Happy New Year, Bonne Annee, or as they say here in Kyoto, akemashite omedetou gozaimasu!
To keep you safe from youkai in 2014, here is a little video:
http://www.pechakucha.org/presentations/how-to-survive-a-kappa-attack
Tuesday, December 31, 2013
Monday, December 30, 2013
Friday, December 27, 2013
Project plans and Palladium 'missile circus' houserules
Wow. That whole 'Weird in Mystic Japan' thread went on longer than I had intended. I still have one more post, maybe two maximum, but thought I'd break things up with this.
I have a prelim exam first week of January, so expect a slowdown until after that. Projects I have simmering are (in no particular order) some dystopic Traveller tables; finishing my Stormbringer 1e adventure 'Spiders and Angels'; more D&D semiotics; and starting my retroclone, Iceships & Inuit.
I also intend to roll out my Palladium Patch at some point. Anyone who responds 'Why bother?' has missed out on some gonzo playing with an admittedly clunky old ruleset. My patch aims to make Palladium's funky old school games playable to gamers with more modern sensibilities who'd dismiss them offhand because of their rusty rules.
To give a taste, here are the Mecha Missile and Melee Mayhem Houserules. We used these back in the day last time I played and the feel of an Itano missile circus a la Robotech was pretty spot on. Give em a try and tell us what you think.
Mecha Missile and Melee Mayhem Houserules
High Explosive Missile – Does an equal number of dice of SDC damage to human pilot or each passenger, pilot can roll for half. Ignore MDC damage multipliers. (i.e. 1d6x10 MD missile does 1d6 SD to pilot or passengers).
Fragmentation Missile – Apply each dice of
damage to a different part of the mecha within the blast radius. (i.e. a
missile doing 3d6x10 will instead do 1d6x10 to 3 different parts of the mech).
Armor Piercing Missile – In addition to
damage, causes critical damage per critical damage tables if any of its damage
dice rolls maximum. (i.e. a missile doing 2d6x10 will also inflict critical
damage if either dice comes up 6).
Plasma Missile – Does full number of dice
in damage first round, then one less dice per round thereafter until no dice
remain. Pilots may make a stunt roll to shake plasma off, but can take no other actions while doing so. (i.e. a missile doing 2d6x10 MD will do that the first round, 1d6x10 the second, then 0 thereafter).
Multi-Warhead Missile – Attacker rolls a number of d20 equal to the damage die, then takes the best as his attack roll. (i.e. a 2d4x10 MD missile allows the attacker to roll 2d20 and keep the best as his attack roll, while a 4d6x10 MD missile allows 4d20 to be rolled).
Hand to Hand– Always does critical damage
on a maximum damage roll. (i.e. a 1d4 damage punch also incurs a roll on the
critical damage table if a 4 is rolled).
Chaff (NEW!) – Each chaff fired automatically
leads a number of missiles off course as follows: Mini-missile chaff 1d4, short
range 1d6, medium range 2d4, long range 3d6.
Penalties to Dodging or Shooting Missiles –
Either roll gets a – 1 per multiple of 5 missiles/ (i.e. – 1 to dodge or shoot
down 5-9 missiles, – 2 for 10-14 missiles, – 3 for 15-19 missiles, etc).
Monday, December 23, 2013
The Weird In Mystic Japan – Part Three
ADVENTURE SEEDS
Here are a few adventure ideas ripped
shamelessly from Japanese sources. All adventures take for granted that PCs are
under orders of a lord and follow his decrees largely unquestioningly. If not,
DMs will have to find different reasons for adventuring. Try to enjoy the
weirdness of the adventures and not punch them up with combat too much to
please western audiences. Make interactions and social restrictions a vivid
part of the world, and you should have the right feel.
1. Possession (Genji Monogatari)
Several murders of night watchmen and travelers
have occurred and PCs must find the cause. The bodies are mutilated as if
mauled and partially eaten by some animal. Either by stakeout, investigation,
or scrying they find that a noble lady is possessed by a demon which turns her
cannibalistic at night. The lady is kin to their lord, so they must find a way
to out the demon without harming her, all the while keeping the incident quiet
from villagers who might raise arms to protect themselves.
2. The Peony Lantern (Lafcadio Hearn,
Kwaidan)
A nobleman has started wasting away, losing
strength and becoming wan due to sleepless nights. He refuses to divulge the
cause of his lethargy, and so the PCs are sent to find out. By either surveillance,
consulting a medium or other means, they discover that the lord is haunted
nightly by the ghost of an old lover he spurned and caused to waste away from
grief or commit suicide. PCs must drive away the spirit, either by satisfying
its demands for justice, or convincing the nobleman to repent and either become
a monk or publicly shame himself by professing his dalliance.
3. Space Girl (Osamu Tezuka, Hi no tori)
A peasant’s wife has run away while he was
at war, and now returning as a minor noble he asks the PCs to find her and his
child. She has left behind a magic kimono of shimmering, unearthly colours that
radiates magic. The kimono can only be worn by female characters, and
transports them to the moon, where the wife originally came from. The kimono-wearing
character can miniaturize two other characters and carry them in her sleeves,
but any more PCs will have to find alternate transport to the lunar surface.
The moon people are pacifists but also great sorcerers using magic items, and
PCs will have a hard time convincing the woman and her now grown son to return
to war-torn earth and live with a former soldier. One complication may be that the
son wishes to return but the mother doesn’t, forcing PCs to help him make his escape
back to earth. Another complication is that miniaturized characters stay that
way on the moon.
4. Wolf Head Kashira (Osamu Tezuke, Hi no
tori)
PCs are ordered to stop a bandit chieftain
has been terrorizing the mountain roads, but investigations shows that he is only
attacking the wagons of a certain clan. The chieftain is said to have a wolf’s
head and is magically protected by animal familiars. If PCs meet the wolfhead,
he reveals that he is the clan’s disappeared heir, whose face was flayed by the
current clan head, covered with a wolf’s head as an insult, and then left for
dead. By some strange magic the heir recovered but with a wolf’s face and
animal powers. He will only stop his attacks when the current clan leader is
dead and the heir’s rightful place and face restored to him. PCs may have some
serious questing to do to achieve this.
5. Moth woman (Osamu Tezuka, Dororo)
Children from a small village have been
disappearing at night from their houses, and the lady of the village has asked
for help to calm her subjects. PCs are sent to investigate and sensitive
characters or priests may be lead by the beckoning of ghostly children to the
run down old hut under which their bodies are buried. Under the tatami mats in a tunnel are the
children, wrapped in cocoons and undergoing a horrid transformation into
mothmen. Following the tunnel to its end brings the PCs come face to face (tail?)
with a grotesque moth creature, who turns out to be the underside of the lady
of the village. They must battle to stop her while defending themselves from
the child-mothmen she awakens with her screams.
6. Dirty Old samurai (Shigurui/Vagabond)
In a small village on the stormy coast, a veteran
samurai lives and protects villagers from bandits and rival clans. On a visit
to the village, PCs see that the old bushi
has gone rogue, is often blind drunk, tests his blade on villagers, and takes
their daughter’s maidenhood when they are 12 or 13. The samurai must be
stopped, but as he has higher rank than the PCs, is an expert swordsman, and
has magical arms and armor from his past adventures, they will have to find
some subtle way to discredit or destroy him. Note that the samurai is paranoid
and wily, and will not fall foolishly into any old trap, but will kill all who
shows animosity towards him. He is just as deadly when drunk or sober.
7. Freak Circus (Suehiro Maruo, Shojokan)
The circus comes to town, and the elder son
of the lord starts dallying at the tents of the freaks. The PCs are sent to
drive the freaks off, but must deal with threats including Snakelady, who can
shoot poisonous snakes from her orifices; Rotting Man, a bandage-enwrapped
ex-soldier who cannot be killed by mortal weapons but simply loses gobbets of
flesh; Giant Baby, an ogrish man with the temper and jealousy of a child; The
Mouth, a limbless obese giant who rolls over PCs attempting to crush then eat
them; and Dr Ching, an evil sorcerer from the continent who can thrust
characters into their nightmares. If PCs are victorious, they find the son in a
sorcerous sleep, which may require questing for holy objects to break.
8. Shadow Banquet (Lafcadio Hearn, Kwaidan)
A distraught young musician begs the PCs to
save him from ghostly samurai who visit him every night. He hasn’t slept in
days, and if he falls asleep at night when the samurai come to hear his music
he will be forced to join them in the hell between worlds. PCs can either fight
off the samurai if powerful enough, or more likely should quest to various
temples and apothecaries for magic ink to write wards all over the musicians
body and Buddhist Sutras on paper which can bind or wound the ghosts.
9. The Phoenix
(Osamu Tezuka, Hi no tori)
The high
priestess of the clan is growing old and has started fearing age and death. She
sends the PCs to an island where the legendary phoenix has been spotted, with
orders to kill it and bring back its rejuvenating blood. The bird is deadly and
fearsome, but getting to its lair is made difficult by the presence of savage
natives who revere it as a god. If players do manage to kill it and retrieve
its blood, which is always boiling hot, the death of the bird causes an
eruption of undead who begin plaguing the countryside. PCs may seek to revive
the bird, which can only be accomplished by throwing its body into a volcano.
If they do bring its blood back to their mistress, she drinks it but is
ironically consumed alive by fire bursting from her innards, also giving birth
to a newly formed phoenix which flies off back to its lair. Irony!
10. The Spirit
Gun (From a Big Comics Original supernatural manga about an antiques shop whose
name and author I forget)
Officials of the
clan are being assassinated at night by a young gunman who disappears like
smoke whenever guardsmen give chase after a killing. PCs are given sketches of
the assailant and must try to find him. If they go to the burakumin (social outcast) district, they will find that the boy was
from there but died many years ago, and that his father is a woodcutter on the
edge of town. If they meet the woodcutter, he is a kindly old man who invites
them in for tea, and tells them the tale of how his son died out hunting. In
truth, the youth was killed accidentally by a noble also out hunting, and his
spirit now haunts his rifle, which the father keeps hidden in his house. PCs
will have to assuage the spirit by somehow getting it justice.
11. The Fox
Stole (as above)
A lady of the
clan is found strangled in her chambers, but with no signs of struggle or
intrusion. If characters investigate thoroughly, they find a few items of the
lady’s clothing are missing. A few nights later another lady dies in the same
way. If characters investigate, they will find more clothes are missing, and
one item, a fox stole, is on both missing item lists. If they interrogate the
handmaidens, they find one in either case has sold their deceased mistress’
articles to support their family. Tracking down the fox stole to the antiques
shop where it was sold, PCs find that it has just been purchased by another
lady. They have scant hours to find the cursed garment and stop another killing
by the fox stole, which was cursed years ago by a rival clan to strangle the wearer
when placed around neck and shoulders of a noble of the clan.
12. Mud Flinging
(Ge ge ge no Kitano)
Construction on
a new fort has halted as workers are attacked by a strange giant humanoid
rising from a nearby pond who flings enormous balls of mud at them. Men have
nearly smothered under the mud, and a death will occur if something isn’t done.
The PCs are sent and are easily overwhelmed by the creature. Any PC speaking youkai language will learn that the
creature is yelling “tanbo kaese!”,
or “Give me back my fields!” It is actually the guardian god (kami) of rice fields that have been
destroyed The PCs must find a place for
the youkai, preferably in a rice
field that is clean and well-kept.
Labels:
inspirations,
Japan,
literature,
scenario,
weird
Sunday, December 15, 2013
The Weird In Mystic Japan – Part Two
I
should state that I am not trying to devalue anyone else’s Japan game, just
clarifying where I come from and how I would run one based on my experiences
here in Kyoto. Someone living in Texas would
have a different idea of a western game than someone living in Tokyo,
and having lived nearly 1/2 my life in Japan I have a certain perspective
on games set here. If you agree with some of my thoughts and could steal them
for your own table, have at it. If not, fair enough and good gaming nonetheless.
Back
to the subject, there are a few cultural notions that will color character
actions, while adventures themselves based on indigenous canon are very different
from western stories and adventures. Below I present the concept of girininjo,
which I think is integral to understanding things Japanese. In the third and (hopefully)
final part of this series, I will give examples of adventures based on literary
sources, and end with some youkai
monster examples.
THE
TWO POLES OF JAPANESE BEHAVIOR – girininjo
If I
remember correctly, the old Oriental Adventures added the attribute of Honor to
D&D to emulate Japanese aesthetics. Although honor (meiyo 名誉in Japanese) is as important a value to
Japanese as to other peoples, the idea of Asian ‘honor’ and ‘saving face’ is
largely a western conception used to try and explain Japanese motives. Understanding
the Japanese language and people first-hand, one realizes that honor may accord
with the outward show of behavior, but often fails to explain the inner moral
mechanisms that underlie it. Trying to evaluate Japanese thinking or behavior
simply in terms of honour leads to mistaken conclusions or apparent
contradictions, especially since what westerners mean by the term ‘honour’ and
Japanese mean by ‘meiyou’ can often
be very different. A more useful concept, and one that Japanese people commonly
apply to their actions and thoughts, is that of ‘girininjou’.
GIRININJO (義理人情)
To
understand the motivations and actions of Japanese characters in fiction, and
thus reflections of Japanese people in real life and throughout Japan’s history,
one has to understand the concept of girininnjou.
Girininnjou is a collocation of the
terms ‘giri’, or duty or moral
obligation, and ‘ninjou’, or humanity
or humane feelings. In other words, most Japanese actions can be understood by
the paradigm of two values – how they relate to a characters obligations and/or
his humaneness.
Thus,
Japanese characters would put their obligation to their clan, tribe, sect, or
family before others, while these obligations would be tempered by the
character’s humanity or humaneness. In Shusaku Endo’s classic novel ‘The
Samurai’, if I recall correctly, the youngest brother of 3 samurai ordered to
commit seppuku (ritual suicide) is
allowed to go first so he can show his older siblings he is worthy of the
family and his title of samurai, a ‘kindness’ allowed by their guards. Although
the order of death may seem inconsequential to us westerners, as is the
kindness of allowing a person to commit suicide at all, Japanese readers would
most likely be as moved by the guard’s ninjou
and young samurai’s giri as the
characters in Endo’s novel are.
In
game terms, characters whose actions are lead by girininjou should receive bonuses to XP and NPC reaction. Following
one’s lord despite the burdensome nature or questionability of their orders, or
letting a downed foe escape because they showed bravery in fighting against
insurmountable odds would be examples of giri
and ninjou respectively, and should consequently
earn rewards and renown for characters. Conversely, NPCs should also be bound
by girininjou, and will be helpful or
merciful to to PCs who show girininjou and merciless or scornful to those who
lack it.
Sunday, December 8, 2013
Mystery Solved
It seems Alex took down the OSR Planet due to some complaints about copyright mumbo jumbo.
I guess some may have valid gripes, but it just seems to me another case of some folks peeing in the water and poisoning the well for everyone.
Oh well, thank you for the hard work Alex. First Eternal Keep, next Old School RPG Planet - looks like anything nearing a community forum gets destroyed. Is this some natural OSR cycle of creation and destruction I wonder?
I guess some may have valid gripes, but it just seems to me another case of some folks peeing in the water and poisoning the well for everyone.
Oh well, thank you for the hard work Alex. First Eternal Keep, next Old School RPG Planet - looks like anything nearing a community forum gets destroyed. Is this some natural OSR cycle of creation and destruction I wonder?
OSR Planet Takeover?
Is it just me or has the Old School RPG Planet website been taken over by RPG Bloggers?
I suppose it is a free site so no cause or right to gripe, but a head's up would have been nice.
Oh well, the layout is a bit commercial, but is also clear and has categories that may steer traffic a bit more.
Wonder what happened?
I suppose it is a free site so no cause or right to gripe, but a head's up would have been nice.
Oh well, the layout is a bit commercial, but is also clear and has categories that may steer traffic a bit more.
Wonder what happened?
Friday, December 6, 2013
Perfunctory Dyvers Response
So anyway, everyone's talking about Dyvers' list of OSR blogs. Might as well jump on the bandwagon.
Charles Atkins' list of OSR blogs with mini-reviews is one of those ideas so brilliant in their simplicity you slap your forehead and wonder why you hadn't thought of it first. More importantly, OSR blogs are sometimes like icepans (as a Newfoundlander, I am familiar with those miniature icebergs and icebits that rime my arctic island homeland), old ones submerging and news ones rising, disappearing and reappearing, being sometimes solid and others treacherously transitory. It is good to have a guide like Dyvers to what is out there and where to aim your feet (or clicks in this case).
Like any blogger, I get a kick (what psychiatrist Eric Berne would classify as a 'stroke') from other people reading and responding to my blog posts. Atkins' review of this blog is refreshingly positive:
Tomb of Tedankhamen A relatively new OSR blog (it started in March of 2013) that has lost a bit of steam due to the author's attempt to get through his thesis papers. I'm hopeful that once their through with the academia side of things that this insightful blog will pick up steam and continue to look at those little words that bother us all so much: like railroad, profile, and like. Updates: About five times a month.
.
Finding your voice as a blogger takes time for most, and although Atkins' review focuses on the semantic exercises I sometimes indulge in, I don't see myself as limited to those, but will continue to write whatever pleases me. Instead, Atkins' identification of what works on my blog implies I am finding my voice and subjects that both I and others find worth writing and reading.
And that's what it's all about isn't it?
Good job Charles, keep it up!
PS: I have a few months before the (hopefully) final chapter of the dissertation, so expect more posts in the near future.
Charles Atkins' list of OSR blogs with mini-reviews is one of those ideas so brilliant in their simplicity you slap your forehead and wonder why you hadn't thought of it first. More importantly, OSR blogs are sometimes like icepans (as a Newfoundlander, I am familiar with those miniature icebergs and icebits that rime my arctic island homeland), old ones submerging and news ones rising, disappearing and reappearing, being sometimes solid and others treacherously transitory. It is good to have a guide like Dyvers to what is out there and where to aim your feet (or clicks in this case).
Like any blogger, I get a kick (what psychiatrist Eric Berne would classify as a 'stroke') from other people reading and responding to my blog posts. Atkins' review of this blog is refreshingly positive:
Tomb of Tedankhamen A relatively new OSR blog (it started in March of 2013) that has lost a bit of steam due to the author's attempt to get through his thesis papers. I'm hopeful that once their through with the academia side of things that this insightful blog will pick up steam and continue to look at those little words that bother us all so much: like railroad, profile, and like. Updates: About five times a month.
.
Finding your voice as a blogger takes time for most, and although Atkins' review focuses on the semantic exercises I sometimes indulge in, I don't see myself as limited to those, but will continue to write whatever pleases me. Instead, Atkins' identification of what works on my blog implies I am finding my voice and subjects that both I and others find worth writing and reading.
And that's what it's all about isn't it?
Good job Charles, keep it up!
PS: I have a few months before the (hopefully) final chapter of the dissertation, so expect more posts in the near future.
Thursday, December 5, 2013
The Weird In Mystic Japan
From Bushido to Legend of Five Rings,
Oriental Adventures to Big Eyes Small Mouth, I have read a lot of rpg material
about Japan.
As a Canadian who lives outside Kyoto, is fluent in Japanese (日本語能力試験1級獲得), has gotten permanent resident
status after 13 years living in Japan, and has studied Japanese mythology, I
can say one thing about them all.
They aren’t weird enough.
I don’t mean weird in themselves, as both
Lo5R and BESM especially have lots of crazy elements, I mean they lack the
delicious alienness, often described as ‘weird’, that Westerners perceive in
cultural products from Japan.
Western rpgs about Japan are uniformly examples of the Western
tropification of Asia. Characters may wear
kimonos and carry katanas, but are usually the same old
fighter/thief/cleric/mage made up in Oriental dress as
samurai/ninja/soryo/shugenja. In Japanese fiction and fantasy, if characters
are not running in terror from peony lanterns, or willing to slice someone’s
throat or their own belly at the drop of a hat, something is missing. Ironically,
the alienness that makes Japan
inherently gonzo to us brought up in Western culture is also the hardest thing
to transmit when bringing Japanese concepts over to English contexts.
What is missing is not merely the act of suicide called hara-kiri, which is unthinkable to most
western gamers and thus the most prominent symbol of what is lost, but the alien
cultural milieu that surrounds it. To Japanese people, tattoos of cherry
blossoms (sakura 桜) representing
the transitory nature of life or carp (Koi 鯉) representing luck are far more inspiring than tacky dragons or
(Oshakesama forbid!) Chinese characters that so many Westerners love.
This cultural mismatch is equally evident
in gaming - whereas Lo5R rpg has clans named after animals like Scorpion and
Dragon, the famous fighting clans of the Heike-Genji War were named the less-inspiring
Flat (Taira 平) and Source (Minamoto 源) Clans. Oriental rpg creatures are all too
often just D&D dime store monsters with serial numbers painted over in
Kanji, but instead should be truly weird specimens like the Long Necked Lady
(rokuro-kubi 轆轤首), Eye for
Asshole Man (shirime 尻目), or One Eyed
One Legged Parasols (kasa-obake 傘お化け) of Japanese Spirit-monster (youkai 妖) tales. Finally, adventures should not be Samurai Jack style hack
and slashes, but missions to protect a libidinous lord against the ghost of a
spurned lover, or flush a cannibal doppelganger out of a village.
For those interested in adventuring in
Mystic Japan, be warned that it might not match the heroic ideals of Western
fantasy, but the experience of adventuring beyond the box of your own culture
and embracing the weird of another mindset should largely be a reward in itself.
To help GMs and players dip into Weird Japan, here is a list of essential
sources.
APPENDIX N for NIPPON
For starters, Weird Japan’s appendix N has
to consist of indigenous works, not Eric Lustbader or Frank Miller reflections
of Japan.
I give here my own anime & manga Appendix N, as these are visual and thus
instantly accessible to outsiders.
4 Shigurui (Crazy for Death) – Not
supernatural, but a great source for the samurai ethic, or basically the
sadomasochism integral to feudal Japan’s hierarchical society.
Incredibly bloody and engrossing as a story, this is a must-see anime. The
manga on which it is based, although sumptuous with art omitted from the series,
lacks the concision and punch of the animated series, so stick to the animation.
3 Inuyasha – There is a lot of
pixel-bitching here (i.e. monsters won’t die unless you have the magical
McGuffin), and it is more a Japanese RPG video game translated to comics than a
traditional supernatural story. Nevertheless, the themes of reincarnation and
helpful monsters as well as evil ones are good examples of Japanese weird.
2 Dororo – No supernatural Japan should go
without influence from Osamu Tezuka’s unfinished masterpiece about a limbless
samurai who uses katana blades as prosthetic arms and legs to hunt down and
destroy the 1,000 demons that stole his bodyparts when he was born. Just read
that sentence out loud again to feel how weird Dororo is. Tezuka gave up
halfway to concentrate on another blademaster, the unlicensed surgeon Blackjack,
but the 3 books of Dororo with their haunting Warring States Japan filled with
7-tailed foxes, ratmen, and child-eating caterpillar women is a must-read for
weird. There is a live action Dororo that doesn’t seem to be worth the effort.
1 Ge ge ge no Kitano – This is the piece de
resistance of modern Japanese Yokai tales. The first anime series has all the
weirdness and gonzo a Westerner can handle, while later series were watered
down to a Dragonball/Inuyasha-esque explosion of kewl powers. The manga are
also fantastic. It is the story of Kitaro, a one-eyed ghost boy who flings his
magic wooden clogs at evildoers and is counseled by Otosan (literally ‘father’),
his other eye that walks around on its own miniature body. Over the series he
is joined in his adventures by the flatulent and untrustworthy Nezumi-otoko
(Ratman), the violent clawed Neko-onna (Catgirl), and the gigantic and
ponderous Nurikabe (Stickywall) among other monsters. Written by Shigeru Mizuki
(born 1922), who wrote and drew the series despite losing an arm in World
War Two, this work deftly melds the sensibilities of Edo period youkai tales
with the haunting nature of postwar Japan. There are also live action versions,
but these are of middling quality.
For art inspirations, the manga of Suehiro
Maruo is twisted and amazing, while for a more traditional perspective see the yokai illustrations of Hokusai
(1760?-1849?), who is mostly known for his famous depiction of a wave and also considered the
grandfather of the manga style. If you are looking for weird reading, Lafcadio
Hearn’s (1850-1904) Kwaidan is the ultimate source of indigenous Japanese ghost
tales before the nation’s modernization.
NEXT TIME: SAMPLE MONSTERS & ADVENTURES
Friday, November 29, 2013
Japanese Art Inspiration – Bounty from the Sea
The above painting is by Shigeru Aoki (1882-1911),
a Japanese painter of fantastic scenes who sadly died before the age of 30 from
tuberculosis. Aoki is known for using impressionist and western religious painting
techniques and applying them to Japanese myths. Aoki was of samurai lineage,
and some of his paintings have been named important Japanese cultural properties.
Many of Shigeru’s paintings, with titles
such as ‘Path to the Underworld’ and ‘Paradise
under the Sea,’ are great inspirations for fantasy gaming. Look at ‘Bounty from
the Sea’ again. Could it depict a group of Tanaroan tribesmen from the Isle of
Dread returning with their catch to feed the village? Or perhaps a band of
sea-elves bringing in shark heads as bounties to the fishermen who pay to keep
their fishing grounds, traps and nets free from such predators?
Wednesday, November 20, 2013
The Dwarven Miner Song
Being buried still under the thesis and digging for veins of gold in the dark dungeon of Academia, I leave you with a beloved dwarven ditty until I am free of my chains again.
- Tedankhamen
And pray when I'm dead and my ages shall roll
That my body would shimmer and turn into gold
Then I'll look from the door of my heavenly home
- Tedankhamen
Dwarven Miner
Song
(to the tune
of Johnny Cash’s ‘Dark as a Dungeon’)
Oh come all
you young fellers so young and so fine
Seek hotLY your fortune in a dark cheery mine
It'll form as a habit and seep in your soul
Till the stream of your blood runs as bright as the gold
Seek hotLY your fortune in a dark cheery mine
It'll form as a habit and seep in your soul
Till the stream of your blood runs as bright as the gold
Refrain:
Where it's
dark as a dungeon and damp as the dew
Where the danger is double and pleasures are true
Where the rain never falls the sun never shines
It's as dark as a dungeon way down in the mine
Well it's many a dwarf that I've seen in my day
Who loved just to labor his whole life away
Like a fiend with his gold and a drunkard his wine
A dwarf will have lust for the lure of the mine
Where the danger is double and pleasures are true
Where the rain never falls the sun never shines
It's as dark as a dungeon way down in the mine
Well it's many a dwarf that I've seen in my day
Who loved just to labor his whole life away
Like a fiend with his gold and a drunkard his wine
A dwarf will have lust for the lure of the mine
Refrain
And pray when I'm dead and my ages shall roll
That my body would shimmer and turn into gold
Then I'll look from the door of my heavenly home
And cheer the
miner digging my bones
Refrain
Wednesday, November 6, 2013
Thanks for the Swords & the Sorcerors, FGG and Tenkar
As snowed in under thesis writing and parenting as I am, it was incredibly nice to get a gift.
I am talking about Swords & Wizardry Complete, which Frog God Games has generously offered as a free PDF for meeting its Kickstarter goals. I suppose it would be equally apt to thank all the contributors, who by the act of supporting FGG and purchasing S&W have also made it available to all of us lurkers, faraway exiles & foreign folk, and cheapies.
Heartfelt thanks to you all.
I'd like to give a special shout out to Tenkar, who has become the Johnny Appleseed for S&W.
Cheers man. You have inspired me to contribute more after I crawl out from under these real life rocks.
I am talking about Swords & Wizardry Complete, which Frog God Games has generously offered as a free PDF for meeting its Kickstarter goals. I suppose it would be equally apt to thank all the contributors, who by the act of supporting FGG and purchasing S&W have also made it available to all of us lurkers, faraway exiles & foreign folk, and cheapies.
Heartfelt thanks to you all.
I'd like to give a special shout out to Tenkar, who has become the Johnny Appleseed for S&W.
Cheers man. You have inspired me to contribute more after I crawl out from under these real life rocks.
Friday, November 1, 2013
ROLEPLAYING SEMIOTICS
We roleplayers sometimes use words in weird ways.
Take the universally maligned ‘railroad’.
In the real world, railroads have multiple tracks and bristle with
straight-aways, switchbacks, loops, tunnels, bridges and dead-ends, all to get passengers
somewhere quickly. Call of Cthulhu is often called out for railroadey
adventures, with Horror on the Orient Express often cited as one of the worst.
But ‘Horror’ takes the adventurers from London
to Constantinople and back at a breakneck pace
– hardly ‘going nowhere’.
Generally, a passenger has bought a ticket
before boarding a train, and has acquiesced to both the length of the ride and
the destination. If a gamer feels railroaded, he has gotten on the wrong train,
and so it is with ‘Horror’. A passenger always has the freedom to get off a
railroad, and can go whatever direction they want. They won’t travel as fast,
and they might not find anything interesting. If the train leaves without them,
so does the engine of the story.
That being said, I am sure there are plenty
of ‘one-track railroads’ out there. In that case, it is up to the gamemaster to
flesh out the adventure with sidetracks, switchbacks, loops and all other ‘Jacquaying’
options she can. But is also up to players to verify they have bought tickets
on the right train, and to change plans if they haven’t.
What us gamers call ‘railroading’ should
probably be called ‘one-tracking’, but this type of misnomer has a way of
sticking around.
On the contrary, for all the talk of free exploration
in ‘open dungeon environments’, a dungeon literally takes you nowhere. Dungeons
were places where prisoners, often villains, lingered, forgotten, then
generally weakened and died faster the further down they were sent. Games have
inverted this, making dungeon delving freebooters into stronger and more indelible
heroes as they descend deeper into the bowels of the earth. The word dungeon
comes from ‘dominated place’, but most dungeons are free-wheeling environments
filled with wandering monsters and fighting factions. Maybe ‘The Lost City’ and
‘Escape from the Slave Pits’ are the truest dungeons in the original sense of
the word. Dungeon could also be used to mean a cell in a tower, but that usage
is unheard of in gaming.
The dungeon also gives you the illusion of
space and depth because you have to map and clear every square, when most are
no bigger than your average mall or megachurch. In Temple of Elemental Evil,
the Moathouse is barely 150 feet (30 meters) square, and the measly six floors
beneath only bump this up to 200 feet (66 meter) square.
Of course, the limitations of paper width
affected dungeon size, and I remember drawing a huge lost gnomish city on a
meter wide architectural or navigational graph sheet I got from somewhere in my
teens. But might the limitation also be conceptual? Maybe anything larger than
a sheet of paper is too much for us to handle. Witness the popularity of the
One Page Dungeon contest and the abortive Gigacrawler RPG of Zak S.
Why do gamers feel more free in a dungeon
than an infinite open world?
What about the venerated sandbox then?
Sandboxes are known for starting as nothing, empty frames that require human
action to give the raw dirt that lines them form and function. They are places
where children bring and forget their toys, where they fight and make one
another laugh or cry, and which the next rainstorm wipes clean.
From Greyhawk to Dwimermount, the sandboxes
we have seen are those already played through by others, and littered with
their sand castles, battlefields, and dropped toys. Has there ever been a game
that provided the raw, inchoate stuff of chaos from which players could fashion
their own castles and roads, and run their toy cars and people along? Could we
handle such a game if it did exist, or do we need the pegs of Hommlet and the Underdark
to hang our imaginary gaming hats on? I suspect that we do, but the call of
that blank space is still there, which is why we explore. I used to let players
decide the name and size of every community they encountered, and only after
working a few ‘Bumvilles’ and ‘Newtropias’ out of their system did they start
breathing life into interesting locales.
Is roleplaying in general and fantasy
gaming in particular the closest our rigid adult minds can get to the free
imaginative play of youth? Is that why we love and take it so seriously?
I wonder.
Sunday, October 27, 2013
Profiled!
The word 'profile' has such a bad ring to it after all the years of police racial harassment...
Be that as it may, this little exercise is right what I need to scratch the gaming itch and blow off some phd steam. Without further ado, here is Tedankhamen's profile:
I'm currently running (at home): Nada. I'm 100 pages in to a 240 page PhD, with a 4 month old boy to look after, so not running anything for maybe 6 to 9 months. Last thing I ran was a short-lived Call of Cthulhu game.
Tabletop RPGs I'm currently playing (at home) include: Zip, see above.
I'm currently running (online): Nil. Sigh.
Tabletop RPGs I'm currently playing (online) include: Rien, ditto. Last thing I played in was Justin's Vaults of Ur.
I would especially like to play/run: Stormbringer, Unknown Armies.
...but would also try: anything but Maid
I live in: Japan, just outside of Kyoto.
2 or 3 well-known RPG products other people made that I like: I have been a cheap cnut and haven't bought anything in ages, but Death Frost Doom, Pornheim (sorry, Vornheim), Anomalous Subsurface Environment and Barrowmound sound awesome, along with a dozen other things. Time for a shopping spree when the degree is done.
2 or 3 novels I like: Elric cycle, Foucault's Pendulum, Ringworld, the one I am writing...
2 or 3 movies I like: The Thing, Conan, Paris Texas, The Audition
Best place to find me on-line: This blog, for games.
I will read almost anything on tabletop RPGs if it's: Stormbringer, Unknown Armies, free & half decent
I really do not want to hear about: How cool you are because you've published a game and how nobody who hasn't isn't entitled to an opinion...
I think dead orc babies are ....well, ok, it's complicated because I've never eaten any
Game I'm in are like this
Free RPG Content I made for BRP/Stormbringer available at this link.
Free RPG Content I made for Palladium is available somewhere out there. I posted a Palladium Patch on Scribd years back and it got good reviews, but seems to have disappeared. Time for a new version?
Free RPG Content I made for AFMBE, Robotech, and Stormbringer available on this blog.
If you know anything about converting Phoenix Command to BRP it'd help me with a project I'm working on
I talk about RPGs on this blog under the name Tedankhamen on this blog. Also under my real name at coffee shops and bars around Kyoto with my mate Sunglasses Jerk.
Sunday, October 20, 2013
SURVIVING OSR BUTTHURT & TWO TROLL QUESTIONS
Basically, someone just tried to OSR
butthurt me. Who? That’s not important, I won’t call out anybody, but I am sure
Google will help you if you want to now. Prepare to be unsurprised. The more
interesting question is why, and by answering this we can also uncover some
rules to help us survive the inevitable OSR Butthurt when it happens to us.
REASON ONE – None of us are friends, all of
us are strangers
Responding to blogs is a funny type of
interaction in two ways. First, we have no qualms starting an online
conversation with a person we’d never talk to on the street, or one whose house
we’d never think of entering. Commenting online disarms us against strangers,
we let our guard down thinking they will be courteous and kind when we may have
just inadvertently challenged a major tenet of their belief system and set them
into attack mode in their own territory. Add to that the fact that the
emotionless & contextless nature of leaving online comments is like trying
to teach the lyrics of a song with a kazoo in your mouth, then the possibility
of misunderstanding and conflict is obvious.
Remember, none of us are friends, all of
are strangers, and the chances we will misunderstand or argue are greater than
those that we will get along.
REASON TWO – All of us are trolls at one
time or another
I dimly remember making a positive comment
about a blogger a few years back to which my butthurter objected. The details
elude me now, but I remember not saying anything abrasive, and quite oppositely
trying to calm down or show support for someone who had been riled up. Although
this incident was unimportant to me, the OSR leading light seems to have
remembered and decided to shoulder a chip and exercise a grudge against me.
Which, if you think about it, is pretty
sad. Holding a grudge about an insignificant comment about roleplaying games
for years is a terrible waste of a person’s energy and emotion, and brings me
to my next point:
REASON THREE – The Smallest Thing In Real
Life Is Bigger Than The OSR
Right now, I blog to let off steam and have
a quasi-creative hobby while I finish a PhD on US economic discourse (don’t
ask), look for a new uni to work at for the next 4 to 5 years, and
simultaneously raise my beautiful 4 month old son.
The OSR and my blog is pretty far down my
list of priorities. I enjoy the boundless creativity of many fine blogs out
there, the amusing personalities and insightful comments, and even the scandals
and flamewar of the week. But I never take any of it seriously. Sadly, over the
years the OSR has lost some great biggies (ChogWiz and James M to name a few),
and doubtless an uncounted number of unknowns to its frequent waves of drama.
Me, I’ll take the good and leave the bad, just as my butthurter advised me.
REASON FOUR – Don’t Monetize Unless You Can
Deliver the Prize
This last one has nothing to do with the
incident that inspired this post, but as I have resolved not to charge for any
material I produce, I thought I’d say a word about the OSR as business. I
admire the heck out of people who do great work and deservedly make a living
off the OSR in particular and RPGs in general. But there are far too many out
there who think game design is a quick, fun job. A quick glance at Tenkar’s
list of failed Kickstarters sadly reinforces this reality, and I for one both admire
Tenkar for holding people’s feet to the fire while at the same time feeling
what a great waste of his time and talents it is to keep the list updated.
Ask James Raggi – he may personally be
having fun producing LoFP, but he’s also working his arse off. The two aren’t
incompatible, but like any creative endeavor you can’t succeed in games without
hard work.
TWO TROLL QUESTIONS
Finally, in a non-sarcastic way I’d like to
ask you dear readers the same two questions that set off the OSR bigwig: “What
do you get out of D&D?” and “Are all the different books & editions
just grist for the mill?”
For me, D&D is both pleasant nostalgia
for the games of my youth, as well as a great mental exercise that takes my
mind of the depressing things I find in my thesis. Economics is starting to
look like the greatest scam ever perpetrated to me, so the idea of bashing down
doors and braving monsters and traps for gold is refreshingly pure and simple.
I’d have to say that with the exception of
the Midnight campaign setting, which I L-O-V-E, I enjoy the mishmash of
anything pre-3e. I have tried 3e and 4e, and maybe if they hadn’t been sold as
D&D I would have liked them more, but playing them after years of 1st
and 2nd edition was like switching to new Coke or Crystal Pepsi. Might
have been fine if I hadn’t known better, but once you taste that classic stuff,
new is not always better.
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