27 July 2014

Evil Deities? How come?

"I AM dark and evil!  Really!  Fear me!"

Forum D00d: "The one problem with D&D's presentation of gods was always to me - how the hell do the Evil Deities get worshippers? Why would anyone worship Cyric, for example? I admit that settings did somewhat try to explain that, but I always thought that either they should be granting simply more power to their priesthood/cultists (while usually, to keep the mechanical balance somewhat, they don't), or they should be enforced by sheer power."

Well, there are one of six possible explanations, presuming you don't just dismiss the concept of D&D "Good" vs "Evil" as the arrant bullshit it is:

* Did Hitler think he was evil? Did Stalin? Pol Pot? Almost surely not. Just because we have an OOC system mechanic -- or just because the winners write the histories -- that proclaims someone "evil" doesn't mean that they think of themselves that way.

* The dark gods will have their due. Failure to worship them will bring their anger down on the land, something that has been proven time and time again. The people in the pews might be trembling with fear, but they come nonetheless.  The dark gods need to be propitiated with sacrifice, with offerings ... or else.

* They attract the losers, the misfits, the powerless, the people with nowhere else to go, those who crave vengeance. The dark gods are real, everyone knows that. If you can't beat the ones who oppress and bully you, worship at the altar of someone who can.

* Factionalism is.  Of course power structures will develop around organized faiths, and power struggles revolve around them.  If my enemies are firmly entrenched in the local parishes of the white-light god, then what are my other options?

* Haven't we all seen decades worth of players commit all manner of bestial and violent acts, all in the ostensible name of "Lawful Good?" The light gods, they preach Good, and Truth, and Honor, and Love, but look at the depredations of their followers! Isn't it just a pack of lies after all? The dark gods, though ... sure, they might be "evil," and there might even be some justice to the charge, but at least they'll never lie to you. They're honest about who and what they are.

 * Finally, there's just plain inertia: people worship where their parents worshiped, and their grandparents, and THEIR grandparents, and they don't give it much thought.  Let's face it: how many people in the United States actually are Christians?  You know, genuinely follow the precepts that Jesus sets forth in the Bible, all of that?  How many people really love their neighbors as themselves?  How many really reject wealth in favor of heavenly values?  How many people really turn the other cheek?  As opposed to just doing whatever the hell they want?  No.  There's a vast number of people who just show up of a Sunday, parrot what they're told to parrot, pay lip service to that which is socially required, ostentatiously sport a cross or a religious medal, all because that's what's socially acceptable, because let's face it, open pagans or atheists don't get all that far in back-country Alabama.  

(I definitely had a smile for the guest minister who, in his sermon, set forth the distinction between the faith OF Jesus and the faith "naming" Jesus.  I definitely didn't for the WaPo article quoting a Missouri megachurch member as saying that of course the Ten Commandments only applied to "our kind."  It's long since been my contention that the worst nightmare of the religious right would be to find out that Jesus was real, on the ground that if the anti-war, anti-wealth, anti-violence, pro-lower class Jesus of the Bible truly was in charge, the Second Coming would kick off with the words "Did you think I didn't actually mean anything I said?"  But I digress.)

And really, why would a fantasy world be all that different?  There's only the one temple in town, to Gibil the volcano god.  They only burn one person alive a season, and they usually find a criminal or buy a slave for that.  Everyone attends, and no one really pays much attention to the ritual words of "May the world burn, and I shall hold the torch" everyone repeats at the weekly services.  (Certainly no one actually DOES go out and set their neighbors' buildings on fire!)  They leave behind their offerings of coin in the obsidian bowl, and go their way.

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.

30 May 2014

Tidbits: The Evil Prison

For my own part, I hate the "Everything Evil Has To Be Dressed In Black, Sporting Spikes, Dripping Ichor and have Grimdark Names" cliche.  I've liked to have Evil High Priests be genial old duffers, who beyond the necessity of sacrificing your souls to their dark gods see no reason to be cruel, discourteous, or stingy with their tea and cucumber sandwiches.  After we're done torturing you to death, sir, are there next of kin to whom you'd like your remains sent?

Your Evil Prison, therefore, shouldn't be a Gothic hellhole situated on a windswept crag in the ocean.

I'd name it something like Hollybrook.  The grounds are verdant and lovely, filled with stately trees and floral arbors.  The walls are of a pleasant cream-yellow stone quarried nearby, and the attendants – tall and handsome to a one, with open, broad smiles – are clad in robes of matching hue.  It is true that smoke billows from the chimneys no matter the season, but it is always the pleasing scent of wood smoke ... however much no lumber deliveries ever seem to be made.

Indeed, no deliveries of any kind – of provisions, of supplies – are made to Hollybrook. Only the prisoners ever come – in the bright cream-and-crimson lacquered carriages that are the familiar symbol of the prison throughout the Kingdom.  Sometimes they're even seen again, their gaze hollowed out with enduring horror, as they haltingly stumble through the riven shards of their lives.  But of what goes on behind the sun-washed walls of Hollybrook, no one has ever said.

23 May 2014

The Gaming Store is DOOOMED!!!

I've lost count of the "OMG the FLGS ‡ is DOOOOOOMED!!" forum threads I've seen over the years. I saw them in amateur press compilations as early as the late-80s. 

Most of the rants stem from the writers’ favorite local outlet closing shop, and the rest base theirs on their FLGS undergoing one or more of the following trends which – in their sole and exclusive opinion – disqualifies the FLGS from being a "G":

* Those Damned Kids And Their Card Games;

* The clientele is full of people younger (or older) than the poster likes ... too many (or not enough) piercings, tats or black clothing? Lowlifes or fuddy-duddys, the lot of them;

* It doesn't stock a high enough percentage of the Right Games: too many of those stupid small-press games that waste space (if the poster doesn't play those), too much of that "corporate" swill (= any game that gamers outside of Internet forums have heard of, if the poster doesn't play those). None of that Warhammer crap (if the poster doesn't like the 40K crowd) ... etc etc. Nothing too old (if the poster only wants the Latest Edition of Everything) ... or with lots of bins of dusty – and heavily discounted – antiques (if the poster isn't a treasure hunter);

* It doesn’t have a large gaming space, for which the owner will never harass the players to buy things or put themselves out in any way, such as explaining to curious customers what we're doing or which game we're playing. The priority, of course, should be for the Right Games; or

* The counter help doesn’t have encyclopedic knowledge of the pros and cons of every item in the store / the owner doesn’t seem to be all that interested in RPGs, as opposed to Those Damned Card Games.

Toss in a healthy dollop of “OMG the Internet/Amazon is eating everything,” and there you go.

I'll throw an anecdote out there: as of 2014, of the five FLGSes I knew of in Metro Boston in 1978, each and every one is still in business. Have they changed over the years? Well, for one thing, they weren't 100% tabletop RPG outlets in 1978 either any more than they are today. The Games People Play in Cambridge was principally a traditional "game" store, then as now: fancy chess sets, cribbage, backgammon, card games, puzzles. Strategy and Fantasy World in Boston (the current Compleat Strategist) was heavily into board wargames: SPI and Avalon Hill games, that sort of thing. Hobby Bunker in Malden was (then as now) heavily invested in miniature wargaming. And so on.

Come to that, I've never seen a store that was a tabletop RPG outlet and nothing but. They've always had some other serious focus: SF/fantasy books, hobby modeling, wargames, comics books, miniatures, Eurogames, board games, computer games, CCGs, even radio-controlled thingies.  Something.

And gaming stores went out of business in the 70s, and in the 80s, and in the 90s as well. The RPGs/bookstore I first bought Fantasy Trip?  Spike McPhee's iconic Science Fantasy Bookstore, and it was priced out of the Harvard Square market by 1988. The FLGS in the town I went to college in 1982? Out of business two years later. Its replacement? Gone by 1989. (I don't remember its name, but curiously enough, I do remember that the partnership that owned it styled themselves "World Domination Enterprises.") The two FLGSs I first patronized when I moved to Springfield MA in the late 80s?  The Tin Soldier in Court Square was out of business by 1990, Dragon's Lair in East Longmeadow was out of business by '95.  The big box bookstores like Borders and Media Play that had large RPG sections?  Well, we know what happened to the big box bookstores.  This has always been a volatile business, the more so in that many of them were established by fans, not by businessmen.

The first two trends?  I’m bemused, remembering some history.  If you’re younger than fifty you wouldn't remember, but turn the clock back, and all the FLGSs we've known and loved were Friendly Local WARGaming Shops. The cutting edge companies filling their shelves were SPI and Avalon Hill, the games people talked about were Diplomacy, Kingmaker, Napoleon At Waterloo and Tactics II, the bookracks held dozens of illustration books so as to accurately paint your military minis in proper period fashion, and the featured magazines were Moves, Strategy & Tactics and The General.

And man, were those wargamers pissed at us. Their cozy little world, and their FLWSs, were invaded by a horde of geeky kids blathering on about elves and alignments and orcs and dungeons and lawful good clerics with +3 holy maces of defenestration.  Those Damned Kids weren't the least bit impressed by (or interested in) the oldbies' encyclopedic knowledge of the Peninsular Campaign or the order of battle at Gettysburg, they couldn't care less who Charles Roberts or Jim Dunnigan were, and within a short period of time, the wargamers slunk away in a collective huff. The owners of the shops saw there were heaps of money to be made off the backs of the RPGers and converted to suit.

That's the bottom line: these brick-and-mortar stores are no more our permanent, exclusive clubhouses than they were of the wargamers we supplanted.

Now, sure: there are plenty of reasons not to patronize a FLGS.  I actually happen to agree with most of them.  I can get a far larger selection, significantly cheaper, purchasing online.  I game out of my comfortable, quiet apartment, set up the way I like, playing the hours I want, rather than at rickety game store tables, subject to the store noise and wanderers interrupting us, dependent on the store hours and the goodwill of the owner, and with (understandable) pressure to Buy Stuff.  I can find players, on the rare occasions I solicit them, from online bulletin boards and game finders, without the dogeared notices on FLGS corkboards that never actually have worked.

But that’s just me.

Because the real subtext to "The gaming store is DOOOMED!!!" is that "The HOBBY is DOOOMED!!!"  Which is even sillier than the first premise.

 

‡ - "Friendly Local Gaming Store," a widely-used acronym standard to such discussions, for those of you scoring at home.

16 May 2014

History Nuggets of the City

Something I just dredged up the other night was this list, part and parcel of one of those large forum collaborative lists.  This one was offbeat history nuggets that you could toss in to your City De Jour to provide local color, and these were my contributions to the list.  Enjoy!

1.  Summers in the City can be very hot, and there are roofed-over viaducts, sunk halfway below ground level, linking many streets; these are walled with baked white clay from the river bank, and kept very clean as a rule.

2.  The City is home to the cult of a popular darkness goddess, and many businesses have hours deep into the night, because devout worshipers avoid stirring in daytime hours.  These businesses are marked with a silver medallion etched with a flaming candle.

3.  An old law, repealed nearly a century ago, required that all bricks bear the craft mark of the mason; the City’s buildings over a three century stretch can be reliably dated from the marks.

4.  The City is very old, and layer has been built on top of layer, raising the City at this point sixty feet above the surrounding plain.  Excavations for basements routinely break into ruins of earlier eras.

5.  A fundamental law is that no one can venture abroad after full dark without a torch- or lamp-bearer from the Linkmen’s Sodality, as well as having at least one person present with a bared blade.

6.  The City’s clock tower flies a green and gold streamer if the ruler is physically present in the City (not often; the nearest palace is ten miles away), and a plain purple streamer if a member of the ruling family is.

7.   All roads leading into the City’s main market square, as well as the first couple hundred yards of every road leading from the City’s gates, are especially wide.  The story is that during the Northwestern Rebellion two centuries ago, the rebels in the City held out for six weeks due to their ability to barricade the streets, and the ruler who rebuilt it swore she’d never let them do that again.

8.  The City has two principal market squares, North Market and Diamond Market.  They are in fierce competition, and partisan loyalties have arisen depending (in many cases) where your parents and grandparents shopped.  It’s not uncommon for family and friends of stall owners from one market to engage in petty spoilage and vandalism in the other.

9.  For the three years of the exile of the ruling family last century, the City’s mint produced silver pennies (thriftily enough) with dies of the previous ruler’s face, but defaced with a crude bar slashed across the dies.  Possession of coins of that period is just this side of illegal; flashing one is a well-known sign of anti-monarchical sentiment, and sending one anonymously to an aristocrat or government official a well-known warning to Beware.

10.  Many larger homes from last century have bricked-up windows, a relic of an unpopular “window tax” which assessed a surcharge for every dwelling with more than ten windows.  Some buildings from this era have extra-large windows, at a cost to the stability of the structure.

11.  Surviving wallpaper from five decades ago is flat white and hand-stenciled, a relic of an extortionate tax upon printed or painted wallpaper.

12.  From the point of an infamous massacre during the sack of the City four centuries ago, it has been considered very bad luck to bring dead bodies along any of the four main arteries entering into the market square.  Funerary processions go to tortuous lengths to avoid the route.

13.  Surviving wooden constructions from the City’s “colonial” period are uniformly a faded brick red, a dull blue-grey, a washed out golden-brown or a faint dove grey - relics, it is said, of the somber and austere religious beliefs of the day.  (In point of fact, the house painters of the day loved bright hues ... but over three hundred years, paint does fade.)

14.  Buyers and sellers in the market squares are champion hagglers ... but for some unknown reason, no one will haggle over barreled bulk beers, wines or spirits.

15.  Windowboxes for growing flowers is very popular in the City, and a complex “flower code” has arisen.  Connotations for certain combinations of flowers are well-known down to giving praise to the Gods for prosperity (rose, violet and marigold), prayers that a family member in military service will be safe (amaryllis, mayflower) or hope that a child will be conceived (morning glory, impatiens, poppy).

16.  The City stands at the confluence of three rivers, and has many bridges across them.  The bridges all are heavily overbuilt with water wheels for motive power, and craft shops taking advantage of the power fill every bridge.  In consequence, navigation both of the bridges and the rivers beneath them isn’t easy, and backups on both roads and rivers are endemic.

17.  Though the more squeamish and religious people disapprove, a custom predating the City’s incorporation allows shopkeepers to kill burglars on the spot, without recourse to the law, and display their severed heads outside of their shops as a warning to others.  There is no time limit to how long the heads can be on display, and some shops have century-old skulls outside.

18.  The City’s populace is hungry for gossip and news, and an informal cadre of town criers known as “Moontalkers” has arisen.  A Moontalker wears a distinctive green tabard appliqued with crossed trumpets in yellow, and calls out the news at any place where streets intersect.  People gather to listen, often blocking traffic, but while the Moontalker is speaking and wearing the tabard, his or her person is sacrosanct no matter what he or she says, a practice enforced by the mob.

19.  Although the City is the major port for the region’s thriving indigo trade, it is considered unlucky to wear the color blue; few natives dare to do it.

20.  All the City’s temples and churches, from simple shrines on up, have their main entrances face to the northeast, and in mimicry, many private buildings do too.  There are conflicting stories as to why this is, but the most prevalent one is that departing souls find that the most congenial direction to the Holy Mountain, far to the northeast.

21.  There are a welter of deities worshipped in the City, and they all have devout followings.  Between them all, festival days celebrated by one cult or another are prolific, involving parades, holidays, peculiar customs and observances, and as a result, not a lot of business gets transacted, and any business which can’t be concluded in a day can drag on a looong time.

22.  Mercantilism is strong in the City, and everyone belongs to a sodality, confraternity or craft guild.  The guilds run, and are in control of, all cultural, political and social matters, and all inns and taverns are affiliated with a particular sponsoring guild.  A citizen’s status is strongly bound to the prominence of his or her guild.  Foreigners who belong to no guilds confuse the locals, who are unsure how they fit within their tight notions of status and propriety.

23.  Graffiti is common in the City, and the walls of alleys and small byways are liberally festooned with poems, raucous exhortations to eat at this place or that, that Soandso is a bastard born or that Suchandsuch cheats at cards, and the like.

24.  There are no street signs in the City, but there are a dozen roughly defined districts, each associated with a particular animal.   A pictorial representation of the animal is etched, engraved or stenciled into buildings at every street corner.

25.  The City’s New Year is celebrated on the birthday of the eldest child of the ruler.  When the ruler dies, the date of the New Year changes, creating much confusion among outsiders in terms of fiscal and historical records.  This has been made worse on the three occasions in the last few centuries of a newly crowned ruler being childless; in such cases, the City enters an intercalary period, not part of any year, until the day when the ruler declares his or her heir.

26.  Although silting of the river delta has caused the City to retreat fifteen miles from the sea in the centuries since its founding, and the riverside wharves can no longer accommodate deep sea vessels, the City is legally still a “Port,” with a full raft of harbormasters, wherrymen, “harbor” pilots, nautical guildsmen and other officials.  Most of these posts are sinecures for the politically well-connected.

27.  The City also maintains a Swan Warden, who is entitled to four assistants and four guardsmen paid for at the City’s expense, dating back to the days when swans were game birds reserved for the ruler’s hunting.  Since the Swan Warden is formally an official of the Crown, the appointment continues to this day.  (For practical purposes, this is either also a sinecure, an honor for an important personage, or a method to create a minister-without-portfolio.)

28.  While the laws require that anyone casting a spell be a duly paid-up member of the College of Mages, that law was promulgated when the City was bounded by its original walls.  Despite the fury of the College officials, they have not yet succeeded in getting the law extended beyond the Old City to the new neighborhoods sprawling past the old perimeter.

29.  The City’s fishing boats are almost all brightly painted in all hues of the rainbow.  This dates from a celebrated boatwright of fifty years ago, who discounted by 10% all boats she made that the buyers agreed to paint in such schemes.  Her fishing boats were of unusual quality, and between satisfied buyers and those who wanted to claim that their boats were of her crafting, the custom spread and stuck.

30.  The City has a law restricting people who aren’t liveried guard or in the Kingdom’s military from carrying double-edged weapons over eight inches in blade length.  Dodges to get by this include swords with blunted blades, rapiers, foils, non-edged weapons, and single edged swords such as falchions and scimitars.

09 May 2014

Medieval "Facts" Most Players Believe

Yeah, we know – or have a dim awareness, in any event – that gamers are misinformed, if not badly wrong, about many aspects of low-tech life.  And that's understandable.  People grab dice and come up to the table to play a fun game, not to become experts in medieval European culture.

Still, for those of you who appreciate verisimilitude – and if you've come this far in my blog without rolling your eyes and stalking off, you're likely among them – here are a few examples of what gamers get wrong.

Taverns: The standard fantasy RPG tavern is a large, large place.  It’s full of travelers, the common room seats a hundred or so, and there are several floors of guest accommodations above: it really marries our 21st century expectations of a large modern restaurant with the Marriott or Hilton. 

This just isn’t often the case in the medieval period.  Taverns seldom had much in the way of short-term accommodations – separate “hostelries” did that, which were basically glorified boarding houses.  Deep into the 19th century, most were relatively small, neighborhood places that might seat a couple dozen people and had very limited wares: you ate a chunk of bread and whatever was in the stew pot, and you drank the house beer or ale, or an overpriced bottle of wine, and that was where you and your neighbors often went for dinner.  With a deep unwillingness to waste food that couldn't readily be preserved in any event, the tavernkeeper would have the grub on hand she expected to use, and a large group of travelers would have her either frantically dicing potatoes from the root cellar into the cauldron or scrambling to the neighbors for extras ... which would come to the travelers at a large markup.

In early modern England, due to unforeseen consequences of a law, any homeowner could open a "beerhouse" out of his or her home, upon paying two guineas for a license.  The law was repealed twenty years ago, but the remaining license holders were grandfathered, and there are still a couple spots left where the neighborhood "tavern" is no larger than a sitting room, with a couple kegs of booze around.  I read an article on one that was even done on the honor system, more out of tradition than anything else -- the elderly lady whose family ran it for a couple centuries died ten years ago, and her non-resident granddaughter and heir still lets the community keep it up.  This sort of informal arrangement was common in medieval times, and there were shopowners who'd set up a barrel of brew in the evening, put out a few stools, and played barkeep for a couple hours.

Literacy: Gamers badly underestimate medieval literacy rates.  In the countryside, sure – people in medieval Europe were 90% illiterate and up.  In the towns, however, 50% literacy wasn’t at all uncommon, and the totals went up with the artisan classes and higher.  The two key elements were Gutenberg and the Reformation, during and after which the ability to read the Bible was considered crucial.  (Writing, however, was another matter, and many a Renaissance peasant could read but not write.)  In other areas, especially in China, literacy was also prized and relatively common.

The whole fighting-men-don't-need-to-read-that's-for-clerks riff is an inaccurate, modern-day revisionist view of the western European Middle Ages much beloved of Hollywood and fiction.  What, the western Europe that included cosmopolitan Italy and Spain?  The one where noble-born trouveres were filling France with tales, poems and song?  The one where young nobles were raised to have numerous "accomplishments" – to know how to dance, write poetry, play a musical instrument?  Not really a bunch of unwashed barbarians, folks.

Off-the-rack: This didn’t really exist; if you wanted clothes, weapons and the like, they were made to order, and took about that much time.  Artisans would have sample displays of their wares – say, for instance, a silversmith with a row of spoons, each with a different decorative pattern – for buyers to choose between.  They also often had waiting lists, so that new custom-fitted suit of armor?  Yeah, you might be cooling your heels in town a couple months there.  The armourer needs to finish the three jazerans for the men-at-arms of the countess – the one whose patronage he's had for five years now, and hopes to have for many years after the pushy adventurers he's never seen before are long gone.

Food and drink: “Iron rations” and “waterskins” are staples of character sheets, and it’s presumed that PCs do well on them for long adventures.

First off is salted meats. That's great for shipboard and military life, where you have dedicated cooking teams with cauldrons and the ability to boil out the meat for an half hour or more, which is about what salted meat takes to become edible. Most adventurers don't carry cauldrons around and often have limited supplies of fresh water needful for boiling or soaking.  (Smoked or jerked meats are more of a pain in the neck to produce, considerably more of a pain in the neck to produce in bulk, and don’t keep nearly as long.)  I once took a bite out of a piece of salt cod, to see if it was really inedible without boiling.  Trust me -- * gag cough gag * -- it is.

Second is hardtack. This is really ironhard, and requires soaking or pounding to make it at all edible; pull it out of your backpack and take a bite, and you’ll chip teeth. It keeps forever – there was a bit in the paper last year about a researcher eating some preserved hardtack made for the US Army during the Civil War – but it really doesn't save all that much in the way of space over buying a loaf from a farmwife every day of march, and the older it gets, the more it gets infested with weevils.  This’ll do adventurers no harm, but the players might be a bit creeped out.

Third is water itself.  Beer, ale and wine were as common in medieval Europe (as was tea in the East) as they were because drinking the untreated water was a sure road to cholera and other nasty diseases.  Unless you were filling your waterskins from a mountain stream, you were taking a big chance.  And even there ... my favorite camping guidebook has an anecdote from one of the authors of drinking from a cold, refreshing mountain stream in the Arizona desert, and happening to glance upstream to see some buzzards.  Investigating, he found a dead horse, smack in the middle of the stream, a couple hundred yards up from where he drank.

Fourthly – and something gamers usually slough off – food was routinely adulterated.  Hardtack needed to be baked at least twice, and often wasn't, which sharply reduced its shelf life and durability.  Bakers were often brought to trial, not so much for cutting their flour with sawdust, pipe clay or fuller's earth, but by doing it in such amounts as to be impossible to turn a blind eye.  Meats ... well, let's just say you'd need a strong stomach to read about all the things that were done to them.  The party relying on "iron" rations might well find, two weeks from civilization, that their rations are no good.

Finally, the diet just sucks.  No green stuff, no vitamins – a party eating nothing but that junk for a month is going to be less than 100% when it comes to fighting.

Travel times:  Thirty miles a day is a number used frequently in gaming books ... that being the short-term forced march capacity of a military unit in top condition, with a supply train, in good weather, over good modern roads or flat terrain, and not paying a whole lot of attention to flank security.  For adventurers, it's not true.  Horses don't, contrary to most beliefs, make long-distance overland travel go particularly faster – it's that riding on horses tires the travelers out a great deal less.

For another thing, medieval roads almost uniformly sucked.  Full of mud, filled with ruts and holes, indifferently maintained when they were maintained at all.  (Look, if your countryside is constantly plagued by orc bandits, do you think that the road crews are magically safe?)  Rivers didn't come with convenient bridges, spaced a few miles apart: they came with the occasional ferry, for which you might have to wait a good hour for the bargemen to finish their lunch on the other side and pole back, presuming you don't have to march ten miles out of your way upriver to the next one.  (And presuming you know where the next one is.)  Strong, large bridges are creations of large kingdoms with complete control over their lands, silver to burn, and the peace and stability to use it.  (The aforementioned orc bandits not existing, y'see.)

10-15 miles a day's considerably more realistic.

Guilds:  I touched on this in an earlier post, but your average gamer, raised in a largely meritocratic Western democracy, has a mental image of a medieval guild that more or less squares away with modern-day trade unions.  (It's okay.  The origins of the trade union movement, coming about in societies deeply hostile to unwashed craftsmen exerting economic power, sought legitimacy by claiming descent from those guilds.  They weren't historians either.)  This was not close to being the case.  Medieval guilds were part of the civic power structure, they were there to ensure that the guys already on top of the food chain stayed there, and they were notably hostile to threats to their power.  Membership was very restrictive, they got many laws passed to squish outsiders, and they had quite a few anti-competition/innovation rules to prevent journeymen from getting a leg up on the others; enforced hours of operation, hiring limits, a ban on new techniques.

18 April 2014

Mariners' Quarter II

Sign of the Melting Block:  This old time ice selling family business has recently been taken over by Shalla Luathaich, the grand-niece of the proprietor, who has retired to the countryside.  In reality, “Shalla” is the priestess Tantra, cleric of Mallia – the dread goddess of disease – who with her three acolytes sacrificed Shalla and her grand-uncle, forged the right papers, and plan to use this business to spread disease throughout the Old City and the ships leaving for foreign ports.

Venturers’ Guild Hall:  This five-story wood-and-stucco building houses sailors and harbor pilots; fishermen have their own Guild and are not welcome here.  Non-able seamen are discouraged from hanging around save for entrepreneurs or sea captains hiring for voyages (and pay a fee to the Guild for the privilege).  Membership costs a gold sovereign, which is taken out of the wages of a sailor’s first voyage.  The annual tithe is 15 silver sinvers or 10% of a sailor’s wages (whichever is higher), and that too is deducted from seafaring pay; captains who mislead the Guild in order to mulct this are harshly treated if caught, and blackballed on a second offense.
                           
On the first floor is a large lounge where captains and officers gather, and where a large cork board tracks known shipping.  There is an administrative office, where a wall covered with cubbyholes hold messages for passing vessels.  The Guildmaster’s office is comfortable and kitschy, with the walls covered with nautical bric-a-brac, there’s cabling instead of moulding, and so on.

Most of the second floor is taken up by a meeting hall where Venturers can hold rallies, and there is a separately run teahouse on the 2nd floor balcony upon which the sailors take tea and shoot the breeze.  

On the third and fourth floors, low cost (and mediocre quality) food and beds for seamen are available barracks style.  Supervising the barracks hall is Salty Leofri, a former bosun’s mate.   The fifth floor has modest “lockers” for long service mariners, with room for a bed, table, chair and seachest and not much more.  Notables include:  

Seldon val Troon, Dorval’s half-brother, is the Guildmaster, a position of enormous political influence and the reason why the val Troon family have plucked this plum.  Seldon is a qualified captain, but has his post far more for reasons of politicking than any other, and he is quite good at it.  A lean, hearty man who loves life.  He asserts his title for all its worth in public politicking, but never here or among his guildmates.

Nath “Hawkeye” val Troon, son of Seldon, is the chief harbor pilot.  In this post through nepotism, he is tolerated largely because pilot posts are seen as sinecures for elderly do-nothings and because Hawkeye is a genial, popular man with a reputation as a bladesman, and puts less work than he could into administrative duties (in consequence, the master piloting logs are indifferently kept). 

Cap’n Dolan Hide is the cheerful, swarthy son of a Lohvian merchant and a veteran bladesman, well off enough that he sails because he wants to do so.  He cons the Windrose, a 70' fast schooner outfitted for the tea trade and noted for being weatherly.  The Windrose sports no visible cannon, but her swivel guns shoot lightning, not bullets.

Gwythar the Knife is Dolan’s first mate, a giant of mortalendic blood. He is a skilled helmsman, but an unbelievable knife thrower, one of the world’s best.  He is festooned with knives, several enchanted and all Very Fine quality.

Vangar and Varko are twin brothers who own the Sea Lord’s Confidence, a 250 ton roundship.  They take turns as captain and helmsman, and it is difficult to tell which is which; they are both equally humorless and taciturn.  The Connie is a once-renowned sailer that was poorly repaired following a grounding, and a good bit of rot has set in. 

Shena of Seahill captains the Black Risslaca, a shallow draft sideboard schooner with four sweeps designed for inshore and reef work.   The Risslaca is a jumpy, persnickety ship requiring an attentive, attuned helmsman, which Shena is.  She won’t do a knowingly illegal act (emphasis on the “knowingly”) such as smuggling or drug running, but she also asks few questions.

The Trefoil Herb:   Neysa is a fairly prosperous elven blood herbalist.  She has two assistants who spend their time compounding preparations in bulk for the quarter’s physicians.  She is painfully aware her husband Lodos happens to be the Commodore of the Brotherhood of Renders (the great pirate cabal); they are separated and on poor terms.

The Sisterhood of Sublime Mercy Orphanage:  This orphanage hosts several dozen children at any given time, and has a sour reputation in the neighborhood.  The Sisterhood apparently believes in hard work for their charges, claiming it will teach them useful trades and a work ethic, and operates a nearby sharpener and brickmaking factory.  They claim (not completely inaccurately) to place children in fosterage on suburban farms and in apprenticeships in the city, and hotly and persistently maintains their innocence of any wrongdoing, while maintaining (also not completely inaccurately) that they teach the children to read, write and cypher.  More sinisterly, however, Mothers Mellindra and Yhantse sell a steady percentage of the better looking or stronger children as slaves to illicit buyers.  They have onsite a half-dozen scum guards (deliberately picking handsome, innocent looking ones) to help keep the children in line and discourage questions. 

Tyraesa Square:  This large public square in the northwest of the quarter has a weathered sandstone fountain so old the features of the person memorialized are no longer discernable; it is jocularly called “Old King Log” after a notoriously inept monarch of three centuries ago.  The wide base of the fountain is the source of public drinking water for the poor.  The square is also a popular venue for minstrel performances and street theater.

Dock Square:
  This square is somewhat out of the way, and peopled by the lower-class district residents, the fishing trades, and the down and out.  Outsiders – the Town Watch included – will attract scrutiny, and may be harassed by local youths and wannabe thugs.  There are a number of pushcarts selling various ready-to-eat foods, which is ignored by troopers as long as the thoroughfare isn’t blocked. 

11 April 2014

Mariners' Quarter:

(A previous version of this was up on another website, but I thought people might like to see it here: a few useful and occasionally quirky businesses for a hardbitten, somewhat poor seaport waterfront district.  Enjoy!)

The Sea Gate:   This imposing gate is of carved and polished black granite.  Open from an hour before sunsrise (or high tide, whichever comes first), closes at sunsset.  The guards take bribes to open the Gate from known captains swearing that they need to set sail during the night; those not so well known or in ill favor are well-advised to tie up at South Wharves instead.  No tolls are charged; outgoing wagons are tariffed at East Gate, but not at the Custom House proper; this is a long-held and jealously guarded perk of the Old City merchants. The Gate mounts a six-pounder culverin and two swivel guns in each of its two towers, more to keep merchants and dockworkers in line than anything else.

Barracks, Admiralty Guard:  A full company of Royal Marines is stationed at a barracks adjacent to Admiralty House, with two squads on continuous guard.  The Admiralty Guard is a much-prized post awarded only to elite Marines, and they take a great – and arrogant – pride in their posting.  The five-story tall dedicated naval aerodrome is at the southeast corner of the building, which fouls the sightline of the main wall tower just behind and has caused considerable friction between the powerful Admiralty and the Town Watch.   The Navy’s three precious scout airships are stored here for swift communication at sea, although Marshal Korak contemplates moving one to Thevelin.   

The Commandant of the Guard is Lady Danay Mayfern, a legendary ex-ranker knighted by the Crown for numerous deeds.  The (true) rumor is that she is secretly a Deep Grey Shadow warrior.  The Guard is under the nominal command of the Grand Admiral and is not under the Port Commandant’s authority, which has led to much friction in the past; Kyra Danay is a skilled enough politician to keep all sides as tolerably contented as may be. 

North Wall General Store:  Julian Maligor runs this busy corner store built against the city wall (and for which ample monies are paid for the privilege).  He is one of Keva One-Eye’s lieutenants and runs the district’s drug smuggling business for the Thieves’ Guild; two buyers make arrangements with incoming vessels, three distributors broker the smuggled goods, and Julian has two button men who serve as muscle.  Julian himself is short and fat, and lecherous almost beyond measure – he will always find time to take a lady in the backroom to “pay down” a drug debt, and any absences he has from the front during business hours is almost certainly connected with backroom gruntings.  Opium is sold legally; illegal moondust can also be had.

The Woflo Inn:  Caters to the buccaneering and smuggling trades, and thereby watched by the Guard and under the protection of the Thieves Guild.  Funny business is not long tolerated, even if the loyal clientele permitted the same.  The innkeeper is Grace Waflo – the family name is spelled differently – a winsomely pretty redhead in her early twenties who took over the inn from her sister; she is still feeling her way around keeping the itinerant clientele in line, lacking her sister’s awesome powers.  She and her husband Artaz (a lampmaker in the Firewalkers’ District) have two small children, Daisy and Els.  The barkeep is Jurgin, an ex-adventurer with a strong lecherous streak. Notable in the district for the best stews in the Old City.  The inn has ample room for guests, as well as two separate escape tunnels from the basement into the sewers. 

Keva One-Eye, who has the district concession from the Thieves’ Guild, has a backroom set aside for her uses.  Her lieutenants are Jakaesa, who brokers smuggled goods through a cell of buyers, one of longshoremen and one to launder through legitimate businesses; Layco, who runs street crime in the district, with two loan sharks, a fence, two burglars, two pickpockets and three button men; and Julian.  Keva herself has two guards. 

The owner’s older sister, Princess Elaina Waflo Elyanwe, is a elemental wizard of tremendous renown; she married into the Vinarian Imperial Family, served a term as an Intermediate Master, and was one of the great heros of the Battle of Veredar Island in 4506.  She is fanatically devoted to her family and the well-being of the Woflo, and can bring immense resources to bear to protect it.  Her bodyguard Sir Kardo is a famous ex-pirate, and she often travels with an honor guard of Vinarian Imperial Marines. 

Temple of Manannan (St. Taria’s): This small temple of the Sea Lord caters to the fisher folk and downtrodden sailors.  The exterior is of plain wood planks with a granite foundation, topped with a modest whitewashed steeple.  The glass windows are purple with age and unadorned.  A small (but sweet toned) bronze bell tolls for services and at the loss of a ship or a congregant.  There is a modest herb garden with benches set up for meditation, and a long-ago filled cemetery.

Sanctuary:  Scallop shell sconces created from translucent alabaster add to the small passage between the doorway and the chancel.  Wistful paintings of sea scenes border the whitewashed walls of the sanctuary.  The pews are of simple woods (salvaged from derelict ships), although lovingly kept, and the dark blue wool aisle runners are new; space in the sanctuary prohibit the pews from making a complete circle around the altar, as is customary.  Streams of blue and green light inside bathe the nave from a stained glass window set behind the altar.  The altar itself is of plain oak, although it is covered with a beautifully embroidered altar cloth.

The curate, a retired lobsterwoman herself, is Mother Ginevra Harlo.  Her clerical powers are modest, but she is a no-nonsense priestess with a core of flint inside, and works tirelessly for her flock without questions or misgivings about the Sea Lord’s will.   

There are two teenage acolytes, and the three live in modest quarters behind the downstairs parish hall.  The hall itself is oversized, and Mother Ginevra runs a soup kitchen mid-afternoons for down-and-out locals (augmented by castoffs from the area inns, since St. Taria’s is underfunded, save for occasional donations from Princess Elaina), all of whom are known to her.  St. Taria’s is a good place to hire common sailors and fishers, if not of the quality one would get at the Venturers’ Guild.  Available prayers: Minor Healing, Restoration, Bless, Exorcism, Divination.

Tavern, no sign:  Under a tenement block, Camibel and her disabled orcish-blood husband Elerek run this plain but clean tavern for the fishing folk and longshoremen.  Their tavern is unlicensed and illegal, and they are under threat to be shut down.  The Thieves’ Guild has offered to smooth their way for “consideration,” and are ramping up the pressure.

Sign of the Fuming Gate:   Incongruously enough, this is actually the local whale oil and coal seller, Dorinda the White.  The long ago hostel of a monastic order of the Fire God, this building was empty for years before becoming a flophouse, and now taken over by Dorinda, who wanted to expand her business from formerly cramped quarters.  She considers the sign a terribly funny joke, and hasn’t yet realized the consequences of poking fun at a notoriously grim fighting order; their first salvo is that she is under a Curse from an unamused priest.

Brothel, no sign:  Even in the loose Mariners’ District, the brother and sister team of Dachel and Keraera draw a great deal of fire.  Locally born to now-deceased fishermen, they are notorious for doing anything with anybody (or with any prop) in any combination, each other included.  Their sign was torn down and their establishment has been repeatedly vandalized. 

The Compass Rose: 
The faded relic of an earlier, more prosperous era, the Rose is the largest public bathhouse in the Mariners’ Quarter.  The exterior is carved sandstone, now weathered and crumbling, the interior of glazed (and chipped) azure and white blue tile.  There is a large warm water communal bath, smaller communal baths for men and women, a steam room, a salt water bath, and two private tubs (a third is damaged and out of commission) for groups of up to four.  There is a 10% chance that any given bath is out of order on any given day.

Cooper:  Domeneka Lekarsi is a dour, skilled cooper, one of the few Mistress Race trolls in the Old City.  Much of her business involves repair work for barrels (her prime location hard up against the Sea Gate as a boost); however, with an eye towards an coin, she also sells watered wine and beer for the dockworkers, drovers and Sea Gate guards, however much illegally.

Winedark Venturers’ Bank:  A modest blue granite building houses this local bank (unconnected with the Venturers’ Guild, and in a lengthy lawsuit over the name).  Winedark is the institution of choice for many of the poorer people of the district.  Drained by the lawsuit, undercapitalized and with a number of risky loans outstanding, the bank is secretly on the verge of failure.  Well-respected "Old" Aleman is still the nominal head of the institution, but his grand-nephew "Young" Aleman and his three cousins operate the bank.  They are increasingly desperate for a quick fix, but fear a bank run if word gets out of its near-insolvency.

Tea Merchant:  Mikoguchi hi Lanta blends and serves out bulk tea to the district’s inns, taverns and general stores, aided by her eight energetic children (all, she boasts, by different fathers).  She will sell retail, but will gouge anyone save for the apothecary Neysa, whom she credits with alchemical beautification potions.  The shop carries Golden Zorca blend tea.