The Scriptorium/GM & RPG & ttrpg & Writing

A love letter to Iain M. Banks (part 2)

Jul 21, 2025
GMRPGttrpgWriting

Narrative Form in Use of Weapons

Your Story as a Mobius Strip

Some stories linger because of the characters. Others, because of a single devastating line.

But Use of Weapons by Iain M. Banks remains lodged in my bones for a different reason: the way it was told.

It isn’t a novel that asks you to pay attention — it demands it. Its structure is more than clever. It’s essential. The book uses two timelines: one following the protagonist’s missions for the Culture’s morally grey Special Circumstances division; the other moving backward in time, peeling away layers of his past. Each chapter in the reverse timeline strips away a layer of certainty, turning identity into a slow-form collapse.

By the time the timelines meet, you’re not reading a story anymore.

You realise the first page built the walls of the psychological labyrinth you find yourself trapped within.

And the kicker is you built them with him.

Every act in the forward-facing timeline feels purposeful: this is a damaged man doing brutal work on behalf of a utopia that pretends it has no blood on its hands. But each backward step into his history strips those justifications bare. It doesn’t just provide new context; it decontextualises everything you thought you knew. Banks doesn’t just spring a twist. He walks you into a slow, sickening realisation: this isn’t who you thought he was. This isn’t who you thought you were, reading it.

It’s not a twist. It’s a trapdoor.

That’s what makes it extraordinary. Banks constructs a narrative experience that mimics psychological reckoning. It’s not about surprise — it’s about inevitability. The architecture of the book is the emotional payload. And when that payload detonates, it leaves you changed.

Imagine building the same emotional architecture in a campaign.

What if, at the moment the emotional payload detonated, your players realised they were the architects of the very traps they’d been navigating all along?

This question has haunted me since I first closed the book and sat in stunned silence. Could you do this in a TTRPG? Could you write a campaign where the structure is part of the character’s psychological journey, not just the plot?

I believe you can. But not without intention.

It would take trust and players who care deeply about their characters and the campaign theme. It would take a GM willing to structure the campaign like a recursive coil, revealing not just story, but truth. Not just progression, but reflection.

But if it worked? It wouldn’t just be memorable; it would be transformational.

Laying the Trap in Reverse – A Teaser for the Table

You don’t need to clone Use of Weapons beat for beat — but the structure offers creative fire for GMs and writers. Below are a few fragments, glimpses of what’s possible when you turn time inside out:

  • The Blank Sheet: Players begin with nearly empty character sheets. Stats, sure — but no backstory, no traits, no bonds. Players earn these in reverse, and reveal them through dream-sequences, flashbacks, or metaphysical disturbances. What if you gained XP not by growing stronger, but by remembering who you really are?

  • The Shattered Timeline: Every few sessions, gameplay breaks from the present narrative and dives into the past. Not with exposition — with play. Characters relive formative moments without knowing why. A choice made in the past burns a city they later explore in ruins.

  • The Echoed Betrayal: The players discover in the present that an NPC companion they trust is someone they broke or created in the past. Their betrayal was inevitable. And worse, the players were the architects of it.

  • The Loop: The last scene of the campaign is the opening scene from session one — but this time, the players understand it. I played a Halloween one-shot called ‘The Children of Mourning’. The party ventured to a decrepit mansion on the edge of a haunted village to uncover why locals had vanished. As the game progressed, small surreal anomalies—the smell of ash, distant laughter, names no one remembers using—slowly unravelled the fabric of the mystery. It wasn’t until the last few minutes that the truth shattered everything: we were the missing villagers. Our characters had vanished into the mansion long ago, and had been circling through forgotten corridors ever since. They weren’t coming to the mystery—they were the mystery. Not a plot twist, but an awakening. All the clues pointed back to them. The horror wasn’t what happened to the villagers. The horror was who they had been.

Each of these is a door. Just one turn of the Möbius strip.

The full design? That’s a labyrinth we’ll map in a future post.

Structure as Soul

What Use of Weapons taught me, more than any writing manual ever has, is that form isn’t decorative. Form is the story. Structure when used with purpose becomes meaning. It becomes a character. It becomes a tragedy.

In my work on Echo Walkers, I’m leaning into this. Memory is a weapon. Time is pliable. Characters aren’t just defined by who they are — but by the ghosts of who they once were. Banks showed me that what a story is about and how it is told are inseparable.

And so, I return to the Tavern with questions:

  • What if a campaign were a spiral, not a line?

  • What if a character’s stats weren’t what defined them — but the slow remembering of why they fear the dark, why they won’t speak that name, why they never leave a comrade behind?

  • What if we built campaigns where the emotional impact isn’t just what happens next — but what has already happened, and we just don’t know it yet?

Banks didn’t just tell stories. He designed revelations.

And that’s what I want to chase.

What would you build backwards?

What story structures haunt you?

Have you ever played in, run, or written a campaign where time looped, memory fractured, or identity unraveled?

Did the ending change everything that came before?

Share your echoes — the ones that still whisper — in the comments, or join the conversation in The Black Dog Tavern. We’re not just telling stories. We’re designing ways to reveal them.

And who knows — the next campaign we write might be the one we’ve already forgotten.

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