"There is adventure in Moomin stories. In one story, a comet threatens
to destroy all of Moominvalley. In another, Moominpappa tells of his
youth in which he ran away from an orphanage, met an old inventor named
Hodgkins, and sailed the oceans aboard a boat they built together.
Snufkin leaves Moominvalley each spring, to walk wherever his feet carry
him out among the trees, and who knows what happens out there.
It would seem simple then to take any one of these tales, or a
collection of them all, and make it a quest. Moomintroll would
substitute cleanly for almost any young boy protagonist in almost any
Nintendo game, for example. Hemulens could be quest givers,
hattifatteners could be enemies, and so on.
Please don’t. Moomin adventures resist structure, and rarely contain any
kind of objective. Any travels and the events that happen during them
are mostly about happenstance, undertaken out of a desire to entertain
oneself and one’s friends. A quest, a marker, a reward; all of these are
antithetical to the spirit of the Moomin stories, which are
fundamentally about nature, and treat everything its characters do with
the same level of importance as a tree shedding its leaves. That is,
very important and not important at all, all at once."
Share and enjoy,
*** Xanni ***
Chief Scientist, Xanadu
Partner, Glass Wings
Manager, Serious Cybernetics