SYSTEM: Inspiration and Ideas

So, where does TURPS come from?

The original idea for TURPS came from the early history of TEUNC - the Tolkien Eccentric Unusual Nutcases. This group, composed largely of readers of the newsgroup alt.fan.tolkien, achieved independent existence when its ad hoc role-playing vexed other newsgroup members sufficiently for them to suggest that a Tolkien Usenet forum was perhaps not the best place for this method of self-expression. However, as TEUNC has evolved, the role-playing element has become much less important, and TURPS was established as a group in which it could come into its own in a rather more controlled environment.

Many elements in TURPS derive from the early history of TEUNC: Castle Hare and the land of Hyeron, ruled by Queen Rabbyt; the rivalry between Lord Adam and Paganini; court protocol and ceremonial; and so on. But in TEUNC, much of this has since fallen by the wayside, so an interesting idea suggested itself: what would happen if characters from 'Balrog Cuttings', the new virtual home of TEUNC, found themselves in an alternate reality in which Castle Hare not only still existed, but was in deadly peril? How would they react, and be reacted to? In effect, Castle Hare has been put in context - and this context, the land of Hyeron, its history and surroundings, is what the various characters are exploring.

Some players chose to play as their current TEUNC alter egos, but others opted to become characters within this new world, which has been nicknamed 'Terra Hyeroniae' until a better name is suggested. Inevitably, given the shared interest in Middle-earth, the majority of these characters are deeply rooted in Tolkien's legendarium: Elves, Hobbits, Ents and even Balrogs have appeared, usually with a link to Middle-earth of one sort or another. However, some characters, such as the various Knights of the Realm and the frankly baffling Zorag, owe more to generic 'fantasy' and sheer crazed inventiveness than they do to Middle-earth; and even the more traditional characters have been tweaked and twisted until their kinship with Tolkien's world has become rather tenuous.
Padgin the Pretty-dwarf is an example of a Tolkienian 'type' modified by other influences, in his case Terry Pratchett's Discworld series, as well as a unique infusion of personality from his creatrix. Readers familiar with the Discworld will doubtless detect influences at other levels, particularly in the Library of Castle Hare; a familiarity with and fondness for Pratchett's books being shared by the GMs and several players. Each player has inevitably brought a measure of his or her own self to the character, but these influences are too nebulous to expand on in great detail.

As for the events that are unfolding in Hyeron, the 'inspiration' is quite eclectic. Middle-earth does not, on the whole, feature overmuch: the Elves of Hyeron remain a mystery, but from what has so far been revealed, their nature and interests differ widely from the Quendi; and dragons are so much of a rarity that the people of Hyeron do not even know enough to be scared of them. Pratchett has played a significant part in setting (not to mention lightening) the mood, but Hyeron is not (consciously, at least) calqued on our own world in the way that the Discworld is. A few facets may reflect elements of Stephen Donaldson's Chronicles of Thomas Covenant the Unbeliever; and, throughout, the story is founded on mythology, in particular that of the Greeks, Celts and Scandinavians. If aspects of historical analysis seep through, this is to be blamed on having a history graduate as one of the GMs...

The inspiration, however leavened by this bevy of material, remains the same: the history of TEUNC, and the activity of the participants. Players (whether or not they realise it) have shaped the course of the narrative just as much as the GMs; and several plot elements that have now become central to the grand scheme of things emerged by chance from player contributions. The unique perspective that each player brings to this free-form storytelling arc keeps the game alive, and with the GMs providing guidance and ensuring consistency and continuity the potential in TEUNC role-playing has been able to grow.