20 July 2014

So You Want To Write These Things Yourself?

Don't hold your breath, gamewriter.
People have odd notions of pros in this hobby.  I’ve come across some startling fanboyism.  When I came to gaming forums in 2003, after an eight year hiatus from tabletop, a fellow proclaimed in one thread of the inerrant truths of Ryan Dancey’s proclamations, was shocked that I’d neither heard of nor was impressed by him, and that I couldn’t be much of a gamer if I didn’t Know Who He Was.  That no one else in the hobby in 1995 had heard of Dancey didn’t really penetrate the poster’s shell.

(I reflect, with amusement -- and some irony -- that the gamer of today wouldn't know who in the hell Dancey was either, because he pretty much never did anything after 2003.  But I digress.)

But that's because participants in this hobby place a huge, disproportionate importance on it  — it's the same syndrome that has SF conventioneers quivering in ecstasy at the mere sight of authors who didn’t crack the New York Times top one hundred best-seller list with the most popular books of their careers.   Some people just gasp in horror that the names of the Big Name Authors of the Games They Play aren't engraved in gold in the consciousnesses of every gamer alive, and it's natural to go on from there to assume that these people are figures of monumental importance and wealth.

Now this is in ignorance of what most game designers make; for my own part, I was a frequent guest in the modest two-bedroom suburban apartment of the president of a game company that had one of the most hugely touted supplements of the 1980s, and he made almost ZERO money from the hobby — the family income was based on his day job as an environmental services executive.  There might not be more than a couple dozen people who make decent livings as full-time game designers.  There might not be that many.

There’s probably a hundred times that many people who’ve been a semi-pro at some time in their gaming careers, which leads into another syndrome. What sports fan hasn't sat up in his chair and cursed the blunderings of the home team, insistent that the player or the coach is a bum, and that he could do better himself? This derives from the fact that a majority of the men and a growing number of the women in this country at one point in their youths held a baseball bat, kicked a soccer ball or threw a football. It isn't THAT hard, they think, and so they figure they know all about it.

In like fashion, many GMs write their own scenarios and adventures. They have a notion how it's done, and they then read a product and mutter, "I could do a better job."  Now very few of you have book authors as personal friends (counting people who’ve had genuine national releases from major publishing houses, my total is two) ... but gaming?  Eight published authors of GURPS products alone have been regular players of mine, or else I’ve played in their campaigns.  That figure more than doubles for writers for non-GURPS products, and we won't even discuss those I’ve played with in one-shots, playtests or convention runs.

Now maybe there's a preponderance of game authors in New England, but what's more likely is that there's a whole lot of them out there period, and chances that every one of you who is a veteran gamer has played with at least one. So you look across the dice at the Sunday afternoon run, and there's Joe Blow, who wrote a module for D&D and a few articles for Vampire, and you say to yourself, "Sheesh, he's not any better a gamer than I am. What makes HIM so special?"  The mere implication that he's making dollars from the hobby can either be resentment making, or fill you with the certitude that you can do it yourself.

Fair enough.  Just don’t expect riches.  For the great majority of us, selling a gaming product meant some nice pin money. One sale got me the down payment on a new economy car. Another paid for a modest vacation.  One (split four ways for the co-authors) bought me my books and materials for my last semester of college.  I’ve got a dozen RPG publishing credits, and all of the money I ever earned from gamewriting doesn’t total up to a single year’s worth of a full-time minimum wage job.

Beyond that ... every single gamebook I ever wrote came through connections.  I met the aforementioned game company president at the local gaming club; he’d just moved to the Boston area, and we’d both joined the same dice baseball league.  There was the game company president who had a serious crush on my first wife's college roommate (true story!).  There were the people who recognized my name from long-time writing in APAs.  I started writing for GURPS because the baseball-loving game president had received a courtesy copy of the playtest rules from Steve Jackson, Rich didn’t have particular interest but knew I was a TFT GM, and handed them over to me – that got my name on the radar and into the GURPS corebooks.

This is how a number of game companies winnow down the hordes of energetic wannabe writers. Few game companies – if any – have people reading through slush piles. They often have specific projects in mind, fitting into existing product lines, and as in any other creative field they'll hire someone they know (or someone vouched for by someone they know) over those newcomers. They are not at all interested in OJT, and expect professional efforts written to their exact requirements, submitted on or before the deadlines, no excuses.

Starting your own deal from scratch? It can be done, and we know of folks who've done it. Unfortunately, many of them already had capital they were willing to invest to print their stuff, convention hop to push their stuff, and keep the bills paid while they were trying. And for every indie success, there've been twenty small press failures, and fifty no one's ever heard of beyond the local college's gaming club.

(I've two anecdotes to illustrate the syndrome. The first is from the mid-80s.  The gaming club at UMass-Amherst had a fellow who designed a board game, called Dawn of Islam.  Sorta a Diplomacy/Risk style wargame with unbalanced sides; the Byzantine position was by far the strongest.  Except ... the Islamic player, early in the game, received four tokens called "Army of the Faithful" which were damn near invincible, and of course to conquer the rest of Europe he'd have to go through the Byzantine player first.  Very intriguing, very well designed, very engrossing, there was a session damn near every week.  Everyone said that the designer ought to get it published.  He never succeeded at it, and the only reason I know the guy's name at this remove -- Roger Adair -- was in asking clubbies of the era on Facebook a couple years back.  Roger's passed away now, and no doubt his marvelous game's been at the bottom of a landfill for a couple decades.)

(Second one is, well, me.  I started veering away from D&D very early, and getting very very variant indeed.  Typed up the result in 1981, brought it to UMass with me the next spring.  I was something of a nine-day wonder that spring semester, had more players than I knew what to do with ... either I was that good a GM or everyone else was that bad, eh.  That was the only semester I was at UMass, life events taking me back to Boston, but one of my players had a xerox of the system, and Tom was enough of a fanboy to GM it.  He was doing it years later, something I found out at a SF convention down the road.  Having moved on to TFT and GURPS by then, I inwardly winced that someone was still GMing that godawful melange, but gave belated permission, and furthermore got into Tom's hands a copy of my spell manuscript, the part he never had.  The last I'd heard, he was still GMing it deep into the 1990s, many years more than I'd ever stuck with it.  Go figure.)

Not deterred? Fair enough ... give it a shot! Just make sure to keep your day job.

13 July 2014

Baiting and Switching ... Not.

So there was a thread once, where the OP put forth a proposition, based on indig tribes of Southeast Asia such as the Hmong or the Karen: that orcs were similarly folk who were pushed out of the better, nicer lands, who lived on the fringes of civilization as a matter of course, and who were far more stigmatized as Those Barbarians than anything else.  This wouldn’t be readily apparent to the players, who’d hold – and be expected to hold, as All Civilized Folk ought – the classic prejudices about orcs being nasty evil beings needing extermination.

The OP somewhat presciently said that this would either work well or piss everyone off, and it did: starting with other posters, who raked coals of fire over the idea.  The OP was accused of “cheating,” of having a “social agenda,” of baiting-and-switching, and of breaking the expected D&D paradigm.  One poster, rather colorfully, compared the “humiliation and embarrassment” of the situation to showing up at your boss' wedding in a clown suit.

This is not an unusual reaction in gaming circles ... IMHO, more because their own worldview was threatened than any other factor.  Now, yes: if the OP's was running straight D&D, with published dungeon modules fresh out of the shrink wrap, and advertised a hack-n-slash campaign, then yes, messing with people's (completely OOC) preconception of How You're Supposed To Be GMing Those Races is railroading.  I'm equally willing to acknowledge that a number of game systems have fixed settings with defined notions of the setting's races. A Pe Choi in Empire of the Petal Throne, a troll in RuneQuest, a dwarf in Warhammer, a gargun in Harnmaster, we have a good idea how they're to be portrayed.

For my own part? I think the notion of orcs as the fantasy world's 'Yards is a smashing one. Beyond that, I'm a GM. I get to set the standards for my setting. I can adopt whatever moral standards I bloody well feel like adopting, I get to define my world's orcs however I please, I am not bound by any fictional source or player expectation when I do it, and all the rest of you get to do the same around your own gaming tables.

Beyond that ... not everyone plays D&D 4th with a (say) Forgotten Worlds setting.

Let me repeat that: not everyone plays D&D.

Orcs are presented in different fashions in other systems. GURPS has its own take on them. Harn has its own take on them. Warcraft has its own take on them. Shadowrun has its own take on them. Warhammer has separate spins depending on whether you're doing Fantasy or 40,000. The claim that orcs are monolithically, irredeemably evil throughout the RPG world is flat out false ... and doesn't even apply to D&D, which has had orcs as playable PC races in more than one edition.

(And for pity's sake, in what universe is ANY race monolithically "anything" at all?  Do "humans" have a monolithic culture?)

The notion, therefore, that "changing" how orcs work in your campaign is by-definition a bait and switch is bullshit.

And when this is a "reveal," and the whole point is that the general perception of the world might be wrong ...? Err. This isn't an epic screwjob. This is a plot twist.

06 July 2014

How To Do Your Own Age Of Sail

The Mayflower II, the only ship in this article I've ever been on.




To the verisimilitude fan, published RPG settings get a lot wrong.  I’ve ranted about this a fair bit, but there’s no example so stark and startling as how badly and consistently gamers get ships wrong.

You’re all gamers, and you know how seafaring in RPGs is depicted.  It’s right out of Hollywood movies of the 18th and 19th centuries, classic Age of Sail tech.  To a degree, this is understandable: medieval and Renaissance depictions of Arthurian and Biblical legends put folks in clothing, armor and weapons that would’ve fit in perfectly in contemporary culture.  Moreover, filmmakers have budgets, and cinematic ships are almost always drawn from the pool of replica Age of Sail vessels out there.

This is reflected in gaming: ships are often depicted as huge, with 19th century cannon, ship’s wheels, sleek keel:beam ratios and all the trappings of the Age of Sail.

But we do know a lot about those earlier vessels.  Want to do it right?  Ditch damn near every movie you saw.

* First off, ocean-going medieval vessels are small.  The largest of them topped out at 200 tons, their accommodations could charitably be described as “spartan,” and they weren’t overwhelmingly seaworthy.  They didn’t hold that many sailors, nor that many provisions – the navigational standard was to coast hop.  Check out some of these links for examples of cogs, and carracks, caravels and fluyts that replaced them in the late Middle Ages and Renaissance eras.  Take the Mayflower II above, a Renaissance-era fluyt.  Being a Plymouth-area native, I've been aboard her several times.  Imagining over a hundred passengers AND their livestock AND their stuff AND the crew on that teensy vessel, for two months yet in the North Atlantic autumn, just blows my mind.

* Secondly, the science of shipbuilding hadn’t evolved very far.  The fad for medieval European shipbuilding was for very high “castles” both fore and aft, quite suitable for the boarding tactics of the time and reminiscent of land fortifications, and which survives in the nomenclature of today’s “forecastle.”  As cannon became common, they got jammed onto these top-heavy ships in appalling numbers and in appalling sizes – stability calculations being centuries in the future – and as you can imagine, an all-too-frequent occurrence was overburdened ships just toppling over and sinking on the spot.  They were not all that seaworthy, and even with celebrated mariners like the Vikings, it's estimated that a full 25% of voyages out of the sight of land resulted in ship losses.

* Thirdly, they were a lot fatter than you imagine.  Remember that ship deck plan you downloaded from that gaming site?  It’s almost certainly crap.  The keel:beam ratio (translation for you landlubbers: how long it is vs. how wide it is) runs as much as 7:1, which is about what you expect for 1870s extreme clippers that couldn’t possibly carry armament or a military crew and could do only one thing well – sail in a straight line, very very fast.  I don’t say it isn’t useful to the designers of gamebooks, who can jam three grid plans of a 7:1 ship onto a single sheet of paper.  It just bears no resemblance to reality.

The ratio for medieval ships were much more often along the lines of 3:1, and even as chubby as 2.5:1.  This made for a craft that could haul more cargo, and could handle rough seas better, but it doesn’t look very 19th century.

* Fourthly, a number of innovations hadn’t yet been invented.  Smaller ships (such as cogs) were steered with tillers, just as you’d see on modern-day pleasure boats, or with large and inefficient steering oars.  This didn’t work very well when ship sizes grew, and the whipstaff was invented – only in the 16th century.  (The modern day ship’s wheel wasn’t invented until the 18th century.)  The familiar anchor shape you think of wasn’t invented until well into the 1800s: medieval anchors didn’t have shanks, and the arms were straight instead of curved.  Stern-mounted rudders weren’t common until well into the Middle Ages.  Teredo worms, barnacles and seaweed made short work of hulls, and a 30 year old ship was an old one.  (It took until the 1780s to work out the kinks of copper bottoming, and even there it upped the price of a ship hull SIXFOLD -- only the British Navy gave it a serious go.)

(By the bye, all of this refers to European seafaring, with which players are likely to prefer for aesthetic reasons.  Chinese and Arabic seafaring of medieval times were much more advanced.  South Asian shipbuilding had access to woods like teak, with superior resistance to rot.)

I’ll touch on pirate ships, a major topic of gaming sail.  Contrary to popular belief, there isn't a particular ship design called "pirate ship." Pirates used just about any hull they could get their hands on, although they favored sloops for their maneuverability, speed and ease of repair.  Far more often than otherwise, these ships were usually small.  This flies in the face of Hollywood, which favors large replica vessels and broad decks onto which you can pack a satisfyingly large cinematic battle as well as cameras and tech crew, but there you have it. 

As to that, Spanish treasure galleons were very seldom used as pirate vessels; they could pack a whopping lot of men, but they were ponderously slow and needed outright shipyards for maintenance, something unavailable to most pirates. When galleons were used by pirates were in full scale assaults by outright fleets, more along the line of amphibious invasions than the normal run of piracy, and those assaults were things of legend that happened once or twice a decade.

Deckplans?  That’d be a bit of a problem.  NO library will have deckplans for a 17th century ship or earlier smaller than a third-rate -- about the size and armament of a USS Constitution-sized heavy frigate -- for that matter: the earliest sloop deck plan that has been uncovered so far dates from 1717.  (If by some miracle you have a genuine deck plan for an earlier ship, Mystic Seaport researchers would love to talk to you.)

A book I own and strongly recommend is Deane's Doctrine of Naval Architecture, published by the Naval Institute Press. Sir Anthony Deane was a prominent naval shipwright of the 17th century, and the Doctrine was written at the request of his patron, Samuel Pepys (the famous diarist, who was at the time the First Lord of the Admiralty), to explain ship design and building to the educated layman.  Peyps was hoping to better inform the Parliamentarians of the day of the price of admiralty, y'see ...

Among other things, the book has exhaustive statistics of every ship on the Royal Navy list in 1670, and I mean exhaustive – I can crack the book open and give you for every possible rate (and where listed, for each one of the ships in the Royal Navy) the length and number of every single scrap of rigging, how much it cost to completely rig or provision the ship, how many guns and anchors they had, every possible dimension ... to a degree that would blow the mind of the most anal dungeonmapper alive.

In particular, using Deane's stats and given the range of guns found on pirate ships of the day, the heaviest pirate ships would be around 90' by the keel and 28-29' by the beam (for a 40-gun ship that could man around 200 men), and generally getting no smaller than a 4-gun smack that could man about 30 men and measure around 44' by the keel and 11-12' by the beam.

24 June 2014

Explanation of NPCs: footnote

I do play GURPS, and I'm not going to take the time to convert characters to other systems ... especially since I really don't know other systems (other than Fantasy Trip, a long out-of-print system that doesn't precisely have more players than GURPS).

But you should have a handle on what some of the numbers mean, so you have a good idea what these NPCs can do and how well they can do it.

(Caveat: the explanations are my own perception, usually.  Not every GURPS GM shares my take.)

Stats:  Stats are Strength, Intelligence, Dexterity and Health.  There are also secondary stats such as Fatigue, Speed, Move, Perception, Will and Hit Points, which are all figured off of the main stats.

10 is the system default for "average" -- unless there's a racial modifier, every character starts with 10s in each of the main stats.  Improving stats is expensive in GURPS, so stat numbers that a D&D player might perceive as only decent are in this system quite good.  Almost all physical skills are bought off of DX, and almost all mental skills are bought off of IQ; in consequence, GURPS characters tend to be created with variations on 11-13-13-11 numbers, even after the major revision in 4th edition that jacked up the point cost on improving DX and IQ while leaving ST and HT alone.

7 is the lowest stat the system allows, and 8 is the lowest I allow: it's pretty much the lowest you can get and still be a viable adventurer.  Still, a stat of 8 sucks, and over the years several of the players who've blown through my warnings have traded out characters once they realize exactly how much it does suck.

12 is, IMHO, a pretty decent stat.  13 is very good indeed, and it's about what I encourage PCs to use for their go-to stat -- "prime requisite" in D&D terms.  14 is outstanding, something that a beginning PC might have as a "prime requisite" stat with some sacrifice; looking over my records, people manage with a single stat less than half of the time.  

More than that?  In the 37 years † I've been GMing GURPS, only nine characters have had a stat of 15 or more.  All but one of them started before the 4th edition cost revision, and six of them played a race that gave a stat boost.  One intrepid dwarf had ST 15/DX 15, and was otherwise a blithering idiot with just a half-dozen skills.

Skills:  Basic premise -- in GURPS, beginning characters are competent.  This isn't D&D, where a character can only be reasonably expected to succeed at a skill half of the time.  A skill of 12 (which is okay at best for a PC) has a 74% chance of success.  A skill of 13 has 84%.  A skill of 15 has 95%.  Penalties apply -- if you're trying to shoot someone in the countryside at midnight, from 30 yards away, you had damn well better not count on hitting him with that 14 roll -- but even so.
 
A level of -8-9 is better than the default level for not knowing a skill at all, but it's not very good; a good example is that Broadsword-8 means you've just finished boot camp, and you were clumsy to begin with.  (The minimum DX you can have and have Broadsword-8 is 9.)

-10-11 is okay.  It'll do for routine, non-emergency, non-combat uses.  Think of an apprentice in a craft, or someone of decent physical prowess just getting through basic weapon training.

-12 is the nominating level for "can make your living with this skill," and -13 is "... and you're actually good at it."  -11-12 is where a newly-genned PC should have routine, secondary skills in the "It's Good To Have
Someone In The Party Who Knows Something About History" camp.

-14 is quite good, and -13-14 is about where a newly-genned PC should have important skills.  A warrior-type with a lead weapon skill of -14 will be alright.

-15 is where I place an expert, and a newbie with this for his or her go-to skill is doing just fine.  A newbie swordsman with DX 12, for instance, is allocating a significant number of points to get Rapier skill this high.

-16-17 are quite expert, and these are levels that newly genned PCs will only reach with serious sacrifice, and that I'll allow a newbie to take only if I'm in a pretty good mood.

-18 is my nominating level for master, and few PCs ever push numbers this high or above.

-21 is my nominating level for "best in the region," and I won't let PCs reach this without long training, serious sacrifice and some excellent explanations.  (You don't get to be the best swordsman in the kingdom by going on adventures.  You get to be the best swordsman in the kingdom by working out four hours a day, every day, with weapon masters in the salle.)

-25 is my nominating level for "one of the best in the world."  I've let exactly two PCs in my campaign's four-decade history reach this with a single skill apiece.  The first was the best healer in my campaign's history, and the second is not merely the most powerful wizard (and highest point total character) in my campaign's history, she's legitimately one of the world's most powerful wizards. 

(These levels are my personal takes, mind you.  Sean Punch, the GURPS Line Editor, opines that -18 is "best in all the land" and over -21 puts you in the running for "best of all-time."  A number of GURPS setting books, by contrast, are really free with tossing out -15s to potters and militia weekend warriors.)

† - as of 2022, anyway.  Yes, that would date before the system was published; I was one of the playtesters. 

20 June 2014

NPC of the Day: Grogondo

I've mentioned my predilection for a "viewpoint" NPC a couple times before.  While Kardo, at eleven years straight and counting, is by far my longest standing VNPC, this was really my earliest: before this fellow, my players tended to have one or two key hirelings apiece who were, to a large extent, one-dimensional cyphers played by them as silent, almost faceless adjuncts.  This character, who made his debut in 1980, was a key step in my evolution as a GM.

In many a campaign, Grogondo would have never gotten off the ground: as you can see, he's an orc.

(That's actually what he looked like, too; it's part of the cover of my first published gaming book, and the artist, Denis Loubet, not only did a great job on the cover, but depicted four characters from my main group and more or less got them right.  I'm afraid that Denis and Hannah Shapiro spoiled me for collaboration with artists.  In any event, I digress.)

Obviously, in that first few years of the hobby, orcs were already staked out as the Klingons of RPGdom -- the evil, dishonorable, baby-munching enemy, to be whacked on sight.  But ... there was a difference.  Most of the players in my two groups, at the time, were friends I brought into the hobby.  They hadn't yet absorbed some of the prejudices that gamers had generally, and they didn't know that they were supposed to reflexively mistrust and hate this guy.

ST: 12     IQ: 10     DX: 13     HT: 13/16    Per: 12    Will: 12    Speed: 6.5     Move: 6  

Advantages:  Combat Reflexes; Contacts / Low-level criminals, 9-; Night Vision+3; Outdoorsman+1; Reputation / +2, as hardcore killer, among local lowlifes; Very Fit

Perks:  Improvised Weapons; Neck Control; Weapon Adaptation

Disadvantages: Bloodlust; Bully; Code of Honor (Stays Bought); Colorblindness; Odious Personal Habits+1 / "Broken" speech; Reputation-1 as uncouth & barbaric; Short Life Span; Social Stigma: Minority Group; Struggling; Ugly

Skills: Brawling-14; Climbing-15; First Aid-10; Hiking-14; L: Altanian (B/-); L: Avanari (N/-); L: Talendi (B/-); Packing-10; Riding-12; Seamanship-11; Shortsword-12; Singing-13; Spear-14; Staff-13; Stealth-14; Streetwise-10; Survival-14; Swimming-14; Tactics-10; Thrown Weapon: Spear-13; Tracking-15

Maneuvers: Feint-15

Quirks:  CB: Vandalism; Deliberately inarticulate; NOT intolerant of elves; Recreational drug user; Skirmisher mentality

Grogondo pretty much projects the stereotype of the second-tier mercenary thug.  He's not an experienced regimental soldier, he'll pretty much do what he's paid to do, and he throws his weight around as far as he can manage.  Local lowlifes know him, and fear him more than a little bit, although he's never really worked for criminals except as an occasional bodyguard.  He's inarticulate, and speaks with broken syntax -- "Ya, Gro-gondo do 'dis t'ing.  Gro-gondo kill f' you now?"  Stereotypical thug orc, in a land where orcs are second-class citizens at best and no one expects better.

This is somewhat deceptive.

First off, he's smarter than the average orc.  (Stronger, tougher, faster too, come to that.)  If you're loyal to him -- and to Grogondo, "loyal" pretty much means "Don't screw me and pay a fair share and on time" -- he's loyal to you.  While in some ways he's a typical orc, he deals well enough with elves (who don't often return the favor), and his inarticulacy is a posture: he speaks the local language perfectly well, but chooses not to so as to encourage others to underestimate him.  It works.  He speaks smatterings of two other languages, and is illiterate.

He's an excellent and veteran outdoorsman, and is known to be one, which has led to a number of his jobs ... he might not know how to get you to the ruins of Castle Alvang in the mountains, but he'll keep you alive in the howling wilderness if you know to get there.  He's also an experienced caravan guard, and can do teamster work.  (None of this is impaired by his casual hemp smoking habit; he likes to get mellow, not stoned, and he really can stop any time he wants or needs to do so.)

But don't expect him to stand stalwartly between you and harm in battle: that's not his style.  He's a circle-around-and-flank-the-unsuspecting-foe guy, although he doesn't lack courage -- he just figures that frontal assaults are stupid, and will avoid them if at all possible.  He's also a take-no-prisoners chap -- to Grogondo, the only good enemy is a dead enemy, and dead enemies can't get revenge on him.  Employers who waver on these important values lose his respect, fast.  You might want to play close attention to his facial expressions: if he winces or sneers off to the side, it means he thinks your plan is dumb.  He doesn't work long for employers who make dumb plans.

* * * * * * * * *

The party leader of the group for which Grogondo was the VNPC was elven blood, sure, but the player was pretty ruthlessly pragmatic, and thought that Grogondo was the greatest thing since sliced bread; the characters became allies and fast friends.  Grogondo was around for a few years, and became quite experienced.  I present him here as a beginning NPC (at 125 pts, which is below a starting PC in my campaign).


(For those of you unfamiliar with GURPS:  the split health is Health/Hit Points, the +3 HP being an orcish trait in my campaign.  Very Fit confers high resistance to disease, poisoning, staying conscious, you lose fatigue at half normal, and recover it at twice normal -- pretty much, you're a triathlon type; Improvised Weapons means you can fight perfectly well with broken bottles, flagons and table legs; Neck Control gives large resistance to being choked or strangled; Weapon Adaptation in his case gives him the ability to use staff techniques with a spear and spear techniques with a staff -- usually he carries a spear.  Struggling means he doesn't own much: his spear, some substandard leather armor, camping gear, and that's about it.  The italicized items are orcish racial traits not otherwise reflected in the stats.)

For a further explanation of system numbers, check this link.

13 June 2014

Adepts of the Doxology

“Are you alright, Sana?” I screamed, daring a glance back at the fallen wizard, that lizard of hers screaming like a tea kettle.  I didn’t hold out high hopes - that damn crossbow bolt was sticking IN her, and it sure didn’t look good.  For any of us - me, Dray, the four remaining sellswords, we were holding off Tellek’s band of renegades at the wall, and we’d done for a dozen of the bastards at least ... but there were a couple dozen more, and now they were pissed.

“Wolf Lord’s nut sack, here they come,” spat Dray.  I nodded and gripped my last two throwing knives, feeling in front of me to make sure the axe was there and ready.

S-S-S-S-S-S-SHING!  The front wave was flattened, knocked down as if by Upuaut’s own scythe.  S-S-S-S-S-S-SHING!  I stole another glance back, and there was Sana Avennia, staggering forward - that bolt still sticking out of her! - shaking her flail at the enemy line.  S-S-S-S-S-S-SHING!  The bronze links rang in the night, and damn me for a civvie if it wasn’t a sweeter sound than temple bells.

“Eyes forward, Gwythar,” Avennia hissed, wiping the blood from her mouth with her free hand.  “We’re not done for yet, but neither are they.”  S-S-S-S-S-S-SHING!


ADEPTS OF THE DOXOLOGY OF SAN DESTINAKON

(NB: This is one of the wizardly orders from my campaign, which some people have found interesting and poached for their own.  For those of you scoring at home, "Fristles" are cat people, "Khibils" are fox people, "San/Sana" is a term of respect applied to scholars in general and wizards in particular, and the system information below pertains to GURPS.  Adapt as you wish!)

The Adepts practice animation and body control magics.  While the order does not discriminate, a preponderance are Fristles and Khibils, both races native to the desert home of the order.  Further, all Adepts carry bronze flails which they use as foci for their magics.  However, the Adepts can and do also use the flails as weapons, and are some of the most skilled warriors among wizards.

Their schola is in the far-off western desert of Mycretia, and most Adepts train there, making wizards of this otherwise useful and well-regarded order more uncommon the farther from there one gets; along the Talendic coast, Adepts come to parity with Wizards of Fruningen in numbers, while it is quite rare to find an Adept beyond the Pazidani Peninsula.  Adepts are schooled in a demanding and punishing regimen which includes a degree of mysticism and ascetic practices unusual amongst magical orders.  Privation, starvation and mortification are known to be part of the training.  Self-flagellation is a notable part of their practices, commonly employed when Adepts believe they have failed or faltered in a task through carelessness, clumsiness or inattention.  Nothing beyond rumors exists of the private rituals they undergo.  “Listening to the Wind” is known to be an element of meditation, although what that means is unrevealed.

What is known is that the last stage of the Adept’s training involves the feared Desert of Blood, ringed with cruel mountains, where he must survive naked – with only the bronze flail for a tool – for one month.  There, in a haunted land where the flow of mana is slight, is where Adepts learn to cope with weak or erratic mana flows; this also stands them well in enchanting magical artifacts, something at which the order excels.  Adepts who survive leave the Desert with a familiar, almost always a winged dragonet slightly smaller than a house cat, believed by observers to be sentient.

Symbol: A bronze flail.

Garb: Adepts wear robes in a diamond checkerboard pattern, usually in brownish and black colors: brown, bronze, umber, tan, brass and so on.  It is usual to wear a mantle which covers the shoulders.

Template: In addition to the Mage and College of Mage Templates:

    Advantages: Ally [Familiar, at least 10+], Flagellant’s Blessing [1], Language [Hrestoli, full written and spoken comprehension, 6] and 2 points chosen between: Better Magic Items [1], Controlled Cantrip [1], Elixir Resistance [1], Far Casting [1], Improvised Items [1], Mana Compensation [1], Mystic Gesture [1], Quick and Focused [1], Rule of 17 [1], Staff Attunement [1], Willful Casting [1].  Include to those in the base Mage Template: +1 to ST or HT [10], +1 to DX [15], Fit [5], High Pain Threshold [10], Rapid Healing [5].   

    Disadvantages:  Disciplines of Faith/Mysticism [-5], Vow [Keep cult secrets, -5].  Include to those in the base Mage Template: Chronic Pain [varies], Wounded [-5].

    Primary Skills: First Aid (IQ+0) [1], Flail (DX+1) [8], and at least fifteen spells taken from the following colleges: Animation, Alteration, Body Control, Enchantment, Movement (ML+0/-1/-2) [all @ 1 apiece].

    Secondary Skills: Include to those in the base Mage Template: Area Knowledge (Mycretia, IQ+1) [2], Religious Ritual (IQ-1) [2], Survival (IQ+1) [2], Theology (IQ-1) [2].

06 June 2014

Tidbits: GMing and Compromise

How far do I go by way of compromise in what I run? Not very.

What I run is a Renaissance-tech fantasy world, very loosely based on Kenneth Bulmer's Scorpio series, using GURPS.  I specialize in urban adventures and run a lot of nautical stuff.  I don't do dungeons, and my plot arcs are a lot more about geopolitics than Good Kingdom vs. Evil Empire.  I'm a realism bug.  PvP is strictly forbidden in my campaign.

That's the deal.  If you want to play D&D or Pathfinder, I'm not your guy.  If you want lots of interparty conflict, I'm not your guy.  If you want to do SF, well, I do a few months worth of Firefly every several years, but that aside, no, I don't do that.  If you want high entropy dungeon fantasy where the PCs' goal is to be the lords of creation, no, I don't do that.  If you can't handle that a single veteran soldier might be able to slap you around and that thirty orcs with spears definitely will slap you around, no, I'm not catering to you.  If you don't like that we're a friendly lot who break for lunch and spend the first 15-20 minutes asking about everyone's fortnight, well, shucky darn.

I've been doing this for over three decades now, and I'm pretty set in my ways.  I GM two groups who like my way of doing things just fine, and those players who couldn't handle one or more of the above elements find other groups in which to play.  I've also long since made sure prospective new players know the score, in detail; sometimes they listen.

Sorry, but I’m not going to be one of those sadsack GMs who write to gaming forums complaining that they’ve been bullied into running a game system, a setting, a genre they didn’t like.  Life’s too short.