Tuesday, November 17, 2020

Urheim Fanzine?

 As Urheim continues to grow in size and scope, I'm looking for better ways both to present it and to develop it in the manner I think it demands. For example, I've been commissioning art for it by the remarkable Zhu Bajiee (who's also been a stalwart of The Excellent Travelling Volume) and that's been extremely well received, which pleases me. However, I can't really justify that over the long term without some way of subsidizing the cost. That's why I've lately been contemplating moving development of Urheim to a fanzine. 

I have a lot of experience producing fanzines now. The aforementioned Tékumel 'zine has reached a dozen issues, with a thirteenth under way. I've also produced Imperio to support my SF RPG, Thousand Suns, though that's regrettably a project that's not received the attention I'd like to give it. Between the two of them, I've learned a lot about the process of making 'zines for sale and I'd like to think that, as the years wear on, I've gotten better at it. Given that, I have little doubt that an Urheim fanzine would be at least as good as those, if not better.

The Excellent Travelling Volume sells around 250 copies per issue upon initial release, with a few dozen more in the months afterward – and Tékumel is, by even a generous definition, a very niche setting. Those sales are just enough to cover each issue's art budget, as well as printing and postage, but not much else. I'd like to think that Urheim, being a more traditional fantasy locale, would have wider appeal, but who knows? Judging by Blogger's stats, my Urheim posts are popular, with several among the most read posts in the last three months. That suggests there's interest in it. Whether it's enough interest to support a fanzine, though? That's the question.

I suppose there are alternatives to a 'zine, but, given my desire to develop the site, piecemeal, either continuing to do so here, through regular blog posts, or through an irregular fanzine seem the best options. The excellent Wormskin is my model here, since it's been slowly developing the Dolmenwood setting bit by bit over the course of the last few years. I hope to do something similar with Urheim, though I'm not yet committed to the idea of a 'zine. In discussing this with others whose opinions I trust, the notion of a subscription-based newsletter has been suggested, on the model of the superb Glatisant

I'm still uncertain of the path forward or indeed if it's something I should contemplate seriously. For the moment, I'm going to continue to make regular Urheim posts here, at least through the end of the year. Come 2021, things may change and, if they do, I'll explain them decision here. In the meantime, if you have any suggestions of your own to offer, please comment or drop me a note. As always, I'm actively seeking advice, opinions, and alternative perspectives and appreciate those of you who offer them.

Urheim: Austorga

Austorga by Zhu Bajiee

Level 9 Magic-User

Armor Class: 8 [11]
Hit Points: 22
Attacks: 1 × staff (2d6) or 1 × spell
THAC0: 17 [+2]
Movement Rate: 120' (40')
Saves: D11 W12 P11 B14 S12

Alignment: Chaotic

STR 7 INT 16 WIS 13
DEX 10 CON 11 CHA 14

Spells: Detect Magic, Magic Missile, Read Magic, ESP, Invisibility, Locate Object, Clairvoyance, Haste, Invisibility 10' Radius, Confusion, Dimension Door, Animate Dead

If Adventure Has a Game ...

Presented without comment, an advertisement appearing in issue #19 of Imagine, heralding the imminent release of TSR's The Adventures of Indiana Jones Role-Playing Game.  

Imagine Magazine: Issue #19

Chris Collingwood provides the cover for issue #19 of Imagine (October 1984). Its first article is "The Art of Animation" by Mark Davies, which deals extensively with the topic of golems and other magically animated beings. I've always had a fondness for golems, influenced perhaps by the presence of the magens in Castle Amber. The article itself is solid, looking not just at existing golems and golem-like creations but providing several new ones. Meanwhile, "Geas" by Venetia Lee presents several geased magical items. These items are powerful but they also impose restrictions on the behavior of the person possessing them, such as the sword of Bast, which prevents its wielder from ever willingly harming any cat or cat-like creature. It's a simple idea but a good one. 

"The Private Lives of NPCs, Part II" is a follow-up to an article that appeared in issue #11. Like that previous article, which I enjoyed, this one is very good, focusing on a half-dozen basic questions a referee should ask himself when creating non-player characters. It's not a radical or revelatory article, but it's the sort of grounded, commonsensical piece that I still find helpful, even after four decades of gaming. This month's game reviews caught my attention, purely for historical reasons. The first Dragonlance adventure, Dragons of Despair, is given a positive review, unlike the Top Secret scenario, Ace of Clubs. Never let it be said that Imagine was a mere house organ, despite being published by TSR UK. The review of Avalon Hill's Powers & Perils is encouraging, noting that, while it was unlikely that such a complex game would develop a huge following, it was nonetheless worthy of continued support. I have a weird fascination with P&P myself, so I appreciated seeing this review.

"Sinvel's Peril" by Doug Cowie is a Dungeons & Dragons adventure for levels 12-15, intended, it seems, to promote the newly released Companion Rules. The scenario concerns the defense of the town of Sinvel against a horde of barbarians – a trite set-up that's been done numerous times and better, but it does include some terrific maps by Paul Ruiz (about which more below). "Role Playing for Remedials" by Alan Heaven is another look into the past. The article is a counter to suggestions that RPGs are "addictive escapism." How strange to consider that this was once a serious charge against the hobby! Pete Tamlyn offers "Towards Systemless Scenarios," which is a brief overview of the question of how to present adventures intended to be used by many rules systems. The answer? Be as vague as possible, as demonstrated in the companion article (also by Tamlyn), "The Stolen Herd." I'm being flippant, of course, but it is  true the case that what Tamlyn is suggesting is not so much scenario writing as establishing a broad "plot" and then letting each referee decide how things play out. On the other hand, "Games without Frontiers" by Graeme Davis is extremely practical – maybe too practical – as delves into mathematical comparisons of various rules systems.

Paul Vernon's "Uncharted Stars" is a rare example of a Traveller article in the page of Imagine (leaving aside the previous issue), something that was very common in White Dwarf.  It provides rules for spectral classes for stars, as well as an Amber Zone (scenario). Colin Greenwood's "Fantasy Media" tackles a pair of movies (The Last Battle and Supergirl) and a pair of novels (Tanith Lee's The Castle in the Dark and James P, Hogan's Voyage from Yesteryear). "Rubic of Moggedon" and "The Phalanx" comics are here once more, along with Roger Musson's "Stirge Corner." Musson talks about the two ways alignment can be interpreted: as ethics or allegiance. Though short, it's a fine meditation on this contentious topic and does a good job of offering some solutions.

The real heart of the issue is "Pellinore: Law and Order" by Paul Cockburn, which describes the legal system of the City League. There are discussions of police forces, courts, and crimes, in addition to tables devoted to adjudicating all of the above. There's also a gazetteer of those sections of the city where the Courts can be found, along with NPC write-ups of various magistrates. It's terrific bit of worldbuilding by small steps, one that I now realize I have been subconsciously imitating in my own Urheim posts – great minds and all that! The article is accompanied by the maps of Paul Ruiz, whose style I absolutely adore. It's unlike any other cartographer I've seen before or since and I find myself wishing he were still active in the scene.
Imagine has definitely hit its stride. This is a great issue, probably my favorite so far. I look forward to the next one.

Monday, November 16, 2020

4+3

Like, I suspect, a great many roleplayers my age, Advanced Dungeons & Dragons continues to exercise a powerful influence over my conception of D&D. In the last few years, though, my love and appreciation for the 1981 Moldvay/Cook/Marsh rules has grown, to the point where I think it's fair to say that B/X has eclipsed AD&D in my affections. That's why, when I've written "D&D" materials for publication (or even just sharing with others), I've made use of contemporary emulators of those rules, whether they be Labyrinth Lord or Old School Essentials

One aspect of the B/X rules I particularly enjoy is the presentation of its seven character classes. The first four classes are the "basic" classes, each of which occupies a "pure" niche and, not unintentionally, limited to humans. The other three are for demihumans and, for that reason, could be called "advanced" or "mixed" (even though two of the classes, the dwarf and the halfling, are simply the Fighter Plus). My enjoyment stems from both the simplicity of this set-up and the subtle world building it implies.

Lately, I've mused that this basic structure – "4+3," as I've started calling it in my head, almost certainly not original to me – is a sturdy and flexible one that could be adapted to other circumstances. If you've taken notice of the new classes I've been presenting for Urheim, you might see what I'm talking about. For example, the goblin is an alternative to the halfling, while the gargantua is a replacement for the dwarf, and so on. I've been very happy with the ease with which I can build up the setting through these alternate takes on some of the seven classes in B/X. Based on the positive comments I've been receiving about them, others agree, which delights me.

What Level is the King?

I remember well when I got my copy of The World of Greyhawk: it was 1982, the same year that The Forgotten Temple of Tharizdun was released. I remember that because I justified the purchase of the folio by claiming that I "needed" it as a companion to module WG4, which was (I think) the first AD&D module specifically advertised as being set in the World of Greyhawk (unlike, say, Expedition to the Barrier Peaks, which, while set on Oerth, didn't draw attention to that fact). I had to justify the purchase because, up until that point, I was a dedicated home brewer when it came to fantasy settings, at least as far as Dungeons & Dragons was concerned. The idea of buying someone else's setting, even if that someone was Gary Gygax himself, initially struck me as odd. I quickly overcame my concerns, in large part because The World of Greyhawk is a terrific product – presenting just enough detail to give the referee something to use as a foundation but not so much that he's drowning in minutiae. From that point on, I became a devoted fan of Oerth and, for a time, shifted the action of my ongoing AD&D campaign there. 

I was especially fond of the entries describing the various kingdoms of the Flanaess. Among the information they provided were the names, titles, class, and level of each realm's ruler. Thus, we learn that the king of the Frost Barbarians is a 15th level fighter, while the Overking of Aerdy is a a cleric/magic-user of 7th/12th level. Indeed, if you spend much time reading the entries – and I spent a lot of time doing so as a kid – you'll notice that the rulers are all at least 10th level and most are in the 12 to 15 range, with some ranging as high as 18th level. At the time, this seemed to make sense to me, since D&D's endgame allowed for the possibility of high-level player characters becoming rulers themselves. Why the wouldn't the king of Furyondy be a 14th level paladin? Furthermore, by making rulers high-level characters, it ensured that they couldn't be easily dispatched by unscrupulous PCs.

As the years wore on, this approach became less appealing to me, for various reasons, and I started thinking about alternative ones. However, it wasn't until I started refereeing my House of Worms Empire of the Petal Throne that the matter became more pressing. The player characters are now mostly all levels 5 and 6 (which is significant in EPT, given its experience system). More importantly, many of the characters have attained positions of political power within the Tsolyáni colony of Linyaró. Earlier in the campaign, the characters interacted with several politically important and influential NPCs but I never bothered to stat them up, since game mechanics didn't matter in these interactions. As events unfold, though, that might change and I'm not sure the best way to handle things.

What's interesting is that Professor apparently Barker wrestled with this very same problem. The disjunction between power as represented by game mechanics and power as represented by position within the setting is quite acute in Tékumel. The setting's societies are profoundly hierarchical and tradition-bound, where true power flows from sources unlike those represented by the acquisition of experience points and advancement in level. There's no necessary connection between the two: the God-Emperor is the most powerful man in all of Tsolyánu and yet there is no reason to assume he's very high level. Conversely, a very experienced fighter in the Hirilákte Arena might well be quite high level and yet, politically and socially, he's a nobody. This wouldn't be an issue if high level didn't also bring high hit points and generally better ability to survive (though the matter is mitigated slightly in EPT by the presence of an "instant kill" rule not present in D&D). 

Ultimately, Professor Barker's solution was to dispense with levels entirely and create a new game system to accommodate Tékumel better. That system was Swords & Glory and, despite its many flaws, has some interesting ideas to consider on this and other questions. Right now, though, I'm curious to hear your thoughts on this topic. Have you come up with a way to deal with it or is it something you don't worry about in your own games? 

Victory is Yours

I'm sure this has been reposted elsewhere many times over the years, but I stumbled across it recently and thought it was worth another share. 

I remember seeing this commercial as a young person and being surprised by it. In retrospect, I wonder why there weren't more things like this, considering how popular Dungeons & Dragons seemed to be at the time, With the exception of this one, I can't recall any others (please correct me if I'm mistaken). I suspect this is why I've long felt that D&D's success was largely by word of mouth rather than a concerted marketing campaign by TSR. Again, I have no evidence to back this up, but it's fascinating to consider nonetheless. I have a hard time imagining a product achieving such a high degree of pop cultural saturation today without a concerted effort to promote it. Yet, somehow, D&D seems to have done just that – the right time and the right place, I guess!

Pulp Fantasy Library: The Warlord of Mars

The Barsoom tales of Edgar Rice Burroughs hold a special place in my heart and, as I hope I've demonstrated, in the heart of Gary Gygax as well. More than either Robert E. Howard or J.R.R. Tolkien, I'd argue forcefully that it was Burroughs who invented the literary genre of fantasy as we know it today. So influential were these stories that not only were their general outlines imitated by later writers but so too were their specifics, with a fantastical version of Mars, filled with bizarre lifeforms and peril in equal measure, becoming a common setting of pulp fantasies. (It's also quite likely that John Carter, with his increased strength and leaping ability was an influence on the creation of Siegel and Shuster's Superman – but that's a topic for another occasion).

Another way in which Burroughs's Barsoom stories exercised an influence on later writers is by being a continuous narrative, with each tale building upon those that came before. Over the course of three decades, Burroughs penned almost a dozen stories of Barsoom (not all of which focus on John Carter). The third of these is The Warlord of Mars, published in novel form in 1919, but having first appeared as a four-part serial in the pages of All-Story Magazine from December 1913 to March 1914. The story picks up after the events of The Gods of Mars, which ended on a cliffhanger – a literary device that Burroughs by no means invented but that he used to good effect in order to hold his audience's attention.

In The Gods of Mars, John Carter had overthrown the religion of the goddess Issus, "the false deity of Mars," after he had revealed her as "naught more than a wicked old woman." In the aftermath, the society of the First Born, who had worshiped and served Issus, was thrown into chaos and they turned first to Carter, asking him to become their new ruler. He refuses and instead suggests that his friend and ally, Xodar, become Jeddak of the First Born. More significantly, Carter's wife, Dejah Thoris, is still missing, having been captured, along with two others, and trapped within the Temple of the Sun, a rotating prison whose individual chambers can only be entered on a single day each year. 

Carter hopes that there is some alternate means of entering the prison and indeed there is. Matai Shang, Hekkador (leader) of the Holy Therns, the priesthood of the false goddess Issus, knows such a means and uses it to rescue his own daughter, Phaidor, who had wound up imprisoned, along with Dejah Thoris and Thuvia, princess of Ptarth. In this, he is aided by Thurid, a First Born whose position was undermined by Carter's actions in The Gods of Mars. When Matai Shang frees Phaidor, Thurid convinces him to take Dejah Thoris and Thuvia too, as a means of revenge against the meddlesome Earthman. They then flee to the city-state of Kaol, whose ruler remains a believer in the religion of Issus. 

If this all sounds confusing, it is – one must read the story very carefully to keep the details of its narrative straight and, even then, it's not always easy going. If I have a complaint about the Barsoom stories, it's that they can sometimes become a confused welter of names and events of which it's hard to keep track. Fortunately, Burroughs's prose is generally straightforward and that helps somewhat, but there's no denying that untangling the plot threads is no simple affair, especially three novels in. Though all the novels are short by modern standards, Burroughs packs a lot of detail into them; one cannot simply skim them and hope to comprehend its events.

All that said, The Warlord of Mars is engaging. It's filled with memorable moments of heroism and derring-do, such as Carter's disguising himself to enter Kaol unseen; the Pit of Plenty, a horrible prison to which Carter is sentenced; the discovery of the Yellow Martians; and more. Personally, I was particularly struck by the moment when the Jeddak of Kaol, Kulan Tith, renounces his faith in Issus after he realizes he has been duped by Matai Shang.

"With my own hands would I have wrung the neck of Matai Shang had I guessed what was in his foul heart. Last night my life-long faith was weakened–this morning it has been shattered; but too late, too late.

It's fun – a rambling, occasionally moving yarn of John Carter's sojourn across Barsoom on a quest to save his wife. While it definitely lack the punch of either A Princess of Mars or The Gods of Mars, The Warlord of Mars brings its own kind of pleasure, the kind anyone who's participated in a long campaign would recognize. That might not be the stuff of high literature, but it's plenty diverting and sometimes that's enough.

Saturday, November 14, 2020

Urheim: Captain Foulque

Captain Foulque by Zhu Bajiee
Level 6 Fighter

Armor Class: –1 [20]
Hit Points: 31
Attacks: 1 × sword (1d8+2) or 1 × crossbow (1d6)
THAC0: 17 [+2]
Movement Rate: 60' (20')
Saves: D10 W11 P12 B13 S14

Alignment: Neutral

STR 15 INT WIS 10
DEX 13 CON 10 CHA 18

Items: Chainmail +2, Shield +2, Crossbow (30 bolts), Potion of Heroism, Sword +1 (+2 vs Spell Users)

REVIEW: A Wicked Secret and Other Mysteries

It's funny: I've written a number of posts over the past few weeks about the centrality of campaigns over individual scenarios, yet I remain a huge fan of prewritten adventures, as even a cursory examination of my retrospective posts will reveal. I don't think there's any contradiction in these two positions, but it's probably worth examining them in a future post. For the moment, what I want to do is talk about the first adventure anthology for Free League's Vaesen

Titled A Wicked Secret and Other Mysteries, the anthology is a sturdy hardcover, whose 104 parchment-like pages are filled with full-color illustrations by Johan Egerkrans and Anton Vitus. Taken purely as an artifact, it's a beautiful book that feels good to hold and to peruse – much like the Vaesen rulebook itself. This should come as no surprise to anyone familiar with Free League's RPG books, whose physical quality is unmatched by those of almost any other game publisher right now. 

The first of the anthology's adventures is The Silver of the Sea by Tomas Härenstam and takes place in the Bohuslän archipelago, along the west coast of Sweden. The characters receive a letter from a young priest living in a fishing village of the area, explaining that his mentor is dead, supposedly of a self-inflicted gunshot wound. The priest does not accept this; he believes this "suicide" was staged by one of several sinister groups operating in the area. The locals are suspicious of outsiders and largely uncooperative, which initially gives Bohuslän the feel of a Nordic Innsmouth, even if what is actually happening here isn't quite the same (as the characters eventually learn). 

The eponymous A Wicked Secret by Gabrielle de Bourg concerns strange incidents in a forested region of the north. An industrialist hoping to "modernize" the region runs afoul of locals, some of whom are none too interested in the "progress" he and his logging company hope to bring. He calls upon the characters to investigate the community of Färnsta after one of his employees is driven mad and another goes missing. This is quite a lengthy scenario and involves lots of hunting for clues, interacting with NPCs, and traveling to remote locales to unravel the mystery of Färnsta. 

The Night Sow by Nils Hintze, designer of Vaesen, whom I interviewed recently, takes place in the village of Mölle in southern Sweden, which has become a popular seaside tourist destination. Mölle has a scandalous reputation due the fact that men and women are encouraged to mix on the same beach, something unheard of at the time. Naturally, many locals, including the village priest, are none too keen on this – a recurring theme in these adventures, as you've no doubt noticed. Amidst this social tension, the characters uncover a series of murders and disappearances, as well as evidence of an ancient evil that may be behind it all.

Finally, The Son of the Falling Star by Kiku Pukk Härenstam takes place in Estonia, home to one of the characters' cousin, Hugo von Kaiserling, whose wife has recently given birth to their first child. His wife, however, wants nothing to do with the child and sees him as a "monster." Hugo hopes the characters can talk sense to his wife and a local priest, who both believe that the child is under an evil spell that can only be broken with an exorcism. Naturally, there's more truth to the wife's beliefs than Hugo and his rationalist mindset is willing to accept.

All of the adventures touch upon the clash of "the old ways" with the changes Scandinavia is undergoing in the 19th century – industrialization, urbanization, and science-fueled skepticism, among others. This makes sense, as these are the central themes of Vaesen itself. They provide excellent sources of conflict and drama, in addition to helping to distinguish Vaesen from other supernatural investigation RPGs. This is not simply Call of Cthulhu in 19th century Scandinavia, despite superficial similarities, as these adventures all make quite clear. 

I'm a strong proponent of historical roleplaying; I believe the past, if well presented, can be every bit as interesting as any imaginary world. On this score, A Wicked Secret receives mostly high marks. Each scenario highlights a part of real world Nordic history that was otherwise unknown or only dimly known to me, whether it be "the sin in Mölle," the 19th century Swedish logging industry, or romantic nationalism in the Baltics, and uses it to provide context for the strange events the characters are investigating. This is exactly what I want out of historical adventures and was pleased to see A Wicked Secret exceed my expectations.

At the same time, I do have a couple of small complaints about the adventures. As I commented above, there's a certain sameness to the initial set-up of each scenario: the characters receive an invitation to visit a far-off locale to solve a murder or a disappearance and find the locals uncooperative and/or suspicious, often due to the influence of a local priest. While each of the four adventures is in fact quite different, I nevertheless worry about the perception of repetitiveness. Had a scenario or two been set in, say, a larger urban center, it might have helped alleviate my concern.

My other complaint concerns the portrayal of the local priests – not so much their role in the scenarios but little details that don't seem to ring true to 19th century Scandinavia. For example, none of the priests, despite being clergy of the Church of Sweden (or, in one scenario, the Russian Orthodox Church), are married. Instead, they all come across as ersatz Roman Catholic priests, right down to the Russian Orthodox priest owning a copy of the Rituale Romanum, a Latin book of blessings and rituals that seems an unlikely possession, for both historical and doctrinal reasons. This is a small gripe but I mention it because it stands out against the otherwise compelling presentation of time and place. Further, I genuinely appreciate that all of the adventure recognize the importance of the local clergyman to a community, as well as the thematic role that religion ought to play in adventures of this sort. 

All that said, I'm very happy with A Wicked Secret and Other Mysteries. Any one of these scenarios would be a terrific kick-off to a Vaesen campaign, making the book invaluable to any GM of the game. Even if one does not use the scenarios as written, they aprovide lots of useful information in the form of maps, NPC write-ups, new vaesen, and historical information, all of which could be adapted to other uses. I like this book a great deal and look forward to the day when I might be able to use it with one of my regular groups of players.