Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Monday, June 1, 2026

Some Random Worldbuilding

 So many game settings draw heavily on Tolkien. Even when they try to move away from him, like Dark Sun, the tendency is toward the human-dwarf-elf-hobbit combination being the core, with only minor deviations like the cannibal halflings of Dark Sun the tinker gnomes and kender of Dragonlance.

H. neanderthalensis

I want to try something different. My initial tendency is to avoid non-human species entirely, but I understand the motivations of some players to get away from the baseline human, or at least to provide some variety like Pendragon does by highlighting the different culture groups such as Britons and Saxons. What I want, then, is to create a situation where I can sort of mythologize the varieties of humans that once coexisted, with a couple of curve balls for spice. So, I'll start by having the three - four! or more! - species of genus Homo that were around a mere few tens of thousands of years ago. Obviously, H. sapiens represents the human baseline. The other three major lines are H. neanderthalensis and Denisovans, which for simplicity I'll just say are H. longi even if the final science might not be in yet, plus the surprising H. floresiensis and its close cousin, H. luzonensis. Rather than using the cumbersome taxonomy, I'll rename them all from the human point of view. Neanderthals will become ogres or trolls, drawing on the fairy-tale magical, cannibal ogre. Not that they will necessarily be cannibals! It's the perception of humans about their different neighbors. The Denisovans will be called elves, or perhaps oni, and they will be differentiated in this setting by having a noticeably longer lifespan - perhaps 150 years in comparison to the human 70-ish, or perhaps more than that. Floresiensis and luzonensis will be woodwoses, little, furry, hidden folk. In the setting, ogres, elves, and humans will interbreed, and so there will be half-elves (human-Denisovan), half-ogres or sometimes "orcs" (human-Neanderthal), and dark elves (Neanderthal-Denisovan).
H. floresiensis



Rabbit marginalia

I actually want to move away from that core of different human species, too. The easy one to include might be Gigantopithecus as a species of giant ape, but more like giant orangutans than something gorilla-like or sasquatch/yetis. And I'll make them into wise forest hermits, as the humans of the setting stereotype them. And because they're something of a personal obsession, there will be a bipedal rabbit-folk I call the koni. Perhaps oddly, the koni are the closest this setting will have to hobbits, living mildly sybaritic lives in holes in the ground. Koni are inspired by both medieval marginalia and Watership Down, so imagine a people with both warriors and seers, and with an inventive streak too.

Gigantopithecus group

And as I sat with these, thinking in particular about the forest giants, I decided that I wanted sapient, speaking, tool-using tribes of gorillas, which will be called the mountain-folk. It's the pulp-fantasy feel that I don't want to ignore. No doubt there are also other, more monstrous and animalistic apes in the setting, or in parts of it.

Megalania

Speaking of animals, there will be Megalania, Varanus priscus, as dragons. Venomous monitor lizards up to 7 meters long certainly fit that description! And because they match the theme, there will be predatory flightless birds modeled on Phorusrhacidae, as well as a more domesticable flightless bird species of Gastornis, not unlike the horseclaws of Nausicaä of the Valley of the Wind.
Gastornis

Sunday, September 7, 2025

[Archival] Mandragora: The Mandrake March

I haven't posted about it in about 8 or 9 years now, but Scott Driver, known for settings like the World of Thool, had briefly outlined one of the more intriguing settings I've seen, Mandragora: The Mandrake March. As was his habit, when he stopped working on it, he erased the blog, and soon vanished entirely, as far as I can tell, from the internet RPG community. Recently, I was able to recover most of the posts on Mandragora he'd made (and the names of the ones I couldn't recover). None of the pictures survived the recovery process. Leaving out rules-specific ones like his proposed house rules for using Chainmail as the combat system or his eventual decision to use Tunnels & Trolls 5th edition instead of Dungeons & Dragons, here's what I found, after the cut.

Sunday, August 10, 2025

Notes On The Notes

Let's have some "behind the scenes director's commentary" about the notes I presented on my upcoming AD&D campaign.

The Tetradic Church is mainly inspired by an article in Dragon magazine issue 77 by Nonie Quinlan, titled "Elemental Gods". It argued for a less monster-style approach to gods and religions, presenting a model based on the classical Four Element system. The names of the gods are in Indonesian, Banteng meaning "bull, ox" and representing strong, solid earth, Kucing meaning "cat" and manifesting a sort of playful/cruel, almost-Dionysian air/wind, Naga Emas meaning "gold[en] dragon", the Church's understanding of fire, and Bidadari meaning "angel, nymph, beautiful woman", who is ever-changing water and the Moon.

The Church of the King of Life is inspired by the story game, Dogs in the Vineyard, and so is a fantasy version of the LDS/Mormon church. Like that game, my current plan is to leave specific scriptural justifications up to the players who choose to play adherents, or to the exigencies of play as I need them, but the patriarchal culture and Branch system of organization are the general basis of that religion. Padishah, of course, is Persian for "monarch".

The Weaving Goddess of Fate is my version of Gary Gygax's "Istus, Lady of Fate" from his World of Greyhawk setting, by way of the three Norns/three Fates, Islamic and Norse fatalist ideas, Irish weaving prophetesses, and so on. Her name is from Inanna, because I wanted that Middle Eastern connection.

The traditional D&D/AD&D cleric class fits best with those three religions, whose gods don't have hit points, per se. 

The Alien God is based mainly on G.R.S. Mead's analysis of what we know about Simon Magus. Aśundǒr and Śukar are words in Romani meaning, respectively, "listener", which is more or less the meaning of "Simon", and "brilliant, shining", a rendering of Helen, who was Simon Magus's partner, probably taking the role of Gnostic Sophia in his theology. I like the mix of Stoic, Neoplatonic, and Gnostic/Manichean ideas that Mead derives from the Simonian fragments we have. Plus, Mead's work is also a major influence on Tierney's and Rahman's "Simon of Gitta" stories, which are excellent sword and sorcery/sword and sandal/weird story yarns. There may come a time in the future of the setting when clerics of the Alien God travel the world of Dunia, but for now things are more personal, less involved with intermediaries.

I explained most of my take on Druidism already. Erodia is a rendering of Aradia, hero of an allegedly ancient Italian witchcraft poem collected by Charles Godfrey Leland. The name is related to the Biblical Herodias, but may also be related to Diana (I believe "Herodiana" is attested). Dunia, who gives her name to the world of the setting, is a Gaea-type (or Terra, Demeter, etc.) Briga's name comes from Celtic languages and means "High One" or "Powerful", the same as Brig in Irish legend, St. Brighid, Briginda, Brigantona, and so on. The particle also finds its way into Irish briocht/Gaulish briχtia, both meaning "magic spell", which I adapt as similar to "heka" in "Hekate/Hecate". Artor and Medraut come from Arthurian legend, being versions of Arthur and Mordred, and take roles in my game setting's Druidism from Robert Graves's poetic inventions that he tried to impose over historical ideas (and which have been adopted by some modern neopagans/Wiccans). The idea is, basically, that the Summer/Oak King and the Winter/Holly King meet in combat twice a year, representing the turning of the seasons, with the victor taking up the White Goddess as wife until the next combat. In reality, pretty weak sauce as theology in my opinion, but it has its supporters. Karnon is derived from "Cernunnos", a lightly-attested Gaulish deity of largely unknown (but perhaps not unknowable) character who was adopted by early neopagans/Wiccans as the Horned God of their craft, inspired by Margaret Murray's unfortunately flawed reconstructions. Whatever the historical flaws, I hasten to note, it does carry great meaning and depth for many. Mixing that with material from the Barddas of Iolo Morgannwg and other sources I mention, I get a fun naturalistic/esoteric philosophy that easily carries and supports the flavor of AD&D druids.

My vision of polytheistic cults worshiping/forging relationships with localized spirits is in part from long consideration of the place of gods depicted as a sort of monster in D&D-style games going back to Supplement 4: Gods, Demi-gods, & Heroes for original D&D (which used to be the only book from that edition I owned; it has since vanished from my collection, but at least I still have my original copies of Cults of Prax and Cults of Terror). As noted in my writeup, I'm looking to an article from Dragon magazine as the mechanical basis of this cleric-free religion cluster, though also including a version of the "warlock" class adapted to 1st edition AD&D terms and other approaches. I'm pretty sure there won't actually be any Zeus or Athena gods, those were merely examples demonstrating the idea of local epithets.

As an aside, I'm still working out the exact places of demons, devils, daemons, and so forth in the setting. Was it the demons or the devils who built the world-prison in opposition to the Alien God? Not fully sure. I'm actually leaning toward the devils at the moment. It will give them more purpose in the setting, and make Hell a somewhat meaningful place.

I didn't mention it, but that wasn't a comprehensive list of religions in the setting. Notably, I skipped over the Church of the Serpent, found among the Drakkonern people, my adaptation of the Dragonlord people found in Mayfair's Dragons supplement in their Role Aids line. I really liked the dragon civil war situation laid out in that supplement, and often work to fit it into my settings. The Dragon religion looks to four great elemental dragons, so it fits with my Tetradic Church, but I can also mine the Palladium Role-Playing Game, which also includes four elemental dragon-gods, for ideas. Another religion I have in mind is the Loathesome Toad Gods, inspired by Jeff Rients's Miscellaneum of Cinder, but also John Tynes's vision of the Lovecraftian gods laid out in Delta Green (as well as its supplements and follow-on games) and, especially, the D20 adaptation of Call of Cthulhu.

Saturday, August 9, 2025

AD&D Game Notes

Bryn Celli Ddu, a barrow mound

Time for a post, to remind you I am alive.

I started off working on the Gygax75 Challenge, though I didn't stick strictly to its schedule. Mainly, I decided that the opening location would be a version of Portown, of Ruined Tower of Zenopus fame, with an additional megadungeon of my own devising located a short journey away. Further, though I don't mention it in the following notes, I've also placed Quasqueton, from B1 In Search of the Unknown, nearby. I figure that the Tower, smugglers' caves, and ghoul tunnels, a megadungeon/mythic underworld, Quasqueton, and the usual port city-based activities should give the players any number of hooks on which to hang their adventures.

My megadungeon, as noted, is found beneath goblin-haunted barrow mounds, which hold entrances to a mostly classic mythic underworld, a place where adventurers, through bravery, skill, and luck, might make their big score. 

In  addition to a house rules document (that remains somewhat in flux as I keep running into rules interpretations to consider; at least it's short, only four pages plus a couple of pages on changes to experience point awards), I've written up the opening situation as the initial player-characters arrive by ship in Portown, and a précis of the religions of the setting, noting how most of the additional character classes I plan to make available fit into the world's religious landscape. Here are those:

Introduction

The players have sailed from a town on the Gold Coast, where they grew up. Choosing a life of adventure rather than waste their bodies in the rapidly diminishing mines or live the quiet lives of peasant farmers, they’ve come to a town they’ve heard might reward a brave, and lucky, adventurer.

Portown is a small but busy trading port on the coast, with a population of perhaps a couple thousand or so, including people from all over the known world and perhaps beyond. Rumored to be built up from foundations standing on the ruins of an ancient city that may predate the coming of humanity, it lies a short distance, perhaps three or four leagues, North of a field of goblin-haunted barrow-mounds.

Stories tell of an underworld kingdom beneath the mounds full of riches and magical terrors. Many have gone into the mounds, never to return, but some few have come back to the surface with loads of jewels, gold, and magical swords, enough that there are always some brave, foolish, or desperate enough to try their luck.

The players step off the ship they’ve arrived with onto the wooden dock. Seagulls call in the overcast, leaden skies, and a strong smell of decaying fish and seaweed in brackish seawater permeates the air. North of the docks, the harbor is protected by a narrow spit of land reaching from East of the town, making the harbor into a cold lagoon. The dock leads up to shore, where large warehouse buildings line the boardwalk promenade, beyond which hints of other buildings can be seen through the alleys between the warehouses, and a few taller buildings peek over the roofs of the storage buildings. To the West, across a part of the harbor that projects south of the main lagoon, the fisher’s quarter hosts dozens of fishing vessels along a shore that leads back to hundreds of decaying houses. North of that quarter a peninsula stretches into the sea, with a lighthouse tower overlooking a cliff side at the North end. Access to the sea lies between the end of the protective jetty and the lighthouse. Beyond the fisher’s quarter, further to the West, a ruined tower overlooks the town from the top of a hill. Between the tower hill and the fishing quarter, a cemetery can just be seen. Not far from the tower ruins, a few hundred feet at most, on a smaller hill to the southwest of the tower hill, is a smaller tower in much better repair.

There is much bustling of working sailors along the docks and boardwalk, much shouting and strong language in a dozen different tongues, ropes being tied or untied, boxes of cargo being moved and carried, and some passengers lugging their own baggage to or from the shore themselves.

 

Religions of Dunia

Tetradic Church – The Four Elemental Gods: Earth “Bantəng/Banteng” (Solidity/Strength/Emotion, masculine), Air “Kuching/Kucing” (Wind/Weather/Intellect, androgynous), Fire “Naga Emas” (Sun/Craftsmanship/Manifestation/the World, genderless), Water “Bidadari” (Moon/Magic/Illusion/dreams, feminine) – clerics, cloistered clerics, exorcists, warrior monks, witch hunters.

Church of the King of Life – Padishah, God of Life – clerics, cloistered clerics, exorcists, paladins, warrior monks.

Church of the Alien God – exorcists, magic-users, warlocks, warrior monks. Aśundǒr  says he has come to rescue the souls of humanity, demihumans, and humanoids from the world, which is a prison built by the Demons to trap human/demihuman/humanoid souls, which are the fragmented light of the Alien God. Also, the Aion of Wisdom was lured into the trap and degraded by the Demons, finally incarnating as Śukar, a slave-prostitute he found and bought away from the brothel which owned her. Aśundǒr and Śukar are living humans who are teaching the philosophy of the Alien God with a retinue of twelve Disciples. 

polytheist sects – see note on gods in "Demonology Made Easy" – exorcists, magic-users, steppe shamans, warlocks, summoners, witches. Local gods may be manifestations of "deity-types", sometimes with related or even the same names as others of the type, usually given a location epithet (like "Zeus of Stonedale", "Parisian Athena", or whatever). 

Druidism – Erodia, Dunia, Briga, Artor, Medraut, Karnon – bards, druids, monks, rangers, witches. A sort of mix of Wicca and Taoism with other random influences, with three goddesses, Erodia the Huntress, Dunia the Earth Mother, and Briga the Wise, and three gods, Artor the Oak King, Medraut the Holly King, and Karnon the Antlered God. There's a philosophy of manifest Summer and potential Winter as the fundamental energies of the universe that combine and recombine as the Four Elements, the Eight Trigrams, the 64 Hexagrams, and other symbolic indications. I'm taking ideas from the Barddas of Iolo Morgannwg, European alchemy, Chinese Yì jīng and wǔxíng, Japanese kusei kigaku and onmyōdō, and mixing them all up with whatever takes my fancy. Dunia embodies the Summery Feminine, Artor the Summery Masculine, Briga is Wintry Feminine, Medraut the Wintry Masculine, while Erodia and Karnon are varieties of androgyny and “non-binariness”.

Denialism – "world is illusion", spoken by Kuhare Nadi the Enlightened One – exorcists, illusionists, monks, psionicists. Kuhare Nadi saw through the illusion that is the world and learned how to impart that knowledge to others. Some Denialists learn how to manipulate the illusion and create Phantasms or even create substance as Shadow. 

Fatalism – Inan, the Weaving Goddess of Fate – clerics, cloistered clerics, dervishes, exorcists, paladins, warrior monks.

Monday, January 15, 2024

Magical Powers for a Low-Powered GURPS Campaign

I've been working on a GURPS Fantasy campaign set in a world of my own creation. One of the characteristics of the setting is that magic is very low-key, subtle, and like in this world many people don't believe it is real. Spirits are very important to this magic system, and I am eagerly awaiting Template Toolkit: Spirits to add to it.

Books needed beyond Basic Set:

  • GURPS Fantasy-Tech 1: The Edge of Reality
  • GURPS Horror
  • GURPS Low-Tech Companion 1: Philosophers and Kings
  • GURPS Powers
  • GURPS Power-Ups 1: Imbuements
  • GURPS Thaumatology
  • GURPS Thaumatology: Urban Magics

(Thamatology and Thaumatology: Urban Magics might not be included in the final campaign setup, while Fantasy might be considered more or less useful for aspects unrelated to this magic system.)

Astrology and Esoteric Medicine from GURPS Fantasy-Tech 1: The Edge of Reality.

Alchemy in this system should just be Chemistry/TL with Disciplines of Faith and possibly Erotic Art (per Technicians of the Sacred), plus an appropriate Philosophy type.

Sacred Architecture from GURPS Thaumatology: Urban Magics. Allow the results to be in regard to areas of activity, especially but not limited to the magic-related Skills listed below, rather than Spells particularly (since Spells as such do not exist in the setting). This is something I am going back and forth on, and it may or may not appear in the final campaign.

Technicians of the Sacred from GURPS Low-Tech Companion 1: Philosophers and Kings; may use Hypnotism Skill to induce a deep trance in someone else instead of relying on the trance candidate's Meditation Skill. See especially the expanded uses of the Dreaming Skill here; the GM should be generous in allowing a deep trance to have the effects of a Dreaming success.

Abilities (All other than Autotrance, Blessed, the Empathy variations, Higher Purpose, Illuminated, or Imbuement should take Magic -10%)
  • Animal Empathy [5], May take Specialized (var.) or Remote (+50%)
  • Autotrance [1]
  • Blessed (if more than one type, each Blessing after the first costs 1 point less, as all include Licensed Exorcist)
    • Blessed (Armor of Faith) [12]
    • Blessed (Divine Guidance) [10]/Very Blessed (Divine Guidance) [20]
    • Blessed (Heroic Feats: ST, DX, or HT) [10 for ST or HT, 15 for DX] (DX only increases DX-based Skills and DX rolls, not Basic Speed or other characteristics)
    • Licensed Exorcist [1]
    • True Faith [15], May take Chosen (+0%) or Turning (+65%)
  • Channeling [10], May take Aware (+50%) or Preparation Required (var.)
  • Danger Sense [15]
  • Daredevil [15]
  • Detect (Spirits) [10], (Magic) [10], or (Magicians) [10], May take Vague (-50%), Precise (+100%), or Analyzing (+100%)
    • Spirits: Any entity with a Spirit Template.
    • Magic: Any use of these listed Abilities other than Autotrance, Blessed, Higher Purpose, Illuminated, or Imbuement, or of Spirit Abilities that seem appropriate.
    • Magicians: Any entity with any of these listed Abilities other than Autotrance, Blessed, Higher Purpose, Illuminated, or Imbuement and without a Spirit Template.
  • Empathy/Sensitive [15] or [5], May take Remote (+50%)
  • Higher Purpose [5]
  • Illuminated [15]
  • Imbuement 1 (Ghostly Weapon only -80%) [2]
  • Intuition [15], May take Inspired (+100%)
  • Luck/Extraordinary Luck/Ridiculous Luck [15/30/60], May take Wishing (+100%), Active (-40%), Aspected (-20%), or Defensive (-20%)
  • Medium [10], May take Manifestation (+100%), Universal (+50%), Visual (+50%), or Preparation Required (var.)
  • Oracle [15], May take Inspired (+100%)
  • Plant Empathy [5], May take Specialized (var.) or Remote (+50%)
  • Psychometry (Hypersensory -50%) [10]
  • Racial Memory [15] or [40], May take Immersive (+50%)
  • Serendipity [15/lvl], May take Wishing (+0% or +100%)
  • Special Rapport [5], May take One-Way (+20%) or Transferable (var.)
  • Spirit Empathy [10]
  • Visualization [10], May take Blessing (+0% or +100%) or Cursing (+100%)
  • Wild Talent [20/lvl], May take Retention (+25%), Emergencies Only (-30%), or Focused (-20%)

Skills associated with magic
  • Autohypnosis¹ Will/H (Meditation-4)
  • Body Language Per/A (Detect Lies-4 or Psychology-4)
  • Detect Lies Per/H (Per-6, Body Language-4, or Psychology-4)
  • Dreaming² Will/H (Will-6)
  • Esoteric Medicine Per/H (Per-6)
  • Exorcism³ Will/H (Will-6, Religious Ritual-3, Ritual Magic-3, or Theology-3)
  • Fortune-Telling IQ/A (IQ-5, Fast-Talk-3, or Occultism-3)
  • Ghostly Weapon IQ/VH (Prerequisite: Imbuement 1; None)
  • Hidden Lore IQ/A (None)
  • Hypnotism IQ/H (None)
  • Meditation Will/H (Will-6 or Autohypnosis-4)
  • Meteorology/TL (Weather Sense) IQ/A (IQ-5)
  • Naturalist IQ/H (IQ-6 or Biology-3)
  • Observation Per/A (Per-5 or Shadowing-5)
  • Occultism IQ/A (IQ-5 or Ritual Magic (any)-4)
  • Pharmacy/TL (Herbal) IQ/H (Prerequisite: Naturalist; IQ-6, Biology-5, or Naturalist-5)
  • Philosophy IQ/H (IQ-6)
  • Poisons/TL IQ/H (IQ-6, Chemistry-5, Pharmacy-3, or Physician-3)
  • Psychology IQ/H (IQ-6 or Sociology-4)
  • Religious Ritual IQ/H (Ritual Magic (same)-6 or Theology (same)-4)
  • Ritual Magic⁴ IQ/VH (Occultism-6 or Religious Ritual (same)-6)
  • Symbol Drawing⁵ IQ/H (Occultism-6 or Ritual Magic (same)-4)
  • Theology IQ/H (IQ-6 or Religious Ritual (same)-4)
Note that a few of these skills have had their defaults adjusted slightly.

¹May be used to initiate an attempt at using the Dreaming Skill without going to sleep.

²May be used to communicate with Spirits, requiring Dreaming and IQ or Fortune Telling (Dreaming) rolls as normal to interpret the Spirit's intended meaning, and Dreaming rolls to impart a message to the Spirit. May also be used to visit a collective Dreamland as per GURPS Horror, p. 114. Make Dreaming and IQ or Fortune Telling (Dreaming) rolls as normal to interpret any communications via the Dreamland. Does this require both Dreamers to be asleep at the same time, or is the message held waiting until the second Dreamer sleeps? Up to the GM. Perhaps the first Dreamer must leave a message with a Spirit of Dreams who then awaits the second Dreamer, possibly impersonating the first Dreamer. Certainly, two-way real-time communication requires both Dreamers to be Dreaming at the same time and making successful Dreaming rolls.

³May be used as an Influence Skill with Spirits even without Spirit Empathy, treat as Intimidation. Affected by Holy status (Blessed (Any), Licensed Exorcist Perk, or True Faith) as usual.

⁴May be used in place of an IQ roll for any use of Channeling, Detect, Intuition, Medium, Oracle, Psychometry, Racial Memory, or Visualization. Requires 1 minute preparation time. May take Extra Time or Haste (p. 346).

⁵May be used to assist Autohypnosis, Dreaming, Exorcism, Hypnotism, Meditation, or Ritual Magic. May not be used to benefit raw IQ rolls or rolls from default. Requires 5 minutes preparation time. May take Extra Time or Haste (p. 346).

The GM may choose to allow modifiers from GURPS Thaumatology for Correspondences, significant times, sacrifices, and so on to apply to uses of Ritual Magic. These may be subject to the particular sort of Ritual Magic Skill involved.

Spirit Templates, generally, start with one of the Spirit Meta-Traits found in GURPS Horror, though other Spirit-related Meta-Traits may also be useful, such as those in GURPS Fantasy or the Basic Set.

Spirits should have Visualization (Blessing +0% or +100%) or Visualization (Cursing +100%), usually costing FP, if they can affect the world at all. Very rarely they may also have Telekinesis, almost never greater than ST 1, but occasionally as high as ST 3 or even more. Spirit Telekinesis should always cost FP to use. Most Spirits will only be able to observe the world and communicate with those characters with appropriate Advantages or Skills. All Spirit Templates should have Walk on Air if they don't have Flight. Possession is not uncommon, but not universal, among Spirits, and they should have Permeation (Flesh) to stay in contact with a target that does not have Channeling.

Spirits might occasionally have Afflictions, Innate Attacks, and so on, but these should always cost FP to use. They shouldn't have abilities like Mind Control or Mind Reading, outside of Possession. Perhaps a Spirit that is Possessing a target could have Mind Control (Suggestion only) that they can only use on the Possessed target. Again, this should cost FP to use.

Note that a group of Spirits with Telekinesis can combine their Basic Lifts to lift heavier objects.

Many magicians in the setting will have "stage magic" skills like Escape, Filch, Performance, Sleight of Hand, Stealth, and so on in order to be able to put on a show for clients.

Wednesday, May 8, 2019

My Gaming Life, An Update And A List

My campaign of GURPS set in my own world of the Deindustrial Future is winding to a close. I have committed to running another GURPS game after that, this one being about superpowered humans in the modern day. It's going to try to explore some of the disrupting influence of superpowers, which should be interesting, in the sense that I would not want to live in that world. I  am increasingly certain that, while I still like GURPS quite a lot, it is dropping down my list of favorite systems pretty fast. Still, some settings I want to do are easier to do in that game than in others, since other games would require inventing and writing down game statistics for things and such, where those statistics already exist or are easily customizable in GURPS. It would be so much better if there were some reasonable way to randomly generate characters. Also, GURPS allows for some superpowered characters that are not possible or are difficult to depict in other systems.

I have a friend, a great Lovecraftian fiction fan, who has decided to give running Call of Cthulhu a try, and he is learning very quickly and doing very well. So, that's a second group, and one that is growing. I'm finding that to be a lot of fun too.

One of my players for the GURPS game is now running AD&D 1st edition, attempting to play mostly by the rules as written (no psionics, a few other small changes). We've had two sessions so far, one spent doing a large combat mostly so that we could get the feel for how the AD&D combat rules as written work in practice. It's so much easier than some people say to use weapon vs. armor type, weapon speed factors, charge rounds, and so on. Even so, since it was completely new to some of the players, and years since those of us who had ever played that edition had played—and even then, we weren't really playing by AD&D rules, but rather a streamlined form of B/X or BECMI using the AD&D tables—the second session was completely taken up by that one combat, as we looked up various pieces of information. Even there, we missed important information about how Clerical Turn Undead worked in that edition, but we'll get it next time now that we know.

Playing AD&D has, perhaps paradoxically, re-inspired me to work on my update to Fantasy Wargaming. To do that properly, I think that I'll need to play it as it is in order to see how things work and understand how best to approach any changes. It's been since 1982 or so that I last played that game, and my memories of it are a little foggy. I do remember that the game worked just fine, so it's definitely not "unplayable", as some allege. I do think that there are some areas that I will be changing pretty drastically, such as formalizing fatigue a little more given how important it is as a limiting factor on some activities, changing wounds to conditions instead of a pool of points, maybe tightening up the magic rules some. I have a feeling that I would want to tighten magic back toward things that were supposed to have happened, either as actual magic or as miraculous events given the close affinity of religious miracles with magic in the system, rather than the very wide-open system given—or perhaps I won't, and maybe just tighten up the rules some as they stand, or even work out a way to make it even more flexible. The question is how I am going to manage to get some play of that game in, given the limitations on which days of the week I have available for gaming. I have some ideas on how to make that work, so we'll see if I can get that working.

Which does remind me that I still plan on returning to the series on real magic and how it can be depicted in gaming. Let's just say that the source of inspiration for that series has gone silent for the moment, though I expect it to begin nagging at me again any time.

I've committed to finishing up my conversion of the meta-tasks of the Marc Miller's Traveller (aka T4) supplement Pocket Empires into MegaTraveller equivalents, even though I have no ability to test the rules. That is going slowly but surely.

I've been occasionally noodling around with ideas about running a PBEM game of Realms of the Unknown, which would require me to set up a better record-keeping system than I have managed to put together yet. It's definitely been moved from the back burner to somewhat active development, though. I'm not sure how the setting would look yet, as I'm probably going to wait to work on that until I have more useful tools for that sort of thing.

So, given that my gaming priorities have been changing now that I am back to gaming mostly regularly, let's give a new list of my top 10 games, or really top 12 but who's counting:

1: MegaTraveller and classic Traveller (tied)
2: AD&D 1st edition
3: Fantasy Wargaming
4: GURPS
5: Chivalry & Sorcery (2nd edition, though other editions are fine)
6: Hârnmaster
7: Aftermath!
8: Cyberpunk 2020
9: Swords & Wizardry: White Box and White Star (tied)
10: Villains & Vigilantes 2nd edition

Honorable Mentions: Flashing Blades, Adventures Dark & Deep, Space 1889, anything Basic Roleplaying but especially Call of Cthulhu (and I guess I haven't mentioned that the player who is running AD&D has been low-key hinting that he'd like me to run RuneQuest 3rd edition, which he loved when I ran it many years back, so that's another thing that is impinging on me; if I did, I'd have to choose whether to run it in the default Fantasy Earth*, Glorantha, or a setting of my own design that I've had simmering for a few years and is in fact a development of the setting I used for that game of so many years ago), Lords of Creation, The Arcanum (1st or 2nd edition, I haven't seen 3rd or the 30th anniversary editions yet), In Nomine, Guardians (the superhero RPG based on original D&D), Delving Deeper, Pendragon, Lace & Steel, Marvel Superheroes RPG, Realms of the Unknown.

Settings that I am working on to varying degrees of effort: the GURPS superpowers one, an authentic-medieval one with monsters and such set around the Third Crusade for Fantasy Wargaming, a feudal-medieval-authentic world based on the 20 kingdoms of the SCA that draws loosely on the actual history and notable events of that illustrious organization plus added fantasy (this would be intended for any of Chivalry & Sorcery, Fantasy Wargaming, Pendragon, or Hârnmaster, or really any game that can handle an authentic medieval feudal setting), a setting based on the world of Lords of the Middle Sea—which is an obscure wargame that Chaosium published back in the '70s—and a more detailed deindustrial setting set some time in the further future that doesn't rely on so many fantastic elements as the one that I am currently finishing up. I've also spent a few brain cycles on the Flanaess Sector idea, but it hasn't really gone anywhere lately.

Yeah, as usual, I have put way too much on my plate, but hopefully I can actually turn some of it into practical use.

*The Fantasy Earth setting for RQ3 was set somewhere roughly around the 8th or 9th century, probably, given the territory available to the Byzantines in it.

Tuesday, January 1, 2019

What Is Magic? - Part Two - Spirits

In my last post on the topic, I started to lay out a catalog of what magic was to the people who practiced it. It sort of got out of hand there, which isn't surprising since I foolishly embarked on this series without a real plan. Flying by the seat of my pants is sure fun, but let's see if we can get this thing back on track. Note that this is a very speculative post. There is only a little consensus on what spirits "really are". These are some of my thoughts on the subject, and they are necessarily incomplete.

One thing you might have noted is that I left a large part of magic to "spirits". You might also have noted that I left a really wide open space for what a "spirit" actually is, mentioning both entities of the sort that we can communicate and interact with, and also "energies" of astral powers. As I re-read what I've written there and the library with which I began this series, I noticed that I left out an important strand of thought, that of "mythorealism", the idea that myth can and does incarnate in the waking world. I do want to emphasize that this is only one model among several, though, and I am not making any particular endorsement by discussing it in this post.

In the mythorealist view, as I imperfectly understand it, "spirits" are the relationships between things. When we develop a pattern through art and tradition, we can see that pattern existing as actual instances of orally-told stories, written texts, works of art, natural occurrences, and the like. So, we find a person that we call "Thor", who is manifest as stories, statues, rolling thunder, and so on. But these things aren't Thor, are they? They are stories, statues, physical phenomena. On the other hand, the relationship we have with these things is an entity in itself. In point of fact, we can develop a relationship with that relationship, which is another level of the matter.

So, more generally, what is a spirit? We can think of a spirit as a non-physical entity. Nearly every metaphysical outlook includes room for non-physical entities. Even the most strict materialist includes "organizing principles" or "emergent properties" or an "implicate order" such as the "rules" that make gravity manifest as one thing while making gamma rays manifest as another thing. Scientists codify these rules as mathematical operations, but those are descriptions of the non-physical entities, not the things themselves. There are also relational systems, which are sometimes called "software", which are not the same as the physical systems which manifest a particular set of software.

Other outlooks describe spirits as other things, from the naïvely prosaic idea that spirits are just like material entities only made out of some unknown and immaterial substance—which is the way that most games treat them, perhaps because it allows spirits to be modeled with only slight modifications to the normal game rules; I am particularly interested in the few exceptions, even when the games that do so are not necessarily very good otherwise, and I will get to the gaming precedents as this series goes on—to the sophisticated concept of relationships mentioned above, to concepts of psychological fragments existing as processes within our material brains, and so on.

Probably the most common approach to understanding spirits is a psychological one, in no small part because our experience of spirits, for those of us who do experience them in a way that we express in that manner, is one that occurs largely within our minds. That is, not having a material existence, people can't usually observe spirits with material senses like sight and hearing. Or, if they do, many will attribute the experience of a spirit to a sort of gestalt of perceptions, such as when a lonely, windswept moor manifests a different spirit than a hot, humid jungle.

Some magicians posit a relative impermeability between the level of existence on which spirits exist and the material world we experience with our physical senses. So, in this model, a spirit has an existence on the "astral plane"—or whatever the particular magician calls it—which can't affect the "physical plane" directly, but instead causes changes in the physical world by indirect means such as influencing beings that exist on both "planes" such as humans. On the other hand, some thinkers have pointed out that spirit-like phenomena can and do sometimes leave physical traces, which has been termed the "daimonic". Items like the Simonton pancakes—a set of four apparently-normal pancakes that Joe Simonton claims were given to him by the occupant of a strange flying object that landed in his yard—or the tiny shoe found in Ireland that exhibits wear patterns exactly as if it had been worn for some time by a tiny person, not to mention the instances where radiation has been detected at alleged "UFO" landing sites, or where UFOs themselves produce radar reflections. The daimonic is sometimes absurd.

Some such "daimonic" traces are clearly hoaxes. The Patrick Harpur book I mention in the library post, Daimonic Reality, includes some discussion of the photos of "Doc" Shiels, which have been pretty thoroughly examined by the periodical Fortean Times, with the conclusion that they are probably fabrications, and of course the examination in that book of "crop circles" has been undercut by a couple of groups who have come forward to claim that they have been manufacturing those unusual artworks—it's probably worth noting, though, that none of the groups making the "hoaxing" claim have been able to replicate more than a simple circle while under observation nor any of the various epiphenomena that are related to the circles, and at least one person involved has openly wondered what it is that drives him to make the circles in the first place. For that last, keep in mind the above idea that spirits operate through influencing human behaviors.

The "all in the mind" theory still leaves ample room for some strangeness. One magician wrote a book with the subtitle It's All In Your Head … You Just Have No Idea How Big Your Head Is, which lays out some of the issues in a pithy way. One formulation of this argument is that the brain is less like a computer and more like a radio receiver. Now, keep in mind that any metaphor for how the brain works is one fraught with parochialism. That is, every era has a model of the brain that draws on whatever the currently-fashionable technology might be. In the 19th century the brain was an engine, in earlier times a pneumatic vessel, and so on. So, even if the metaphor of the computer is more attractive, still a brain is not a computer. In any case, in the "radio receiver" metaphor, the brain receives something from elsewhere that contains or manifests consciousness. The brain might store things, perhaps in the sense of a "warehouse" of sensory impressions, or perhaps a holographic "hard drive" of sense data, but the experience is still one of consciousness. Certainly, we know that each instance of remembering is a remanufacturing of the original experience, one that alters to some extent whatever it is that the brain stores. If the brain is a receiver, though, we are left with the question of where it is receiving from. A magician might answer that there is another "level" of existence, another "plane", from which consciousness emanates, though some magicians would argue that consciousness is also from the "spirit plane".

And this doesn't exhaust the models available to us, though it runs through most of the major ideas. Which of them is correct, if any? I have no idea. I tend to favor the "emanated consciousness" model to some degree, but I am also attracted to both the "relationship" and "psychological" models—with the proviso that spirits are probably not local to any particular brain or psychology, even where they might manifest in such a "place".

So, let's talk about some of the gaming models for spirits. At the moment, I am mainly interested in the models provided by RuneQuest, HeroQuest (the Gloranthan RPG, not the Milton Bradley board game), GURPS, the HERO System—particularly the 4th edition supplement titled Horror HERO—Dogs in the Vineyard, Fantasy Wargaming, and Magic Realm, the board game from Avalon Hill. RuneQuest, GURPS, HERO System, Fantasy Wargaming, and Magic Realm all offer a similar model of spirits as something basically like a material being, only composed of some immaterial substance. That is a fine model for gaming, as it is easily incorporated into the rules and allows for a wide variety of interaction with the setting of the game. HERO System does present a somewhat different method for spirits to move and interact with their environments that is worth examining. The particularly interesting outliers here are Pendragon and, though as games they are not nearly as interesting, HeroQuest and Dogs in the Vineyard.

Pendragon and HeroQuest offer a similar approach to spirits, though in a sense it is hidden in the rules of the former. A character is able to develop "Passions" in Pendragon, which are relationships such as Love, Loyalty, or the like. However, a character can develop a relationship with an abstraction that does not otherwise appear directly in the game, such as "God" or "The Red Company"—while the latter may exist as a group of ruffians or adventurers, the members of the group are what interact with the setting directly. While HeroQuest doesn't call them "Passions" (as I recall at the moment, without looking up the details), there is a similar mechanism to describe a character's relationships.

Dogs in the Vineyard is, in my opinion, a nearly-unplayable game—one significant obstacle I found was that you are supposed to describe what is happening in a challenge, but you can't actually know what happens in the challenge until the challenge is over since that is when you determine "consequences" incurred during the challenge. However, its concept that an area is affected by a particular spirit, which can influence the course of challenges indirectly by favoring one side or the other in a broad sense, is one that I want to find ways to adapt.

Now, these last few paragraphs describe models intended for gaming purposes. I think that they are useful in helping to illuminate how we think about spirits, though, since they are required to be relatively comprehensive in ways that thinking about the topic abstractly doesn't require.

Monday, November 5, 2018

What Is Magic In The First Place?

In the last post, I presented a library of sourceworks to serve as a foundation for an understanding of magic that could apply to the Middle Sea and Sundaland settings, as well as future incarnations of my Deindustrial Future setting. Partly, I wanted to clearly differentiate my approach from that of another occultist and gaming blogger, whose series on "Real Magick in RPGs"—yes, that is the spelling he uses for the word—is worth reading, but presents the topic from a very partisan perspective (much as that author's politics! ZING!) which can be quite misleading for those who take it literally and without a wider view. I won't link it because the author is kind of a jerk, but it's easy enough to Google that series up.

To figure out how magic works, we first need to know what magic is. This is an incredibly difficult question to answer definitively, and the more so as it is examined more closely. For my purposes, I will assume that "magic" is what historical magicians or magician-like people thought that they were doing. This isn't a hard and fast definition at all since it requires us to look at what "magicians" do in day to day life, and that is simply not possible from our vantage point here in the early 21st century. Even as recent an era as the 1980s remains somewhat opaque since our main source work on practicing magicians from that period has a number of methodological problems.

To our benefit, a number of magicians wrote down, in outline at least, descriptions of how they pursued their practices. While there is some obscurantism in many of these works, a lot of the codes have also been written down and others have been broken.

For simplicity, I am going to focus on the (very) Late Antique, Early Modern, and Modern eras in Europe, say from the 7th century or so on through into the 18th or 19th, and even the 20th and 21st to a degree.

Earliest in our period and location, we find the Greek Magical Papyri and the Demotic Magical Papyri (PGM/PDM). These are a collection of various papyrus manuscripts that record in quite close detail the practices of magicians of Antiquity, with some of the practices perhaps originating in prehistory. We do not need to examine this in detail, however, and will only note in passing that there is a clear line of transmission from these manuscripts into later European magical works. If you are interested in pursuing this further, I'd suggest Betz, Hans Dieter - The Greek Magical Papyri in Translation, Skinner, Dr. Stephen - Techniques of Graeco-Egyptian Magic, and Smith, Morton - Jesus the Magician. Those would get you started.

Another source text, roughly contemporaneous with the PGM/PDM, is Sefer HaRazim, a collection of Jewish magical practices involved with conjuring the spirits of the dead, appeasing them, exorcising them, and so forth. Our interest here is mainly to show that there is a melting pot of practices in the eastern Mediterranean region, from Egypt to Greece, that resulted in a basic pattern of what would become the central magical practices of Europe for centuries to come.

Because of the way that books were circulated in Europe prior to the introduction of the printing press, there are lines of tradition that we can consider, rather than necessarily individual titles. So, for example, there is the "Solomonic" line of texts, which include books that find their ultimate origin in the Byzantine magical text known variously as Hygromanteia (Ὑγρομαντεία), Solomonikê (Σολομωνική), or The Magical Treatise of Solomon, among other names. However, these books vary greatly in the exact text, with some leaving parts out, adding new parts, or rearranging sections. The Solomonic books make up most of the magical texts that exist, but there other others such as Picatrix, which finds its origin in an Arabian text titled Ghayat al-Hakim ("Goal of the Wise"), translated initially into Latin then into other languages; the similarly-named but different traditions of the Cyprianus, or Swedish Svarteboken, which lead to the Braucherei tradition, also known as Pennsylvania Hex magic, among others, and the books of magic that attribute themselves to St. Cyprian of Antioch, the "Necromancer Saint"; the Faustian tradition, which consists of a number of texts that seem to be based on the legend or play; variations of the Three Books of Occult Philosophy by Henry Cornelius Agrippa von Nettesheim; and a few others. Some of these are among the strands of tradition that form the various African Traditional Religions as practiced in the New World. More recent years have brought a few further texts such as the infamous Necronomicon, widely available in a mass market edition from Avon Books; The Voudon Gnostic Workbook by Michael Bertiaux and related books; the various works of "Chaos Magick" theorists and practitioners such as Peter Carroll, Phil Hine, and others; various texts on "witchcraft" of varying quality, some connected with the religion known as Wicca and many not; the practice known as "Huna" developed by Max Freedom Long; the Thelemic and other texts associated with Thelema, many by Aleister Crowley, though a lot of more obscure books written by others; the Thelemic works have their origin in a strand of tradition known as the Golden Dawn, which owes at least a portion of its practices to the works of Éliphas Lévi; the rediscovery of Dr. John Dee's 16th and early 17th century magical manuscripts in the 19th century was another influence on the Golden Dawn and Thelema, but that collection also forms a tradition of its own. In addition, there are folk magical practices, some recorded relatively faithfully—such as in the Rev. Robert Kirk's manuscript The Secret Commonwealth, published in an abridged form in the 19th century, then in a more complete form in the 20th—while others can only be seen dimly from the point of view of people antagonistic to them such as the records of witch and werewolf trials mainly in the 16th and 17th centuries. And this really isn't a complete catalog.

This anarchic mass of textual data is difficult to assimilate. However, we can point out a few common practices throughout. First, there is "Spirit Magic", in which various "spirits"—whatever we may come to mean by this—are interacted with in various ways. This can be through divination of various sorts, the perceptions of a sensitive "medium", or even full-on possession, as with "channeling" or the practices of various African Traditional Religions. This includes practices which purport to direct or determine the influence of "astral energies"—sometimes called Astral Magic—and the practices known as "theurgy" which are designed to align the practitioner with some spiritual power. Further, the practices known as Natural Magic, which intend to direct the powers of natural objects such as herbs and stones, or even the more sophisticated methods of the Alchemists, can also be seen as directing or assessing the spirits of those objects. Some forms of Natural Magic (and the same is true of Astral Magic) intend to take advantage of psychological processes, such as a similarity of appearance, but others rely on real or apparent physical properties.

Second, there is divination that is not apparently related to spirits. This is a difficult distinction to make, though, and only becomes more so as the idea of spirits is examined more deeply. However, the idea of viewing locations at a distance, which some now call "remote viewing", has an ancient pedigree. Other forms include "oneiromancy", or the interpretation of dreams, scrying, inducing various sorts of altered states of consciousness, and various forms of sortilege, or casting and otherwise manipulating lots, cards, sticks, dice, or whatever, among other things. This is a major topic of its own.

Thirdly, we can identify what we might call "Psychic Magic", or "magic" that is related to altered states of consciousness. This crosses over to "Spirit Magic" and "Divination" considerably, but includes other practices such as the "berserk" state, self-hypnosis, and induction of hypnotic states in others. There are other examples as well.

Finally, there is the practice of "Illusion". This is exactly the sort of thing that modern stage magicians do. The thing is, it turns out that a lot of magical practices occur on a purely internal, invisible level. Sometimes, that internal, invisible matter needs to be dramatized, and so we find practitioners engaging in allegedly "fraudulent" (though, notably, the only perspective from which there is fraud is from a naïve, predetermined, materialist one; other perspectives will emphasize the efficacy rather than any theoretical metaphysics allegedly underlying the practices), but nonetheless effective to some degree, practices like "psychic surgery" or the like.

And here is a point for a quick digression. Everyone has a metaphysics, whether they understand it consciously or not. This is the model of how the universe works that allows a person to comprehend the things that happen around them. There is no known way to prove one metaphysical model over another, except perhaps by comparing effectiveness—and that only shows a relative effectiveness by whatever definition of "effective" is employed, not any final determination of objective validity. But this is another essay entirely. For our purposes, let's just agree that a non-materialistic model of the universe is at least possible, and so the universe of the magician is not a prima facie impossibility.

I may have missed some other practices, but these seem like the central four to me. This model offers a primary place for "spirits", which leads us to the next question: what, exactly, is a "spirit"? That is a good question for next time. Also, at some point I need to get more explicit about the gaming connection. I'll get there.

Friday, November 2, 2018

Continuing To Evolve An Approach To Magic - Introductory Library

For both the Sundaland and Middle Sea settings, and perhaps for future iterations of the Deindustrial Future setting, I want to keep refining my approach to magic. I've never been very fond of the lightning bolts and fireballs approach of D&D and its derivatives, even though I understand the process that got it there. I'm also not really that happy with the exploding chests ("I think I will take your heart, Kerim Shah!") and rays of energy approach of Conan and the like. I want magic to be subtle, but still effective.

To that end, I have been trying to work out an approach that retains the mystery of magic and the spiritual world, but also would allow me to replicate something like the way that magic is perceived in the world we live in. Clearly, there are magicians. Equally clearly, there are people who employ those magicians to do something for them. What it is that they do is the area I want to try to approach for my games and stories.

As usual for my process, I want to start by providing a library for anyone who might be interested in a similar approach. Mostly, it's books by people who seem to think that magic is a real thing that can have real effects in the world, but some of it is by anthropologists who study people who seem to think that way.

  • Child, Alice B. and Irvin L. Child - Religion and Magic in the Life of Traditional Peoples - an excellent overview of the subject from an anthropological perspective.
  • Couliano, Ioan P. - Eros and Magic in the Renaissance - Prof. Culianu's work regarding magic, or rather his apparent practical application of the principles to the political situation in his native Romania, may have resulted in his assassination in a bathroom at the university where he taught. In any case, perhaps the best introduction to the realities of magic as it was understood by at least one famous Renaissance-era magician.
  • Dunn, Patrick - Postmodern Magic: The Art of Magic in the Information Age - an attempt to provide an explanation for magic, different than some others here, but definitely worth looking into. Dunn has other books on the subject as well.
  • Greer, John Michael - Mystery Teachings from the Living Earth: An Introduction to Spiritual Ecology - one attempt to lay out the practical boundaries of magic from the point of view of one practitioner. Different people are of the opinion that there is more or less permeability between different "levels" of existence, and that there are more or fewer levels in the first place, but this offers a pretty basic outline of the general concept.
  • Greer, John Michael - A World Full of Gods: An Inquiry into Polytheism - a polemic argument in favor of spirit beliefs.
  • Harpur, Patrick - Daimonic Reality: A Field Guide to the Otherworld - an essay toward a reconciliation of materialism and spiritualism through some strange ideas indeed. Like a lot of similar works, ends up talking about flying saucers, by necessity.
  • "IAO131" - Naturalistic Occultism: An Introduction to Scientific Illuminism - in addition, the author maintains a website here. An overview of those elements of traditional magical practices that have correlations with neuroscience and similar disciplines.
  • Keel, John A. - Operation Trojan Horse: The Classic Breakthrough Study of UFOs - sometimes titled UFOs: Operation Trojan Horse, Keel penned one of the more interesting books on a phenomenon where some of the stranger details make more sense from a spiritual/animist perspective than a materialist one.
  • Keith, William H. Jr. - The Science of the Craft: Modern Realities in the Ancient Art of Witchcraft - tried perhaps too hard to reconcile science and magic. Ends up going down a quantum mechanic-esque rabbit hole. Some of the ideas serve to provide an introduction into the fringes of science that lead to difficult questions about the materialist assumptions regarding reality.
  • Lecouteux, Claude - Witches, Werewolves, and Fairies: Shapeshifters and Astral Doubles in the Middle Ages - I'll let this stand in for a great number of works by Lecouteux. An excellent introduction to the ideas that underpin Northern European magical ideas. He has a number of excellent books on the topic, some still awaiting translation to English.
  • Luhrmann, T.M. - Persuasions of the Witch's Craft: Ritual Magic in Contemporary England - Luhrmann was castigated by her informants after the fact for betraying their confidence, and she chose to "explain" elements of her informants' testimony from her own perspective. This is both a detriment and a benefit, as it gives a partial explanation of magic that is palatable to those with a modern materialist set of assumptions, but it also caused her to miss a lot of what was going on. Really needs to be supplemented with some of the other books in this list.
  • Paper, Jordan - The Deities Are Many: A Polytheistic Theology - a description of spirit belief from an educated insider.
  • Pócs, Éva - Between the Living and the Dead - spirit beliefs in Eastern Europe.
  • "Skallagrimsson, Wayland" - Scientific Magic - an attempt to define magic as a product of altered states of consciousness. Pretty good, but as a result of its central thesis it is unable to cover more than a fraction of magical practices.
  • Walsh, Brian - The Secret Commonwealth and the Fairy Belief Complex - an analysis of an early anthropological essay regarding native spiritual beliefs in Northwestern Europe.
  • Wier, Dennis - Trance: From Magic to Technology - the author has a number of other books here, but I haven't read any of his others.
  • Wilby, Emma - Cunning Folk and Familiar Spirits: Shamanistic Visionary Traditions in Early Modern British Witchcraft and Magic - an overview of the matter as it existed in recent history in largely English-speaking regions.

So, that's my introductory library. I could add any number of other works, such as those which include recorded testimony of accused werewolves in Europe—you might be surprised to find out how prosaic their claims really were—or the large body of texts on NLP, hypnosis, and stage illusion, among other topics. I didn't even touch on the literature about entheogenic substances and practices.

Anyway, next time I'll get into how I think that magic should work in my settings.

 

EDIT: I have returned to this article in January of 2024 and want to expand the list of books I'd recommend a bit. Add the following to the list:

 

  • Hayden, Brian - Shamans, Sorcerers, and Saints: A Prehistory of Religion - lays out a prehistory of religion and magic from an anthropological perspective.
  • Marsh, Clint -  The Mentalist's Handbook: An Explorer's Guide to Astral, Spirit, and Psychic Worlds - provides an overview of practices and documents experiences regarding imaginal journeys and activities. A new edition is due out in a couple of months as I write this.
  • Radin, Dean - Real Magic: Ancient Wisdom, Modern Science, and a Guide to the Secret Power of the Universe - an overview of the weirder edges of physics, and a useful corrective to the false "skeptic" myth that there is no peer-reviewed evidence for so-called "paranormal" elements to the physical universe.
  • Stratton-Kent, Jake - Encyclopædia Goetica - comprised of five volumes, True Grimoire, 2 volumes of Geosophia, and 2 volumes of The Testament of Cyprian the Mage, this lays out an argument that there is a continuity of tradition and practice of spirit work from the ancient world to the modern day. Highly recommended for anyone interested in magic. There are a number of peripheral books to this that continue to expand Stratton-Kent's thesis, or perhaps theses, such as Pandemonium, The Sworn and Secret Grimoire (as by "the Master Arbatel, translated for our age by Count Abaka"), Goetic Liturgy, and so on.
  • Thompson, Christopher Scott - A God Who Makes Fire: The Bardic Mysticism of Amergin - starting from translating a mystical Irish poem of the early Middle Ages, dated to the 7th century, Thompson ends up laying out a system for encouraging poetic (or creative generally) inspiration that relies on the metaphysical assumptions of Irish mystics of that era, or perhaps much earlier: while it seems to be a composition by a Christian poet, there are several clearly pagan Irish references, such as to Eber Donn, and it attributes its own composition to Amergin Glúngel, another notable figure from pagan Irish myth.

There are, as before, any number of other books I could add to this list, but these strike me as the most important ones.

Friday, October 12, 2018

Re-Approaching The Middle Sea

A few years ago, I published a few articles on a world I called the Middle Sea World. You can find most or all of the posts at the Middle Sea tag here. Anyway, I sort of let it fall aside as I was doing too much worldbuilding for the original idea, in part because I had no group to play with at the time.

A few days ago, as I picked up my copy of Lords of the Middle Sea (the original inspiration for the map, if not the setting), it occurred to me that the setting of that wargame was pretty interesting in itself. Also, it makes a thematic parallel to the Sundaland setting I mentioned in the last post. Sundaland is set in the distant past, when the sea levels were lower than today, while the Middle Sea is set in the future with sea levels that are much higher.

As a quick aside, Lords of the Middle Sea was inspired by a story titled "The Great Nebraska Sea", the text of which can be found here along with a map that was inspired by the story. Obviously, there are differences between the inspiration and the Chaosium wargame.

Map used in Lords of the Middle Sea
Anyway, in the game there are six factions, four of which are player positions. These are the resurgent Aztec empire of the Nahuas; the remains of Catholic Mexico, pushed further to the North; the horse-riding nomads of Transwyoming stretching from the Pacific Northwest to the peninsula above the Nebraska Sea; the seafaring, warlike petty kingdoms of the Wardoms of Appalach, recently united under a single king; the small (and neutral as regards the players) nation of Centerline from the land formerly in southern Wisconsin up into the former Minnesota; and the great seagoing Arks of the Salvar clans based out of islands that were once San Francisco and the Ouachita Mountains, also neutral in regard to the players. Each faction has a different advantage: the Nahuas have large cities and so can recruit more troops from them, the Transwyoming peoples can maintain larger forces of light cavalry, the Wardoms of Appalach have larger numbers of warships available and more access to large, submerged cities to ransack for lost technology if they can hire the Salvar Arks, and Mexico—holding onto the remains of North America's helium reserves—has not only the only source for building dirigible airships, but also the single largest source of victory points at the very start of the game.

Each of the player factions also has a King, who can travel either with a small military retinue of around 600 elite soldiers or incognito. Each has its benefits and hazards, and the King can change from one to the other in various circumstances. As Kings gain experience by performing quests, winning battles, and so forth, they can "level up" to become a Hero-King or even a Sorcerer-King. Hero-Kings may choose one special ability from a list, while Sorcerer-Kings can use any ability on the list—but only one per turn. Quests can also lead to lost Libraries, which give special benefits to the faction that possesses one. Similarly, salvaging lost technology provides benefits ranging from permanent increases to all of a faction's combat statistics through an increase in the faction's treasury and other bonuses.

A really rough version of the map of the Middle Sea
world—notice the difference
For me, I don't much like the Nebraska Sea part of the setting. There is the wonderful image of the Godwall, a thousand-foot cliff along the coast where the land collapsed to create the sea, but it's not enough to save the idea for me. I like the simple plains sloping gently up out of the Middle Sea toward the Rockies. It gives me the option to place more factions/kingdoms too.

I can combine this with some of the deindustrialized future ideas I have, too. Drawing on the concept from GURPS After the End where higher technology exists but is increasingly more expensive, while a Renaissance level of tech is more easily sustainable, that lets me include even more exotic ideas like enormously expensive alcohol-fueled aircraft—maybe biplanes!—mounting machine guns fighting helium-filled dirigibles carrying smoothbore guns and sailing ships armed with anti-air black powder rockets. Characters will probably carry flintlock or matchlock guns, with swords as sidearms to meet opponents who survive the gun volley, though some might spring for the expense of a black powder caplock revolver instead, or perhaps even take on the continuing expense of cartridge ammunition.

Monday, October 8, 2018

Deindustrial Future Update And Sword & Sorcery Campaign Setting Idea

After spending some time healing up, the characters started to question the spirit of the former Town Marshall, learning that Joe's father was the person in town who was most involved with conjuring spirits but little else. After deciding to go out to Joe's farm, they were distracted by a disturbance at the blacksmith's down the street. Arriving and asking for information from the Deputy Marshalls there, they learned that the blacksmith had been disemboweled and ritualistically mutilated.

Finally getting out to Joe's farm, the characters found themselves walking into a siege. Quickly dispatching four of the ranch hands, they got into Joe's house and assessed the situation, determining that at least ten more ranch hands had surrounded the house. At this point, we ran out of time.

I like sword & sorcery fiction. A lot of the early works drew on the occult history outlined by Madame Blavatsky's Theosophy movement. This is especially true of the proto-sword & sorcery fiction of Edgar Rice Burroughs. The correspondences between the races and structures of Barsoom and the speculations of Theosophy are complete. H.P. Lovecraft derived many of the concepts of his weird fiction from the same source, and Robert E. Howard—arguably the originator of sword & sorcery—drew on the material both directly and through adopting ideas from Lovecraft.

This is great, except for the fact that the occult history of Theosophy is also intensely, deeply racist. That the authors in question also had such ideas didn't make anything better.

I do think that drawing on occult histories as a basis for sword & sorcery fiction is a great idea, but unfortunately the Theosophical one cast a long shadow over the twentieth century and even into the present one. However, there has been a recent attempt to move away from the methods and ideas of Theosophy in crafting a new occult history.

Occult histories are a useful technique that are intended to assist creative approaches to data by creating a structure at odds with the accepted ideas. By creating an approving context for concepts that are disapproved by the intellectual authorities of our society, they allow for questioning of things that are conventionally accepted. Whether this is a good idea or not is up to you, but I think that it's at the very least useful for creative works.

As it happens, there is a recent attempt to forge a new occult history that draws on both cutting edge and fringe archaeology instead of the fringe Indology that informs the Theosophical one. A "chaos magician" named Gordon White recently published a few works, among them Star.Ships. Despite the title, the book explicitly disclaims the idea that extraterrestrial aliens had anything to do with our world. Instead, it lays out an argument that world history and prehistory is better explained from an animist perspective than a materialist one, and offers a history that incorporates everything from the "impossible" mesolithic site of Göbekli Tepe through Gunung Padang, strange anomalies about the Pyramids of Giza to the weirdly specific coincidences of astronomical mythology around the world—such as why just about everyone from Europe and Asia through to North and South America associates Sirius with canines—and more. Recently, a find of petroglyphs in India that seem related in style to other petroglyph finds, and which date to the appropriate era, seem to provide further support for the idea. Whether a stepped pyramid identified in China bears any relation remains to be seen, though the dating makes it seem unlikely.

Notably, for my purposes, it lays out some of the possibilities of a prehistoric civilization in the Sundaland region, which is now largely beneath the waves after being submerged at the end of the last Ice Age. The civilization would have been a mesolithic hunter-gatherer society which, if White's ideas are examined, had a sophisticated shipbuilding culture with advanced astronomical navigation and possibly advanced social organization. Its influence, then, would have spread across the ocean, from the Middle East and Nile Valley to southern Asia, up into China, Japan, and the Philippines, across to the Pacific Islands, and even to South America. If Göbekli Tepe was related to this culture, then its influence might even have reached to the Anatolian peninsula and so maybe even into the Old European cultures.

Players and readers don't seem to get very excited about Stone Age cultures, though, so I think that it would be worthwhile to suppose that the Bronze Age got a very early start in Sundaland. Like Howard's Hyboria, this allows for city-states and armies at a time when, as far as we know, they were not particularly likely in the real-world prehistory. Since some people connect the idea of Sundaland with Plato's story of Atlantis—among other things, the dates happen to match up, where other theories of Atlantis require assuming that the dates were wrong in some way—we can equate orichalcum "mountain copper" with bronze, which seems to be the trend today anyway.

Anyway, a lot of details still to work out, but it seems like it should be an interesting sword & sorcery setting. With ancient serpent people and the occasional Pleistocene—or even earlier—monster, along with the Flores Island "hobbits", there is plenty of room for the kind of weird adventure that makes for a rolicking story.

Saturday, February 24, 2018

Gaming Settings

CC by-nc-sa Lonnie Dunn, found here:
https://www.flickr.com/photos/archaicwarrior/5969822137
As I've been working on a fantasy RPG that works from different assumptions than the D&D stream (while still being "old school", since it draws heavily on Traveller for its mechanics), I've been thinking about what makes a setting good for gaming. Here are some of those thoughts, taken as a quick tour through some gaming and fiction worlds.

Middle-Earth: Tolkien's world is great for his stories, but terrible for gaming. Everything in it is already pretty well set and with little wiggle room. Plus, it is the prototype of what we might call "generic gaming fantasy", with its elves, dwarves, humans, and halflings. While I love it for Tolkien's stories, for gaming it is dreary and dull. A couple of games manage to work some usable gaming material out of it, but in each case it is either by leaving Tolkien's setting behind to some degree or by so limiting the area and scope that the players can't get their characters tied up in Tolkien's plots. One thing that I do love about Middle-Earth is Tolkien's proclivity toward nature writing. A lot of people count that as a flaw in his works, but I love it. And the singing too.

Glorantha: While it has elves and dwarves, Glorantha does everything so differently that it is just bonkers. Anyway, elves (aldrayami) and dwarves (mostali) are the merest sideshows in the craziness of Gloranthan societies. With ducks, trolls, and even wilder thinking species, Glorantha is a place people will either love or hate. The bronze age aesthetic appeals to me, though I sometimes get lost in Stafford's wildness. The way that spirits and magic are handled in the setting is well worth anyone examining, and one can examine it from the perspective of simulation (RuneQuest) or narrative (HeroQuest), depending on your predilection. It might be best to look at how both games approach the setting.

Oerth (aka The World of Greyhawk): While this is technically generic gaming fantasy of the type noted above, the treatment of the setting as a real place, where population numbers and numbers of troops are recorded, where trade goods are placed by region of origin, and where gaming necessities like examining what the players are doing as a profession are incorporated as institutions in the setting make this one of the most vital and essential gaming settings to look at. It doesn't hurt that it's also one of the most diverse settings, with the populations of the centerpiece continent, the Flanaess, being largely people of color (and this has been true for longer than that was something that audiences demanded).

Tékumel: Probably the first setting specifically for gaming to be published - though it originated long before gaming, Professor Barker developed it in a role-playing campaign. As a result, it has some elements that are specifically directed toward the needs of player-characters in the setting, such as the underworld of every major city. Being the first, it was also not tied to the assumptions of previous efforts and so is a gloriously insane look at some of the potentials of worldbuilding. Like the earliest D&D games seem to have been, it is a "science-fantasy" setting, with advanced technology sitting next to marvelous magic. If you're a worldbuilder and haven't looked at Tékumel yet, you're missing out.

Dark Sun: This was the first published setting I saw where the potentials of worldbuilding came clear to me. It happened as I was sitting in on a game session, waiting for one of the players, and I listened as the party leader chose to set aside some gold in favor of carrying more water. That was stunning to me at the time, since I had gotten used to players taking as much gold as possible to maximize their experience points. Just crazy! I looked further into it, and was unimpressed by some of the decisions, but the way that the desert environment was baked into the setting still leaves me in awe. The ways that the generic gaming fantasy thinking species were re-imagined is worth examining. I also learned how important a seemingly little thing like logistics can be to creating flavor.

Hârn: Yes, humans, dwarves, and elves. There are some weaknesses of this setting, but the lovingly crafted detail is inspiring. Treating characters as if they were more than just a collection of statistics (though there are a lot of statistics in the game that goes along with the setting, it is also suitable for a number of different rules sets), and the setting as if it were more than merely a backdrop in front of which characters kill things, helps to set a tone that I appreciate deeply.

Spelljammer: A look at what can be done with generic gaming fantasy if cut loose from some of its assumptions. I love it, but it seems to have been eclipsed by Planescape, perhaps because the existence of Spelljamming ships deforms other settings that include them, so that Oerth, the Forgotten Realms, and Krynn sat uneasily among the assumed worlds of the setting and should never have been included there in the first place.

The Young Kingdoms: Worth examining to see how a fiction setting (in this case, the Elric of Melniboné stories) can be fitted to the needs of a gaming campaign. By focusing on areas that are mentioned but only incompletely explored in the fiction sources, while carefully avoiding breaking canon, the setting details in the Stormbringer RPG (and its other - in my opinion inferior - incarnation, Elric) provide an interesting and alternative take on some concepts that have become over-familiar. The Melnibonéans sit as a sort of decadent elvish society that provides a useful contrast to the sorrowful or joyful ones that one can get from emphasizing different aspects of Tolkien's elves.

Hyboria: Speaking of Elric (who was explicitly created to be the antithesis of Conan), Howard's setting happens to be useful in gaming terms, with plenty of different directions to choose to travel as characters. It's also very helpful in providing a world in which all, well most, of the thinking species are just humans. Unfortunately, in part it does this by making all sorts of assumptions about "race" and whatnot, so it should be examined carefully and sifted finely to extract the useful parts.

Which reminds me to add that I am not very fond of settings that try to "reimagine orcs" as noble whatevers. As I have often said, if you're doing that, why do you have orcs at all? What is it about orcs that you need in that setting and cannot get from just making the adversaries human? The whole point of orcs is to give players a foe they can slaughter with a minimum of moral quandary. "Subverting" that simply removes the only reason for orcs to exist. It's one thing to examine orc society in detail, as is done in Hârn for example, but pointless to make them out to be some sort of noble savage, unjustly misunderstood by humanity. That role is equally suitable for humans, whether of a different skin color than the players' characters or perhaps just with differing sartorial assumptions, and more pertinent for that theme as well. The subverted orc is just a trap for the players that they can't rightly get out of: "Here are some orcs, go ahead and kill them!" "OK, now that you've killed a bunch of them, here's why you're awful people for doing that." It's not a moral test, it's just being a shitty Referee.

Anyway, the point here is that a gaming setting should pay attention to what the players will be doing with their characters in the setting. You can't just plop them down and assume that they will do things. You have to give them things to do, and you have to arrange the setting so that they will be able to do those things. For instance, Oerth has the institution of the "adventurer", who is someone who does a certain type of thing and is given privileges to pursue that occupation in the assumed laws of the land. In Tékumel, there are networks of tunnels underneath the cities that interested parties can explore in a search for lost technology and such. And so on. Put those things in your world setting.