Wednesday, January 19, 2011
In Case You Missed It ...
Two Common Complaints
I'd wager that the primary reason we've not yet seen another Empire of the Petal Throne (though I think we've seen plenty of Blackmoors) is that there's not much interest in such a thing. If the history of the hobby has taught us anything, it's that "vanilla fantasy" will always be a bigger draw than something more outré. Tékumel, which I love dearly and consider one of the finest works of 20th century fantasy in any medium, has had a lot of kicks at the can, going all the way back to 1975. If there were a huge, pent-up demand among gamers for something like it, I suspect Tékumel would have been more widely known and used for RPGs. Ditto for Jorune, Talislanta, and many, many other very fine games that are probably more talked about than actually played.
Lest I be misunderstood -- goodness knows that's never happened before -- I'm not denigrating the notion of something other than vanilla fantasy or the desire to see "new" old school RPGs. My point is simply that gamers like what they like and, if we haven't seen enough "originality" (by whatever measure), it's because most gamers don't actually like that kind of thing. Again, let me be clear: I'm not suggesting that gamers aren't imaginative or interested in ideas that break the mold, but what experience has shown me is that, when forced to choose between a game/setting that's closer to what they're familiar with and one that's not, they'll choose the former by a large margin in most cases. Those who prefer the exotic will always be a minority and, more to the point, there's no way to predict what game will finally be the one that makes a breakthrough.
This brings me to the second complaint, namely that the old school renaissance is "too D&D-centric." Quick quiz: what's the most popular tabletop RPG in 2011? How about 2001? 1991? 1981? The answer now, as it has been since 1974, is "Dungeons & Dragons" (or some variation thereof, if the claims that Pathfinder is in a dead-heat with D&D IV are at all true). Consequently, it shouldn't surprise anyone that the OSR is dominated by D&D. I've noted before that, when I post about games other than D&D, there are significantly fewer comments. Why? Because now, as in the past, D&D remains the 800-lb. gorilla of gaming, especially so when you're talking about old school gaming.
I'm personally very interested in a lot of other old school RPGs, which is why I'll continue to post about Space Opera and Stormbringer and Bushido when I have some thoughts to share on them. But I recognize the fact that most gamers, even most old school gamers, aren't as interested in these games, many of which are, for all intents and purposes dead and buried. I mean, is there an online community devoted to, say, Universe that I've never heard about? Are there bastions of Superhero 2044 fans hidden away somewhere? It's not like there's a conspiracy on the part of the OSR to exclude these other old school games (or the gamers who love them) from our discussions. It's simply that, from my perspective anyway, there's no interest in them whatsoever, beyond a handful of guys who like to use them to bash the old school renaissance with a convenient club.
Ultimately, as Rob Conley has said again and again, the old school renaissance belongs to those who do. Thanks to the OGL, cheap and easy-to-use layout programs, and print-on-demand, anyone can do what Gary and Dave did back in 1974. We're all empowered to follow our passions and create the games and game material that we want. So, if anyone's frustrated that no one's created another Tékumel or there's no retro-clone of Bunnies & Burrows, that's not the fault of the old school renaissance. By the same token, just because there is an old school renaissance doesn't mean that anything that calls itself "old school" will be embraced enthusiastically. Now, as then, gamers will like what they like. I'm sure Dave Nalle wishes that Ysgarth really took off and became a popular fantasy RPG, but it didn't, because it just didn't catch gamers' fancies back in 1979. That's always been the way of things.
It's now easier than ever to produce and distribute tabletop RPGs and RPG materials, but someone has to create them. Since the old school renaissance is a hobbyist movement made up of individuals rather than a hive mind, it only stands to reason that we get what we get based on the interests of those individuals who're putting forward their creations and sharing them with others. Don't like what's on offer? It's trivial to be able to put one's own stuff out there and that's one of the guiding principles of this crazy little thing we've got going.
With that in mind, and in accordance with the Joeskythedungeonbrawler Protocol, I offer the following from my Dwimmermount campaign. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Fetish of the Rat King: This small wooden carving of a rat that functions much like a ring of animal control on rodents, but with some differences. First, the number of rodents that can be controlled at any one time is 10-60. Rodents that are inherently magical or possess magical abilities are immune to this item's effects, which last as long as the user concentrates. The user can also speak with and understand the speech of all rodents while possessing the fetish. There is a cumulative 1% chance per use of the fetish to command rodents that the user will be cursed with lycanthropy and become a wererat.
Retrospective: Illuminati
I am nothing if not predictable.Much as I loved and played the heck out of both Car Wars and Ogre, of all the Steve Jackson microgames, it was Illuminati to which my heart truly belonged. First published in 1982, Illuminati was a fast-moving -- and humorous -- card game of secret societies vying with one another for control of the world. Like all the best games, Illuminati was easy to learn and difficult to master and much of its fun came from that most unpredictable of elements -- the players themselves.
Players took on the role of one of several world-spanning conspiracies, such as the Discordian Society, the UFOs, or the Servants of Cthulhu. They attempt to win the game through controlling other "lesser" organizations, from the CIA to the Boy Sprouts to Trekkies, creating a power structure through which they can amass money, power, and influence with which to control even more organizations and, of course, attack opposing conspiracies. Each conspiracy has its own goals and victory comes with achieving those goals. For example, the Gnomes of Zürich need to amass a certain amount of money to win the game, while the Bavarian Illuminati need to amass a certain of power to do so. Some goals are harder to achieve than others, but that, too, is part of the game's lasting appeal, since certain conspiracies could be considered "advanced" options for players looking for a real challenge.
I say that, of all Steve Jackson's microgames, my heart belongs to Illuminati, but that doesn't mean I actually played the game as often as I played the others. Compared to Car Wars and Ogre, Illuminati isn't something you did on a lark. A typical game could take a couple of hours to complete in my experience, because the game involved lots of negotiations and deal making amongst the players, as they formed temporary alliances against one another. This aspect of the game, which I loved, tended to drag out game play and so Illuminati was one of those games you didn't just pick and play while waiting for your friends to arrive. You had to decide in advance to play Illuminati and set aside the time to do so and you needed at least four or five players to get the most out of it.
An aspect of the game that my friends and I always found amusing was looking at the power structures we created through play and imagining a world where it really was the case that the UFOs controlled orbital mind control lasers who controlled the Mafia, who controlled the CIA, who controlled Hollywood, etc. Illuminati power cards were a lot of fun just to read, since, in addition to the name and humorous illustrations on them, they included game statistics, such as power, income, and resistance. Each card also had an alignment such as "liberal," "government," or "violent." Alignment played a big role in the play of the game, since it was always easier for a power group to control another group whose alignment was similar (or at least not opposed) to its own. Reading the alignments is fun too, if only to get some insight into the mind of designer Steve Jackson, whose politics and sense of humor are not always in synch with those of other gamers.
Unlike the previous two SJG microgames I've discussed recently, Illuminati still appears to be available for sale, albeit in a "deluxe" format that incorporates a lot of additional rules and power groups from expansions to the original. I've never played this current version, so I can't say how close it is to the game I played in the early 80s, but I assume there's a fair degree of continuity. Consequently, you can give the game a try yourself, if you're not put off by its $34.95 price tag. I'm half-tempted to pick up a copy myself, since I no longer own my 1982 pocket box edition, but I have to admit that the price and the fact that it's an expanded edition is a bit off-putting to me. In addition to their simplicity, one of the great appeals of those microgames of old was their price and portability. A kid with limited funds could easily afford to buy them and you could carry them anywhere and play. They don't seem to make games like that anymore or, if they do, they're not as widely accessible as these microgames once were and that's a shame.
Tuesday, January 18, 2011
Jeff Dee and Jack Herman Interview
Thanks to Christian de la Rosa for the tip.
Toronto Old School Mini-Con Update
As of now, wheels are in motion. Someone has graciously stepped forward and is attempting to secure a very nice location for this event. If successful in this, we'll then be ready to move forward to the actual planning stage, including setting a date, etc. Until then, there's not much more that can be done, but I really do appreciate everyone who's offered to pitch in to make this happen. I am not, as I said before, someone who should ever be relied upon to plan, well, anything, let alone a gathering of other people, so I am ever so grateful to those who have both the skills and the drive to do so.
All I can say is that it looks increasingly likely that this will happen. It's just a question of where and when. I have to admit I'm quite excited at the prospect. I honestly didn't think things would come together at all, let alone so quickly, but it's terrific to see such enthusiasm from Toronto area gamers for an old school mini-con.
When I know more, you can be sure I'll be posting it here.
Petty Gods Update

That's Khaldranath the Ox Lord, another petty god who'll be making his appearance once this book is made available.
So, where do things stand on this project? There are still some late submissions I haven't yet looked at, as well as quite a few art descriptions I need to send out. My plan -- and we all know how good I am at following through with such things -- is to sort through the last submissions today. Then I'll final table of contents for the book, which I'll post here in a few days, listing the names of all the gods, their areas of patronage, and their authors, as well as whether I have an illustration for them. That way artists who'd still like to contribute can pick a deity of their choice rather than having one assigned to them by me. My hope is to have the text all done and ready to go by month's end. After that, it's just a question of layout, which in turn depends on having all the illustrations in my hands. Once I do, we're in the home stretch. The final book will be made available as a free PDF or as a for-cost book on Lulu.com.
Let me also state here that, while I plan to release the text of the gods as Open Content under the Open Game License, neither Paul Jaquays's foreword nor any of the artwork are Open Content, with the copyrights to each remaining with their creators. If anyone who contributed to Petty Gods does not want their submission to be released as OGC, please contact me separately and I can accommodate you to the extent it's possible under the OGL. Otherwise, my intention is to release this material to the world in the hopes that others will adopt and adapt some of it in their own games and projects.
Pulp Fantasy Library: The Face in the Abyss
Like a lot of early pulp fantasy novels, Abraham Merritt's The Face in the Abyss originally appeared in a shorter form. First published in the September 8, 1923 issue of Argosy All-Story Weekly, the novelette "The Face in the Abyss" was followed up seven years later with a seven-part sequel (called "The Snake Mother") that picked up where the original left off. Then, in 1931, Merritt combined the two stories under a single cover. It was in this form that I encountered the story sometime in the 1980s, having read that Merritt was an important influence on H.P. Lovecraft.The Face in the Abyss tells the tale of Nicholas Graydon, who, along with some companions, is on an expedition in the Andes, where they seek to recover the legendary ransom offered to Pizarro for the release of the Incan king Atahualpa. Graydon is a fairly typical Merritt protagonist, upstanding and heroic, while his companions are much more morally dubious, a fact made clear when one of them, Starrett, assaults a native girl they find while seeking the ransom. Graydon, of course, stops him with a swift punch and frees the girl, whose name is Suarra and whose appearance startles him:
Her skin was palest ivory. It gleamed through the rents of the soft amber fabric, like thickest silk, which swathed her. Her eyes were oval, a little tilted, Egyptian in the wide midnight of her pupils. Her nose was small and straight; her brows level and black, almost meeting. Her hair was cloudy, jet, misty and shadowed. A narrow fillet of gold bound her low broad forehead. In it was entwined a sable and silver feather of the caraquenque--that bird whose plumage in lost centuries was sacred to the princesses of the Incas alone.Already, the reader can see where this novel is going but one must remember that, while clichéd now, Merritt was among those who helped to found and popularize the pulp convention of the "lost race," conventions that other authors later adopted as their own. Suarra explains that her people are called the "Yu-Atlanchi" and she is a servant of a being she calls "the Snake Mother." Yu-Atlanchi is ancient, perhaps ancient enough to have co-existed with the dinosaurs, or at least knowledgeable enough about the past to know much about them, as Graydon discovers. Indeed, the Yu-Atlanchi seem to possess very impressive scientific knowledge, far beyond that of 20th century Western civilization.Above her elbows were golden bracelets, reaching almost to the slender shoulders. Her little high-arched feet were shod with high buskins of deerskin. She was lithe and slender as the Willow Maid who waits on Kwannon when she passes through the World of Trees pouring into them new fire of green life.
She was no Indian...nor daughter of ancient Incas...nor was she Spanish...she was of no race that he knew. There were bruises on her cheeks--the marks of Starrett's fingers. Her long, slim hands touched them. She spoke--in the Aymara tongue.
Suarra further explains that her people were once ruled six lords and a higher lord over them, but now only the Snake Mother rules -- "and another." This other is Nimir, the lord of evil, who was once a lord of Yu-Atlanchi but seized power and attempted to make himself a god. Though he failed in fully achieving his dream, he was successful enough that he could not be slain and so his vanquishers trapped his spirit in a stone prison.
Even trapped, Nimir exercises great influence within Yu-Atlanchi, whose people have become decadent over the centuries. Their current leader lives a debauched existence, caring little for his people, and entertaining them with blood sports and other cruelties. Suarra and others like her in "the Fellowship" -- a resistance movement against Yu-Atlanchi's present regime -- believe that Nimir is rising and may soon be able to escape his prison and assume more direct control over the kingdom he once sought.From where he stood a flight of Cyclopean steps ran down into the heart of the cavern. At their left was the semi-globe of gemmed and glittering rock. At their right was — space. An abyss, whose other side he could not see, but which fell sheer away from the stairway in bottomless depth upon depth.
The face looked at him from the far side of the cavern. Bodiless, its chin rested upon the floor. Colossal, its eyes of pale blue crystals were level with his. It was carved out of the same black stone as the walls, but within it was no faintest sparkle of the darting luminescences. It was a man’s face and the face of a fallen angel’s in one; Luciferean; imperious; ruthless — and beautiful. Upon its broad brows power was enthroned — power which could have been godlike in beneficence, had it so willed, but which had chose instead the lot of Satan.
Whoever the master sculptor, he had made of it the ultimate symbol of man’s age-old, remorseless lust for power. In the Face this lust was concentrate, given body and form, made tangible…
And now he saw that all the darting rays, all the flashing atoms, were focused full upon the Face, and that over its brow was a wide circlet of gold. From the circlet globules of gold dripped, like golden sweat. They crept sluggishly down its cheeks. From its eyes crept other golden drops, like tears. And out of each corner of the merciless mouth the golden globules dribbled like spittle. Golden sweat, golden tears and golden slaver crawled and joined a rivulet of gold that oozed from behind the Face, to the verge of the abyss, and over its lip into the depths.
It's a terrific set-up for a surprisingly good pulp novel. As I noted above, one has to be tolerant in reading this today, since so many of its plot points might feel dated and unoriginal to a contemporary reader. At the time of its writing, though, Merritt was blazing new trails and, despite the hackneyed nature of some of the novel's elements, they nevertheless feel fresh in Merritt's hands. Graydon himself is not particularly interesting, I'll grant, but Suarra, the Snake Mother, and even Nimir are fully realized characters that stand head and shoulders above what one usually gets in novels of this kind. Likewise, Merritt's skill at depicting the wonders and horrors of decadent Yu-Atlanchi is superb and I found myself quite enthralled. The Face in the Abyss is definitely a cut above other "lost race" novels and well worth reading, if you've never done so.
Monday, January 17, 2011
Gone Sledding
The weekend was crazy busy, owing in part to a large-ish snowfall and celebrations surrounding my daughter's birthday. So I just took the last few days off and got nothing accomplished other than family-related fun, such as sledding on a hill near our home.Regular posting, including this week's installment of Pulp Fantasy Library and updates on Petty Gods will resume this afternoon or evening, depending on how quickly I catch up on various matters that demand immediate attention.
Friday, January 14, 2011
Open Friday: How Many?
In my Dwimmermount campaign, I began with just OD&D's three (cleric, fighting man, magic-user) and eventually allowed a modified thief as an NPC. I also introduced paladins and planned to introduce druids. In principle, I might allow even more classes if the need ever arose, but, so far, it hasn't and the game is primarily an "original three" campaign that's open to more if the exigencies of play demanded it.
How about you?
Thursday, January 13, 2011
The Druids of Dwimmermount, Part III
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
1st Level
1. Cure (Cause) Light Wounds (Cleric)
2. Detect Magic (Cleric)
3. Divine Weather (Druid)
4. Faerie Fire (Druid)
5. Locate Creature (Druid)
6. Purify Food and Drink (Cleric)
2nd Level
1. Find Plant (Druid)
2. Find Traps (Cleric)
3. Heat Metal (Druid)
4. Hold Person (Cleric)
5. Obscuring Mist (Druid)
6. Produce Flame (Druid)
7. Silence 15' Radius (Cleric)
8. Snake Charm (Cleric)
9. Speak with Animals (Cleric)
10. Warp Wood (Druid)
3rd Level
1. Call Lightning (Druid)
2. Cure Disease (Cleric)
3. Cure Disease (Cleric)
4. Dispel Magic (Cleric)
5. Hold Animal (Druid)
6. Locate Object (Cleric)
7. Plant Growth (Druid)
8. Protection from Fire (Druid)
9. Pyrotechnics (Druid)
10. Water Breathing (Druid)
4th Level
1. Cure (Cause) Serious Wounds (Cleric)
2. Hallucinatory Terrain (Druid)
3. Neutralize Poison (Cleric)
4. Passplant (Druid)
5. Produce Flame (Druid)
6. Protection from Electricity (Druid)
7. Speak with Plants (Cleric)
8. Sticks to Snakes
9. Summon Animal I (Druid)
10. Temperature Control (Druid)
5th Level
1. Animal Growth (Druid)
2. Animal Summoning II (Druid)
3. Anti-Plant Shell (Druid)
4. Commune with Nature (Druid)
5. Control Winds (Druid)
6. Hold Vegetation and Fungus (Druid)
7. Insect Plague
8. Transmute Rock to Mud (Druid)
9. Transport via Plants (Druid)
10. Wall of Fire