Abstract
Problem: How would Roger Zelazny's Lord of Light translate into a CRPG, given its complex setting, unconventional narrative structure, and blend of science fiction and mythology?
Approach: Tim Cain applies his three-pillar RPG design framework β setting, mechanics, and story β to sketch out a hypothetical Lord of Light CRPG, drawing on details hinted at but unexplored in the novel.
Findings: The game would work best as a two-stage structure: a first half as a traditional fantasy RPG set during the era of free demons and monsters, and a second half where the player ascends to godhood and must choose a faction. The key is to tell an original story using the book's world rather than retelling the novel's plot.
Key insight: The richest adaptations don't recreate the source material's story β they inhabit its world and explore what was left untold, using the book's elements as building blocks for player-driven narrative.
The Three Pillars Applied to Lord of Light
Tim Cain structures his design around his standard RPG framework: setting, mechanics, and story. Each pillar draws from what Zelazny wrote but deliberately expands into territory the novel only hinted at.
Setting: Explore What Zelazny Left Untold
The setting should prioritize exploration. Cain's approach is to mine the book for evocative locations and concepts that Zelazny mentioned but never fleshed out:
- Cities that are named but barely described
- The Mothers of the Terrible Glow β underwater beings we know almost nothing about
- Witches on the Eastern continent who rejected the gods β possibly a splinter crew faction that set themselves up as witches instead of deities
- Pre-imprisonment demons who make deals and honor gambling debts
- Clues about Vanished Earth (what the colonists called Earth), the Star of India ship, and the crew's origins
The ideal time period: before or during the era when the gods were hunting monsters and imprisoning demons, giving the player an active role in a dangerous, unsettled world.
Mechanics: Class-Based With a Twist
Cain debates skill-based vs. class-based systems and leans toward classes, partly because the book already suggests natural archetypes β soldiers, monks, priests, thieves β and partly because the two-stage structure benefits from it.
The class chosen in stage one doesn't lock you in. Instead, it informs what godhood you're offered in stage two. You can accept the natural path or argue for a different divine portfolio β "I know I have good thieving skills, but I want to be a fire god."
Story: Never Retell the Book
Cain is emphatic: the player's story should not be the book's story. Two approaches he considers:
- Set it early, during the dangerous pre-civilization era with free demons and Elementals
- Use the "Shadow Fellowship" model from his unrealized Lord of the Rings game β the player operates in parallel to the book's events, hearing about the Buddha or witnessing the reinvention of the printing press (which the gods then destroy), but following their own path
The player might experience Divine visitations, find "magic items" that are actually lost advanced technology, or witness the passing of the Thunder Chariot β all things mentioned in the book that become interactive story beats.
The Two-Stage Structure
This is the core design innovation. The game splits into two distinct halves with different gameplay loops.
Stage One: Fantasy Adventurer
A traditional fantasy RPG experience. The player explores, gains power, maybe acquires a keep or town. The world feels like a pre-industrial fantasy setting β which is what Lord of Light's planet actually is for most of its inhabitants.
Stage Two: Godhood
An agent of Heaven approaches the player and offers godhood. The transition works like this:
- Your aspect and attribute are determined partly by how you played stage one (class, skills)
- You can negotiate β accept what's offered or push for a different divine identity
- You start with a primitive aspect β barely functional powers supplemented by items and clothing that fake divine ability
- Each level-up develops genuine psychic/mental powers β telekinesis, elemental control, whatever fits your chosen godhood
- The quest structure shifts entirely: now you're receiving missions from Heaven
The Faction Choice
The endgame presents a defining choice. As a new god, you must decide:
- Support Heaven β put down inventors, hunt demons, enforce the status quo
- Fight for the people β follow Sam's path, ally with demons against Heaven
- Join Nirriti the Black β side with the zombie army, an option nobody takes in the book but the elements support it
- Other factions hinted at in the novel
Cain loves that all of these are implied by the book's world but none of them are the book's actual plot. The game lives in the negative space of the novel.
On Adaptation Philosophy
Cain draws a sharp line against the "reimagining" approach taken by adaptations like Foundation, Rings of Power, and Wheel of Time. His position: Lord of Light doesn't need reimagining. The elements of a great game are already present in the source material β they just need to be assembled, not rewritten.
He also specifically warns against replicating the book's non-linear timeline (which jumps backward and forward). It was confusing enough to read; it would be worse in a game.
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=hglS31y7ZbE