Tuesday, November 19, 2024
REPOST: The Articles of Dragon: "The Astral Plane"
We didn't do a lot of plane hopping in my old AD&D campaigns. I do recall a few visits to the Nine Hells and the Abyss and I suspect the characters did so by means of the Astral Plane on at least one occasion, but, if so, these trips weren't particularly memorable. Ultimately, that's the main problem with "The Astral Plane" – even with all the clever rules modifications that Moore came up with, the place is still deadly dull. That's not Moore's fault, because he was trying to work within the parameters laid down by AD&D up till that point and those parameters paint a rather uninspiring picture. Sure, the Githyanki hang out on the Astral Plane, but, other than that, what else makes this place cool? Why would anyone want to go there for any length of time? "The Astral Plane" doesn't answer that question and nothing in the AD&D books at the time provided a better answer.
That said, I did like the fact that Moore postulates that other planes will operate according to different laws than those of the Prime Material. That's something I strong advocate and think is essential to the feeling of "We're not in Kansas anymore" other planes should evoke. I also think, as was true in Queen of the Demonweb Pits, that "The Astral Plane" goes overboard in the level of specificity about how character abilities, spells, and magic items operate differently, but that's a criticism of implementation not of concept. So, in retrospect, I still like this article a great deal, even if I wouldn't use it as written in any game I am running now. It's still a great idea mine and a useful foundation for an approach to handling weird otherworlds in your D&D campaign.
Monday, November 18, 2024
REVIEW: Wulfwald
I was reminded of this when I started reading Wulfwald, Lee Reynoldson's superb roleplaying game set in a world inspired by the folklore and legends of pagan Anglo-Saxon England. I say "inspired by," because, as Reynoldson explains, "Wulfwald is not set on our Earth," but rather is set on "another world," where "the myth and magic that was superstition in Earth's history is a real, if rare, force." As a game, Wulfwald should be almost immediately familiar to anyone who's played D&D or one of its descendants – not merely in terms of its rules but also in terms of its play. All the usual activities you expect in Dungeons & Dragons, whether they be delving in the dark, fighting monsters, or looting treasure, are supported in Wulfwald, but are given a new and compelling context.
Before proceeding further, I'd like to elaborate briefly on Wulfwald's relationship with D&D and its rules. Wulfwald is not "complete" game in the sense of including all the rules you need to play yet another retro-clone of Dungeons & Dragons. Reynoldson assumes you already know what hit points, armor class, and saving throws are, for example. When these and other familiar concepts come up in the text, there's no explanation of them or how they work, except when Wulfwald offers a new take on them that deviates from the way anyone who's played D&D generally understands them. I don't see this as a problem, but it might be surprising or even off-putting to those used to the approach adopted by most other old school D&D-derived games.
With that out of the way, let's move on to Wulfwald itself. The game comes in a thin, sturdy box, inside of which are five staplebound A5 booklets and a cloth(!) map depicting the land of Wulfwald, as drawn by the late, great Russ Nicholson. The booklets have a clean, simple layout that's easy on the eyes. The covers of each booklet features artwork by Katie Wakelin, while the interior art is done by Stefano Accordi. I like the cover art much better than the interior art, but all the illustrations evoke the dark, early medieval period in which the game is rooted. Nicholson's cartography, of course, is gorgeous and a joy simply to look at and wonder at its details.
The premise of Wulfwald is that all the characters are "wolfsheads," who are outsiders and outlaws who exist outside the law's protection. Their status means that anyone can harm or kill them without fear of retribution. To avoid this fate, the game assumes the characters have banded together in the service of a Thegn or warrior-lord and act as his service. In exchange for such service, the wolfsheads can expect gifts of beauty and value that reflect their newfound honor and status within the setting. This set-up is a clever way to recontextualize adventurers, making them simultaneously rough outsiders but also having a place, albeit an unusual one, in society.
Unlike "normal" D&D, Wulfwald has only three levels, corresponding (more or less) to the veteran, hero, and superhero levels from Dave Arneson's Blackmoor campaign. However, there is a rules appendix that provides for a greater number of levels for those referees and players who prefer them. Characters belong to one of four kindreds: Eorðwerod (Men), Ælfcynn (Elves), Dweorgas (Dwarves), and Réðealingas (Outlanders). Each kindred has three unique classes, each belonging to one of three archetypes: warrior, skirmisher, and wizard. For example, Men have the Scildmægden (warrior), Sperebróga (skirmisher), and Scinnlæca (wizard), while Elves have the Wuduheald (warrior), Scytta (skirmisher), and Gealdor Sangere (wizard). All classes have their own advancement tables, as well as unique results for criticals and fumbles. Warriors also have an ability called "heroic effort," an unusual feat of arms that can be employed once an adventure.
An aspect of Wulfwald that could, I imagine, discourage some potential buyers is its regular use of Old English, complete with odd letters like æ or ð. Speaking as an old Tékumel hand, I know that a lot of people don't like words that require the use of a pronunciation guide to say properly. I can only say that Old English, once you know the rules, isn't all that difficult to pronounce. Moreover, its use in Wulfwald goes a long way toward investing the setting with a distinct flavor. In many cases, the text does provide alternate, contemporary words to use instead of the Old English ones for those who find the others a bit too flavorful, but I much prefer the Old English ones. Your mileage may vary.
Flavor is a big part of what separates Wulfwald from "standard" D&D, even if it makes use of all the expected elements of the game, like magic, monsters, and treasure. I've already noted that each of the character classes is distinctive. The same holds for the systems of magic some of them use. Wulfwald includes four different systems, from runic fateweaving and spell singing to the Forbidden Path and wicce cræft. Likewise, magic items are all unique items, each with its own history and powers. Monsters, too, include a fair number of unique beings, like the draca (dragons) and eotenas (giants).
"Unique" is a word I've used a lot in this review and with good reason. What sets Wulfwald apart from many old school fantasy products is that it's very specific in not just its inspirations but also in the way it's chosen to make use of them. While I'm on record for saying there's nothing wrong with vanilla fantasy, there's also, in my opinion, a distinct pleasure that comes from roleplaying according to the culture, customs, and beliefs of a particular society, whether real or imaginary. That's why my House of Worms campaign has been so enjoyable: the players get to be, if only for a little while, people who inhabit another world with its own rules and ways of looking at things. This is something Wulfwald does very well, too.
The game's five books cover character generation, magic (including magic items and religion), the setting of Wulfwald (including a sample scenario and skirmish battles), monsters, NPCs, and more. Taken together, they provide enough for the referee to kick off a campaign while still leaving lots of room for individual creativity. Wulfwald isn't Tékumel or Glorantha; there isn't an encyclopedia's worth of information to digest. Rather, the game's five books do a good job of painting a compelling big picture with plenty of room to add detail here or a splash of color there. It strikes a nice balance between too much and too little. In short, it inspires, which is exactly what I want out of a product like this.
If you're looking for a well presented new setting for your favorite D&D-alike that draws on real world folklore and history in a fun way, I'd highly recommend yout take a look at Wulfwald. It's one of the best things I've bought this year.
Saturday, November 16, 2024
"Don't Be Another Statistic!"
Since my Retrospective on the video game Pitfall! was so well received, I found myself delving a bit deeper into the history of the game. In doing so, I was reminded of several things related to it that I had long forgotten, starting with this advertisement that appeared in various magazines around the time of the game's release.
Order versus Chaos
According to Marc, GDW had long wanted to produce a roleplaying game in which the players would take on the roles of active duty military personnel. GDW was, after all, a wargames company first and foremost and many of its employees, including Miller himself, had served in the military, so it seemed like a natural fit. However, there was some concern that playing in a military environment, with a strict hierarchy of ranks and a chain of command, might prove, if not stifling, then at least unduly restrictive to the actions of most players. Anyone who's played RPGs for any period of time knows all too well how much players dislike being told what to do.
That's where the idea of setting the game amidst of World War III came in. The designers reckoned that, in such a tumultuous environment, some of the normal strictures of active duty military life could be plausibly loosened, thereby affording players a bit more freedom of action than they might otherwise be given in the armed services. To ensure this further, GDW contrived the starting situation of the game so that the player characters were survivors of a larger unit that had been defeated and its forces scattered to the four winds. Trapped behind enemy lines and severed from both their supply lines and superiors, they'd have no choice but to make decisions for themselves.
Furthermore, Marc explained that he (and, I assume, many of the other designers at GDW) felt that chaos made for a better gaming environment than did order. His reasoning is pretty straightforward. In periods of chaos, there's much greater scope for individual action and fewer limitations on what the characters can and cannot do. That's not to say there are none, only that there are fewer, which they expected players would find liberating. This perspective runs parallel to what he said above about the restrictiveness of an active duty military. GDW felt that the chaos of the Cold War gone hot was a great way to have their cake and eat it too: military roleplaying but freed of many of its limitations.
In principle, this line of thinking is sound. According to Marc, though, most Twilight: 2000 campaigns of which GDW became aware were very focused on order. Players and referees alike wanted to get the characters away from enemy lines so that they could rejoin NATO forces. Likewise, when characters were unable to do that, they would nevertheless find ways to bring about law and order in whatever locale they found themselves. Despite the game's reputation as being some post-apocalyptic power trip in which might makes right, that's not what GDW found that most people were interested in. Instead, they were interested in re-establishing order and fighting against chaos.
Marc explained that this was true no matter where the campaign was set, whether Poland or the United States. GDW kept doing its best to make the world of Twilight: 2000 chaotic – dividing the USA into three feuding factions, for example – but it didn't work out quite as they had hoped. Players wanted to rebuild and reunite the country, not war over its ashes. This was unexpected, since the whole idea behind T2K was giving players the opportunity to play in a world without central authority of any kind, giving them the ability to forge their own paths. Instead, the players discovered they wanted, if not the opposite of that, something that ran along a very different track.
Even more interesting is that Marc explained this pattern happened again and again in GDW's RPG products. MegaTraveller, for example, took place during an interstellar civil war/succession crisis in the Third Imperium. Shattering the Imperium was intended to open up more options for players, but most players reacted negatively to it, preferring the stable setting of classic Traveller (which, not coincidentally, I am sure, is when Mongoose's edition of the game is set). The same was true with MegaTraveller's follow-up, Traveller: The New Era (set during a dark age following the collapse of the Imperium entirely). It was also true with "the Game," the grand wargame/simulation run to establish the post-Twilight: 2000 future history background for 2300 AD. GDW found that players of "the Game" very quickly worked to put the world in some semblance of order rather than reveling in chaos.
I'm not entirely sure what to make of all this, except to say that I found it incredibly fascinating to hear from Marc Miller. I think most of us who've played RPGs for any length of time would intuitively agree with the assumption that players prefer, even love, chaos and yet Marc said GDW's experience was otherwise. He said that players actually preferred order and would work toward that end when presented with a chaotic situation. Is that true? I'll have to reflect a bit on my own recent gaming experiences before I can provide an answer and, even then, they'll just be anecdotes. What do you think? If you could share your experiences relating to this question in the comments, I'd be very interested in reading them.
Wednesday, November 13, 2024
Retrospective: Pitfall!
Tuesday, November 12, 2024
The Articles of Dragon: "The Deities & Demigods of the World of Greyhawk"
Friday, November 8, 2024
The Ship of Ishtar Centennial Edition
Long time readers of this blog will know that I consider Abraham Merritt a foundational author in the creation of the genre we now call "fantasy" – an opinion shared by none other than Gary Gygax, who listed him among the authors of Appendix N. In the past, I've called Merritt fantasy's "forgotten father" in the past and I stand by that assessment. His "poetic and imaginative prose," to borrow Clark Ashton Smith's description of it is unique, as is his wild and occasionally feverish creativity.
Sadly, many of Merritt's best stories are no longer in print. If they are available, they're in a cheap, unattractive format that doesn't do them justice. That's why I am so pleased that DMR Books, one of the best small press publishers of what I call "pulp fantasy" is commemorating the 100th anniversary of the publication of The Ship of Ishtar with the publication of a new edition of the novel.
REPOST: Pulp Fantasy Library: The Ship of Ishtar
(Pulp Fantasy Library was, for years, one of the signature features of this blog and, even though I haven't posted a new entry in it in more than a year, it nevertheless remains the largest series of posts I've written. Today marks the 100th anniversary of the publication of Abraham Merritt's The Ship of Ishtar, which was serialized in the pages of Argosy All-Story Weekly. To mark the occasion of its centennial, I'm reposting and updating my original entry on it from nearly fifteen years ago.)
Nearly all of the authors whose works I highlight in this space each week are those whose fame was once greater than it is today. There are exceptions, of course -- Robert E. Howard and H.P. Lovecraft being two good examples -- but contemporary fame often brings with it misunderstanding, with the author's stories and ideas reduced to mere caricatures. For good or for ill, Abraham Merritt has avoided that fate, his works largely unknown today, despite the fact that he was arguably the most popular fantasy and science fiction writer before World War II.Dying suddenly of a heart attack in 1943 probably didn't help Merritt's career, but it's still almost inexplicable to imagine how the author of Seven Footprints to Satan, Dwellers in the Mirage, and The Moon Pool, never mind The Ship of Ishtar could be so obscure today. The Ship of Ishtar alone ought to merit (pun intended) its author more than throwaway mentions here and there, usually in reference to more well known authors whom he influenced, such as Jack Williamson, Walter Shaver, and H.P. Lovecraft. Clark Ashton Smith, whose birthday I commemorated just last week, was very taken with The Ship of Ishtar, explaining:
I enjoyed the rare and original fantasy of this tale, and have kept it longer than I should otherwise, for the sake of re-reading certain passages that were highly poetic and imaginative. Merritt has an authentic magic, as well as an inexhaustible imagination.High praise indeed.
The Ship of Ishtar was originally released as a six-part serial novel over the course of November and December 1924 in Argosy All-Story Weekly. These parts were then collected into a hardcover in 1926, but in abridged form, excising some chapters and rearranging the text. It's this incomplete version of the story that's been reprinted again and again over the decades, with only (I believe) a single 1949 edition including the full text of the novel. The new centennial edition of DMR Books follows Merritt's preferred version of the text, as well as including vintage illustrations.
The Ship of Ishtar is the tale of Jack Kenton, a modern man who receives a package from an old archeologist friend. The package contains an ancient stone, inside of which Kenton finds a remarkable model of a ship. The ship is a magical creation and draws Kenton into it, pulling him backward in time to Babylonian times and into the midst of a struggle between the followers of the goddess Ishtar and followers of the god Nergal – the cursed inflicted because a priestess of Ishtar and a priest of Nergal dared fall in love with one another against the wishes of their respective deities. Now, the lieutenants of the priestess and priest, both of whom, for their own reasons, aided their superiors, are trapped on a ship divided between light and darkness and from which there can be no escape.
Kenton, not being a man of this time and not laboring under the curse of the gods, can move freely back and forth between the two sides of the ship. Having fallen in love with the beautiful Sharane, priestess of Ishtar, he offers to go to Klaneth, priest of Nergal, and attempt to find a means by which to end the conflict on the ship. In this respect, The Ship of Ishtar resembles many pulp fantasies of its time and after: a modern man, thrown into an unusual locale/time, finds himself able to go places and do things that those native to it cannot. What differentiates Merritt's novel, though, is its gorgeous prose and deep characterizations. Merritt is an author who takes his time in telling a story, presenting little details and nuances that other authors would rush past in an effort to get to the action.
This may be why Merritt fell out of favor in the years after the Second World War: he's not a "breezy" author. That's not to say his prose is slow going, because it's not. Indeed, I find Merritt much easier to read than, say, Lovecraft or even Smith, both of whose prose is every bit as adjective-laden and evocative. Yet, Merritt dwells on details, particularly the beauty or ugliness of characters, and it's possible that, for some, these details get in the way of their enjoyment. I think that's a pity, because, as I said, Merritt's text is not plodding and his descriptions and dialog are every bit as appealing as his action, but perhaps he is an acquired taste.
Regardless, Abraham Merritt is an important early fantasy author, one mentioned by Gygax in Appendix N, and The Ship of Ishtar may well be his masterpiece. Many thanks to DMR Books for making it available again. With luck, Merritt may soon gain the wider admiration he so richly deserves.
Thursday, November 7, 2024
Tyo-tomat
Yet more glorious Secrets of sha-Arthan art from Zhu Bajiee, this time a Ga'andrin tyo-tomat (or "elixir master"), a kind of sorcerer who supplements his natural magic talents by the regular ingestion of mutagenic chemicals.
Wednesday, November 6, 2024
Fantasy ... Taken to the Edge
One of the earliest advertisements for Planescape I remember seeing was this one, which appeared in issue #203 of Dragon (March 1994). Depicting the ruler(?) of Sigil, the Lady of Pain, it certainly piqued my interest. Even now, I think it's a pretty intriguing and evocative advertisement.
Retrospective: Planescape Campaign Setting
Objectively, this is bonkers stuff, but I adored it and spent a lot of time thinking about the Outer (and other) Planes, aided no doubt by my fascination with the demons and devils of the Monster Manual. Despite Gygax's precise distinctions between the alignments of the Planes, AD&D didn't have a lot to say about them for a long time, aside from the occasional article in Dragon, like the ones about the Astral Plane (by Roger E. Moore) and the Nine Hells (by Ed Greenwood). And, of course, we later got Gygax's own developed thoughts about the Inner Planes, which were every bit as eccentric and persnickety as what he wrote in Appendix IV of the PHB all those years ago.
What I always wanted was a better sense of the Planes as a place and, more than that, as an adventuring locale. What sorts of adventures could AD&D characters have among the Planes? What made the Outer Planes different from the Prime Material Plane and how would this impact the kinds of adventures to be had there? The better Dragon articles, like those of Greenwood, did this well, or at least better than did Gygax, whose own ideas, while fascinating, remained largely in the realm of the theoretical. I wanted something more "down to earth," if you'll forgive the phrase. Jeff Grubb's Manual of the Planes was a good first step in that direction, but I wanted more.
As it turned out, I'd have to wait until 1994 to get that, in the form of the Planescape Campaign Setting – and it was not at all what I had expected. As imagined by David "Zeb" Cook and brought to visual life by Tony DiTerlizzi, the Outer Planes were indeed weird, though quite different from how they'd been previously portrayed. Instead of being presented as primarily the dwelling places of gods and demons, the Planes were instead a battleground between various factions of "philosophers with clubs," each of which hopes to remake reality according to their own idiosyncratic perspective. These factions, each associated (in some cases loosely) with an alignment or Outer Plane, were the driving force behind Cook's vision for Planescape. More than that, they provided an easy buy-in for player characters looking to involve themselves in the cosmic struggles of the setting.
"The setting." That's important. One of the clever things Cook did with Planescape was that he made the Planes a setting. They weren't just a place you could visit for a brief time; they were a place you could stay. Further, they were a place where even novice characters could stay, not merely high-level ones with access to potent magic. Further still, they were a place with its own native inhabitants and players could easily take up the role of one of them. Planescape gave AD&D's Planes a life of their own, divorced from the Prime Material Plane where most campaigns were set. Planescape made it possible to play entire campaigns where characters never once set foot on the World of Greyhawk, the Forgotten Realms, or any other "normal" campaign world.
This was a bold approach and not at all what I or, I imagine, most AD&D players at the time were expecting. Not everyone warmed to Planescape's vision of the Planes. Indeed, I recall quite a few old hands who scoffed at it as taking too many cues from White Wolf's World of Darkness RPGs, which were very popular at the time. I can certainly appreciate the shock and surprise they probably felt upon reading Planescape and seeing DiTerlizzi's Dr Seuss-like depictions of the denizens of the Planes. This was not Gygax's Planes; it wasn't even Grubb's. It was something quite unique, filled with the strange, the odd, and the occasionally silly, and suffused with a punkish vibe that came through most strongly in its use of Planar Cant drawn from the criminal slang of the 17th, 18th, and 19th centuries. Many people, even fans of the setting, loathed the Cant, but there's no denying that it helped give Planescape a distinct flavor of its own.
Me, I enjoyed Planescape. It was not at all what I expected, but I enjoyed it for what it was: a strange, whimsical, wondrous take on world-hopping fantasy, with "worlds" in this case being other Planes of Existence, each with its own individual rules and style. And then there's Sigil, the City of Doors, located at the very center of the multiverse – if a series of infinite planes can truly be said to have a center. Home to the various planar factions and serving as a crossroads of the Planes, Sigil could serve as the basis for an entire campaign in itself, but it was also the perfect "home base" for planar characters whose adventures took them across the realms of the Great Wheel and beyond. Like Planescape itself, I really enjoyed Sigil and had a lot of fun with it.
I have lots of thoughts I could share about Planescape, both positive and negative, but my overall feeling for it is one of affection. I first made use of the setting as an adjunct to an ongoing Forgotten Realms campaign I ran in the mid-1990s. Later, I ran a "native" campaign among the Planes in the early days of Third Edition. Both were very well received by my players. Indeed, we still occasionally talk about some of the adventures they had in the setting. That's my usual measure of whether a gaming product succeeds – did I have fun with it? – and by that standard, Planescape is one of the greats.
Tuesday, November 5, 2024
The Articles of Dragon: "Old Dwarvish is Still New to Scholars of Language Lore"
Monday, November 4, 2024
Bafflement and Intrigue
Something I remember very vividly about growing up is that I'd sometimes find evidence of a popular culture I'd never encountered. Take, for example, Judge Dredd.
Amalaric the Ill-Tempered
When I attended Gamehole Con this year, I decided I wouldn't referee any games, but would instead play in several. I did this for a couple of reasons. First, I'm usually the referee, so having the opportunity to play is a treat (even though I'm actually quite bad at it). Second, I intend to run some sessions at future Gamehole Cons – and perhaps some other cons, too, if I can decide on others to attend – and wanted to do some "field research" on what these games are typically like. Though I'm a pretty experienced and, if my players are to be believed, good referee, I'm nevertheless quite self-conscious about my abilities. Seeing how others handle the referee's duties at a con thus provided me with some very useful information.
The very first game I played at the con was Hyperborea. I've been a fan of the game since its original edition, released more than a decade ago. It's a delightfully game, inspired by the greats of pulp fantasy, like Howard, Lovecraft, and Smith. Rules-wise, it's pretty much a rationalized and house ruled version of AD&D and, like AD&D, Hyperborea is baroque and idiosyncratic. To tell the truth, that's a big part of why I like the game so much. I appreciate it when a designer imbues his game with himself – his likes and dislikes, his philosophy and worldview – that's just what Jeff Talanian did with Hyperborea. That's a welcome break from recent attempts to sand down the rough edges of our popular culture to make it appeal to everyone, in the process making it appeal to no one in particular.
Like most con games, this one had a four-hour time slot and featured six players. Entitled "A Tale of Crows and Shadow," it was, so far as I know, an original adventure by our referee. Before we began, he passed out a stack of pregenerated characters from which to choose. I selected a warlock – a fighter/magic-user, more or less – named Amalaric the Ill-Tempered. After everyone had chosen their characters, the referee then asked if we all had dice. Embarrassingly, I did not. I was sitting next to the referee and, as I explained that I had no dice, he turned, looked at me, and asked, "Are you sure you're in the right place?" He meant it humorously, of course, but I can't deny feeling a little sheepish at his words. Fortunately, a player seated across from me tossed me a bag of dice and told me to keep them. "I always carry extras for times like this."
The adventure began with all of the characters awakening aboard a slave galley headed out to sea. Our food and drink had been drugged after a night's debauchery in the metropolis of Khromarium. Below decks and chained to our oars, we first had to find a way to escape. The first half of the scenario involved us plotting to free ourselves and then take control of the vessel. After many extraordinary feats of Strength (and Dexterity) and much combat, we were successful. Now in command of the ship, we had to pilot it back to land without quite knowing where we were. Once there, we trekked through the wilderness at night, while someone (or something) was following us. Eventually, we discovered that our stalker was a vampire – and a child vampire at that. Dealing with her was creepy, unnerving, and surprisingly difficult, but we eventually prevailed.
I had a lot of fun playing this adventure, which felt very picaresque in its structure. This wasn't a scenario in which everything that happened in it was directly connected. Instead, one thing happened after another, each being a kind of mini-scenario of its own. It was a bit like a series of pulp fantasy vignettes, all sharing the same cast of characters, but not having any overarching plot or theme. I was quite fine with that. Not only did it suit Hyperborea, but it also gave the session a "light" feeling. We weren't following some grand storyline or trying to achieve anything beyond saving our skins and escaping the latest danger we stumbled upon.
Not being a veteran of con games, I'm not sure how typical my experience was. One of the most notable things about it, to my mind anyway, is that the players were frequently willing to take chances on harebrained schemes and reckless gambits. That might be a function of the fact that everyone knew this was a one-shot. Our natural self-preservation instincts were blunted. If our character died while trying to bowl over a group of guards, Captain Kirk style, so what? We were having good, pulpy fun and that's all that mattered. As I think about the possibility running my own games at a future con, I'll bear this in mind. I think a good convention adventure is probably its own thing, distinct from the kind of adventure that works well in a campaign situation.
Anyway, Hyperborea's a fun game. I should play it more (and so should you).
High Adventure and Low Comedy
Though a toolbox for allowing you to tell fantasy stories of all kinds, Dragonbane is a game with room for laughs at the table and even a pinch of silliness at times – while at the same time offering brutal challenges for the adventurers. We call this playstyle mirth and mayhem roleplaying – great for long campaigns but also perfect for a one-shot if you just want to have some quick fun at your table for the night.
Dragonbane is quite an interesting RPG for a number of reasons and I hope to get around to discussing it at some point, but there are several other games and gaming products ahead of it in my review queue. However, the "mirth and mayhem" tagline really caught my attention, in part because it reminds of a phrase my friends and I have used for years – high adventure and low comedy.
I can't quite recall precisely when we coined this phrase, but we did so as a way to capture what the experience of playing most RPGs was actually like at the table – not what its designers wanted to be like, which is quite a different thing. This is an important distinction. With a handful of exceptions, like Paranoia or Toon, whose stated intention is to be humorous, most roleplaying games are written and meant to be played seriously. "Serious" doesn't mean utter devoid of humor, of course, but the humor is accidental, a natural consequence of the unpredictability of playing any game, especially one where player choice and dice rolls contend with one another.
What my friends and I call "high adventure and low comedy" is thus very often (though not exclusively) the result of exactly this: dice with a mind of their own. One of my most popular posts touches on this very topic, though from a slightly different angle. However, the point remains the same, namely, that it's well nigh impossible to avoid moments of unexpected levity when so many of a character's actions are determined by the roll of dice. There's simply no way to ensure that even a high-level and competent character will always succeed at the right moment. Instead of making his save against dragon breath, he might fail and be burnt to a crisp. The reverse is also possible and the all-powerful Dark Lord might, metaphorically speaking, slip on a banana peel as he attempts to menace the heroes who've dared to confront him in his lair.
Over the years, I've experienced many examples of this. In my House of Worms Empire of the Petal Throne campaign, the character Aíthfo hiZnáyu has fallen prey to bad dice rolls on several notable occasions. And while I used those unintended mishaps as an opportunity to introduce new elements to the campaign, there's no denying that they were also funny – so much so that the players continue to chuckle about them years later. House of Worms has never been a deliberately funny campaign. Tékumel, with its detailed history, ancient mysteries, and constructed languages is perhaps the very definition of serious business when it comes to RPGs and yet there's no way to prevent unexpected silliness from creeping in from time to time – nor would we want to do so!
Dice rolls that go awry aren't the only source of humor. Players are every bit as unpredictable as dice. Sometimes, a player might just be in a whimsical mood and decide that his character does something goofy. Other times, he might be bored and want to shake things up by choosing to act in a way that's, in his opinion, more entertaining. Or maybe someone misspeaks, calling a character by the wrong name or accidentally – or, worse, intentionally – making a pun that causes everyone to erupt into laughter. There are simply so many ways that a roleplaying game session can descend into unintentional humor that there's no point in worrying about it. Instead, it's best to embrace it these moments of levity and enjoy them for what they are.
I think that's why, when I came across the passage I quoted above, I was so taken by it. Over the years, I've read a lot of roleplaying games. Very few of them acknowledge that low comedy is very often the inescapable companion of high adventure. You can't really have one without the other, not without clamping down so hard on anything that deviates in even the slightest way from the Truth Path that, in the process, you've also sucked all the fun out of roleplaying. These are games, after all and they're meant to be fun. They're also exercises in human creativity and interaction, both of which often take us to unexpected places.
Isn't that why we play these games in the first place?
Friday, November 1, 2024
Vague Recollections
One of the many downsides of our increasingly disembodied, virtual existence is the ease with which everything disappears into Orwell's memory hole. Anything produced online, especially on a platform you don't own – like this blog, for instance – could go away tomorrow if someone in an office somewhere decides it should be so. Those of us who can still recall the existence of Google Plus know all too well what I am talking about. Now, it's true that nothing lasts forever in the sublunary world, but I can't help but feel this is especially so when it comes to Internet scribblings.
I thought about this yesterday, as I tried to locate something I remember reading online back in (I think) the 1990s. Yes, I know: in Internet terms, the '90s might as well have been 300 years ago, not merely 30. Furthermore, the thing I want to find had been posted to one of the many Usenet newsgroups dedicated to roleplaying games, like rec.games.frp, so the odds of my finding it were never great to begin with. Still, I held out hope that, with enough perseverance, I might succeed. Since I was unsuccessful on my own, I thought I'd turn to my readers, many of whom possess far greater skills than I when it comes to locating obscure information.
I recall reading a narrative from the perspective of a Call of Cthulhu investigator. Unlike his colleagues, this investigator didn't go out into the field. Instead, he stayed safely at his home in Arkham or wherever and communicated with his comrades via telephone. In his phone conversations, he made certain that his interlocutor never told him too much about what he had seen or done, lest he have to make a SAN roll – "Don't tell me what you read in the book. Don't even tell me the title of the book," "No, I don't want to know what the creature looked like," etc. The whole thing was a meta-commentary on the way to "win" at Call of Cthulhu. I remember finding it quite amusing when I first read it.
Now, it's probably gone and I have only my increasingly hazy memories of it. Does this ring any bells with anyone else? Might anyone be able to suggest how I might find it again? I don't hold out much hope of ever reading it again, but I figured that, if anyone could aid me, it might be my readers.
Thanks!