Showing posts with label Lands Of Adventure. Show all posts
Showing posts with label Lands Of Adventure. Show all posts

Thursday, July 17, 2014

Polytheism And Religion In Games

The heat wave is continuing here, though things are getting better. I haven’t done any work on the blog at all, so there’s a good chance I won’t have the Middle Sea Witch class done by Monday. We’ll see. Maybe I’ll work on the Bullrider instead.

But I’m not here to talk about that. I’m here to talk about polytheism in game worlds.

Most people think that polytheism is just like monotheistic religion. However, there are many characteristics of polytheistic religion that make it completely distinct from the latter. For one, there is no exclusivity. That should seem obvious, but people designing games tend to forget that and make their “polytheistic” cultures look like a whole lot of competing monotheisms, or at least henotheisms (henotheism is the practice of acknowledging that there may be other gods, but worshiping/venerating only one). This becomes particularly noticeable in those settings where gods generate power through the number of their followers, and so the competition for worshipers ends up being fierce.

Now, it has been rightly pointed out that in polytheistic cultures, there are priests or other religious specialists who focus strongly on just one god. This does not, however, change the fact that the general body of the people give honor to any number of gods, and even the religious specialists are known to look to other gods when the need or desire arises. Also, there is a marked tendency in most games for a priest specialist to pick the “strongest” god, as the powers that the priest will be able to wield will be determined by their god. This flies in the face of the historical fact that there have always been priests who focus on even the smallest gods – or even non-god beings like nymphs.

To illustrate the point, let’s look at how various games handle religion, whether well or poorly.

First up, the basic D&D approach (also used by most D&D-like games) is to have a Cleric class which represents the main way to approach the gods. In some versions, other characters are allowed a slight chance of appealing to the gods by invoking their name and hoping for a good die roll to get Divine Intervention. The second mechanic there goes a long way toward alleviating the problem, but limiting the majority of divine appeals to a specialist class is something that is particularly a characteristic of monotheistic religions. A good rule that would help even more than the Divine Intervention chance is to incorporate the ability to get one-time bonuses for a character of any class who makes an offering to the god at their shrines, temples, or whatever. For instance, by buying and sacrificing a sheep at the temple of Fortuna (with the aid of the priests of the temple, of course), the character might be given one reroll (must take the second roll) to use at any time in the future. Or whatever, maybe even one-use spells of an appropriate level to the character (and certainly the bonuses carried at one time should be limited by character level, perhaps one bonus per level). This should probably require tracking the piety of the character with regard to that god – those who blaspheme Fortuna shouldn’t get her bonuses without making some sort of appropriate penances. There was a good method of tracking such piety in the old FGU game Lands of Adventure. Of course, now that we’re tracking piety in relation to each god, we should work that into the system somehow, but I’m not here to write up an entire method.

Speaking of Lands of Adventure, religion in that game is handled much like it is in D&D, where characters choose one god from whom they get most of their divine powers, leading to a henotheistic system rather than a polytheistic one.

Next, we find RuneQuest (and, to an extent, HeroQuest). In that game, characters can become Initiates of various Cults, each dedicated to a deity. Even non-Initiates (called Lay Members, though Lay Members still have to undergo a minor initiation – they just don’t have to sacrifice POW to get their initiation) can often gain some bonus from the Cult. This is a very good approach, but leaves out the possibilities, common in historical polytheisms, of approaching gods one has not yet had a chance to become acquainted with, not to mention the fact that, normally, becoming a Lay Member should give one access to all of the gods of the culture. Still, RQ is a great way to approach polytheist religion, and I recommend it. Not surprising, really, as the designer of the original RQ setting, Glorantha, is an active and practicing polytheist himself.

In Chivalry & Sorcery, religion is dealt with cursorily, by specifying religious practitioners and giving them powers, pretty much ignoring the gods themselves. Eh, it works, but has all of the problems present in the D&D system. At least by avoiding naming particular gods and sticking to the social roles (“Priest”, “Druid”, “Shaman”, or whatever), the C&S system avoids the problems of seeming to be a henotheistic semi-polytheism.

GURPS Voodoo takes a slightly different tack, by ignoring the religion parts, but treating the gods for what they can do. Anyone can approach any god (or “Loa”, more properly spelled “Lwa”) and ask for assistance (which is generally granted by the dispatch of messengers – what Christianity and some other religions might call Angels – to provide assistance). In some cases, that process is treated generically, as a regular use of magic. In other cases, it involves the specific summoning of Manifestations (the aforementioned messengers). Some characters have an entourage of spirit helpers. Finally, certain characters, called “Spirit Warriors”, are given the ability to call on the powers of the god (or Lwa) and manifest them in their own body. This is a really good system.

An obscure game (which I plan to review eventually) is Legendary Lives. This game handles religion well enough, but no better, by giving characters a choice (or roll) of religion based on their culture. This system is only added in the supplement, Societies Sourcebook, though. Every character is given a Devotion score, which acts as a skill in relation to religious powers. The details of what Devotion does vary by religion. Unfortunately, the game falls into the D&D trap of treating individual gods as religions in themselves.

Pendragon is one of the better treatments of religion in gaming, though it avoids immersing players in the role of religion. Characters have five Personality Traits, known as Religious Traits, that are related to their religion, and if those Traits are kept at a high enough level the character gains special bonuses, varying by religion. Beyond that, religion is mainly assumed to be a strong background factor. Unlike Fantasy Wargaming, to choose one example (see below), the characters are given no reason to pursue religious ceremonies (except for the relatively minor effect of being a requisite for the Pious Personality Trait – which is actually a hindrance to Saxon Heathens, for whom the opposing Trait, Worldly, is one of their Religious Traits).

Hârnmaster allows characters to gain piety points that they can spend in exchange for miraculous interventions. The religion system of Hârn resembles the normal henotheism of most games, though. It could perhaps be fixed if characters were allowed to accumulate piety in regard to all of the gods involved, but that might end up being too complex to handle easily in the game.

Unknown Armies only tangentially deals with religion, and mostly from the point of view espoused by Chaos Magick. Characters may pursue becoming an Avatar of a particular Archetype. Archetypes are the game’s equivalent to gods, and the more that a character manifests that Archetype by emulating it, the more of that Archetype’s powers can be expressed by the character. A good system for the setting and ones that use similar assumptions, but not one that fits most historical religions.

Speaking of modern-day/near-future games, Shadowrun has gods of a sort, but they are relegated to a secondary role. The totems in that system factor in as “gods” after a fashion. I wonder if it would be possible to make actual gods using that template? I suspect that it would end up looking very much like D&D-style henotheism, though.

Whatever other merits or flaws it might have, Dogs in the Vineyard treats its religion very well. However, it is focused on one specific sort of religion, in which there is a religion of the Community, and forces outside of that religion that attempt to destroy the Community. Like real-world Mormonism, the religion of DitV tries to account for the polytheistic peoples living around them, and does so only moderately well. Certainly, the religion system in DitV could be adapted to other monotheistic religions, or even the henotheistic ones of most D&D games.


There are other games with religious systems, such as The Riddle of Steel, The Burning Wheel, Wyrd is Bond, and so on, but they are minor and don’t really fit into historical religious beliefs, in my opinion, no matter how good they may be as games. They generally end up appearing much like D&D-style henotheism.

My favorite approach, though, is that in Fantasy Wargaming. In that game, both monotheistic and polytheistic religions are covered (the former primarily by Christianity and Satanism, the latter by Norse religion), and the system manages both well. Characters in that game are given a “religious rank”, which is not directly tied to the Religion level (FW uses a system where every character has three levels: Combat/Adventuring, Magic, and Religion, corresponding to the original three classes in published D&D, with characters generally starting at level zero in each). For Christians, this is either as Lay Clergy at the lower ends of the scale, Ordained Clergy, Monks, or Friars (or Religious Knights), with most characters having no religious rank at all. Satanists are all given a minimum rank, and there is no particular process of Ordination, so that characters may rise in the Devil’s hierarchy on their merits. Norse pagans have two main tracks – either as Priests or as Laity. Priests have a higher minimum/starting religious rank, but Lay members are actually capable of gaining a higher religious rank than Priests (although only if they can manage to become King or Queen)! For the most part, religious powers mainly consist of Ceremonies, which dedicate Mana (magical power) to the god or gods being worshiped and provide a bonus to morale for a while and a chance of Inspiration to the participants, which gives various bonuses, along with other benefits depending on the Ceremony. Anyone may appeal to higher (or lower) powers for a Miracle, which is resolved by the invoked power using the methods of the magic system to cause changes in the world (or, in a few cases such as Resurrection of the dead, the magic system is used in a modified form). Characters can have “patrons”, which gives the character a bonus in appealing to that power (the Norse ones usually are given at birth, and their patron’s name is typically incorporated into their personal name). There is no method given in FW for changing patrons during the game, which is something I will add in my rewrite of the system. Another aspect that helps the system work well is the concept of “Intervention”, whereby an appeal is made to one power who is asked to Intervene with another power. This has benefits in the matter of patronage mentioned, but also because some powers are more difficult to appeal to than others. In the Norse religion, the personal feelings and relationships of various powers affects this chance of Intervention, as well, so that, for instance, the wife of a god will have a better chance of Intervention with that god, while two gods who hate each other (Loki and Heimdall, for instance) reduce the chance of successful Intervention. Finally, each power has areas of Favor and Disfavor, which affects the likelihood of the power responding to the appeal. Altogether, this system became the first to incorporate the personalities of the powers into the game system in a meaningful way. So, this system included both the religious (characters can attend or perform Mass, for example) and the miraculous (through the process of appeals) into one system. Sometimes both are incorporated, such as the rites of Benediction and Malediction. The primary weakness of the FW system in regard to religion is the handling of “negative” piety, which is always assumed to place one in communication with the Devil, even if a Norse pagan. I hope to address this problem in my revision of the game.

Monday, April 16, 2012

Obscure Games - Lands Of Adventure

In my humble, but deadly accurate, opinion,
this is the best fantasy game cover to date.
Too bad about the game.
Fantasy Games Unlimited made some of the best games that no one played. This one is not one of their best, and is no longer in print, but it is full of good ideas presented badly.

Lee Gold, the force behind the long-running and well-received fanzine Alarums & Excursions, as well as the Chivalry & Sorcery variant Land of the Rising Sun, which presented a highly-detailed, fantasy-Japanese culture just as its inspiration presented a fantastic Europe. With credentials like those, one would think that this game would be a slam-dunk. Unfortunately, it seems that Ms. Gold chose not to actually develop the game. It even reads like a set of notes rather than a set of finished and polished rules.

Full of great ideas, the game leaves out a lot that would be necessary to actual play. Perhaps we could approach this like the Three LBBs of OD&D, but there's something else wrong here. It's more like the notes were never actually used in play before being thrown together and published.

There are a few weird design decisions in the character creation rules. First, there are 11 basic stats. These alternate being created by the roll of a d20 and taking one of the other stats divided by 2 and adding a d10. So, we get CRAFT (or CRF), rolled on a d20, and then DEXTERITY (aka DEX), which is CRF/2 + 1d10. The strangest pair is APPEARANCE (APP), on a d20, and AGILITY (the unusual abbreviation AGY is used), which is APP/2 + 1d10 (justified as "gracefulness of movement"). My immediate inclination would be to change all of the d20 rolls to 2d10, but that's an aesthetic choice, I guess. There are different variations for "specialized characters" (who exchange magical TALENT, or TAL, for technological CRF or vice versa), technology level (higher tech improves CRF and diminishes TAL), or non-human characters. It is actually important to generate Height and Weight, for reasons that will show up in a moment.

Next comes Piety. This is a measure of how much the character lives a religious life. Factors include the likes of "Attends major religious festivals", "Prays daily to deities", "Has Theology (a Knowledge Skill) at 76%+", "Per quest performed at deity's desire in the past year", and the like. It's not made clear whether missing a major festival once would eliminate that point of Piety (and would it come back at the next festival attended?), and that's especially a problem for minor festivals. If a character engages in a Blasphemous Action, then the Piety will drop to a negative value and can no longer be improved without atonement (requiring a completed Quest per point of negative Piety). Blasphemous Actions range from "Refuses to admit a deity exists" on the low end to "Destroys a deity's Holy Place" at the extreme. As an example of the sketched-out nature of the game, the whole description of Piety (not counting the lists of Pious and Blasphemous Actions) is shorter than the paragraph I have just written about it.

Next in the list of things to do in creating a character is figuring out the three kinds of hit points that a character has. These are Energy Points (EP), Body Points (BP), and Life Points (LP). EP are a combination of fatigue and magical power, determined by adding PRUDENCE (PRU), AGY, and STRENGTH (STR). BP are physical structural integrity, and are equal to the character's body weight in pounds divided by 10. LP are health and the strength of attachment of the character's life energy, and are equal to CONSTITUTION (CON). There's a quick note that EP are recovered based on the total of EP and LP remaining to the character, and that other healing occurs by transforming EP into other hit point types (at a ratio of 5 EP per LP or 2 EP per BP), with a chance of success based on the number of LP remaining (and no chance of healing if LP are 0). That's actually pretty clever, if a little convoluted and sketchily presented.

Next up is some stuff about encumbrance and pushing things that are all labeled as optional.

LoA is a skill-based system, as most of the FGU games tended to be. Unlike most such games, though, skills are grouped into categories which all have the same base percentage chance of success. That is, all "WEAPONS - MELEE" skills will have the same base chance, all "KNOWLEDGE" skills start at the same percentage, and so on. Individual skills can be "Specialized", which allows them to be improved above that baseline chance. A character starts with one Specialized Skill per point of PRU, and can have up to twice PRU, gaining one per adventure or game month. Improving Specialized Skills also improves the skill category's base chance by 1% per 10 in the Specialized Skill. There's a bunch of other stuff about how easy the skill is, training time and cost, and such. This is followed by the skill list, which is just a list of skill names divided into categories with some generic advice on adjudicating them (eg "Success in a Communication Skill indicates that the performance is satisfactory.")

There's some notes on how quickly a character moves in the Movement Skills section, which is based on either the character's height or shoulder height (if a quadruped). In the section on Combat Skills, we learn that natural weapons do damage based on the character's BP (and so on the weight of the character). For instance, a Punch does 1xBP/10, while a Kick does 1xBP/8. Observation Skills includes some tables of distances in various conditions at which things can be perceived. Weapons do damage based on the weight of the weapon (only), while Missile weapons have a more complicated calculation involving an "efficiency factor", but the upshot is that an arrow does 7 points, the same as a 3.5 lb. sword. There's a brief note that there are critical hits and fumbles, with a reference to later combat rules.

The armor rules are just strange. Instead of a simple subtraction from damage (or reduction of the chance to make an effective hit), armor multiplies the BP of the character. This is explained as easier than dividing the damage of each blow. I'll just leave it at that.

In each combat Round (12 seconds), there are 6 Phases of 2 seconds each. An attack in a Phase costs EP based on the weight of the weapon compared to the character's STR, ranging from 1-5 EP. This can be reduced by taking an extra Phase per point of reduction. When damage is taken, the character taking the damage can choose to take up to half of it as EP, the rest as BP (or LP if out of BP). On a Crit, the damage is doubled and the character takes LP equal to half of the BP taken. There's also an optional rule for a Critical Hit Location table that gives specific effects.

Magic is divided into four categories: Compulsions, Illusions, Enhancements, and Energy. Compulsions compel various behaviors or emotional states, Illusions affect senses, Enhancements improve various skills, and Energy has a number of relatively subtle physical effects (for instance, Energy can create an aura of damaging energy that only affects EP, can bind inanimate objects together, or can affect the intensity of other people's magical spells). There are guidelines given as to how to create spells of each type, giving the amount of EP that the spell requires and the difficulty of success with casting. Spell types can be combined as well to create more complex effects. One example given: MAGIC BINDING (Distant/Immediate Illusory Rope & Inhibit Escape), which is a combination of an Illusion and a Compulsion.

Miracles are dependent on spirits, gods, and demons. A character with a high Piety and Miracle Skill category base chance is more likely to get the attention of an appropriate entity. However, there is another way of getting this attention, which is Thaumaturgy. This is basically a way of using Magic to Invoke a Deity through a special type of Spell. Diabolists are people who sell their soul (that is to say, their LP) to a Demon in exchange for power.

Blah blah blah, animals, humanoids, skin shifters/weres. Dragons have ridiculously high BP and consequently base damage for their natural weapons, plus armor multipliers. Undead have no LP and so can't heal anything other than EP, but Ghosts (for instance) don't have any BP either. Vampires, oddly, don't seem to be able to heal BP at all.

Anyway, that's a quick overview of the basic notes in the main rule book. There's more in the "Culture Packs". Only two Culture Packs were ever published for the game (and were included in the boxed set), for Mythic Greece and Medieval England. Lee Gold was apparently heavily influenced by Robert Graves, as a lot of the concepts in those two Culture Packs are from his works.

So, like I said, a lot of neat ideas. Terrible presentation, and like OD&D there's a great need for the Referee to make interpretations of sections that are not really clearly discussed. This could be a good thing or it could be a bad thing, depending on the needs of a particular game.