Friday, December 22, 2023

Wyatt Earp's GMing Advice

 Just listened to this WILD account by Wyatt Earp of the reality of gunfighting in the Wild West.

A couple of takeaways:


1 If someone got the drop on, 9 chances out of 10 you'll lose.


2 Carrying two guns is not for shooting at the same time, but in case one runs out.


3 People who fan (spam) or quick draw don't always win.


A GM's First Priority Is...

This is not so much a hot take as a tepid opinon.


What is a GM's first priority?

To entertain the players?

No, they have to work just as hard as the GM for this to happen. The modern vogue of GMs as free entertainers rankles me, and leads to games fizzling out.


To know the rules perfectly, and memorize the rulebook?

Again, I dislike the GM as computer school of thought, which leads to clueless players, one person stuck as forever GM, and GM burnout.


To adjudicate the rules fairly?

This is essential, but I would not call it a first priority.


To create compelling adventures?

Again, this is natural but not a first priority. Weak storytellers can rely on published adventures, stronger ones will naturally weave an enthralling tale.


What is the answer, then?

If you ask me, a GM's first priority is to lessen his or her workload. This will prevent burnout, but more importantly, let them enjoy the game, and be fresh enough to improvise when PCs go 'off script' during an adventure. It will also let GMing look like the thrill it should be when done right, and hopefully lead to players taking turns in the driver's seat.



Thursday, December 21, 2023

Stormbringer Redux # 17 - Abstract Weight and Wealth



(NB: Yes yes, I realize I skipped # 17. Things are ready when they are. This isn't work, there are no deadlines thankfully.)

I've circled back to this post after a long pause because it was daunting. But something has clicked in my brain, so I thought I'd churn it out.

Here are my thoughts on Concrete vs Abstract systems of Weight & Wealth. I will go through Original Rules, Concrete Rules & Reasoning, Abstract Rules & Reasoning, and finally define When To Use them and suggest Other Effects.


1 ORIGINAL RULES


Famously, the old Stormbringer rules had nothing about carrying weight. Players were on an honour system.

As for wealth, there was starting wealth based on character background, stretching from Nobles all the way down to peasant Farmers. There was also a catalogue of things to buy, but nothing on living costs, quality of items, etc.

Let's try to connect these things in useful or interesting ways.


2 WHEN TO USE CONCRETE VS ABSTRACT WEIGHT & WEALTH


As noted earlier, I think the implementation of 2 styles of play, Pulp vs Saga, would make gaming more enjoyable. Each of these dictate different rules to help emulate the feel of their source material.


PULP PLAY = CONCRETE RULES, ELRIC!

Pulp is when you want to hack and slash through the Young Kingdoms. In this mode, player characters need to face limits, and thus Concrete Wealth and Weight are natural choices. Just like Moonglum in the Elric books, characters are more concerned with actual coin than abstractions, and thus limiting how much they can carry feeds into this aesthetic. The Elric! game also limits the characters to humans, and so is firmly in this camp.


SAGA PLAY = ABSTRACT RULES, STORMBRINGER

Saga play is when characters strive for higher ideals, fighting for a cause, opposing the gods themselves, even if it means destroying worlds. In this case, stopping to count coins in their purse or bank vault seems counter productive. Although Stormbringer toys with this idea of a higher struggle, especially with its Elan and Agent rules, there are no clear rules underpinning this aesthetic.


3 CONCRETE RULES EXAMPLES


WEIGHT

For weight, you can use the encumbrance rules I proposed (HERE), or something from a Chaosium product. This will make players more wary of the gear they choose and any treasure they pick up.

WEALTH

Likewise, the starting wealth and price lists are useful. However, we could add levels of wealth & living costs to give some connective tissue. Here is my previous stab at it.


SOCIAL RANK                        CURRENCY               REAL WORLD

Melnibonean Imperial               Melnibonean Wheel      500, 000 dollars

Melnibonean Nobles                   Silver Dragon (MA)      500 dollars

YK Royalty                                  Large Gold (LG)          100 dollars

YK Nobles                                   Small Gold (SG)          50 dollars

Clergy                                           Large Silver (LS)          10 dollars

Urbanites (Merchants, Rogues)      Small Silver (SS)          5 dollars

Rural Folk (Hunters, Farmers)      Large Bronze (LB)          1 dollar

Dispossessed (Beggars)                  Small Bronze (SB)          ½ dollar


STARTING WEALTH

Starting wealth could thus be calculated in the currency of the social rank. For example, according to the 4E rules, a Young Kingdom noble would 100 x 1D100 LB, and a Hunter with 1D100 LB. You could either keep this, which seems reasonable, or start all characters with 1D100 X INT of their currency to simplify things.


LIVING COSTS

One staple of pulp fiction is the constant need to go find treasure. Conan gets the rich at the end of a story, and is broke and needs to go adventuring again at the start of the next. Living costs help give this impetus for adventure.

If we make living costs 100 - INT in the requisite coins a month for all characters, this would give them a motivation to adventure and try to accumulate wealth. Small currency means characters live cheaply, large means ostentatiously. Note that even Melniboneans live using gold, because their currency is so rare and a result of exploitation that it can never be spent on mundane things. Instead, it is reinvested in keeping the status quo.

ITEM COSTS

The Stormbringer item price list is very limited, as is Elric! By extrapolating costs based on the currency suggested above, we open up the game to an interpretive economics that enriches the whole experience.

For example, a Riding Horse is listed as 100 LB in Stormbringer. Moving up or down the social ranking, we get very different 

SOCIAL RANK                        CURRENCY               REAL WORLD

Melnibonean Imperial               Melnibonean Wheel      A fine dragon with ornate palanquin

Melnibonean Nobles                   Silver Dragon (MA)      A young dragon with simple saddle

YK Royalty                                  Large Gold (LG)          A trained & intelligent warhorse plus retinue

YK Nobles                                   Small Gold (SG)          A fine, fast steed with a pair of mounted guards

Clergy                                           Large Silver (LS)          A thoroughbred trotter

Urbanites (Merchants, Rogues)      Small Silver (SS)          A gentle city trained mount

Rural Folk (Hunters, Farmers)      Large Bronze (LB)          A rough riding horse

Dispossessed (Beggars)                  Small Bronze (SB)          Broken nag a fortnight from the glue factory

The same range of prices and qualities can be extrapolated for all items on the list through discussion between GM and players.

WEALTH GAP

Note that poorer characters should never be allowed to 'piggy back' off the wealth of others. Pulp worlds are dog eat dog, so any rich Noble character would have to pay poorer characters in their retinue, while poorer characters would be constantly forced to work or adventure to make ends meet.


4 ABSTRACT RULES


WEIGHT

If we want to step away from the bookkeeping to focus on story, we can tie encumbrance to character occupation. First, we can link carryable arms & armor:

Warriors - Any armor and shield, up to 3 weapons (usually one main, a side, and one ranged)
Soft urbanites - One side arm (ie boot dagger or cudgel), with one more when prepared for battle. Can only use soft armor and small shields (target, buckler).
Hardy countryfolk - One side and main weapon (usually bow), plus one extra when prepared for battle. Can use any armor except full plate, and up to medium shields (target to heater).

For other objects, common sense judgments of weather it is light (no penalty), carryable (fills arms and slows movements), or draggable (so heavy can only be dragged slowly with character exhausted afterwards).

WEALTH

Similarly, we can do away with number of coins and simply use the following descriptors for any equipment or services the character uses.


SOCIAL RANK                       CURRENCY                       LUXURY DESCRIPTOR

Melnibonean Imperial               Melnibonean Wheel          Decadent

Melnibonean Nobles                   Silver Dragon (MA)          Opulent

YK Royalty                               Large Gold (LG)                  Magnificent

YK Nobles                                 Small Gold (SG)                  Ornate

Clergy                                           Large Silver (LS)              Distinguished

Urbanites (Merchants, Rogues)      Small Silver (SS)             Clean, proper

Rural Folk (Hunters, Farmers)      Large Bronze (LB)              Rustic, sturdy

Dispossessed (Beggars)                   Small Bronze (SB)          Squalorous, unhealthy

STARTING WEALTH

Here we do away with costs, and simply decide what a character would have based on their Social Rank. In my playtest last year, we had a Melnibonean noble high priest, who started with a mystical yacht made of strange alloys by lost ancient craftsmanship. His companions were various YK folk, such as a Weeping Waste warrior who had arms, armour, a pony, and naught else.

LIVING & ITEM COSTS & ACCESS

Once again, abstraction does away with all price lists, and characters get the item quality they can afford. The Melnibonean high priest would usually have opulent meals in Imrryr, but would have to settle for lower fare while traveling in the Young Kingdoms. The Weeping Waster would be satisfied with rustic food, such as tartar steak seasoned under his saddle and cooked by his horse's bodyheat.


4 OTHER EFFECTS


One other effect of choosing Pulp vs Saga play is whether the Allegiances system should be used. But this is a tale for a different time.

Sunday, December 3, 2023

Why I Walked Away From An OSR Game Offer

Last week, I got offered a spot in an OSR game an old friend was running for his nephews & nieces.

When I stated my preference of 3D6 down the line, I was laughed at and told to roll 4D6, drop the lowest, and arrange to my liking.

I walked away.

What even is the point of playing a broadly competent but unremarkable character?

Why don't you just play 4E, grab your 18, 18, 17, 17, 16, 16 array, and pretend to roleplay when you're just doing an analog simulation of a CRPG?

Am I out to lunch?

Here, let's compare two characters to see which is more compelling to play.


4D6 Drop Lowest

2, 3, 3, 2 = 8

2, 2, 4, 6 = 12

2, 6, 2, 2 = 10

6, 2, 6, 5 = 17

3, 5, 6, 5 = 16

2, 5, 6, 1 = 13

So, you'll either put the 17 in STR for a Fighter or INT for a Mage, 16 in CON for HP or DEX for an AR boost, dump 8 in CHA and call it a day. Other stats go wherever. Ho hum, another Murderhobo. And everyone else in the party will have the same cookie cutter stats, unless they got super unlucky and become the object of derision / scorn, or so high they are envied and reviled. Because we don't play for the individual in OSR / NSR, we play AS A PARTY.


3D6 Down The Line

STR 3, 6, 4 = 13

CON 5, 6, 1 = 12

DEX 4, 3, 5 = 12

INT 6, 5, 1 = 12

WIS 5, 2, 6 = 13

CHA 6, 3, 5 = 14

Wow, got super lucky! No really 'hopeless' stats (a moniker I hate, as I just consider a low stat a roleplaying hook), but that 14 CHA tips me towards taking a Bard, which I LOVE doing in older editions. This gets my juices flowing to see how this character will interact with others with similarly evocative stats.


And that is why I said no thanks.

Friday, November 10, 2023

Update From Sandy

So I just got an email from Sandy Petersen.

He magnanimously accepted my apology.

He is pleased and relieved that Kerie is still around and active.

Life goes on.


Speaking of life, what is Tedankhamen up to?

Working on a 'zine.

Loving life with sonny and my partner.

Reading Warlord of the Air.

Grinding through first year as a schoolteacher while keeping eyes out for better.


Renting a house in the country for the long weekend.

Hoping for peace in the middle east.

Wednesday, November 8, 2023

Apologies To S. Petersen, K. Campbell-Robson, and my readers

 Hello everyone,

Yesterday, I posted an interview with the venerable Sandy Petersen about his involvement in the development of the Stormbringer rpg. In it was a reference to the author of the Hawkmoon game, Kerie Campbell-Robson. In a case of mistaken identity, Sandy believed she was deceased.

I posted the interview without checking this fact, and was informed by several readers that, thankfully, Mrs Campbell-Robson was indeed alive and still active in RPGs.

So I'd like to issue a few apologies.

First, to Sandy Petersen, for jumping the gun on posting. It was late and I was tired, but these are poor excuses. Mr Petersen kindly took me into his confidence and shared his insider knowledge and invaluable memories of production at Chaosium. Sandy is a compassionate man, and included the mistaken identity story of a tragic end. However, the fault is mine for posting without fact checking.

I am sorry Sandy.

Next, to Kerie Campbell-Robson, I apologize unreservedly for spreading an erroneous story of her demise. I will try to make up for this by educating myself on her RPG industry achievements, and posting a complete picture of her career achievements and contributions to the Eternal Champion line in future.

Please forgive me, Kerie.

Finally, to my readers, I am truly sorry for disseminating false information. As a one man blog operation who is also a single father and fulltime teacher, I am stretched pretty thin. Still, as a former Media Studies professor, I should have done better.

I hope you will let me make it up to you with content here.

I have redacted the mistaken identity story from the interview, and added the following disclaimer:

NOTE - In the interview, I have redacted the part about Campbell-Robson being deceased. This was a case of mistaken identity. My apologies to Mr Petersen for jumping the gun on publication, and Mrs Campbell-Robson for not checking the fact before posting.

Tuesday, November 7, 2023

Interview With Sandy Petersen - The Man, The Mythos, The Living Legend!

 I love Sandy Petersen.


The man has made a game (Call of Cthulhu) that is arguably responsible for the ubiquity of Lovecraft we now seen in popular culture.

His game has also given me many great gaming memories with friends.

Ditto the video game DOOM he helped create.

A few years back, he started his YouTube channel, and I was impressed anew by his warmth, his encyclopedic knowledge, and his astute insights. He even liked and responded to some of my comments,  attesting to his love of the fans. 

Not thinking I would get an answer considering how busy Sandy is being the patriarch of a large, happy family as well as the head of a gaming company, I decided to contact Sandy and ask him a few questions about his involvement in the development of Stormbringer.

And Sandy delivered. There are some juicy insider tidbits here, and it'll take me a few days to respond to them.

For now, please enjoy these memories of Stormbringer's production and insights on its popularity. There are also some dark revelations in here about the business, especially the sad fate of Hawkmoon's creator. Sandy's comments remind us that the games we love are all too often made by real, frail humans who do not always get the happy end they deserve.

I am happy that Sandy seems fit and happy. Please give him some love via the links below:

Sandy's YouTube HERE

Peterson Games HERE


1 I think your work for Call of Cthulhu is amazing and well known by now, but can you tell us a little about the other Chaosium products you worked on?


Answer – After being hired in 1981, I had a tendril in almost everything Chaosium produced. As far as game design credits go, I was assistant designer on Elfquest, co-designer on Runequest 3rd edition, and main designer on the Ghostbusters RPG which Chaosium created for West End Games.

 

2 Back in the day, Chaosium was known for doing quality interpretations of Intellectual Properties - Lovecraft’s Call of Cthulhu, Niven’s Ringworld, and Moorcock’s Eternal Champion. What was the thinking behind that, and what do you think ended this trend?


Answer – I was not privy to the early reasoning; Chaosium got the Lovecraft & Moorcock licenses before I worked there. Plus they did the Sanctuary multi-system expansion. Chaosium also got the license for Fritz Leiber’s Nehwon series but this was literally extorted away by evil men. I was there when they got Niven’s Ringworld and I think by that time they were no longer giving reasons for it – they were just in the habit of doing games based on literary licenses.

 

When Chaosium fell on hard times, this really bit them in the hindquarters, because Moorcock got pretty mad about not getting his royalties or really, any communication. This was after I’d left of course.

 

I also recall, as a side note, that Moorcock didn’t care a lick about what we did with his characters & world. We had carte blanche. He just wanted to give us the license, sit back, and let the checks come in. Of course that suited us dandy, but we did keep our creations within the spirit of his worlds.

 

3 The cosmic horror of Lovecraft has a huge resonance & appeal for roleplaying fans and has really seeped into the cultural zeitgeist. The Moorcock mythos also has a roleplaying appeal & influence, but in terms of literature has been copied or homaged but generally remained niche. Why do you think this is so?


Answer – I think there are two reasons behind this. First, Lovecraft’s work was far more seminal and influential than Moorcock’s. When talking about “great horror writers” it’s Poe and Lovecraft, with everyone else panting far behind. When talking about “great fantasy writers” while Moorcock gets a mention, so does Tolkien, LeGuin, Howard, Zelazny, Rowling and so many others. Moorcock can get lost in the flock.

 

The other reasons is that, for me, Lovecraft’s work is more adult. It appeals to the empty, terrifying universe, and he put forth concepts not seen before in horror or science fiction. A cosmic entity which acts as Earth’s suicide pill? Creatures that travel in time instead of space? All Earth life is a joke or mistake? It’s heady stuff.

 

Moorcock is designed to appeal to an angsty teenager. I realize that sounds like I’m making fun of Moorcock, and that’s not the case. I think Moorcock’s writing appeals to the angsty teen that lurks inside ALL of us. Look at his sad tortured yet murderous heroes who practically must be prodded into action and spend so much time navel gazing. In addition almost none of his heroes belong in their world –many are the Last Remaining of their race, so the eternal outsider. I will say that every “tortured outsider” written by other authors are really depressing and boring, while Moorcock managed to make HIS heroes likeable, interesting, and also he did a fabulous job of world creation. That’s quite a feat. I love everything of Moorcock’s I’ve read (which is most of his stuff).

 

4 Can you tell us how you came to work on Stormbringer (and Hawkmoon) rpgs, and what products of the Eternal Champion line you contributed to?

(I know only of the Stormbringer Companion and Hawkmoon Shattered Isle)


Answer – basically I did almost all of the typesetting and a good part of the editing for every single Chaosium product. We all worked in a single large room so were firing ideas off each other like machineguns. I was brought onto Stormbringer late – the game already existed, so we were looking to do expansions for it. We felt that Stormbringer was the “good neglected child”. We spent almost no effort publicizing nor supporting it, yet it kept selling well year after year. Every couple of years we’d feel guilty about this, and put something out.

 

Hawkmoon was another attempt to support Stormbringer. I read (and liked) all the Hawkmoon books, and we had a young woman, Kerie Campbell-Robson, who was a big fan, and could write really well. So she designed the Hawkmoon game, and I worked pretty closely with her in the process. She gets the majority credit though. 


NOTE - I have redacted the part about Campbell-Robson being deceased. This was a case of mistaken identity. My apologies to Mr Petersen for jumping the gun on publication, and Mrs Campbell-Robson for not checking the fact before posting.


 (she also did our CoC Dreamlands book)

 

5 Did you find it easier or harder to write for epic fantasy than cosmic horror? Were there any similarities between the two genres, specifically Lovecraft & Moorcock?


Answer – In 2017, I published Sandy Petersen’s Cthulhu Mythos for Pathfinder. And a couple of years later I republished it, but for D&D. I also published a number of high-quality campaigns for D&D – all set in their epic fantasy world but filled with horrific Lovecraft stuff.

 

While I don’t think that Lovecraftian horror and heroic fantasy are particularly similar, I do think that Lovecraftian horror can be added to a lot of genres, fantasy included. I think Moorcock is particularly friendly to Lovecraft, given the terrifying creatures that Moorcock placed within his tales – such as Sreng of the Seven Swords, the Castle of Blood, or other such awful ideas.

 

6 Whereas the original Stormbringer enjoyed 4 editions and several reprints, Hawkmoon did not fare as well. Do you think this was due to production issues, or else a different reception among gamers?


Answer – I think we at Chaosium didn’t manage to push it very well. By 1986 Chaosium was starting to retract itself. The two main creative forces at Chaosium were me and Greg Stafford. I was of course focussed primarily on Call of Cthulhu (the big money maker) and Greg was focused on Pendragon (his baby). I suppose overall it was a failure from the top down, in that Chaosium never had a real chain of command.

 

7 You are also a designer and lover of board games, and Petersen Games is known for huge tactical games like Cthulhu Wars. Did you ever play the old Stormbringer boardgame? What was your opinion of it as a designer and game lover?


Answer – I played the Elric game several times. Victory was kind of random, because the summonings and events could be so earth-shattering. I mean, you can carefully build up your army, pack it into a fleet and send your mighty military out to conquer Pan Tang (or whatever) and then your enemy summons Slortar the Old or a pack of Oonai or something and wipes your force out. But on the other hand, it certainly hews to the spirit of the stories, where that sort of thing happens a LOT. (“Ha! I’ve summoned the Elenoin to kill you, Elric.” “Well, I’ve summoned a bunch of Grahluk, who live only to kill Elenoin, to save me.”) The bottom line is that while your strategic reasoning and plotting may not always carry you to a win, but the game is always fun to play and full of surprises which is more important.

 

8 Petersen Games is known for the award winning Cthulhu Wars, but has also published fantasy games such as Glorantha: God War and Orcs Must Die. If you did have a crack at Moorcock’s IP, would you produce a game? If so, what would it be like?


Answer – I guess I’d first have to decide if I was doing a game on a single realm or the whole multiverse. If it was the multiverse, I’d have all the players be the different Eternal Champions, competing against each other (yes I know they’re all the same person) to  become the most memorable, or find peace, or something.

 

If it was just Elric’s world, I would have each player be a powerful nation from the world – one player would be Pan Tang, another Melnibone, etc. Elric would be a spoiler.