27 April 2015

NPC of the Day: Jake "Greywolf" Nelp

"Every day I don’t get up, the suits rip down another acre of trees.  I can’t quit."

Jake Nelp is an aging hippie. He grew up on a commune, and holds firmly to 60s counterculture values, morals and practices. The fellow lives out of "Betsey," his colorfully painted '65 Westphalia WV microbus, traveling between various Ren Faires, counterculture festivals and bashes like Burning Man, to hang out with like-minded individuals and sell knives. He forges and grinds his own, and has a wide reputation amongst festival regulars as a superlative knife maker, and as a friendly fellow who plays at campfires and always has a story to tell. It's enough to get by, and for him money is only needful to pay for gas, propane, spare auto parts, food and knife-making materials: "the buck’s a prison of green."

He's also a practicing shaman, with a wide range of occult lore, and is a devotee of Carlos Castaneda (though he greatly prefers pot to mushrooms) and various Cherokee shamen. He's come up with his own rituals, which for some reason he does in jackleg Cherokee, and they do work: largely in the way of manipulating fire and spirits.  He'll only work with magic at night, and song.  Meditation, for him, involves putting on some 60s tunes (he's reluctantly given up his decrepit 8-track player for an iPod player), lighting some joss sticks, putting the lava lamp on, and smoking a bowl.

A few notes:

* Jake is used to living rough, and can manage out of a tent just fine. However -- and this is where the Chronic Pain and Slow Riser comes in -- he's over 60 now, and living off of Faire food and on a futon in back of his microbus has just taken a heavy toll; he's achy. A lot.  He loves being a drifter, but fears that his roving days are nearing the end.

* He is only a pacifist by philosophy. He's well aware that him and people like him get hassled a lot by the Man (thus the Social Stigma, and having an FID in case he gets bothered about the honking big knives he carries around), and that some folks aren't willing to live and let live. He is very fast for his age, knows how to use his knives, and won't shy away from doing so if he figures he must.

* The Contacts represent probably four types of people: a fellow knife-maker, a fellow Faire merchant, a fellow shaman, and that lady who bakes the awesome flatbreads at his old commune.


* He's something of an ecoterrorist.  The "Suits" are all that's wrong with the world, and them building highways and pipelines everywhere will ruin it if you aren't vigilant.  A natural gas pipeline proposal which would go through his rural home county -- going, naturally, from places far away thataway to the Big City far away that away -- is very much in his crosshairs, and he's making plans.

* His daughter Brooke is a pediatric surgeon at a teaching hospital.  They love each other very much, and spending the first few years of her life on Jake's commune (that given name is "Riverbrook," actually) gives her significant sympathy for his POV.  Still, she's made up a mother-in-law apartment at her home, hoping Jake will settle down with her. 

* The milieu presumes Normal Mana, the character first being imagined for a Mage game that didn't survive the first session.

 

ST: 11       IQ: 12      DX: 13      HT: 12      Move: 5

Advantages: Charisma/1; Contacts (4 points' worth); Less Sleep/2, License Perk (has an FID); Magery/2 (Night, Song aspected); Night Vision/2; Reputation+3, as master knife-maker, Ren Faire types, 12-.

Disadvantages: Addiction / Pot smoker; Chronic Pain / Mild, 2h, 9-; Code of Honor (Counterculture); Disciplines of Faith; Farsighted (mitigated); Slow Riser; Sense of Duty: underclass; Social Stigma: Second-class citizen; Struggling, Vow (Oppose The Suits).

Languages: Speaks and reads Cherokee at Accented level.

Quirks: Cats are people; Don't mess with Betsey!; Dresses in stereotypical hippie attire; Loves his daughter; Pyrophile.

Skills: Armoury-18; Carousing-13; First Aid-13; Gardening-13; Knife-14; Mechanic (auto)-12; Meditation-12; Merchant (knives)-12; Musical Instrument (guitar)-12; Observation-12; Occultism-13; Public Speaking-12; Religious Ritual-12; Savoir-Faire (counterculture)-13; Singing-13; Survival-14; Thrown Weapon: Knife-13.


Spells: Affect Spirits-13; Create Fire-13; Divination-14; Heal Plant-13; Identify Plant-14; Ignite Fire-14; Itch-14; Plant Growth-15; Seek Plant-14; Sense Spirit-13; Shape Fire-15; Spasm-14; Summon Spirit-13; Turn Spirit-14; Warmth-13.

Betsey is a ‘66 Westfalia VW Microbus camper.  Named after a lady Jake knew (her likeness is on the driver’s side door in a white bikini and glasses), Betsey is done up in lime green and liberally festooned with Peter Max-esque counterculture paintings and liberal bumper stickers.

Her interior is done in ash paneling, with handmade curtains in the windows (gifts from Brooke) and dark blue shag carpeting.  There are futons with homemade quilts in the overhead extendable camper and the back (used for a spare bed in need and for general hanging out).  Behind the macrame-and-beaded covered seats are a couple propane burners scavenged from a Coleman stove, a wash basin, a cutting board, and narrow cabinets holding cooking equipment, wooden and handmade pewter flatware and Jake’s fetish kit. 

On the walls are a bookcase, brackets for Jake’s guitar case, a CD player/radio and a modest stack of CDs, a battery-operated fan, a propane space heater and several dreamcatchers.  The bookcase has the following well-worn titles: Stranger in a Strange Land, The Hobbit, an omnibus of the first three Foxfires, Complete Guide to Camping, Abbie Hoffman’s Steal This Book, the Pentagon Papers, the North American Field Guide to Plants, the 1972 Whole Earth Catalog, the Nelp family Bible, Carlos Castaneda’s Teachings of Don Juan and A Separate Reality, and the following Cherokee shamanic texts: the Kanâhe'ta Ani-Tsa'lagï E'tï, Origins of the Bear, and the A`yûn'inï “Swimmer”, Gatigwanasti, Ayâsta/Gahuni, Inâ'lï “Black Fox”, Tsiskwa “Bird”, A`wani'ta “Young Deer” and Takwati'hï “Killer” Manuscripts.

Beneath the futon is jammed with stuff (getting things out can be a chore): a dorm-size propane refrigerator, two grinding wheels, a portable anvil, a propane cutting torch, a number of canvas sacks, mosquito netting and spare tarps, as well as a 2-gallon spare gas can, a 5-gallon iron cauldron, Jake’s fetish kit, miscellaneous gear and food.


For further explanation of system numbers, check this link.

21 March 2015

Campaign FAQ

I've found this a useful thing, over the years, in giving a quick precis about my campaign, my setting and the system I use.  I think all GMs should use something like this, and I know I would've avoided a couple of campaigns in my time if the GMs had handed me one of these:

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New Player FAQ                Celduin Campaign, RG Traynor, March 2015

Hello!  I’ve written this for prospective new players to clue you into what the style of our campaign is like.

What system do you play?  I was one of the original GURPS playtesters nearly thirty years ago – as well as a writer for Steve Jackson Games and several other gaming companies – and I’ve GMed it ever since. 

Ack!  Don’t they call that a hard system?  It isn’t nearly as tough or “math oriented” as its detractors make it out to be.  The real deal is that a dithering player can take forever over the choices available.  I recommend GURPS Lite, a 32 page free PDF from the Steve Jackson Games website, for a look at a stripped down version of the rules.  You don’t need anything more complicated.  Besides that, I require new players to sit down with me and tell me, in as much detail as they feel like, what kind of characters they want to play.  Character creation takes a great deal less time with me present to answer questions and give guidance.

Alright, I know GURPS.  Any changes I need to know? 
A number of them, including new Advantages, Disadvantages and skills, templates appropriate to my campaign, and a few other fillips (such as that I still use BSII missile rules for simplicity’s sake).  A number of skills, Advantages and Disadvantages are restricted or disallowed.  I have some house rules for things, but the gist of it goes back to GURPS Lite, which substantively I run; I'm not inclined to slow down play hunting and pecking through rulebooks for every last little modifier.  I have an edited version of GURPS Lite on my campaign’s website, incorporating the house rules, which I urge new players to download.

What’s your campaign like?  I run a Renaissance tech fantasy world, very loosely based on Kenneth Bulmer’s Dray Prescot/Scorpio series.  It is now getting into the Gunpowder Age.  Realism is a hallmark of Celduin, and you won’t see magical streetlights, orcs carrying hundreds of gold pieces and flying cities.  The current party (an all-mage group, an experiment that’s been going on for a couple years now) is based out of a giant seaport, and maritime and urban adventures have traditionally predominated.  Characters ought to be able to get along in a city and at sea. 
            
What’s the play style?  We have a collegial, laid-back atmosphere with a bit of socialization and digression – someone expecting wall-to-wall Action!!! will be disappointed.  (Then again, someone who can’t hack two hours of rip-roaring combat will be disappointed too.)  We’re also a crew of mature grownups and like to see like-minded folks.  I run a character-driven game more than a plot-driven game; of course there’s plot, and lots of it, but I want the players to tell me what they’re going to do far more than I push the plot into telling the players what to do.

When and where?   I run on the 2nd and 4th Saturdays of the month; it starts at 11:30 and wraps up around 6:00 PM.  Good attendance is strongly encouraged.

Anything else I need to know?  We have a cat and a rabbit, and anyone with serious pet allergies should take notice.  This is a non-smoking apartment, and we’re not much for drinking.

14 February 2015

Playing child characters

So I’ve stumbled onto a discussion regarding playing child characters, and as usual, I’ve some thoughts on the matter.  And it’s been a couple weeks since I’ve had a good rant, so ...

There are obviously gamers who hate the concept like poison, and they’ve some ammunition.  Some have – or claim to have, anyway – encountered players who insist on baby-voices suitable for a barely articulate two-year-old.  Some profess incredulity that children could make viable adventurers.  Some profess deep personal discomfort in portraying children, and some mutter darkly about pedophilia.  So let’s take the objections piecemeal:

* First, let’s examine whether this dings our suspension of disbelief.   The notion that 11- or 12-year-olds are somehow completely incapable is very much an artifact of Western culture of the last century.  Before child labor and compulsory education laws took hold, children that young routinely worked on farms, in factories, hours as long and hard as any adult.  Were they as physically capable as adults?  Of course not ... but they worked to the extent of their skill and strength.  Indeed, the impetus of child labor laws in America came from factory owners preferring to hire such youngsters for clearing jams and making repairs on equipment in crevices and crannies into which larger adults couldn’t squeeze – tasks which sometimes resulted in those children being maimed or killed.

For other things?  How about marriage?  I just cracked open my 1946 almanac – decades into the “kids can’t do anything” haze.  In 1945, there was not a state in the United States where a sixteen year old girl couldn’t get married at will.  In twelve states, boys under 16 could get married.  In nine states, children under 14 could get married.

But on the battlefield?  As it happens, children as young as eight served as “volunteers” on European navies through the very end of the Age of Sail, and 12-year-old midshipmen were officers in the chain of command who as a matter of course led grown men in battle.  The last living combat veteran of World War I, Claude Choules, enlisted at 14 and saw action at 15.  At age 14, the great future shogun Tokugawa Ieyasu led his first army at the Siege of Terabe.  The youngest Hero of the Soviet Union, partisan Zinaida Portnova, was 17.  The youngest Medal of Honor winner, drummer boy Willie Johnson, was 11 at the battle for which he won his award.  In more recent times?  Heck, Wikipedia even has an article on the subject of child soldiers.

Obviously the concepts of labor, the military and marriage in previous times revolved around "Can you do the job?" rather than around an arbitrary age minimum.

But okay, okay, This Is Fantasy, right?  You know, the trump card response that’s supposed to signify that it's okay to ignore real life?

Fair enough.  So let’s talk about fantasy.  Shall we start with Disney?  If I started firing off the top of my head on Disney movies alone featuring pre-teens in high-impact adventures, I think I could go twenty deep without pausing to breathe. Heck, does as little as a third of Disney's entire live action output feature young protagonists?  My wife, who’s on a multi-year quest to see every feature length film Disney ever produced (as of 2014, over 400 of them), thinks that’s seriously lowballing it.  She thinks it’s as much as half.

And that ignores the dinosaur rampaging all over the premises.  The best selling literary series of all time – it’s only been outsold by the Bible – begins by focusing its attention on the exploits of pre-teen adventurers in a world where magic is real.  Many millions more than will ever hear of D&D have cheerfully bought in to the concept that Harry Potter, Hermione Granger, Ron Weasley and friends are not only credible fantasy adventurers, not only routinely outsmart the grownups, but can compete in battle against adult Bad Guys ... and win.  To claim that the concept is inconceivable is, well, moronic.

* How about a couple other points?  That people use baby talk in playing kids?  Sheesh.  You know, I’ve seen a lot of people who roleplayed paladins as dimwitted thugs-in-plate.  I’ve seen a lot of people who roleplayed dwarfs as nothing beyond dumb and greedy.  I’ve seen idiot fighters, supercilious elves, cowardly mages and every other poorly played stereotype under the sun.  Somehow our games still include these roles, however much some folks suck at roleplaying.

That being said, I don't imagine the children most people want to play are four-year-olds. I imagine they're more often preteens, who are quite capable of tying their shoes and feeding themselves without mommy's supervision.

That some folks are very uncomfortable with the thought of playing children?  Great: then don’t play one.  (Oh, it’s that you’re uncomfortable with me playing a child?  Back to the "Special Snowflake" nonsense that anything you don't care for is something no one should ever play?  Too.  Damn.  Bad.  I don’t recall giving you a veto.  I'm going to play whatever I feel like playing, and I'm sure as hell not going to ask your permission before I do.)

* The pedophilia thing?  Deep breath time.

It's one of the great cognitive dissonances of the roleplaying world that it's considered acceptable to fulfill your fantasies about being a mass serial killer, a torturer, a batterer, a Satan worshiper and seventeen kinds of racial supremacist around a gaming table, but pretty much anything having to do with sexual matters is completely out of bounds. Don't get it. Never have gotten it.

Never mind that, though ... let's be serious. How many of you have EVER seen a campaign, EVER, in which ANY player has sought to indulge in screwing eight year olds? I've been doing this for 35 years now, played tabletop, online, freeform, LARPs, MMORPGs, and I've not only never seen it, I've never had a credible report from someone I trusted of the same.

Now I agree that in today's hyperparanoid environment, in which "OMG Something Might Happen!!!!!" is SOP, and in which a mother of my acquaintance bragged -- bragged! -- to my face that she'd never yet left her five-year-old alone with her husband, the kid's father – because, of course, of that sickening and depraved fallacy of What All Men Want Do To Kids – there are idiots who'd jump to that conclusion.  But c'mon. Aren't we all grownups here? Don't we have some measure of common sense?  What forces us to cater to the unbalanced paranoids among us?

To wrap up this long rant ... so, yes: if your campaign is set in the Western world in the 21st century, full-time child adventurers might be a reasonable suspension of disbelief issue.  (Although no one, I expect, seems to have told the fans of Spy Kids, The Sarah Jane Adventures, The Incredibles ...)  If it's set in any other venue, time period or milieu, it's no more reasonable than to freak out that a campaign has slavery, pandemic plagues, human sacrifice, genocide, institutionalized racism, or any such element that the West has seen off within its own borders.

Of course these roles aren't for everyone; I doubt they'd be for many people.  So what?

07 February 2015

The Corpora of War

A very longstanding feature of my gameworld Celduin is that -- many long centuries ago -- the religion of the fire/war god of the pantheon imposed something of a cross between the Geneva Conventions and a code of honor on the conduct of mercenaries in war.  Subsequently interpreted and amended over the years, it's widely honored to the present day.

"Kill them all!  But honorably!"

Honorable actions are not mandatory; dishonorable actions are to be always avoided.  Actions that are not dishonorable are legal, but not the path of greatest honor.  Obviously, some tenets are more honored in the breach than in the observance.

For those of you scoring at home, a “paktun” is a warrior of great prowess and honor, voted the accolade on the battlefield by the collective paktuns there present; they wear a distinctive silver medallion on a rainbow ribbon.  “Nikobi” (half-oath) is the contractual arrangement between mercenaries and their employer.


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- It is dishonorable to betray your employers, explicitly or implicitly.  It is dishonorable to disobey direct orders.  Obeying the laws of the nation under which you serve is honorable; obedience of an order in clear conflict with the law is a matter of conscience, but following the order is the path of greater honor, unless the order itself be dishonorable.

- It is dishonorable to slay or enslave soldiers who have surrendered, or to directly assist those doing so.  It is honorable to disobey orders to do so.  It is not dishonorable to loot the defeated or conquered territory.

- It is not dishonorable, under threat of certain doom, to surrender one’s command to a superior foe.  To do so is a matter of personal conscience.  It is dishonorable to knowingly lead one’s troops into certain death, and honorable to disobey orders to do so.  It is not dishonorable to lead volunteers into such situations in order to protect a line of retreat.

- Lord Upuaut is our patron, and his servants and priests are honored by every true warrior.  It is highly dishonorable to knowingly harm any of His priests, or any healer or physician.  It is not dishonorable to defend yourself against an attack by a priest or physician, but you should seek to subdue him without killing.  Priests fighting in battle forfeit such protection.

- It is dishonorable to harm any civilian without just cause.  Being attacked by a civilian constitutes just cause; however, it is dishonorable to goad a civilian into attacking a trained warrior.

- It is honorable to care for your comrades, your weapon and your mounts before yourself, for they are your succor in battle. It is dishonorable to neglect your comrades in the field, the food and care of the troops you lead or of prisoners in battle.

- Mutual truces are sacred.  To violate the terms of a truce is blackest dishonor, and he who does so shall find that Lord Upuaut has turned His face away from him.  If ending a truce is necessary, it is dishonorable not to inform the enemy commander beforehand.  Heralds or emissaries must be given time to return to their lines, and if this is not possible they must be treated as honored guests, not as prisoners.

- The use of sorcery in battle, as with any other skill, is not dishonorable.  The use of necromancy is highly dishonorable, and its use in the field is just cause for the voiding of the nikobi.

- When captured in battle, it is not dishonorable to attempt to escape or to damage the foe in any way possible.  It is dishonorable to slay a recaptured escapee.  However, any escapee who breaks the law or slays his captors may be honorably dealt with as the laws require.  If parole is given, it is dishonorable for the parolee to try to escape.

- To disobey orders to perform dishonorable tasks is honorable.  It is dishonorable to do so without informing your commander why you are disobeying orders and without standing fast - if possible- to allow him to countermand.  If the commander knowingly persists in the ways of dishonor, the nikobi must be voided, for only a coward or a bandit remains under the charge of a dishonorable leader.  If there is dissension, the paktunsa must vote on the matter, a majority carrying.

- However, a mercenary’s conscience is his own, and to Lord Upuaut be the judgment.  It is honorable to convince a comrade to turn from the path of dishonor, but dishonorable to force him to do so.

- Honor and respect the paktunsa, for such warriors are blessed of the Lord Upuaut.  In return, a paktun’s actions and bearing must be worthy of respect, for he serves as an example to the host.  The paktun who acts in dishonor blackens the name of his host and his god; if he not repent of his evil, let him suffer just and sudden death.

- The blessing of the Lord Upuaut are upon the honorable mercenary, but His curse rests on he who acts with dishonor.

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There's a great deal of debate on those points; you can see where the Code has loopholes and conflicting sections. Mercenary rapists have tried to argue, for instance, that their victims weren't "harmed" – there ain't no open wounds, is there?

On the more liberal side of things, there's a faction that holds that looting "too much" harms the victims.

There's certainly plenty of fodder for barracks lawyers and litigants back in the cities; on the latter count, some of the nations are extending a concept akin to sovereign immunity on mercenary companies under their hire, pretty much solely to ensure that they can hire companies for the next campaigning season.

When all is said and done, of course, there are companies which skirt as close to the line as possible, the operating principle being "how much can we get away with before the paktunsa vote to take us out?"

31 January 2015

The weather report

In my eternal quest for verisimilitude, I really like making sure weather is part and parcel of things.  Aren't storms part and parcel of thrilling adventures at sea?  Isn't it worth knowing whether it's going to be raining or not, going to be moonlit or not, when you try to get over the castle wall tomorrow night?

Now there are a couple ways of doing it.  I won't post any Random Weather tables; you can find them in carload lots on the Internet, and you don't need mine.  That's one, of course.

Another method is a surprisingly simple one I wonder why more GMs don't use.  Want random weather for your setting's area today?  Terrific.  What season is it?  Late spring?  Fair enough.  It's well into autumn here in New England as I type, but that's okay.  Fire up the weather site on your computer (you can find those in carload lots, too, and I use wunderground.com, myself) and pull up a town on the other side of the world.  So okay ... the weather report for Melbourne, Australia, right now has a daytime high tomorrow of 68 F, a nighttime low of 48.  They're predicting overcast with a chance of rain in the morning, and definite for the afternoon.  Light winds in the daytime, and winds from the WSW of 5-15 MPH after dark.  Morning twilight is at 5:30 AM, sunrise at 6, sunset at 8 PM, twilight until 8:30.  That's something you can get at a glance, and that's good enough to be going on with.

For my part, when I'm doing up an adventure, I work out the weather six days in advance, which doesn't take me very long -- 15 minutes or so?  The following is an example:

Weather for north and east coastal Avanari regions, next week:

1)    Scattered clouds    Morning fog                   

Silver Moon: waxing crescent, Red Moon: new, Blue Moon: waning gibbous

    High 79 degrees, Low 66 degrees
    Wind from the W, 11 mph
    Veering due south at night, 6 mph
    Waves 2 ft or less

2)    Partly cloudy        Light rain late                   

Silver Moon: half, Red Moon: waxing crescent, Blue Moon: waning gibbous

    High 81 degrees, Low 71 degrees
    Wind from the WSW, 12 mph and rising
    Veering SW at night, 25 mph
    Waves 5-7 ft and increasing

3)    Overcast        Light rain, squalls               

Silver Moon: half, Red Moon: waxing crescent, Blue Moon: waning gibbous

    High 73 degrees, Low 56 degrees
    Wind from the W, 27 mph with gusts
    Veering WNW at night, 12 mph
    Waves 8-10 feet ...

That's more or less what it looks like.  Wind speed and direction, and wave height, are important for my heavily-nautical campaign; they might not be for yours, although a 25+ mph crosswind is something of a suckfest for archers.  If I'm in a really complete mood, or the group's doing a planned night assault, I'll throw in when those moons are rising and setting, information I have on hand but don't often bother with putting out there.



24 January 2015

The Books of the Fallen Empire

I entered a competition on another site for submissions based around the notion of the Fallen Empire.  This piece, about thirty "lost" books a party might rediscover, won the top prize; I remain rather pleased by it.

It's a bunch of archetypes: most the names, and in many cases the flavor text as well, come from real world examples of those archetypes.  Feel free to gank at will, and use them to develop the archetypes for your own campaigns!


A Journal of the Plague Year: “Poor Tiranara was entirely in an uproar - another love sonnet talking about the “Dark Man” of my fantasies?  I soothed her, in the end, but Trinity, am I tired of repeating that I say what I must to satisfy the public!”

The seminal diary of a great poet/author, about whom most of what is known comes from the text (and interpretations thereof) of her works.  The diary conclusively proves that a lot of the critical presumption is wrong -- what people widely believe the author meant by this or that element is completely contrary to the author’s express intent.

Ab Urbe Condita Libri: “Being the Fourteenth Volume of the History and Lore of Mighty Selisengard, May The Queen of Cities Reign Forever!”

Some (or all) of the missing volumes from a celebrated monumental history (or encyclopedia) long believed to be incomplete.

Archimedes Palimpsest: The motion of the Whole is the same as the Sum of the Motion of its Parts; namely, that In cases when the fall of a rider on a white horse occurs, it is beneficial if one reads aloud the Second Precept Against Harm or completes a number of virtuous acts.”

An important lost work, known to scholars.  Some thrifty scribe took the last copy, scraped the parchment down, and inscribed an insipid, rambling religious text on the sheets ... but there are very faded marks of the original, and it might be able to be restored through sorcery of some sort.

Arzhang: “These are the signs of My Coming, and what which has been sent down to thee.  From Me is the truth, but most men do not believe.”

The holy scripture of a major religion, long lost and passed down only in oral tradition.  It may have sections contradicting in whole or in part current practice (which may have been corrupted in transmission), or detailing rites that have been forgotten, however consonant they may be with contemporary beliefs.

Book of the Watchers: “The man said to the woman, ‘You know what the priest is braying?  He says in his sermon that a comet is coming and that will be the end of the world!’”

A religious tome telling a familiar tale, well known to adherents of the dominant faith -- so much so that the faithful all recognize the familiar phraseology, and many can recite sections from memory -- but with numerous differences, in cadence, plot and characterization.

Bunnye Raising Fr Ye Victualles & Profite: “Linseed oil (raw, not boiled), 1 anker; gum camphor, 4 drams; oil of cajeput, 1 dram; oil of anise, 1/4 dram.  Mix with ye bunnye’s hay, 3 or 4 times daily.”

A hopelessly mundane book on a completely boring (or disgusting) subject ... only a section, two-thirds of the way through and seamlessly incorporated into the binding, details a dire prophecy or other warning, deliberately hidden there by the creator of the book.

Canon of Proportions: “If you place a spherical body between various objects - that is to say with sunlight on one side of it, and on the other a wall illuminated by the sun, which wall may be green or of any other color, while the surface on which it is placed may be red, and the two lateral sides are in shadow - you will see that the natural color of that body will assume something of the hue reflected from those objects.”

A massive series of notebooks, unmistakably in the hand of a renowned artist or scientist (despite being written in an odd mirror-image script), demonstrating that -- unknown to contemporary scholarship -- she was a genuine polymath, in complete command of many sciences and fields of study.  Included are many examples demonstrating that she invented certain things centuries before they became known to the culture - as well as some inventions not yet known to science.  Plainly they were compiled as a galley proof before publication, but there is nothing to indicate why they never were published.

Canticles of the Rose City: “Gandeleyn lokyd hym est and west, Be euery syde: ‘Hoo hat myn mayster slayin? Ho hat don this dede? Xal I neuer out of grene wode go Til I se sydis blede.’”

An epic song cycle -- or great work of fiction -- beloved in the present day ... and proving that it was written many centuries before its attribution to the person everyone had believed all this time was the author.

Casca the Mercenary: “XVII Kalends Sextilis: ... so when the whipping was done and that poor hook-nosed chap with the cross was dragged down the street, I sent Julia out to mop the blood off the cobbles - I’ve had poor business enough this week without that!  Marcian says the criminals will be nailed up just after noon, poor bastards.  I think I’ll go watch.  Aemilia came by at last - she’s newly betrothed to a fine young fellow ...”

A diary of someone ordinary, but who was witness to some significant historical event and has some startling eyewitness details (or, alternately, who just lived in a particularly extraordinary era).  There may be several such diaries, all from correspondents living in the same period, referencing some of the same events.

Dictionary of Forgotten Things: “There are fifty-four cities in the island, all large and well built, the manners, customs, and laws of which are the same, and they are all contrived as near in the same manner as the ground on which they stand will allow.  The nearest lie at least twenty-four miles’ distance from one another ...”

An atlas describing an unknown land in exhaustive detail, an encyclopedia with entries of people, events and/or creatures with which scholarship is unfamiliar.  The punchline is that these are fictional, intended to be fantastic inventions.  (I’ve noted that many players of fantasy RPGs have a hard time conceptualizing the notion of not-real myth and fantasy within their own gameworlds’ cultures.)

Dr. Chase’s Receipt Book: “Moisten a sponge with oil extract of paraffin, roll it in fine powder of borax, and push it onto the wound for several hours daily.  Make sure that the band holding it to the limb is of undyed, unbleached muslin or linen.  For an obstinate case, use an insufflation of powdered vegetable charcoal.”

A large book stuffed with old, forgotten techniques for a field (or several fields) of science, industry or magic which went out of vogue for economic, cultural or technical reasons.  The reasons no longer apply, due either to changing viewpoints, scientific advances or other factors: for example, a useful herbal preparation that ceased to be employed because of wide access to a substitute herb, one no longer in cultivation.

Gingerbread: “4 Kelusse: Dawn - No change.  8 AM - Golden light in the southern sky, tinged with green.  10 AM - Light much reduced.  Noon - Golden light completely vanished.  2 PM - No change ...”

A book of detailed research, compiling events and patterns pertaining to then-current events.  It was plainly a work-in-progress compilation, without evident conclusion ... then.  Subsequent well-known events and/or history complete the pattern, and it would make much more sense to a researcher now.

Gnostic Bible: “I said to the savior, ‘High One, will all the souls be led safely into pure light?’ She answered and said to me, ‘These are great matters that have arisen in your mind, and it is difficult to explain them to anyone except those who are enlightened.’”

An entire book -- or collection of chapters, tales and/or essays -- devoted to one of the world’s leading faiths ... and which completely contradict several major doctrines of that faith, or introduce doctrines hitherto unknown to it.  The work may have been excised from the canon centuries ago as apocryphal.

History of Cardenio: “Fabian. Your master is wondrously distracted. / Giraldo. I believe so, sir, but I have ceased to wonder at his wondering wanderings. / Fabian. Why? / Giraldo. It seems to be his habitual manner after escaping away from any damsel's chamber.”

The text of a long-lost play (or novel) popularly attributed by literary scholars to the greatest author in the culture’s canon ... unfortunately, there are enough stylistic differences in the actual text to place the authorship in doubt.  Or is it, indeed, the true author’s voice, and if so, where does that leave his known corpora of tales?

Libri Sibyllini: “To cast the Blaze of Glory, it is well to have long fingers, up to one shaftment at the maximum length.  This is necessary in order to attain the perfect flow for the second and seventh passes of the left hand ...”

An ancient book of magic describing new spells or new techniques for casting them.  However, the book was written before the long centuries perfected contemporary sorcery, and the book makes some dangerously flawed presumptions, subsequently discarded, as well as using long-forgotten units of measurement.  Alternately, there are spells within far more powerful than their present-day analogues ... and far more dangerous and uncontrollable as well.
   
Meretricum Vita: Some who were formerly convicted of heresy, and whom I confuted at the Council of Warwik, have dared to write to your Reverence that my opinions are neither orthodox nor in agreement with the Consistory. ‘The wife surprised me, coming up suddenly, did find me embracing the girl with my hands in her coats, and indeed I was with my mortar in her pestle. I was at a wonderful loss upon it and the girl also.’  What about this monstrosity merits anything beyond our calumny?” 

A legendary R-rated work -- whether fiction or non-fiction -- that was suppressed by the Powers-That-Be and has previously survived only in fragments, angrily quoted in more “decent” works as examples of the original’s immorality.

Mother Shipton Predictions: “The world to an end shall come, in eighteen hundred and eighty one.”

A book of collected prophecies from a “soothsayer” celebrated in ancient times, but long since discredited as a charlatan or madman.  The degree to which all the prophecies are useless is, of course, up to the GM ...

Pneumatica: “Let us now proceed to construct the necessary instruments, beginning with the less important, as from the elements. The following is a contrivance of use in pouring out wine. A hollow globe of bronze is provided, such as A B (fig. 6) pierced in the lower part with numerous small holes like a sieve ...”

Descriptions of scientific apparatuses which can be readily made by contemporary technology -- including steam engines, vending machines, wind-powered machinery, reciprocal pumps and the like -- but are unknown to, or forgotten by, current culture.

The Secret History: “When she had bared her nakedness, she would sink down to the stage floor and recline on her back. Slaves to whom the duty was entrusted would then scatter grains of barley from above onto the calyx of this passion flower, whence geese, trained for the purpose, would next pick the grains one by one with their bills and eat.”

A history of well-known events by a noted historian of the period ... only describing all the salacious, ribald and even obscene details he left out of his “official” history.  A litany of infidelities, crimes, backstabbings and betrayals, often from individuals held out to be blameless (or even prominent culture heroes) in standard historical canon.

Tironian Notes: “Sdn at fst rfsd Agn he tld hr of th hm in whch y wld lv, th rch frs + ivry ncklcs th he wld gv hr ...”

It’s not so much that the book is in an ancient language; it’s that it’s written in what was apparently a standard shorthand of the day, which removes many vowels and makes heavy use of abbreviation and then-current idiom, rendering translation extremely difficult.

Tombs of the Kings: “Seventh Fane, Eleventh Sepulchre - here was interred Lady Arathena Elyanwe, illegitimate daughter of Prince Alveron II, buried in a kimono of sapphire blue embroidered in gold and green, also with a sapphire set in a platinum ring, and holding a kidskin bound Canon of Changes, while ...”

An immense, dry work, listing in exhaustive detail every tomb of every noble in the land, the biographies of said nobles, every item placed in every tomb, down to the middle names of the daughters-in-law of the masons who mortared up the tomb entrances ... that sort of thing.  The vast majority of these tombs are well-known and looted ages ago ... but one obscure section references some no one has heard of before.  Right under the current sprawling royal palace, somewhere.  And there are two pages torn out of the book.

Wyzards, Ye Care & Feeding Of: “I demanded he give me cheese.  He glared at me, then turned back to scratching that paper with the feather.  Useless master, I served him out by performing my relievements in his bin of enchanted spices -- Worthless spirit, keep on writing my words or I shall bite you.”

A somewhat jocular diary/owners’ manual of wizards, written from the point of view of a familiar.  The kicker is that although the book is many centuries/millennia old, the authoring familiar is known to the party -- either the familiar of a wizard they know, or the familiar of the party wizard -- and the book is either unmistakably in the familiar’s speech patterns, or else describes the familiar accurately enough to make an identification.

Contes de la Mere Oye: “My father, he died - but I can’t tell you how / But he left me six horses to drive on my plough / With a wimmy lo, wommy lo! / Wimmy lo!  Wommy lo! / Jack sing saddle oh!”

The original manuscript for a commonly known children's book of rhymes and/or folktales -- apparently in the author’s own hand -- but upon close examination, has some significant differences from the modern-day text.  The book is also heavily annotated in the margins, in the same hand, which indicates that the author’s intent is something else entirely: a prophecy, a satire of contemporary political events or persons, secret arcane knowledge, and the like.

Freedom and Necessity: “You must choose how you, and even I, proceed now ... for I cannot.  I have trusted in that natural reserve and discretion that I know to be so strong in you, dearest Cousin, to keep the source and contents of this letter from the knowledge of any other, unless the time and company be such to recommend their revelation.”

An epistolary work, purporting to be the correspondence of two famous -- or infamous -- individuals, not otherwise known to have had a romantic relationship, but clearly indicated to have had a torrid one indeed.

The Music Lesson: “I met up with the Khibil around dusk, and we went over the plan again.  That took a half hour, no more.  Then we sat in the bar, saying nothing.  There were dancers, but the Khibil just sneered.  I guess he wasn’t much for that kind of stuff.”

A diary detailing the theft of several works of art, magical artifacts or crown jewels, well known to the modern-day world.  The problem is threefold: first, they are not known to be stolen; second, a plainly ancient book has details and elements that fit only in modern-day times; third, the author (or another principal character) is known to the party -- the description is unmistakable -- but with a completely different personality than that depicted in the book.

Physiologus: “The shark is an amphibious animal: that is to say, it does not take in water, but breathes and sleeps and brings forth on dry land - only close to the shore - as being an animal furnished with feet; it spends, however, the greater part of its time in the sea and derives its food from it, so that it must be classed in the category of marine animals.”

A bestiary which describes known monsters and/or animals, with a lot of the details not only being wrong (or just differing from conventional wisdom) but glaringly so.  Many other setting details are surprisingly off-kilter as well ... to phrase things in 21st century terms, “Iowa” is situated by the sea, the “Grand Canyon” is north of Canada, and the “raspberries” given as the favorite food of sparrows are bright green and the size of softballs.

Trebatius Testa: “If any evil into which one has made, it is the right song and judgment. Let it be, if any man be evil, but if any man be good?  I deny any praise to the Emperor, for he knows the difference no more than does a swine!”

A play, story, ballad or other work of fiction, known to modern-day connoisseurs, which appears to be in this case the prototype of the work.  In the original, it heavily defames the rulers, Beautiful People and/or aristocracy of the period ... and is bowdlerized just as heavily to strip the salient details out in the final version.

Unaussprechlichen Kulten: “I hath dreamed the dreams of the Serpent-Folk, and communed with long-dead reptiles, and eagerly watched through the Ages the unending sorrows and suffering of mortalkind. I await the day when the hand of doom shall rise, and cast aside the remnants of a jaded, decayed mortalkind: and Those who Crawl and Slither shall again inherit the World.”

A detailed dissertation -- in monograph form, handwritten, even in an era of printing -- of one or more awful Pariah Cults, examining their practices and doctrine in nauseating detail.  Historically correct references to contemporary places and events are given, as well as allusions to how contemporary known figures are Secret Initiates.  The only hitch: the historical record makes no reference to the cult/s at all.  Anywhere.  Completely unknown.




17 January 2015

Small Town Horror

On one of those sites where people chip in on a list, there was a thread concerning elements you might find in a small town, suitable for a mystery or horror campaign. 

I don’t GM horror.  I think it’s a uniquely difficult milieu for gaming, and I believe it takes a rare player to manage.  But I seem to have a knack for producing these little bits, and I know small town New England intimately.  Herewith my own entries, for your edification.



1) There's a stereotypical country store (fitting into the milieu), with four elderly men sitting on the porch, smoking pipes. But they don't talk. They never talk, except when directly addressed, and then only curtly and briefly. They are always there, from just after sunup to just before sundown, they always sit on the porch in the exact same order, and they just stare at the street traffic ... including one who’s plainly blind, with a cane, but staring anyway. Puffing silently.

2) There are no pets. Anywhere. No dogs, no cats, no parakeets. There is evidence of pets - the occasional dog house, the bird cage in Mrs. McGarry's window, the bin of rabbit food in the feed store - but no critters. Except by nightfall, one can hear the occasional cat yowl or dog bark ... but never see any.  If the PCs bring a pet with them, it will go bonkers the moment it breaks the town line, berserk and doing its level and continual best to Get Away.

3) The perky young sales clerk behind the counter of the five and dime is a different one every day. She's friendly, wholesome-pretty, hourglass-figure, is always a cheerleader at the local high school, always an orphan (living with an uncle and aunt), always a parishioner at the Congregational church over on the corner of West and Bridge Street ... and looks blank and confused if asked who was clerking there the day before.

4) Speaking of Bridge Street ... the bridge crosses the Mill River, where the old abandoned furniture mill is, right up against the mountain. No one ever goes there.  No one lives on the other side of the river, either.   And no one in town will talk about it except to reaffirm that everyone stays away, because, well, they "just do." The local police will drive across the bridge once per shift, do a donut, and come right back across, losing no time to do so.

5) There's a modest town green, with a band gazebo, an old war monument, a public drinking fountain built a century ago ... and a weathered sandstone menhir entirely jarring and out of place amidst the 19th century granite and decor. On the menhir is a bright yellow ceramic 1950s style bowl. Broken. It's always there, no one will talk about it, and the villagers will gasp in horrified consternation if anyone touches it. Even so, they'll plaster strained smiles on their faces, won't talk about it, and try desperately to change the subject.

6) Every 66th day, the high school sports teams change IDs. In December it was the Red Raiders; now it's the Lakers. Completely new name, completely new uniforms, completely new mascots, for all the school's teams. Booster club jackets will suddenly change to conform. It will be as if there never was a difference. The town's weekly newspaper will have sections clipped out of the back issues at the library which would indicate the old names ... or they'll be replaced.

7) Something you tell one person seems to spread to the rest of the town instantly.  Mention on your first trip into the town to the waitress at the diner as you're paying your tab that you're a writer for the Patriot Ledger, when you cross the street to get a pack of smokes at the corner store, the proprietor affably says, "My, bein' a reporter must be an excitin' job, eh, sir?  I keep reading of all them criminals in your paper!"

8) At six minutes past 7:00 pm every day, all the residents above the age of ten, all at once, break into a couple of verses of a song popular on the charts ten years before. It is a different song every day (and a very discerning and musically apt PC will realize that the first initial of the song title the first day is "H," the second "G", the third "F", slated to count backwards to "A" during their stay), and no one sings for longer than about fifty seconds. If asked why they do it, the PCs will get answers ranging from "We just like it" to "This is just something we all do."

(Yes, this is indeed the 66th minute after 6 PM.)

9) All the televisions in town, be they old-fashioned analog sets with dials or digital jobs with remotes, lack Channel 2; they all start at "3." The only exceptions are three sets, all with navy blue cases; one in Town Hall, one in the Congregational Church basement used for social hour, one in the local barber's shop. In every case, the PCs will be told the sets are broken, and they will be prevented from examining them, physically if necessary, violently if it comes to it.

10) No family name in the town's two graveyards seems to have any living relatives in the town now; even townsfolk who claim their families have lived there for generations have no one buried there. If asked, they will say "Oh, Grandpa Leach was buried up around Ballardsville" or some such other location, but even if a PC goes to the Ballardsville cemetery to investigate, no such grave is found ...

11) There's some relatively common plant (dandelions, say) which grows right up to, but not into the town; the break is sharp enough to accurately demarcate the town line. Locals will shrug and respond "Tain't never tried, mister," or "Plant some your own self, if you've a mind," or some such; in any event, they're blandly incurious.

12) Digging into the soil with a shovel, below about seven inches (trowel depth), will produce a slightly ringing tone, as if you're digging into metal-laden soil. Nonetheless, the dirt doesn't look or feel any different. Digging into the dirt across the town line -- even inches apart -- has no such sound.

13) Tree sap for all trees in the town, no matter the kind, is unusually runny and ruddier in hue than normal. Any local products made from tree sap (maple sugar and syrup, for instance) will have a similar tinge.

14) There's a popular vanished brand in town, one no longer extant in the real world. The men use Hai Karate aftershave, ailing children are dosed with Peruna, the local auto dealership proudly peddles 2014 model Packards and Nashes, the grocery store has Lucky Strike Green on sale and the breakfast cereal aisle sports boxes of Quisp and Quake. The brand is plainly up to date, the product is new and sound, and the labeling carries all appropriate current dates, up to and including bar codes even for products that vanished decades before such things were mandatory. The locals react to questions about the same way you would if a stranger dashed up to you and blurted out "Omahgosh you're drinking Pepsi, where did you get that??" If pressed, a salesman will say "Well, mister, they come on the delivery truck every week with all the other new stuff."

15) The local weekly newspaper is a county-wide paper, supposedly printed at the county seat ... but it doesn't actually exist outside of town, and the address on the colophon is on a street that was redeveloped into a ten-acre wide shopping mall (the clerk at the county Registry of Deeds snorts and says "Heh, Oliver Street's about where ladies' lingerie is at Steiger's now, pal") decades ago. Nevertheless, the local library has musty old issues dating back forty years or more ... and, doubly creepily, the paper's "Town Talk" section has ongoing columns and articles for at least three other towns that don't exist, but for which locals can be found to claim to have relatives living "up that way."

16) There aren't any local maps. Anywhere. Markets don't sell any, the police and firemen shrug and claim they don't need them, the clerk at the assessor's office sighs heavily and admits she spilled a coffee cup on hers last week, and they're still waiting for a new one from the printer's.  Word is that you can scavenge one from the library, but it was printed in 1851 ...

17) When you walk into the five-and-dime, the store's playing musak - but the instant you walk in, the musak flips to stereotypical horror movie incidental music: cellos playing a loud DUM DUM DAAAAHHHH, oboes in minor keys, a quick violin pizzicato. After a short tympani roll, the horror theme music stops, and bland cheerful pop musak more typical of such places resume. The aforementioned perky young clerk, if asked about it, says "Yes ma'am, I sure heard that. Last time they played music like that was, gosh, the day there was the accident at the sawmill."

18) The town's cemeteries prominently display war dead, whether through notable monuments, sections where Revolutionary War (WWI, Great Patriotic War, the Boer War, etc.) dead are clustered, wars noted on headstones. Plainly the town is heavy on military service -- the aforementioned monuments list a few dozen names apiece -- but one notable war is conspicuously and inexplicably absent. An American village will have a Civil War monument and a Vietnam War monument, but no WWII monument and no sign of WWII casualties or involvement, for example.

19) There are three times as many of a particular business as a town that size, in its location, could possibly support. A small town far away from highways with four (seemingly thriving) gas stations, for instance. 

20) There’s a key element of national history that the locals seem to get badly wrong.  For example:

Oldtimer: Why, it's true, ma'am. Clark County only rejoined the Union in 1955. Big flap about it up around the county seat back in the day when them reporter fellas found out it'd been exempted from Reconstruction, yes'm ...

Bewildered PC: (interrupting) ... err, but, sir, this is Iowa -- the state never seceded in the first place!

Oldtimer: (furrowing his whitened brow) Ma'am, I don't know rightly what to tell you. We never had much t'do with the lawyer fellas up to Des Moines. (takes a puff from his pipe) Anyway when the reporter fellas up at the county seat found out the county'd seceded in 1866, why they ...


21) The shabby Congregational church the PCs investigate (or the town clerk's office, or the Chamber of Commerce, etc ...) has two completely contradictory pieces of computer equipment up and running: a top-of-the-line Gateway FX quad core overclocked gaming PC and a WiFi hookup with a 30 year old Panasonic KP dot matrix printer. The clerk sees nothing amiss in this, claiming that she doesn't know much about these computer things, or where the wireless router might be ...

22) March only has 30 days. Every calendar in town says so, every reference book backs that up, and somehow all TV, radio, cell and transmission reception starts going on the fritz on the afternoon of the 30th ...

23) No one in town wears blue. No article of clothing has a scrap of the color in it, or wears any logo that would. That aside, blue is used in common decor, draperies, paint, wallpaper and everywhere else about as often as it would be in anywhere else.  Inexplicably, “blue jeans” are still called that, even if they’re scarlet or mauve.

24) Any items made of silver or silver-plated that the characters bring with them start to tarnish, and tarnish unnaturally fast. Items that leave the PCs' possession cease to do so.

25) One of the town's two cemeteries is decommissioned now; graves started petering out in it after WWI, and dates on headstones thereafter became quickly and increasingly sparse. The second to the last date is 1955 ... but there is one single headstone, not in any unusual spot or sequestered at all from the other graves. According to the headstone, the person there died the day before his or her 100th birthday ... and though the date of death is 1986, no grass grows on the gravemound.

26) Cars are visibly around, about as many as the locale would normally support. Locals can be seen cheerfully washing and waxing them, they are in carports, driveways and on sidewalks as appropriate, and Slim down at Slim's Garage gives you a friendly wave before going back into the SUV's engine to finish the tuneup. Cars all see reasonable signs of use: baby seats set up, a styrofoam coffee cup in the holder, books and papers in the backseat, mud or frost in appropriate seasons. Yet no one is ever seen by the PCs to drive one, and none are ever visibly on the roads, although the town's one traffic light changes at appropriate intervals. The PCs can also hear appropriate car sounds ... horns outside their hotel window, the sound of an engine revving around the corner ... but they will never see one in motion, and should they dash to investigate, the most they'll ever see is someone getting out of a newly parked vehicle or a cloud of exhaust fumes just around that corner there ...

Should the PCs stake out a spot where they know a car should arrive soon -- that friendly couple Dave and Karen, say, with Dave due home from work in a few minutes -- either Karen will get a phone call from Dave apologizing, but his sister's not feeling well and he's going to run over her groceries, or Dave's silhouette will suddenly appear through the window, and he'll reply blandly that sure, he just got home from work, why there's his car in the garage right there.

The locals will universally assert that they do, indeed, drive, that deliveries are made, that the bus comes through twice a day to the city ... although they never will say "Look, there goes one now." They will react much the same way as you would if some nutcase came up to you and insisted that no cars ever drive by in your own hometown.  If you insist they do so, right now, just to prove it to you, this is the point where they will Cease To Be Amused By The Outsiders' Tomfoolery, direct you to stop wasting their time, and take yourself elsewhere.

27) After school, every afternoon at the same hour, a bunch of kids are in the junior high’s schoolyard, playing duelist with boffer weapons.  One kid is plainly superior to the others, winning every fight, even against odds.  The next day, that kid is still out there; all the other kids are different.  The next day the same, and the next one after that.  If that kid is ever to lose (either through PC interference or some other machination) the new winner is there the next day, all the kids are different, and the cycle begins anew.  On that first day, the old champion stands at the edge of the schoolyard, looking on with bleak, redrimmed eyes.  If approached, he’ll run like the clappers.  In any event, the PCs will never see him again.

10 January 2015

Tidbits: Logic ≠ Tactics

Eh, a couple short rants, while I'm at it ...

Logic doesn't necessarily equal tactics; we don't all play our PCs as if they were game board pieces.

I think back to all the years I played in a boffer fantasy LARP. My character was a national leader and the game's most powerful ritual magician, and furthermore was played by a fellow who was 42 years old in my final season, with badly deteriorating knees and wrists, and the second oldest player in the whole game.

It was strategically stupid for me to be on the front lines. I could've directed traffic far better from a safe rear position, and reserved my powerful strategic spells for cool, considered uses. I am not ten feet tall, and couldn't see over battlelines to know where each and every good guy was, at each and every moment, and how best to aid him. The fog of war worked on me as much as on anyone.

But there were considerations. It was important for people to see me out there, taking the same risks as they were, doing the same things they did. Folks are less likely to complain about hardships if they see someone much older than they are doing the same things.

And I really didn't want to be a REMF. I wanted to buckle some swashes and get out there and fight, and even if my wrists couldn't handle heavy fighting any more, I could still use a bow.

So why should I play any differently in tabletop? My characters have motivations that might not be cool and considered, and drive my actions in directions a chess master might not select.

03 January 2015

Tidbits: Undead Estate Law

I've spent a bit too much time in estate law, and a concept that's always tickled me is how sentient undead in a culture (beyond "Ahhh, it's a filthy necromancer, kill the blasphemer on sight!") would affect that.

At what point does a decedent's will kick in? When he dies? What if his corpse is walking, talking and plainly competent to make decisions? Does being a controlled thrall under the sway of a more powerful undead factor in, and if so, at what point can the court appoint a receiver or a guardian? (Is being a thrall a legally enforceable contract?) And if you rule that you lose control of your property the moment you die, how does that play in to resurrection/revivication magics or processes? Sorry, our kingdom is a constitutional monarchy with a disestablished church, and our probate laws can't take into account your theological differences between raising someone from the dead and raising someone from the dead as a vampire, Your Eminence.

Man, it isn't that the heirs of a dead millionaire would burn his body. It's that they'd burn his body before the flesh was cold, make the ashes into bricks, then blow up the bricks.

27 December 2014

Burning Out

Back in the day (college, and for a few years after) I ran an insane schedule.  There was a time I had four campaigns going at once – three fantasy campaigns with GURPS, one Champions campaign – and I was prone to frequent burnout.  I had to take a few months off every two to three years.

Then I discovered fantasy combat LARPing.  I'd been a GM for twenty years.  I'd done that about ten times as often as I was ever a player.  Not only did I want to play, but there was the sheer exhilaration of not merely sitting back in an armchair, holding dice and telling a GM what my character was doing, but by-God working my way through a forest, holding a cutlass and leading an actual attack against the bad guys.  For real.  Being physical again, as I hadn't been since I was a teenager.

It was full of awesome ... and it also took place on the weekends.  The summer I went full-on, starting a long stretch of 15-20 events a year, my carefully balanced two-weekends-a-month groups went blooey.  I called another "hiatus" -- this one lasted nearly a decade.

But ... combat LARPing is a young adventurer's game.  I'd been LARPing 13 years all told by the early 2000s, and I was a few years older than most of the others when I'd started.  The politicking had long since gotten to me, it was eating my life, and at age 42 (the oldest player in the game), the six hours of fight practice I was inflicting upon my deteriorating joints each week wasn't doing more than slowing the erosion of my skills. I got out.

So I wasn't being creative, I was bored out of my gourd, our social circle had almost all been in the LARP (and promptly vanished when we did), and my future wife suggested I haul the dusty crates full of papers and gamebooks out of the basement and GM again. That was eleven years ago.

And that's the way to do it.  Burned out?  Your game just isn't satisfying, and hasn't been for a while?  Take six months off and walk in the woods.  Take in some hockey or soccer matches.  Play board games.  Do that volunteer work your gaming schedule sabotaged. Catch up on your reading, go bowling, hit a museum a day a week, whatever.  The official rules of that LARP were ceremonially read before every event, and Rule #1 started with "We should all be doing this to have fun."

I keep that in mind.  We should all be doing this to have fun.  If we're not, we should do something that is, and if that isn't playing RPGs, then it isn't.  No harm, no foul.  Honest.

Seriously, your friends will understand.  Heck, two of the players at the end in 1994 came back, and are in my group today.

20 December 2014

11 Odd Village Customs

(written for a competition on another site)

We gawked at the villagers, all in their best clothes, marching towards the field to the slow cadences of drum and pipes.  Dray rubbed the side of his head, looking as if he’d swallowed a bead of Dreamdrowse.  “Gwythar,” he muttered, “Am I still drunk, or did that old geezer really say they were all marching to ‘Judgment Day?’”

Me, I wheeled my mount around.  I’d heard it too, and if “Judgment Day” was in that bloody field, I was going to be galloping in the other direction fast as I could!


1) Strewing Day

Every year, on the festival of Barley Harvest (in the late spring), the village of Athelren holds a “hay-strewing” to fulfill the terms of a strange bequest.  Legend has it that a local woman left the field upon which the village’s temple to Ratri -- Goddess of the Shadows -- was built, so long as the villagers provided enough hay to cover the sanctuary floor on Barley Harvest, and did so within the span of an hour.  The reason for this odd condition is unknown, except for the jocular rumor that the woman was troubled by the squeaking of the congregants’ Darkday-best boots -- worn on the holiday -- on the basalt stones of the sanctuary!  An antique hourglass, fashioned of black walnut, is used to time the ceremony, and has a place of pride year-round in a niche behind the altar.

2) Judgment Day

Taking place a week before every solstice and equinox, the manors around the north Aldrya Valley hold local court.  Traditionally rotating around four of the central manors (Diamondblade in the spring, Redwave in the summer, Willowlight in harvest time and Moonfire in midwinter), this is far more ceremonial than a true criminal court, although locals lose little chance to daunt outsiders and travelers.  The people of each manor march to the host manor, led by two sergeants-at-arms bearing polished weapons and by two players with pipes and drum; behind them are two long garlands carried by the village youth -- flowers in season and greenery otherwise.  The stewards of the manors act as a collective court, ruling on disputes between residents of differing manors, as well as handling minor matters of hooliganism and vandalism.  After the court, a festive fair is held.

3) Chase Day

An old tradition in the village of Ambleside holds that the rich fields around the community used to consist of wastelands, scorched and ruled by a terrible dragon.  The mighty hero Princess Verella Waflo Elyanwe, bearing the great battlesword Meldil, is said to have driven the dragon away in a ferocious combat lasting hours, redeeming the land for the ancestors of the villagers.  In the second week of winter, the local church’s bell is rung continually for the three hours the battle was said to take -- to “keep the dragon away” -- and mock combats and tourneys of skill are held amidst the clamor.  One custom for Chase Day is for village maidens to dye their hair to ape the blonde Princess’ flowing tresses.  The festival is commemorated further in slang; someone who makes a great deal of noise in Ambleside is said to be “keeping the dragon away,” and any young woman who practices arms with the village militia is called a “Lightdancer” after the pseudonym Princess Verella is said to have used in her errantry career.

4) The Feast of Wine

Many villages in the uplands of the Mithlantra wine growing districts practice similar customs during the Feast of Wine, which happens in the fall when last year’s vintages are first broached.  Traditional line dances are performed, generally by competing teams wearing colorfully embroidered uniforms (aping the realm’s military dress of four centuries agone) that are passed down from parent to child.  Each team leader -- the team’s “Captain” -- wears a close-fitting cap, each fashioned from the fur of a different animal, after which his or her team is named.  Part of the festival involves the Captains having a dance contest of their own, using long poles with which they mimic the fighting style of a duelist in stylized, improvised battles.  The losing Captains must pay a forfeit of half a gallon of wine to the winner, and the losing team members traditionally each give a silver penny to be shared by the orphans of any dancers deceased in the last year.

5) Blessing of the River

Every spring, on the first Waterday after the ice breaks up on the Aldrya, the manors of the northern Aldrya Valley have this traditional ceremony.  Legend has it that a man fell into one of the creeks of the watershed and was set upon by leeches.  Fearing death, he prayed aloud to Wavedancer, spirit of the waters, who swept the bloodsuckers away with a wave of her hand.  As an offering, he is said to have broken a rich cake in his hands and scattered the crumbs on the water.  Each cottage provides a small cake or loaf of bread for Wavedancer on this day, which the head of the household breaks into one of the local streams; tradition holds that the stream into which a household offers a loaf will draw fish ninefold from it during the year.

6) Packet Race

Some of the finest tea in the world grows in the mountain country of Arsiriand.  The “first flush” -- the first picking in the growing season of the topmost inch or two of the tea leaves, both the sparsest take and the most highly prized of the season -- is picked in mid-spring, and the day this is packed sees this traditional race to the lowland trading stations.  Samples of the new tea is packed into quart-sized stoneware bottles, each handed to a fleet footed youth; depending on how high the village is up the mountainside, the race can be anywhere from three to ten miles long.  The first one to make it to the trading station with the bottle intact wins a coin of gold (generously provided by the tea trading compagnia) and is looked upon with great favor in his or her home village, especially as a marriage prospect.  It is considered very bad luck to interfere with a runner (or for them to interfere with one another).  One bottle is always set aside, and kept displayed in the village’s tavern with those of previous years as part of the historical record of tea cultivation.

7) Binding Festival

This curious custom, now dying out except in a handful of villages in the Linaldan backcountry, is observed in the late spring.  Its ostensible reason, as far as historians believe, was to raise alms for charitable purposes.  The women of the village, on Lightday, will seize an unsuspecting (unmarried) man, blind him with a thick woolen cloth, and demand a forfeit of a coin to set him free; it is considered very poor sport to attempt to break free when surrounded.  The men, on the following day, practice the same bindings on unmarried women.  Those who lack coins -- or who do not wish to pay -- can pay a forfeit of a kiss to one of his or her captors, chosen blind and at random.  It is considered very unsporting for the kiss to last less than the time it takes to recite a brief prayer (30 seconds, about)!  The fun lasts until the village reeve blows an ancient horn, reserved for the purpose in the village tavern, at which time the village gathers for a feast and the collected coins are distributed to those who most have need of them.

8) Toasting the Trees

According to tradition in rural sections of the Aldrya Valley, the third Darkday of the new year is the coldest day on the calendar.  In order to preserve the fruit trees that are the agricultural mainstays of the district, toasts are drunk to their health on this day.  Villagers carrying lanterns and a jug of hard cider (generally provided by the orchard owners or local taverns) make the round of the manors’ orchards after dark.  The children -- who always find it a great treat to be allowed to stay up after dark -- run around screeching out traditional warding cries to fend off evil spirits.  At a designated tree in each orchard, a villager drinks a toast to the tree (often there is a traditional cup, saved for the purpose), wishing it good health and fresh life in the spring.  “Horn fill, horn pull / Give us two score bushels full!” is an example of the toast used, which varies from village to village.  Some villages are said to practice fertility rites after the toast, involving two young volunteers by the bole of the tree after the children have moved on to the next orchard.

9) Kandrice’s Day

“Two in front and two behind,
Wavering in storm and sea,
Lovers wish yourselves to be,
Sealed with tokens sure to find.”


This cryptic charge from the famed seer Sana Kandrice Ravenswing has been long remembered in her home village of Alfirin on the Warwik seacoast, provoking a custom even in her lifetime held around her birthday in late winter, which has spread up and down the coast within the province of Vindelka.  The young unmarried men of the village will spend weeks carving or scrimshawing elegant tokens out of shark’s teeth or bone, and the day before the festival cook them into fruit tarts or pastries.  These are all put on display at the church (or the common room of the village tavern) in groups of two rows of two.  The local maidens are encouraged to use traditional divination methods to discern which tart holds the token of the young man she most favors; these include the throwing of bones or polished rods, the dropping of candle wax drippings into cold water, casting aromatic herbs into flames and watching the smoke, and myriad other methods.  On the day itself, the young ladies each pick a tart, and it is said that the fates look kindly upon her marrying the young man whose token is within the tart she picks ... although a great deal of trading surreptitiously often takes place.  In any event, each group of eight -- the four young men baking the pastries in each double row, and the four ladies picking them -- are considered bound by the choices, almost as if they are kin, and can ask one another for aid or favors in the next year.

10) The Fire Dance

Held on the day before midsummer on the north Warwik coast, this fair is a joyous festival, marked with feasting, agricultural trading and gift-giving.  The cap of the festival is a traditional dance by the village’s seven best dancers.  Each one, a half hour after full dark, appear in a customary costume wrought of gull feathers, dyed in riotous hues and with a feather cape.  The dancers bear torches to the coastline (preferably on a cliff or other promontory, if available) and perform a stylized dance, all in a line, weaving between one another interchangeably while waving the torches around.  It is a dangerous dance, and part of the prowess of the performers is displayed by seeing how close they can come with their torches to one another without actually setting one another on fire.  The origin of the Fire Dance is believed to stem from the old suppressed custom of “wrecking,” where coast dwellers lured merchantmen into the rocks with false signals so that they might turn scavenger on the shipwrecked cargoes, but folklorists do well not to mention this to the villagers, who take strong offense at the suggestion.   

11) Graveyard Day

North Point is a veritable wasteland, thrust out into the sea and scoured by winds; it is a bleak and unlovely place, with only firs and spruces for foliage.  The only protected dell in the village is the local graveyard by the Manannan temple.  Every spring, on a day colloquially known as “Graveyard Day,” villagers come to plant flowers around the graves, and it has become something of a local competition amongst the schoolchildren, who “adopt” graves and turn them into veritable gardens.  A great deal of the children’s spare time is taken up with weeding and grooming the grave plots, a task not appreciated by a certain minority of the village folk, who believe the practice impious.

14 December 2014

R-E-A-L-I-S-M: The Hated Word

"Realism" is one of the dirtiest words in RPG Internet discussions.  Has been for years.  D&D fanboys are especially touchy where it's concerned (understandably so, given D&D), as well as the various pedants huffily proclaiming that "fantasy" CAN'T be "realistic," and that we ought to be using "verisimilitude" or "emulation" instead.

(Whatever.  "Realism" is the word in common use.  When I addressed a condolence card to a friend who lives in the state southeast of mine, I didn't address it to "The State of Rhode Island and Providence Plantations."  I mailed it to Rhode Island.  If you can't work with terms in popular circulation, the heck with it.)

So by this point I have a sticky response to the issue, which originates from a RPGnet discussion several years ago.  To wit:

Forum D00D: I think the real question here is, "why do you consider the mechanics nonsense"? We're talking an imaginary dwarf, with 100 imaginary hit points, falling off an imaginary cliff, taking damage that is, also, imaginary. If the designer finds it desirable that a character could fall off a cliff and survive, it will be so. If not, for whatever reason, it will not be. (The first mention of "but it's not REALISTIC!" gets you kicked. This is all *imaginary*, remember?)

If I had a dime for every time I've heard this over the last couple decades, I could pay all the bills this month.

Well, yes, it's all imaginary.  So why use cliffs, or indeed any recognizable terrain at all?  Why not adventure in big fluffy masses of amorphia?  Or just teleport to anywhere we want to go, and imagine it to be anything convenient to us?

Why should we use perfectly recognizable medieval weaponry?  It's imaginary, isn't it?  Don't limit yourself, hit the enemy with your kerfluffmezoz or your wheezimithuzit!

And since it doesn't have to make sense, we don't need to have these pesky movement rules, besides which we all want to be Matrixy and John Woo-esque, don't we?  Tell your DM that you're running through the air and phasing right through every intervening tree and foe to hit the Big Bad with your wheezimithuzit, and better yet you're doing it before he cut down your friend, because since it's all imaginary we don't have to use linear time either.

No, I don't care that I rolled a "miss."  Skill progression is one of those boring "realism" things, and I don't believe in it.  Let's just imagine that I hit the Big Bad whenever I need to, and for twenty-five hundred d8 of damage, too.  Encumbrance is boringly realistic too, so I’m ignoring it, and I’d rather imagine that my snazzy quilted vest protected me like the glacis armor on a T-72, please.

Alright, show of hands.  Why don’t we play our RPGs that way?

It’s called suspension of disbelief. We put our games into recognizable settings that mimic real life.  We use swords in fantasy games because we have the expectation that such milieus use swords, and those swords do the relative damage of a sword instead of the damage of a 155mm mortar shell because that is our expectation too.  Our fantasy characters wear tunics and cloaks, live in walled cities or sacred groves, and scale ramparts where the force of gravity pulls us downward, not pushes us up.  We have an expectation of how fast we can walk, how far we can ride, and how long we can sail.  All these expectations are founded in -- wait for it -- reality.

To the degree we ignore these things, just because, we lose touch with suspension of disbelief.  If the ten-foot-tall Big Bad hits a peon with his greatsword, we expect the peon to be in a world of hurt; we don’t expect the sword to bounce off.  If the party wizard shoots a fireball at the orcs’ wooden stockade, we expect that it might catch fire; we don’t expect the wall to grow flowers instead. 

And if an armored dwarf takes a gainer off of a hundred foot sheer drop, we expect to find a soggy mass at the base of the cliff.  We sure as hell don't expect a dwarf boinging around like a rubber ball, happily warbling, "Bumbles bounce!"

That there are a great many gamers who want their rule systems to reflect reality, rather than ignore it -- so that we find ourselves constantly sidetracked as to issues of WHY suchandsuch doesn't make sense, or because the GM has to explain how come the dwarf isn't a soggy mass -- ought be a surprise to no one.

Why is it such a surprise to you?

07 December 2014

Tidbits: The Big Bad's Exit Strategy

My job, as a GM, isn't to preserve the life of the bad guy. It's to provide the players a fun gaming experience.

Take one of the classic plot elements: the party has run down a den of Evil Henchmen, destroying the operation and killing or otherwise neutralizing all of said henchmen. Huzzah, they take the clues and info they've gotten from the scene and have dashed off.

Flip that around: you're a PC. You've got some manner of base: either it's your home base, or it's some operation you have going, or it's the manor you were given when the Queen knighted you, or it's the business you bought with the proceeds from two adventures ago, hoping that it'd make some cash for you. And you drop in to check on it, and the place has been tossed and trashed. The staff you hired are all dead or vanished. The guards you hired are decaying piles of gore.

So what do you do? Shrug, murmur "That's life," and go on your merry way?

That's exactly what most PCs expect the Big Bad to do, in any event.

Hell with that. If I'm a PC, and my satellite operation was trashed and everyone killed, and I have no idea who did it, that's going to change real frigging fast. I'm going to hire a wizard to do divination magic/check security footage. I'm going to spread some coin around the neighborhood to see if anyone saw or heard anything. I'm going to do my level best to find out if there were any survivors, and I'm going to be very interested in speaking to any. I'm going to increase security on anything else I have going to the limit of my capability. I'm going to get some investigators on the pawnshops (or going through Craigslist ...) to see who might be selling my stolen valuables.

And I'm going to set the best ambush I can for those bastards, so that I can put their severed heads on the graves of my people, and prove to the survivors that no one screws with me or them with impunity. There won't be frontal assaults ... I have no problem with a crossbow/rifle in the back of the head at 50 yards as one of the bastards is walking down the street, or a spear coming up through the privy hole.

If I don't have the juice to do those things? Then I haul out my exit strategy. I hear Linalda's Pool is peaceful this time of year.

27 November 2014

Random Reaction Rolls

I like reaction rolls for a particular reason, and it's exacerbated by my combat LARP experience.

Sitting in the GM's chair, in a comfy position, with a mug of steaming tea at my hand, I'm far removed from actually being in a stress situation. I know everything that's going on, I know everything that's offstage, I have unparalleled knowledge of the situation in a fashion we couldn't possibly have in real life.

But the world doesn't work like that. The fog of war is real. People don't always see what's going on, people don't always know what's going on, and people often guess wrong even if they have all the information.

In that LARP, I was one of the chief national leaders, and my character was the most powerful wizard in the game. I had to make a lot of decisions:

* Based on information that people told me, colored by their own prejudices or flawed insights.

* Based on the fact that I hadn't gotten any sleep the night before.

* Based on the fact that I hadn't gotten any sleep because the bastard, in my face and telling me I had to do something, was partying all night long two tents down the row.

* Based that I'd reinjured my chronically bad knee two hours before and it was hurting, a lot.
               
* Based on whether I trusted people or not, based on what I thought I could get away with politically or not.

* Based on my own prejudices, flawed insights, or whether or not I hated Soandso’s guts.
 

* Based on me just not knowing what I needed to know, and being forced to make a WAG.

Sometimes I got it right. Sometimes I got it wrong. Sometimes I played the odds exactly as I should have, and the odds just fell the wrong way.

Those are all variables impossible to calculate for each and every NPC. I just figure that no matter how smart someone is (or isn't), how capable someone is (or isn't), how well informed someone is (or not) ... sometimes they have bad days. Or very good days.

Heck, the last run I GMed was heavily colored by a NPC making a terrible reaction roll and thus reacting badly to the situation, no matter how much my wife's character was trying to talk sweet reason into him. Sometimes it happens. Random rolls are a good way to emulate that.

Yeah, but what if the NPC’s interacted with the party a number of times before.  So what?  Surely many NPCs have good days and bad ones. Heck, I'm very much a good day-bad day person. Catch me on a good day, and I'll be all accommodating about your request or inquiry. Catch me on a pain-filled day after a night of short sleep? I'm likely to be snarky, and sometimes stubbornly so.

Come to that, my first wife was even more capricious, and in all too many of our fights, I'd pull up short, incredulous that we were fighting as hard as all of that over such a petty thing, and ask "Alright, what is this really about?" Invariably, she'd pull up short, and reveal the subject which was really preying on her mind, something usually having nothing to do with me but about which I could be supportive and help defuse things.

I've kept this in mind when having a NPC snark-out, and a few times the more empathetic PCs have asked, by way of being supportive of their friend and helping to defuse things, "Hey, Nath, you seem like something's got you well off your feed. Anything it'd do you good to get off your chest?" Nice hook for a sideplot ...