Da Vinci Code by Dan Brown; Are We Idiots?: The Simulacra of Jean Baudrillard by Boris Kriger; Simulations by Jean Baudrillard; Mythologie du Trésor de Rennes by René Descadeillas; Rennes-le-Château: Autopsie d’un Mythe by Jean-Jacques Bedu; Bérenger Saunière Curé à Rennes-le-Château by Abbé Bruno de Monts; Rennes-le-Château: Le Dossier, les Impostures, les Phantasmes, les Hypothèses by Gérard de Sède.

Skeptical Inquirer of November/December 2004; Politica Hermetica 10.

As should be made clear by the links sprinkled through the article, I owe a special debt to the material collected by Paul Smith on his website Priory of Sion.

 

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