Tuesday, April 5, 2022

Wascally Wabbit

Also from Dragon #48 (April 1981) is the write-up below, written by Lawrence J. Schick and illustrated by Jeff Dee. Of particular interest is that Schick references elements of the original "Known World" setting that he co-created with the late Tom Moldvay in the mid-1970s (and that would later be incorporated into the D&D Expert Rulebook published in the same year as this article).

School Rule

From issue #48 of Dragon (April 1981):

White Dwarf: Issue #33

Issue #33 of White Dwarf (September 1982) features a strangely compelling cover by Andrew George. I'm honestly not sure what it's supposed to be depicting, but, whatever it is, I find it interesting. The issue contains quite a pair of Traveller articles, starting with "Weapons for Traveller," which is a collection is new weapons for the game submitted by readers. Relatedly, there is "Guns for Sale" by Steve Cook. Though brief, this is a useful article that looks at the availability of various Traveller weapons through normal channels, taking into account factors such as tech level and law level. My main complaint about the article is that, like others in White Dwarf, it makes use of percentile dice, which are wholly unknown in Traveller. 

Continuing with the Traveller theme, "Open Box" reviews Striker, giving 6 out of 10, which I think is quite fair when one considers its complexity and general utility. Also reviewed are all four modules in the "S;ave Lords" series, which are collectively given 7 out of 10. Chaosium's Elric boardgame receives the same score, as does Flying Buffalo's Grimtooth's Traps. Perhaps I am seeing something that's not really there, but I've noticed that the reviews in "Open Box" are becoming somewhat more critical than they had been at the start of the column. I think that's a good thing overall, since the whole purpose of reviews in my opinion is to discuss, as objectively as one can, the good and the bad of a product so that a reader has a solid basis on which to decide whether to buy the product for himself. I'll be keeping a closer eye on "Open Box" in future issues to see if indeed my sense of things is borne out.

Part III of Paul Vernon's "The Town Planner" series focuses on "Running Towns and Cities," with special attention being paid to government, local customs, laws, calendars, events, and urban encounters. Taken together, these topics are among the most interesting and immediately useful ones that Vernon has tackled in this series. Consequently, I really enjoyed reading his thoughts and ideas. "Rumble at the Tin Inn" by Michael Cule is a mini-scenario for use with RuneQuest that's explicitly inspired by Lewis Pulsipher's "A Bar-Room Brawl" from issue #11. Like its predecessor, it includes a map with cut-out counters and game statistics for all the potential combatants. 

Speaking of follow-ups (and Lewis Pulsipher), we get Part II of his "Arms at the Ready" series, the first part of which appeared in issue #31. Readers are treated to eight more weapons cards for use with AD&D. Oliver Dickinson's "Rune Rites" column looks at "Invisibility and Magic." In addition to presenting a magic item, "The Cap of Sight," the article includes a small piece written by Greg Stafford himself, entitled "Spells Which I Don't Use in My Campaign." Stafford explains that he finds spells like invisibility, concealment, and vision "make it hard for [him] to referee a decent game which includes drama and tension." For that reason, he does not make these spells "general available to regular people or adventurers." Fascinating!

"Brevet Rank for Low Level Characters" by Lewis Pulsipher is an odd article. The whole thing is premised on the idea that convention referees often encounter people who wish to join their adventure but who lack characters of sufficient level to do so. Pulsipher then puts forward a system by which the referee can "pro-rate" a low-level character so that he can participate in a high-level adventure. I have no particular objection to the guidelines Pulsipher offers, but why bother? Had not referees in the UK at the time heard of pre-generated convention characters? Chalk this one up to another installment in The Past is a Foreign Country.

"Fiend Factory" this month looks at psionic monsters with "All in the Mind." As is usually the case, the monsters are a mixed bag and include some truly bizarre creatures, like the Psi-Mule and Giant Mole (which is inexplicably possessed of several mental powers). More interesting, from a historical perspective if nothing else, is Zytra, Lord of the Mind Flayers, created by future science fiction author, Charles Stross (who also created the githyanki and githzerai). Finally, "Treasure Chest" is a true miscellany of material for D&D, from a new potion to a new spell to a system for handling wear and tear on armor.

All in all, it's a fine issue, with a good mix of material, though not quite as strong as the previous one. Even so, this coming issues match up with the period of my youth when I was an avid reader of White Dwarf. For nostalgia alone, I expect I'll enjoy re-reading them and, if my memories are not mistaken, they will contain a fair bit of material well worth re-visiting.

Monday, April 4, 2022

The Wages of Naturalism

I think it's fair to say that my post on Gygaxian Naturalism way back in the first year of this blog is one of, if not the, most influential posts I've ever written. I regularly come across people using the terminology, often with no knowledge of its origins, on blogs, forums, and elsewhere. I think that's terrific. I imagine most writers dream of creating something that becomes sufficiently widespread that their own role in creating is forgotten or, perhaps more charitably, subsumed by the creation itself. In any case, I take no small pleasure in having put a name to and explicated a concept that retains some degree of currency in unrelated discussions almost a decade and a half later.

Ironically, my own feelings about the consequences of Gygaxian Naturalism are in flux and with each passing day becoming more negative. To be clear: I'm still very much a proponent of consistent worldbuilding, which is what I think Gygaxian Naturalism is at its root. However, I increasingly feel as if many designers have mistaken consistency, which is generally an unalloyed good, for realism, by which I mean (in this case) operating according to rational – or even scientific – principles. In general, I don't think fantasy is very well served by most expressions of realism, as they will ultimately undermine the fantasy.

Maintaining consistency and coherence without toppling over into monomanical realism is not easy, so I try not to come down too harshly on lapses. Take, for example, this illustration (by Lisa A. Free) that appeared in the 1982 RuneQuest release, Trollpak, which is widely considered a masterclass in how to present a nonhuman species for use in a roleplaying game.
Taken in itself, this anatomical diagram of a troll is a wonderful piece of work that helps ground one of Glorantha's most fearsomely antagonistic species in an almost palpable reality – and that's part of my problem with it. As a setting, Glorantha has a (fairly) consistent tone, one grounded in myth. That's a huge part of its appeal to me. Illustrations like the one above, though, they detract from that mythic feel. Seeing one of the Uz laid out like, dissected and tagged like a cadaver from a Renaissance sketchbook, doesn't, in my opinion, add to the consistent worldbuilding of Glorantha, even if it does shed light on how trolls are able to eat anything. Instead, it actively detracts from any conception of trolls as weird or wondrous inhabitants of the Underworld.

Consider, too, this illustration from issue #72 (April 1983) of Dragon:
Almost anyone who was a reader of Dragon at the time should remember this piece of art, which accompanied "The Ecology of the Piercer" by Chris Elliott and Richard Edwards. At the time it first appeared, I absolutely adored this article and, judging from the fact that it inspired a regular feature in the magazine for many years to come, I suspect I was not alone in my feelings. Like the troll diagram, that of the piercer attempts to present a interpretation of a well-known monster that works pretty well on a rational, scientific level but that, in so doing, also undermines its weirdness and wonder.

Obviously, everyone draws the line of what constitutes "undermining" fantasy in a different place. But I nevertheless can't help but feel that the tendency toward describing fantastical beings by recourse to rationalistic, scientific categories is an error – an error not just in applying the principle of coherent worldbuilding that undergirds Gygaxian Naturalism but also in understanding fantasy itself. Once upon a time, science fiction was considered a species of the wider genre of a fantasy. SF took place in an imaginary world, as all fantasies do, but one whose imaginary elements were theoretically explicable by recourse to scientific axioms. The anatomical drawings above seem to be tentative examples of applying science fictional principles to fantasy.

I'm not yet convinced that the approach pioneered by Trollpak or "The Ecology of the Piercer" is the inevitable endpoint of Gygaxian Naturalism. At the same time, I could cite plenty of other examples down through the years that suggest that, for many people, consistency and coherence can only be understood in terms of rationalism and science, even when discussing a purely fantastical world and its inhabitants. I struggle with this myself, so I appreciate the difficulties, even as I regret the outcome. 

Finieous Meets Jasmine

With the advent of a new month, I got the idea of looking back at Dragon magazine's April Fools' Day issues to see if I could find anything particularly noteworthy. Issue #48 (April 1981) included an insert entitled issue #48½ filled with numerous humorous articles. Also included was the following comic.

It's not clear to me whether the comic was actually written and drawn by J.D. Webster, creator of the actual Finieous Fingers comic, or if it, like the content of the strip itself, it's an affectionate spoof by someone else. Regardless, I found it amusing, not least for the way it subtly lampoons the self-seriousness of Darlene's Jasmine comic. Of course, the strip also references two other Dragon comics: Dave Trampier's incomparable Wormy and the oft-forgotten Pinsom by Steve Swenston (though, to be fair, it's easy to forget, given its very brief run).

I was (and am) a big fan of April Fools' Day content. They're a good way to puncture the pomposity of roleplayers and, as someone regularly prone to that particular flaw, a well done comedic jab is an act of public service. Likewise, humor of this sort is, in my opinion, powerful evidence of an emerging RPG sub-culture, one with its own unique references, allusions, and, of course, jokes. The fact that Dragon could annually devote several of its pages – not to mention the occasional page in other non-April issues – shows just how much the hobby had grown and evolved since 1974. Plus, it's just fun.

Pulp Fantasy Library: The Doom That Came to Sarnath

The early part of H.P. Lovectaft's literary career is marked by the influence of the Anglo-Irish author, Edward John Moreton Drax Plunkett, 18th Baron Dunsany, better known to posterity simply as Lord Dunsany. Between 1905 and 1919, Dunsany wrote numerous short stories that are set in a fictional world, Pegāna, with its own imaginary history and geography. These stories laid much of the groundwork for the evolution of the nascent genre of fantasy into what we know today (without which the hobby of roleplaying would likely not have been possible). 

Nowadays, Lovecraft's Dunsanian period tends to be overlooked, particularly by those enamored of his later, more famous tales of the "Cthulhu Mythos" (itself a term never employed by HPL himself). To the extent that these earlier stories are remembered, they're often mistakenly taken to be part of his "Dream Cycle." To some extent, Lovecraft himself is to blame for this misapprehension, because of the allusions and references he makes to his Dunsanian tales in works like The Dream-Quest of Unknown Kadath. Likewise, Lovecraft's admirers have, as ardent fans so often do, attempted to impose upon his canon clear divisions whereby a work belongs in one category or another, despite the evidence that Lovecraft himself was far less rigid in his own thinking.

"The Doom That Came to Sarnath" is a good example of this phenomenon. Originally published in the June 1920 issue of the amateur fiction periodical, The Scot, the story was widely reprinted after Lovecraft's death, starting with the June 1938 issue of Weird Tales. Since I was unable to find an image of the issue of The Scot in which it premiered to accompany this post, I opted instead for the terrific cover of the 1971 Ballantine Adult Fantasy edition, painted by Gervasio Gallardo. My own introduction to the story came in the 1982 Del Rey collection of the same name with a cover by Michael Whelan, but I think I like the Gallardo version better.

The story begins in a way that makes clear Lovecraft's intentions:
There is in the land of Mnar a vast still lake that is fed by no stream and out of which no stream flows. Ten thousand years ago there stood by its shore the mighty city of Sarnath, but Sarnath stands there no more.

As I read it, "The Doom That Came to Sarnath" is a myth or legend coming down to us from the distant past, as Lovecraft implies immediately thereafter:

It is told that in the immemorial years when the world was young, before ever the men of Sarnath came to the land of Mnar, another city stood beside the lake; the grey stone city of Ib, which was old as the lake itself, and peopled with beings not pleasing to behold. 

The story is filled with phrases like "when the world was young" that suggest to me at least that the reader isn't to understand the tale he tells as taking place in an imaginary or dream land but instead in the ancient and forgotten past of our own world, though, as we shall soon see, the matter is not cut and dried. Regardless, Lovecraft establishes that the beings of Ib were "in hue as green as the lake and the mists that rise above it" and "they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." One of the reasons I chose the cover above is because it features Gallardo's interpretation of what the beings of Ib looked like. 

In time, men to the land of Mnar and founded the city of Sarnath. They marveled at the sight of the beings Ib.

But with their marvelling was mixed hate, for they thought it not meet that beings of such aspect should walk about the world of men at dusk. Nor did they like the strange sculptures upon the grey monoliths of Ib, for those sculptures were terrible with great antiquity. Why the beings and the sculptures lingered so late in the world, even until the coming of men, none can tell; unless it was because the land of Mnar is very still, and remote from most other lands both of waking and of dream.

The hatred of the men of Sarnath grew and, in time, resulted in a war in which all of the beings of Ib were slain and their "queer bodies [pushed] into the lake with long spears, because they did not wish to touch them." The men of Sarnath likewise toppled the monoliths of Ib and cast them into the lake. The only evidence of Ib the men kept was

the sea-green stone idol chiselled in the likeness of Bokrug, the water-lizard. This the young warriors took back with them to Sarnath as a symbol of conquest over the old gods and beings of Ib, and a sign of leadership in Mnar.

The men placed the idol in one of their own temples, but, on the following night, 

a terrible thing must have happened, for weird lights were seen over the lake, and in the morning the people found the idol gone, and the high-priest Taran-Ish lying dead, as from some fear unspeakable. And before he died, Taran-Ish had scrawled upon the altar of chrysolite with coarse shaky strokes the sign of DOOM.

The story's titular doom does not come quickly and Lovecraft spends the remainder of the story describing the next thousand years of Sarnath's history, as it grows in power – and pride – within the land of Mnar, eventually becoming the capital of a mighty empire founded on hate and greed. Lovecraft presents these facts in a way that seemingly implies admiration of Sarnath and its glory, but it soon becomes clear that this is a mask for condemnation of its excesses and, by the end, Sarnath and its people pay the price for their past sins.

To call "The Doom That Came to Sarnath" a morality tale is probably simplistic. At the same time, Lovecraft is not at all subtle in his connecting the destruction of Ib with the later doom that befalls Sarnath. In any case, the story is luxuriously written, redolent with adjective-laden description that reminds a bit of Clark Ashton Smith, though utterly lacking in his black humor. Its almost Biblical rhythms and cadences practically demand that the story be read aloud. In the grand scheme of things, it's one of Lovecraft's minor works but it's nevertheless a successful one for which I have a strange affection.

Friday, April 1, 2022

The Secrets of sha-Arthan: Alignment

(The following is an excerpt from the current draft of the rules for my Secrets of sha-Arthan science fantasy setting. I typically only share excerpts like this with my patrons, but, in this case, I thought it might benefit from a wider audience. In addition, I think the ideas in this draft might be of value even to those without any interest in sha-Arthan.)

In sha-Arthan, alignment represents one’s loyalty to a person, organization, religion, realm, or philosophy. An alignment thus represents what a character values in life. Choosing an alignment is entirely optional; no character is required to have an alignment. However, there can be benefits that make aligning oneself attractive, just as there can be drawbacks that make it less so. Consequently, a character may have no alignment, preferring to be a free spirit or lone wolf, or he may change his alignment as he goes through life. 

Choosing an Alignment

A newly generated character begins with no more than one alignment. He may eventually have up to three alignments at one time but no more. In general, a character can discard an alignment at any time, but may only gain a new one after attaining a new level, though, as with many things, the referee is the final arbiter of these matters.

Below are a three examples of alignments suitable for newly generated characters. Additional alignments, including those a character might adopt as he acquires more power and influence, are described on pXX. In addition, the referee is encouraged to create new alignments, using those present in this book as models.

Dran Jir Dynasty

The Dran Jir Dynasty is one of about a dozen aristocratic families that have dwelt in da-Imer for centuries. Once possessed of great power, the coming of the Chomachto has diminished their influence, particularly since the King-Emperor abandoned the First City for his new capital at Tamas Tzora. Now, the Dran Jir look for ways to regain their status – such as the sending of their servants into the Vaults in search of artifacts of the Makers. 

Requirements: Magically binding oneself to the Dran Jir as a kruva hijai (or “servant of the house”) in an ancient Ironian ritual. 

Benefits: A character with this alignment gains the trust of the current head of the Dran Jir. He also gains limited access to dynastic resources and, more importantly, to an entrance to the Vaults unknown to the authorities of da-Imer. 

Drawbacks: The binding ritual prevents the character from directly acting against the interests of the Dran Jir Dynasty or its members. Likewise, use of an unapproved entrance to the Vaults is a crime with potentially stiff penalties.

The Light of Kulvu

The philosophy known as the Light of Kulvu (see pXX) is an ancient one, whose Unquestionable Precepts animated the empire that bore its name. Those precepts survived the wreck of the empire and are now held by many who find them a sure guide to understanding reality and living in harmony with it.

Requirements: Public acceptance of the precepts of the philosophy as outlined in The Mirror of Virtue.

Benefits: A character with this alignment gains a +2 reaction bonus with those who share it. If the result is Friendly, the character may gain access to food, accommodations, or information from his fellow Kulvuans. This, in turn, may lead to alignment with a specific school within the philosophy (e.g. Bejandrai, Ruketsa, etc.), some of which offer additional benefits. 

Drawbacks: Except in those few lands that proscribe the Light of Kulvu (e.g. Alakun-Tenu), there are generally few drawbacks to adopting this alignment.

Viceroy Tiaken

Since King-Emperor Trelu vacated da-Imer, he placed its administration in the hands of a trusted viceroy. The current holder of that position, Tiaken Charsuna, is a very ambitious man in need of agents to further his own ends (which, some say, include the usurpation of the Solar Throne). 

Requirements: Swearing a personal oath to the Viceroy of da-Imer in which the character agrees to undertake certain special tasks in the Vaults and the First City on his behalf whenever commanded to do so.

Benefits: A character with this alignment gains a reduced exit charge to any Vault Warrant (see pXX) to which he is a signatory. At levels 1–2, the charge is 15%; at levels 3–5, 10%; at levels 6+, it is waived entirely. In addition, the character may be able to obtain preferential treatment by viceregal guards and officials with da-Imer.

Drawbacks: Viceroy Tiaken is constantly scheming. A character aligned with him will often find himself entangled in all manner of stratagems – whether he wishes to become involved or not.

Thursday, March 31, 2022

The Secrets of sha-Arthan: The Ga'andrin

Last Summer, I presented one of the nonhuman species of sha-Arthan, the Chenot. Today, I'd like to present another, the Ga'andrin. They're one of the most common nonhumans in the setting, governing several significant realms, as well as many minor ones.

A ga'andrin by Zhu Bajie

Ga’andrin 


Hit Dice: 1d8
Maximum Level: 12
Armor: Any, including shields
Weapons: Any
Languages: Tana’a, Janeksa

Ga’andrin (gah-ahn-DREEN) are a species of wiry, vaguely reptilian beings known for their aggression and fortitude. They stand about 5½’ tall and weigh 120 pounds. Ga’andrin are rivals and occasional allies of Man, ruling several realms of their own. They are redoubtable warriors whose legions are feared across sha-Arthan.

Alien Mind

Owing to their unusual thought processes, Ga’andrin are immune to the adept disciplines ESP, suggestion, and telepathy. The immunity is natural and cannot be suspended, even by a Ga’andrin who wishes to do so. The immunity also applies to psychogenic devices that mimic the effects of these disciplines.

Combat


Ga’andrin can use all types of weapons and armor.


Leap Attack

With sufficient room, Ga’andrin can leap up to 10’ forward, granting a +1 bonus to the first attack roll after the leap. If armed with an impaling weapon, the attack counts as a charge and deals double damage on a successful hit.

Shaina-sense

Ga’andrin believe that all living things generate an energy they call shaina p(shy-NAH), which they can sense. While most human sages scoff at such notions, it remains clear Ga’andrin can sense something, which enables them to detect living beings within 60’, even in total darkness. This shaina-sense makes Ga’andrin harder to surprise, reducing the chance to 1-in-6 under most circumstances.

Retrospective: Sugarcane Island

It's funny the memories that stick with you, even after so many decades. When I was in the third grade, my teacher invited a public librarian to come and visit our classroom. The purpose of his visit was twofold. First, he wanted to encourage us to come to our local library to get library cards (I needed no encouragement in this regard, having been an avid visitor of public libraries since I was quite young). Second, he wanted to share with us some books that he thought we might like. I cannot recall most of the books the librarian recommended to us on that day, but one still stands out: Sugarcane Island by Edward Packard.

Context is important here. The librarian's visit probably took place in the spring of 1978. At that time, no one had ever heard of a Choose Your Own Adventure book. That famous series didn't even come into existence until 1979, shortly before I first encountered the D&D Basic Set. Consequently, when the librarian described Sugarcane Island as a book in which I, the reader was the main character (or words to that effect), I was simultaneously baffled and intrigued. I'd never heard of a book like that and my eight year-old brain initially struggled to understand what he meant. It was only after he'd read a portion of it to us and allowed our class – by majority vote! – to decide which choices to make in the unfolding narrative that intrigue won out over bafflement. I had to read this book for myself.

I eventually was able to snag a copy of Sugarcane Island at the library, along with Deadwood City, another proto-CYOA book by the same author. The premise of Sugarcane Island is that the reader is an assistant to a scientist on an expedition to the Galapagos Islands made famous in the English-speaking world by the voyage of Charles Darwin aboard the HMS Beagle. The ship on which you are traveling encounters a bad storm during the night, resulting in your being washed overboard. When you wake up the next morning, you find yourself on the beach of a strange island, the only distinguishing feature being the sugarcane that grows nearby, hence the title of the book.

The "story" of Sugarcane Island is thus one first of survival – you must locate food, water, and shelter – and then of discovery and escape. Your choices determine where you go and what find on the island and that alone was intoxicating to me as a child. I'd never read a book that allowed me to decide where the protagonist went and what he did. That alone was enough to get me to read through it several times in the span of a single day, making different choices each time, trying to see what the "best" course of action was. That was the real appeal of Sugarcane Island for me: it was like a game. 

Eventually, though, I found the limited choices and occasionally arbitrary nature of outcomes to be frustrating. The book's promise of open-endedness was somewhat illusory and it quickly became clear that Packard had decided in advance that there were "right" and "wrong" decisions. That's perfectly understandable, of course, given the inherent limitations of a printed book. Indeed, that's one of the difficulties of all Choose Your Own Adventure Books and their modern descendants, such as computer RPGs: there's simply no practical way to consider every possible choice. Sure, the author can include the most obvious choices and options and, for most readers, that's probably enough. But what if you want to do something unexpected or even downright weird? In that case, you're out of luck.

As I believe I've mentioned elsewhere, I was not a big reader of Choose Your Own Adventure books (aside from the excellent Fighting Fantasy books). To a great extent, this is simply a factor of history: most of the volumes released under that banner didn't come out until after the time I was already playing roleplaying games and they paled in comparison to the fun I had playing D&D or Gamma World. At the same time, it's not incorrect to say that Sugarcane Island paved the way for my eventual embrace of RPGs. In a very real sense, this book made me aware of a desire I didn't even know I had, namely, to determine the choices a protagonist makes in an unfolding story. That Sugarcane Island failed to satisfy that desire fully is no knock against it, which was (and is) a genuinely groundbreaking children's book. I'm very grateful to that nameless librarian who visited my school more than four decades ago. Without him, who knows whether I'd ever have become involved in this hobby that still gives me so much joy more than four decades later?

Tuesday, March 29, 2022

Units of Measurement

Development of The Secrets of sha-Arthan continues and, as it slowly evolves away from its origins in Dungeons & Dragons (and Old School Essentials), I've started pondering certain questions I would never before have considered. One of these is the matter of units of measurement.

With the notable exception of RuneQuest, most fantasy roleplaying games have employed US customary or Imperial units (or some mix of the two). On the other hand, science fiction roleplaying games are (almost) unanimous in using the metric system. Now, sha-Arthan is a "secret sci-fi" setting, which is to say, it's presented as if it were a traditional fantasy setting, albeit a somewhat exotic one, but its foundations are science fictional. Thus, there are scientific – or at least pseudo-scientific – explanations for sorcery, monsters, magic items, and so on. Since it occupies a middle ground between fantasy and science fiction, what sort of units of measurement should it use?

This has been a topic of conversation among my patrons, where a vocal (and persuasive) minority suggested that I ought to consider creating unique units of measurement for the setting, both for flavor purposes and to aid in the running of the game. I must admit that I was immediately torn by this suggestion. It's certainly true that unique terms can help to better immerse one in an imaginary setting. However, they can also be alienating, especially when there are already lots of unique terms and names in use. 

One possible way to bridge the gap between these two perspectives is to come up with terms that are both easily convertible to real world units and useful in play. For example, the six-mile hex is very popular among old school gamers and, while there are indeed some practical reasons for its popularity, it's still a somewhat arbitrary choice. But what if it weren't? What if, in sha-Arthan, there was a unit of measurement that corresponded to six miles (let's call it a meshal for argument's sake)? If that were the case, I could simply say that each hex on a map corresponds to one meshal and then explain how many meshals per day a group of adventurers can typically travel. In a similar fashion, if I adopt five-foot squares on interior maps, perhaps each of those squares is another type of unit (a dashur or "pace"). As I ponder this further, I realize that I could come up with other units to simplify the handling of encumbrance or whatever other "fiddly" details of fantasy gaming that are often cast aside because of the tedium of keeping track of them.

Of course, I might well be mistaken in this and that any theoretical gains made through the use of game-derived units is offset by the additional step of remembering just what a meshal or dashur represents. It's also possible that it's just this kind of world building that gets in the way of accessibility and one of my goals with sha-Arthan is to present an exotic science fantasy setting that isn't going to frighten people away by luxuriating in its own oddities.  

I shall keep pondering.