- Advanced Dungeons & Dragons, 1st edition - This was, of course, the first RPG I played, before I had even heard the term "RPG". I learned a lot about gaming from this, in part because I had no idea what I was doing. It was where I learned that having followers is a good thing. It was where I learned that maybe you shouldn't trust your fellow players, but also that you could generally rely on them if they weren't dicks. I learned what it means to be able to attempt anything, even if you might or might not succeed. Some of those I would count as life lessons, too. I learned that resource management is a fun game in itself, even if it took me years to be able to articulate that lesson.
- Traveller - Since it was the first game I'd ever run instead of just being a player, this is where I learned the value of Referee tools. Random encounters, rumor tables, world generation procedures, and so on mean that the Referee can concentrate on the arc of the story and leave the details up to the dice. This has served me as well in learning what the value of divination is outside of gaming, too.
- Call of Cthulhu - This is where I learned that even a single rule, if properly designed, can thoroughly change the experience of the game by altering the approaches that the players will tend toward.
- Champions - I didn't know it at the time I was playing it, but this game taught me that point-based character creation is terrible. Even if the intent is otherwise, it encourages players to find as many loopholes in the system as they can. This is also called "system mastery", and it continues to infect some games to this day. Some games revel in that, such as Pathfinder, while others, such as GURPS, try to minimize it.
- RuneQuest, 3rd edition - Proved that it is possible to use points to generate characters and not have it be awful. On the other hand, it does this by limiting the point use to only one segment of character creation, the skills of the character. Technically, I probably learned this with 2nd edition and with Call of Cthulhu, but I really like 3rd edition RQ and wanted to include it in this list.
- Marvel Super Heroes - I learned that the description of a power—what Champions calls "special effects"—is very nearly as important as the mechanics of the power. I also learned that the direction of complexity that I was heading deeper into was not necessarily the best direction.
- Pendragon - There are other ways to play a game is what Pendragon taught me about gaming. Adventures can be had without making "adventuring" the centerpiece of the game. Instead, adventures can serve a larger purpose of supporting the play of families and the exercise of power politics.
- Hârnmaster - This game taught me that not every situation affecting a character is best simulated as a pool of resource points, but that conditions applied to the character are often the better tool to use. Also, that characters don't have to be high-competence to be fun to play. Other people learned that latter lesson with Warhammer Fantasy Role Playing, but this game was my lesson in that.
- Flashing Blades - Here I learned that the proper focus of a game is on the players' characters, even if the events being portrayed are larger than those characters. I also finally came to understand the lesson that I should have learned in Traveller or even earlier, that character development is not necessarily something that affects stats and skills.
- GURPS - Taught me that the math in the game is important, but that it should absolutely not be something that the players have to deal with much. It should be baked into the system as much as possible.
- Lace & Steel - Here, I learned one part of the lesson that even small things can make an adventure more fun, by helping to immerse the players into the setting. In particular, the concentration on the small indignities of travel, and how this encourages characters to choose to pay for better accommodations when available, taught me about the little things that matter to characters.
- Swordbearer - Like the previous entry, I learned that even seemingly minor elements, presented correctly, can add immeasurably to play, with travel being another area treated especially well, in this case by detailing how things like setting and striking camp, the condition of the travelers, weather, and so on affect matters. I also learned that sometimes finances are better handled abstractly, since the characters shouldn't be worrying about every last copper piece and so neither should the players, at least in some settings.
My babblings on roleplaying games, of a variety of sorts including "old school" ones, but focused on adventure gaming principles over media emulation
Showing posts with label Pendragon. Show all posts
Showing posts with label Pendragon. Show all posts
Saturday, December 29, 2018
Games That Influenced My Current Understanding Of RPGs
I'm still working on the follow-up to the "What is Magic?" post, describing what spirits are, exactly. I also need to write up the events of the Deindustrial Future game, where the players' characters fought off a major assault by the forces of the antagonist—or antagonists, as the case may be—and realized that they may have been making some bad assumptions about what is going on. However, because I want to post something before the end of the year, this will be a simple social media game about my history in gaming. All it really is is a list of "games that influenced me", but I want to include some commentary to make it worth your time to read. Without further ado, and after the first two in no particular order:
Saturday, January 20, 2018
I Really Need To Be In The Habit Of Writing
Well, as has been the case for a couple of years, I didn't really post a lot last year. I'm hoping to change that - which I've said before, so who knows how it'll turn out this time.
One good thing in my gaming life lately is that I've finally figured out some of the details of the sort-of retroclone of MegaTraveller I want to do. Cepheus Engine seems like the perfect place to start, since it doesn't have any of the weird and confusing restrictions that are in the MgT SRD. It should be easy enough to redefine difficulties to fit the MT ones (separated by 4 points instead of 2 as in the CE version), and then going back to the original version for things like aging, encounters, and so on. A major change to the task system I want to make is to drop tasks one category. That is, instead of a Routine task succeeding on a 7+ and a Difficult one on 11+, the Routine task will succeed on 3+ and the Difficult one on 7+. This is to compensate for the assumption that the Digest Group people had that a character would typically have a DM of +4. It allows me to get back to Traveller-style assumptions about skill levels. With the added emphasis on level-0 skills in MT, that makes the increase of difficulty by one category for lacking the skill back into a meaningful thing. Another change will be to make exceptional results happen at a margin of 4 points instead of 2, but that's probably not meaningful to the casual reader. Damage results in combat will remain the same, though.
Notice how I called it a "sort-of" retroclone. That's because I've decided that I want to make some more radical changes too. For one, I'll be getting rid of the "hit points" system that is common to Traveller, and replacing it with an "injury" model of wounds. That is, when you get hit, there will be a mostly descriptive result that applies to your character until it heals. For example, "moderate bleeding slash to right arm", which consists of the following elements: moderate, bleeding, slash, and right arm. "Moderate" indicates the severity, which influences how long it takes to heal, the kind of treatment required, and also determines how much that wound affects attempts to perform other actions. "Bleeding" means that the wound is causing blood loss (which is the one place where there will be a sort of hit points). "Slash" is mainly important for determining what sort of treatment would be required to help the healing process. "Right Arm", obviously, indicates which tasks are affected by the wound. There are a number of other elements that could end up in a wound description, too, and during healing it could become infected.
Another thing I want to do is write it as a fantasy game instead of an SF one. I've been intrigued by the idea ever since the Thieves' World boxed set included Traveller statistics for the characters of that setting.
A big change (some will think) that I want to make is to revise character creation. Characters will start at a young age and not go through a career lifepath. Instead, there will be a number of skill points that the player can spend to give starting skills. After that, the MT methods of improving skills will come into play during the game. I want to model a lot of that on Flashing Blades, actually.
Another change I want to include is a personality system derived from the ones in Pendragon, Fantasy Wargaming, and Lace & Steel. I feel like that is something that can improve the game experience in a fantasy setting, which is usually more intimately connected to character motivations than an SF one generally tends toward. Yes, that is an over-broad statement. I hope that people will find the personality system I write to be useful in their SF games too. Heck, I might end up writing a new version of this game that goes back to the SF setting.
Anyway, I've been working on that. This is my first post since July. Here's hoping that I can post some more.
One good thing in my gaming life lately is that I've finally figured out some of the details of the sort-of retroclone of MegaTraveller I want to do. Cepheus Engine seems like the perfect place to start, since it doesn't have any of the weird and confusing restrictions that are in the MgT SRD. It should be easy enough to redefine difficulties to fit the MT ones (separated by 4 points instead of 2 as in the CE version), and then going back to the original version for things like aging, encounters, and so on. A major change to the task system I want to make is to drop tasks one category. That is, instead of a Routine task succeeding on a 7+ and a Difficult one on 11+, the Routine task will succeed on 3+ and the Difficult one on 7+. This is to compensate for the assumption that the Digest Group people had that a character would typically have a DM of +4. It allows me to get back to Traveller-style assumptions about skill levels. With the added emphasis on level-0 skills in MT, that makes the increase of difficulty by one category for lacking the skill back into a meaningful thing. Another change will be to make exceptional results happen at a margin of 4 points instead of 2, but that's probably not meaningful to the casual reader. Damage results in combat will remain the same, though.
Notice how I called it a "sort-of" retroclone. That's because I've decided that I want to make some more radical changes too. For one, I'll be getting rid of the "hit points" system that is common to Traveller, and replacing it with an "injury" model of wounds. That is, when you get hit, there will be a mostly descriptive result that applies to your character until it heals. For example, "moderate bleeding slash to right arm", which consists of the following elements: moderate, bleeding, slash, and right arm. "Moderate" indicates the severity, which influences how long it takes to heal, the kind of treatment required, and also determines how much that wound affects attempts to perform other actions. "Bleeding" means that the wound is causing blood loss (which is the one place where there will be a sort of hit points). "Slash" is mainly important for determining what sort of treatment would be required to help the healing process. "Right Arm", obviously, indicates which tasks are affected by the wound. There are a number of other elements that could end up in a wound description, too, and during healing it could become infected.
Another thing I want to do is write it as a fantasy game instead of an SF one. I've been intrigued by the idea ever since the Thieves' World boxed set included Traveller statistics for the characters of that setting.
A big change (some will think) that I want to make is to revise character creation. Characters will start at a young age and not go through a career lifepath. Instead, there will be a number of skill points that the player can spend to give starting skills. After that, the MT methods of improving skills will come into play during the game. I want to model a lot of that on Flashing Blades, actually.
Another change I want to include is a personality system derived from the ones in Pendragon, Fantasy Wargaming, and Lace & Steel. I feel like that is something that can improve the game experience in a fantasy setting, which is usually more intimately connected to character motivations than an SF one generally tends toward. Yes, that is an over-broad statement. I hope that people will find the personality system I write to be useful in their SF games too. Heck, I might end up writing a new version of this game that goes back to the SF setting.
Anyway, I've been working on that. This is my first post since July. Here's hoping that I can post some more.
Labels:
Fantasy Wargaming,
Flashing Blades,
goals,
MegaTraveller,
Pendragon,
projects,
Traveller
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.
Labels:
Chivalry & Sorcery,
design,
Dungeons and Dragons,
Fantasy Wargaming,
GURPS Voodoo,
Hârnmaster,
HeroQuest,
Lands Of Adventure,
Legendary Lives,
Pendragon,
religion,
RuneQuest,
Unknown Armies
Monday, March 17, 2014
Top 10 Gaming Products
Over at Dyvers's blog, he's asking for lists of our Top 10 favorite gaming items of all time. To simplify things, I limited this to RPG items for my list. Anyway, here goes…
10) The Arcanum, Second Edition.
This is probably the best Old School set of published variant rules for D&D. It is well thought-out, addresses many of the problems perceived in D&D at the time, and keeps the things that make the game simple and quick, such as character classes and advancement through collecting treasure and defeating foes. It does include options for the more problematic things that would later get incorporated, such as experience bonuses for "role-playing" (without bothering to define that), but not many. Finally, it includes a simple skill system, armor that reduces damage, spells that aren't forgotten (but are limited in number of castings per magic user per day), and other simple, obvious fixes that would eventually become nearly standard in gaming. Ahead of its time, while still retaining the best of the origins, this remains one of the best rules systems in general.
9) This entry has been removed. I cannot continue to support the game that was listed.
8) Lords of Creation.
Tom Moldvay was given free rein when Avalon Hill was making a desperate attempt to remain relevant in a market increasingly moving toward roleplaying games, and he came up with this. In what may be the most gonzo setting ever, the whole of reality and alternate realities is opened up to play. The player-characters are given maximum freedom for advancement, hoping to eventually be able to achieve the status of Lord of Creation and create their own settings, alternate worlds, and so on. Along the way, they might learn magical powers, acquire cybernetic enhancements, fight dragons or robot soldiers, even travel into the poetry of William Blake. Seriously, one of the alternate world settings is derived from the poetry of William Blake. There is nothing cooler than that in gaming. Since the very next session could take players into the Nine Worlds of Norse mythology, an alternate world where Boudicca was not defeated by the Romans, or a crystal forest hiding crustaceous humanoids guarding a staff of power, the game was wide open for anything, and was able to handle it with cleverly designed (though, to be fair, occasionally difficult to understand) rules systems that still felt a lot like D&D.
7) Adventures Dark and Deep Bestiary.
There have been a lot of monster books over the years. None of them has been as good as this one, which includes every creature from the AD&D monster books (less, of course, the ones that WotC has reserved for itself as "product identity" - though those have been replaced by versions created to be effectively the same but with different names and physical descriptions, as many people have been doing). Mr. Bloch did not stop there, though, creating a whole batch of creatures of his own design to add in. Among them are the Faeries and their Sidhe Courts, which are some of the best things to come out of the OSR movement (which is not to take anything away from the many, many wonderful things which that movement has produced). I love this monster book more than most, and of course it is easily used with any compatible game.
6) World of Greyhawk Boxed Set.
What can I say about this that hasn't already been said? It is exactly what (A)D&D needed in a setting, with an interesting balance between the idea that would later become known as "Points of Light" and the clash of Kingdoms that drives medieval wargaming. As people have looked at this over the years, the cleverness built in has only become more apparent, adding pathos to the unfortunate direction taken by subsequent products in the line. Including everything from amazingly euphonious, yet still absurd and camp, names to interesting factions and organizations, there is more implied adventure in any one area of the setting map than some settings have in their entire worlds. Topped off by that amazing Darlene map and some really helpful random encounter tables, there is little else that a DM would need to run a wide-ranging campaign for years.
5) Pagan Shore.
I love Pendragon. It is among the best roleplaying games, and one that I wish I were able to play more often. I'm personally most fond of the Fourth Edition rules, but I'm not a fanatic about any of the editions. Whatever, though, the one book in that game line that rises above anything else is this one. Giving a description of a society that is as alien to most modern-day gamers as the Aztecs, but doing so by building the cultural differences into the rules, players will soon find themselves approaching the mindset of the Iron Age Irish. There are a few quibbles to be had, but almost all of those have been addressed by people online, such as a discussion of how to incorporate the actual legal systems of Iron Age Ireland into the game in a way that is neither intrusive nor overwhelming of the adventure parts. It really does work, too. It doesn't hurt that I have a deep and abiding love of the Irish culture and very often want to play a character from whatever the closest analog is in the game world.
4) Flashing Blades.
Despite being one of the most popular settings for adventure fiction throughout the years, the 17th century has seen remarkably little treatment in roleplaying games. One of the earlier (but not the earliest, by any means) games to address that period was Flashing Blades. Marrying a relatively simple game system to a detailed and deep social climbing system, the game calls forth the ambitious swashbucklers and supports that style of play with rules that encourage such behavior without privileging "story" over game play. I'm fairly certain that the only reason this didn't do better than it did is that it didn't have a magic system. Of course, there is little way to include such a thing into a game of this subject, so that is not surprising at all. That said, it might have done it well if the next product on my list had come out a little earlier.
3) GURPS Voodoo: The Shadow War.
This was a game I didn't know I needed until after I got it. At the time, I was simply addicted to GURPS, so I was picking up just about everything that came out. When I got a look at the magic system, though… Look, up until I saw this, I was of the opinion that the RuneQuest magic system was the best one around - and don't get me wrong, it is excellent in many ways that have still not been matched by most games - and the one in Fantasy Wargaming was a glance at what might have been possible had it undergone more development. This one, though, hit every button of what I wanted in a magic system. Mages are not walking artillery pieces, they are subtle (except for the ones who aren't). Magic isn't just wave-wave-BOOM, but a process of conjuring spirits in smoky temples that are kept in the back rooms of Curandera shops and sending them out to do one's bidding. Yet, it still makes this all a part of an adventure game. Some magicians are Spirit Warriors, letting themselves be ridden by powerful Lwa who can do so much more than mere human beings can. The setting was, at the time, very nearly the only one on the market which dealt with race in the Americas in a relatively mature fashion, and was a surprise in that most, or even all, of the players' characters would be black.
2) AD&D 1E Dungeon Masters Guide.
Obviously this was going on my list somewhere. It has been, and rightly, lionized over and again, so I don't really feel the need to add to that general acclaim. Suffice it to say that there are few books out there which include as much useful advice, and none which include the density of advice and actually useful charts per page. Admittedly, one must get used to the writing style, which has been described as "High Gygaxian", but for myself I grew up on it and miss that idiosyncratic voice in gaming. Even if D&D isn't your game, you will almost surely find something of value in here, even if it's just to learn that there is a difference between jasper and onyx or discovering a passel of different terms for "prostitute". This is one of the most recommended books in gaming history, and it is for good reason.
and coming to the pinnacle, what could be better than the DMG?
1) MegaTraveller Boxed Set.
OK, I know that it is rife with typographical errors, mistakes, and other problems that gave this game the nickname "MegaErrata". Still, the first game I chose myself was Traveller, seeing that little black box in the bookstore that served as my first dealer of gaming products, and finding out that it had a book all about starships. Now, all these years later, having played or learned seven (or more, depending on how one counts it) different editions, I have come to the conclusion that this is the edition that did everything closest to right. It retains the flavor of the original game, while still fixing the problems inherent in the original design. It is compatible enough to use the supplementary material for the classic game, but can also make use of a great deal of the material written for T4 or T5 with only minimal conversion, and material for TNE with a little (a lot, actually) more work. Outside of the errata problem, the only disappointment about this game is that it was cut short before being finished, due largely to whatever happened with Digest Group - for example, only two of the alien races (plus two extra human cultures beyond the default one) of the default setting were ever converted to its specifications. The only edition which came as close as this one to perfection has been the Mongoose edition, but I have my own problems with that one.
10) The Arcanum, Second Edition.
This is probably the best Old School set of published variant rules for D&D. It is well thought-out, addresses many of the problems perceived in D&D at the time, and keeps the things that make the game simple and quick, such as character classes and advancement through collecting treasure and defeating foes. It does include options for the more problematic things that would later get incorporated, such as experience bonuses for "role-playing" (without bothering to define that), but not many. Finally, it includes a simple skill system, armor that reduces damage, spells that aren't forgotten (but are limited in number of castings per magic user per day), and other simple, obvious fixes that would eventually become nearly standard in gaming. Ahead of its time, while still retaining the best of the origins, this remains one of the best rules systems in general.
8) Lords of Creation.
Tom Moldvay was given free rein when Avalon Hill was making a desperate attempt to remain relevant in a market increasingly moving toward roleplaying games, and he came up with this. In what may be the most gonzo setting ever, the whole of reality and alternate realities is opened up to play. The player-characters are given maximum freedom for advancement, hoping to eventually be able to achieve the status of Lord of Creation and create their own settings, alternate worlds, and so on. Along the way, they might learn magical powers, acquire cybernetic enhancements, fight dragons or robot soldiers, even travel into the poetry of William Blake. Seriously, one of the alternate world settings is derived from the poetry of William Blake. There is nothing cooler than that in gaming. Since the very next session could take players into the Nine Worlds of Norse mythology, an alternate world where Boudicca was not defeated by the Romans, or a crystal forest hiding crustaceous humanoids guarding a staff of power, the game was wide open for anything, and was able to handle it with cleverly designed (though, to be fair, occasionally difficult to understand) rules systems that still felt a lot like D&D.
7) Adventures Dark and Deep Bestiary.
There have been a lot of monster books over the years. None of them has been as good as this one, which includes every creature from the AD&D monster books (less, of course, the ones that WotC has reserved for itself as "product identity" - though those have been replaced by versions created to be effectively the same but with different names and physical descriptions, as many people have been doing). Mr. Bloch did not stop there, though, creating a whole batch of creatures of his own design to add in. Among them are the Faeries and their Sidhe Courts, which are some of the best things to come out of the OSR movement (which is not to take anything away from the many, many wonderful things which that movement has produced). I love this monster book more than most, and of course it is easily used with any compatible game.
6) World of Greyhawk Boxed Set.
What can I say about this that hasn't already been said? It is exactly what (A)D&D needed in a setting, with an interesting balance between the idea that would later become known as "Points of Light" and the clash of Kingdoms that drives medieval wargaming. As people have looked at this over the years, the cleverness built in has only become more apparent, adding pathos to the unfortunate direction taken by subsequent products in the line. Including everything from amazingly euphonious, yet still absurd and camp, names to interesting factions and organizations, there is more implied adventure in any one area of the setting map than some settings have in their entire worlds. Topped off by that amazing Darlene map and some really helpful random encounter tables, there is little else that a DM would need to run a wide-ranging campaign for years.
5) Pagan Shore.
I love Pendragon. It is among the best roleplaying games, and one that I wish I were able to play more often. I'm personally most fond of the Fourth Edition rules, but I'm not a fanatic about any of the editions. Whatever, though, the one book in that game line that rises above anything else is this one. Giving a description of a society that is as alien to most modern-day gamers as the Aztecs, but doing so by building the cultural differences into the rules, players will soon find themselves approaching the mindset of the Iron Age Irish. There are a few quibbles to be had, but almost all of those have been addressed by people online, such as a discussion of how to incorporate the actual legal systems of Iron Age Ireland into the game in a way that is neither intrusive nor overwhelming of the adventure parts. It really does work, too. It doesn't hurt that I have a deep and abiding love of the Irish culture and very often want to play a character from whatever the closest analog is in the game world.
4) Flashing Blades.
Despite being one of the most popular settings for adventure fiction throughout the years, the 17th century has seen remarkably little treatment in roleplaying games. One of the earlier (but not the earliest, by any means) games to address that period was Flashing Blades. Marrying a relatively simple game system to a detailed and deep social climbing system, the game calls forth the ambitious swashbucklers and supports that style of play with rules that encourage such behavior without privileging "story" over game play. I'm fairly certain that the only reason this didn't do better than it did is that it didn't have a magic system. Of course, there is little way to include such a thing into a game of this subject, so that is not surprising at all. That said, it might have done it well if the next product on my list had come out a little earlier.
3) GURPS Voodoo: The Shadow War.
This was a game I didn't know I needed until after I got it. At the time, I was simply addicted to GURPS, so I was picking up just about everything that came out. When I got a look at the magic system, though… Look, up until I saw this, I was of the opinion that the RuneQuest magic system was the best one around - and don't get me wrong, it is excellent in many ways that have still not been matched by most games - and the one in Fantasy Wargaming was a glance at what might have been possible had it undergone more development. This one, though, hit every button of what I wanted in a magic system. Mages are not walking artillery pieces, they are subtle (except for the ones who aren't). Magic isn't just wave-wave-BOOM, but a process of conjuring spirits in smoky temples that are kept in the back rooms of Curandera shops and sending them out to do one's bidding. Yet, it still makes this all a part of an adventure game. Some magicians are Spirit Warriors, letting themselves be ridden by powerful Lwa who can do so much more than mere human beings can. The setting was, at the time, very nearly the only one on the market which dealt with race in the Americas in a relatively mature fashion, and was a surprise in that most, or even all, of the players' characters would be black.
2) AD&D 1E Dungeon Masters Guide.
Obviously this was going on my list somewhere. It has been, and rightly, lionized over and again, so I don't really feel the need to add to that general acclaim. Suffice it to say that there are few books out there which include as much useful advice, and none which include the density of advice and actually useful charts per page. Admittedly, one must get used to the writing style, which has been described as "High Gygaxian", but for myself I grew up on it and miss that idiosyncratic voice in gaming. Even if D&D isn't your game, you will almost surely find something of value in here, even if it's just to learn that there is a difference between jasper and onyx or discovering a passel of different terms for "prostitute". This is one of the most recommended books in gaming history, and it is for good reason.
and coming to the pinnacle, what could be better than the DMG?
1) MegaTraveller Boxed Set.
OK, I know that it is rife with typographical errors, mistakes, and other problems that gave this game the nickname "MegaErrata". Still, the first game I chose myself was Traveller, seeing that little black box in the bookstore that served as my first dealer of gaming products, and finding out that it had a book all about starships. Now, all these years later, having played or learned seven (or more, depending on how one counts it) different editions, I have come to the conclusion that this is the edition that did everything closest to right. It retains the flavor of the original game, while still fixing the problems inherent in the original design. It is compatible enough to use the supplementary material for the classic game, but can also make use of a great deal of the material written for T4 or T5 with only minimal conversion, and material for TNE with a little (a lot, actually) more work. Outside of the errata problem, the only disappointment about this game is that it was cut short before being finished, due largely to whatever happened with Digest Group - for example, only two of the alien races (plus two extra human cultures beyond the default one) of the default setting were ever converted to its specifications. The only edition which came as close as this one to perfection has been the Mongoose edition, but I have my own problems with that one.
Saturday, March 15, 2014
A Process
In order to develop the background for my solo game, I have decided to reach back to my roots. One of the games that I love the most is the second one I ever owned: Traveller. In that game, character creation was procedural. That is, it used charts and tables and a series of dice rolls to generate the history (in sketchy form) of the character. Since then, procedural generation in RPGs has advanced considerably, and people have found ways to apply the same principle to all aspects of a game. There are procedural charts for developing an area, for generating the history of a group of people, and so on.
For my purposes, that sort of procedural generation is going to be especially helpful. It will allow me to generate situations that I might not have thought of on my own, allowing me the added pleasure of discovery (even if most of that discovery will occur during this phase of generating and developing the background).
Another set of elements that I intend to use are those that build background from character decisions. Specifically, there are articles related to GURPS (but not tied to that system) which describe how many farmers are necessary to maintain a particular income level. Since I will be deciding income levels for the noble families based on setting considerations, that will simplify designing the nations by simply stipulating the numbers of peasant farmers and such.
The author of those articles on farming income also wrote a random table for events related to a group, so that histories could be generated by dice roll. Of course I will be using that. In addition, after some internet research to get rough estimates and probabilities, I have revised this article (free article with GURPS stats, though for 3rd edition) about pregnancy and childbirth to reflect more reasonable probabilities (in the article, a pregnancy will result an average of one time in four, where in reality it is almost a tenth of that chance) and reduce the number of dice rolls. Where the original article required a roll for each act of congress, I have taken results from the Kinsey website to limit it to one check per month. That said, adultery can also result in pregnancy, so I've worked out the appropriate modifiers to also check in each instance, if necessary. Further, I've cleared away some of the extraneous bits to simplify things a bit more as well. Finally, I've incorporated ideas from the Reproductive Medicine section of the first GURPS Low-Tech Companion, though I decided that their method as written wasn't interesting enough for a game focused on dynasties.
The reason for doing all of that work is that it then becomes a part of the procedural generation. I can work out, for any given couple, when in their lives they became pregnant and what the consequences of that are, with just a few dice rolls. From there, the children of the nobility are a snap.
Well, sort of. One of the biggest weaknesses of GURPS is the requirement for point-building characters, with no random creation option available. As a result, I've come up with some ideas for generating basic stats (using averaging dice that explode upward by 1 point with each additional roll of 6 on 1d6 after a total result of 15, and halving the difference of results below 10 - that is to say, a roll of 6 or 7 becomes a stat of 8, and a roll of 8 or 9 becomes a stat of 9). Then, I spent a day writing a computer program that randomly determines advantages and disadvantages (other than social or wealth-related ones, which are determined by the setting). It's not perfect, and sometimes results in far more advantages and disadvantages than I want to see, so I reserve the right to simply re-run the program to get new results if I don't like the ones I get.
After all of that, then I will do my first roleplaying of the game, and decide for each character, based on their personality and such, what route in life they will take. That gives me a template to use to base their skills and such on (though I won't be constrained by the templates). So, not entirely random generation, but semi-random. I've been considering the idea of also incorporating the Pendragon personality traits and passions system, which would allow me to more completely generate the characters' personalities randomly. Another option would be to work with the tables in the Gygax Dungeon Master's Guide for NPC personalities. If I do either of those (and I very well might), then my computer program will be nearly useless, too, but I can live with that.
So, the plan is to start with two couples, the earliest rivals in the kingdom that matter. I will work through four generations, year by year (and checking for pregnancy month by month for those couples who are in proximity, plus including the possibilities of adulterous bastards based on each character's personality), including random events in the kingdom. This will require some light roleplaying, as I figure out what each character is doing, and whether or not they are in a situation that might result in pregnancy. (Yes, this means that, in the nerdiest manner possible, I will be rolling to see if they get some. If it weren't just me playing, I could revert that to roleplaying, but since I am all of the characters, I'll leave it mainly up to the dice.) In the process, I'll also be rolling as the characters age, figuring out how many character points they get each year, and so on. Some of that requires me to figure out some other systems, but I have guidance in the GURPS rules that will help.
For those who know GURPS, here are some of the rules that I am going to use (my thinking is evolving on this, so this may change more as time goes on): Path/Book Magic using the Effect Shaping system, Limited Non-Mage Ceremonies, Magery Adds to Rituals, Instant Karma Backlash, Sensing Ritual Attacks, Conditional Rituals, and Cancelling and Dispelling, along with expanded Spirits inspired by GURPS Voodoo, explicitly including Spirit Allies, Spirit Manifestation ranks (Minor, Moderate, and Major), and Spirit Warriors; some rare characters (around one in a thousand or less) will have Precognition, Psychometry, or basic Racial Memory, and I'll be using the duelling Precogs and related rules from GURPS Supers, should that come up; some rare characters with Empathy will also have Vague Telesend; it is possible, but difficult, for a character to gain Trained by a Master, Heroic Archer, or Weapon Master, but no one will be born with those advantages; most of the "Harsh Realism" rules will be in effect; the general TL will be 2, but farming will be at 3; Physician skill is unavailable, so Surgeons need to use the special rules in GURPS Low-Tech; doctors in the setting will have Esoteric Medicine to represent magical methods of healing (Magery will add) and/or Pharmacy (Herbal), but I am undecided as yet on Herb Lore (I do like the idea of magic potions, but I do also want to downplay the power of magic in the setting - Alchemy is right out).
The reason that I've chosen four generations is that, in the old Irish legal system, a family (fine) was defined as all descendants of a man to four generations. This was especially important for determining who was eligible to be elected (!) king of the tuath, or tribe (which incorporated all of the people who lived in a particular area). The Anglo-Saxons had a different method of determining kingship, but this one opens the setting out to more social politicking, as opposed to pure power politicking, which I like and which lets me make more use of GURPS Social Engineering.
I don't know if any of this will be of any use to you, but it helps me to organize my thoughts.
For my purposes, that sort of procedural generation is going to be especially helpful. It will allow me to generate situations that I might not have thought of on my own, allowing me the added pleasure of discovery (even if most of that discovery will occur during this phase of generating and developing the background).
Another set of elements that I intend to use are those that build background from character decisions. Specifically, there are articles related to GURPS (but not tied to that system) which describe how many farmers are necessary to maintain a particular income level. Since I will be deciding income levels for the noble families based on setting considerations, that will simplify designing the nations by simply stipulating the numbers of peasant farmers and such.
The author of those articles on farming income also wrote a random table for events related to a group, so that histories could be generated by dice roll. Of course I will be using that. In addition, after some internet research to get rough estimates and probabilities, I have revised this article (free article with GURPS stats, though for 3rd edition) about pregnancy and childbirth to reflect more reasonable probabilities (in the article, a pregnancy will result an average of one time in four, where in reality it is almost a tenth of that chance) and reduce the number of dice rolls. Where the original article required a roll for each act of congress, I have taken results from the Kinsey website to limit it to one check per month. That said, adultery can also result in pregnancy, so I've worked out the appropriate modifiers to also check in each instance, if necessary. Further, I've cleared away some of the extraneous bits to simplify things a bit more as well. Finally, I've incorporated ideas from the Reproductive Medicine section of the first GURPS Low-Tech Companion, though I decided that their method as written wasn't interesting enough for a game focused on dynasties.
The reason for doing all of that work is that it then becomes a part of the procedural generation. I can work out, for any given couple, when in their lives they became pregnant and what the consequences of that are, with just a few dice rolls. From there, the children of the nobility are a snap.
Well, sort of. One of the biggest weaknesses of GURPS is the requirement for point-building characters, with no random creation option available. As a result, I've come up with some ideas for generating basic stats (using averaging dice that explode upward by 1 point with each additional roll of 6 on 1d6 after a total result of 15, and halving the difference of results below 10 - that is to say, a roll of 6 or 7 becomes a stat of 8, and a roll of 8 or 9 becomes a stat of 9). Then, I spent a day writing a computer program that randomly determines advantages and disadvantages (other than social or wealth-related ones, which are determined by the setting). It's not perfect, and sometimes results in far more advantages and disadvantages than I want to see, so I reserve the right to simply re-run the program to get new results if I don't like the ones I get.
After all of that, then I will do my first roleplaying of the game, and decide for each character, based on their personality and such, what route in life they will take. That gives me a template to use to base their skills and such on (though I won't be constrained by the templates). So, not entirely random generation, but semi-random. I've been considering the idea of also incorporating the Pendragon personality traits and passions system, which would allow me to more completely generate the characters' personalities randomly. Another option would be to work with the tables in the Gygax Dungeon Master's Guide for NPC personalities. If I do either of those (and I very well might), then my computer program will be nearly useless, too, but I can live with that.
So, the plan is to start with two couples, the earliest rivals in the kingdom that matter. I will work through four generations, year by year (and checking for pregnancy month by month for those couples who are in proximity, plus including the possibilities of adulterous bastards based on each character's personality), including random events in the kingdom. This will require some light roleplaying, as I figure out what each character is doing, and whether or not they are in a situation that might result in pregnancy. (Yes, this means that, in the nerdiest manner possible, I will be rolling to see if they get some. If it weren't just me playing, I could revert that to roleplaying, but since I am all of the characters, I'll leave it mainly up to the dice.) In the process, I'll also be rolling as the characters age, figuring out how many character points they get each year, and so on. Some of that requires me to figure out some other systems, but I have guidance in the GURPS rules that will help.
For those who know GURPS, here are some of the rules that I am going to use (my thinking is evolving on this, so this may change more as time goes on): Path/Book Magic using the Effect Shaping system, Limited Non-Mage Ceremonies, Magery Adds to Rituals, Instant Karma Backlash, Sensing Ritual Attacks, Conditional Rituals, and Cancelling and Dispelling, along with expanded Spirits inspired by GURPS Voodoo, explicitly including Spirit Allies, Spirit Manifestation ranks (Minor, Moderate, and Major), and Spirit Warriors; some rare characters (around one in a thousand or less) will have Precognition, Psychometry, or basic Racial Memory, and I'll be using the duelling Precogs and related rules from GURPS Supers, should that come up; some rare characters with Empathy will also have Vague Telesend; it is possible, but difficult, for a character to gain Trained by a Master, Heroic Archer, or Weapon Master, but no one will be born with those advantages; most of the "Harsh Realism" rules will be in effect; the general TL will be 2, but farming will be at 3; Physician skill is unavailable, so Surgeons need to use the special rules in GURPS Low-Tech; doctors in the setting will have Esoteric Medicine to represent magical methods of healing (Magery will add) and/or Pharmacy (Herbal), but I am undecided as yet on Herb Lore (I do like the idea of magic potions, but I do also want to downplay the power of magic in the setting - Alchemy is right out).
The reason that I've chosen four generations is that, in the old Irish legal system, a family (fine) was defined as all descendants of a man to four generations. This was especially important for determining who was eligible to be elected (!) king of the tuath, or tribe (which incorporated all of the people who lived in a particular area). The Anglo-Saxons had a different method of determining kingship, but this one opens the setting out to more social politicking, as opposed to pure power politicking, which I like and which lets me make more use of GURPS Social Engineering.
I don't know if any of this will be of any use to you, but it helps me to organize my thoughts.
Labels:
Dungeons and Dragons,
goals,
GURPS,
ideas,
Pendragon,
stats,
structure,
Traveller,
worldbuilding
Wednesday, January 16, 2013
Random Notes
I don't have much to say at the moment, but here are some things that have been going through my head in relation to games.
- I guess I'm the only person around who isn't thrilled with Tunnels & Trolls. I'm happy for those of you who have been waiting for this.
- I don't know what to make of the things going on with Dwimmermount. I'm sure that it will work out in the end, but I am sadly reminded of the problems that plagued Space 1889 when it was first published.
- It's amazing how many things can go wrong with a boardgame. Still, Ogre is a great game and everything will be excellent, I am sure.
- It's been so long since I've created an adventure in the old style that I forgot how difficult it can be to design a secret door. Does anyone know of any resources that outline different types of secret doors?
- I'm developing a more precise understanding of what my ideal game should look like. Sadly for me, there is no published game that sits in exactly that sweet spot (I'm pretty sure that it's somewhere in the space between OD&D, Runequest, GURPS, Swordbearer, Flashing Blades, Pendragon, and Hârnmaster). I suppose that as my understanding becomes more complete I will be designing something that works there.
- I want to do another Obscure Games review, but I'm just not sure which game I want to do. Maybe I'll do another poll to find out what other people want to see.
- Pathfinder MMO. But it can't use the Pathfinder rules in any way. O… K? Things have gotten weird in the mainstream gaming companies.
- I played the new X-Wing miniatures game yesterday. It was fun, and feels like flying space fighters in the Star Wars universe should feel. It helps that I won both games (I flew an X-Wing against two TIE fighters, the first time using the quick start rules, the second using the full rules), though the second game was extremely close - I actually lost until my opponent recalled that he wasn't allowed to fire in the situation we were in. I got the opportunity to exclaim, "I can't shake him!" So, that was satisfying.
- I guess I'm the only person around who isn't thrilled with Tunnels & Trolls. I'm happy for those of you who have been waiting for this.
- I don't know what to make of the things going on with Dwimmermount. I'm sure that it will work out in the end, but I am sadly reminded of the problems that plagued Space 1889 when it was first published.
- It's amazing how many things can go wrong with a boardgame. Still, Ogre is a great game and everything will be excellent, I am sure.
- It's been so long since I've created an adventure in the old style that I forgot how difficult it can be to design a secret door. Does anyone know of any resources that outline different types of secret doors?
- I'm developing a more precise understanding of what my ideal game should look like. Sadly for me, there is no published game that sits in exactly that sweet spot (I'm pretty sure that it's somewhere in the space between OD&D, Runequest, GURPS, Swordbearer, Flashing Blades, Pendragon, and Hârnmaster). I suppose that as my understanding becomes more complete I will be designing something that works there.
- I want to do another Obscure Games review, but I'm just not sure which game I want to do. Maybe I'll do another poll to find out what other people want to see.
- Pathfinder MMO. But it can't use the Pathfinder rules in any way. O… K? Things have gotten weird in the mainstream gaming companies.
- I played the new X-Wing miniatures game yesterday. It was fun, and feels like flying space fighters in the Star Wars universe should feel. It helps that I won both games (I flew an X-Wing against two TIE fighters, the first time using the quick start rules, the second using the full rules), though the second game was extremely close - I actually lost until my opponent recalled that he wasn't allowed to fire in the situation we were in. I got the opportunity to exclaim, "I can't shake him!" So, that was satisfying.
Labels:
design,
Dungeons and Dragons,
Flashing Blades,
GURPS,
Kickstarter,
miniatures,
Pendragon,
projects,
RPG business,
RuneQuest,
Swordbearer
Friday, July 20, 2012
Not Everyone Thinks The Same Way
This is going to meander for a bit, so bear with me as I slowly move toward the point.
A long time ago, I played my first game of Pendragon. I had heard about it, of course, but it was my first opportunity to actually play the game. Now, one thing I've never been secretive about, but which I don't bring up unless it's relevant, is that I'm a "pagan", or polytheist. When atheists bring up the argument that "we all don't believe in Zeus, why not just not believe in one more god?", I'm left laughing, because I "believe" in Zeus (as it were - "belief" is a complex subject for me; suffice it to say that I "believe" in Zeus in the same way that someone else might "believe" in the Prime Minister of Japan), among other gods. This is relevant because, when we were making characters, I found out that I could play a "pagan" knight in Pendragon. That was pretty cool to me, since at the time I was still just finding out that there were other polytheists in the modern, Western world, so of course I made a pagan knight as my character.
Here's the thing about people who are coming into an identity, and it was true of me at the time: they tend to be pretty intense. Since they are finding self-definition in terms of that identity, they tend to see everything in terms of that identity and relations to that identity. It's kinda like the old saw that when all you have is a hammer, all problems look like nails. Anyway, at the time, I was pretty strongly involved in my identity as a polytheist or pagan. Another thing about identity is that, when a person is strongly involved in it, people who don't belong to that identity are something of a threat. They either challenge that identity or create a boundary that reinforces that identity. It is pretty easy, actually, to force the challenging factors to conform to the reinforcement role by treating them as opposing forces. That is, someone who is not part of that identity can be either someone who presents an opportunity for deeper thinking about that identity and so deepen our connection to that identity (but this has two drawbacks: first, it is difficult work, and second, it can cause us to reject the identity), or they can be an opposing force that causes us to entrench more strongly in that identity. We can force people from the first category into the second by redefining them as "enemies". It is also possible to force people from the second category into the first, but that requires a subtlety of approach that is very rare (though it can be learned).
So, here I am, playing a pagan knight, with all of this identity matter still running hard in my head (I think I can't have identified as pagan for more than about 5-8 years at that point, and my serious involvement must have been less than 2). The scenario was set at a tournament, at which there were (of course) both Christian and pagan knights. Step by inexorable step, I found myself building a narrative where my pagan knight - and the other pagan knights were following my lead here - was in opposition to the Christian knights.
The thing is, in Pendragon, there isn't a strong theme of pagan vs. Christian. The GM of the game also didn't really want to deal with that theme. So, his first reaction to this development was to tell us that there wasn't a big pagan vs. Christian vibe at the tournament or in the world at large. He quickly backed off of that, to his credit, but that initial reaction, to try to control how the players reacted to the world, was an interesting one in retrospect.
At the time, gaming was starting to move in the direction of "story" that would ultimately result in the White Wolf concentration (in theory, at least) to the extent of redefining the Referee as a Storyteller, and then to the modern "story games" that bear only slight resemblance to the earliest adventure games. As a result, the idea that the GM was presenting a story within which the players would have some interactive power was becoming fashionable. This is a perfectly valid way to play this sort of game, of course, but the reaction of the GM of that Pendragon game is particularly interesting in that he stepped back from imposing his story. His impulse was to ask the players to head back to the story he wanted, but he chose instead, at least ultimately, to allow the players to lead the game where they wanted it to go, for good or ill.
For me, this was a critical moment in my gaming history. I started at that point to see that the "storytellers" in a roleplaying game were the players. The Referee was not the storyteller (though I would be derailed from this train of thought by White Wolf, and later by story games, for a while), who instead resembled something more like an editor.
What that long-ago Pendragon GM should have done, rather than tell us that "there's not really an opposition between pagans and Christians", which was basically telling us what our characters should be thinking, was to either let us run with what we wanted our characters to think (to be fair, that's what he did, in the end) or to, at most, present an NPC authority who would try to guide our characters. For instance, an older Druid priest who gave our knights guidance and tried to smooth over our conflicts of religion by, I don't know, teaching us about the Grail or the way that the Christians' idea of the Crucifixion resembles the native ideas of the King in the Ground (such as the head of Bendigeidvran, buried and protecting the island of Britain from invaders until it was disinterred). It's because not every person in a game world is going to be seeing things the same way. Like in our world, where on the one hand you have people like the Quakers, who are Christian, but also people like Fred Phelps, who is also Christian. Which one of them is correct? Sure, most people would pick the Quakers as better people, but the Phelps family are still Christians. There isn't a GM out there telling them that Christians don't think that way, but there are people (and perhaps spirits, if you accept that sort of thing) who are, and people who are telling them the opposite. It's still down to the Phelps family members, though, as to what they choose. If they did not have those choices, then they would not be responsible for them. Similarly, players should be responsible for the choices they make for their characters, and if the GM is making decisions for them, then why are they playing? (That gets a little more complex when morale and temptation systems come into play, or the personality trait system from Pendragon, but that's a topic for another time.) That's one of the reasons that I think the Alignment system as presented in AD&D is a problem and should be discarded.
Which is me coming back again to the idea of the sandbox, where the players are allowed to have their characters do what they want those characters to do. The environment can react to the characters, and there can even be NPCs with goals who actively affect the environment, but the environment shouldn't be altered for metagame reasons (that is, it should follow the classic idea that, if there are six trolls in a room on the third level of a dungeon, then if a single 1st level character shows up there will be six trolls, and if 20 10th level characters show up there will be six trolls, but if the trolls have been attacked and send for help from the hobgoblins there might be an additional 20 hobgoblins along with the surviving trolls the next time the players show up; I guess that one is a pretty big room).
A long time ago, I played my first game of Pendragon. I had heard about it, of course, but it was my first opportunity to actually play the game. Now, one thing I've never been secretive about, but which I don't bring up unless it's relevant, is that I'm a "pagan", or polytheist. When atheists bring up the argument that "we all don't believe in Zeus, why not just not believe in one more god?", I'm left laughing, because I "believe" in Zeus (as it were - "belief" is a complex subject for me; suffice it to say that I "believe" in Zeus in the same way that someone else might "believe" in the Prime Minister of Japan), among other gods. This is relevant because, when we were making characters, I found out that I could play a "pagan" knight in Pendragon. That was pretty cool to me, since at the time I was still just finding out that there were other polytheists in the modern, Western world, so of course I made a pagan knight as my character.
Here's the thing about people who are coming into an identity, and it was true of me at the time: they tend to be pretty intense. Since they are finding self-definition in terms of that identity, they tend to see everything in terms of that identity and relations to that identity. It's kinda like the old saw that when all you have is a hammer, all problems look like nails. Anyway, at the time, I was pretty strongly involved in my identity as a polytheist or pagan. Another thing about identity is that, when a person is strongly involved in it, people who don't belong to that identity are something of a threat. They either challenge that identity or create a boundary that reinforces that identity. It is pretty easy, actually, to force the challenging factors to conform to the reinforcement role by treating them as opposing forces. That is, someone who is not part of that identity can be either someone who presents an opportunity for deeper thinking about that identity and so deepen our connection to that identity (but this has two drawbacks: first, it is difficult work, and second, it can cause us to reject the identity), or they can be an opposing force that causes us to entrench more strongly in that identity. We can force people from the first category into the second by redefining them as "enemies". It is also possible to force people from the second category into the first, but that requires a subtlety of approach that is very rare (though it can be learned).
So, here I am, playing a pagan knight, with all of this identity matter still running hard in my head (I think I can't have identified as pagan for more than about 5-8 years at that point, and my serious involvement must have been less than 2). The scenario was set at a tournament, at which there were (of course) both Christian and pagan knights. Step by inexorable step, I found myself building a narrative where my pagan knight - and the other pagan knights were following my lead here - was in opposition to the Christian knights.
The thing is, in Pendragon, there isn't a strong theme of pagan vs. Christian. The GM of the game also didn't really want to deal with that theme. So, his first reaction to this development was to tell us that there wasn't a big pagan vs. Christian vibe at the tournament or in the world at large. He quickly backed off of that, to his credit, but that initial reaction, to try to control how the players reacted to the world, was an interesting one in retrospect.
At the time, gaming was starting to move in the direction of "story" that would ultimately result in the White Wolf concentration (in theory, at least) to the extent of redefining the Referee as a Storyteller, and then to the modern "story games" that bear only slight resemblance to the earliest adventure games. As a result, the idea that the GM was presenting a story within which the players would have some interactive power was becoming fashionable. This is a perfectly valid way to play this sort of game, of course, but the reaction of the GM of that Pendragon game is particularly interesting in that he stepped back from imposing his story. His impulse was to ask the players to head back to the story he wanted, but he chose instead, at least ultimately, to allow the players to lead the game where they wanted it to go, for good or ill.
For me, this was a critical moment in my gaming history. I started at that point to see that the "storytellers" in a roleplaying game were the players. The Referee was not the storyteller (though I would be derailed from this train of thought by White Wolf, and later by story games, for a while), who instead resembled something more like an editor.
What that long-ago Pendragon GM should have done, rather than tell us that "there's not really an opposition between pagans and Christians", which was basically telling us what our characters should be thinking, was to either let us run with what we wanted our characters to think (to be fair, that's what he did, in the end) or to, at most, present an NPC authority who would try to guide our characters. For instance, an older Druid priest who gave our knights guidance and tried to smooth over our conflicts of religion by, I don't know, teaching us about the Grail or the way that the Christians' idea of the Crucifixion resembles the native ideas of the King in the Ground (such as the head of Bendigeidvran, buried and protecting the island of Britain from invaders until it was disinterred). It's because not every person in a game world is going to be seeing things the same way. Like in our world, where on the one hand you have people like the Quakers, who are Christian, but also people like Fred Phelps, who is also Christian. Which one of them is correct? Sure, most people would pick the Quakers as better people, but the Phelps family are still Christians. There isn't a GM out there telling them that Christians don't think that way, but there are people (and perhaps spirits, if you accept that sort of thing) who are, and people who are telling them the opposite. It's still down to the Phelps family members, though, as to what they choose. If they did not have those choices, then they would not be responsible for them. Similarly, players should be responsible for the choices they make for their characters, and if the GM is making decisions for them, then why are they playing? (That gets a little more complex when morale and temptation systems come into play, or the personality trait system from Pendragon, but that's a topic for another time.) That's one of the reasons that I think the Alignment system as presented in AD&D is a problem and should be discarded.
Which is me coming back again to the idea of the sandbox, where the players are allowed to have their characters do what they want those characters to do. The environment can react to the characters, and there can even be NPCs with goals who actively affect the environment, but the environment shouldn't be altered for metagame reasons (that is, it should follow the classic idea that, if there are six trolls in a room on the third level of a dungeon, then if a single 1st level character shows up there will be six trolls, and if 20 10th level characters show up there will be six trolls, but if the trolls have been attacked and send for help from the hobgoblins there might be an additional 20 hobgoblins along with the surviving trolls the next time the players show up; I guess that one is a pretty big room).
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