Sunken Treasure and Related Conversation

I had dinner this week with Dr. Sam Willis, who’s our historical expert on Seasun’s Pirates of the Caribbean project. If you haven’t followed him on Twitter (@DrSamWillis), you might want to give it a try — he lives a much more interesting life than homebody writers such as myself. Exhibit A in this regard is his recent dive for a shipwreck off the coast of where Kenya meets Somalia.

Apparently there’s been a wreck there that the locals have known about forever, but only recently did anyone scrape together the funding and the interest to find out what it was. Because it’s on an ancient (okay, 14th century or so) trade route from Singapore past India and up into the Persian Gulf, the place is lousy with shipwrecks. The Chinese government got interested, thinking the wreck might be Chinese. There were some fragments of Chinese pottery washing up on the beach, so it was worth a dive. Turns out the wreck was Portuguese, so the Chinese funding dried up, but there might still be other Chinese wrecks out there. Not to mention the historical value of the Portuguese wreck to Portugal or historians who specialize in the time period.

Having recently written up a page on this blog about Shadowrun’s Cyberpirates, this immediately brought up some questions and scenarios that could make good RPG fodder. In that supplement, the authorial team didn’t deal with sunken treasure too much. Speaking just for myself, I figured that treasure-hunting for Spanish gold from the Age of Sail was going to be a lot less likely than treasure-hunting for Yakuza bullion on the yacht you sank last game session.

But the way Sam described it made me want to revisit the subject. For starters, the rule in the modern world is no longer “finders, keepers.” Ever since some guy in Florida found a Spanish treasure galleon with emeralds the size of golf balls back in the early 20th century, governments and museums got pretty active with the court decisions. If you don’t find it in international waters (a few miles off the coasts, where the water is usually so deep you’re not going to casually find stuff anyway), your claim on the treasure is pretty tenuous. Museums will argue in court that you don’t have the resources to research or curate the artifacts, and they do, so it’s in the public and societal interest that they get the goods you found. Sam told us the story of a Templar treasure stolen out of Jerusalem by the Knights of Malta that was sunk by the British off the coast of Egypt. Who gets the rights to a treasure like that? If you answered “Malta,” “Britain,” “Egypt” or “Israel,” you get half credit. If you answered “the guy who found it,” you get none. The governments involved will bring out the lawyers and the experts you probably can’t afford. A brief article on the subject is here and legal links are here if you’re so inclined.

All of this could make for an interesting RPG adventure or two, because while the average PC violates ten laws before breakfast, his employers’ motivations are usually rooted in some kind of legal situation they need to get around. Let’s see what we can come up with to start you off:

  • A historical team with no government funding hires the player characters as muscle because they’ve figured out there’s a valuable wreck near an obscure coast. They intend to pay the PCs with either grant money or loot from the wreck. Why do they need muscle? Because there are pirates up and down the coast who will pick on any unarmed research vessel. (Researchers make good hostages.) This scenario is a little more immediately cinematic than the others, because it gives the PCs the thrill of actually going under water and grabbing the sunken treasure themselves, which of course can lead to the inevitable underwater combat scene.
  • A historical team with government or corporate funding shot off their mouths and while they were in port arranging their expedition, an unscrupulous treasure-hunter figured out their dive location and scooped them. Faced with complete failure, the historians want the PCs to steal back the treasure. The claim-jumpers are going to sell it at a black market auction full of tough pirate customers, or else have a deal with a highly lethal corporate acquisitions team. Said team is packing a magical expert, which the treasure-hunter is not. Bonus points if you can punch someone on the deck of a ship and yell “that belongs in a museum!”
  • A treasure-hunter hires the player characters, insisting he has a claim to a treasure pulled out of an old wreck. The treasure is currently in the hands of an unscrupulous corporation that hired a smarmy lawyer. With a judge’s blessing, they acquired “his” treasure and are now turning the magically interesting parts (there’s always a magical widget, isn’t there?) over to their magical research division. The PC’s job is to break into the highly secure magical research division headquarters, and if they succeed, they get to keep some of the good stuff.
  • The unscrupulous corporation has heard about the historical team, knows they’re on to something good, and hires the PCs. The PCs are told to get close to the team, observe them, and strike at the best possible moment to abscond with the goods with no witnesses. The corp probably lies to the PCs and says the historians are grave robbers who deserve what’s coming to them. Maybe the PCs have fake identities ready to go to pose as security for the historians, or maybe they pose as buyers. Either way, the PCs have to make the moral decision to follow through or side with the historical team against their sociopath employer.

That’s what I’ve got off the top of my head. Game on.

Let’s Get You Started

I’ve been building the Writing Tour section of the site with links to Mass Effect, Shadowrun, Pirates of the Caribbean, Star Wars, and the rest. However, due to a quirk of WordPress, it’s easier to put tags on posts than it is on pages. So this post is a sort of welcome mat with long data-driven tentacles, trailing the Internet like a jellyfish.

If you’re looking for the content, start here.

A Writing Tour






This is is where I show off promotional materials, excerpts from books, links to published or produced works, and so forth. My LinkedIn page covers my specific responsibilities for the collaborative projects.

I have also spoken at the Game Developers’ Conference on the topic of writer research skills. If you’re an attendee, you can find my 2016 lecture “What Wikipedia Doesn’t Know Can Hurt You,” in the GDC Vault.

Video Games

Pirates of the Caribbean

Relics of Gods

The Mass Effect Trilogy

Star Wars: The Old Republic

FableLabs Projects

My Loft

Wayfinder

City of Heroes: Homecoming

Novels

Civil Blood: The Vampire Rights Case that Changed a Nation

Short Fiction

“The 10:40 Appointment at the NYC Department of Superhero Registration”

“The Torturer of Camelot”

“High Water Mark”

“This Thing of Darkness”

Television

The Agency

Tabletop Role-Playing Games

Legend of the Five Rings

Shadowrun

Earthdawn

Paranoia

The Shot Glass of Nostalgia” — Tabletop Stories to Help Your Games

Comics

Mythkillers

M.I.T.H.

Writing Samples

These are resume fodder: YouTube videos of my video game work, and interactive fiction in small, digestible chunks.

A Twine Writing Sample:

“A Hell of Heaven” — A Cyberpunk-Genre Twine Mission (15 minute read)

A choose-your-own-adventure in interactive prose. “A Hell of Heaven” is in the vein of Cyberpunk, Shadowrun, or similar games that occur twenty minutes into the future. The story asks, if technology allows our brain to be edited by others, what makes our decisions ours?

First-Person Shooter Written Sample:

“Voice in the Ear” (Modern Military Shooter Level)

To demonstrate my skills with short, urgent dialogue (more so than the BioWare or Wayfinder samples) and to throw in a little level design, I added this documentation, adapted from a timed writing test. All names have been changed to protect the guilty.

Text and Worldbuilding:

Mass Effect Codex, Galaxy Map, Weapon and Item Entries

I headed up a lot of unglamorous-but-essential lore-building text on the Mass Effect Trilogy. (I helped a little bit on ME1, and took over for ME2 and ME3.)

Videos:

A Question of Motivation Part 1 (MMO Quest Giving) (10-Minute Watch Total)

A short and sweet side-quest as it originally appeared in Star Wars: The Old Republic. Here’s the quest giving (about 5 minutes).

“Shoot the mouthy one” is a very Sith answer, but it does not avail the player here.

A Question of Motivation Part 2

The gameplay of the rest of the adventure, including the twist at 10:34 and decision/quest turn-in at 18:31. Total dialogue time is about 5 more minutes.

Stomping giant insect-like Colicoids? You’re gonna need a bigger boot.

Companion Character: EDI Makes a Joke ~35 seconds

I wrote the Normandy’s Enhanced Defense Intelligence companion character in ME3. She says this early on in her Mass Effect 3 dialogues, so a lot of fans are familiar with this joke.

Hey, EDI, you do remember how Shepard died in ME2, right? Juuuuust checking.

Companion Character: EDI and Liara ~ 30 seconds
Mass Effect 3 took into account a metric ton of choices made over the trilogy. This ME3 scene plays if you never completed one particular ME2 DLC.

What is there to say but “Oops?”

Companion Character: EDI Compilation ~ 13 min

EDI goes through a lot: her installation in a human-like body prompts many questions about mortality and human behavior. It ultimately leads her to decide that destroying the Reapers is worth her own death. Here’s a supercut of many of her conversations.

“But it was something good.”

Priority: Citadel from Mass Effect 3 (Action Sample, RPG Video Game) ~ 30 min

For cinematics and third-person-shooter gameplay samples, we have Kai Leng’s first appearance, a showdown with the Virmire Survivor, and finally a use for those Citadel elevators. (Mayhem. Mayhem is the use.)

The variant lines possible in the Virmire Survivor face-off are quite complex under the hood.

Citadel DLC — Thane’s Memorial Service (Dialogue Sample, RPG Video Game) ~30 min

Didn’t feel like you got a proper goodbye to Thane in Mass Effect 3? DLC to the rescue!

A rare chance to revisit what I thought was a shortcoming in the main game.

Citadel DLC — Silver Coast Casino Infiltration ~ 30 min

A casino heist? In a game without stealth? We made it work! Here’s two versions.

This one is a walkthrough, so it has commentary. It includes the mission briefing.

I leveraged BioWare’s strength — dialogue — into our brief foray into stealth gameplay.

This one has no commentary, but does not have the mission briefing.

“Right, right… what did I say?”

(And just for fun, the Silver Coast Casino mission’s red carpet entrances — all 27 dialogue variations reflecting your choices across the trilogy!)

“Needs a little something… now it’s perfect.”

Wayfinder‘s Traditions of Eventide (Seasonal MMO Content — 15 min.)

In a break from doom and gloom, I wrote gaming’s equivalent of the Hallmark Christmas Special, in which Lord Halar tries to assist his scientist granddaughter Avala during the winter holiday. The emotional beats at the end are all the more poignant if you know Avala is an Echo… in other words, like the player, she died and has returned to live an uncertain existence. The first mission is 15 minutes, but if you want the full 47-minute tour, I had my hands on every bit of dialogue in the patch.

“That’s not what ‘objectively’ means…”

Romance Genre Samples:

The Double (Contemporary Romance Fiction)

Pinning Him Down (Contemporary Romance Interactive Fiction in Twine)

I briefly wrote for I Got Games/AVGLife’s interactive romance novels, and would welcome the chance to revisit the romance genre. Twine makes it easier to simulate the flow of an interactive piece without starting my own studio.

Interactive Quizzes:

“What Do I Know About Video Games?” (A Twine Quiz)

And to end our tour, a little Web content, because I’ve done that, too!

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